From ed7b0a1696a1f82c4cc1aeda2f0450ab76bbd7e0 Mon Sep 17 00:00:00 2001 From: "Brian S. Stephan" Date: Mon, 21 Jul 2025 00:36:40 -0500 Subject: [PATCH] remove a lot of the OG extra content and similar references these are things that are not included in my version because they're homebrew, because they are a lot of writing/creativity that I don't feel comfortable stealing/distributing, or so on this includes ideas that I like, but either plan to write my own way in the future, or again I just don't feel comfortable copying verbatim, especially if, for instance, I have my own process and don't need to advocate for a different one --- Makefile | 10 + .../001-remove-skill-categories.patch | 152 ++ .../002-remove-example-of-play.patch | 417 +++ ...ove-supernatural-spellcasting-limits.patch | 179 ++ ...004-remove-fantastic-transformations.patch | 147 + ...-remove-power-shifts-in-other-genres.patch | 120 + .../006-remove-personalized-flavor.patch | 58 + .../007-remove-simplified-flavor.patch | 38 + ...superpowers-after-character-creation.patch | 85 + ...ifying-abilities-using-initial-costs.patch | 77 + patches/de-ogcsrd/010-remove-sidekicks.patch | 2365 +++++++++++++++++ .../011-remove-skills-from-backgrounds.patch | 64 + ...ove-usage-limits-artifacts-abilities.patch | 55 + ...013-rename-pdfs-and-tools-just-tools.patch | 20 + .../de-ogcsrd/014-remove-summoned-demon.patch | 44 + .../015-remove-summoned-giant-spider.patch | 36 + ...remove-alternative-armor-encumbrance.patch | 147 + ...e-lower-speed-effort-costs-for-armor.patch | 110 + ...-remove-dead-link-are-you-new-player.patch | 10 + ...19-remove-using-effort-after-rolling.patch | 48 + ...emove-creating-new-character-options.patch | 156 ++ ...ting-cyphers-artifacts-and-abilities.patch | 110 + .../022-remove-advancing-beyond-tier-6.patch | 80 + ...rate-reroll-and-gm-intrusion-refusal.patch | 60 + ...ove-trading-success-for-gm-intrusion.patch | 33 + .../025-remove-slower-advancement.patch | 92 + .../026-remove-starting-at-tier-0.patch | 80 + .../de-ogcsrd/027-remove-OG-XP-advance.patch | 131 + ...move-currency-and-resource-depletion.patch | 64 + .../de-ogcsrd/029-remove-lethal-weapons.patch | 67 + ...030-remove-acting-while-under-attack.patch | 48 + ...emove-additional-cooperative-actions.patch | 45 + ...2-remove-combat-effect-ahead-of-time.patch | 56 + ...sciousness-requires-intellect-points.patch | 45 + ...4-remove-creating-creatures-and-npcs.patch | 143 + ...remove-creatures-with-multiple-parts.patch | 43 + .../de-ogcsrd/036-remove-damage-dice.patch | 61 + .../037-remove-damage-to-pool-maximums.patch | 52 + .../038-remove-drowning-and-suffocation.patch | 57 + patches/de-ogcsrd/039-remove-stress.patch | 660 +++++ .../040-remove-gaining-insight.patch | 78 + .../041-remove-healing-limitations.patch | 34 + ...042-remove-object-level-health-armor.patch | 84 + ...move-serious-injuries-and-conditions.patch | 167 ++ .../044-remove-task-and-fate-dice.patch | 90 + ...045-remove-trading-damage-for-effect.patch | 53 + .../046-remove-ultimate-damage.patch | 50 + .../de-ogcsrd/047-remove-making-meaning.patch | 116 + ...048-remove-making-rulings-and-pacing.patch | 94 + .../049-remove-passive-difficulty.patch | 66 + .../050-remove-graduated-difficulty.patch | 55 + .../051-remove-handling-players-and-pcs.patch | 77 + .../052-remove-encouraging-play.patch | 109 + .../053-remove-teaching-the-rules.patch | 56 + .../054-remove-session-preparation.patch | 171 ++ ...move-creating-challenging-encounters.patch | 187 ++ .../056-remove-alien-artifacts.patch | 22 + .../057-remove-vague-difficulty.patch | 64 + ...058-remove-campaign-design-checklist.patch | 132 + .../059-remove-character-sheets.patch | 65 + .../de-ogcsrd/060-remove-PDFs-section.patch | 21 + .../061-remove-calling-for-rolls.patch | 56 + .../062-remove-keeping-track-of-numbers.patch | 20 + ...move-encouraging-players-to-spend-XP.patch | 54 + ...e-encouraging-players-to-use-cyphers.patch | 46 + ...65-remove-externalizing-gm-intrusion.patch | 46 + patches/de-ogcsrd/066-remove-beefed-up.patch | 41 + .../067-remove-online-character-sheets.patch | 41 + 68 files changed, 8360 insertions(+) create mode 100644 patches/de-ogcsrd/001-remove-skill-categories.patch create mode 100644 patches/de-ogcsrd/002-remove-example-of-play.patch create mode 100644 patches/de-ogcsrd/003-remove-supernatural-spellcasting-limits.patch create mode 100644 patches/de-ogcsrd/004-remove-fantastic-transformations.patch create mode 100644 patches/de-ogcsrd/005-remove-power-shifts-in-other-genres.patch create mode 100644 patches/de-ogcsrd/006-remove-personalized-flavor.patch create mode 100644 patches/de-ogcsrd/007-remove-simplified-flavor.patch create mode 100644 patches/de-ogcsrd/008-remove-gaining-superpowers-after-character-creation.patch create mode 100644 patches/de-ogcsrd/009-remove-modifying-abilities-using-initial-costs.patch create mode 100644 patches/de-ogcsrd/010-remove-sidekicks.patch create mode 100644 patches/de-ogcsrd/011-remove-skills-from-backgrounds.patch create mode 100644 patches/de-ogcsrd/012-remove-usage-limits-artifacts-abilities.patch create mode 100644 patches/de-ogcsrd/013-rename-pdfs-and-tools-just-tools.patch create mode 100644 patches/de-ogcsrd/014-remove-summoned-demon.patch create mode 100644 patches/de-ogcsrd/015-remove-summoned-giant-spider.patch create mode 100644 patches/de-ogcsrd/016-remove-alternative-armor-encumbrance.patch create mode 100644 patches/de-ogcsrd/017-remove-lower-speed-effort-costs-for-armor.patch create mode 100644 patches/de-ogcsrd/018-remove-dead-link-are-you-new-player.patch create mode 100644 patches/de-ogcsrd/019-remove-using-effort-after-rolling.patch create mode 100644 patches/de-ogcsrd/020-remove-creating-new-character-options.patch create mode 100644 patches/de-ogcsrd/021-remove-creating-cyphers-artifacts-and-abilities.patch create mode 100644 patches/de-ogcsrd/022-remove-advancing-beyond-tier-6.patch create mode 100644 patches/de-ogcsrd/023-remove-separate-reroll-and-gm-intrusion-refusal.patch create mode 100644 patches/de-ogcsrd/024-remove-trading-success-for-gm-intrusion.patch create mode 100644 patches/de-ogcsrd/025-remove-slower-advancement.patch create mode 100644 patches/de-ogcsrd/026-remove-starting-at-tier-0.patch create mode 100644 patches/de-ogcsrd/027-remove-OG-XP-advance.patch create mode 100644 patches/de-ogcsrd/028-remove-currency-and-resource-depletion.patch create mode 100644 patches/de-ogcsrd/029-remove-lethal-weapons.patch create mode 100644 patches/de-ogcsrd/030-remove-acting-while-under-attack.patch create mode 100644 patches/de-ogcsrd/031-remove-additional-cooperative-actions.patch create mode 100644 patches/de-ogcsrd/032-remove-combat-effect-ahead-of-time.patch create mode 100644 patches/de-ogcsrd/033-remove-consciousness-requires-intellect-points.patch create mode 100644 patches/de-ogcsrd/034-remove-creating-creatures-and-npcs.patch create mode 100644 patches/de-ogcsrd/035-remove-creatures-with-multiple-parts.patch create mode 100644 patches/de-ogcsrd/036-remove-damage-dice.patch create mode 100644 patches/de-ogcsrd/037-remove-damage-to-pool-maximums.patch create mode 100644 patches/de-ogcsrd/038-remove-drowning-and-suffocation.patch create mode 100644 patches/de-ogcsrd/039-remove-stress.patch create mode 100644 patches/de-ogcsrd/040-remove-gaining-insight.patch create mode 100644 patches/de-ogcsrd/041-remove-healing-limitations.patch create mode 100644 patches/de-ogcsrd/042-remove-object-level-health-armor.patch create mode 100644 patches/de-ogcsrd/043-remove-serious-injuries-and-conditions.patch create mode 100644 patches/de-ogcsrd/044-remove-task-and-fate-dice.patch create mode 100644 patches/de-ogcsrd/045-remove-trading-damage-for-effect.patch create mode 100644 patches/de-ogcsrd/046-remove-ultimate-damage.patch create mode 100644 patches/de-ogcsrd/047-remove-making-meaning.patch create mode 100644 patches/de-ogcsrd/048-remove-making-rulings-and-pacing.patch create mode 100644 patches/de-ogcsrd/049-remove-passive-difficulty.patch create mode 100644 patches/de-ogcsrd/050-remove-graduated-difficulty.patch create mode 100644 patches/de-ogcsrd/051-remove-handling-players-and-pcs.patch create mode 100644 patches/de-ogcsrd/052-remove-encouraging-play.patch create mode 100644 patches/de-ogcsrd/053-remove-teaching-the-rules.patch create mode 100644 patches/de-ogcsrd/054-remove-session-preparation.patch create mode 100644 patches/de-ogcsrd/055-remove-creating-challenging-encounters.patch create mode 100644 patches/de-ogcsrd/056-remove-alien-artifacts.patch create mode 100644 patches/de-ogcsrd/057-remove-vague-difficulty.patch create mode 100644 patches/de-ogcsrd/058-remove-campaign-design-checklist.patch create mode 100644 patches/de-ogcsrd/059-remove-character-sheets.patch create mode 100644 patches/de-ogcsrd/060-remove-PDFs-section.patch create mode 100644 patches/de-ogcsrd/061-remove-calling-for-rolls.patch create mode 100644 patches/de-ogcsrd/062-remove-keeping-track-of-numbers.patch create mode 100644 patches/de-ogcsrd/063-remove-encouraging-players-to-spend-XP.patch create mode 100644 patches/de-ogcsrd/064-remove-encouraging-players-to-use-cyphers.patch create mode 100644 patches/de-ogcsrd/065-remove-externalizing-gm-intrusion.patch create mode 100644 patches/de-ogcsrd/066-remove-beefed-up.patch create mode 100644 patches/de-ogcsrd/067-remove-online-character-sheets.patch diff --git a/Makefile b/Makefile index c15360e..3cd1c30 100644 --- a/Makefile +++ b/Makefile @@ -11,6 +11,10 @@ BASE_PATCH_DIR := ./patches/base BASE_PATCHES := $(wildcard $(BASE_PATCH_DIR)/*.patch) BASE_PATCHES_OUT := $(subst $(BASE_PATCH_DIR),$(TMPDIR),$(BASE_PATCHES)) +DE_OGCSRD_PATCH_DIR := ./patches/de-ogcsrd +DE_OGCSRD_PATCHES := $(wildcard $(DE_OGCSRD_PATCH_DIR)/*.patch) +DE_OGCSRD_PATCHES_OUT := $(subst $(DE_OGCSRD_PATCH_DIR),$(TMPDIR),$(DE_OGCSRD_PATCHES)) + # DEFAULT BUILD all: base @@ -18,6 +22,7 @@ all: base # CCSRD VERSIONS base: $(CCSRD) $(BASE_PATCHES_OUT) +de-ogcsrd: base $(DE_OGCSRD_PATCHES_OUT) # CLEANUPS @@ -35,6 +40,11 @@ $(TMPDIR)/%.patch: $(BASE_PATCH_DIR)/%.patch @patch $(CCSRD) $< --quiet @touch $@ +$(TMPDIR)/%.patch: $(DE_OGCSRD_PATCH_DIR)/%.patch + $(info >>> BASE '$<') + @patch $(CCSRD) $< --quiet + @touch $@ + # OUTPUTS web: $(CCSRD) diff --git a/patches/de-ogcsrd/001-remove-skill-categories.patch b/patches/de-ogcsrd/001-remove-skill-categories.patch new file mode 100644 index 0000000..632eff7 --- /dev/null +++ b/patches/de-ogcsrd/001-remove-skill-categories.patch @@ -0,0 +1,152 @@ +--- _tmp/ccsrd.md 2025-07-19 21:32:11.506149624 -0500 ++++ _tmp/ccsrd.new.md 2025-07-20 00:59:07.187671199 -0500 +@@ -1108,7 +1108,6 @@ + - [Character Advancement](#character-advancement) [(240)]{.og-ref} + - [Crafting](#choose-crafting) [(227)]{.og-ref} + - [Rules of the Game: Skills](#modifying-the-difficulty-skills) [(209)]{.og-ref} +-- [Skill Categories](#skill-categories) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Skills and Other Abilities](#running-the-game-skills-and-other-abilities) [(421)]{.og-ref} + ::: + +@@ -1216,7 +1215,7 @@ + This section is based on *Skills from Backgrounds* [(235)]{.og-ref} in the [Cypher System + Rulebook](https://www.montecookgames.com/store/product/cypher-system-rulebook-2/){.og-icon .og-mcg}. + +-The GM can allow players to choose one or two additional [narrow skills](#skill-categories) appropriate to their PC's ++The GM can allow players to choose one or two additional skills appropriate to their PC's + background. For example, if an [Adept](#type-adept)'s family owns a large vineyard as a result of rolling on the [Adept + Background Connection](#adept-background-connection) table, they might be skilled in wine-making or being a sommelier. + Background skills aren't immediately applicable to the game\'s primary adventures, but should instead address other +@@ -5942,7 +5941,7 @@ + new descriptor that fits exactly how the player wants to portray the character. + + ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} +-**Editor's Notes ---** For more on broad and narrow skills, see [Skill Categories](#skill-categories). For more on ++**Editor's Notes ---** For more on + customizing PCs, see [Optional Rules](#choose-optional-rules). + ::: + +@@ -24396,11 +24395,7 @@ + ::: + + ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} +-**Editor's Notes ---** [Task Specialization](#ability-task-specialization){.og-ability} doesn\'t seem like a +-particularly impressive ability, but if applied to a narrow skill important to the setting, or specialized +-knowledge---something other PCs have an assumed inability with---as described under [Skill +-Categories](#skill-categories) might make it an important choice for the right PC. +- ++**Editor's Notes ---** + This ability is a more restrictive replacement for the [Specialization](#ability-specialization){.og-ability} ability in + the 2015 Cypher System Rulebook [(62)]{.og-ref}: + +@@ -29860,7 +29855,6 @@ + - [Faster Crafting in a High-Tech Setting](#superhero-faster-crafting-in-a-high-tech-setting) [(CTS, 65)]{.og-ref} + - [Perilous Venture](#horror-rules-perilous-venture) [(SA, 92)]{.og-ref} + - [Repairing and Building](#repairing-and-building) [(RR, 71)]{.og-ref} +-- [Skill Categories](#skill-categories) [(OG-CSRD)]{.og-ref .og-ref-og} + ::: + + [(Cypher System Rulebook, page 227)]{.og-ref} +@@ -29869,7 +29863,7 @@ + a machine that can take you into hyperspace. Normally, the level of the item determines the + [difficulty](#crafting-difficulty-and-time) of creating or repairing it as well as the [time + required](#crafting-difficulty-and-time). For [cyphers](#choose-cyphers), [artifacts](#choose-artifacts), other items +-that require [specialized knowledge](#skill-categories), or items unique to a world or species other than your own (such ++that require specialized knowledge, or items unique to a world or species other than your own (such + as a Martian tripod walker), add 5 to the item's level to determine the difficulty of building or repairing it. + + Sometimes, if the item is artistic in nature, the GM will add to the difficulty and time required. For example, a crude +@@ -33573,10 +33567,6 @@ + - **Posthuman Power Shifts:** If you have at least one [posthuman upgrade](#optional-rule-posthuman-upgrades), you + gain one [power shift](#optional-rule-power-shifts) as described under [Posthuman Power + Shifts](#posthuman-power-shifts). [(SF, 53)]{.og-ref} +- +-- **Specialized Knowledge:** If the setting includes [specialized knowledge](#skill-categories) that PCs are assumed +- to have an inability with, you become trained in that knowledge (may require an available teacher or repository of +- such knowledge). [(OG-CSRD)]{.og-ref .og-ref-og} + ::: + + ##### Equal Advancement [#](#equal-advancement){.og-h-anchor aria-hidden="true"} +@@ -54732,7 +54722,7 @@ + difficulty of 5. Identifying an object grants PCs the ability to use the object, whether it's a manifest cypher or + an artifact. + +- However, without [training or specialization](#skill-categories) in alien technology, advanced technology, or ++ However, without training or specialization in alien technology, advanced technology, or + something similar (which most starting characters don't have), a character has an inability in understanding + advanced and alien tech. + +@@ -79858,54 +79848,6 @@ + In a way, this is no different than adjudicating a not-so-straightforward solution to a challenge. Sometimes you have to + say \"No, that's not possible.\" But sometimes, if it makes sense, open yourself up to the possibility. + +-::: {.alert .ps-4 .pb-0} +-##### Skill Categories [#](#skill-categories){.og-h-anchor aria-hidden="true"} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-This section is based on *[The (Unwritten) Rules on Skills in Numenera](https://www.youtube.com/watch?v=FEVmVDW-gjU)* by +-the Infinite Construct. +- +-Here is a framework for thinking about [skills](#skills) and character progression: Because skills are one way of +-[modifying the difficulty](#modifying-the-difficulty) of a task, it can be helpful to think of a skill as falling into +-one the following three categories: +- +-- **Broad Skills** are applicable to large number of possible tasks. For example, \"positive social interaction\" is a +- broad skill that can apply to a variety of tasks that involve social pleasantry: etiquette, flattery, persuasion, +- negotiation, seduction, and even deception. Likewise, a [crafting](#choose-crafting) skill like \"metalworking\" +- might be considered a broad skill that allows a PC represents some training in metallurgy, working a forge, and +- creating different types of finishes for several kinds of well-known metals on a completed object. +- +-- **Narrow Skills** are less frequent in their application, and they frequently build upon a broad skill. For example, +- \"negotiation\" might be a specialization within a broad \"positive social interaction\" skill. Likewise, +- \"weaponsmithing\", \"bronze casting\", \"hull welding\", and \"jewelrymaking\" might be specific skills that fall +- under a broad \"metalworking\" skill. The GM should consider what each of these specializations says about the PC. +- Are they a warrior? An artist? A craftsperson? +- +- A GM might decide that some skills are so broad that it is impossible to become specialized in them, and a player +- must instead choose a narrow skill under the broad skill. For example, if the GM considers \"stealth\" as applicable +- to too many different types of tasks, they might require the character specialize in picking pockets, sleight of +- hand, sneaking, or hiding instead. +- +-- **Specialized Knowledge** skills might be uniquely important to the game world or campaign, with only a certain few +- that possess them. The Cypher System assumes PCs are broadly competent: the default state of any given skill is +- Practiced. However, the GM might decide that when it comes to a few select skills, PCs are assumed to have an +- [inability](#key-concepts) with those skills unless they begin the game [trained](#key-concepts) in them. +- +- For example, in a [science fiction](#chapter-15-science-fiction) setting, being able to decipher the language of a +- long-dead ancient species might be specialized knowledge, and the GM might allow characters to rid themselves of the +- inability as part of choosing a skill as part of [character advancement](#character-advancement). +- +- Specialized knowledge is also useful when thinking about [crafting](#choose-crafting). In a +- [fantasy](#chapter-13-fantasy) setting, \"elven weaponsmithing\" might be a specialized knowledge skill within the +- broad \"metalworking\" skill. if a PC is already trained in metalworking and completes a [Master a +- Skill](#arc-master-a-skill) character arc, they might be able to specialize in \"elven weaponsmithing\", which would +- then enable them begin to use the rules for [crafting magic items](#crafting-magic-items). In a +- [superhero](#chapter-18-superheroes) setting where magic is rare, a PC without an ability like[Magic +- Training](#ability-magic-training){.og-ability} might be assumed to have an inability on tasks related to +- understanding magic, with no established way of gaining any magical talent. +-::: +- + ------------------------------------------------------------------------------------------------------------------------ + + #### NPCs and Death [#](#npcs-and-death){.og-h-anchor aria-hidden="true"} +@@ -80343,9 +80285,7 @@ + [(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} + + - **Define Skills:** Make a list of useful [skills](#skills) for the setting and genre. Add any new skills that are +- needed, including languages. If the setting includes magic or involves exploring great unknowns, it might also be a +- good time to consider defining any [skill categories](#skill-categories) and expected inabilities most PCs will +- share. ++ needed, including languages. + + - **Define Types:** Establish the [types](#chapter-5-type) PCs can play. You might also want to define a new type with + a [flavor](#chapter-6-flavor), including any [further customization](#further-customization) you make. +@@ -82682,7 +82622,6 @@ + - [Frequently Asked Questions](#faq) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Followers vs. Temporary Companions](#followers-vs-temporary-companions) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Resolving Cypher Levels and Effects](#resolving-cypher-levels-and-effects) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [Skill Categories](#skill-categories) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Skill Training](#skill-training) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Task Difficulty](#how-to-play-task-difficulty) [(8)]{.og-ref}[(OG-CSRD)]{.og-ref .og-ref-og} + - [Using Armor](#equipment-using-armor) [(202)]{.og-ref}[(OG-CSRD)]{.og-ref .og-ref-og} diff --git a/patches/de-ogcsrd/002-remove-example-of-play.patch b/patches/de-ogcsrd/002-remove-example-of-play.patch new file mode 100644 index 0000000..3e4671b --- /dev/null +++ b/patches/de-ogcsrd/002-remove-example-of-play.patch @@ -0,0 +1,417 @@ +--- _tmp/ccsrd.md 2025-07-20 08:40:30.837537927 -0500 ++++ _tmp/ccsrd.new.md 2025-07-20 08:43:43.190736250 -0500 +@@ -192,7 +192,6 @@ + + Related Sections + +-- [An Example of Play](#an-example-of-play) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Frequently Asked Questions](#faq) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Key Concepts](#key-concepts) [(207)]{.og-ref} + - [Rules of the Game](#choose-rules) [(206)]{.og-ref} +@@ -289,8 +288,7 @@ + ::: + + ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} +-**Editor's Notes ---** For more important game vocabulary, see [Key Concepts](#key-concepts). For an example of these +-concepts in practice, see [An Example of Play](#an-example-of-play). ++**Editor's Notes ---** For more important game vocabulary, see [Key Concepts](#key-concepts). + ::: + + ------------------------------------------------------------------------------------------------------------------------ +@@ -27743,7 +27741,6 @@ + + Related Sections + +-- [An Example of Play](#an-example-of-play) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Followers and Factions](#chapter-11-a-followers-and-factions) [(233)]{.og-ref} + - [Frequently Asked Questions](#faq) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Optional Rules](#choose-optional-rules) [(OG-CSRD)]{.og-ref .og-ref-og} +@@ -78852,7 +78849,6 @@ + - [NPCs and Death](#npcs-and-death) [(424)]{.og-ref} + - [Creatures](#running-the-game-creatures) [(425)]{.og-ref} + - [Balancing Encounters](#balancing-encounters) [(434)]{.og-ref} +-- [An Example of Play](#an-example-of-play) [(OG-CSRD)]{.og-ref .og-ref-og} + + GM Preparation + +@@ -80975,364 +80971,6 @@ + + ------------------------------------------------------------------------------------------------------------------------ + +-#### An Example of Play [#](#an-example-of-play){.og-h-anchor aria-hidden="true"} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-Sometimes the best way to learn a game is to observe it being played. This section provides a transcript of a +-hypothetical group of characters playing through a Cypher System encounter. +- +-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} +-For more examples of play, see this excellent compilation of [Cypher System Actual Plays by +-SirJames](https://docs.google.com/document/d/1_kmOtmcOMFfEe5zrocAPKZn_Uqcacoa7PYaY2YGHeF0/edit#heading=h.nqvu02hhjlgh). +-::: +- +-::: {.alert .ps-4 .pb-0} +-##### Characters and Setting [#](#an-example-of-play-characters){.og-h-anchor aria-hidden="true"} {#an-example-of-play-characters .og-h-small} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-The setting is a [Fantasy](#chapter-13-fantasy) and [Fairy Tale](#chapter-20-fairy-tale) setting with some surreal, +-Saturday morning cartoon sensibilities. In the example, the party is composed of three Tier 1 PCs with a few [character +-advancements](#character-advancement): +- +-- **Ori**, a [Naive](#descriptor-naive) [Speaker](#type-speaker) who [Runs Away](#focus-runs-away) +- +- An 8-year old child, and a powerful \"dreamer\" from the human world, Ori's character arc is [Undo a +- Wrong](#arc-undo-a-wrong), because he brought several of his nightmares into this world, where they are wreaking +- havoc. As part of roleplaying a young child, Ori's player prefers exploration to combat, and almost never attacks a +- foe directly. +- +-- **Chert**, a [Tough](#descriptor-tough) [Warrior](#type-warrior) who [Abides in Stone](#focus-abides-in-stone) +- +- Eleven feet (3.4 m) tall and with a body of durable quartz, Chert took the [Aid a Friend](#arc-aid-a-friend) +- character arc when joining Ori on his quest. Chert's player is frequently the life of the party, providing comic +- relief with her trademark wholesome cluelessness. Chert's player also enjoys inflicting and taking damage in +- combat. +- +-- **Rena**, a [Mysterious](#descriptor-mysterious) [Explorer](#type-explorer) with [Magic Flavor](#flavor-magic) who +- [Masters Spells](#focus-masters-spells) +- +- As enigmatic as they are ambitious, Rena is a humanoid fox who has been less than forthcoming with their fellow +- party members about their true motives. Rena's player enjoys solving puzzles, casting spells, and is eager to +- increase their PC's sorcerous powers through the [Master a Skill](#arc-master-a-skill) arc. +-::: +- +------------------------------------------------------------------------------------------------------------------------- +- +-##### Exploring the Sunken Library [#](#an-example-of-play-exploration){.og-h-anchor aria-hidden="true"} {#an-example-of-play-exploration .og-h-small} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-- **GM:** [The other end of the portal's tears open with a bright blue light, and the three of you slide into an +- enormous library. It sprawls away into at least eight different wings. It's dark, too---huge circular windows are +- set high up along the walls, with thick, bolted brass frames around the edges. What light there is plays in ripples +- across the high wooden stacks and black marble floors. A shimmering school of a thousand dazzling silver mackerel +- rush past one of the windows---after they pass, you notice other---larger, darker---shapes in the water. There +- doesn't seem to be anyone around.]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **Rena:** [I want to stabilize this portal to give us more time to explore.]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **GM:** [Good thinking! Stabilizing this portal for an hour is a [difficulty](#how-to-play-task-difficulty) 4 +- [Intellect](#intellect) task---this one is harder to keep open than the last one. It's already buckling in, like a +- soda can on the verge of being crushed.]{.d-table-cell .pt-1 .pb-1 .pr-3} +- +-*(This isn't the first portal of this kind the party has been through. Left unattended, they can destabilize and close +-without warning. Since the players are still new to the game, the GM usually tells them the difficulty of the roll ahead +-of them.)* +- +-- **Rena:** [I'm assuming my[Magic Training](#ability-magic-training){.og-ability} applies as a +- [skill](#modifying-the-difficulty-skills) like last time?]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **GM:** [Yeah, it does.]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **Ori:** [I want to [help](#cooperative-actions), too. Ori takes Rena's loose hand and concentrates on the portal +- by remembering the beach we were on.]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **Rena:** [Thanks. I'm also going to use two levels of [Effort](#modifying-the-difficulty-effort). I have 2 +- Intellect [Edge](#edge), so that will cost... 5 − 2 = 3 Intellect points from my [Pool](#pool), but with Ori's help +- as an [asset](#modifying-the-difficulty-effort), I won't have to roll for this at all.]{.d-table-cell .pt-1 .pb-1 +- .pr-3} +-- **Ori:** [Worth it! If there's no one to help us find this book, we\'re going to have to find it on our +- own.]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **GM:** [Stabilizing the portal is going to take about a minute, but the two of you succeed. Chert, what are you +- doing while they're busy with the portal?]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **Chert:** [I want to take a quick nosy---not far, just want to see if anyone is hiding, and why it's so dark in +- here. It was the middle of the day, wasn't it?]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **GM:** [Yes, it was about midday when you headed into the portal. Checking the place out will also be an Intellect +- task---no set difficulty here, let's just see what you discover.]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **Chert:** [And I call out---\"Hell*oooo*? Is anybody here?\" I'm just going to roll it straight... an +- 8!]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **GM:** [You look around, and realize you must be deep underwater. Large, menacing shadows of sea creatures +- occasionally pass by the windows. There's always a slight creaking from the one wall or another, and occasional +- droplets of seawater fall from the high ceiling above onto you. []{.d-block .mt-2} Your words are answered only by +- your own voice echoing through the cavernous chamber, but you do happen upon a fancy card catalog. It's nearly +- fifteen feet (5 m) tall, with drawers that have been meticulously engraved with all manner of +- seashells.]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **Ori:** [Oh, cool! I skip on over to where Chert is. I bet we can use that to find where the book is! What was it +- called again?]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **Rena:** [Hang on, let me check my notes ... it was \"1,001 Uses for Peas\", by Old Gus. *Yuck*, it sounds awful. +- Is there a reference or circulation desk?]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **GM:** [Yeah, there's a large circular, official-looking desk a [short distance](#rules-distance) +- away.]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **Rena:** [I'll head over there.]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **Chert:** [I lift Ori up so he can reach any drawers he needs to look through.]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **GM:** [Ori, if you're looking through the drawers now, it\'s going to be a difficulty 4 Intellect roll to find +- the book in the catalog.]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **Ori:** [Okay, I'll use one level of Effort, so I pay 3 Intellect points and that makes the difficulty +- 3.]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **GM:** [Cool, so roll a 9!]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **Ori:** [... It's a 3. That\'s not great. I\'m going to [spend 1 XP](#spending-experience-points) to reroll. Oof, +- it's a 6. This isn\'t my night for d20 rolls.]{.d-table-cell .pt-1 .pb-1 .pr-3} +- +-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} +-The GM notices that Ori has a point---the PC's rolls have been a little middling lately, and decides the scene could +-use a dash of the unexpected. Maybe the library isn't as uninhabited as it looks. +-::: +- +-- **GM:** [Hey, Ori, I have a [GM intrusion](#gm-intrusion) for you.]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **Ori:** [Ori always says yes to [XP](#choose-xp)! Chert, you can have the other XP.]{.d-table-cell .pt-1 .pb-1 +- .pr-3} +-- **Chert:** [Thanks, dude!]{.d-table-cell .pt-1 .pb-1 .pr-3} +- +-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} +-The group [uses colored poker chips](#keeping-track-of-numbers) to represent [Pool](#pool) points and [XP](#choose-xp), +-so the GM passes an XP chip each to Ori and Chert. +-::: +- +-- **GM:** [So, Ori, you're struggling with the card catalog---the cards are all out of order, or upside-down, and +- it's just chaos in there. Just as you\'re just starting to make headway, the card catalog lurches, pulling you away +- from Chert's grasp. You\'re now dangling precariously off one of the high drawers, and it is sliding out of its +- framing. What do you do?]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **Ori:** [Ori will try to use his weight to slide the drawer back in a little ways, and find a foothold somewhere +- where a drawer fell out. I still want to find out where the book is!]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **GM:** [Okay, give me a Might roll. The difficulty is 4.]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **Ori:** [Does Ori's [skill](#modifying-the-difficulty-skills) with [climbing](#movement-climbing) count for +- this?]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **GM:** [Sure, it's basically a very aggressive climbing wall right now---difficulty 3, so roll a 9.]{.d-table-cell +- .pt-1 .pb-1 .pr-3} +-- **Ori:** [... 14. Ori hangs on for dear life, and I want to activate[Go +- Defensive](#ability-go-defensive){.og-ability}.]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **Chert:** [Hang on, buddy! I'll save you from this ...]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **Rena:** [... Evil furniture!?]{.d-table-cell .pt-1 .pb-1 .pr-3} +- +-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} +-The GM takes a few moments to [create a new creature](#creating-creatures-and-npcs)---the Crabby Hermit. +-::: +- +-::: {.alert .ps-4 .pb-0} +-###### Crabby Hermit [4 (12)]{.float-end} [#](#creature-crabby-hermit){.og-h-anchor aria-hidden="true"} {#creature-crabby-hermit .og-tab} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-- **Motive:** Solitude, survival +- +-- **Environment:** Underwater +- +-- **Health:** 18 +- +-- **Damage Inflicted:** 5 points +- +-- **Armor:** 2 +- +-- **Movement:** Short; short when swimming +- +-- **Modifications:** Crushing, breaking, and grappling as level 5; Speed defense as level 3 due to size +- +-- **Combat:** Can attack twice, once with each claw. +- +-- **Interaction:** The crabby hermit can be reasoned with if it is humiliated or becomes demoralized. +- +-- **Loot:** If the crabby hermit is slain or leaves the card catalog, it leaves behind three cyphers: a [Seashell of +- Instant Shelter](#cypher-instant-shelter), a [Pearl Necklace of Giant Size](#fantasy-cypher-giant-size), and a +- [Mermaid Tear](#fairy-tale-cypher-mermaid-tear). +-::: +- +-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} +-The crabby hermit isn't difficult to hit, but it will be tough with only two combatants. Unless Chert and Rena decide +-to expend a fair amount of [Effort](#modifying-the-difficulty-effort) to [damage](#rules-damage), the crab will probably +-be defeated by morale conditions rather than depletion of all of its health. The GM trusts Ori or Rena to come up with a +-plan, or to use one of their [cyphers](#choose-cyphers). +-::: +- +------------------------------------------------------------------------------------------------------------------------- +- +-##### Combat [#](#an-example-of-play-combat){.og-h-anchor aria-hidden="true"} {#an-example-of-play-combat .og-h-small} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-- **GM:** [As the card catalog finishes rounding its turn, several drawers clatter to the floor, and legs emerge from +- them. and you can make out Ori's dangling silhouette hanging off one side. A large wooden flap opens, and two +- eyestalks protrude, followed by the two massive pincer claws---it's an enormous hermit crab, and it *does not look +- happy*, so roll [initiative](#rules-encounters-rounds-and-initiative), everybody! That's a [Speed](#speed) task, +- and the difficulty is 4---so you need to roll a 12, but Ori is hindered from being spun around---you're just a +- little bit dizzy, so this is difficulty 5 for you---you need to roll a 15.]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **Chert:** [I'm going to put a level of [Effort](#modifying-the-difficulty-effort) in to lower that target number +- to a 9, and I rolled ... a 10. Phew! Expensive, but worth it in this case.]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **Rena:** [I rolled a 13.]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **Ori:** [Ori rolled a 13, too---doesn't beat a difficulty 5, though.]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **GM:** [Okay, Rena, Chert: the initiative is yours.]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **Chert:** [I'll go first---I just want to get up in this thing\'s face, and try to [guard](#action-guarding) +- against it grabbing or attacking Ori.]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **Rena:** [I attack the crab with my bow. Is this thing level 4?]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **GM:** [It's large, so it\'s only a difficulty 3 to hit it. The target number is 9.]{.d-table-cell .pt-1 .pb-1 +- .pr-3} +-- **Rena:** [A 17! That hits, so I inflict 4 [damage](#rules-damage) for my longbow, +1 for the [special +- roll](#rules-special-rolls), for a total of 5 damage.]{.d-table-cell .pt-1 .pb-1 .pr-3} +- +-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} +-Rena's longbow is a [medium weapon](#equipment-weapons)---The GM notes that Crabby Hermit takes only 3 damage due to +-its [Armor](#rules-armor). +-::: +- +-- **GM:** [Your arrow sails across the still air of the library and sticks into the crab's thick armor plates, +- sending hairline fractures in all directions on one of its forelegs.]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **Rena:** [Did I do any damage?]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **GM:** [You did, but this thing definitely has some Armor. And now it's the crab\'s turn: It rears up on its legs +- and tries to grab Ori with one of its claws---It bellows out at you all: \"You are *way too loud!* Get out of my +- library!\"]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **Chert:** [But I'm guarding him!]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **GM:** [Oh yeah---that will be an eased Speed task to prevent the attack. So, difficulty 3. Roll a +- 9.]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **Chert:** [... Uh oh. It's a 1.]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **Ori:** [Oh no ...]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **Chert:** [Hey, if I can't guard against the attack, could I [take the attack](#cooperative-actions) instead as my +- [GM intrusion](#gm-intrusion)?]{.d-table-cell .pt-1 .pb-1 .pr-3} +- +-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} +-The GM pauses to think. Is there a rule for this? What Chert suggested sounds cool, and keeping Ori out of direct combat +-is definitely in keeping with the spirit of the game and her character. The GM decides to accept. +-::: +- +-- **GM:** [Well, it'll take your next [action](#rules-actions) to do that, and the crab is going to hit you harder, +- is that cool?]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **Chert:** [... I take the attack.]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **GM:** [Okay, here's how that happens: You miscalculate---the crab wasn\'t reaching up for Ori, it was actually +- winding up a punch targeted at Chert, so you are surprised when its claw rushes toward your face. []{.d-block +- .mt-2}Rena, your fox ears hear a faint *sonic boom* as the punch lands, sending Chert flying 20 feet (6 m) across +- the room, crashing into the sea of abandoned tables and chairs. The sound of splintering wood echoes throughout the +- chamber. All told, you take 11 damage to your [Might](#might) [Pool](#pool), Chert.]{.d-table-cell .pt-1 .pb-1 +- .pr-3} +-- **Chert:** [Okay, I have 5 [Armor](#rules-armor). 11 − 5 = 6 Might points is what I lose.]{.d-table-cell .pt-1 .pb-1 +- .pr-3} +-- **Rena:** [Yikes. You okay?]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **GM:** [You also gain 2 XP for your [Aid a Friend](#arc-aid-a-friend) character arc, Chert, for the full bodyguard +- treatment.]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **Chert:** [Oh, I can take it for 2 [XP](#choose-xp)! Since I can't take an action this turn, I am just going to +- twitch my left leg dramatically to let Rena and Ori know I'm still alive. This crab\'s got nothing once I get back +- up.]{.d-table-cell .pt-1 .pb-1 .pr-3} +- +-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} +-For a tier 1 PC, Chert is a very specialized, with several sources of [Armor](#rules-armor): a set of stone [heavy +-armor](#equipment-armor) she wears provides +3 Armor, +1 from her [Tough](#descriptor-tough) descriptor, and +1 from +-her[Golem Body](#ability-golem-body){.og-ability}. As a result of all of this, Chert doesn't put [Effort](#effort) into +-[Speed](#speed) rolls, especially [defense rolls](#action-defend)---this kind of durability is just part of being a big +-rock monster. +-::: +- +-- **GM:** [With its other claw, the hermit crab---or maybe it's a mantis shrimp now?---launches a heavy wooden +- armchair in your direction, Rena. That's a Speed roll, difficulty 4 to avoid.]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **Rena:** [I'm still behind the circulation desk, aren\'t I? Can I use that as +- [cover](#attack-modifiers-cover)?]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **GM:** [Yeah, that'll ease the difficulty from 4 to 3---roll me a 9.]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **Rena:** [... 14! I'll take it.]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **GM:** [Okay, the chair sails safely overhead! It's your turn again. Chert still recovering from that +- haymaker---kelpmaker? Either way, Ori and Rena have an action to choose.]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **Ori:** [Ori is still just hanging on and digging through the drawers that haven't fallen out. I want to use +- my[Understanding](#ability-understanding){.og-ability} ability on it so I can find the book!]{.d-table-cell .pt-1 +- .pb-1 .pr-3} +-- **GM:** [Ori is just rifling through the cards up there, got it.]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **Rena:** [Okay, I have an idea. I'm going to activate a [cypher](#choose-cyphers): my [Darning +- Needle](#fairy-tale-cypher-darning-needle), and I rush this thing.]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **GM:** [You're a [short distance](#rules-distance) away, so it\'ll be a difficulty 4 [Speed](#speed) task to [move +- and still have time to attack](#action-move) the crab---and it's still a difficulty 3 to hit. Also, [using a +- cypher](#using-cyphers) is normally an [Intellect](#intellect) roll, but since this requires a [melee +- attack](#action-attack), you must use either [Might](#might) or Speed for the task.]{.d-table-cell .pt-1 .pb-1 +- .pr-3} +-- **Rena:** [I'm going to use a level of [Effort](#modifying-the-difficulty) ... 10. I run over there! I\'ll use +- Might for my attack roll ... oh, a 20!]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **Ori:** [Awesome---wait, what does that cypher do?]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **GM:** [Oh, wow! So, your 4 damage just barely gets through this thing's armor, but it\'s enough to deal some +- damage---and you see it start to shrink down from to the [Darning Needle](#fairy-tale-cypher-darning-needle)'s +- magic. Do you want the extra +4 damage, or to choose a [major effect](#special-rolls-major-effect)?]{.d-table-cell +- .pt-1 .pb-1 .pr-3} +-- **Rena:** [Can I shrink the crab even more as a major effect? I want this thing to be *puny*.]{.d-table-cell .pt-1 +- .pb-1 .pr-3} +-- **GM:** [Ha ha, okay, let's say it\'s about Ori\'s size now. The wood flap on the card catalog swings shut, and the +- whole card catalog settles down onto the floor. It's a much smoother ride for Ori, who is still riding on top of +- the card catalogue.]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **Chert:** [Whoa, cool.]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **GM:** [Okay. It's technically the crab\'s turn, but I\'m going to say it spends its turn hiding in the card +- catalog. It appears the immediate threat of combat has faded.]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **Chert:** [Nice, can I take a turn now?]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **GM:** [Yeah, Chert you stand back up and clear your head. What do you do?]{.d-table-cell .pt-1 .pb-1 .pr-3} +- +------------------------------------------------------------------------------------------------------------------------- +- +-##### Conclusion [#](#an-example-of-play-conclusion){.og-h-anchor aria-hidden="true"} {#an-example-of-play-conclusion .og-h-small} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-- **Chert:** [I march back over there and I want to pull this crab or shrimp or whatever he is out of this card +- catalog.]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **GM:** [Okay. It doesn't say that the [Darning Needle](#fairy-tale-cypher-darning-needle)\'s shrinking hinders the +- target's Might tasks, but I\'m going to ease this for you by two steps anyway in honor of the extra shrinkage from +- Rena's natural 20. So, it\'ll only be a difficulty 3 to yank this thing out of its home.]{.d-table-cell .pt-1 .pb-1 +- .pr-3} +-- **Chert:** [I have +3 Might Edge, so that pays for one level of [Effort](#modifying-the-difficulty-effort) ... I +- rolled an 8, so I succeed.]{.d-table-cell .pt-1 .pb-1 .pr-3} +- +-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} +-Again, Chert's unique PC pays off here---She has 1 [Might](#might) [Edge](#edge) from being a [Warrior](#type-warrior), +-+1 from[Golem Body](#ability-golem-body){.og-ability}, and +1 from a [character advancement](#character-advancement) she +-purchased, and she isn't even Tier 2 yet. +-::: +- +-- **GM:** [The crab is wriggling in a vain attempt to get free. It's shrieking \"You can\'t do this to +- me!\"]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **Chert:** [Can I propose a [player intrusion](#running-the-game-player-intrusions)? Is it possible there's a door, +- airlock, or tube I could toss it out of?]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **GM:** [Sure, tell us how you show it the door, and give me that XP.]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **Chert:** [I just open the main doors---and there's probably a wall of ocean water there that doesn\'t rush in at +- all---and I say \"Hit the road, Jack!\", and boot the crab out the door. The water just stays like a wall at the +- door, and I calmly just close the door again, and dust off my hands.]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **Rena:** [Ha! I love it.]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **Ori:** [Good riddance!]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **GM:** [Ori, if you want to try one last time to find the book in the cart catalog, you do have to apply a level of +- [Effort](#modifying-the-difficulty-effort) because you're [retrying a task](#rules-retrying-a-task-after-failure), +- but you also have that [asset](#modifying-the-difficulty-assets) from +- using[Understanding](#ability-understanding){.og-ability}. With both of those in play, it's going to be a +- difficulty 2 Intellect task, so you only need to roll a 6 this time.]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **Ori:** [... 10, but that's a success! Ori proudly shows the index card to his friends, but I think it\'s time Ori +- uses his one-action [recovery roll](#recovery-rolls) ... I recover 3 Pool points.]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **Rena:** [Yeah, me too ... I recover 6 points.]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **Chert:** [We should search this card catalog, see if the crab left anything behind, but I need a little bit longer +- to rest. We should still have at least 10 minutes left on the portal for me to make a [recovery +- roll](#recovery-rolls), right?]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **GM:** [Oh, yeah, you have plenty of time. What are Ori and Rena doing while Chert is resting?]{.d-table-cell .pt-1 +- .pb-1 .pr-3} +-- **Ori:** [Let's go get the book!]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **Rena:** [I'll help look and make sure nothing else jumps out at us. If it does, we run right back here, okay? We +- can search the card catalog when we get back, I guess.]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **GM:** [With both of you looking, the index card, and a better understanding of the library's filing system, I\'m +- going to say you find the book on a high shelf. Ori, you have to climb a pretty precarious-looking wooden ladder to +- get to it, and it's a cartoonishly large and heavy tome, but there it is---\"1,001 Uses for Peas\". It has long, +- heavy, leather binding straps on it.]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **Ori:** [We did it! Can I wear the book like a big backpack using those straps?]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **GM:** [Sure, why not?]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **Chert:** [Okay let's search that secret compartment in the card catalog!]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **Ori:** [I'll climb in there and start looking around.]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **GM:** [Okay, the two of you return with your prize to where Chert is finishing her rest. Searching that will be a +- difficulty 3 Intellect task.]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **Ori:** [... a 16!]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **GM:** [Nice. Each of you gains 1 [XP](#choose-xp) for discovering that the library was not abandoned, for dealing +- with the crabby hermit, and for locating the book in the card catalogue, and here are the three cyphers Ori finds. +- There's no [identification roll](#manifest-cyphers) needed for these, as they are all labeled with +- trustworthy-looking, tidy handwriting.]{.d-table-cell .pt-1 .pb-1 .pr-3} +- +-- **Rena:** [Ooh, I finally have enough XP to increase my [Pools](#pool) and [advance](#character-advancement) to Tier +- 2!]{.d-table-cell .pt-1 .pb-1 .pr-3} +-- **GM:** [Cool, let's take a short break while you distribute those new cyphers among yourselves, and we\'ll give +- Rena a few minutes to choose four new abilities from their [Explorer](#type-explorer) type or [Magic +- Flavor](#flavor-magic)!]{.d-table-cell .pt-1 .pb-1 .pr-3} +- +------------------------------------------------------------------------------------------------------------------------- +- + ::: {#part5} + ## [Part 5]{.og-chap} Back Matter + +@@ -82614,7 +82252,6 @@ + - [Ability Category: Roll](#abilities-category-roll) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Ability Category: Stats](#abilities-category-stats) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Ability Category: Stress](#horror-rules-stress-abilities) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [An Example of Play](#an-example-of-play) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Campaign Design Checklist](#campaign-design-checklist) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Character Creation Checklist](#character-creation-checklist) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Character Sheets](#og-cscs) [(OG-CSRD)]{.og-ref .og-ref-og} +@@ -82905,7 +82542,6 @@ + - [Challenging Characters](#creating-challenging-encounters) [(435)]{.og-ref} + - [Higher-Tier Characters](#optional-rule-slower-advancement) [(436)]{.og-ref} + - Character Death [(436)]{.og-ref} +-- [An Example of Play](#an-example-of-play) [(439)]{.og-ref} + + ##### Claim the Sky --- What's in the Book?[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/claim-the-sky/){aria-label="Purchase Claim the Sky"} [#](#claim-the-sky-product){.og-h-anchor aria-hidden="true"} {#claim-the-sky-product .og-h-small .og-h-small-icon .og-border} + diff --git a/patches/de-ogcsrd/003-remove-supernatural-spellcasting-limits.patch b/patches/de-ogcsrd/003-remove-supernatural-spellcasting-limits.patch new file mode 100644 index 0000000..6a96ed3 --- /dev/null +++ b/patches/de-ogcsrd/003-remove-supernatural-spellcasting-limits.patch @@ -0,0 +1,179 @@ +--- _tmp/ccsrd.md 2025-07-20 10:06:13.570823356 -0500 ++++ _tmp/ccsrd.new.md 2025-07-20 18:37:57.758088035 -0500 +@@ -31935,8 +31935,7 @@ + + Using Cyphers as Spells + : When using this type of familiar, it's worth considering the optional [Spellcasting](#optional-rule-spellcasting) +- rules, including [Assigning Different Limits for Supernatural Abilities](#spellcasting-limits)---especially the +- spells as cyphers and artifacts option. ++ rules. + + Spellbound Sidekicks as a Gateway to Another World + : The sidekick might gain [Traverse the Worlds](#ability-traverse-the-worlds){.og-ability} [(194)]{.og-ref} as a +@@ -35533,10 +35532,6 @@ + - [Prepared vs. Spontaneous](#spellcasting-prepared-vs-spontaneous-spellcasting) [(260)]{.og-ref}[(GF, 23)]{.og-ref} + - [Ritual Magic](#ritual-magic) [(GF, 56)]{.og-ref} + +-Optional Rules +- +-- [Assigning Different Limits for Supernatural Abilities](#spellcasting-limits) [(OG-CSRD)]{.og-ref .og-ref-og} +- + Related Sections + + - [Cantrips](#cantrips) [(IOM, 82)]{.og-ref} +@@ -35662,115 +35657,6 @@ + titled *Wizards and the Optional Spellcasting Rule*. + ::: + +-::: {.alert .ps-4 .pb-0} +-##### Assigning Different Limits for Supernatural Abilities [#](#spellcasting-limits){.og-h-anchor aria-hidden="true"} {#spellcasting-limits} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-There are many other ways the GM can place limits on supernatural abilities---for example, +-[spellcasting](#optional-rule-spellcasting) or [psionics](#optional-rule-psionics)---that don't affect the PCs\' +-[recovery rolls](#recovery-rolls). Here are a few possible arrangements: +- +-- **Cyphers and Artifacts:** [Creating new cyphers and artifacts](#creating-cyphers-artifacts-and-abilities) that +- replicate the effects of [abilities](#choose-abilities) is a good way to try out adding new abilities to PCs. If +- they are [subtle cyphers](#subtle-cyphers), the PCs can [pay 1 XP](#discovering-subtle-cyphers-requesting) to +- request the cypher, and use the ability again. If it's a [manifest cypher](#manifest-cyphers) or +- [artifact](#choose-artifacts), the PC focuses the supernatural ability through it. If the artifact depletes, the PCs +- might find a way to [revive it](#optional-rule-reviving-artifacts). PCs might also be able to +- [craft](#crafting-magic-items) or repair these artifacts. +- +-- **Acquiring Supernatural Abilities and Joining Covens:** Another simple solution is to allow PCs to purchase new +- supernatural [abilities](#choose-abilities) for 4 [XP](#choose-xp), and pay for their use just as they would any +- other---using their stat [Pool](#pool) points (as described in [More Powerful Psionics](#more-powerful-psionics)). +- PCs using abilities in this way might learn them from a [coven](#covens)---which might take the form of a magic +- university, a secret society of like-minded wizards, or a psionic cult. +- +-- **Tier-Based Limits:** The GM might determine PCs can learn (and +- [prepare](#spellcasting-prepared-vs-spontaneous-spellcasting), if necessary) a number of supernatural +- [abilities](#choose-abilities) based on their Tier, for example: +- +-::: table-responsive +- PC Tier Supernatural Abilities Known Supernatural Abilities Prepared +- --------- ------------------------------ --------------------------------- +- Tier 1 3 3 +- Tier 2 6 4 +- Tier 3 9 5 +- Tier 4 12 6 +- Tier 5 15 7 +- Tier 6 18 8 +- +- : Supernatural Abilities Known and Prepared by Tier +-::: +- +-- **Daily Limits:** Supernatural [abilities](#choose-abilities) might be limited to one, two, or three uses each day. +- If a low-tier PC uses a high-tier ability, they might need up to 1d6 days to be able to cast it again. +- +-- **Depletion:** Each time a supernatural [ability](#choose-abilities) (or only certain abilities) are activated, the +- player rolls for an assigned depletion, similar to an [artifact](#choose-artifacts). For example, an ability with a +- depletion of 1 in 1d10 has a 10% chance of depleting, 1 in 1d20 has a 5% chance of depleting, and so on. The GM +- might also assign the depletion a recharge rate or method---usually either the next day at dawn, or the completion +- of a one-hour or ten-hour [recovery roll](#recovery-rolls), but other arrangements might also be interesting, for +- example, recharging at a specific location with a well of available power. In some cases, memorizing supernatural +- abilities might require a successful Intellect tasks, or performing [ritual magic](#ritual-magic) in order to invoke +- the ability later. Consider the two following arrangements: +- +- - *Universal Depletion.* A PC with supernatural abilities begins with a depletion of 10 in 1d20, and can pay 3 +- [XP](#choose-xp) as a [long-term benefit](#experience-points-long-term-benefits) to lower their depletion rating +- by 1, to a minimum of 1. Once depleted, the PC can't cast use their supernatural abilities until after their +- next ten-hour [recovery roll](#recovery-rolls). +- +- - *Individual Depletion.* Each supernatural ability has its own depletion rating. Low-tier spells are usually 1 in +- 1d10, mid-tier spells are usually 3 in 1d10, and high-tier spells are usually 5 in 1d10. +- +-- **Stress:** If the game uses the optional [Stress](#horror-rules-stress) module, see [Stress and the +- Supernatural](#horror-rules-stress-supernatural) and [Ability Category: Stress](#horror-rules-stress-abilities). +- +-- **Backlash and Corruption:** Here's an old idea: Using a supernatural ability costs nothing---however, each time +- the PC casts a spell, their [GM intrusion](#gm-intrusion) rate is raised by 1 until they finish a ten-hour [recovery +- roll](#recovery-rolls). Additionally, triggering a GM intrusion on a task prompted by using supernatural abilities +- might corrupt the caster. The PC rolls a 1d20 on the following table: +- +-::: table-responsive +- d20 Backlash Effects +- -------- ------------------------------------------------------------------------- +- 1 The PC is lost to corruption, and betrays their allies. +- 2 The PC gains one random [harmful mutation](#harmful-mutations). +- 3 The PC permanently loses 1 [Might](#might) point. +- 4 The PC permanently loses 1 [Speed](#speed) point. +- 5 The PC permanently loses 1 [Intellect](#intellect) point. +- 6--10 The PC descends two steps on [the damage track](#the-damage-track). +- 11--16 The PC descends one step on [the damage track](#the-damage-track). +- 17--19 The PC gains one random [cosmetic mutation](#cosmetic-mutations). +- 20 The PC gains one random [distinctive mutation](#distinctive-mutations). +- +- : Backlash and Corruption +-::: +- +-- **Supernatural Stat Pool:** This option is a more extreme measure that will have profound effects on the game: PCs +- with supernatural abilities gain a new stat [Pool](#pool)---Magic, Mana, Essence, Psi---whatever makes sense for the +- setting. Whatever the name, the new stat's Pool begins with 8 points, and has an [Edge](#edge) of 0. Regardless of +- the Pool the special ability's cost is usually paid from, it is paid from the new Pool\'s points instead, and tasks +- it prompts are related to that stat instead of the ability's usual [Might](#might), [Speed](#speed), or +- [Intellect](#intellect). PCs can use the Increasing Capabilities [character advancement](#character-advancement) to +- assign additional points to their new stat Pool, and Moving Toward Perfection to increase the new stat's Edge. +- Reducing the new stat Pool to 0 points probably doesn't send the PC down [the damage +- track](#the-damage-track)---but that's up to the GM. In some settings, becoming a supernatural PC might bind your +- fate to the world in new ways. +- +-- **Enablers and Durations:** If a supernatural [ability](#choose-abilities) is an Enabler, it's unclear how long its +- effects should last after activation. For example, if a player learns [Ward](#ability-ward){.og-ability} as a +- supernatural ability and uses a [recovery roll](#recovery-rolls) to activate it, how long does the PC benefit from +- the [Armor](#rules-armor) bonus it provides? Ultimately, the GM must decide what's appropriate. The GM should +- consider the following options (and might assign different supernatural abilities different durations): +- +- - *Preparation Counts.* The enabler ability is always active so long as the ability is prepared. +- +- - *Duration Assignment.* The enabler ability is active for ten minutes, one hour, one day, or until the PC makes a +- ten-hour recovery roll. +- +- - *Minimum Concentration.* The ability remains active until the PC makes a recovery roll. +-::: +- + ------------------------------------------------------------------------------------------------------------------------ + + #### Mystical Martial Arts [#](#mystical-martial-arts){.og-h-anchor aria-hidden="true"} +@@ -44273,7 +44159,6 @@ + + Related Sections + +-- [Assigning Different Limits for Supernatural Abilities](#spellcasting-limits) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Stress](#horror-rules-stress) [(OG-CSRD)]{.og-ref .og-ref-og} + ::: + +@@ -44372,11 +44257,6 @@ + lots of time); instead, the user simply pays their [Pool](#pool) costs to use them. + ::: + +-::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} +-**Editor's Notes ---** The optional rules for [Assigning Different Limits for Supernatural +-Abilities](#spellcasting-limits) also apply to psi abilities. +-::: +- + ------------------------------------------------------------------------------------------------------------------------ + + #### Optional Rule: Posthuman Upgrades [#](#optional-rule-posthuman-upgrades){.og-h-anchor aria-hidden="true"} +@@ -50018,11 +49898,6 @@ + : Stress Fuels Supernatural Abilities + ::: + +-::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} +-**Editor's Notes ---** For more on supernatural abilities, see [Assigning Different Limits for Supernatural +-Abilities](#spellcasting-limits). +-::: +- + ::: {.alert .ps-4 .pb-0} + ###### Ability Category: Stress [#](#horror-rules-stress-abilities){.og-h-anchor aria-hidden="true"} {#horror-rules-stress-abilities} + +@@ -82068,7 +81943,6 @@ + + ##### Customizing PCs and Abilities [#](#choose-optional-rules-characters){.og-h-anchor aria-hidden="true"} {#choose-optional-rules-characters .og-h-small} + +-- [Assigning Different Limits for Supernatural Abilities](#spellcasting-limits) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Cantrips](#cantrips) [(IOM, 82)]{.og-ref} + - [Covens](#covens) [(IOM, 88)]{.og-ref} + - [Creating Cyphers, Artifacts, and Abilities](#creating-cyphers-artifacts-and-abilities) [(OG-CSRD)]{.og-ref diff --git a/patches/de-ogcsrd/004-remove-fantastic-transformations.patch b/patches/de-ogcsrd/004-remove-fantastic-transformations.patch new file mode 100644 index 0000000..c786ccb --- /dev/null +++ b/patches/de-ogcsrd/004-remove-fantastic-transformations.patch @@ -0,0 +1,147 @@ +--- _tmp/ccsrd.md 2025-07-20 18:38:37.382336815 -0500 ++++ _tmp/ccsrd.new.md 2025-07-20 18:41:31.557430045 -0500 +@@ -51261,7 +51261,6 @@ + + Optional Rules + +-- [Fantastic Transformations](#optional-rule-fantastic-transformations) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Gaining Superpowers After Character Creation](#optional-rule-power-shifts-after-character-creation) + [(OG-CSRD)]{.og-ref .og-ref-og} + - [Modifying High-Tech Devices](#superhero-modifying-high-tech-devices) [(CTS, 64)]{.og-ref} +@@ -51321,8 +51320,6 @@ + + ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} + **Editor's Notes ---** An [XP advance](#optional-rule-xp-advance) can set some PCs even further apart from others. +-Alternatively, the optional [Fantastic Transformations](#optional-rule-fantastic-transformations) rules can be used for +-heroes who aren't always quite so \"super\". + ::: + + ##### Suggested Types for a Superhero Game [#](#suggested-types-for-a-superhero-game){.og-h-anchor aria-hidden="true"} +@@ -52116,7 +52113,6 @@ + new tier, only the second super-focus provides new abilities to the PC. + + - *Fantastic Transformations.* The PC assumes a completely different identity when their superpowers are active. +- Use the optional rules for [Fantastic Transformations](#optional-rule-fantastic-transformations). + + - **GM-Assigned or Player-Chosen Power Shifts:** The GM assigns the PC a number of [power + shifts](#optional-rule-power-shifts), as described under [Power Shifts in Other +@@ -52138,100 +52134,6 @@ + [XP Advance](#optional-rule-xp-advance) or [starting just past tier 1](#starting-just-past-tier-1) rules for + superpowered PCs. + +-##### Optional Rule: Fantastic Transformations [#](#optional-rule-fantastic-transformations){.og-h-anchor aria-hidden="true"} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-These optional rules allow GMs to create dramatic tension by giving PCs a weaker, [mundane +-form](#optional-rule-fantastic-transformations-mundane), and a second, dramatically more powerful [fantastic +-form](#optional-rule-fantastic-transformations-fantastic). These PCs might lead a double life, and be pushed to their +-limits to maintain a balance between their normal life and their fantastic exploits---as the two worlds inevitably +-collide or otherwise come into conflict. If you enjoy this rules module, consider purchasing +-[Unmasked](https://www.montecookgames.com/store/product/unmasked/){.og-icon .og-mcg}. +- +-GMs and players should establish the nature or source of the transformations, and come up with a good description of +-each PC's transformation. Possible themes for fantastic forms include: +- +-- off-beat superheroes +-- henshin heroes and magical girls +-- werewolves +-- divine, demonic, or eldritch possession +- +-To accomplish this, create character sheets for each form as follows: +- +-###### Mundane Form [#](#optional-rule-fantastic-transformations-mundane){.og-h-anchor aria-hidden="true"} {#optional-rule-fantastic-transformations-mundane} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-First, create your mundane form. This is probably how you spend most of your time, and what most people would consider +-your \"real life\"---going to school or work, maintaining [relationships](#optional-rule-relationship-levels) with +-friends, family, or loved ones, and dealing with day-to-day happenings. +- +-- **Starting Pools:** Your [Might](#might), [Speed](#speed) or [Intellect](#intellect) [Pools](#pool) have 6 points +- each. You get 2 additional points to divide among your stat Pools however you wish. +- +-- **Descriptor:** Choose a [descriptor](#choose-descriptor). Some descriptors---for example, +- [Mystical](#descriptor-mystical)---might not be appropriate for mundane forms. +- +-- **Skills:** Choose three [skills](#skills) (other than attacks or defense) appropriate to the setting. +- +-- **Background:** Add a background connection you have to the setting. +- +-- **Minimized Advancement:** To best preserve the dramatic tension between your mundane life and [fantastic +- forms](#optional-rule-fantastic-transformations-fantastic), your mundane form doesn't gain [character +- advancements](#character-advancement) or reach new tiers. The GM might make occasional exceptions, for example, as a +- reward for the completion of a significant [character arc](#choose-character-arc). Each time your mundane form +- advances, you must choose a different option. Examples of mundane form advancements include: +- +- - *Pools.* You gain 4 additional points to divide among your stat [Pools](#pool) however you wish. +- +- - *Effort.* You have an [Effort](#effort) score of 1. +- +- - *Edge.* You increase your [Might](#might), [Speed](#speed) or [Intellect](#intellect) [Edge](#edge) to 1. +- +- - *Focus.* You gain the tier 1 abilities from a [mundane focus](#mundane-foci). +- +-###### Fantastic Form [#](#optional-rule-fantastic-transformations-fantastic){.og-h-anchor aria-hidden="true"} {#optional-rule-fantastic-transformations-fantastic} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-When your transform, you become a far more powerful being. Assuming your fantastic form usually requires an +-[action](#rules-actions), but the GM might set additional requirements, including (but not limited to) some combination +-of the following: +- +-- activate an [artifact](#choose-artifacts) +-- speak aloud an incantation, invocation, or oath +-- make a specific set of complex motions +-- perform a brief ritual +-- move to another plane of existence +-- fall asleep and begin to dream +-- log onto a virtual reality where the PC's fantastic adventures take place +-- involuntarily triggered by heightened emotional states, stress, or other specific circumstances---preferably +- something that is a good source of [GM intrusion](#gm-intrusion)---on a failed [Intellect](#intellect) [defense +- roll](#action-defend), the transformation takes hold +- +-Fantastic forms start out as standard tier 1 PC, and gain [character advancements](#character-advancement) by spending 4 +-[XP](#choose-xp). The GM decides which character options are available to PCs' fantastic forms, as outlined in the +-[Campaign Design Checklist](#campaign-design-checklist)---some settings will need to be more restrictive than others. +- +-- **Descriptor:** Choose a [descriptor](#choose-descriptor). It can be the as your [mundane +- form](#optional-rule-fantastic-transformations-mundane)'s descriptor, but some transformations involve substantial +- changes in stature or personality. +- +-- **Type:** Choose a [type](#choose-type) (and perhaps a [flavor](#choose-flavor)). +- +-- **Focus:** Choose a [focus](#choose-focus). +- +-- **Other Options:** The GM might also assign your fantastic form a number of [power +- shifts](#optional-rule-power-shifts) (as described under [Power Shifts in Other +- Genres](#optional-rule-power-shifts-in-other-genres)) or make use of other [optional rules](#choose-optional-rules). +-::: +- +-::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} +-**Editor's Notes ---** For a dramatically less powerful mundane form, use the ruels for [Handling PCs as +-Children](#optional-rule-handling-pcs-as-children). +-::: +- + ------------------------------------------------------------------------------------------------------------------------ + + #### Power Stunts [#](#superhero-power-stunts){.og-h-anchor aria-hidden="true"} {#superhero-power-stunts} +@@ -81949,7 +81851,6 @@ + .og-ref-og} + - [Customizing Descriptors](#customizing-descriptors) [(59)]{.og-ref} + - [Drawbacks and Penalties](#drawbacks-and-penalties) [(33)]{.og-ref} +-- [Fantastic Transformations](#optional-rule-fantastic-transformations) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Familiars](#familiars) [(IOM, 94)]{.og-ref} + - [Flavor](#chapter-6-flavor) [(34)]{.og-ref} + - [Flavor, Personalized](#optional-rule-personalized-flavor) [(OG-CSRD)]{.og-ref .og-ref-og} +@@ -83227,8 +83128,8 @@ + + - Creating a Character in Unmasked [(UM, 14)]{.og-ref} + - Skills [(UM, 15)]{.og-ref} +-- [Creating the Teen](#optional-rule-fantastic-transformations) [(UM, 24)]{.og-ref} +-- [Creating the Mask Form](#optional-rule-fantastic-transformations) [(UM, 32)]{.og-ref} ++- Creating the Teen [(UM, 24)]{.og-ref} ++- Creating the Mask Form [(UM, 32)]{.og-ref} + - [Mask-Form Power Shifts](#optional-rule-power-shifts-in-other-genres) [(UM, 62)]{.og-ref} + - [NPC Prodigies and Power Shifts](#superpowered-npcs-and-power-shifts) [(UM, 64)]{.og-ref} + - Comic Book Feel: Once-Per-Session Bonus Power Shift [(UM, 164)]{.og-ref} diff --git a/patches/de-ogcsrd/005-remove-power-shifts-in-other-genres.patch b/patches/de-ogcsrd/005-remove-power-shifts-in-other-genres.patch new file mode 100644 index 0000000..5371709 --- /dev/null +++ b/patches/de-ogcsrd/005-remove-power-shifts-in-other-genres.patch @@ -0,0 +1,120 @@ +--- _tmp/ccsrd.md 2025-07-20 18:41:58.609599838 -0500 ++++ _tmp/ccsrd.new.md 2025-07-20 18:47:45.337776059 -0500 +@@ -31736,7 +31736,7 @@ + Other Dragon Advancements + : Powerful dragons are innate [spellcasters](#optional-rule-spellcasting) (gaining spells through [Signature + Ability](#ability-sidekick-signature-ability){.og-ability}), or naturally gaining [gain power shifts at certain +- tiers](#optional-rule-power-shifts-in-other-genres). ++ tiers](#optional-rule-power-shifts). + ::: + ::: + ::: +@@ -32263,7 +32263,7 @@ + + ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} + In some settings, symbiotes might also gain [gain power shifts at certain +-tiers](#optional-rule-power-shifts-in-other-genres), which they either retain on their own, or impart to a host when ++tiers](#optional-rule-power-shifts), which they either retain on their own, or impart to a host when + merged (determined by the GM). + ::: + ::: +@@ -35708,7 +35708,7 @@ + + ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} + **Editor's Notes ---** If your goal is to create a kind of \"cultivation\" fantasy, or to emphasize schools and +-teachers, see [Power Shifts in Other Genres](#optional-rule-power-shifts-in-other-genres) and [Covens](#covens). ++teachers, see [Covens](#covens). + ::: + + ------------------------------------------------------------------------------------------------------------------------ +@@ -48742,8 +48742,7 @@ + an interesting choice for a horror game. + + - If a PCs is---or becomes---a powerful supernatural being, for example, a vampire, werewolf, or demon, the GM might +- assign them a number of [power shifts](#optional-rule-power-shifts), as described under [Power Shifts in Other +- Genres](#optional-rule-power-shifts-in-other-genres). ++ assign them a number of [power shifts](#optional-rule-power-shifts). + + - A ghost PC might use the [Ghost](#modern-magic-descriptor-ghost) descriptor in [Chapter 14: Modern + Magic](#chapter-14-a-modern-magic). +@@ -51265,7 +51264,6 @@ + [(OG-CSRD)]{.og-ref .og-ref-og} + - [Modifying High-Tech Devices](#superhero-modifying-high-tech-devices) [(CTS, 64)]{.og-ref} + - [Power Shifts](#optional-rule-power-shifts) [(292)]{.og-ref}[(CTS, 57)]{.og-ref} +-- [Power Shifts in Other Genres](#optional-rule-power-shifts-in-other-genres) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Power Stunts](#superhero-power-stunts) [(CTS, 58)]{.og-ref} + - [Really Impossible Tasks](#really-impossible-tasks) [(293)]{.og-ref}[(CTS, 61)]{.og-ref} + +@@ -52053,44 +52051,6 @@ + with PCs of greater or lesser power (cosmic-level heroes or street-level heroes, perhaps). In such cases, the GM should + grant the PCs more or fewer power shifts at the game's start. + +-::: {.alert .ps-4 .pb-0} +-##### Power Shifts in Other Genres [#](#optional-rule-power-shifts-in-other-genres){.og-h-anchor aria-hidden="true"} {#optional-rule-power-shifts-in-other-genres} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-[Power shifts](#optional-rule-power-shifts) and [power stunts](#superhero-power-stunts) are a staple of the superhero +-genre, but the GM might use them in other genres, like a [fantasy](#chapter-13-fantasy) game where with apotheosis or +-cultivation themes, or a [modern](#chapter-14-modern) setting where vampires with amazing powers prowl the streets, or +-any setting where the GM wants to encourage creative use of PC abilities. If you enjoy this rules module, consider +-purchasing [Claim the Sky](https://www.montecookgames.com/store/product/claim-the-sky/){.og-icon .og-mcg}, [Gods of the +-Fall](https://www.montecookgames.com/store/product/gods-of-the-fall/){.og-icon .og-mcg}, [Stay +-Alive!](https://www.montecookgames.com/store/product/stay-alive/){.og-icon .og-mcg}, or +-[Unmasked](https://www.montecookgames.com/store/product/unmasked/){.og-icon .og-mcg}. +- +-The GM decides which power shifts are available, and how they are gained. Once assigned, power shifts don't change +-unless something dramatic happens, like the culmination of a [character arc](#character-arcs). A PC can't put more than +-three shifts into the same category without approval from the GM. Here are a few possible arrangements: +- +-- **Superheroes:** At tier 1, you have five [power shifts](#optional-rule-power-shifts). You can purchase more power +- shifts with 10 [XP](#spending-experience-points). +- +-- **Teen Supers:** At tier 1, you have three [power shifts](#optional-rule-power-shifts). At tiers 2 and 4, you gain a +- power shift, which you can apply to one [type](#chapter-5-type) or [focus](#chapter-8-focus) ability. If the ability +- inflicts damage, choose to dedicate the power shift to easing the [attack](#action-attack) task, or increasing +- damage inflicted by 3. +- +-- **Potent Bloodlines:** At tier 1, you have three [power shifts](#optional-rule-power-shifts). At tiers 2, 4, and 6, +- you gain another power shift. +- +-- **Mastery:** You can gain a [power shift](#optional-rule-power-shifts) by completing an appropriate [character +- arc](#choose-character-arc). You can't gain a number of power shifts greater than your tier. +- +-- **XP Purchase:** You can spend 10 [XP](#spending-experience-points) to gain one power shift, up to a number equal to +- your tier. +- +-- **Beyond Tier 6:** You can gain [power shifts](#optional-rule-power-shifts) as described under [Advancing Beyond +- Tier 6](#optional-rule-advancing-beyond-tier-6). +- + ##### Optional Rule: Gaining Superpowers After Character Creation [#](#optional-rule-power-shifts-after-character-creation){.og-h-anchor aria-hidden="true"} {#optional-rule-power-shifts-after-character-creation} + + [(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +@@ -52115,8 +52075,8 @@ + - *Fantastic Transformations.* The PC assumes a completely different identity when their superpowers are active. + + - **GM-Assigned or Player-Chosen Power Shifts:** The GM assigns the PC a number of [power +- shifts](#optional-rule-power-shifts), as described under [Power Shifts in Other +- Genres](#optional-rule-power-shifts-in-other-genres). The GM might also decide how some or all of the PC's power ++ shifts](#optional-rule-power-shifts). ++ The GM might also decide how some or all of the PC's power + shifts are assigned, allow the player to choose what to do with their power shifts, or leave matters up to a roll of + the die. + +@@ -81960,7 +81920,6 @@ + - [Object Level, Health, and Armor](#optional-rule-object-level-health-and-armor) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Playing Poker](#weird-west-playing-poker) [(HNAM, 54)]{.og-ref} + - [Post-Apocalyptic Rules](#choose-post-apocalyptic) [(RR, 61)]{.og-ref} +-- [Power Shifts in Other Genres](#optional-rule-power-shifts-in-other-genres) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Relationship Levels](#optional-rule-relationship-levels) [(288)]{.og-ref} + - [Radiation in the Real World](#radiation-in-the-real-world) [(RR, 63)]{.og-ref} + - [Random GM Intrusions](#random-gm-intrusions) [(409)]{.og-ref} +@@ -83130,7 +83089,7 @@ + - Skills [(UM, 15)]{.og-ref} + - Creating the Teen [(UM, 24)]{.og-ref} + - Creating the Mask Form [(UM, 32)]{.og-ref} +-- [Mask-Form Power Shifts](#optional-rule-power-shifts-in-other-genres) [(UM, 62)]{.og-ref} ++- Mask-Form Power Shifts [(UM, 62)]{.og-ref} + - [NPC Prodigies and Power Shifts](#superpowered-npcs-and-power-shifts) [(UM, 64)]{.og-ref} + - Comic Book Feel: Once-Per-Session Bonus Power Shift [(UM, 164)]{.og-ref} + - Comic Book Feel: Bullets are an Annoyance [(UM, 164)]{.og-ref} diff --git a/patches/de-ogcsrd/006-remove-personalized-flavor.patch b/patches/de-ogcsrd/006-remove-personalized-flavor.patch new file mode 100644 index 0000000..500aa70 --- /dev/null +++ b/patches/de-ogcsrd/006-remove-personalized-flavor.patch @@ -0,0 +1,58 @@ +--- _tmp/ccsrd.md 2025-07-20 18:48:38.814111687 -0500 ++++ _tmp/ccsrd.new.md 2025-07-20 19:23:18.017194070 -0500 +@@ -3041,7 +3041,6 @@ + Optional Rules + + - [Simplified Flavor](#optional-rule-simplified-flavor) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [Personalized Flavor](#optional-rule-personalized-flavor) [(OG-CSRD)]{.og-ref .og-ref-og} + + Related Sections + +@@ -3092,31 +3091,6 @@ + has the option to choose a flavor at the start of the game, or earn one in the game, for example, by completing a + [character arc](#choose-character-arc). + +-#### Optional Rule: Personalized Flavor [#](#optional-rule-personalized-flavor){.og-h-anchor aria-hidden="true"} {#optional-rule-personalized-flavor .og-h-small} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-This section is based on *Using Character Types to Define the Setting* [(415)]{.og-ref}. Using this rule, the GM allows +-personalized flavors for PCs. It can be a good idea to choose a new name for the PC's When using this option, it\'s a +-good the PC's [type](#choose-type) a new name that reflects their individual, group, or societal role in the setting, +-and choose any [optional character advancements](#optional-character-advancements) they might have available to them. +- +-- **Gaining a Flavor:** The GM might allow PCs to earn a flavor by completing a [character arc](#choose-character-arc) +- like [Join an Organization](#arc-join-an-organization), [Master a Skill](#arc-master-a-skill), [Mysterious +- Background](#arc-mysterious-background), [Transformation](#arc-transformation), or [Uncover a +- Secret](#arc-uncover-a-secret), or purchase a flavor by spending 4 [XP](#choose-xp) as a [long-term +- benefit](#experience-points-long-term-benefits) or [character advancement](#character-advancement). +- +-- **Adding Flavor Abilities:** When a PC gains a flavor or advance to the next tier, that player and the GM should +- work together to create a list of [special abilities](#choose-abilities) appropriate for the PC's tier. If the PC +- gained their flavor at a after reaching second-tier, the GM should allow them to make a few additional exchanges of +- type abilities. +- +-- **Approving Flavor Abilities:** The GM approves each ability to determine it is of appropriate tier, it is +- appropriate to the game setting, and---most importantly---won't make another PC feel redundant, or be disruptive in +- the game. +-::: +- + ------------------------------------------------------------------------------------------------------------------------ + + #### Charms and Figments Flavor [#](#flavor-charms-and-figments){.og-h-anchor aria-hidden="true"} {#flavor-charms-and-figments .og-border} +@@ -81813,7 +81787,6 @@ + - [Drawbacks and Penalties](#drawbacks-and-penalties) [(33)]{.og-ref} + - [Familiars](#familiars) [(IOM, 94)]{.og-ref} + - [Flavor](#chapter-6-flavor) [(34)]{.og-ref} +-- [Flavor, Personalized](#optional-rule-personalized-flavor) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Flavor, Simplified](#optional-rule-simplified-flavor) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Gaining Superpowers After Character Creation](#optional-rule-power-shifts-after-character-creation) + [(OG-CSRD)]{.og-ref .og-ref-og} +@@ -82244,7 +82217,6 @@ + - [Adjudicating](#making-meaning) [(412)]{.og-ref} + - [Logic](#making-meaning) [(413)]{.og-ref} + - [Dice Rolling](#making-rulings-and-pacing) [(414)]{.og-ref} +-- [Using Character Types to Define the Setting](#optional-rule-personalized-flavor) [(415)]{.og-ref} + - [The Flow of Information](#passive-difficulty) [(416)]{.og-ref} + - [Failure to Notice](#passive-difficulty) [(417)]{.og-ref} + - [Graduated Success](#graduated-difficulty) [(417)]{.og-ref} diff --git a/patches/de-ogcsrd/007-remove-simplified-flavor.patch b/patches/de-ogcsrd/007-remove-simplified-flavor.patch new file mode 100644 index 0000000..31fd92b --- /dev/null +++ b/patches/de-ogcsrd/007-remove-simplified-flavor.patch @@ -0,0 +1,38 @@ +--- _tmp/ccsrd.md 2025-07-20 19:24:45.773747087 -0500 ++++ _tmp/ccsrd.new.md 2025-07-20 19:26:20.477343883 -0500 +@@ -3038,10 +3038,6 @@ + - [Stealth](#flavor-stealth) [(34)]{.og-ref} + - [Technology](#flavor-technology) [(35)]{.og-ref} + +-Optional Rules +- +-- [Simplified Flavor](#optional-rule-simplified-flavor) [(OG-CSRD)]{.og-ref .og-ref-og} +- + Related Sections + + - [Type](#choose-type) [(20)]{.og-ref} +@@ -3081,16 +3077,6 @@ + **Editor's Notes ---** For more on customizing PCs, see [Optional Rules](#choose-optional-rules). + ::: + +-::: {.alert .ps-4 .pb-0} +-#### Optional Rule: Simplified Flavor [#](#optional-rule-simplified-flavor){.og-h-anchor aria-hidden="true"} {#optional-rule-simplified-flavor .og-h-small} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-Using this rule, [flavor](#choose-flavor) abilities are added to a PC's list of [type](#choose-type) abilities---but no +-sacrifices from the list are made. Since this rule makes flavor purely additive, it's probably a good idea if every PC +-has the option to choose a flavor at the start of the game, or earn one in the game, for example, by completing a +-[character arc](#choose-character-arc). +- + ------------------------------------------------------------------------------------------------------------------------ + + #### Charms and Figments Flavor [#](#flavor-charms-and-figments){.og-h-anchor aria-hidden="true"} {#flavor-charms-and-figments .og-border} +@@ -81787,7 +81773,6 @@ + - [Drawbacks and Penalties](#drawbacks-and-penalties) [(33)]{.og-ref} + - [Familiars](#familiars) [(IOM, 94)]{.og-ref} + - [Flavor](#chapter-6-flavor) [(34)]{.og-ref} +-- [Flavor, Simplified](#optional-rule-simplified-flavor) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Gaining Superpowers After Character Creation](#optional-rule-power-shifts-after-character-creation) + [(OG-CSRD)]{.og-ref .og-ref-og} + - [Handling PCs as Children](#optional-rule-handling-pcs-as-children) [(266)]{.og-ref} diff --git a/patches/de-ogcsrd/008-remove-gaining-superpowers-after-character-creation.patch b/patches/de-ogcsrd/008-remove-gaining-superpowers-after-character-creation.patch new file mode 100644 index 0000000..cea1ab4 --- /dev/null +++ b/patches/de-ogcsrd/008-remove-gaining-superpowers-after-character-creation.patch @@ -0,0 +1,85 @@ +--- _tmp/ccsrd.md 2025-07-20 19:29:10.639416198 -0500 ++++ _tmp/ccsrd.new.md 2025-07-20 19:28:47.212268559 -0500 +@@ -51220,8 +51220,6 @@ + + Optional Rules + +-- [Gaining Superpowers After Character Creation](#optional-rule-power-shifts-after-character-creation) +- [(OG-CSRD)]{.og-ref .og-ref-og} + - [Modifying High-Tech Devices](#superhero-modifying-high-tech-devices) [(CTS, 64)]{.og-ref} + - [Power Shifts](#optional-rule-power-shifts) [(292)]{.og-ref}[(CTS, 57)]{.og-ref} + - [Power Stunts](#superhero-power-stunts) [(CTS, 58)]{.og-ref} +@@ -52011,49 +52009,6 @@ + with PCs of greater or lesser power (cosmic-level heroes or street-level heroes, perhaps). In such cases, the GM should + grant the PCs more or fewer power shifts at the game's start. + +-##### Optional Rule: Gaining Superpowers After Character Creation [#](#optional-rule-power-shifts-after-character-creation){.og-h-anchor aria-hidden="true"} {#optional-rule-power-shifts-after-character-creation} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-Gaining superpowers can be part of any campaign with fantastic elements. It can be permanent, or temporary. In fact, +-it's not necessary for every PC in the group to have anywhere near the same number of [power +-shifts](#optional-rule-power-shifts). If a PC gains superpowers in the course of the story, the GM can use these rules. +-If you enjoy this rules module, consider purchasing [The +-Origin](https://www.montecookgames.com/store/product/the-origin/){.og-icon .og-mcg}. +- +-- **Super-Focus:** If a [modern](#chapter-14-modern) PC with a [mundane focus](#mundane-foci) gains superpowers, the +- nature of their new powers can be realized by choosing a \"super-focus\" in one of the following ways: +- +- - *Become Super.* The PC makes their existing focus \"super\". The GM should allow them choose at least one +- low-tier [ability](#choose-abilities) from [Chapter 9: Abilities](#chapter-9-abilities) to help complete their +- superpower package. +- +- - *Second Focus.* The PC gains a second super-[focus](#choose-focus). Any [power +- shifts](#optional-rule-power-shifts) gained can't be applied to their first focus, and when they advance to a +- new tier, only the second super-focus provides new abilities to the PC. +- +- - *Fantastic Transformations.* The PC assumes a completely different identity when their superpowers are active. +- +-- **GM-Assigned or Player-Chosen Power Shifts:** The GM assigns the PC a number of [power +- shifts](#optional-rule-power-shifts). +- The GM might also decide how some or all of the PC's power +- shifts are assigned, allow the player to choose what to do with their power shifts, or leave matters up to a roll of +- the die. +- +-- **Mastering New Powers:** Learning to use superpowers can be tricky. Until PCs complete a [character +- arc](#choose-character-arc) like [Learn](#arc-learn), the GM might assign the PC an inability when using their +- fledgling powers, or raise the [GM intrusion](#gm-intrusion) rate for the PC. GM intrusions might take the form of +- accidental or uncontrollable manifestation of superpowers. +- +-- **Other Changes:** Gaining powers might cause other dramatic changes in a PC. Most begin a new [character +- arc](#choose-character-arc), but some might change their [descriptor](#choose-descriptor), [type](#choose-type), or +- gain a [flavor](#choose-flavor). +- +-- **Supers Gain an XP Advance:** To set increase the baseline between PCs with and without superpowers even further, +- use the optional [starting at tier 0](#optional-rule-starting-at-tier-0) rules for normal PCs, and use the optional +- [XP Advance](#optional-rule-xp-advance) or [starting just past tier 1](#starting-just-past-tier-1) rules for +- superpowered PCs. +- + ------------------------------------------------------------------------------------------------------------------------ + + #### Power Stunts [#](#superhero-power-stunts){.og-h-anchor aria-hidden="true"} {#superhero-power-stunts} +@@ -81773,8 +81728,6 @@ + - [Drawbacks and Penalties](#drawbacks-and-penalties) [(33)]{.og-ref} + - [Familiars](#familiars) [(IOM, 94)]{.og-ref} + - [Flavor](#chapter-6-flavor) [(34)]{.og-ref} +-- [Gaining Superpowers After Character Creation](#optional-rule-power-shifts-after-character-creation) +- [(OG-CSRD)]{.og-ref .og-ref-og} + - [Handling PCs as Children](#optional-rule-handling-pcs-as-children) [(266)]{.og-ref} + - [Hands of Fate](#weird-west-hands-of-fate) [(HNAM, 57)]{.og-ref} + - [Mutations](#choose-mutations) [(RR, 75)]{.og-ref} +@@ -82782,11 +82735,9 @@ + + Optional Rules + +-- [Second Focus](#optional-rule-power-shifts-after-character-creation) [(ORIG, 10)]{.og-ref} +-- [Dynamic or Static Power Shift Selection](#optional-rule-power-shifts-after-character-creation) [(ORIG, +- 14)]{.og-ref} +-- [Flameout Mode: Intrusions for Inexperienced Power Use](#optional-rule-power-shifts-after-character-creation) +- [(ORIG, 17)]{.og-ref} ++- Second Focus [(ORIG, 10)]{.og-ref} ++- Dynamic or Static Power Shift Selection [(ORIG, 14)]{.og-ref} ++- Flameout Mode: Intrusions for Inexperienced Power Use [(ORIG, 17)]{.og-ref} + + Running the Game + diff --git a/patches/de-ogcsrd/009-remove-modifying-abilities-using-initial-costs.patch b/patches/de-ogcsrd/009-remove-modifying-abilities-using-initial-costs.patch new file mode 100644 index 0000000..fa8e570 --- /dev/null +++ b/patches/de-ogcsrd/009-remove-modifying-abilities-using-initial-costs.patch @@ -0,0 +1,77 @@ +--- _tmp/ccsrd.md 2025-07-20 19:29:30.593541951 -0500 ++++ _tmp/ccsrd.new.md 2025-07-20 19:34:11.332303741 -0500 +@@ -27692,8 +27692,6 @@ + - [Healing Limitations](#optional-rule-healing-limitations) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Making Recovery Rolls in Any Order](#optional-rule-making-recovery-rolls-in-any-order) [(OG-CSRD)]{.og-ref + .og-ref-og} +-- [Modifying Abilities Using Initial Costs](#optional-rule-modifying-abilities-using-initial-costs) +- [(OG-CSRD)]{.og-ref .og-ref-og} + - [Object Level, Health, and Armor](#optional-rule-object-level-health-and-armor) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Task and Fate Dice Resolution](#optional-rule-task-and-fate-dice-resolution) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Trading Damage for Effect](#optional-rule-trading-damage-for-effect) [(OG-CSRD)]{.og-ref .og-ref-og} +@@ -28353,27 +28351,6 @@ + succeed on an action, logic still suggests that some actions are very difficult and taxing, particularly for some PCs + more than others. + +-::: {.alert .ps-4 .pb-0} +-##### Optional Rule: Modifying Abilities Using Initial Costs [#](#optional-rule-modifying-abilities-using-initial-costs){.og-h-anchor aria-hidden="true"} {#optional-rule-modifying-abilities-using-initial-costs .og-h-small} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-This section is based on *Modifying Abilities on the Fly* [(419)]{.og-ref} in the [Cypher System +-Rulebook](https://www.montecookgames.com/store/product/cypher-system-rulebook-2/){.og-icon .og-mcg}. +- +-Setting an [initial cost](#rules-initial-cost) is a good way to allow players to be creative with the use of +-Intellect-based abilities, similar to performing a [power stunt](#superhero-power-stunts): +- +-::: table-responsive +- Power Stunt Details Cost +- ------------------- ------------------------------------------------------ --------------------------------- +- Increase range short to long, or long to very long +1 Intellect point (each step) +- Increase duration one minute to ten minutes, or ten minutes to an hour +1 Intellect (maximum one step) +- +- : Modifying Abilities Using Initial Costs +-::: +-::: +- + ------------------------------------------------------------------------------------------------------------------------ + + #### Distance [#](#rules-distance){.og-h-anchor aria-hidden="true"} {#rules-distance} +@@ -52025,7 +52002,7 @@ + - An illusionist hero negating an opponent's invisibility + + The [Cypher System Rulebook](https://www.montecookgames.com/store/product/cypher-system-rulebook-2/){.og-icon .og-mcg} +-explains [Modifying Abilities on the Fly](#optional-rule-modifying-abilities-using-initial-costs) [(419)]{.og-ref}, ++explains modifying abilities on the fly [(419)]{.og-ref}, + describing a method of altering the range, area, or other aspects of an Intellect-based ability by spending more + Intellect points. In a superhero game, these modifications aren't limited to Intellect-based abilities---it\'s + reasonable that a strong hero could affect a larger area with[Golem Stomp](#ability-golem-stomp){.og-ability} or an +@@ -80576,8 +80553,8 @@ + [Adepts](#type-adept) are assigned fewer new abilities each tier compared to other [types](#choose-type): + + - Adept abilities include more higher-tier abilities, and PCs can choose them at lower tiers. +-- Adepts favor [Intellect](#intellect)-based abilities that might be [modified with initial +- costs](#optional-rule-modifying-abilities-using-initial-costs), allowing them to be more creative with how they ++- Adepts favor [Intellect](#intellect)-based abilities that might be modified with initial ++ costs, allowing them to be more creative with how they + apply their abilities. + + Because of their limited ability choices, an [Adept](#type-adept) can't benefit as much choosing a [flavor](#choose) +@@ -81732,8 +81709,6 @@ + - [Hands of Fate](#weird-west-hands-of-fate) [(HNAM, 57)]{.og-ref} + - [Mutations](#choose-mutations) [(RR, 75)]{.og-ref} + - [Learning Cantrips](#optional-rule-learning-cantrips) [(IOM, 81)]{.og-ref} +-- [Modifying Abilities Using Initial Costs](#optional-rule-modifying-abilities-using-initial-costs) +- [(419)]{.og-ref}[(OG-CSRD)]{.og-ref .og-ref-og} + - [Modifying Type Aspects](#modifying-type-aspects) [(33)]{.og-ref} + - [Mystical Martial Arts](#mystical-martial-arts) [(GF, 68)]{.og-ref} + - [Paranormal Vices](#choose-paranormal-vices) [(HNAM, 65)]{.og-ref} +@@ -82140,7 +82115,7 @@ + - Faster Initiative [(215)]{.og-ref} + - [Gaining Insight](#optional-rule-gaining-insight) [(231)]{.og-ref} + - [Getting an XP Advance](#optional-rule-xp-advance) [(232)]{.og-ref} +-- [Modifying Abilities on the Fly](#optional-rule-modifying-abilities-using-initial-costs) [(419)]{.og-ref} ++- Modifying Abilities on the Fly [(419)]{.og-ref} + - [Skills from Backgrounds](#optional-rule-skills-from-backgrounds) [(235)]{.og-ref} + - Switching Descriptors and Foci After Character Creation [(437)]{.og-ref} + - Using Miniatures [(235)]{.og-ref} diff --git a/patches/de-ogcsrd/010-remove-sidekicks.patch b/patches/de-ogcsrd/010-remove-sidekicks.patch new file mode 100644 index 0000000..310c198 --- /dev/null +++ b/patches/de-ogcsrd/010-remove-sidekicks.patch @@ -0,0 +1,2365 @@ +--- _tmp/ccsrd.md 2025-07-20 19:35:29.909796515 -0500 ++++ _tmp/ccsrd.new.md 2025-07-20 19:38:31.171933245 -0500 +@@ -12604,7 +12604,6 @@ + - [Paranormal Vices](#choose-paranormal-vices) [(HNAM, 65)]{.og-ref} + - [Posthuman Packages](#posthuman-packages) [(SF, 52)]{.og-ref} + - [Psionics](#optional-rule-psionics) [(SF, 50)]{.og-ref} +-- [Sidekick Abilities](#sidekicks-abilities) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Skills and Other Abilities](#running-the-game-skills-and-other-abilities) [(421)]{.og-ref} + - [Spellcasting](#optional-rule-spellcasting) [(259)]{.og-ref} + - [Stress](#horror-rules-stress) [(OG-CSRD)]{.og-ref .og-ref-og} +@@ -13242,7 +13241,7 @@ + This category lists abilities from the the 2015 Cypher Sytem Rulebook that were renamed, altered, or deprecated in the + [Cypher System Rulebook](https://www.montecookgames.com/store/product/cypher-system-rulebook-2/){.og-icon .og-mcg}, and + abilities updated in the CSRD since that time. It also includes abilities with identical names, and variant abilities +-original to the OG-CSRD (except for those related to [Sidekicks](#sidekicks-abilities) or ++original to the OG-CSRD (except for those related to + [Stress](#horror-rules-stress-abilities)). + + You can use this category to reconcile products based on the 2015 Cypher Rulebook, including [Gods of the +@@ -30271,7 +30270,6 @@ + - [Followers](#followers) [(233)]{.og-ref} + - [Followers vs. Temporary Companions](#followers-vs-temporary-companions) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Familiars](#familiars) [(IOM, 94)]{.og-ref} +-- [Sidekicks](#sidekicks) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Covens](#covens) [(IOM, 88)]{.og-ref} + + Related Sections +@@ -30516,2296 +30514,6 @@ + + ------------------------------------------------------------------------------------------------------------------------ + +-#### Sidekicks [#](#sidekicks){.og-h-anchor aria-hidden="true"} +- +-::: {.alert .ps-4 .pb-0 .og-alert} +-##### Quick Reference: Sidekicks [#](#choose-sidekicks){.og-h-anchor aria-hidden="true"} {#choose-sidekicks .og-h-small .og-border} +- +-- [Character Sheet](#sidekicks-sheet) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [Gaining Sidekicks](#sidekicks-gaining) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [Playing Sidekicks](#sidekicks-playing) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [Characteristics](#sidekicks-characteristics) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [Health, Recovery, and Loss](#sidekicks-health) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [Equipment](#sidekicks-equipment) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [Nature](#sidekicks-nature) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [Niche](#sidekicks-niche) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [Sidekick Abilities](#sidekicks-abilities) [(OG-CSRD)]{.og-ref .og-ref-og} +- +-Optional Rules +- +-- [Command Tasks](#sidekicks-command) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [Sidekick Level Progression](#sidekicks-level) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [Exceptional Sidekicks](#sidekicks-exceptional) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [Fantastic Niches](#sidekicks-niche-fantastic) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [Fantastic Sidekick Abilities](#sidekicks-abilities-fantastic) [(OG-CSRD)]{.og-ref .og-ref-og} +-::: +- +-::: row +-::: {.col .col-md-6} +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-Sidekicks are a framework for flexible, powerful NPCs that take part in the story alongside the PCs. What sets sidekicks +-apart from [companions](#abilities-category-companion), [followers](#followers), and [familiars](#familiars) is that a +-different player assumes the role of the sidekick, including [rolling the die](#rules-rolling-the-die) for tasks +-prompted by their actions. +- +-The GM can use these rules modules to: +- +-- Fill out small groups of players with capable help +-- Foster intimate roleplay among players +-- Make PCs and sidekicks a force to be reckoned with in combat +- +-Sidekicks can be people, but a lot of this framework assumes they are an interesting creature of some kind. In some +-settings, sidekicks might share a central theme or fundamental nature. This can be a big decision that will determine +-how sidekicks interact with the PCs and other important aspects of the setting, for example: +- +-- Pets, mounts, and beasts of burden +-- Ferocious but tamed creatures +-- Friendly neighborhood pocket monsters deployed from spherical [artifacts](#choose-artifacts) +-- Magically summoned creatures, otherworldly entities, or thoughtforms that PCs manifest or dismiss with an +- [action](#rules-actions) +- +-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} +-If you enjoy this rules module, consider purchasing +-[Predation](https://www.montecookgames.com/store/product/predation/){.og-icon .og-mcg}. +-::: +-::: +-::: +- +-##### Gaining Sidekicks [#](#sidekicks-gaining){.og-h-anchor aria-hidden="true"} {#sidekicks-gaining} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-::: row +-::: {.col .col-md-6} +-Depending on the setting, the GM might determine PCs begin with a [sidekick](#sidekicks), or that there are other +-established methods for PCs to gain a one, for example: +- +-- **Currency:** Something as important as a sidekick should probably cost no less than a [moderately-priced +- item](#equipment-price-categories). +- +-- **Recruiting, Catching, or Taming:** Recruiting, catching, or taming a sidekick is at least a level 2 +- [Intellect](#intellect) task, requiring at least a few days, and might involve embarking on a [perilous +- venture](#horror-rules-perilous-venture), or performing delicate [ritual magic](#ritual-magic). +- +-- **Crafting:** PCs might need to [craft](#crafting-building-and-repairing) a special lure, +- [build](#crafting-building-and-repairing) a supernatural containment vessel, or +- [repair](#crafting-building-and-repairing) a mechanical sidekick to operation. +- +-- **Subterfuge:** It might be possible to rescue---or steal---sidekicks away from others. +- +-- **Spending XP:** Spending 3 [XP](#choose-xp) as a [long-term benefit](#experience-points-long-term-benefits) might +- also be an appropriate cost for gaining a sidekick. +- +-- **Completing Character Arcs:** Completing successful [character arcs](#character-arcs) like [Develop a +- Bond](#arc-develop-a-bond) or [Train a Creature](#arc-train-a-creature) might earn a PC a sidekick. +-::: +- +-::: {.col .col-md-6} +-::: {.alert .ps-4 .pb-0} +-###### Optional Rule: Exceptional Sidekicks [#](#sidekicks-exceptional){.og-h-anchor aria-hidden="true"} {#sidekicks-exceptional} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-When a new sidekick is created or a potential sidekick is encountered, roll a d100 to determine if it is exceptional: +- +-::: table-responsive +- d100 Exceptional Sidekicks +- -------- --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- +- 1--69 --- +- 70--74 The sidekick gains one random [beneficial mutation](#harmful-mutations), one random [cosmetic mutation](#cosmetic-mutations), and one random [harmful mutation](#harmful-mutations). If the result is [Weakness in Might](#ability-mutation-harmful-weakness-in-might){.og-ability}, [Weakness in Speed](#ability-mutation-harmful-weakness-in-speed){.og-ability}, or [Weakness in Intellect](#ability-mutation-harmful-weakness-in-intellect){.og-ability}, the sidekick's health is reduced by 2 instead. +- 75--79 The sidekick gains the [Evolution](#ability-sidekick-evolution){.og-ability} ability, with randomly rolled properties. +- 80--89 The sidekick gains one random [sidekick ability](#sidekicks-abilities). +- 90--95 The sidekick gains one random [sidekick ability](#sidekicks-abilities) and one random [cosmetic mutation](#cosmetic-mutations). +- 96--99 The sidekick gains one random [fantastic sidekick ability](#sidekicks-abilities-fantastic) and one random [cosmetic mutation](#cosmetic-mutations). +- 00 The sidekick has a random [fantastic niche](#sidekicks-niche-fantastic) and one random [cosmetic mutation](#cosmetic-mutations). +- +- : Exceptional Sidekicks +-::: +-::: +-::: +-::: +- +-##### Playing Sidekicks [#](#sidekicks-playing){.og-h-anchor aria-hidden="true"} {#sidekicks-playing} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-::: row +-::: {.col .col-md-6} +-GMs and players should discuss these rules before using them. Not every player can---or wants to---take on +-responsibility for having (or playing as) a [sidekick](#sidekicks), and that's okay. In fact, the fewer sidekicks there +-are in a game, the more session time will be available for PCs to forge deeper relationships with them. +- +-- **Associated PC:** A sidekick's associated PC is the person in the party they are closest to, trust most, or who +- owns them. The GM might allow the associated PC to gain abilities like [As If One +- Creature](#ability-as-if-one-creature){.og-ability}, [Beast Eyes](#ability-beast-eyes){.og-ability}, or [Stronger +- Together](#ability-stronger-together){.og-ability}, applying the benefits to a sidekick instead of a [Beast +- Companion](#ability-beast-companion){.og-ability}. +- +-- **Sidekick:** The person who plays the role of the sidekick---and makes rolls for them---is always a different +- person than the associated PC's player. Depending on the sidekick, it might not be important to have the same +- person playing the same sidekick every game session. Sidekicks are less complex than PCs, so playing a sidekick is a +- good way to involve a younger player in the game. +- +-- **Taking Action:** Sidekicks usually take their [action](#rules-actions) on the same turn as the associated PC. A +- sidekick can act before or after the associated PC. Sidekicks might also be able to [wait](#action-wait) or take +- [cooperative actions](#cooperative-actions). In order for a sidekick to take the desired action, the associated PC +- might be required to succeed on a [command task](#sidekicks-command). +- +-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} +-The GM decides if a sidekick can take a [cooperative action](#cooperative-actions). Similarly to how a +-[follower](#followers) requires a relevant modification, GM might require a sidekick to have training in a task in order +-to help another character with it. +-::: +- +-###### Sidekick Characteristics [#](#sidekicks-characteristics){.og-h-anchor aria-hidden="true"} {#sidekicks-characteristics} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-Sidekick character sheets record the following characteristics: +- +-- **Level:** Sidekicks begin at level 2. +- +-- **Niche and Nature:** Sidekicks have a [nature](#sidekicks-nature) and a [niche](#sidekicks-niche), which determine +- characteristics like [health](#understanding-the-listings), [Armor](#rules-armor), +- [skills](#modifying-the-difficulty-skills) they can use to [modify the difficulty](#modifying-the-difficulty) of a +- task, and maybe even a [sidekick ability](#sidekicks-abilities) or two. +- +-- **Creature Type:** Creature type can be anything that sums up your sidekick---dog, dragon-toad, or robotic pugilist. +- It has no mechanical effect other than to help the GM determine the sidekick's interactions with other features of +- the setting, but it's just as important that a companion is a \"gorilla\" as it is they are +- \"[strong](#sidekicks-niche-strong)\". +- +-- **Sidekick Abilities:** Each time the associated PC advances to a new tier, the sidekick gains one [sidekick +- ability](#sidekicks-abilities). +- +-###### Sidekick Health, Recovery, and Loss [#](#sidekicks-health){.og-h-anchor aria-hidden="true"} {#sidekicks-health} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-Like other NPCs and creatures, sidekicks have [health and other characteristics](#understanding-the-listings). Sidekicks +-can recover missing health points in the following ways (determined by the GM): +- +-- **Recovery:** When the associated PC makes a [recovery roll](#recovery-rolls), the sidekick recovers missing health +- points equal to the associated PC's tier. [Sidekick abilities](#sidekicks-abilities) like [Increased +- Recovery](#ability-sidekick-increased-recovery){.og-ability} can grant additional health recovery. +- +-- **Healing:** [Healing](#action-healing) actions, [special abilities](#choose-abilities), [cyphers](#choose-cyphers), +- [artifacts](#choose-artifacts), or other methods of restoring [Pool](#pool) points might also restore health to a +- sidekick. +- +-- **Loss:** Losing a sidekick to death, kidnapping, or other dire circumstances might prompt a PC to take on a new +- [character arc](#choose-character-arc). After an appropriate amount of time, the PC can attempt to [gain a new +- sidekick](#sidekicks-gaining). +-::: +- +-::: {.col .col-md-6} +-###### Sidekick Equipment [#](#sidekicks-equipment){.og-h-anchor aria-hidden="true"} {#sidekicks-equipment} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-Sidekicks can benefit from [equipment](#choose-equipment), [cyphers](#choose-cyphers), or [artifacts](#choose-artifacts) +-made for them. The GM determines the cost or other availability of such items. +- +-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} +-The [Increased Cypher Use](#ability-sidekick-increased-cypher-use){.og-ability} ability can increase a sidekick's +-cypher limit. +-::: +- +-::: {.alert .ps-4 .pb-0} +-###### Optional Rule: Command Tasks [#](#sidekicks-command){.og-h-anchor aria-hidden="true"} {#sidekicks-command} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-Some sidekicks are creatures of instinct, and require dedicated time and training to develop a reliable bond. For any +-command an associated PC gives a sidekick on their turn, the GM might require an [Intellect](#intellect)-based command +-task. On a success, the sidekick attempts the task. On a failure, they do something else. +- +-The GM can set command task difficulty by starting with the sidekick's [level](#understanding-the-listings) (usually +-level 2) and applying a difficulty modifier determined by the associated PC's, for example: +- +-::: table-responsive +- PC Tier Sidekick Level Difficulty Modifier Command Task Difficulty +- --------- ---------------- --------------------- ------------------------- +- 1--2 2 +1 3 +- 3 2 --- 2 +- 4 2 −1 1 +- 5--6 2 −2 0 +- +- : Command Task Difficulty +-::: +- +-- **Modifying Command Task Difficulty:** Training in a relevant [skill](#skills)---for example, \"Animal Handling\", +- \"Leadership\", or \"Monster Training\"---might apply to command tasks. You can also use +- [Effort](#modifying-the-difficulty-effort) on a command task (independently of your own [action](#rules-actions) for +- the purposes of [Effort costs and Edge reductions](#effort-costs-and-edge-reductions)). +- +-- **Minor Effect:** The sidekick gains an asset on their task roll. +- +-- **Minor Effect:** The sidekick gains two assets on their task roll. +- +-- **GM Intrusion:** The sidekick does something uncooperative or unexpected, but in accordance with their +- [nature](#sidekicks-nature). +- +-###### Optional Rule: Sidekick Level Progression [#](#sidekicks-level){.og-h-anchor aria-hidden="true"} {#sidekicks-level} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-When the associated PC reaches tier 3 and tier 5, the sidekick gains the [Increase +-Level](#ability-sidekick-increased-level){.og-ability} ability. +-::: +- +-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} +-Games that use both the [Sidekick Level Progression](#sidekicks-level) and [Command Task](#sidekicks-command) rules will +-find it more important for PCs to find ways to [modify the difficulty](#modifying-the-difficulty) in their favor. +-Commanding a level 7 [dragon](#sidekicks-niche-dragon) at tier 6 is a level 5 task. +-::: +-::: +-::: +- +-##### Sidekick Nature [#](#sidekicks-nature){.og-h-anchor aria-hidden="true"} {#sidekicks-nature} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-::: row +-::: {.col .col-md-6} +-A [sidekick](#sidekicks)'s nature is similar to a PC\'s [descriptor](#chapter-7-descriptor)---it reflects their +-personality and behavior, which lets the sidekick's player enact their role in the game---and also provides a potential +-source of [GM intrusion](#gm-intrusion). A sidekick's nature also provides a boon to the associate PC. +- +-- **Sharing Boons with Other PCs:** An associated PC can command the sidekick to grant their boon to another creature +- instead. Like other commands given to sidekicks, the GM might require a successful [command +- task](#sidekicks-command). +- +-Roll or choose one of the following natures, or work with the GM to come up with an original one: +-::: +- +-::: {.col .col-md-6} +-::: table-responsive +- d10 Nature +- ----- -------------------------------------------- +- 1 [Adorable](#sidekicks-nature-adorable) +- 2 [Aggressive](#sidekicks-nature-aggressive) +- 3 [Alert](#sidekicks-nature-alert) +- 4 [Contented](#sidekicks-nature-contented) +- 5 [Energetic](#sidekicks-nature-energetic) +- 6 [Hapless](#sidekicks-nature-hapless) +- 7 [Meddling](#sidekicks-nature-meddling) +- 8 [Precocious](#sidekicks-nature-precocious) +- 9 [Preening](#sidekicks-nature-preening) +- 10 [Shy](#sidekicks-nature-shy) +- +- : Sidekick Natures +-::: +-::: +-::: +- +-::: row +-::: {.col .col-md-6} +-###### Adorable [#](#sidekicks-nature-adorable){.og-h-anchor aria-hidden="true"} {#sidekicks-nature-adorable .og-border} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-The sidekick is always interacting with someone, even untrustworthy strangers. +- +-- **Adorable Boon:** While within immediate range of the associated PC, the sidekick provides them an asset on +- positive social interaction tasks with those who can see the sidekick. Enabler. [(OG-CSRD)]{.og-ref .og-ref-og} +-::: +- +-::: {.col .col-md-6} +-###### Aggressive [#](#sidekicks-nature-aggressive){.og-h-anchor aria-hidden="true"} {#sidekicks-nature-aggressive .og-border} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-Scrappy, and always ready for a confrontation, the sidekick is especially protective of the associated PC. +- +-- **Aggressive Boon:** While within short range of the associated PC, the sidekick provides them an asset on +- intimidation tasks. Enabler. [(OG-CSRD)]{.og-ref .og-ref-og} +-::: +- +-::: {.col .col-md-6} +-###### Alert [#](#sidekicks-nature-alert){.og-h-anchor aria-hidden="true"} {#sidekicks-nature-alert .og-border} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-The sidekick is always using their senses to look for potential sources of danger or interest. +- +-- **Alert Boon:** While within long range of the associated PC, the sidekick provides them an asset on initiative +- tasks. Enabler. [(OG-CSRD)]{.og-ref .og-ref-og} +-::: +- +-::: {.col .col-md-6} +-###### Contented [#](#sidekicks-nature-contented){.og-h-anchor aria-hidden="true"} {#sidekicks-nature-contented .og-border} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-The sidekick is always calm---maybe too calm. Nothing seems to get them down, but nothing really gets them going, +-either. +- +-- **Contented Boon:** While within short range of the associated PC, the sidekick provides them an asset to Intellect +- defense rolls. Enabler. [(OG-CSRD)]{.og-ref .og-ref-og} +-::: +- +-::: {.col .col-md-6} +-###### Energetic [#](#sidekicks-nature-energetic){.og-h-anchor aria-hidden="true"} {#sidekicks-nature-energetic .og-border} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-The sidekick has an unrivaled zest for life that cannot be contained. +- +-- **Energetic Boon:** When the sidekick rolls a 19 or a 20 on the die, the associated PC gains an asset on a task of +- their choice within the next round. Enabler. [(OG-CSRD)]{.og-ref .og-ref-og} +-::: +- +-::: {.col .col-md-6} +-###### Hapless [#](#sidekicks-nature-hapless){.og-h-anchor aria-hidden="true"} {#sidekicks-nature-hapless .og-border} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-The sidekick is always falling down, knocking things over, making a mess, or getting themselves into strange +-predicaments. +- +-- **Hapless Boon:** When the sidekick's roll triggers a [GM intrusion](#gm-intrusion), the associated PC can take a +- free, immediate action. Enabler. [(OG-CSRD)]{.og-ref .og-ref-og} +-::: +- +-::: {.col .col-md-6} +-###### Meddling [#](#sidekicks-nature-meddling){.og-h-anchor aria-hidden="true"} {#sidekicks-nature-meddling .og-border} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-The sidekick gets involved in everything, and sometimes their insatiable curiosity causes problems for others. +- +-- **Meddling Boon:** While within immediate range of the associated PC, the sidekick provides them an asset on tasks +- related to perception, searching, and stealing. Action. [(OG-CSRD)]{.og-ref .og-ref-og} +-::: +- +-::: {.col .col-md-6} +-###### Precocious [#](#sidekicks-nature-precocious){.og-h-anchor aria-hidden="true"} {#sidekicks-nature-precocious .og-border} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-The sidekick is especially likely to act independently, and not always for the best. +- +-- **Precocious Boon:** When the sidekick helps, the associated PC gains an asset all tasks involving solving puzzles, +- opening doors and locks, and operating or disabling devices. Action. [(OG-CSRD)]{.og-ref .og-ref-og} +-::: +- +-::: {.col .col-md-6} +-###### Preening [#](#sidekicks-nature-preening){.og-h-anchor aria-hidden="true"} {#sidekicks-nature-preening .og-border} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-The sidekick loves to put on a show and occasionally draw unwanted attention to themself or the associated PC. +- +-- **Preening Boon:** When the sidekick helps, the associated PC gains an asset all tasks involving deception and +- giving performances. Action. [(OG-CSRD)]{.og-ref .og-ref-og} +-::: +- +-::: {.col .col-md-6} +-###### Shy [#](#sidekicks-nature-shy){.og-h-anchor aria-hidden="true"} {#sidekicks-nature-shy .og-border} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-The sidekick usually prefers the associated PC to others, and is uncooperative if the situation isn't to their liking. +- +-- **Shy Boon:** When the sidekick sneaks or hides, the associated PC gains an asset on sneaking or hiding tasks. +- Action. [(OG-CSRD)]{.og-ref .og-ref-og} +-::: +-::: +- +-##### Sidekick Niche [#](#sidekicks-niche){.og-h-anchor aria-hidden="true"} {#sidekicks-niche} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-::: row +-::: {.col .col-md-6} +-A [sidekick](#sidekicks)'s niche is similar to a PC\'s [type](#chapter-5-type)--- it reflects their areas of +-excellence, their physiology, and how they use what they've got to get by. Niches are intentionally broad, and don\'t +-really define what [creature type](#sidekicks-abilities) the sidekick is---for example, a +-[large](#sidekicks-niche-large) sidekick could be an elephant or an ogre. +- +-- **Characteristics:** Niches assign the sidekick several [characteristics](#understanding-the-listings), including +- level, health, damage inflicted, [skills](#modifying-the-difficulty), [inabilities](#key-concepts), and [sidekick +- abilities](#sidekicks-abilities). +- +-- **Exceptional Sidekicks:** In some settings, [exceptional sidekicks](#sidekicks-exceptional) might have [fantastic +- niches](#sidekicks-niche-fantastic) in addition to the following. +- +-Roll or choose one of the following niches, or work with the GM to come up with an original one: +-::: +- +-::: {.col .col-md-6} +-::: table-responsive +- d10 Niche +- ----- ------------------------------------------- +- 1 [Aquatic](#sidekicks-niche-aquatic) +- 2 [Armored](#sidekicks-niche-armored) +- 3 [Cunning](#sidekicks-niche-cunning) +- 4 [Diminutive](#sidekicks-niche-diminutive) +- 5 [Flying](#sidekicks-niche-flying) +- 6 [Hardy](#sidekicks-niche-hardy) +- 7 [Large](#sidekicks-niche-large) +- 8 [Nimble](#sidekicks-niche-nimble) +- 9 [Strong](#sidekicks-niche-strong) +- 10 [Swift](#sidekicks-niche-swift) +- +- : Sidekick Niches +-::: +-::: +- +-::: {.col .col-md-6} +-###### Aquatic [#](#sidekicks-niche-aquatic){.og-h-anchor aria-hidden="true"} {#sidekicks-niche-aquatic .og-border} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-- **Level:** 2 +- +-- **Health:** 8 +- +-- **Damage Inflicted:** 2 points +- +-- **Skills:** Specialized in swimming +- +-- **Inability:** Running, jumping, and climbing +- +-```{=html} +- +-``` +-- [Aquatic Sidekick](#ability-sidekick-aquatic-sidekick) (two times) +-::: +- +-::: {.col .col-md-6} +-###### Armored [#](#sidekicks-niche-armored){.og-h-anchor aria-hidden="true"} {#sidekicks-niche-armored .og-border} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-- **Level:** 2 +- +-- **Health:** 10 +- +-- **Armor:** 2 +- +-- **Damage Inflicted:** 2 points +- +-- **Skills:** Trained in Might defense and breaking things +- +-```{=html} +- +-``` +-- [Bashing Attack](#ability-sidekick-bashing-attack) [(OG-CSRD)]{.og-ref .og-ref-og} +-::: +- +-::: {.col .col-md-6} +-###### Cunning [#](#sidekicks-niche-cunning){.og-h-anchor aria-hidden="true"} {#sidekicks-niche-cunning .og-border} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-- **Level:** 2 +- +-- **Health:** 8 +- +-- **Damage Inflicted:** 2 points +- +-- **Skills:** Specialized in stealth; trained in Intellect defense, climbing and jumping +- +-```{=html} +- +-``` +-::: +- +-::: {.col .col-md-6} +-###### Diminutive [#](#sidekicks-niche-diminutive){.og-h-anchor aria-hidden="true"} {#sidekicks-niche-diminutive .og-border} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-- **Level:** 2 +- +-- **Health:** 6 +- +-- **Damage Inflicted:** 1 point +- +-- **Skills:** Specialized in Speed defense, perception, and squeezing into tight spaces; trained in stealth and +- tracking +- +-- **Inability:** Inability in Might defense due to size +- +-```{=html} +- +-``` +-- [Increased Initiative](#ability-sidekick-increased-initiative) [(OG-CSRD)]{.og-ref .og-ref-og} (two times) +-::: +- +-::: {.col .col-md-6} +-###### Flying [#](#sidekicks-niche-flying){.og-h-anchor aria-hidden="true"} {#sidekicks-niche-flying .og-border} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-- **Level:** 2 +- +-- **Health:** 8 +- +-- **Damage Inflicted:** 2 points +- +-- **Skills:** Trained in flying, gliding, and diving +- +-- **Skills:** Inability in running and Intellect defense +- +-```{=html} +- +-``` +-- [Winged Sidekick](#ability-sidekick-winged-sidekick) [(OG-CSRD)]{.og-ref .og-ref-og} (two times) +-::: +- +-::: {.col .col-md-6} +-###### Hardy [#](#sidekicks-niche-hardy){.og-h-anchor aria-hidden="true"} {#sidekicks-niche-hardy .og-border} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-- **Level:** 2 +- +-- **Health:** 8 +- +-- **Damage Inflicted:** 2 points +- +-- **Skills:** Trained in Might defense, Intellect defense, running, jumping, and swimming +- +-```{=html} +- +-``` +-- [Sidekick Recovery Roll](#ability-sidekick-sidekick-recovery-roll) [(OG-CSRD)]{.og-ref .og-ref-og} +-::: +- +-::: {.col .col-md-6} +-###### Large [#](#sidekicks-niche-large){.og-h-anchor aria-hidden="true"} {#sidekicks-niche-large .og-border} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-- **Level:** 2 +- +-- **Health:** 15 +- +-- **Armor:** 1 +- +-- **Damage Inflicted:** 2 points +- +-- **Skills:** Trained in carrying and breaking things +- +-- **Inability:** Inability in Speed defense and stealth due to size +- +-```{=html} +- +-``` +-- [Trusty Steed](#ability-sidekick-trusty-steed) [(OG-CSRD)]{.og-ref .og-ref-og} +-::: +- +-::: {.col .col-md-6} +-###### Nimble [#](#sidekicks-niche-nimble){.og-h-anchor aria-hidden="true"} {#sidekicks-niche-nimble .og-border} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-- **Level:** 2 +- +-- **Health:** 6 +- +-- **Damage Inflicted:** 1 points +- +-- **Skills:** Trained in Speed defense, Intellect defense, balancing, manipulation, movement +-::: +- +-::: {.col .col-md-6} +-###### Strong [#](#sidekicks-niche-strong){.og-h-anchor aria-hidden="true"} {#sidekicks-niche-strong .og-border} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-- **Level:** 2 +- +-- **Health:** 10 +- +-- **Armor:** 1 +- +-- **Damage Inflicted:** 3 points +- +-- **Skills:** Trained in carrying and breaking things +- +-```{=html} +- +-``` +-- [Rending Attack](#ability-sidekick-rending-attack) [(OG-CSRD)]{.og-ref .og-ref-og} +-::: +- +-::: {.col .col-md-6} +-###### Swift [#](#sidekicks-niche-swift){.og-h-anchor aria-hidden="true"} {#sidekicks-niche-swift .og-border} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-- **Level:** 2 +- +-- **Health:** 8 +- +-- **Damage Inflicted:** 2 points +- +-- **Skills:** Trained in Speed defense, running, and jumping +- +-```{=html} +- +-``` +-- [Increased Initiative](#ability-sidekick-increased-initiative) [(OG-CSRD)]{.og-ref .og-ref-og} +-::: +-::: +- +-::: {.alert .ps-4 .pb-0} +-##### Optional Rule: Fantastic Niches[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#sidekicks-niche-fantastic){.og-h-anchor aria-hidden="true"} {#sidekicks-niche-fantastic .og-h-h5-icon} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-::: row +-::: {.col .col-md-6} +-Fantastic niches are more clearly defined in terms of the [creature type](#sidekicks-characteristics) they suggest, and +-are more powerful than other niches. On the other hand, they are also more likely to have specific vulnerabilities that +-are a source of [GM intrusion](#gm-intrusion). Even the presence of a fantastic sidekick in an inappropriate situation +-might be cause for the GM to use the optional [Horror Mode](#horror-rules-horror-mode) rule. +- +-- **Fantastic Abilities:** Sidekicks with a fantastic niche have access to at least a few [fantastic sidekick +- abilities](#sidekicks-abilities-fantastic). +- +-- **Bonus Sidekick Ability:** Fantastic sidekicks gain one [sidekick ability](#sidekicks-abilities) at tier 1. +- +-- **Fantastic Niche Abilities:** Similar to a PC's [focus](#chapter-8-focus), sidekicks with a fantastic niche gain +- additional bonus abilities at the associated PC's tiers, as listed in their descriptions. As a result, fantastic +- companions are a more complex to maintain a [character sheet](#sidekicks-sheet) for. +- +-Roll or choose one of the following fantastic niches, or work with the GM to come up with an original one: +-::: +- +-::: {.col .col-md-6} +-::: table-responsive +- d10 Fantastic Niche +- ----- ----------------------------------------------- +- 1 [Alien](#sidekicks-niche-alien) +- 2 [Construct](#sidekicks-niche-construct) +- 3 [Divine](#sidekicks-niche-divine) +- 4 [Dragon](#sidekicks-niche-dragon) +- 5 [Mon](#sidekicks-niche-mon) +- 6 [Shapeshifter](#sidekicks-niche-shapeshifter) +- 7 [Spellbound](#sidekicks-niche-spellbound) +- 8 [Spirit](#sidekicks-niche-spirit) +- 9 [Symbiote](#sidekicks-niche-symbiote) +- 10 [Trickster](#sidekicks-niche-trickster) +- +- : Fantastic Niches +-::: +-::: +-::: +-::: +- +-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} +- +-Signature Abilities +-: Fantastic sidekicks gain abilities listed in [Chapter 9: Abilities](#chapter-9-abilities) through [Signature +- Ability](#ability-sidekick-signature-ability){.og-ability}. These abilities note how costs are paid, and any limits +- or modifications to the ability's activation requirements or effects. Be sure to record these modifications when +- adding these abilities to the sidekick's [character sheet](#sidekicks-sheet). +- +-Template Fantastic Sidekicks +-: Example fantastic sidekicks list a selection of decisions for the sidekick, along with a selection of [sidekick +- abilities](#sidekicks-abilities) to choose at each new tier reached by the associated PC. A few recommend swapping +- another ability in for the fantastic niche's offering for that tier. +-::: +- +-###### Alien[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#sidekicks-niche-alien){.og-h-anchor aria-hidden="true"} {#sidekicks-niche-alien .og-border .og-h-h6-icon} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-- **Creature Type:** An alien is a creature from another world, realm of existence, or planet. Aliens are +- unpredictable, growing and changing in strange and unexpected ways, and developing bizarre new abilities. +- +-- **Level:** 2 +- +-- **Health:** 8 +- +-- **Damage Inflicted:** 3 points (choose an appropriate damage type) +- +-- **Skills:** Choose any two skills (other than attacks or defense) appropriate to the sidekick's origin +- +-- **Inability:** The sidekick is uninformed of most customs and etiquette and prone to bouts of uncouth behavior. The +- sidekick has an inability in positive social interaction, history, cultural knowledge, and the identification of +- most items and creatures. +- +-```{=html} +- +-``` +-- Tier 1: [Evolution](#ability-sidekick-evolution) [(OG-CSRD)]{.og-ref .og-ref-og} +-- Tier 1: [Signature Ability](#ability-sidekick-signature-ability) [(OG-CSRD)]{.og-ref .og-ref-og} +-- Tier 2: [Evolution](#ability-sidekick-evolution) [(OG-CSRD)]{.og-ref .og-ref-og} +-- Tier 3: [Evolution](#ability-sidekick-evolution) [(OG-CSRD)]{.og-ref .og-ref-og} +-- Tier 3: [Increased Armor](#ability-sidekick-increased-armor) [(OG-CSRD)]{.og-ref .og-ref-og}, [Increased +- Defense](#ability-sidekick-increased-defense) [(OG-CSRD)]{.og-ref .og-ref-og}, or [Increased +- Resistance](#ability-sidekick-increased-resistance) [(OG-CSRD)]{.og-ref .og-ref-og} +-- Tier 4: [Evolution](#ability-sidekick-evolution) [(OG-CSRD)]{.og-ref .og-ref-og} +-- Tier 5: [Evolution](#ability-sidekick-evolution) [(OG-CSRD)]{.og-ref .og-ref-og} +-- Tier 5: [Precognition](#ability-precognition) [(171)]{.og-ref} +-- Tier 6: [Evolution](#ability-sidekick-evolution) [(OG-CSRD)]{.og-ref .og-ref-og} +-- Tier 6: [Increased Threat](#ability-sidekick-increased-threat) [(OG-CSRD)]{.og-ref .og-ref-og} +- +-###### Construct[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#sidekicks-niche-construct){.og-h-anchor aria-hidden="true"} {#sidekicks-niche-construct .og-border .og-h-h6-icon} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-::: row +-::: {.col .col-md-6} +-- **Creature Type:** The sidekick is a golem, robot, re-animated corpse, or some other kind of hardy, cleverly-made +- construct. In some settings, such constructs are commonplace. In others, they are novel creations that inspire joy, +- wonder, suspicion, fear, jealousy, or hatred. +- +-- **Level:** 2 +- +-- **Health:** 14 +- +-- **Armor:** 2 +- +-- **Damage Inflicted:** 4 points +- +-- **Near Perfection:** The sidekick doesn't need to eat, sleep, or breathe. It is immune to poisons, disease, +- paralysis, and Intellect-based attacks that don't exploit its construction. Enabler. +- +-- **Imperfection:** [Command tasks](#sidekicks-command) are eased for the sidekick, but its [GM +- intrusion](#gm-intrusion) rate is increased by 1. Enabler. +- +-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} +-Constructs are notoriously relentless. Once commanded to do something, they can't be bargained with. They can\'t be +-reasoned with. They don't feel pity, or remorse, or fear. And they absolutely will not stop---ever---until the task is +-complete. While command tasks are an optional rule, a construct's dogged pursuit of the associated PC\'s commands +-remains a good source of GM intrusion. +-::: +- +-- **Inability (Construction Flaw):** The sidekick's design, construction, or irreparable damage gives the sidekick an +- appropriate inability in two broad skills, attack rolls, or one defense roll. +- +-```{=html} +- +-``` +-- Tier 1: [Increased Training](#ability-sidekick-increased-training) [(OG-CSRD)]{.og-ref .og-ref-og} +-- Tier 1: [Bashing Attack](#ability-sidekick-bashing-attack) [(OG-CSRD)]{.og-ref .og-ref-og} +-- Tier 2: [Sidekick Recovery Roll](#ability-sidekick-sidekick-recovery-roll) [(OG-CSRD)]{.og-ref .og-ref-og} +-- Tier 3: [Surging Confidence](#ability-surging-confidence) [(188)]{.og-ref} +-- Tier 3: [Successive Attack](#ability-successive-attack) [(187)]{.og-ref} (1 health) +-- Tier 4: [Living Wall](#ability-living-wall) [(158)]{.og-ref} (1 health) +-- Tier 4: [Sidekick Recovery Roll](#ability-sidekick-sidekick-recovery-roll) [(OG-CSRD)]{.og-ref .og-ref-og} +-- Tier 5: [Attack and Attack Again](#ability-attack-and-attack-again) [(111)]{.og-ref} +-- Tier 6: [Return to Sender](#ability-return-to-sender) [(177)]{.og-ref} (1 health) +- +-::: table-responsive +- d10 Construct Type +- ------- ----------------------------------------------------------------- +- 1--2 [Golem](#sidekicks-niche-construct-golem) +- 3--4 [Mechanic Droid](#sidekicks-niche-construct-mechanic-droid) +- 5--6 [Personality Core](#sidekicks-niche-construct-personality-core) +- 7--8 [Pugilist Titan](#sidekicks-niche-construct-pugilist-titan) +- 9--10 [Replicant](#sidekicks-niche-construct-replicant) +- +- : Construct Types +-::: +- +-::: {.alert .ps-4 .pb-0} +-Golem +- +-Creature Type +-: Golems are usually made of natural materials---typically bone, clay, flesh, metal, or stone. Once awakened, they are +- utterly loyal to their creator (or whoever else they are designed to imprint upon)---although their enthusiasm to do +- as they are told is frequently outmatched by their inability to understand nuance. +- +-Damage Inflicted +- +-: - *Smash.* 4 points of bludgeoning damage +- +-Increased Training +-: [Physical Skills](#ability-physical-skills){.og-ability} [(170)]{.og-ref} (running, jumping) +- +-Construction Flaw +-: Inability in Speed defense +- +-Suggested Sidekick Abilities +- +-: - Tier 1: [Fortified Position](#ability-fortified-position) [(143)]{.og-ref} (no cost) +- - Tier 2: [Increased Recovery](#ability-sidekick-increased-recovery) [(OG-CSRD)]{.og-ref .og-ref-og} +- - Tier 3: [Nine Lives](#ability-sidekick-nine-lives) [(OG-CSRD)]{.og-ref .og-ref-og} +- - Tier 4: [Power Strike](#ability-power-strike) [(171)]{.og-ref} (1 health; can spend 1 additional health to apply +- a level of Effort, up to maximum equal to the associated PC's tier) +- - Tier 5: [Unmovable](#ability-unmovable) [(195)]{.og-ref} (1 health) +- - Tier 6: [Terrifying Gaze](#ability-terrifying-gaze) [(190)]{.og-ref} (3 health) +-::: +- +-::: {.alert .ps-4 .pb-0} +-Mechanic Droid +- +-Creature Type +-: Mechanic droids are nearly ubiquitous---anyone who is anyone has one. As such, they are not treated with much +- acclaim or notice, although depending on how much they've been through together---some grow quite attached to +- theirs. +- +-Damage Inflicted +- +-: - *Discharge Coil.* Hindered; 3 points of electricity damage +- +-Increased Training +-: [Tech Skills](#ability-tech-skills){.og-ability} [(189)]{.og-ref} (piloting, repairing) +- +-Construction Flaw +-: Inability in all social interaction and swimming +- +-Suggested Sidekick Abilities +- +-: - Tier 1: Swap [Bashing Attack](#ability-sidekick-bashing-attack) [(OG-CSRD)]{.og-ref .og-ref-og} for +- [Instruction](#ability-sidekick-instruction) [(OG-CSRD)]{.og-ref .og-ref-og} +- - Tier 1: [Datajack](#ability-datajack) [(124)]{.og-ref} (no cost) +- - Tier 2: [Tinker](#ability-tinker) [(192)]{.og-ref} (no cost) +- - Tier 3: [Ship Footing](#ability-ship-footing) [(182)]{.og-ref} (1 health) +- - Tier 4: [Concussive Blast](#ability-concussive-blast) [(121)]{.og-ref} (1 health) +- - Tier 5: [Force Field](#ability-force-field) [(Errata)]{.og-ref} (2 health) +- - Tier 6: [Reactive Field](#ability-reactive-field) [(174)]{.og-ref} +-::: +-::: +- +-::: {.col .col-md-6} +-::: {.alert .ps-4 .pb-0} +-Personality Core +- +-Creature Type +-: A [strong AI](#strong-ai) in a flexible metal housing that hovers no more than an immediate distance off the ground, +- with 1d6 prehensile limbs. The housing contains an electronic supercomputer hardware running sophisticated +- personality core software. It can speak with an extensive vocabulary. +- +-Damage Inflicted +- +-: - *Emitter.* 2 points of radiation damage (ignores Armor) +- +-Increased Training +-: [Tech Skills](#ability-tech-skills){.og-ability} [(189)]{.og-ref} (computers, machines) +- +-Construction Flaw +-: Inability in Might defense +- +-Suggested Sidekick Abilities +- +-: - Tier 1: Swap [Bashing Attack](#ability-sidekick-bashing-attack) [(OG-CSRD)]{.og-ref .og-ref-og} for [Network +- Dead Zone](#ability-network-dead-zone) [(IOM, 66)]{.og-ref} +- - Tier 1: [Scan](#ability-scan) [(179)]{.og-ref} (no cost) +- - Tier 2: [Predictive Equation](#ability-predictive-equation) [(171)]{.og-ref} (1 health) +- - Tier 3: [Hack the Impossible](#ability-hack-the-impossible) [(147)]{.og-ref} (2 health) +- - Tier 4: [Distance Viewing](#ability-distance-viewing) [(130)]{.og-ref} (3 health) +- - Tier 5: [Knowing the Unknown](#ability-knowing-the-unknown) [(156)]{.og-ref} (once each day; specialized in this +- ability) +- - Tier 6: [Precognition](#ability-precognition) [(171)]{.og-ref} (3 health) +-::: +- +-::: {.alert .ps-4 .pb-0} +-Pugilist Titan +- +-Creature Type +-: Some robots are just made to knock heads with other robots. Rock 'em, sock \'em, stick \'em in the ring. Build \'em +- up. Break 'em? Build \'em back better. +- +-Damage Inflicted +- +-: - *Jab.* Eased; 2 points of bludgeoning damage +- - *Hook.* 4 points of bludgeoning damage +- - *Uppercut.* Hindered; 6 points of bludgeoning damage +- +-Construction Flaw +-: Inability in Intellect defense +- +-Suggested Sidekick Abilities +- +-: - Tier 1: Swap [Increased Training](#ability-sidekick-increased-training) [(OG-CSRD)]{.og-ref .og-ref-og} for +- [Increased Armor](#ability-sidekick-increased-armor) [(OG-CSRD)]{.og-ref .og-ref-og}, [Increased +- Damage](#ability-sidekick-increased-damage) [(OG-CSRD)]{.og-ref .og-ref-og}, or [Increased +- Defense](#ability-sidekick-increased-defense) [(OG-CSRD)]{.og-ref .og-ref-og} +- - Tier 1: [Fortified Position](#ability-fortified-position) [(143)]{.og-ref} +- - Tier 2: [Increased Accuracy](#ability-sidekick-increased-defense) [(OG-CSRD)]{.og-ref .og-ref-og} +- - Tier 3: [Increased Defense](#ability-sidekick-increased-defense) [(OG-CSRD)]{.og-ref .og-ref-og} (Speed) +- - Tier 4: [Increased Level](#ability-sidekick-increased-level) [(OG-CSRD)]{.og-ref .og-ref-og} +- - Tier 5: [Increased Size](#ability-sidekick-increased-size) [(OG-CSRD)]{.og-ref .og-ref-og} +- - Tier 6: [Increased Threat](#ability-sidekick-increased-threat) [(OG-CSRD)]{.og-ref .og-ref-og} +-::: +- +-::: {.alert .ps-4 .pb-0} +-Replicant +- +-Creature Type +-: Virtually identical to adult humans, replicants are stronger and faster, with a [sim AI](#sim-ai) created to give a +- convincing performance of the human condition. Manufactured beings with grafted memories, a few replicants manage to +- feel something akin to human emotion. +- +-Damage Inflicted +-: The replicant's internal weaponry deploys and retracts as if they had the +- [Weaponization](#ability-weaponization){.og-ability} [(151)]{.og-ref} ability): +- - *Light Attack.* Eased; 2 points bludgeoning, puncturing, or slicing damage +- - *Medium Attack.* 4 points bludgeoning, puncturing, or slicing damage +- +-Increased Training +-: [Interaction Skills](#ability-interaction-skills){.og-ability} [(189)]{.og-ref} (deceiving, persuasion) +- +-Construction Flaw +-: Inability in crafting, building, and repairing +- +-Suggested Sidekick Abilities +- +-: - Tier 1: [Instruction](#ability-sidekick-instruction) [(OG-CSRD)]{.og-ref .og-ref-og} +- - Tier 2: [Instruction](#ability-sidekick-instruction) [(OG-CSRD)]{.og-ref .og-ref-og} +- - Tier 3: [Face Morph](#ability-face-morph) [(138)]{.og-ref} +- - Tier 4: [Body Morph](#ability-body-morph) [(CTS, 49)]{.og-ref} (1 health) +- - Tier 5: [Impersonate](#ability-impersonate) [(151)]{.og-ref} (1 health) +- - Tier 6: [All-Out Con](#ability-all-out-con) [(109)]{.og-ref} (once each day) +-::: +-::: +-::: +- +-###### Divine[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#sidekicks-niche-divine){.og-h-anchor aria-hidden="true"} {#sidekicks-niche-divine .og-border .og-h-h6-icon} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-::: row +-::: {.col .col-md-6} +-- **Creature Type:** Divine creatures have the power to heal, and some display other magical powers. Their +- companionship is auspicious, and taken by most to be a blessing from the gods. In addition to inspiring awe, their +- powers also inspire jealousy in the wicked, who attempt to contain or kill them, taking some of that power for +- themselves in the process. The body parts of divine beasts are worth a king's ransom. +- +-- **Level:** 2 +- +-- **Health:** 10 +- +-- **Damage Inflicted:** 4 points +- +-- **Immunity:** Roll or choose from the [Increased Resistance](#ability-sidekick-increased-resistance){.og-ability} +- table. The sidekick gains immunity to that damage type. Enabler. +- +-- **Skills:** Specialized in sensing motives +- +-```{=html} +- +-``` +-- Tier 1: [Healing Touch](#ability-healing-touch) [(149)]{.og-ref} (1 health; trained in this ability) +-- Tier 2: [Alleviate](#ability-alleviate) [(109)]{.og-ref} (1 health) +-- Tier 3: [Font of Healing](#ability-font-of-healing) [(142)]{.og-ref} +-- Tier 4: [Repair Flesh](#ability-repair-flesh) [(176)]{.og-ref} (2 health) +-- Tier 5: [Greater Healing Touch](#ability-greater-healing-touch) [(147)]{.og-ref} +-- Tier 6: [Restore Life](#ability-restore-life) [(177)]{.og-ref} (once each day) +- +-::: table-responsive +- d20 Divine Type +- -------- ------------------------------------------------------ +- 1--5 [Alicorn](#sidekicks-niche-divine-alicorn) +- 6--10 [Hippocentaur](#sidekicks-niche-divine-hippocentaur) +- 11--15 [Phoenix](#sidekicks-niche-divine-phoenix) +- 16--20 [Sphinx](#sidekicks-niche-divine-sphinx) +- +- : Divine Types +-::: +- +-::: {.alert .ps-4 .pb-0} +-Alicorn +- +-Creature Type +-: An alicorn resembles large goat or a white horse, with a single spiral horn protruding from its forehead. +- +-Damage Inflicted +- +-: - *Bite.* Eased; 2 points of piercing damage +- - *Hooves.* 4 points of bludgeoning damage +- - *Horn.* 4 points of puncturing damage (on a hit, the sidekick can deal additional radiation damage (ignores +- Armor) equal to the associated PC's tier; the PC must make a [recovery roll](#recovery-rolls) before the +- sidekick can do this again) +- +-Immunity +-: Poison and disease +- +-Suggested Sidekick Abilities +- +-: - Tier 1: [Increased Movement](#ability-sidekick-increased-movement) [(OG-CSRD)]{.og-ref .og-ref-og} +- - Tier 2: [Increased Initiative](#ability-sidekick-increased-initiative) [(OG-CSRD)]{.og-ref .og-ref-og} +- - Tier 3: [Trusty Steed](#ability-sidekick-trusty-steed) [(OG-CSRD)]{.og-ref .og-ref-og} +- - Tier 4: [Dodge and Resist](#ability-dodge-and-resist) [(131)]{.og-ref} +- - Tier 5: [Will of Legend](#ability-will-of-legend) [(199)]{.og-ref} +- - Tier 6: [Resuscitate](#ability-resuscitate) [(177)]{.og-ref} (3 health; once each day) +-::: +-::: +- +-::: {.col .col-md-6} +-::: {.alert .ps-4 .pb-0} +-Hippocentaur +- +-Creature Type +-: Centaurs are hardy folk who roam mountains and plains. Their bodies combine the upper body of a human and the lower +- body and legs of a horse. Centaurs are as intelligent as humans, capable of speech. +- +-Damage Inflicted +- +-: - *Bow.* Long range; 4 points of puncturing damage +- - *Fist.* Eased; 2 points of bludgeoning damage +- - *Hooves.* 4 points of bludgeoning damage +- +-Immunity +-: Cold +- +-Additional Equipment +-: Bow (medium weapon, long range) +- +-Suggested Sidekick Abilities +- +-: - Tier 1: Swap [Healing Touch](#ability-healing-touch) [(149)]{.og-ref} for [Practiced With All +- Weapons](#ability-practiced-with-all-weapons) [(171)]{.og-ref} +- - Tier 1: [Increased Movement](#ability-sidekick-increased-movement) [(OG-CSRD)]{.og-ref .og-ref-og} +- - Tier 2: [Trusty Steed](#ability-sidekick-trusty-steed) [(OG-CSRD)]{.og-ref .og-ref-og} +- - Tier 3: [Increased Accuracy](#ability-sidekick-increased-accuracy) [(OG-CSRD)]{.og-ref .og-ref-og} +- - Tier 4: [Increased Level](#ability-sidekick-increased-level) [(OG-CSRD)]{.og-ref .og-ref-og} +- - Tier 5: [Speed Burst](#ability-speed-burst) [(185)]{.og-ref} (2 health) +- - Tier 6: Swap [Restore Life](#ability-restore-life) [(177)]{.og-ref} for [Lethal Damage](#ability-lethal-damage) +- [(158)]{.og-ref} +- - Tier 6: [Cognizant Offense](#ability-cognizant-offense) [(119)]{.og-ref} +-::: +- +-::: {.alert .ps-4 .pb-0} +-Phoenix +- +-Creature Type +-: A phoenix is a magical bird with the powers of healing, fire, and rebirth. +- +-Damage Inflicted +- +-: - *Flame Jet.* 4 points of fire damage +- - *Talons.* Eased; 2 points of slicing damage +- +-Immunity +-: Fire +- +-Suggested Sidekick Abilities +- +-: - Tier 1: [Winged Sidekick](#ability-sidekick-winged-sidekick) [(OG-CSRD)]{.og-ref .og-ref-og} (twice) +- - Tier 2: [Signature Attack](#ability-sidekick-signature-attack) (fire) +- - Tier 3: [Fire Bloom](#ability-fire-bloom) [(140)]{.og-ref} (2 health) +- - Tier 4: [Signature Attack](#ability-sidekick-signature-attack) [(OG-CSRD)]{.og-ref .og-ref-og} +- - Tier 5: [Nine Lives](#ability-sidekick-nine-lives) [(OG-CSRD)]{.og-ref .og-ref-og} +- - Tier 6: [Inferno Trail](#ability-inferno-trail) [(153)]{.og-ref} +-::: +- +-::: {.alert .ps-4 .pb-0} +-Sphinx +- +-Creature Type +-: A sphinx is a chimera, usually with the head of human, the body of a lion or reptile, and the wings of an eagle. +- Sphinxes are intelligent enough to speak, although they only do so rarely. When they do, it is worth listening. +- +-Damage Inflicted +- +-: - *Mystic Gaze.* Eased; 2 points of arcane damage (ignores Armor); short range +- - *Talons.* 4 points of slicing damage +- +-Immunity +-: Psychic (Intellect) +- +-Suggested Sidekick Abilities +- +-: - Tier 1: [Winged Sidekick](#ability-sidekick-winged-sidekick) [(OG-CSRD)]{.og-ref .og-ref-og} (twice) +- - Tier 2: [Dream Thief](#ability-dream-thief) [(132)]{.og-ref} +- - Tier 3: [Draw Conclusion](#ability-draw-conclusion) [(131)]{.og-ref} (1 health) +- - Tier 4: [Up to Speed](#ability-up-to-speed) [(OG-CSRD)]{.og-ref .og-ref-og} +- - Tier 5: [Knowing the Unknown](#ability-knowing-the-unknown) [(174)]{.og-ref} (once each day; specialized in this +- ability) +- - Tier 6: [Break their Mind](#ability-break-their-mind) (4 health) +-::: +-::: +-::: +- +-###### Dragon[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#sidekicks-niche-dragon){.og-h-anchor aria-hidden="true"} {#sidekicks-niche-dragon .og-border .og-h-h6-icon} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-::: row +-::: {.col .col-md-6} +-- **Creature Type:** Dragons usually resemble large, winged reptiles. They are among the most ancient of creatures, +- and are part and parcel with magic in most realms of existence. Few dragons are kidnapped as eggs or hatchlings. +- Even fewer end up forging long-lasting bonds with others. The few that do---and survive---well, their stories are +- told for generations. Most dragons are too preternaturally independent to be truly kept by anyone. +- +-- **Level:** 2 +- +-- **Health:** 16 +- +-- **Armor:** 1 +- +-- **Damage Inflicted:** +- +- - *Claws.* Eased; 2 points of slashing damage +- - *Bite.* 4 points of slashing damage +- - *Tail.* 4 points of bludgeoning damage +- +-- **Skills:** Trained in all Might actions (including basic attacks), Might defense), intimidation, and flying. +- +-- **Willful:** The associated PC's [command tasks](#sidekicks-command) are hindered. Enabler. +- +-- **Inability (Draconic Fear):** Inability in stealth and positive social interactions with most people. +-::: +- +-::: {.col .col-md-6} +-- Tier 1: [Increased Resistance](#ability-sidekick-increased-resistance) [(OG-CSRD)]{.og-ref .og-ref-og} +-- Tier 2: [Winged Sidekick](#ability-sidekick-winged-sidekick) [(OG-CSRD)]{.og-ref .og-ref-og} +-- Tier 2: [Signature Attack](#ability-sidekick-signature-attack) [(OG-CSRD)]{.og-ref .og-ref-og} +-- Tier 3: [Fire Bloom](#ability-fire-bloom) [(140)]{.og-ref} (2 health) +-- Tier 3: [Successive Attack](#ability-successive-attack) [(187)]{.og-ref} +-- Tier 3: [Winged Sidekick](#ability-sidekick-winged-sidekick) [(OG-CSRD)]{.og-ref .og-ref-og} +-- Tier 4: [Increased Size](#ability-sidekick-increased-size) [(OG-CSRD)]{.og-ref .og-ref-og} +-- Tier 4: [Bolts of Power](#ability-bolts-of-power) [(115)]{.og-ref} (3 health) +-- Tier 5: [Ignore Affliction](#ability-ignore-affliction) [(150)]{.og-ref} (once each day) +-- Tier 5: [Wall of Lightning](#ability-wall-of-lightning) [(196)]{.og-ref} (5 health) +-- Tier 6: [Increased Threat](#ability-sidekick-increased-threat) [(140)]{.og-ref} +- +-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} +- +-Matching Damage Types +-: A dragon's [Increased Resistance](#ability-sidekick-increased-resistance){.og-ability} might also determine the +- damage type dealt by their [Signature Attack](#ability-sidekick-signature-attack){.og-ability}, [Fire +- Bloom](#ability-fire-bloom){.og-ability}, [Bolts of Power](#ability-bolts-of-power){.og-ability}, and [Wall of +- Lightning](#ability-wall-of-lightning){.og-ability}. Alternatively, make a new roll on the [Signature +- Attack](#ability-sidekick-signature-attack){.og-ability} table for each ability's damage type. +- +-Other Dragon Advancements +-: Powerful dragons are innate [spellcasters](#optional-rule-spellcasting) (gaining spells through [Signature +- Ability](#ability-sidekick-signature-ability){.og-ability}), or naturally gaining [gain power shifts at certain +- tiers](#optional-rule-power-shifts). +-::: +-::: +-::: +- +-###### Mon[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#sidekicks-niche-mon){.og-h-anchor aria-hidden="true"} {#sidekicks-niche-mon .og-border .og-h-h6-icon} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-::: row +-::: {.col .col-md-6} +-- **Creature Type:** Mon are wild, but tamable creatures that display a stunning variety of forms and affinities. For +- some, they are stalwart companions, traveling the world and facing down against others of their kind who dare +- challenge them. +- +-- **Level:** 2 +- +-- **Health:** 8 +- +-- **Damage Inflicted:** 3 points +- +-- **Vulnerability:** Roll on the [Increased Resistance](#ability-sidekick-increased-resistance){.og-ability} +- ability's table. The sidekick gains a weakness to the second result\'s damage type. Attacks, effects, or [ambient +- damage](#ambient-damage) that deal this damage type inflict 2 additional points of damage to the sidekick. A +- sidekick can't gain resistance or immunity to their vulnerability. Enabler. +- +-- **Mon Variety:** Roll or choose one of the following [sidekick abilities](#sidekicks-abilities), and roll one random +- [cosmetic mutation](#cosmetic-mutations) (or come up with a distinguishing feature for the mon): +- +-::: table-responsive +- d20 Mon Variety +- -------- ------------------------------------------------------------------------- +- 1 [Aquatic Sidekick](#ability-sidekick-aquatic-sidekick){.og-ability} +- 2--4 [Increased Armor](#ability-sidekick-increased-armor){.og-ability} +- 5--7 [Increased Accuracy](#ability-sidekick-increased-accuracy){.og-ability} +- 8--10 [Increased Defense](#ability-sidekick-increased-defense){.og-ability} +- 11--16 [Increased Training](#ability-sidekick-increased-training){.og-ability} +- 17--18 [Instruction](#ability-sidekick-instruction){.og-ability} +- 19 [Razzle Dazzle](#ability-sidekick-razzle-dazzle){.og-ability} +- 20 [Winged Sidekick](#ability-sidekick-winged-sidekick){.og-ability} +- +- : Mon Variety +-::: +- +-- Tier 1: [Signature Attack](#ability-sidekick-signature-attack) [(OG-CSRD)]{.og-ref .og-ref-og} +-- Tier 1: [Increased Resistance](#ability-sidekick-increased-resistance) [(OG-CSRD)]{.og-ref .og-ref-og} +-- Tier 2: [Signature Ability](#ability-sidekick-signature-ability) [(OG-CSRD)]{.og-ref .og-ref-og} +-- Tier 3: [Evolution](#ability-sidekick-evolution) [(OG-CSRD)]{.og-ref .og-ref-og} +-- Tier 3: [Increased Level](#ability-sidekick-increased-size) [(OG-CSRD)]{.og-ref .og-ref-og} +-- Tier 4: [Signature Ability](#ability-sidekick-signature-ability) [(OG-CSRD)]{.og-ref .og-ref-og} +-- Tier 5: [Evolution](#ability-sidekick-evolution) [(OG-CSRD)]{.og-ref .og-ref-og} +-- Tier 5: [Increased Size](#ability-sidekick-increased-size) [(OG-CSRD)]{.og-ref .og-ref-og} +-- Tier 6: [Signature Ability](#ability-sidekick-signature-ability) [(OG-CSRD)]{.og-ref .og-ref-og} +- +-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} +- +-Infinite Variety +-: Mon can be created and evolved randomly, except for the details of [Increased +- Training](#ability-sidekick-increased-training){.og-ability} and [Signature +- Ability](#ability-sidekick-signature-ability){.og-ability} at tiers 2, 4, and 6. As PCs spend time with their mon +- after they evolve, they'll probably have a good idea for what kind of signature ability the mon might develop. +- +-Matching Damage Types +-: If a [special attack](#abilities-category-special-attack) ability seems perfect but deals the wrong damage type, +- change it to match the sidekick's [Signature Attack](#ability-sidekick-signature-attack){.og-ability}. +- +-Collecting Mon +-: If PCs encounter wild mon---even [exceptional](#sidekicks-exceptional) ones. PCs might also +- [tame](#sidekicks-gaining) multiple mon. The GM sets a reasonable limit for how many mon a PC can maintain, and how +- many can be simultaneously active as a sidekick. +-::: +-::: +- +-::: {.col .col-md-6} +-::: {.alert .ps-4 .pb-0} +-###### Optional Rule: Mon Battles and Trainer Cyphers [#](#sidekicks-niche-mon-battles){.og-h-anchor aria-hidden="true"} {#sidekicks-niche-mon-battles .og-h-h5-icon} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-In some settings, mon might be the central actors in combat, while PCs choose foci like [Controls +-Beasts](#focus-controls-beasts), [Helps Their Friends](#focus-helps-their-friends), [Learns +-Quickly](#focus-learns-quickly), or [Would Rather Be Reading](#focus-would-rather-be-reading). +- +-Dyring a mon battle, PCs can't intervene in the fight directly, but might be able to support their sidekick with +-certain special abilities, as well as rolling for [command tasks](#sidekicks-command). Additionally, PCs can use the +-following cyphers during combat, and the cypher's effects take hold as if the sidekick had used them: +- +-::: table-responsive +- d100 Cypher +- -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- +- 01--03 [Antivenom](#cypher-antivenom) +- 04--07 [Area boost](#cypher-area-boost) +- 08--10 [Armor breach](#ai-fashioned-manifest-cypher-armor-breach) +- 11--14 [Armor reinforcer](#cypher-armor-reinforcer) +- 15--16 [Burst boost](#cypher-burst-boost) +- 17--19 [Burst of speed](#cypher-burst-of-speed) +- 20--21 [Contingent activator](#cypher-contingent-activator) +- 22--30 [Curative](#cypher-curative) +- 31--34 [Damage boost](#cypher-damage-boost) +- 35--36 [Darksight](#cypher-darksight) +- 37--45 [Effect resistance](#cypher-effect-resistance) (roll on the [Increased Resistance](#ability-sidekick-increased-resistance){.og-ability} table for the type of resistance gained) +- 46--48 [Effort enhancer (combat)](#cypher-effort-enhancer-combat) +- 49--51 [Gravity denied](#modern-magic-cypher-gravity-denied) +- 52--56 [Information sensor](#cypher-information-sensor) +- 57--59 [Mind stabilizer](#cypher-mind-stabilizer) +- 60--62 [No take backs](#modern-magic-cypher-no-take-backs) +- 63--64 [Perfection](#cypher-perfection) +- 65--69 [Range boost](#cypher-range-boost) +- 70--72 [Rejuvenator](#cypher-rejuvenator) +- 73--75 [Repel](#cypher-repel) +- 76--78 [Skill boost](#cypher-skill-boost) +- 79--80 [Soul saver](#modern-magic-cypher-soul-saver) +- 81--83 [Stay down](#modern-magic-cypher-stay-down) +- 84--90 [Stim](#cypher-stim) +- 91--93 [Target boost](#cypher-target-boost) +- 94--97 [Trick embedder](#cypher-trick-embedder) +- 98--00 [Wings](#cypher-wings) +- +- : Mon Battle Cyphers +-::: +-::: +-::: +-::: +- +-###### Shapeshifter[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#sidekicks-niche-shapeshifter){.og-h-anchor aria-hidden="true"} {#sidekicks-niche-shapeshifter .og-border .og-h-h6-icon} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-- **Creature Type:** Shapeshifters are usually milky, amorphous creatures, with the uncanny ability to duplicate the +- appearance of nearly anything. +- +-- **Level:** 2 +- +-- **Health:** 12 +- +-- **Damage Inflicted:** 3 points of acid damage +- +-- **Skills:** Trained in hiding, running, and Intellect defense +- +-```{=html} +- +-``` +-- Tier 1: [Mask](#ability-mask) [(160)]{.og-ref} (1 health; the sidekick can use this ability to transform into +- objects and creatures, but not humanoids) +-- Tier 1: [Adhesion Pads](#ability-mutation-beneficial-adhesion-pads) [(RR, 78)]{.og-ref} +-- Tier 2: [Grappling Attack](#ability-sidekick-grappling-attack) [(OG-CSRD)]{.og-ref .og-ref-og} +-- Tier 3: [Blend In](#ability-blend-in) [(113)]{.og-ref} +-- Tier 4: [Grappling Attack](#ability-sidekick-grappling-attack) [(OG-CSRD)]{.og-ref .og-ref-og} +-- Tier 4: [Statue Stasis](#ability-statue-stasis) [(IOM, 68)]{.og-ref} +-- Tier 5: [Rending Attack](#ability-sidekick-rending-attack) [(OG-CSRD)]{.og-ref .og-ref-og} +-- Tier 6: [True Senses](#ability-true-senses) [(194)]{.og-ref} +- +-###### Spellbound[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#sidekicks-niche-spellbound){.og-h-anchor aria-hidden="true"} {#sidekicks-niche-spellbound .og-border .og-h-h6-icon} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-::: row +-::: {.col .col-md-6} +-- **Creature Type:** Spellbound familiars are usually a magical animal of some kind. Some can speak, but only to the +- associated PC. Some can converse with others. Being a part of magic, such beings naturally understand aspects of it +- that others struggle with. +- +-- **Level:** 2 +- +-- **Health:** 8 +- +-- **Damage Inflicted:** 3 points of arcane damage +- +-- **Spellbound Repertoire:** If the sidekick spends one hour preparing magic, they can fill any of their open cypher +- slots with subtle cyphers chosen randomly by the GM. This hour can be part of the associated PC's a one-hour or +- ten-hour [recovery roll](#recovery-rolls) if you return to your realm of origin the entire time, or the sidekick can +- do this on their own by spending the same duration to make a [Sidekick Recovery +- Roll](#ability-sidekick-sidekick-recovery-roll){.og-ability}). As part of this preparation process, the sidekick can +- discard any cyphers they carry to make room for more subtle cyphers. Enabler. +- +-- **Skills:** Trained in magic (including the identification operation of magic cyphers and artifacts) +-::: +- +-::: {.col .col-md-6} +-- Tier 1: [Cantrips](#cantrips) [(IOM, 82)]{.og-ref} (choose any four; no cost) +-- Tier 1: [Increased Cypher Use](#ability-sidekick-increased-cypher-use) [(OG-CSRD)]{.og-ref .og-ref-og} +-- Tier 1: [Lend a Hand](#ability-lend-a-hand) [(IOM, 59)]{.og-ref} +-- Tier 2: [Cypher Casting](#ability-cypher-casting) [(GF, 29)]{.og-ref} +-- Tier 2: [Increased Cypher Use](#ability-sidekick-increased-cypher-use) [(OG-CSRD)]{.og-ref .og-ref-og} +-- Tier 3: [Signature Ability](#ability-sidekick-signature-ability) [(OG-CSRD)]{.og-ref .og-ref-og} +-- Tier 4: [Increased Cypher Use](#ability-sidekick-increased-cypher-use) [(OG-CSRD)]{.og-ref .og-ref-og} +-- Tier 5: [Memory Becomes Action](#ability-memory-becomes-action) [(161)]{.og-ref} (2 health; must be a spell; to +- activate, costs half the spell's [Pool](#pool) point cost in health---rounded down) +-- Tier 6: [Signature Ability](#ability-sidekick-signature-ability) [(OG-CSRD)]{.og-ref .og-ref-og} +-- Tier 6: [Increased Cypher Use](#ability-sidekick-increased-cypher-use) [(OG-CSRD)]{.og-ref .og-ref-og} +- +-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} +- +-Using Cyphers as Spells +-: A spellbound sidekick might be a [familiar](#familiars), or the magic ally to a PC with the [Keeps a Magic +- Ally](#focus-keeps-a-magic-ally) focus or [Soul Familiar](#ability-soul-familiar){.og-ability} ability. +- +-Using Cyphers as Spells +-: When using this type of familiar, it's worth considering the optional [Spellcasting](#optional-rule-spellcasting) +- rules. +- +-Spellbound Sidekicks as a Gateway to Another World +-: The sidekick might gain [Traverse the Worlds](#ability-traverse-the-worlds){.og-ability} [(194)]{.og-ref} as a +- cypher or artifact, taking the PCs to the magical realm of their origin. +-::: +-::: +-::: +- +-###### Spirit[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#sidekicks-niche-spirit){.og-h-anchor aria-hidden="true"} {#sidekicks-niche-spirit .og-border .og-h-h6-icon} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-::: row +-::: {.col .col-md-6} +-- **Creature Type:** Spirits are incorporeal. They include ghosts, elementals, divine or demonic spirits, and +- manifested thoughtforms like imaginary friends. +- +-- **Level:** 2 +- +-- **Health:** 10 +- +-- **Damage Inflicted:** 3 points of [ambient damage](#ambient-damage) (ignores Armor; damage type is appropriate to +- the creature type) +- +-- **Essential:** The sidekick doesn't need to eat, sleep, or breathe. Enabler. +- +-- **Needs:** The sidekick has unique needs. Work with the GM to agree what those are. +- +-- **Skills:** Specialized in Might defense and Speed defense due to incorporeality +- +-- **Inability:** You have an inability in positive social interaction with most people, sensing motives, and +- ascertaining another characters' motives, feelings, or dispositions. +- +-```{=html} +- +-``` +-- Tier 1: [Cantrips](#cantrips) [(IOM, 82)]{.og-ref} (choose any two; no cost) +-- Tier 1: [Blessing of the Gods](#ability-blessing-of-the-gods) [(114)]{.og-ref} (1 health) +-- Tier 2: [Walk Through Walls](#ability-walk-through-walls) [(196)]{.og-ref} (no cost) +-- Tier 3: [Repeated Rituals](#ability-repeated-rituals) [(IOM, 54)]{.og-ref} +-- Tier 3: [Jaunt](#ability-jaunt) [(155)]{.og-ref} (2 health; can spend 1 additional health to apply a level of +- Effort, up to maximum equal to the associated PC's tier) +-- Tier 4: [Ghost](#ability-ghost) [(145)]{.og-ref} (2 health) +-- Tier 5: [Increased Threat](#ability-sidekick-increased-threat) (once each day, lasts 10 minutes) +-- Tier 6: [Again and Again](#ability-again-and-again) [(109)]{.og-ref} (4 health) +- +-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} +-[Ambient damage](#ambient-damage) ignores physical armor (natural or worn), but not specific [Armor](#rules-armor) that +-protects specifically against that type of damage, like [Increased Resistance](#ability-sidekick-increased-resistance). +-::: +- +-::: table-responsive +- d6 Spirit Type +- ---- -------------------------------------------------------------- +- 1 [Kodama](#sidekicks-niche-spirit-kodama) +- 2 [Imaginary Friend](#sidekicks-niche-spirit-imaginary-friend) +- 3 [Shade](#sidekicks-niche-spirit-shade) +- 4 [Surtling](#sidekicks-niche-spirit-surtling) +- 5 [Undine](#sidekicks-niche-spirit-undine) +- 6 [Zephyr](#sidekicks-niche-spirit-zephyr) +- +- : Spirit Types +-::: +- +-::: {.alert .ps-4 .pb-0} +-Kodama +- +-Creature Type +-: Kodama are wooden nature spirits. While they appear to wear masks, the growth of a face is merely for the benefit of +- interacting with people they know. Among their own kind, kodama have no need for a face. They are kindly, and are +- especially fond of music. +- +-Damage Inflicted +- +-: - *Stinging Nettles.* 3 points of ambient poison damage (ignores Armor; short range) +- +-Needs +-: Access to fertile soil every 1d6 days +- +-Cantrips +- +-: - [Bee Cantrip](#ability-cantrip-bee) [(IOM, 82)]{.og-ref} +- - [Sprout Cantrip](#ability-cantrip-sprout) [(IOM, 86)]{.og-ref} +- +-Blessings of the Gods +-: Nature and Health +- +-Vulnerability (Fire) +-: Attacks, effects, or [ambient damage](#ambient-damage) that deal fire damage ignore the sidekick's armor, and +- inflict 2 additional points of damage. +- +-Suggested Sidekick Abilities +- +-: - Tier 1: [Increased Armor](#ability-sidekick-increased-armor) [(OG-CSRD)]{.og-ref .og-ref-og} +- - Tier 2: [Grasping Foliage](#ability-grasping-foliage) [(146)]{.og-ref} +- - Tier 3: [Calm](#ability-calm) [(118)]{.og-ref} +- - Tier 4: [Restorative Bloom](#ability-restorative-bloom) [(GF, 32)]{.og-ref} (once each day) +- - Tier 5: [Insect Eruption](#ability-insect-eruption) [(154)]{.og-ref} (once each day) +- - Tier 6: [Resuscitate](#ability-resuscitate) [(177)]{.og-ref} (once each day) +-::: +- +-::: {.alert .ps-4 .pb-0} +-Imaginary Friend +- +-Creature Type +-: Sometimes, a child's imaginary friend is brough to life by the wishes or dreams of a child. Imaginary friends +- usually exist only so long as the child continues to practice an active belief in them, but a rare few manage to +- reintroduce themselves to the child as an adult. +- +-Damage Inflicted +- +-: - *Prank.* 3 points of ambient arcane damage (ignores Armor) +- +-Needs +-: The associated PC's belief they exist +- +-Cantrips +- +-: - [Extra Chair Cantrip](#ability-cantrip-extra-chair) [(IOM, 83)]{.og-ref} +- - [Extra Fries Cantrip](#ability-cantrip-extra-fries) [(IOM, 83)]{.og-ref} +- +-Blessings of the Gods +-: Silence and Trickery +- +-Suggested Sidekick Abilities +- +-: - Tier 1: [Invisibility](#ability-invisibility) [(155)]{.og-ref} (no cost; always active; the associated PC and +- others who believe in the sidekick can see them at all times; anyone who cannot see the sidekick also can't +- hear or understand their words) +- - Tier 2: [Misdirect Blame](#ability-misdirect-blame) [(163)]{.og-ref} (1 health; can spend 1 additional health to +- apply a level of Effort) +- - Tier 3: [Pay it Forward](#ability-pay-it-forward) [(168)]{.og-ref} +- - Tier 4: [Apportation](#ability-apportation) [(110)]{.og-ref} (once each day) +- - Tier 5: [Improved Apportation](#ability-improved-apportation) [(151)]{.og-ref} (once each day) +- - Tier 6: [Undo](#ability-undo) [(195)]{.og-ref} +-::: +-::: +- +-::: {.col .col-md-6} +-::: {.alert .ps-4 .pb-0} +-Shade +- +-Creature Type +-: A shade is a ghost---an unliving remnant of another person, whose unfinished business in life prevents them from +- moving on to the next phase of existence. Most ghosts are obsessives who are so singularly minded about their +- unfinished business that they all other sense of self. +- +-Damage Inflicted +- +-: - *Haunting Touch.* 3 points of ambient dark matter damage (ignores Armor) +- +-Needs +-: Attend to unfinished business in life +- +-Cantrips +- +-: - [Darkness Cantrip](#ability-cantrip-darkness) [(IOM, 83)]{.og-ref} +- - [Tremor Cantrip](#ability-cantrip-tremor) [(IOM, 87)]{.og-ref} +- +-Blessings of the Gods +-: Death and Silence +- +-Suggested Sidekick Abilities +- +-: - Tier 1: [Elusive](#ability-elusive) [(133)]{.og-ref} +- - Tier 2: [Speaker for the Dead](#ability-speaker-for-the-dead) [(184)]{.og-ref} +- - Tier 3: [Advanced Command](#ability-advanced-command) [(108)]{.og-ref} +- - Tier 4: [Psychic Burst](#ability-psychic-burst) [(172)]{.og-ref} +- - Tier 5: [Terrifying Presence](#ability-terrifying-presence) [(190)]{.og-ref} +- - Tier 6: [Break their Mind](#ability-break-their-mind) [(116)]{.og-ref} +-::: +- +-::: {.alert .ps-4 .pb-0} +-Surtling +- +-Creature Type +- +-: +- +-Damage Inflicted +- +-: - *Enkindling Touch.* 3 points of ambient fire damage (ignores Armor) +- +-Needs +-: Access to flammable objects +- +-Cantrips +- +-: - [Fire Crown Cantrip](#ability-cantrip-fire-crown) [(IOM, 84)]{.og-ref} +- - [Obedient Flames Cantrip](#ability-cantrip-obedient-flames) [(IOM, 86)]{.og-ref} +- +-Blessings of the Gods +-: Fire and War +- +-Suggested Sidekick Abilities +- +-: - Tier 1: [Increased Resistance](#ability-sidekick-increased-resistance) [(OG-CSRD)]{.og-ref .og-ref-og} (fire) +- - Tier 2: [Increased Accuracy](#ability-sidekick-increased-accuracy) +- - Tier 3: [Increased Size](#ability-sidekick-increased-size) (once each day, lasts 1 hour) +- - Tier 4: [Ignition](#ability-ignition) [(150)]{.og-ref} (2 health) +- - Tier 5: [Inferno Trail](#ability-inferno-trail) [(153)]{.og-ref} (once each day) +- - Tier 6: [Reactive Field](#ability-reactive-field) [(174)]{.og-ref} (deals fire damage instead of electricity) +-::: +- +-::: {.alert .ps-4 .pb-0} +-Undine +- +-Creature Type +- +-: +- +-Damage Inflicted +- +-: - *Whelm.* 3 points of ambient cold damage (ignores Armor) +- +-Needs +-: Submersion in water once every 1d6 days +- +-Cantrips +- +-: - [Chill Cantrip](#ability-cantrip-chill) [(IOM, 82)]{.og-ref} +- - [Wet or Dry Cantrip](#ability-cantrip-wet-or-dry) [(IOM, 87)]{.og-ref} +- +-Blessings of the Gods +-: Peace and Water +- +-Suggested Sidekick Abilities +- +-: - Tier 1: [Increased Resistance](#ability-sidekick-increased-resistance) (Fire) [(OG-CSRD)]{.og-ref .og-ref-og} +- - Tier 1: [Swim](#ability-swim) [(188)]{.og-ref} +- - Tier 2: [Grappling Attack](#ability-sidekick-grappling-attack) +- - Tier 3: [Moving Like Water](#ability-moving-like-water) [(164)]{.og-ref} (1 health) +- - Tier 4: [Freezing Touch](#ability-freezing-touch) [(143)]{.og-ref} (2 health) +- - Tier 5: [Mist Cloud](#ability-mist-cloud) [(CTS, 53)]{.og-ref} (no cost; can spend 1 health to apply a level of +- Effort, up to maximum equal to the associated PC's tier) +- - Tier 6: [Using the Environment](#ability-using-the-environment) [(195)]{.og-ref} +-::: +- +-::: {.alert .ps-4 .pb-0} +-Zephyr +- +-Creature Type +- +-: +- +-Damage Inflicted +- +-: - *Fulmination.* 3 points of ambient electricity damage (ignores Armor; short range) +- +-Needs +-: Continuous motion +- +-Cantrips +- +-: - [Hand Cantrip](#ability-cantrip-hand) [(IOM, 85)]{.og-ref} +- - [Gather Cantrip](#ability-cantrip-gather) [(IOM, 84)]{.og-ref} +- +-Blessings of the Gods +-: Air and Knowledge +- +-Suggested Sidekick Abilities +- +-: - Tier 1: [Winged Sidekick](#ability-sidekick-winged-sidekick) +- - Tier 2: [Winged Sidekick](#ability-sidekick-winged-sidekick) +- - Tier 3: [Increased Movement](#ability-sidekick-increased-movement) (also doubles the speed of [Walk Through +- Walls](#ability-walk-through-walls){.og-ability} [(196)]{.og-ref}) +- - Tier 4: [Blink of an Eye](#ability-blink-of-an-eye) [(115)]{.og-ref} (2 health) +- - Tier 5: [Rampage](#ability-sidekick-rampage) +- - Tier 6: [Wind Chariot](#ability-wind-chariot) [(199)]{.og-ref} (4 health; can spend 1 additional health to apply +- a level of Effort, up to maximum equal to the associated PC's tier) +-::: +-::: +-::: +- +-###### Symbiote[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#sidekicks-niche-symbiote){.og-h-anchor aria-hidden="true"} {#sidekicks-niche-symbiote .og-border .og-h-h6-icon} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-::: row +-::: {.col .col-md-6} +-- **Creature Type:** Symbiotes are hardy creatures: When symbiotes combine with a host, they transform that host's +- body into a perfect living weapon, allowing them to do the impossible. +- +-- **Level:** 3 +- +-- **Health:** 10 +- +-- **Damage Inflicted:** 4 points (acid damage) +- +-- **Skills:** Specialized in all movement tasks +- +-- **Hardy:** The sidekick (and its host) can survive indefinitely without air, water, or food (although it might +- weaken, and it's not pleasant to do any of these). +- +-- **Merge:** As an action, the symbiote can enter a host within immediate range---usually the associated PC---and If +- the target host is unwilling, the symbiote makes an attack roll, which the target can avoid using their choice of +- Might, Speed, or Intellect defense. While merged: +- +- - *Lie Dormant.* The symbiote can hide within the host undetected---so long as it take no actions. +- +- - *Shared Body.* The sidekick and host share the body. Each can use their action to move or take other actions +- using it. +- +- - *Taking Damage.* The symbiote can't be targeted by direct, physical attacks, only the host. If the host dies, +- the body can sustain the symbiote for 1d20 minutes---or 1d20 hours if it is the associated PC. A dead host is +- not as effective as a living one, and all tasks the symbiote performs with it are hindered. Any additional +- damage taken by the body is inflicted on the symbiote instead. +-::: +- +-::: {.col .col-md-6} +-- Tier 1: [Mental Link](#ability-mental-link) [(161)]{.og-ref} (no cost; always active with a host) +-- Tier 1: [Enable Others](#ability-enable-others) [(133)]{.og-ref} (can only target the host) +-- Tier 1: [Sculpt Flesh](#ability-sculpt-flesh) [(180)]{.og-ref} (1 health; can only target the host; damage inflicted +- is increased by [sidekick abilities](#sidekicks-abilities) that increases the damage of all attacks) +-- Tier 1: [Poison Resistance](#ability-poison-resistance) [(170)]{.og-ref} (the host also gains these benefits) +-- Tier 2: [Far Step](#ability-far-step) [(138)]{.og-ref} (1 health; the host moves with you) +-- Tier 2: [Grappling Attack](#ability-sidekick-grappling-attack) [(OG-CSRD)]{.og-ref .og-ref-og} +-- Tier 2: [Inspire Action](#ability-inspire-action) [(154)]{.og-ref} (1 health; can only target the host) +-- Tier 3: [Buddy System](#ability-buddy-system) [(116)]{.og-ref} (no cost; remains active on the associated PC at all +- times) +-- Tier 3: [Bypass Barrier](#ability-bypass-barrier) [(116)]{.og-ref} (3 health; the host moves with you) +-- Tier 4: [Take Command](#ability-take-command) [(188)]{.og-ref} (1 health; can only target the host) +-- Tier 5: [Able Assistance](#ability-able-assistance) [(108)]{.og-ref} (can only target the host) +-- Tier 6: [Stimulate](#ability-stimulate) [(186)]{.og-ref} (3 health; can only target the host) +- +-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} +-In some settings, symbiotes might also gain [gain power shifts at certain +-tiers](#optional-rule-power-shifts), which they either retain on their own, or impart to a host when +-merged (determined by the GM). +-::: +-::: +-::: +- +-###### Trickster[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#sidekicks-niche-trickster){.og-h-anchor aria-hidden="true"} {#sidekicks-niche-trickster .og-border .og-h-h6-icon} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-::: row +-::: {.col .col-md-6} +-- **Creature Type:** Tricksters are otherworldly beings that enjoy others' confusion, fear, and misery. They include +- unseelie fey, untrustworthy talking animals, and monsters that lurk in the dark corners of a child's bedroom. +- +-- **Level:** 2 +- +-- **Health:** 10 +- +-- **Damage Inflicted:** 3 points (choose a type of damage that reflects the sidekick's creature type) +- +-- **Skills:** Choose two broad skills and one defense task appropriate to your creature type +- +-```{=html} +- +-``` +-- Tier 1: [Cantrips](#cantrips) [(IOM, 82)]{.og-ref} (choose any four; no cost) +-- Tier 1: [Minor Illusion](#ability-minor-illusion) [(162)]{.og-ref} (no cost) +-- Tier 1: [Misdirect Blame](#ability-misdirect-blame) [(163)]{.og-ref} (1 health) +-- Tier 2: [Nine Lives](#ability-sidekick-nine-lives) +-- Tier 2: [Background Music](#ability-background-music) [(IOM, 65, 70)]{.og-ref} (no cost) +-- Tier 3: [Illusory Disguise](#ability-illusory-disguise) [(150)]{.og-ref} (1 health; can assume a humanoid form +- regardless of size; can spend 1 additional health to apply a level of Effort, up to maximum equal to the associated +- PC's tier) +-- Tier 4: [Psychic Suggestion](#ability-psychic-suggestion) [(172)]{.og-ref} (2 health) +-- Tier 5: [Mind Games](#ability-mind-games) [(162)]{.og-ref} (2 health) +-- Tier 6: [Terrifying Image](#ability-terrifying-image) [(189)]{.og-ref} (3 health) +- +-::: table-responsive +- d6 Trickster Type +- -------- ----------------------------------------------------- +- 1--5 [Bogey](#sidekicks-niche-trickster-bogey) +- 6--10 [Brownie](#sidekicks-niche-trickster-brownie) +- 11--15 [Mystic Fox](#sidekicks-niche-trickster-mystic-fox) +- 16--20 [Nixie](#sidekicks-niche-trickster-nixie) +- +- : Trickster Types +-::: +- +-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} +-Tricksters have no patience for those who have caused them---or their associated PC---offense. +-::: +- +-::: {.alert .ps-4 .pb-0} +-Bogey +- +-Creature Type +-: Bogeys are what go bump in the night, lurking under the beds and inside the closets of easily frightened children +- with their monstrous features. +- +-Damage Inflicted +- +-: - *Light Attack.* Eased; 2 points of damage +- - *Medium Attack.* 4 points of damage +- +-Skills +-: Specialized in intimidation; trained in Might defense +- +-Cantrips +- +-: - [Darkness Cantrip](#ability-cantrip-darkness) [(IOM, 83)]{.og-ref} +- - [Forbidden Topic Cantrip](#ability-cantrip-forbidden-topic) [(IOM, 84)]{.og-ref} +- - [Mystic Eyes Cantrip](#ability-cantrip-mystic-eyes) [(IOM, 85)]{.og-ref} +- - [Tremor Cantrip](#ability-cantrip-tremor) [(IOM, 87)]{.og-ref} +- +-Suggested Sidekick Abilities +- +-: - Tier 1: [Terrifying Presence](#ability-terrifying-presence) [(190)]{.og-ref} +- - Tier 2: [Ribbons of Dark Matter](#ability-ribbons-of-dark-matter) [(178)]{.og-ref} (1 health) +- - Tier 3: [Evanesce](#ability-evanesce) [(136)]{.og-ref} (1 health) +- - Tier 4: [Dark Matter Shroud](#ability-dark-matter-shroud) [(124)]{.og-ref} (2 health) +- - Tier 5: [Increased Threat](#ability-sidekick-increased-threat) (once each day; lasts 1 hour) +- - Tier 6: [Nightmare](#ability-nightmare) [(165)]{.og-ref} (4 health) +-::: +- +-::: {.alert .ps-4 .pb-0} +-Brownie +- +-Creature Type +-: Brownies are diminutive fey that---unlike most of their kind---enjoy the hustle and bustle of urban centers as much +- as the wilderness. They can understand others and speak, and especially enjoy making things, haggling, and making +- formal agreements with others---but if anyone falls short of their part of a bargain, brownies will stop at nothing +- to get what they're owed. +- +-Damage Inflicted +- +-: - *Inexecrable Vulgarity.* 2 points of Intellect damage (ignores Armor); short range; the sidekick must be able to +- speak, and the target must be able to hear the words +- +-Skills +-: Trained in deceiving, persuasion, and Speed defense +- +-Cantrips +- +-: - [Cut Cantrip](#ability-cantrip-cut) [(IOM, 83)]{.og-ref} +- - [Gather Cantrip](#ability-cantrip-gather) [(IOM, 84)]{.og-ref} +- - [Stitch](#ability-cantrip-stitch) [(IOM, 86)]{.og-ref} +- - [Tie Cantrip](#ability-cantrip-tie) [(IOM, 87)]{.og-ref} +- +-Suggested Sidekick Abilities +- +-: - Tier 1: Swap [Minor Illusion](#ability-minor-illusion) [(162)]{.og-ref} for [Sense +- Material](#ability-mutation-beneficial-sense-material) [(RR, 78)]{.og-ref} (gold, silver, gems, or other +- precious metals) +- - Tier 1: [Sense Oddity](#ability-mutation-powerful-sense-oddity) [(RR, 80)]{.og-ref} +- - Tier 2: [Find the Hidden](#ability-find-the-hidden) [(140)]{.og-ref} (2 health) +- - Tier 3: [Uncanny Luck](#ability-uncanny-luck) [(194)]{.og-ref} (2 health) +- - Tier 4: [Unstealable Charm](#ability-unstealable-charm) [(IOM, 76)]{.og-ref} (no cost; can maintain the ability +- on a number of objects equal to the associated PC's tier; can spend 1 health to apply a level of Effort, up to +- maximum equal to the associated PC's tier) +- - Tier 5: [Reshape](#ability-reshape) [(176)]{.og-ref} +- - Tier 6: [Thief's Luck](#ability-thiefs-luck) [(191)]{.og-ref} +-::: +-::: +- +-::: {.col .col-md-6} +-::: {.alert .ps-4 .pb-0} +-Mystic Fox +- +-Creature Type +-: Mystic foxes are mercurial beings who occasionally take an interest in the life of one particular human, +- appearing---disappearing---without warning. The sidekick can speak and understand the words of others, but only +- rarely takes interest in the affairs of others. +- +-Damage Inflicted +- +-: - *Bite.* Eased; 2 points of puncturing damage +- - *Tail Swipe.* 3 points of arcane damage +- +-Skills +-: Specialized in running, trained in Intellect defense +- +-Cantrips +- +-: - [Candles Cantrip](#ability-cantrip-candles) [(IOM, 82)]{.og-ref} +- - [Cooking Cantrip](#ability-cantrip-cooking) [(IOM, 83)]{.og-ref} +- - [Ghostly Wings Cantrip](#ability-cantrip-ghostly-wings) [(IOM, 84)]{.og-ref} (manifests as a fan of fox tails) +- - [Quiet Cantrip](#ability-cantrip-quiet) [(IOM, 86)]{.og-ref} +- +-Suggested Sidekick Abilities +- +-: - Tier 1: [Magical Repertoire](#ability-magical-repertoire) [(GF, 32)]{.og-ref} +- - Tier 2: [Razzle Dazzle](#ability-sidekick-razzle-dazzle) (can spend 1 health to apply a level of Effort, up to +- maximum equal to the associated PC's tier) +- - Tier 3: [Wilderness Encouragement](#ability-wilderness-encouragement) [(198)]{.og-ref} (1 health) +- - Tier 4: [Invisibility](#ability-invisibility) [(155)]{.og-ref} (2 health) +- - Tier 5: [Razzle Dazzle](#ability-sidekick-razzle-dazzle) +- - Tier 6: [All-Out Con](#ability-all-out-con) [(109)]{.og-ref} (twice each day) +-::: +- +-::: {.alert .ps-4 .pb-0} +-Nixie +- +-Creature Type +-: Nixies are troublesome fey who generally prefer solitude. When employed as a sidekick, their powers can elevate even +- mundane children to legendary heroes. +- +-Damage Inflicted +- +-: - *Unarmed Strike.* Eased; 2 points of bludgeoning damage +- - *Zap.* 3 points of arcane damage +- +-Skills +-: Trained in perception, flying, and Speed defense +- +-Cantrips +- +-: - [Erase Cantrip](#ability-cantrip-erase) [(IOM, 83)]{.og-ref} +- - [Firework Cantrip](#ability-cantrip-firework) [(IOM, 84)]{.og-ref} +- - [Reshape Cantrip](#ability-cantrip-reshape) [(IOM, 86)]{.og-ref} +- - [Tie Cantrip](#ability-cantrip-tie) [(IOM, 87)]{.og-ref} +- +-Suggested Sidekick Abilities +- +-: - Tier 1: [Winged Sidekick](#ability-sidekick-winged-sidekick) (twice) +- - Tier 2: [Inspire Action](#ability-inspire-action) [(154)]{.og-ref} +- - Tier 3: [Minor Wish](#ability-minor-wish) [(162)]{.og-ref} (2 health; the sidekick affects the associated PC; +- the sidekick does not need to retreat) +- - Tier 4: [Hard to Kill](#ability-hard-to-kill) [(148)]{.og-ref} +- - Tier 5: [Moderate Wish](#ability-moderate-wish) [(162)]{.og-ref} (once each day; the sidekick affects the +- associated PC; the sidekick does not need to retreat) +- - Tier 6: [Permanent Illusion](#ability-permanent-illusion) [(169)]{.og-ref} (once every 1d6 days) +-::: +-::: +-::: +- +-##### Sidekick Abilities [#](#sidekicks-abilities){.og-h-anchor aria-hidden="true"} {#sidekicks-abilities} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-::: row +-::: {.col .col-md-6} +-Each time the associated PC reaches a new tier, the [sidekick](#sidekicks) gains one sidekick ability. Sidekicks can't +-gain the same ability more than once unless its description says otherwise. The GM decides which abilities are available +-in the setting, and how they can be obtained. Depending on the sidekick's [niche](#sidekicks-niche) and [creature +-type](#sidekicks-characteristics), the GM might decide they aren't eligible to gain a [sidekick +-ability](#sidekicks-abilities)---for example, a [diminutive](#sidekicks-niche-diminutive) sidekick probably can't serve +-as a [Trusty Steed](#ability-sidekick-trusty-steed){.og-ability}. +- +-Roll or choose one of the following sidekick abilities, or work with the GM to come up with an original one: +- +-::: table-responsive +- d100 Sidekick Abilities +- -------- ----------------------------------------------------------------------------------------- +- 01--04 [Aquatic Sidekick](#ability-sidekick-aquatic-sidekick){.og-ability} +- 05--08 [Bashing Attack](#ability-sidekick-bashing-attack){.og-ability} +- 09--12 [Emotional Support Sidekick](#ability-sidekick-emotional-support-sidekick){.og-ability} +- 13--16 [Grappling Attack](#ability-sidekick-grappling-attack){.og-ability} +- 17--20 [Increased Accuracy](#ability-sidekick-increased-accuracy){.og-ability} +- 21--26 [Increased Armor](#ability-sidekick-increased-armor){.og-ability} +- 27--32 [Increased Damage](#ability-sidekick-increased-damage){.og-ability} +- 33--36 [Increased Defense](#ability-sidekick-increased-defense){.og-ability} +- 37--40 [Increased Health](#ability-sidekick-increased-health){.og-ability} +- 41--44 [Increased Initiative](#ability-sidekick-increased-initiative){.og-ability} +- 45--48 [Increased Movement](#ability-sidekick-increased-movement){.og-ability} +- 49--52 [Increased Recovery](#ability-sidekick-increased-recovery){.og-ability} +- 53--59 [Increased Resistance](#ability-sidekick-increased-resistance){.og-ability} +- 60--68 [Increased Training](#ability-sidekick-increased-training){.og-ability} +- 69--72 [Rampage](#ability-sidekick-rampage){.og-ability} +- 73--76 [Razzle Dazzle](#ability-sidekick-razzle-dazzle){.og-ability} +- 77--80 [Rending Attack](#ability-sidekick-rending-attack){.og-ability} +- 81--89 [Sidekick Recovery Roll](#ability-sidekick-sidekick-recovery-roll){.og-ability} +- 90--93 [Trusty Steed](#ability-sidekick-trusty-steed){.og-ability} +- 94--99 [Winged Sidekick](#ability-sidekick-winged-sidekick){.og-ability} +- 00 Gain one random [fantastic sidekick ability](#sidekicks-abilities-fantastic) +- +- : Sidekick Abilities +-::: +- +-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} +-If a companion is having difficulty keeping up during encounters, the GM might allow the associated PC to purchase +-additional sidekick abilities for 3 [XP](#choose-xp). +-::: +-::: +- +-::: {.col .col-md-6} +-::: {.alert .ps-4 .pb-0} +-###### Optional Rule: Fantastic Sidekick Abilities [#](#sidekicks-abilities-fantastic){.og-h-anchor aria-hidden="true"} {#sidekicks-abilities-fantastic} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-Fantastic sidekick abilities tread into the supernatural, so they might be important for some settings, and wholly in +-appropriate for others. Some fantastic sidekick abilities might only available a limited basis, or gained under special +-conditions determined by the GM, for example: +- +-- the sidekick has a [fantastic niche](#sidekicks-niche-fantastic) +-- temporary or permanent effects granted by a [cypher](#choose-cyphers) or [artifact](#choose-artifacts) +-- completion of a [character arc](#choose-character-arc) +-- spending [XP](#choose-xp) +- +-Roll or choose one of the following fantastic sidekick abilities, or work with the GM to come up with an original one: +- +-::: table-responsive +- d20 Fantastic Sidekick Abilities Suggested XP Cost +- -------- ----------------------------------------------------------------------------- ------------------- +- 1 Gain two random [sidekick abilities](#sidekicks-abilities) 6 XP +- 2--5 [Evolution](#ability-sidekick-evolution){.og-ability} 6 XP +- 6--7 [Increased Cypher Use](#ability-sidekick-increased-cypher-use){.og-ability} 4 XP +- 8--9 [Increased Effort](#ability-sidekick-increased-effort){.og-ability} 4 XP +- 10--11 [Increased Level](#ability-sidekick-increased-level){.og-ability} 6 XP +- 12 [Increased Power](#ability-sidekick-increased-power){.og-ability} 10 XP +- 13 [Increased Size](#ability-sidekick-increased-size){.og-ability} 8 XP +- 14 [Increased Threat](#ability-sidekick-increased-threat){.og-ability} 10 XP +- 15 [Instruction](#ability-sidekick-instruction){.og-ability} 4 XP +- 16 [Nine Lives](#ability-sidekick-nine-lives){.og-ability} 10 XP +- 17--18 [Signature Attack](#ability-sidekick-signature-attack){.og-ability} 4 XP +- 19 [Signature Ability](#ability-sidekick-signature-ability){.og-ability} 4 XP +- 20 [Share Experience](#ability-sidekick-share-experience){.og-ability} 4 XP +- +- : Fantastic Sidekick Abilities +-::: +-::: +- +-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} +-Sidekick abilities are also a good way for a GM to [modify creatures](#modifying-creatures). +-::: +-::: +-::: +- +-###### A Listing of Sidekick Abilities [#](#sidekicks-abilities-list){.og-h-anchor aria-hidden="true"} {#sidekicks-abilities-list} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-- ::: {#ability-sidekick-aquatic-sidekick} +- **Aquatic Sidekick:** The sidekick can swim a short distance each round. The sidekick either breathes air and water, +- or can hold its breath for up to ten minutes. The sidekick can gain this ability a second time, increasing the +- distance they can swim to a long distance each round, and the duration they can hold their breath up to one hour (if +- it can't breathe air and water). Enabler. [(OG-CSRD)]{.og-ref .og-ref-og} +- ::: +- +-- ::: {#ability-sidekick-bashing-attack} +- **Bashing Attack:** The sidekick gains two benefits from this ability: +- +- - *Breaker Training.* The sidekick becomes trained in breaking things. Enabler. +- +- - *Bash Attack.* Additionally, the sidekick can make a pummeling melee attack, which inflicts 1 less point of +- damage than normal, but dazes the target for one round, during which time all tasks it performs are hindered. +- Action. +- +- The sidekick can gain this ability twice, causing successful bashing attacks to stun foes of the sidekick's size or +- smaller for one round (losing their next action). [(OG-CSRD)]{.og-ref .og-ref-og} +- ::: +- +-- ::: {#ability-sidekick-emotional-support-sidekick} +- **Emotional Support Sidekick:** Creatures who make a [recovery roll](#recovery-rolls) within short range of the +- sidekick add +1 to their roll. Enabler. [(OG-CSRD)]{.og-ref .og-ref-og} +- ::: +- +-- ::: {#ability-sidekick-evolution} +- **Evolution:** The sidekick undergoes a rapid evolution. Roll a d6 to determine a random mutation gained by the +- sidekick. If the mutation has a cost, the GM determines how it is paid---either by the associated PC, or the +- sidekick pays an appropriate cost in points from its [health](#sidekicks-health). Alternatively, the sidekick can +- use the mutation once, and can't do so again until the associated PC makes a [recovery roll](#recovery-rolls) of +- sufficient length. If the mutation would increase a PC's [Pool](#pool), the points are added to the sidekick\'s +- [health](#understanding-the-listings) instead. The sidekick can gain this ability multiple times. Enabler. +- [(OG-CSRD)]{.og-ref .og-ref-og} +- ::: +- +-::: table-responsive +- d6 Mutation +- ---- -------------------------------------------------------------------------------------------------------------------------------------- +- 1 The sidekick gains one random [beneficial mutation](#beneficial-mutations) +- 2 The sidekick gains one random [beneficial mutation](#beneficial-mutations) and one random [cosmetic mutation](#cosmetic-mutations) +- 3 The sidekick gains one random [powerful mutation](#powerful-mutations) +- 4 The sidekick gains one random [powerful mutation](#powerful-mutations) and one random [cosmetic mutation](#cosmetic-mutations) +- 5 The sidekick gains one random [distinctive mutation](#distinctive-mutations) +- 6 The sidekick gains one random [distinctive mutation](#distinctive-mutations) and one random [cosmetic mutation](#cosmetic-mutations) +- +- : Sidekick Evolution +-::: +- +-- ::: {#ability-sidekick-grappling-attack} +- **Grappling Attack:** The sidekick makes a grappling attack that inflicts 2 points of damage. On a successful +- attack, the target can't move from their position, and their attack and defense rolls are hindered until break free +- of the sidekick's grasp, which the sidekick can contest with a Might roll. The sidekick can gain this ability +- multiple times, gaining training in the attack (and tasks to maintain their grasp), increasing the number of foes +- they can grapple at once, or increasing the damage inflicted by 2 additional points. Action. [(OG-CSRD)]{.og-ref +- .og-ref-og} +- ::: +- +-- ::: {#ability-sidekick-increased-accuracy} +- **Increased Accuracy:** The sidekick becomes trained with its basic attack. The sidekick can gain this ability +- twice. Enabler. [(OG-CSRD)]{.og-ref .og-ref-og} +- ::: +- +-- ::: {#ability-sidekick-increased-armor} +- **Increased Armor:** The sidekick gains +1 Armor. The sidekick can gain this ability multiple times. Enabler. +- [(OG-CSRD)]{.og-ref .og-ref-og} +- ::: +- +-- ::: {#ability-sidekick-increased-cypher-use} +- **Increased Cypher Use:** The sidekick raises its cypher limit by 1. The GM decides if a cypher can't be activated +- by a sidekick. The sidekick can gain this ability multiple times. Enabler. [(OG-CSRD)]{.og-ref .og-ref-og} +- ::: +- +-- ::: {#ability-sidekick-increased-damage} +- **Increased Damage:** The sidekick deals 1 additional point of damage with all attacks. Enabler. [(OG-CSRD)]{.og-ref +- .og-ref-og} +- ::: +- +-- ::: {#ability-sidekick-increased-defense} +- **Increased Defense:** Roll or choose a defense task in which the sidekick is not already specialized: Might, Speed, +- or Intellect. The sidekick becomes trained in defense tasks of that type. The sidekick can gain this ability +- multiple times. Enabler. [(OG-CSRD)]{.og-ref .og-ref-og} +- ::: +- +-::: table-responsive +- d100 Increased Defense +- -------- ------------------------------------------------------------------------ +- 01--33 Intellect defense +- 34--66 Might defense +- 67--99 Speed defense +- 00 Roll on the table two more times; the sidekick gains training in both. +- +- : Increased Defense +-::: +- +-- ::: {#ability-sidekick-increased-effort} +- **Increased Effort:** The sidekick gains an [Effort](#effort) score of 1 (or gains +1 to it if it already has an +- Effort score). The sidekick can spend 1 health point to [use a level of Effort](#modifying-the-difficulty-effort) to +- ease the difficulty of a task. The sidekick can gain this ability multiple times, up a maximum Effort score of 6. +- Enabler. [(OG-CSRD)]{.og-ref .og-ref-og} +- ::: +- +-- ::: {#ability-sidekick-increased-health} +- **Increased Health:** The sidekick adds 3 points to its health. The sidekick can gain this ability multiple times. +- Enabler. [(OG-CSRD)]{.og-ref .og-ref-og} +- ::: +- +-- ::: {#ability-sidekick-increased-initiative} +- **Increased Initiative:** The sidekick is trained in initiative. When within a short distance of the associated PC, +- the sidekick instead provides an asset to the associated PC's initiative rolls. The sidekick can gain this ability +- twice. Enabler. [(OG-CSRD)]{.og-ref .og-ref-og} +- ::: +- +-- ::: {#ability-sidekick-increased-level} +- **Increased Level:** The sidekick adds +1 level. As a result, the sidekick adds +3 health and +1 damage inflicted +- with all attacks. The sidekick can gain this ability multiple times. Enabler. [(OG-CSRD)]{.og-ref .og-ref-og} +- ::: +- +-- ::: {#ability-sidekick-increased-movement} +- **Increased Movement:** The sidekick is trained in running and jumping, and can move a short distance as part of +- another action, or move a long distance as an action. Enabler. [(OG-CSRD)]{.og-ref .og-ref-og} +- ::: +- +-- ::: {#ability-sidekick-increased-power} +- **Increased Power:** The sidekick gains a [power shift](#optional-rule-power-shifts). The sidekick can gain this +- ability multiple times. Enabler. [(OG-CSRD)]{.og-ref .og-ref-og} +- ::: +- +-- ::: {#ability-sidekick-increased-recovery} +- **Increased Recovery:** The sidekick has regains 1 additional point of health when the associated PC makes a +- [recovery roll](#recovery-rolls) or the sidekick uses the [Sidekick Recovery +- Roll](#ability-sidekick-sidekick-recovery-roll){.og-ability} ability. The sidekick can gain this ability multiple +- times. Enabler. [(OG-CSRD)]{.og-ref .og-ref-og} +- ::: +- +-- ::: {#ability-sidekick-increased-resistance} +- **Increased Resistance:** The sidekick gains +3 Armor against a particular type of damage (including [ambient +- damage](#ambient-damage) of that type). Roll a d20 or choose the type of damage. The sidekick can gain this ability +- multiple times. Enabler. [(OG-CSRD)]{.og-ref .og-ref-og} +- ::: +- +-::: table-responsive +- d100 Increased Resistance +- -------- ----------------------------------------------------------------------------------------- +- 01--03 Bludgeoning +- 04--06 Puncturing +- 07--09 Slicing +- 10--29 Poison (Speed) +- 30--49 Fire +- 50--59 Acid +- 60--69 Cold +- 70--79 Electricity +- 80--84 Arcane +- 85--89 Dark matter +- 90--94 Radiation +- 95--99 Psychic (Intellect) +- 00 Roll on the table two more times; the sidekick's increased resistance applies to both. +- +- : Signature Attack +-::: +- +-- ::: {#ability-sidekick-increased-size} +- **Increased Size:** The sidekick doubles in size, adding +1 level, +5 health, +1 damage to all attacks, and gains a +- permanent asset on all Might actions (including Might defense rolls, but not attacks). Enabler. +- ::: +- +-- ::: {#ability-sidekick-increased-training} +- **Increased Training:** Choose two skills (other than attacks or defense), or roll a d20 and the sidekick gains that +- ability instead. The sidekick can gain this ability multiple times. Enabler. [(OG-CSRD)]{.og-ref .og-ref-og} +- ::: +- +-::: table-responsive +- d20 Increased Training +- -------- ------------------------------------------------------------------------------------- +- 1--2 [Assassin Skills](#ability-assassin-skills){.og-ability} [(110)]{.og-ref} +- 3--4 [Interaction Skills](#ability-interaction-skills){.og-ability} [(155)]{.og-ref} +- 5--6 [Investigative Skills](#ability-investigative-skills){.og-ability} [(155)]{.og-ref} +- 7--8 [Knowledge Skills](#ability-knowledge-skills){.og-ability} [(157)]{.og-ref} +- 9--12 [Physical Skills](#ability-physical-skills){.og-ability} [(170)]{.og-ref} +- 13--14 [Stealth Skills](#ability-stealth-skills){.og-ability} [(186)]{.og-ref} +- 15--16 [Travel Skills](#ability-travel-skills){.og-ability} [(193)]{.og-ref} +- 17 [Tech Skills](#ability-tech-skills){.og-ability} [(189)]{.og-ref} +- 18 [Flex Skill](#ability-flex-skill){.og-ability} [(141)]{.og-ref} +- 19 [Multiple Skills](#ability-multiple-skills){.og-ability} [(165)]{.og-ref} +- 20 [Improvise](#ability-improvise){.og-ability} [(152)]{.og-ref} (1 health) +- +- : Increased Training +-::: +- +-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} +-If the sidekick gains the [Improvise](#ability-improvise){.og-ability} ability from [Increased +-Training](#ability-sidekick-increased-training){.og-ability}, they must pay 1 health to use the ability, as described +-under [Signature Ability](#ability-sidekick-signature-ability){.og-ability}. +-::: +- +-- ::: {#ability-sidekick-increased-threat} +- **Increased Threat:** The sidekick adds +1 level. As a result, the sidekick adds +10 health, +1 Armor, and +3 damage +- inflicted with all attacks. Enabler. [(OG-CSRD)]{.og-ref .og-ref-og} +- ::: +- +-- ::: {#ability-sidekick-instruction} +- **Instruction:** The sidekick gains two benefits from this ability: +- +- - *Communication.* The sidekick gains a limited capacity for language. The associated PC can understand the +- sidekick as if they shared a language. Enabler. +- +- - *Errand.* The sidekick can travel up to a mile away and follow the associated PC's instruction, for example +- finding someone or something. Action. +- +- The sidekick can gain this ability a second time, gaining the power of speech, an extensive vocabulary, and an asset +- on all tasks directly related to errands it performs, which it can do up to ten miles away. [(OG-CSRD)]{.og-ref +- .og-ref-og} +- ::: +- +-- ::: {#ability-sidekick-nine-lives} +- **Nine Lives:** If reduced to 0 health, the sidekick exits the scene in an appropriate manner determined by the GM. +- When the associated PC makes a ten-hour [recovery roll](#recovery-rolls), the sidekick reappears with 1d6 health. +- Enabler. [(OG-CSRD)]{.og-ref .og-ref-og} +- ::: +- +-- ::: {#ability-sidekick-rampage} +- **Rampage:** The sidekick charges at foes within long range and makes a melee attack. The attack doesn't deal any +- damage, but affected targets in an immediate area are knocked prone, and must use an action to regain their footing. +- Action. [(OG-CSRD)]{.og-ref .og-ref-og} +- ::: +- +-- ::: {#ability-sidekick-razzle-dazzle} +- **Razzle Dazzle:** The sidekick distracts a foe within immediate range, preventing them from taking an action on +- their next turn. If the sidekick gains this ability again, they gain training with it, or increase the number of +- foes the ability targets by one. Action. [(OG-CSRD)]{.og-ref .og-ref-og} +- ::: +- +-- ::: {#ability-sidekick-rending-attack} +- **Rending Attack:** The sidekick makes a rending attack, which inflicts 1 less point of damage than normal, but +- decreases the target's Armor by 1 for one round. Action. [(OG-CSRD)]{.og-ref .og-ref-og} +- ::: +- +-- ::: {#ability-sidekick-share-experience} +- **Share Experience:** The associated PC can perceive through the sidekick's senses if it is within 1 mile (1.5 km). +- This effect lasts up to ten minutes. The associated PC can refuse or end the connection (no action or roll +- required). Action to establish. [(OG-CSRD)]{.og-ref .og-ref-og} +- ::: +- +-- ::: {#ability-sidekick-sidekick-recovery-roll} +- **Sidekick Recovery Roll:** Once each day, the sidekick can make a one-action [recovery roll](#recovery-rolls). Roll +- a d6 and add their level. The sidekick recovers that many health. The sidekick can gain this ability multiple times. +- Action. [(OG-CSRD)]{.og-ref .og-ref-og} +- ::: +- +-- ::: {#ability-sidekick-signature-attack} +- **Signature Attack:** The sidekick makes a signature attack against a foe within long range that inflicts 2 points +- of damage. Roll a d20 or choose the type of damage. The sidekick can gain this ability multiple times, gaining +- training in the attack, increasing the number of targets by one, or increasing the damage inflicted by 2 additional +- points. Action. [(OG-CSRD)]{.og-ref .og-ref-og} +- ::: +- +-::: table-responsive +- d100 Signature Attack +- -------- ---------------------------------------------------------------------------------------------------- +- 01--03 Bludgeoning +- 04--06 Puncturing +- 07--09 Slicing +- 10--29 Poison (Speed) +- 30--49 Fire +- 50--59 Acid +- 60--69 Cold +- 70--79 Electricity +- 80--84 Radiation +- 85--89 Arcane +- 90--93 Dark matter +- 94--97 Psychic (Intellect) +- 98--99 Roll on the table two more times; the sidekick's signature attack can inflict either damage type. +- 00 [Ambient damage](#ambient-damage) (A cosmic force that ignores Armor) +- +- : Signature Attack +-::: +- +-- ::: {#ability-sidekick-signature-ability} +- **Signature Ability:** The sidekick gains a [special ability](#choose-abilities) from [Chapter 9: +- Abilities](#chapter-9-abilities) of the associated PC's choice: +- +- - If the associated PC is tier 1 or 2, choose a low-tier ability, or up to four [cantrips](#cantrips). +- - If the associated PC is tier 3 or 4, choose a low- or mid-tier ability. +- - If the associated PC is tier 5 or 6, choose a low-, mid-, or high-tier ability. +- +- If the ability has a cost, the GM determines how it is paid---either by the associated PC, or the sidekick pays an +- appropriate cost in points from its [health](#sidekicks-health). Alternatively, the sidekick can use the ability +- once, and can't do so again until the associated PC makes a [recovery roll](#recovery-rolls) of sufficient length. +- If the ability would increase a PC's [Pool](#pool), the points are added to the sidekick\'s +- [health](#understanding-the-listings) instead. Enabler. [(OG-CSRD)]{.og-ref .og-ref-og} +- ::: +- +-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} +-A good rule of thumb for setting costs is to halve the Pool point cost, and round it up or down. Another good +-alternative is just to allow the sidekick to use the ability once or twice each day. If [Chapter 9: +-Abilities](#chapter-9-abilities) feels like a bit too much, consider using ability lists for [types](#choose-type), +-[flavors](#choose-flavor), [foci](#choose-focus). For some examples of [Signature +-Ability](#ability-sidekick-signature-ability){.og-ability} in practice, see the [fantastic +-niches](#sidekicks-niche-fantastic) presented earlier in this section. +-::: +- +-- ::: {#ability-sidekick-trusty-steed} +- **Trusty Steed:** The sidekick becomes trained in carrying, can carry two passengers, and provides an asset to +- passengers on tasks to stay mounted. The sidekick can gain this ability multiple times, adding two passengers to its +- capacity each time. Enabler. [(OG-CSRD)]{.og-ref .og-ref-og} +- ::: +- +-- ::: {#ability-sidekick-winged-sidekick} +- **Winged Sidekick:** The sidekick can glide a long distance each round. The sidekick can gain this ability a second +- time, gaining the ability to fly a long distance each round. Enabler. [(OG-CSRD)]{.og-ref .og-ref-og} +- ::: +- +------------------------------------------------------------------------------------------------------------------------- +- + #### Covens [#](#covens){.og-h-anchor aria-hidden="true"} + + ::: {.alert .ps-4 .pb-0 .og-alert} +@@ -63556,7 +61264,6 @@ + - [Modifying Creatures](#choose-modifying-creatures) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Familiars](#familiars) [(IOM, 94)]{.og-ref} + - [Followers](#followers) [(233)]{.og-ref} +-- [Sidekicks](#sidekicks) [(OG-CSRD)]{.og-ref .og-ref-og} + + Basic Creatures and NPCs + +@@ -79511,7 +77218,6 @@ + - [Magical Abilities for Animals](#fairy-tale-creatures-magical-animals-abilities) [(WAAMH, 104)]{.og-ref} + - [Power Shifts](#superpowered-npcs-and-power-shifts) [(282)]{.og-ref}[(CTS, 57)]{.og-ref} + - [Random Superpowers](#superhero-random-superpowers) [(CTS, 39)]{.og-ref} +-- [Sidekick Abilities](#sidekicks-abilities) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Special Damage](#special-damage) [(219)]{.og-ref} + ::: + +@@ -81677,7 +79383,6 @@ + - [Science Fiction](#choose-science-fiction) + - [Science Fiction Artifacts](#choose-science-fiction-artifacts) + - [Science Fiction Equipment](#choose-science-fiction-equipment) +-- [Sidekicks](#choose-sidekicks) + - [Skills](#choose-skills) + - [Spellcasting](#choose-spellcasting) + - [Stress](#choose-stress) +@@ -81716,7 +79421,6 @@ + - [Power Shifts](#optional-rule-power-shifts) [(292)]{.og-ref}[(CTS, 57)]{.og-ref} + - [Power Stunts](#superhero-power-stunts) [(CTS, 58)]{.og-ref} + - [Psionics](#optional-rule-psionics) [(SF, 50)]{.og-ref} +-- [Sidekicks](#sidekicks) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Skills from Backgrounds](#optional-rule-skills-from-backgrounds) [(235)]{.og-ref}[(OG-CSRD)]{.og-ref .og-ref-og} + - [Species as Descriptor](#descriptors-as-species) [(59)]{.og-ref} + - [Spellcasting](#optional-rule-spellcasting) [(259)]{.og-ref} +@@ -82777,7 +80481,7 @@ + + Optional Rules + +-- [Companions](#sidekicks) [(PRED, 46)]{.og-ref} ++- Companions [(PRED, 46)]{.og-ref} + - Companion Abilities [(PRED, 55)]{.og-ref} + - Companion Dispositions [(PRED, 57)]{.og-ref} + - Body Upgrades, Augments, and Enhancements [(PRED, 63)]{.og-ref} diff --git a/patches/de-ogcsrd/011-remove-skills-from-backgrounds.patch b/patches/de-ogcsrd/011-remove-skills-from-backgrounds.patch new file mode 100644 index 0000000..5f08b31 --- /dev/null +++ b/patches/de-ogcsrd/011-remove-skills-from-backgrounds.patch @@ -0,0 +1,64 @@ +--- _tmp/ccsrd.md 2025-07-20 19:38:59.898113395 -0500 ++++ _tmp/ccsrd.new.md 2025-07-20 19:44:43.704269435 -0500 +@@ -570,7 +570,6 @@ + + Optional Rules + +-- [Skills from Backgrounds](#optional-rule-skills-from-backgrounds) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Using Effort After Rolling the Die](#optional-rule-using-effort-after-rolling-the-die) [(OG-CSRD)]{.og-ref + .og-ref-og} + - [Using Other Pools to Pay Cost Remainders](#optional-rule-using-other-pools-to-pay-cost-remainders) +@@ -1082,10 +1081,6 @@ + - [Skill Training](#skill-training) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Languages](#skills-languages) [(19)]{.og-ref} + +-Optional Rules +- +-- [Skills from Backgrounds](#optional-rule-skills-from-backgrounds) [(OG-CSRD)]{.og-ref .og-ref-og} +- + Related Sections + + - [Ability Category: Attack Skill](#abilities-category-attack-skill) [(96)]{.og-ref} +@@ -1194,24 +1188,7 @@ + In most campaigns, fluency in a language is considered a skill. So if you want to speak French, that's the same as + being trained in biology or swimming. +- +-##### Optional Rule: Skills from Backgrounds [#](#optional-rule-skills-from-backgrounds){.og-h-anchor aria-hidden="true"} {#optional-rule-skills-from-backgrounds .og-h-small} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-This section is based on *Skills from Backgrounds* [(235)]{.og-ref} in the [Cypher System +-Rulebook](https://www.montecookgames.com/store/product/cypher-system-rulebook-2/){.og-icon .og-mcg}. +- +-The GM can allow players to choose one or two additional skills appropriate to their PC's +-background. For example, if an [Adept](#type-adept)'s family owns a large vineyard as a result of rolling on the [Adept +-Background Connection](#adept-background-connection) table, they might be skilled in wine-making or being a sommelier. +-Background skills aren't immediately applicable to the game\'s primary adventures, but should instead address other +-aspects of the PC, world, or setting. Skills with attacks, defense, or wearing armor are not appropriate background +-skills. +- +-The GM can also use the [Further Customization](#further-customization) or [XP Advance](#optional-rule-xp-advance) +-optional rules to allow PCs to start the game trained in even more skills. + ::: + + #### Special Abilities [#](#special-abilities){.og-h-anchor aria-hidden="true"} + + [(Cypher System Rulebook, page 18)]{.og-ref} +@@ -79421,7 +79399,7 @@ + - [Power Shifts](#optional-rule-power-shifts) [(292)]{.og-ref}[(CTS, 57)]{.og-ref} + - [Power Stunts](#superhero-power-stunts) [(CTS, 58)]{.og-ref} + - [Psionics](#optional-rule-psionics) [(SF, 50)]{.og-ref} +-- [Skills from Backgrounds](#optional-rule-skills-from-backgrounds) [(235)]{.og-ref}[(OG-CSRD)]{.og-ref .og-ref-og} ++- Skills from Backgrounds [(235)]{.og-ref} + - [Species as Descriptor](#descriptors-as-species) [(59)]{.og-ref} + - [Spellcasting](#optional-rule-spellcasting) [(259)]{.og-ref} + - [Transitory Mutations](#optional-rule-transitory-mutations) [(RR, 75)]{.og-ref} +@@ -79820,7 +79797,7 @@ + - [Gaining Insight](#optional-rule-gaining-insight) [(231)]{.og-ref} + - [Getting an XP Advance](#optional-rule-xp-advance) [(232)]{.og-ref} + - Modifying Abilities on the Fly [(419)]{.og-ref} +-- [Skills from Backgrounds](#optional-rule-skills-from-backgrounds) [(235)]{.og-ref} ++- Skills from Backgrounds [(235)]{.og-ref} + - Switching Descriptors and Foci After Character Creation [(437)]{.og-ref} + - Using Miniatures [(235)]{.og-ref} + diff --git a/patches/de-ogcsrd/012-remove-usage-limits-artifacts-abilities.patch b/patches/de-ogcsrd/012-remove-usage-limits-artifacts-abilities.patch new file mode 100644 index 0000000..074a2d9 --- /dev/null +++ b/patches/de-ogcsrd/012-remove-usage-limits-artifacts-abilities.patch @@ -0,0 +1,55 @@ +--- _tmp/ccsrd.md 2025-07-20 19:45:31.723570583 -0500 ++++ _tmp/ccsrd.new.md 2025-07-20 19:47:33.988337298 -0500 +@@ -19999,8 +19999,8 @@ + Ease](#ability-inspiring-ease){.og-ability} ability. This misprint was corrected in the CSRD and deluxe editions of the + Cypher System Rulebook. + +-[Inspiration](#ability-inspiration){.og-ability} might be so powerful that the GM adds a [usage +-limit](#usage-limits-for-abilities-and-artifacts) to it. ++[Inspiration](#ability-inspiration){.og-ability} might be so powerful that the GM adds a usage ++limit to it. + ::: + + - ::: {#ability-inspiration-in-a-glass} +@@ -78179,23 +78179,6 @@ + it as a [special ability](#choose-abilities), or to decide if the PC can [revive](#optional-rule-reviving-artifacts) the + artifact, or make its effects permanent by [spending XP](#choose-xp). + +-::: {.alert .ps-4 .pb-0} +-##### Usage Limits for Abilities and Artifacts[](#usage-limits-for-abilities-and-artifacts){.og-h-anchor aria-hidden="true"} {#usage-limits-for-abilities-and-artifacts .og-h-small .og-h-h6-icon} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-Depending on how powerful an ability or artifact is, the GM might want to limit how frequently a PC can use it, or how +-often a target can be affected by it. Here are a few ideas for how to do that: +- +-- You can't use this ability again until you make a [recovery roll](#recovery-rolls). +-- You can't use this ability again after you make a one-hour or a ten-hour [recovery roll](#recovery-rolls). +-- You can't use this ability again until after you make a ten-hour [recovery roll](#recovery-rolls). +-- If a PC wishes to benefit from this ability again, they must pay 1 [XP]{.choose-xp}, or finish a ten-hour [recovery +- roll](#recovery-rolls). +-- Each time you use this ability again before you finish a ten-hour [recovery roll](#recovery-rolls), you must apply +- one additional level of [Effort](#effort). +-::: +- + ------------------------------------------------------------------------------------------------------------------------ + + #### Creating New Character Options [#](#creating-new-character-options){.og-h-anchor aria-hidden="true"} +@@ -79403,8 +79386,6 @@ + - [Spellcasting](#optional-rule-spellcasting) [(259)]{.og-ref} + - [Transitory Mutations](#optional-rule-transitory-mutations) [(RR, 75)]{.og-ref} + - [Two Descriptors](#variant-rule-two-descriptors) [(GF, 86)]{.og-ref} +-- [Usage Limits for Abilities and Artifacts](#usage-limits-for-abilities-and-artifacts) [(OG-CSRD)]{.og-ref +- .og-ref-og} + + ##### Experience Points (XP) [#](#choose-optional-experience-points){.og-h-anchor aria-hidden="true"} {#choose-optional-experience-points .og-h-small} + +@@ -79446,8 +79427,6 @@ + - [Scavenging](#scavenging) [(296)]{.og-ref}[(RR, 64)]{.og-ref} + - [Special Armor](#equipment-armor-special-armor) [(256)]{.og-ref}[(SF, 71)]{.og-ref}[(OG-CSRD)]{.og-ref .og-ref-og} + - [Transferring Subtle Cyphers](#optional-rule-transferring-subtle-cyphers) [(RR, 132)]{.og-ref} +-- [Usage Limits for Abilities and Artifacts](#usage-limits-for-abilities-and-artifacts) [(OG-CSRD)]{.og-ref +- .og-ref-og} + - [Vehicular Combat](#action-vehicular-combat) [(230)]{.og-ref} + - [Vehicular Combat, Extended](#extended-vehicular-combat) [(SF, 39)]{.og-ref} + - [Weapon Properties](#optional-rule-weapon-properties) [(OG-CSRD)]{.og-ref .og-ref-og} diff --git a/patches/de-ogcsrd/013-rename-pdfs-and-tools-just-tools.patch b/patches/de-ogcsrd/013-rename-pdfs-and-tools-just-tools.patch new file mode 100644 index 0000000..b2de02b --- /dev/null +++ b/patches/de-ogcsrd/013-rename-pdfs-and-tools-just-tools.patch @@ -0,0 +1,20 @@ +--- _tmp/ccsrd.md 2025-07-20 19:47:54.359464537 -0500 ++++ _tmp/ccsrd.new.md 2025-07-20 19:50:09.500308530 -0500 +@@ -79283,7 +79283,7 @@ + + Related Sections + +-- [PDFs and Tools](#choose-pdfs) [(OG-CSRD)]{.og-ref .og-ref-og} ++- [Tools](#choose-pdfs) [(OG-CSRD)]{.og-ref .og-ref-og} + - [What's In the Book?](#choose-products) [(OG-CSRD)]{.og-ref .og-ref-og} + ::: + +@@ -79520,7 +79520,7 @@ + - [Teaching the Rules](#teaching-the-rules) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Using the Rules: Making Meaning](#making-meaning) [(OG-CSRD)]{.og-ref .og-ref-og} + +-##### PDFs and Tools [#](#choose-pdfs){.og-h-anchor aria-hidden="true"} {#choose-pdfs .og-h-small} ++##### Tools [#](#choose-pdfs){.og-h-anchor aria-hidden="true"} {#choose-pdfs .og-h-small} + + - [Abbreviated Creature Statistics: Demon](#creature-demon-summoned) [(322)]{.og-ref}[(OG-CSRD)]{.og-ref .og-ref-og} + - [Abbreviated Creature Statistics: Giant Spider](#creature-giant-spider-summoned) [(335)]{.og-ref}[(OG-CSRD)]{.og-ref diff --git a/patches/de-ogcsrd/014-remove-summoned-demon.patch b/patches/de-ogcsrd/014-remove-summoned-demon.patch new file mode 100644 index 0000000..4ed1ce0 --- /dev/null +++ b/patches/de-ogcsrd/014-remove-summoned-demon.patch @@ -0,0 +1,44 @@ +--- _tmp/ccsrd.md 2025-07-20 19:50:47.196543958 -0500 ++++ _tmp/ccsrd.new.md 2025-07-20 19:51:38.825866396 -0500 +@@ -24086,33 +24086,6 @@ + initiate. [(188)]{.og-ref}[(See ability details)]{.og-ability-notes} + ::: + +-::: {.alert .pb-0} +-##### Demon [5 (15)]{.float-end} [#](#creature-demon-summoned){.og-h-anchor aria-hidden="true"} {#creature-demon-summoned .og-h-small .og-tab} +- +-[(Cypher System Rulebook, page 322)]{.og-ref}[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-- **Health:** 25 +- +-- **Movement:** Short; can fly an immediate distance while immaterial +- +-- **Modifications:** Stealth as level 7 while immaterial; deception as level 6 +- +-- **Combat:** +- +- - *Immaterial Form.* The demon can pass through solid objects (up to level 4). Mundane attacks inflict only 1 +- damage, but magic, energy, and psychic attacks inflict damage normally. +- - *Immaterial Touch.* 5 points of damage, and The target must succeed an Intellect defense roll or be possessed. +- Once in possession of a host, the demon is immune to most attacks, and can only control or leave its host. +- - *Possession.* After one round (and every other round thereafter), the host must make an Intellect defense roll. +- On a success, the host loses their action. On a failure, the demon controls the host's actions. Each day, the +- host can make an Intellect defense roll to eject the demon. After seven days, these attempts are hindered one +- additional step each day. +- - *Casting Out.* Each day, the host can make an Intellect defense roll to cast out the demon. After seven days, +- these attempts are hindered one additional step each day. Exorcisms, rituals, or other methods might be used to +- cast out a demon. Killing the host will also eject the demon. Cast out demons are usually powerless---for a +- while. +-::: +- + - ::: {#ability-summon-giant-spider} + **Summon Giant Spider (4+ Intellect points):** A [giant spider](#creature-giant-spider) appears within immediate + range. If you applied a level of Effort as part of the summoning, the spider is amenable to your instructions; +@@ -79522,7 +79495,6 @@ + + ##### Tools [#](#choose-pdfs){.og-h-anchor aria-hidden="true"} {#choose-pdfs .og-h-small} + +-- [Abbreviated Creature Statistics: Demon](#creature-demon-summoned) [(322)]{.og-ref}[(OG-CSRD)]{.og-ref .og-ref-og} + - [Abbreviated Creature Statistics: Giant Spider](#creature-giant-spider-summoned) [(335)]{.og-ref}[(OG-CSRD)]{.og-ref + .og-ref-og} + - [Ability Category: Cyphers and Artifacts](#abilities-category-cyphers-and-artifacts) [(OG-CSRD)]{.og-ref .og-ref-og} diff --git a/patches/de-ogcsrd/015-remove-summoned-giant-spider.patch b/patches/de-ogcsrd/015-remove-summoned-giant-spider.patch new file mode 100644 index 0000000..a75a0c0 --- /dev/null +++ b/patches/de-ogcsrd/015-remove-summoned-giant-spider.patch @@ -0,0 +1,36 @@ +--- _tmp/ccsrd.md 2025-07-20 19:52:25.503157908 -0500 ++++ _tmp/ccsrd.new.md 2025-07-20 19:52:14.176087167 -0500 +@@ -24093,24 +24093,6 @@ + away. Action to initiate. [(188)]{.og-ref}[(See ability details)]{.og-ability-notes} + ::: + +-::: {.alert .pb-0} +-##### Giant Spider [3 (9)]{.float-end} [#](#creature-giant-spider-summoned){.og-h-anchor aria-hidden="true"} {#creature-giant-spider-summoned .og-h-small .og-tab} +- +-[(Cypher System Rulebook, page 335)]{.og-ref}[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-- **Health:** 12 +- +-- **Movement:** Short; long when traveling on web +- +-- **Modifications:** Perception as level 5; Speed defense as level 4 due to quickness---loses both modifications in +- bright light +- +-- **Combat:** +- +- - *Envenomed Fangs.* 3 damage, and if the target fails a Might defense roll, add 3 Speed damage (ignores Armor). +- - *Webs.* Giant spider webs (level 4) can hold victims immobile, unable to take actions until they break free. +-::: +- + - ::: {#ability-summon-gun} + **Summon Gun (3 Intellect points):** If you're ever without your six shooter, you can summon it (or another just + like it) instantly to your hand, already loaded. Enabler. [(HNAM, 114)]{.og-ref} +@@ -79495,8 +79477,6 @@ + + ##### Tools [#](#choose-pdfs){.og-h-anchor aria-hidden="true"} {#choose-pdfs .og-h-small} + +-- [Abbreviated Creature Statistics: Giant Spider](#creature-giant-spider-summoned) [(335)]{.og-ref}[(OG-CSRD)]{.og-ref +- .og-ref-og} + - [Ability Category: Cyphers and Artifacts](#abilities-category-cyphers-and-artifacts) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Ability Category: Errata](#abilities-category-errata) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Ability Category: Extra Action](#abilities-category-extra-action) [(OG-CSRD)]{.og-ref .og-ref-og} diff --git a/patches/de-ogcsrd/016-remove-alternative-armor-encumbrance.patch b/patches/de-ogcsrd/016-remove-alternative-armor-encumbrance.patch new file mode 100644 index 0000000..51f0ffb --- /dev/null +++ b/patches/de-ogcsrd/016-remove-alternative-armor-encumbrance.patch @@ -0,0 +1,147 @@ +--- _tmp/ccsrd.md 2025-07-20 19:52:43.276268912 -0500 ++++ _tmp/ccsrd.new.md 2025-07-20 19:58:52.951577660 -0500 +@@ -13233,8 +13233,8 @@ + Many abilities from the 2015 Cypher Sytem Rulebook were simply renamed or reworded, but others may have been removed or + altered for reasons including too complex resolution, improper cost assignment, or inappropriate power grade. + +-Some abilities will work best with optional rules like [Alternative Armor +-Encumbrance](optional-rule-alternative-armor-encumbrance) or [Weapon Properties](#optional-rule-weapon-properties). ++Some abilities will work best with optional rules like ++[Weapon Properties](#optional-rule-weapon-properties). + ::: + + ::: row +@@ -18108,14 +18108,7 @@ + + ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} + **Editor's Notes ---** In the 2015 Cypher System Rulebook [(26, 41, 49)]{.og-ref}, the [Experienced in +-Armor](#ability-experienced-in-armor){.og-ability} ability is named [Experienced With Armor]{.og-ability}. If your game +-uses [Alternative Armor Encumbrance](#optional-rule-alternative-armor-encumbrance), use the following version instead: +- +-- ::: {#ability-experienced-in-armor-og} +- **Experienced in Armor:** Your [Practiced in Armor](#ability-practiced-in-armor-og){.og-ability} ability improves, +- reducing the [hourly Might cost and Speed Pool penalty](#optional-rule-alternative-armor-encumbrance) for wearing +- armor by 3 points each instead. Enabler. [(OG-CSRD)]{.og-ref .og-ref-og}[(See ability details)]{.og-ability-notes} +- ::: ++Armor](#ability-experienced-in-armor){.og-ability} ability is named [Experienced With Armor]{.og-ability}. + ::: + + - ::: {#ability-expert-crafter} +@@ -20812,17 +20805,6 @@ + In the 2015 Cypher System Rulebook [(28, 43, 61)]{.og-ref}, the [Experienced in + Armor](#ability-greater-skill-with-attacks){.og-ability} ability is named [Experienced With Armor]{.og-ability}, and + includes explicit direction to perform the ability exchange suggested above. +- +-If your game uses [Alternative Armor Encumbrance](#optional-rule-alternative-armor-encumbrance), use the following +-version instead: +- +-- ::: {#ability-mastery-in-armor-og} +- **Mastery in Armor:** Your [Practiced in Armor](#ability-practiced-in-armor-og){.og-ability} ability improves, +- reducing the [hourly Might cost and Speed Pool penalty](#optional-rule-alternative-armor-encumbrance) for wearing +- armor by 5 points each instead. If you have the [Experienced in +- Armor](#ability-experienced-in-armor-og){.og-ability} ability, replace it with a different mid-tier ability from +- your type or focus. Enabler. [(OG-CSRD)]{.og-ref .og-ref-og}[(See ability details)]{.og-ability-notes} +- ::: + ::: + + - ::: {#ability-mastery-with-attacks} +@@ -21941,17 +21923,6 @@ + the game with a type of [armor](#equipment-armor) of your choice. Enabler. [(171)]{.og-ref} + ::: + +-::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} +-**Editor's Notes ---** If your game uses [Alternative Armor Encumbrance](#optional-rule-alternative-armor-encumbrance), +-use the following version of [Practiced in Armor](#ability-practiced-in-armor){.og-ability} instead: +- +-- ::: {#ability-practiced-in-armor-og} +- **Practiced in Armor:** You reduce the [hourly Might cost and Speed Pool +- penalty](#optional-rule-alternative-armor-encumbrance) for wearing armor by 2 points each. Enabler. +- [(OG-CSRD)]{.og-ref .og-ref-og}[(See ability details)]{.og-ability-notes} +- ::: +-::: +- + - ::: {#ability-practiced-in-light-armor} + **Practiced in Light Armor:** You can wear light armor for long periods of time without tiring and can compensate + for slowed reactions from wearing light armor. You reduce the Speed cost for wearing light armor by 1. You start the +@@ -26946,7 +26917,6 @@ + + Optional Rules + +-- [Alternative Armor Encumbrance](#optional-rule-alternative-armor-encumbrance) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Currency and Resource Depletion](#optional-rule-currency-and-resource-depletion) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Lethal Weapons](#optional-rule-lethal-weapons) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Lower Speed Effort Costs for Wearing Armor](#optional-rule-lower-speed-effort-costs-for-wearing-armor) +@@ -27107,7 +27077,6 @@ + + Optional Rules + +-- [Alternative Armor Encumbrance](#optional-rule-alternative-armor-encumbrance) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Lower Speed Effort Costs for Wearing Armor](#optional-rule-lower-speed-effort-costs-for-wearing-armor) + [(OG-CSRD)]{.og-ref .og-ref-og} + ::: +@@ -27228,29 +27197,6 @@ + : Speed Effort Cost per Level of Effort Used (Lower) + ::: + +-###### Optional Rule: Alternative Armor Encumbrance [#](#optional-rule-alternative-armor-encumbrance){.og-h-anchor aria-hidden="true"} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-Using this optional rule, Armor doesn't impose a Speed Effort cost. Instead, wearing armor has the following two +-effects: +- +-- **Hourly Might Cost:** You must pay a number of [Might](#might) points each hour the armor is worn. +- +-- **Speed Pool Penalty:** Wearing armor reduces your [Speed](#speed) [Pool](#pool)'s point maximum. +- +-- +- +-::: table-responsive +- Physical Armor Armor Bonus Hourly Might Cost Speed Pool Penalty +- ---------------- ------------- ------------------- -------------------- +- Light armor +1 Armor 1 point −2 points +- Medium armor +2 Armor 2 points −3 points +- Heavy armor +3 Armor 3 points −5 points +- +- : Alternative Armor Encumbrance +-::: +- + When using this rule, use the modified verions of the following abilities: + + - [Practiced in Armor](#ability-practiced-in-armor-og) [(OG-CSRD)]{.og-ref .og-ref-og} +@@ -78865,8 +78811,7 @@ + + ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} + Depending on the setting, the GM might also use rules for [lower speed Effort costs for wearing +-armor](#optional-rule-lower-speed-effort-costs-for-wearing-armor) or [alternative armor +-encumbrance](#optional-rule-alternative-armor-encumbrance). ++armor](#optional-rule-lower-speed-effort-costs-for-wearing-armor). + ::: + ::: + +@@ -79359,7 +79304,6 @@ + ##### Equipment, Cyphers, Artifacts, and Vehicles [#](#choose-optional-rules-equipment){.og-h-anchor aria-hidden="true"} {#choose-optional-rules-equipment .og-h-small} + + - [Advanced and Alien Tech](#advanced-and-alien-tech) [(RR, 73)]{.og-ref} +-- [Alternative Armor Encumbrance](#optional-rule-alternative-armor-encumbrance) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Crafting Magic Items](#crafting-magic-items) [(GF, 49)]{.og-ref}[(IOM, 90)]{.og-ref} + - [Creating Cyphers, Artifacts, and Abilities](#creating-cyphers-artifacts-and-abilities) [(OG-CSRD)]{.og-ref + .og-ref-og} +@@ -80231,7 +80175,7 @@ + + - *Numenera Discovery* (2019) uses [Lower Speed Effort Costs for Wearing + Armor](#optional-rule-lower-speed-effort-costs-for-wearing-armor). [(NDIS, 95)]{.og-ref} +-- *Numenera* (2014) uses [Alternative Armor Encumbrance](#optional-rule-alternative-armor-encumbrance) [(NUM, ++- *Numenera* (2014) uses Alternative Armor Encumbrance [(NUM, + 79)]{.og-ref} and [Object Level, Health, and Armor](#optional-rule-object-level-health-and-armor) [(NUM, + 98)]{.og-ref} + ::: +@@ -80570,7 +80514,7 @@ + ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} + **Editor's Notes ---** *The Strange* has its own rules for the setting, including: + +-- [Alternative Armor Encumbrance](#optional-rule-alternative-armor-encumbrance) [(TS, 86)]{.og-ref} ++- Alternative Armor Encumbrance [(TS, 86)]{.og-ref} + - [Object Level, Health, and Armor](#optional-rule-object-level-health-and-armor) [(TS, 113)]{.og-ref} + ::: + diff --git a/patches/de-ogcsrd/017-remove-lower-speed-effort-costs-for-armor.patch b/patches/de-ogcsrd/017-remove-lower-speed-effort-costs-for-armor.patch new file mode 100644 index 0000000..2ffd977 --- /dev/null +++ b/patches/de-ogcsrd/017-remove-lower-speed-effort-costs-for-armor.patch @@ -0,0 +1,110 @@ +--- _tmp/ccsrd.md 2025-07-20 19:59:35.409842814 -0500 ++++ _tmp/ccsrd.new.md 2025-07-20 20:02:32.472948622 -0500 +@@ -26919,8 +26919,6 @@ + + - [Currency and Resource Depletion](#optional-rule-currency-and-resource-depletion) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Lethal Weapons](#optional-rule-lethal-weapons) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [Lower Speed Effort Costs for Wearing Armor](#optional-rule-lower-speed-effort-costs-for-wearing-armor) +- [(OG-CSRD)]{.og-ref .og-ref-og} + - [Reviving Artifacts](#optional-rule-reviving-artifacts) [(IOM, 95)]{.og-ref} + - [Weapon Properties](#optional-rule-weapon-properties) [(OG-CSRD)]{.og-ref .og-ref-og} + +@@ -27074,11 +27072,6 @@ + - [Example: Using Light Armor](#speed-effort-cost-example) [(72)]{.og-ref}[(OG-CSRD)]{.og-ref .og-ref-og} + - [Special Armor](#equipment-armor-special-armor) [(256)]{.og-ref}[(SF, 71)]{.og-ref}[(OG-CSRD)]{.og-ref .og-ref-og} + - [Shields](#equipment-armor-shields) [(143)]{.og-ref}[(GF, 37)]{.og-ref} +- +-Optional Rules +- +-- [Lower Speed Effort Costs for Wearing Armor](#optional-rule-lower-speed-effort-costs-for-wearing-armor) +- [(OG-CSRD)]{.og-ref .og-ref-og} + ::: + + ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} +@@ -27180,36 +27173,6 @@ + otherwise](#first-tier-adept). + ::: + +-::: {.alert .ps-4 .pb-0} +-###### Optional Rule: Lower Speed Effort Costs for Wearing Armor [#](#optional-rule-lower-speed-effort-costs-for-wearing-armor){.og-h-anchor aria-hidden="true"} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-Using this optional rule, Speed Effort costs for wearing armor use the following table instead: +- +-::: table-responsive +- Physical Armor Armor Bonus Not Experienced Practiced Experienced Mastery +- ---------------- ------------- ----------------- ----------- ------------- --------- +- Light armor +1 Armor +1 --- --- --- +- Medium armor +2 Armor +2 +1 --- --- +- Heavy armor +3 Armor +3 +2 +1 --- +- +- : Speed Effort Cost per Level of Effort Used (Lower) +-::: +- +-When using this rule, use the modified verions of the following abilities: +- +-- [Practiced in Armor](#ability-practiced-in-armor-og) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [Experienced in Armor](#ability-experienced-in-armor-og) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [Mastery in Armor](#ability-mastery-in-armor-og) [(OG-CSRD)]{.og-ref .og-ref-og} +-::: +- +-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} +-In games using alternative armor encumbrance rule, the \"Other\" [character advancement](#character-advancement) option +-to \"reduce the cost for wearing armor\" might instead reduce the Might cost per hour and Speed Pool reduction for +-wearing armor by an additional 1 point each. +-::: +- + ------------------------------------------------------------------------------------------------------------------------ + + #### Weapons [#](#equipment-weapons){.og-h-anchor aria-hidden="true"} {#equipment-weapons} +@@ -78808,11 +78771,6 @@ + armor](#equipment-using-armor), [Speed Effort costs](#equipment-armor-speed-effort-cost-per-level-of-effort-used) (also + referred to as \"encumbrance\"), [special armor](#equipment-armor-special-armor), and + [shields](#equipment-armor-shields). +- +-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} +-Depending on the setting, the GM might also use rules for [lower speed Effort costs for wearing +-armor](#optional-rule-lower-speed-effort-costs-for-wearing-armor). +-::: + ::: + + #### Playing the Game [#](#faq-gameplay){.og-h-anchor aria-hidden="true"} {#faq-gameplay .og-h-small} +@@ -79314,8 +79272,6 @@ + - [Faster Crafting in a High-Tech Setting](#superhero-faster-crafting-in-a-high-tech-setting) [(CTS, 65)]{.og-ref} + - [I Have That!](#optional-rule-i-have-that) [(WAAMH, 70)]{.og-ref} + - [Lethal Weapons](#optional-rule-lethal-weapons) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [Lower Speed Effort Costs for Wearing Armor](#optional-rule-lower-speed-effort-costs-for-wearing-armor) +- [(OG-CSRD)]{.og-ref .og-ref-og} + - [Modifying High-Tech Devices](#superhero-modifying-high-tech-devices) [(CTS, 64)]{.og-ref} + - [Normal Cyphers Duplicating Fantastic Effects](#optional-rule-normal-cyphers-duplicating-fantastic-effects) + [(381)]{.og-ref} +@@ -80173,8 +80129,8 @@ + ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} + **Editor's Notes ---** *Numenera* has its own rules for the setting, including: + +-- *Numenera Discovery* (2019) uses [Lower Speed Effort Costs for Wearing +- Armor](#optional-rule-lower-speed-effort-costs-for-wearing-armor). [(NDIS, 95)]{.og-ref} ++- *Numenera Discovery* (2019) uses Lower Speed Effort Costs for Wearing ++ Armor. [(NDIS, 95)]{.og-ref} + - *Numenera* (2014) uses Alternative Armor Encumbrance [(NUM, + 79)]{.og-ref} and [Object Level, Health, and Armor](#optional-rule-object-level-health-and-armor) [(NUM, + 98)]{.og-ref} +@@ -80256,7 +80212,7 @@ + ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} + **Editor's Notes ---** *Old Gods of Appalachia* has its own rules for the setting, including: + +-- [Lower Speed Effort Costs for Wearing Armor](#optional-rule-lower-speed-effort-costs-for-wearing-armor) [(OGOA, ++- Lower Speed Effort Costs for Wearing Armor [(OGOA, + 124)]{.og-ref} + ::: + +@@ -80599,7 +80555,7 @@ + + - [Lethal Weapons](#optional-rule-lethal-weapons) (with the *Effective Armor* optional rule) [(VURT, + 99)]{.og-ref}[(VURT, 101)]{.og-ref} +-- [Lower Speed Effort Costs for Wearing Armor](#optional-rule-lower-speed-effort-costs-for-wearing-armor) [(VURT, ++- Lower Speed Effort Costs for Wearing Armor [(VURT, + 139)]{.og-ref} + ::: + diff --git a/patches/de-ogcsrd/018-remove-dead-link-are-you-new-player.patch b/patches/de-ogcsrd/018-remove-dead-link-are-you-new-player.patch new file mode 100644 index 0000000..b1aa6b2 --- /dev/null +++ b/patches/de-ogcsrd/018-remove-dead-link-are-you-new-player.patch @@ -0,0 +1,10 @@ +--- _tmp/ccsrd.md 2025-07-20 20:07:04.382647213 -0500 ++++ _tmp/ccsrd.new.md 2025-07-20 20:10:47.764043003 -0500 +@@ -188,7 +188,6 @@ + - [Experience Points](#how-to-play-experience-points) [(11)]{.og-ref} + - [Cyphers](#how-to-play-cyphers) [(12)]{.og-ref} + - [Other Dice](#how-to-play-other-dice) [(12)]{.og-ref} +-- [Are You a New Player?](#are-you-a-new-player) [(OG-CSRD)]{.og-ref .og-ref-og} + + Related Sections + diff --git a/patches/de-ogcsrd/019-remove-using-effort-after-rolling.patch b/patches/de-ogcsrd/019-remove-using-effort-after-rolling.patch new file mode 100644 index 0000000..0c682a4 --- /dev/null +++ b/patches/de-ogcsrd/019-remove-using-effort-after-rolling.patch @@ -0,0 +1,48 @@ +--- _tmp/ccsrd.md 2025-07-20 20:12:28.187670489 -0500 ++++ _tmp/ccsrd.new.md 2025-07-20 20:12:24.140645201 -0500 +@@ -569,8 +569,6 @@ + + Optional Rules + +-- [Using Effort After Rolling the Die](#optional-rule-using-effort-after-rolling-the-die) [(OG-CSRD)]{.og-ref +- .og-ref-og} + - [Using Other Pools to Pay Cost Remainders](#optional-rule-using-other-pools-to-pay-cost-remainders) + [(OG-CSRD)]{.og-ref .og-ref-og} + +@@ -958,27 +955,7 @@ + However, abilities like [Mind for Might](#ability-mind-for-might){.og-ability} and [Think Your Way + Out](#ability-think-your-way-out){.og-ability} might feel a little less special when using this rule. +- +-###### Optional Rule: Using Effort After Rolling the Die [#](#optional-rule-using-effort-after-rolling-the-die){.og-h-anchor aria-hidden="true"} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-Some players hate to fail a roll. If players decide [roll the die](#rules-rolling-the-die), and then decide how many +-levels of [Effort](#effort) after rolling, they will never never feel like Effort used was \"wasted\" because of a low +-roll. However, this introduces new efficiency in [Pool](Pool) point expenditure, and might require the GM to find new +-ways of challenging the PCs. Here are a two possible arrangements: +- +-- **Apply Effort After Rolling:** Before you [roll the die](#rules-rolling-the-die), decide how many levels of +- [Effort](#effort) to apply to the task. After you roll the die and know the result, you can decide how each level +- Effort used is applied, for example, easing the task to succeed, inflicting additional damage, or do something else +- specified by a [special ability](#choose-abilities). +- +-- **Declare Effort After Rolling:** After you [roll the die](#rules-rolling-the-die) and know the result, you can +- choose to use [Effort](#effort) on the task, for example, easing the task to succeed, inflicting additional damage, +- or do something else specified by a [special ability](#choose-abilities). When using this option, the GM might +- decide that a [special roll](#rules-special-rolls) of natural 20 doesn't decrease the point cost of the action to +- 0. + ::: + + ------------------------------------------------------------------------------------------------------------------------ + + #### Character Tiers [#](#character-tiers){.og-h-anchor aria-hidden="true"} +@@ -79333,8 +79311,6 @@ + - [Trading Damage for Effect](#optional-rule-trading-damage-for-effect) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Trading Success for GM Intrusion](#optional-rule-trading-success-for-gm-intrusion) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Ultimate Damage](#optional-rule-ultimate-damage) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [Using Effort After Rolling the Die](#optional-rule-using-effort-after-rolling-the-die) [(OG-CSRD)]{.og-ref +- .og-ref-og} + - [Using Other Pools to Pay Cost Remainders](#optional-rule-using-other-pools-to-pay-cost-remainders) + [(OG-CSRD)]{.og-ref .og-ref-og} + - [Void Rules](#void-rules) [(SF, 35)]{.og-ref} diff --git a/patches/de-ogcsrd/020-remove-creating-new-character-options.patch b/patches/de-ogcsrd/020-remove-creating-new-character-options.patch new file mode 100644 index 0000000..cb0e45d --- /dev/null +++ b/patches/de-ogcsrd/020-remove-creating-new-character-options.patch @@ -0,0 +1,156 @@ +--- _tmp/ccsrd.md 2025-07-20 20:15:54.371958812 -0500 ++++ _tmp/ccsrd.new.md 2025-07-20 20:15:49.447928047 -0500 +@@ -579,7 +579,6 @@ + Related Sections + + - [Character Advancement](#character-advancement) [(240)]{.og-ref} +-- [Creating New Character Options](#creating-new-character-options) [(OG-CSRD)]{.og-ref .og-ref-og} + ::: + + [(Cypher System Rulebook, page 14)]{.og-ref} +@@ -1300,13 +1299,11 @@ + + - [Fairy Tale](#fairy-tale-types) [(WAAMH, 64)]{.og-ref} + - [Additional Types](#additional-types) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [Creating New Character Options](#creating-new-character-options) [(OG-CSRD)]{.og-ref .og-ref-og} + + Related Sections + + - [Flavor](#choose-flavor) [(34)]{.og-ref} + - [Additional Types](#additional-types) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [Creating New Character Options](#creating-new-character-options) [(OG-CSRD)]{.og-ref .og-ref-og} + ::: + + [(Cypher System Rulebook, page 20)]{.og-ref} +@@ -2995,7 +2992,6 @@ + + - [Type](#choose-type) [(20)]{.og-ref} + - [Additional Flavors](#additional-flavors) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [Creating New Character Options](#creating-new-character-options) [(OG-CSRD)]{.og-ref .og-ref-og} + ::: + + [(Cypher System Rulebook, page 34)]{.og-ref} +@@ -4021,7 +4017,6 @@ + Related Sections + + - [Additional Descriptors](#additional-descriptors) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [Creating New Character Options](#creating-new-character-options) [(OG-CSRD)]{.og-ref .og-ref-og} + ::: + + [(Cypher System Rulebook, page 38)]{.og-ref} +@@ -6930,7 +6925,6 @@ + Related Sections + + - [Additional Foci](#additional-foci) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [Creating New Character Options](#creating-new-character-options) [(OG-CSRD)]{.og-ref .og-ref-og} + ::: + + [(Cypher System Rulebook, page 60)]{.og-ref} +@@ -76008,7 +76002,6 @@ + - [Campaign Design Checklist](#campaign-design-checklist) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Creating Cyphers, Artifacts, and Abilities](#creating-cyphers-artifacts-and-abilities) [(OG-CSRD)]{.og-ref + .og-ref-og} +-- [Creating New Character Options](#creating-new-character-options) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Creating Creatures and NPCs](#creating-creatures-and-npcs) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Session Preparation](#session-preparation) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Teaching the Rules](#teaching-the-rules) [(OG-CSRD)]{.og-ref .og-ref-og} +@@ -78021,91 +78014,6 @@ + + ------------------------------------------------------------------------------------------------------------------------ + +-#### Creating New Character Options [#](#creating-new-character-options){.og-h-anchor aria-hidden="true"} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-Creating new character options is fun and easy. Just like any game, it's a good idea to take something and modify it +-first, or at least read around for the closest comparison. +- +-[Chapter 9: Abilities](#chapter-9-abilities) is an invaluable tool for creating new character options. When selecting an +-ability, it's a good idea to see how common it is. If an ability only exists in one [focus](#choose-focus), it might +-not be a good idea to combine it with other such abilities, since they were never intended for a PC to have both. Be +-fearless, but use your judgement. +- +-##### Creating New Descriptors [#](#creating-new-character-options-descriptors){.og-h-anchor aria-hidden="true"} {#creating-new-character-options-descriptors .og-h-small} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-The section on [Customizing Descriptors](#customizing-descriptors) provides some guidance and a few recipes for +-descriptors. It's okay to be a little more adventurous, as descriptors like [Clumsy](#descriptor-clumsy), +-[Dishonorable](#descriptor-dishonorable), [Doomed](#descriptor-doomed). +- +-If you're interested in the idea of [Species as Descriptor](#species-as-descriptor), the +-[Mutant](#post-apocalyptic-species-mutant) descriptor also provides recipes using the [mutations](#mutations) tables you +-can employ. +- +-Alternatively, the [Modern Magic Descriptors](#modern-magic-descriptors) provide an interesting sort of +-mini-[flavor](#choose-flavor) with a selection of appropriate low-tier abilities taken as [abilities](#choose-type). +- +-##### Creating New Types [#](#creating-new-character-options-types){.og-h-anchor aria-hidden="true"} {#creating-new-character-options-types .og-h-small} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-In addition to the use of [flavor](#choose-flavor) to modify types, the section on [Further +-Customization](#further-customization) provides some guidance. +- +-The ability power grades described in [Chapter 9: Abilities](#chapter-9-abilities) begin to explain why +-[Adepts](#type-adept) are assigned fewer new abilities each tier compared to other [types](#choose-type): +- +-- Adept abilities include more higher-tier abilities, and PCs can choose them at lower tiers. +-- Adepts favor [Intellect](#intellect)-based abilities that might be modified with initial +- costs, allowing them to be more creative with how they +- apply their abilities. +- +-Because of their limited ability choices, an [Adept](#type-adept) can't benefit as much choosing a [flavor](#choose) +-compared to an [Explorer](#type-explorer). +- +-##### Creating New Flavors [#](#creating-new-character-options-flavors){.og-h-anchor aria-hidden="true"} {#creating-new-character-options-flavors .og-h-small} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-Since [flavors](#choose-flavor) can be chosen by any PC, it's best if their abilities stick to the power grades +-described in [Chapter 9: Abilities](#chapter-9-abilities). Be careful to preserve PC niches. For example, if a +-[type](#choose-type) or [focus](#choose-focus) assigns a unique ability at tier 3, it might be best if a flavor offers +-it at tier 4 instead. +- +-You might not even need to design an entire flavor, and prefer to use the optional rule for [Personal +-Flavor](#optional-rule-personal-flavor) instead. +- +-###### Creating New Foci [#](#creating-new-character-options-foci){.og-h-anchor aria-hidden="true"} {#creating-new-character-options-foci} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-In addition to the sections on [Creating New Foci](#focus-creating-new-foci) and [Customizing +-Foci](#focus-customizing-foci) in [Chapter 8: Foci](#chapter-8-foci), this section provides observations about foci to +-consier when [creating new abilities](#creating-cyphers-artifacts-and-abilities): +- +-- Training in two [skills](#choose-skills)---other than attacks or defense---is a common form of low-tier ability. +-- Most foci start with two low-tier abilities at tier 1. A few start with one mid-tier ability. +-- Training in a [defense task](#defense-tasks) is a common low-tier ability. +-- If a focus is all about using a particular weapon, include a tier 1 ability that ensures the PC is practiced with +- those attacks. +-- Powerful foci frequently assign a single low-tier ability tier 2. +-- Training in an [attack](#action-attack) is a common mid-tier ability. +-- A low-tier ability assigned at tier 4 or tier 5 can balance things out. +-- Ensuring a PC is specialized in attacks is a common high-tier ability, but some PCs might become specialized earlier +- through a [type](#choose-type) or [flavor](#choose-flavor) ability, especially if the focus about using weaponry. +-- Tier 3 and tier 6 usually assign a choice between two abilities, but there are exceptions, like [Inks Spells on +- Skin](#focus-inks-spells-on-skin) and [Never Says Die](#focus-never-says-die). +-- Remember that PCs can gain both options of an [ability choice](#focus-choosing-foci) through [character +- advancement](#character-advancement). +- +-It can be fun to come up with four [focus connections](#focus-connections) for your new focus that address the setting, +-the other PCs, or whatever else is appropriate. +- +------------------------------------------------------------------------------------------------------------------------- +- + ::: {#part5} + ## [Part 5]{.og-chap} Back Matter + +@@ -79337,7 +79245,6 @@ + - [Calling for Rolls](#calling-for-rolls) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Creating Challenging Encounters](#creating-challenging-encounters) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Creating Creatures and NPCs](#creating-creatures-and-npcs) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [Creating New Character Options](#creating-new-character-options) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Difficulty, Graduated](#graduated-difficulty) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Difficulty, Passive](#passive-difficulty) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Difficulty, Vague](#vague-difficulty) [(OG-CSRD)]{.og-ref .og-ref-og} diff --git a/patches/de-ogcsrd/021-remove-creating-cyphers-artifacts-and-abilities.patch b/patches/de-ogcsrd/021-remove-creating-cyphers-artifacts-and-abilities.patch new file mode 100644 index 0000000..60a9dee --- /dev/null +++ b/patches/de-ogcsrd/021-remove-creating-cyphers-artifacts-and-abilities.patch @@ -0,0 +1,110 @@ +--- _tmp/ccsrd.md 2025-07-20 20:16:16.727098497 -0500 ++++ _tmp/ccsrd.new.md 2025-07-20 20:26:13.245828204 -0500 +@@ -12544,8 +12544,6 @@ + Related Sections + + - [Covens](#choose-covens) [(IOM, 88)]{.og-ref} +-- [Creating Cyphers, Artifacts, and Abilities](#creating-cyphers-artifacts-and-abilities) [(OG-CSRD)]{.og-ref +- .og-ref-og} + - [Flavor](#choose-flavor) [(34)]{.og-ref} + - [Mystical Martial Arts](#mystical-martial-arts) [(GF, 68)]{.og-ref} + - [Paranormal Vices](#choose-paranormal-vices) [(HNAM, 65)]{.og-ref} +@@ -27339,8 +27337,6 @@ + Related Sections + + - [Ability Category: Cyphers and Artifacts](#abilities-category-cyphers-and-artifacts) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [Creating Cyphers, Artifacts, and Abilities](#creating-cyphers-artifacts-and-abilities) [(OG-CSRD)]{.og-ref +- .og-ref-og} + - [Running the Game: Artifacts](#running-the-game-artifacts) [(421)]{.og-ref} + ::: + +@@ -73167,8 +73163,6 @@ + Related Sections + + - [Ability Category: Cyphers and Artifacts](#abilities-category-cyphers-and-artifacts) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [Creating Cyphers, Artifacts, and Abilities](#creating-cyphers-artifacts-and-abilities) [(OG-CSRD)]{.og-ref +- .og-ref-og} + - [Running the Game: Cyphers](#running-the-game-cyphers) [(420)]{.og-ref} + ::: + +@@ -76000,8 +75994,6 @@ + GM Preparation + + - [Campaign Design Checklist](#campaign-design-checklist) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [Creating Cyphers, Artifacts, and Abilities](#creating-cyphers-artifacts-and-abilities) [(OG-CSRD)]{.og-ref +- .og-ref-og} + - [Creating Creatures and NPCs](#creating-creatures-and-npcs) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Session Preparation](#session-preparation) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Teaching the Rules](#teaching-the-rules) [(OG-CSRD)]{.og-ref .og-ref-og} +@@ -77967,53 +77959,6 @@ + + ------------------------------------------------------------------------------------------------------------------------ + +-#### Creating Cyphers, Artifacts, and Abilities [#](#creating-cyphers-artifacts-and-abilities){.og-h-anchor aria-hidden="true"} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-In the Cypher System, discovering things isn't just for players. Thankfully, the game provides us some quick and easy +-ways to try anything once, especially where the PCs are concerned. If you've come up with the idea for an ability, or a +-player wants to try out a special customization for their PC, try it as a [cypher](#choose-cyphers) first! For example, +-let's say a player wants to try out focus abilities beyond their current tier. You could create a cypher that lets them +-do exactly that---for one day. +- +-::: {.alert .ps-4 .pb-0} +-##### Future You[]{.og-icon .og-cypher-subtle .ms-1 toggle="tooltip" title="Subtle Cypher"} [#](#cypher-future-you){.og-h-anchor aria-hidden="true"} {#cypher-future-you .og-h-small .og-h-h6-icon} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-- **Level:** 1d6 +- +-- **Effect:** For the next day, you gain a number of type or focus abilities available to your tier or one higher. The +- number of abilities you choose is equal to the cypher level. +-::: +- +-The cypher's effects can\'t last more than one session, but might give you a good basis on which to judge how +-dangerous, delightful, or disruptive it might be. If you'd like to continue playing with things, refine your cypher +-into an artifact. If you're worried something is too powerful, you can also add balancing factors: +- +-::: {.alert .ps-4 .pb-0} +-##### Well of Potential [#](#artifact-well-of-potential){.og-h-anchor aria-hidden="true"} {#artifact-well-of-potential .og-h-small .og-tab} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-- **Level:** 1d6 +- +-- **Form:** Amulet +- +-- **Effect:** For the next day, you gain a number of type or focus abilities available to your tier or one higher. The +- number of abilities you choose is equal to the cypher level. The abilities you gain are slightly unstable, and any +- tasks you use them for raise the [GM intrusion rate](#intrusion-through-player-rolls) on the roll by 1. +- +-- **Depletion:** 1 in 1d10 +-::: +- +-By the time the artifact depletes, you'll be in a better position to assign an [initial cost](#rules-initial-cost) for +-it as a [special ability](#choose-abilities), or to decide if the PC can [revive](#optional-rule-reviving-artifacts) the +-artifact, or make its effects permanent by [spending XP](#choose-xp). +- +------------------------------------------------------------------------------------------------------------------------- +- + ::: {#part5} + ## [Part 5]{.og-chap} Back Matter + +@@ -79106,8 +79051,6 @@ + + - [Cantrips](#cantrips) [(IOM, 82)]{.og-ref} + - [Covens](#covens) [(IOM, 88)]{.og-ref} +-- [Creating Cyphers, Artifacts, and Abilities](#creating-cyphers-artifacts-and-abilities) [(OG-CSRD)]{.og-ref +- .og-ref-og} + - [Customizing Descriptors](#customizing-descriptors) [(59)]{.og-ref} + - [Drawbacks and Penalties](#drawbacks-and-penalties) [(33)]{.og-ref} + - [Familiars](#familiars) [(IOM, 94)]{.og-ref} +@@ -79147,8 +79090,6 @@ + + - [Advanced and Alien Tech](#advanced-and-alien-tech) [(RR, 73)]{.og-ref} + - [Crafting Magic Items](#crafting-magic-items) [(GF, 49)]{.og-ref}[(IOM, 90)]{.og-ref} +-- [Creating Cyphers, Artifacts, and Abilities](#creating-cyphers-artifacts-and-abilities) [(OG-CSRD)]{.og-ref +- .og-ref-og} + - [Currency and Resource Depletion](#optional-rule-currency-and-resource-depletion) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Exceeding Cypher Limits](#optional-rule-exceeding-cypher-limits) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Exceeding Cypher Limits (Modern Fantasy)](#modern-magic-exceeding-cypher-limits) [(IOM, 92)]{.og-ref} diff --git a/patches/de-ogcsrd/022-remove-advancing-beyond-tier-6.patch b/patches/de-ogcsrd/022-remove-advancing-beyond-tier-6.patch new file mode 100644 index 0000000..db1f3ab --- /dev/null +++ b/patches/de-ogcsrd/022-remove-advancing-beyond-tier-6.patch @@ -0,0 +1,80 @@ +--- _tmp/ccsrd.md 2025-07-20 20:26:55.504092664 -0500 ++++ _tmp/ccsrd.new.md 2025-07-20 20:30:36.967478667 -0500 +@@ -30500,7 +30500,6 @@ + + Optional Rules + +-- [Advancing Beyond Tier 6](#optional-rule-advancing-beyond-tier-6) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Equal Advancement](#equal-advancement) [(240)]{.og-ref} + - [Optional Character Advancements](#optional-character-advancements) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Slower Advancement](#optional-rule-slower-advancement) [(OG-CSRD)]{.og-ref .og-ref-og} +@@ -30926,7 +30925,7 @@ + armor](#equipment-using-armor) by 1. + - Add 2 to your [recovery rolls](#recovery-rolls). + - Select another [focus](#chapter-8-focus) ability available to you at tier 3. (You must be tier 3 or higher to do +- this. Characters [advancing beyond tier 6](#optional-rule-advancing-beyond-tier-6) can use this option to select ++ this. Characters advancing beyond tier 6 can use this option to select + their other tier 6 focus ability.) + - Select another character ability from your [type](#chapter-5-type), such as a tier 2 [Warrior](#type-warrior) + selecting [Reload](#ability-reload){.og-ability} or [Crushing Blow](#ability-crushing-blow){.og-ability}. +@@ -31185,52 +31184,6 @@ + + : Increased Advancement Costs by Tier + ::: +- +-##### Optional Rule: Advancing Beyond Tier 6 [#](#optional-rule-advancing-beyond-tier-6){.og-h-anchor aria-hidden="true"} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-This section is based on *Tiers Above Sixth* in the 2015 Cypher System Rulebook [(234)]{.og-ref}. Challenging PCs above +-sixth tier probably involves [really impossible tasks](#really-impossible-tasks). +- +-After reaching sixth-tier, if the GM allows it, you can continue to spend [XP](#choose-xp) to purchase the following +-character advancements. After purchasing four advancements, instead of advancing to a new tier, you gain one special +-ability of your choice from your [type](#choose-type) or [focus](#choose-focus). The GM might also assign additional +-benefits instead of tier advancement, for example, advancing a second [focus](#choose-focus) by one tier and gaining its +-associated special abilities, or making a choice from a list of [power shifts](#optional-rule-power-shifts) or +-[posthuman upgrades](#optional-rule-posthuman-upgrades). +- +-- **Increase Pools**: You gain 4 new points to add to your [stat](#character-stats) [Pools](#pool). You can allocate +- the points among your Pools however you wish. +- +-- **Increase Edge:** You add 1 to your [Might](#might), [Speed](#speed) or [Intellect](#intellect) [Edge](#edge), up +- to a maximum of 6. If you have features that permanently increase a stat's Edge, the maximum is increased by an +- equal amount. For example, a PC with the [Roach](#post-apocalyptic-species-roach) descriptor and [Golem +- Body](#ability-golem-body){.og-ability} ability has a maximum Might Edge and Speed Edge of 7. Likewise, a +- [weakness](#drawbacks-and-penalties) from a [harmful mutation](#harmful-mutations) or other source lowers a stat's +- maximum. [Cyphers](#choose-cyphers) like [Speed Boost](#cypher-speed-boost) and special abilities [Beast +- Form](#ability-beast-form){.og-ability} that provide temporary increases to Edge function normally. +- +-- **Increase Effort:** Your [Effort](#effort) score increases by 1, up to a maximum of 6. +- +-- **Increase Skills:** Choose one [skill](#skills) (other than attacks or defense) or a special ability to become +- trained in. You can also use this advancement to become specialized in a skill or ability you're already trained +- in, or to cancel out an inability, becoming practiced in the task. You can choose this advancement up to three +- times, selecting a different skill or special ability each time. +- +-- **Increase Recovery Rolls:** Add 2 to your [recovery rolls](#recovery-rolls). +- +-- **Armor Training:** Reduce your [Speed Effort cost](#equipment-armor-speed-effort-cost-per-level-of-effort-used) for +- wearing armor by 1. +- +-- **Gain a Special Ability:** Select one new ability from your [type](#chapter-5-type) or [focus](#chapter-8-focus). +- If the GM allows, you can use this option to permanently gain a [spellcasting](#optional-rule-spellcasting) or +- [psionic](#optional-rule-psionics) ability, allowing you to use it by paying its Pool point cost instead of using a +- [recovery roll](#recovery-rolls) or spending time to cast a spell or manifest a psionic ability. +- +-- **Mutate:** If the GM allows this character advancement, you gain a [beneficial mutation](#beneficial-mutations), +- [powerful mutation](#powerful-mutations), or [distinctive mutations](#distinctive-mutations). The GM might allow you +- to choose a specific mutation, or require you to roll for a random one. + ::: + + ------------------------------------------------------------------------------------------------------------------------ +@@ -79074,7 +79027,6 @@ + + ##### Experience Points (XP) [#](#choose-optional-experience-points){.og-h-anchor aria-hidden="true"} {#choose-optional-experience-points .og-h-small} + +-- [Advancing Beyond Tier 6](#optional-rule-advancing-beyond-tier-6) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Equal Advancement](#equal-advancement) [(240)]{.og-ref} + - [Optional Character Advancements](#optional-character-advancements) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Separate Reroll and GM Intrusion Refusal Costs](#optional-rule-separate-reroll-and-gm-intrusion-refusal-costs) diff --git a/patches/de-ogcsrd/023-remove-separate-reroll-and-gm-intrusion-refusal.patch b/patches/de-ogcsrd/023-remove-separate-reroll-and-gm-intrusion-refusal.patch new file mode 100644 index 0000000..8a52302 --- /dev/null +++ b/patches/de-ogcsrd/023-remove-separate-reroll-and-gm-intrusion-refusal.patch @@ -0,0 +1,60 @@ +--- _tmp/ccsrd.md 2025-07-20 20:31:54.669964951 -0500 ++++ _tmp/ccsrd.new.md 2025-07-20 20:33:54.567715310 -0500 +@@ -30808,8 +30808,7 @@ + + ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} + **Editor's Notes ---** For more on GM intrusions and rerolls, see [Intrusion Through Player +-Rolls](#intrusion-through-player-rolls) and the optional rule for [Separate Reroll and GM Intrusion Refusal +-Costs](#optional-rule-separate-reroll-and-gm-intrusion-refusal-costs). ++Rolls](#intrusion-through-player-rolls). + ::: + + ##### Short- and Medium-Term Benefits [#](#experience-points-short-and-medium-term-benefits){.og-h-anchor aria-hidden="true"} {#experience-points-short-and-medium-term-benefits} +@@ -75956,8 +75955,6 @@ + + - [Effort for NPCs](#optional-rule-effort-for-npcs) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Modifying Creatures](#choose-modifying-creatures) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [Separate Reroll and GM Intrusion Refusal Costs](#optional-rule-separate-reroll-and-gm-intrusion-refusal-costs) +- [(OG-CSRD)]{.og-ref .og-ref-og} + + Related Sections + +@@ -76371,8 +76368,6 @@ + - [Horror Mode](#horror-rules-horror-mode) [(283)]{.og-ref}[(SA, 89)]{.og-ref} + - [Last Survivor](#horror-rules-last-survivor) [(SA, 91)]{.og-ref} + - [Poor Choices](#horror-rules-poor-choices-gm-intrusions) [(SA, 94)]{.og-ref} +-- [Separate Reroll and GM Intrusion Refusal Costs](#optional-rule-separate-reroll-and-gm-intrusion-refusal-costs) +- [(OG-CSRD)]{.og-ref .og-ref-og} + - [Trading Success for GM Intrusion](#optional-rule-trading-success-for-gm-intrusion) [(OG-CSRD)]{.og-ref .og-ref-og} + + Related Sections +@@ -76580,20 +76575,6 @@ + of 1--3. + ::: + +-::: {.alert .ps-4 .pb-0} +-###### Optional Rule: Separate Reroll and GM Intrusion Refusal Costs [#](#optional-rule-separate-reroll-and-gm-intrusion-refusal-costs){.og-h-anchor aria-hidden="true"} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-Using this optional rule, the 1 [XP](#choose-xp) costs for [rerolling the die](#experience-points-immediate-benefits) +-and avoiding a [GM intrusion](#gm-intrusion) triggered by a [special roll](#rules-special-rolls) are treated as separate +-expenditures. Possible outcomes of this include: +- +-- If a player decides to keep the GM intrusion, but pays 1 XP to to reroll the die and succeeds, the GM intrusion +- still complicates the situation. +-- If the PC pays 1 XP to avoid the GM intrusion but keeps the roll, the outcome is that of a normal unsuccessful roll. +-- If a PC pays 2 XP, they avoid the GM intrusion and make another roll. +- + ###### Optional Rule: Trading Success for GM Intrusion [#](#optional-rule-trading-success-for-gm-intrusion){.og-h-anchor aria-hidden="true"} + + [(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +@@ -79029,8 +79010,6 @@ + + - [Equal Advancement](#equal-advancement) [(240)]{.og-ref} + - [Optional Character Advancements](#optional-character-advancements) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [Separate Reroll and GM Intrusion Refusal Costs](#optional-rule-separate-reroll-and-gm-intrusion-refusal-costs) +- [(OG-CSRD)]{.og-ref .og-ref-og} + - [Slower Advancement](#optional-rule-slower-advancement) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Spending XP](#choose-xp) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Starting at Tier 0](#optional-rule-starting-at-tier-0) [(OG-CSRD)]{.og-ref .og-ref-og} diff --git a/patches/de-ogcsrd/024-remove-trading-success-for-gm-intrusion.patch b/patches/de-ogcsrd/024-remove-trading-success-for-gm-intrusion.patch new file mode 100644 index 0000000..2156a0c --- /dev/null +++ b/patches/de-ogcsrd/024-remove-trading-success-for-gm-intrusion.patch @@ -0,0 +1,33 @@ +--- _tmp/ccsrd.md 2025-07-20 20:34:13.240832165 -0500 ++++ _tmp/ccsrd.new.md 2025-07-20 20:34:41.045006170 -0500 +@@ -76368,7 +76368,6 @@ + - [Horror Mode](#horror-rules-horror-mode) [(283)]{.og-ref}[(SA, 89)]{.og-ref} + - [Last Survivor](#horror-rules-last-survivor) [(SA, 91)]{.og-ref} + - [Poor Choices](#horror-rules-poor-choices-gm-intrusions) [(SA, 94)]{.og-ref} +-- [Trading Success for GM Intrusion](#optional-rule-trading-success-for-gm-intrusion) [(OG-CSRD)]{.og-ref .og-ref-og} + + Related Sections + +@@ -76575,14 +76574,6 @@ + of 1--3. + ::: + +-###### Optional Rule: Trading Success for GM Intrusion [#](#optional-rule-trading-success-for-gm-intrusion){.og-h-anchor aria-hidden="true"} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-Using this optional rule, if a PC fails a task by only 1 difficulty level (3 or fewer on the d20 roll), they can choose +-to succeed instead, but the GM makes a free [GM intrusion](#gm-intrusion). +-::: +- + ##### GM Intrusion That Affects the Group [#](#gm-intrusion-that-affects-the-group){.og-h-anchor aria-hidden="true"} + + [(Cypher System Rulebook, page 410)]{.og-ref} +@@ -79088,7 +79079,6 @@ + - [Survival](#weird-west-curses) [(HNAM, 62)]{.og-ref} + - [Task and Fate Dice Resolution](#optional-rule-task-and-fate-dice-resolution) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Trading Damage for Effect](#optional-rule-trading-damage-for-effect) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [Trading Success for GM Intrusion](#optional-rule-trading-success-for-gm-intrusion) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Ultimate Damage](#optional-rule-ultimate-damage) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Using Other Pools to Pay Cost Remainders](#optional-rule-using-other-pools-to-pay-cost-remainders) + [(OG-CSRD)]{.og-ref .og-ref-og} diff --git a/patches/de-ogcsrd/025-remove-slower-advancement.patch b/patches/de-ogcsrd/025-remove-slower-advancement.patch new file mode 100644 index 0000000..a688846 --- /dev/null +++ b/patches/de-ogcsrd/025-remove-slower-advancement.patch @@ -0,0 +1,92 @@ +--- _tmp/ccsrd.md 2025-07-20 20:35:15.276220401 -0500 ++++ _tmp/ccsrd.new.md 2025-07-20 20:42:12.309830337 -0500 +@@ -30502,7 +30502,6 @@ + + - [Equal Advancement](#equal-advancement) [(240)]{.og-ref} + - [Optional Character Advancements](#optional-character-advancements) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [Slower Advancement](#optional-rule-slower-advancement) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Starting at Tier 0](#optional-rule-starting-at-tier-0) [(OG-CSRD)]{.og-ref .og-ref-og} + - [XP Advance](#optional-rule-xp-advance) [(OG-CSRD)]{.og-ref .og-ref-og} + +@@ -31135,54 +31134,6 @@ + abilities](#choose-abilities) from your [type](#choose-type) (or [flavor](#choose-flavor), and increasing your + [cypher limit](#cypher-limits) by 1. From now on, you use the standard rules for [character + advancement](#character-advancement). +- +-##### Optional Rule: Slower Advancement [#](#optional-rule-slower-advancement){.og-h-anchor aria-hidden="true"} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-The following options allow the GM to slow the rate of [character advancement](#character-advancement) and change the +-nature of [XP](#choose-xp) as a currency. +- +-- **Expenditure Requirements:** The GM can require that some portion---for example, half---of the [XP](#choose-xp) +- earned by a PC must be spent on [immediate](#experience-points-immediate-benefits), [short- and +- medium-term](#experience-points-short-and-medium-term-benefits), or +- [long-term](#experience-points-long-term-benefits) benefits. +- +-- **Two Kinds of XP:** The GM might separate XP into two types---one of which can be spent on character advancement, +- and another which cannot. +- +-- **Milestone Advancement:** This option is a variant of [Equal Advancement](#equal-advancement), except PCs purchase +- their character advancements as normal, but the GM decides when a PC advances to the next tier. This might be to +- wait until all PCs are ready to advance, just before or after a significant event in the campaign, or as part of a +- specific step of a [character arc](#sample-character-arcs). +- +- An old-fashioned way of handling milestones is to require PCs to spend time, currency---or both---to advance to the +- next tier, potentially involving the instruction of a mentor or at least someone with something to teach the PC. +- Even if PCs do not reach new tiers at the same rate, some [character arcs](#character-arcs) can be addressed quite +- effectively during \"downtime\" between adventures, providing other PCs with the opportunity to pursue those, or go +- carousing and [explore](#arc-explore) nearby locations. +- +-- **Require More Advancements Each Tier:** The GM decides on a number of additional [character +- advancements](#character-advancement) a PC must purchase with XP to before advancing to the next tier. When using +- this rule, the GM decides any requirements or limitations for the additional advancements, including [optional +- character advancements](#optional-character-advancements). When using this rule, PCs will gain additional breadth +- each tier in the form of additional skills, special abilities, or other benefits. +- +-- **Increased Advancement Costs by Tier:** Each tier, the cost for purchasing a character advancement is increased by +- 1 XP. Additionally, every two tiers, a PC can hold 1 additional XP. +- +-::: table-responsive +- PC Tier Character Advancement Cost XP Limit +- --------- ---------------------------- ---------- +- Tier 1 4 XP 10 XP +- Tier 2 5 XP 10 XP +- Tier 3 6 XP 11 XP +- Tier 4 7 XP 11 XP +- Tier 5 8 XP 12 XP +- Tier 6 9 XP 12 XP +- +- : Increased Advancement Costs by Tier +-::: + ::: + + ------------------------------------------------------------------------------------------------------------------------ +@@ -79001,7 +78952,6 @@ + + - [Equal Advancement](#equal-advancement) [(240)]{.og-ref} + - [Optional Character Advancements](#optional-character-advancements) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [Slower Advancement](#optional-rule-slower-advancement) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Spending XP](#choose-xp) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Starting at Tier 0](#optional-rule-starting-at-tier-0) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Starting Just Past Tier 1](#starting-just-past-tier-1) [(CTS, 9)]{.og-ref} +@@ -79414,7 +79364,7 @@ + - [Balancing Encounters](#balancing-encounters) [(434)]{.og-ref} + - [Resolving Encounters](#making-rulings-and-pacing) [(435)]{.og-ref} + - [Challenging Characters](#creating-challenging-encounters) [(435)]{.og-ref} +-- [Higher-Tier Characters](#optional-rule-slower-advancement) [(436)]{.og-ref} ++- Higher-Tier Characters [(436)]{.og-ref} + - Character Death [(436)]{.og-ref} + + ##### Claim the Sky --- What's in the Book?[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/claim-the-sky/){aria-label="Purchase Claim the Sky"} [#](#claim-the-sky-product){.og-h-anchor aria-hidden="true"} {#claim-the-sky-product .og-h-small .og-h-small-icon .og-border} +@@ -79794,8 +79744,7 @@ + - PC types begin at tier 1 with 6 fewer [Pool](#pool) points. [(MFPNP, 113)]{.og-ref} + - [XP](#choose-xp) is awarded at the end of each session. Purchasing a [character advancement](#character-advancement) + costs 10 XP, and PCs advance up to tier 3. [(MFPNP, 18)]{.og-ref}[(MFPNP, 113)]{.og-ref} +-- *Grit* is similar to the *Two Kinds of XP* option described under [Slower +- Advancement](#optional-rule-slower-advancement). *Grit* is gained from [GM intrusions](#gm-intrusion), and can spent ++- *Grit* is gained from [GM intrusions](#gm-intrusion), and can spent + to avoid proposed GM intrusions or [reroll](#experience-points-immediate-benefits) the die---unless the roll + triggered a [GM intrusion](#gm-intrusion). [(MFPNP, 15)]{.og-ref}[(MFPNP, 113)]{.og-ref} + ::: diff --git a/patches/de-ogcsrd/026-remove-starting-at-tier-0.patch b/patches/de-ogcsrd/026-remove-starting-at-tier-0.patch new file mode 100644 index 0000000..cf59daa --- /dev/null +++ b/patches/de-ogcsrd/026-remove-starting-at-tier-0.patch @@ -0,0 +1,80 @@ +--- _tmp/ccsrd.md 2025-07-21 08:46:41.903479298 -0500 ++++ _tmp/ccsrd.new.md 2025-07-21 09:53:11.185424678 -0500 +@@ -30504,7 +30504,6 @@ + + - [Equal Advancement](#equal-advancement) [(240)]{.og-ref} + - [Optional Character Advancements](#optional-character-advancements) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [Starting at Tier 0](#optional-rule-starting-at-tier-0) [(OG-CSRD)]{.og-ref .og-ref-og} + - [XP Advance](#optional-rule-xp-advance) [(OG-CSRD)]{.og-ref .og-ref-og} + + Related Sections +@@ -31081,61 +31080,6 @@ + These examples are not exhaustive, and might not be appropriate for every game or setting. For more ideas on balancing + an XP advance with a complication, see [Drawbacks and Penalties](#drawbacks-and-penalties) and [Serious Injuries and + Conditions](#horror-rules-serious-injuries-and-conditions). +- +-##### Optional Rule: Starting at Tier 0 [#](#optional-rule-starting-at-tier-0){.og-h-anchor aria-hidden="true"} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-This optional rule allows the GM to start the game with less powerful PCs. If you are playing tier 0 PC, start by +-selecting a [descriptor](#choose-descriptor) and [type](#choose-type) (and perhaps a [flavor](#choose-flavor)) for your +-PC. +- +-- **Stat Pools:** Your starting [Pools](#pool) are determined by your [type](#choose-type): +- +-::: table-responsive +- Stat Adept Explorer Speaker Warrior +- ----------- ------- ---------- --------- --------- +- Might 7 10 8 10 +- Speed 9 9 9 10 +- Intellect 12 9 11 8 +- +- : Tier 0 Stat Pools by Type +-::: +- +-- **Effort:** Your [Effort](#effort) is 0. +- +-- **Edge:** Your [Edge](#edge) for all stats is 0. +- +-- **Cypher Limit:** If you are an [explorer](#type-explorer), [speaker](#type-speaker), or [warrior](#type-warrior), +- you can bear one [cypher](#choose-cyphers) at a time. If you are an [adept](#type-adept), you can bear two. +- +-- **Special Abilities:** You gain two [special abilities](#choose-abilities) available to your [type](#choose-type) +- (or [flavor](#choose-flavor)) at tier 1. +- +-- **Skills and Equipment:** Your starting [skills](#skills) (including with [weapons](#equipment-weapons)) and +- [equipment](#chapter-10-equipment) are identical to those listed for a first-tier PC of your [type](#choose-type). +- +-###### Advancing to Tier 1 [#](#optional-rule-starting-at-tier-0-advancing){.og-h-anchor aria-hidden="true"} {#optional-rule-starting-at-tier-0-advancing} +- +-Advancing to tier 1 involves four steps. Each step costs 4 [XP](#choose-xp). The steps cans be purchased in any order. +- +-- **Increased Pools:** You gain 6 points to add to your [stat](#character-stats) [Pools](#pool). You can allocate the +- points among your Pools however you wish. +- +-- **Increased Edge:** If you are a [warrior](#type-warrior), you add 1 to your [Might](#might) or [Speed](#speed) +- [Edge](#edge) (your choice). If you are an [explorer](#type-explorer), you add 1 to your [Might](#might) +- [Edge](#edge). If you are an [adept](#type-adept) or [speaker](#type-speaker), you add 1 to your +- [Intellect](#intellect) [Edge](#edge). +- +-- **Increased Effort:** Your [Effort](#effort) score increases to 1. +- +-- **Focus:** You gain a [focus](#choose-focus), including any [special abilities](#choose-abilities) it offers to a +- tier 1 PC. +- +-- **Reaching Tier 1:** Once you have purchased all four steps, you reach tier 1, gaining two more [special +- abilities](#choose-abilities) from your [type](#choose-type) (or [flavor](#choose-flavor), and increasing your +- [cypher limit](#cypher-limits) by 1. From now on, you use the standard rules for [character +- advancement](#character-advancement). + ::: + + ------------------------------------------------------------------------------------------------------------------------ +@@ -78955,7 +78899,6 @@ + - [Equal Advancement](#equal-advancement) [(240)]{.og-ref} + - [Optional Character Advancements](#optional-character-advancements) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Spending XP](#choose-xp) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [Starting at Tier 0](#optional-rule-starting-at-tier-0) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Starting Just Past Tier 1](#starting-just-past-tier-1) [(CTS, 9)]{.og-ref} + - [Tall Tales](#weird-west-tall-tales) [(HNAM, 63)]{.og-ref} + - [XP Advance](#optional-rule-xp-advance) [(232)]{.og-ref}[(OG-CSRD)]{.og-ref .og-ref-og} diff --git a/patches/de-ogcsrd/027-remove-OG-XP-advance.patch b/patches/de-ogcsrd/027-remove-OG-XP-advance.patch new file mode 100644 index 0000000..a3d2e2f --- /dev/null +++ b/patches/de-ogcsrd/027-remove-OG-XP-advance.patch @@ -0,0 +1,131 @@ +--- _tmp/ccsrd.md 2025-07-21 09:57:22.678013667 -0500 ++++ _tmp/ccsrd.new.md 2025-07-21 09:57:16.350973691 -0500 +@@ -2641,8 +2641,8 @@ + ::: + + ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} +-**Editor's Notes ---** For more drawbacks for PCs, see [harmful mutations](#harmful-mutations) and [XP +-advance](#optional-rule-xp-advance). ++**Editor's Notes ---** For more drawbacks for PCs, see [harmful mutations](#harmful-mutations) and XP ++advance. + ::: + + ------------------------------------------------------------------------------------------------------------------------ +@@ -30504,7 +30504,6 @@ + + - [Equal Advancement](#equal-advancement) [(240)]{.og-ref} + - [Optional Character Advancements](#optional-character-advancements) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [XP Advance](#optional-rule-xp-advance) [(OG-CSRD)]{.og-ref .og-ref-og} + + Related Sections + +@@ -31005,83 +31004,6 @@ + Ultimately, the idea is to make experience points into tools that the players and the GM can use to shape the story and + the characters, not just a bookkeeping hassle. + +-::: {.alert .ps-4 .pb-0} +-##### Optional Rule: XP Advance [#](#optional-rule-xp-advance){.og-h-anchor aria-hidden="true"} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-This section is based on *Getting an XP Advance* [(232)]{.og-ref}. +- +-In games where it's not as important if the PCs share the same overall power grade, the GM might give a PC additional +-XP, which they can use to gain additional benefits. The following table provides suggestions for how the GM might assign +-costs for benefits purchased with an XP advance: +- +-::: table-responsive +-+-----------------------------------------------------------+-----------------------------------------------------------+ +-| XP Advance | Benefit | +-+===========================================================+===========================================================+ +-| 1--2 XP | - Low-tier ability, including [Improved | +-| | Edge](#ability-improved-edge){.og-ability} | +-| | - +2 points to divide among your stat [Pools](#pool) | +-| | however you wish | +-| | - Training in one broad skill (other than attacks or | +-| | defense) | +-| | - Training in two narrow skills (other than attacks or | +-| | defense) | +-| | - [Cantrips](#cantrips) (choose any four) | +-+-----------------------------------------------------------+-----------------------------------------------------------+ +-| 3--4 XP | - Mid-tier ability, including [Skill with | +-| | Attacks](#ability-skill-with-attacks){.og-ability} or | +-| | [Skill with | +-| | Defense](#ability-skill-with-defense){.og-ability} | +-| | - Training in a [type](#choose-type) or | +-| | [focus](#choose-focus) ability | +-| | - [Artifact](#choose-artifacts), lair, or | +-| | [vehicle](#choose-vehicles) | +-| | - [Spellcasting](#optional-rule-spellcasting) or | +-| | [psionics](#optional-rule-psionics) | +-| | - [Familiar](#familiars) | +-| | - [Coven](#covens) membership, rank 1 | +-| | - One random mutation from the | +-| | [beneficial](#beneficial-mutations), | +-| | [powerful](#powerful-mutations), or [distinctive | +-| | mutations](#distinctive-mutations) tables (your | +-| | choice) | +-+-----------------------------------------------------------+-----------------------------------------------------------+ +-| 5--6 XP | - High-tier ability | +-| | - [Posthuman | +-| | upgrade](#optional-rule-posthuman-upgrades) | +-| | - [Power shift](#optional-rule-power-shifts) | +-| | - [Coven](#covens) membership, rank 2 | +-| | - One [beneficial](#beneficial-mutations), | +-| | [powerful](#powerful-mutations), or [distinctive | +-| | mutation](#distinctive-mutations) of your choice | +-+-----------------------------------------------------------+-----------------------------------------------------------+ +- +-: XP Advance Benefits +-::: +- +-A PC using this option usually gains an appropriate complication, which the GM decides is either permanent, or lasts +-until the XP advance is paid off as a debt, or the completion of an appropriate [character arc](#choose-character-arc). +- +-::: table-responsive +- Complication 4--10 XP Advance 11--20 XP Advance +- -------------- ---------------------------------------------------------------------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- +- Burden The PC has a [harmful mutation](#harmful-mutations) or complex relationship with another NPC or organization that regularly requires their attention. The PC is constantly accompanied by their troublesome relation, and must frequently attend to them instead of taking other actions. +- Condition Once each session, the GM can make a free [GM intrusion](#gm-intrusion), which the PC cannot pay [XP](#choose-xp) to avoid. The effects last up to an hour. The PC has a [serious injury or condition](#horror-rules-serious-injuries-and-conditions)---for example, they are deaf, blind, have a significant disability, or a debilitating addiction that causes them to accumulate [Stress](#horror-rules-stress). +- Fugitive The PC is wanted by authorities and must avoid unnecessary attention. Powerful NPCs plot to capture or kill the PC, and occasionally show up to do just that. +- Inability The PC gains an inability with an important kind of attack, defense, or movement skill. The PC will die in the course of the story, probably at the worst possible moment. +- Maintenance The PC regularly requires something specific to sustain themselves. If delayed or disrupted, their abilities become unavailable, unreliable, or unpredictable. If the PC doesn't sustain themself, they move down one step on [the damage track](#the-damage-track) (which cannot be ignored by [special abilities](#choose-abilities) like [Ignore the Pain](#ability-ignore-the-pain){.og-ability}). +- Oppression All interaction tasks are hindered, and the PC is sometimes treated with disgust or contempt by NPCs. All combat tasks are also hindered. +- +- : XP Advance Complications +-::: +- +-These examples are not exhaustive, and might not be appropriate for every game or setting. For more ideas on balancing +-an XP advance with a complication, see [Drawbacks and Penalties](#drawbacks-and-penalties) and [Serious Injuries and +-Conditions](#horror-rules-serious-injuries-and-conditions). +-::: +- + ------------------------------------------------------------------------------------------------------------------------ + + #### Sample Character Arcs [#](#sample-character-arcs){.og-h-anchor aria-hidden="true"} +@@ -48616,7 +48538,7 @@ + ::: + + ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} +-**Editor's Notes ---** An [XP advance](#optional-rule-xp-advance) can set some PCs even further apart from others. ++**Editor's Notes ---** An XP advance can set some PCs even further apart from others. + ::: + + ##### Suggested Types for a Superhero Game [#](#suggested-types-for-a-superhero-game){.og-h-anchor aria-hidden="true"} +@@ -78901,7 +78823,6 @@ + - [Spending XP](#choose-xp) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Starting Just Past Tier 1](#starting-just-past-tier-1) [(CTS, 9)]{.og-ref} + - [Tall Tales](#weird-west-tall-tales) [(HNAM, 63)]{.og-ref} +-- [XP Advance](#optional-rule-xp-advance) [(232)]{.og-ref}[(OG-CSRD)]{.og-ref .og-ref-og} + + ##### Equipment, Cyphers, Artifacts, and Vehicles [#](#choose-optional-rules-equipment){.og-h-anchor aria-hidden="true"} {#choose-optional-rules-equipment .og-h-small} + +@@ -79264,7 +79185,7 @@ + - [Choosing a Combat Effect Ahead of Time](#optional-rule-choosing-a-combat-effect-ahead-of-time) [(212)]{.og-ref} + - Faster Initiative [(215)]{.og-ref} + - [Gaining Insight](#optional-rule-gaining-insight) [(231)]{.og-ref} +-- [Getting an XP Advance](#optional-rule-xp-advance) [(232)]{.og-ref} ++- Getting an XP Advance [(232)]{.og-ref} + - Modifying Abilities on the Fly [(419)]{.og-ref} + - Skills from Backgrounds [(235)]{.og-ref} + - Switching Descriptors and Foci After Character Creation [(437)]{.og-ref} diff --git a/patches/de-ogcsrd/028-remove-currency-and-resource-depletion.patch b/patches/de-ogcsrd/028-remove-currency-and-resource-depletion.patch new file mode 100644 index 0000000..6fb0deb --- /dev/null +++ b/patches/de-ogcsrd/028-remove-currency-and-resource-depletion.patch @@ -0,0 +1,64 @@ +--- _tmp/ccsrd.md 2025-07-21 09:58:00.952255496 -0500 ++++ _tmp/ccsrd.new.md 2025-07-21 09:58:55.091597567 -0500 +@@ -26887,7 +26887,6 @@ + + Optional Rules + +-- [Currency and Resource Depletion](#optional-rule-currency-and-resource-depletion) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Lethal Weapons](#optional-rule-lethal-weapons) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Reviving Artifacts](#optional-rule-reviving-artifacts) [(IOM, 95)]{.og-ref} + - [Weapon Properties](#optional-rule-weapon-properties) [(OG-CSRD)]{.og-ref .og-ref-og} +@@ -26998,37 +26997,6 @@ + a space station is level 6, made of advanced polymers. + ::: + +-::: {.alert .ps-4 .pb-0} +-###### Optional Rule: Currency and Resource Depletion [#](#optional-rule-currency-and-resource-depletion){.og-h-anchor aria-hidden="true"} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-- **Purchasing Power:** Each PC counts their purchasing power based on [price +- categories](#equipment-price-categories), up to 15 each. If a category exceeds 15, the PC removes 10, and adds 1 to +- the next highest price category (for example, a purchasing power of 10 inexpensive items is converted to 1 +- moderately-priced item). To convert a purchasing power back down into the previous category (for example, +- moderately-priced purchasing to inexpensive purchasing power), roll 1d6 and add the PC's Intellect Edge to the +- result. +- +-- **Currency Depletion:** When a PC makes a purchase of a certain price category and has 10 or fewer purchasing power, +- roll for depletion using a d10 against the category's purchasing power. If the result exceeds the PC\'s purchasing +- power, the purchasing power for that category is reduced by 1. For example, if you have 4 purchasing power in the +- inexpensive category, and you roll a 5 on a purchase, it depletes to 3. If you buy something else and roll a 3, it +- remains at 3. If the PC makes a purchase and has more than 10 purchasing power, the purchasing power is reduced by 1 +- (no roll). +- +-- **Income:** PCs might have regular expenses, but also a regular source of income, such as a job. Income adds to a +- PC's purchasing power on a regular basis For example, every two weeks, a PC might earn enough income for 1 +- moderately-priced item and 5 inexpensive items. For simplicity's sake, it might be easier to account for income as +- what's disposable---left over after the PC has meets their obligations and usual expenses (for example, rent, +- bills, or feed for a loyal horse companion). +- +-- **Resources:** The GM can also set any [crafting, building, and repairing](#crafting-building-and-repairing) +- resources to other depletion methods, for example, 1 in 1d6, 2 in 1d10, 3 in 1d20, or 42 in 1d100. +- +-- **GM Intrusions:** Depleting finances and resources might be a good source of [GM intrusion](#gm-intrusion). +-::: +- + ------------------------------------------------------------------------------------------------------------------------ + + #### Armor [#](#equipment-armor){.og-h-anchor aria-hidden="true"} {#equipment-armor} +@@ -29551,7 +29519,6 @@ + Related Sections + + - [Crafting Magic Items](#crafting-magic-items) [(GF, 49)]{.og-ref}[(IOM, 90)]{.og-ref} +-- [Currency and Resource Depletion](#optional-rule-currency-and-resource-depletion) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Equipment Maintenance](#equipment-maintenance) [(RR, 72)]{.og-ref} + - [Faster Crafting in a High-Tech Setting](#superhero-faster-crafting-in-a-high-tech-setting) [(CTS, 65)]{.og-ref} + - [Perilous Venture](#horror-rules-perilous-venture) [(SA, 92)]{.og-ref} +@@ -78828,7 +78795,6 @@ + + - [Advanced and Alien Tech](#advanced-and-alien-tech) [(RR, 73)]{.og-ref} + - [Crafting Magic Items](#crafting-magic-items) [(GF, 49)]{.og-ref}[(IOM, 90)]{.og-ref} +-- [Currency and Resource Depletion](#optional-rule-currency-and-resource-depletion) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Exceeding Cypher Limits](#optional-rule-exceeding-cypher-limits) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Exceeding Cypher Limits (Modern Fantasy)](#modern-magic-exceeding-cypher-limits) [(IOM, 92)]{.og-ref} + - [Equipment Maintenance](#equipment-maintenance) [(RR, 74)]{.og-ref} diff --git a/patches/de-ogcsrd/029-remove-lethal-weapons.patch b/patches/de-ogcsrd/029-remove-lethal-weapons.patch new file mode 100644 index 0000000..a3a9259 --- /dev/null +++ b/patches/de-ogcsrd/029-remove-lethal-weapons.patch @@ -0,0 +1,67 @@ +--- _tmp/ccsrd.md 2025-07-21 09:59:16.271731389 -0500 ++++ _tmp/ccsrd.new.md 2025-07-21 10:07:36.718893375 -0500 +@@ -26887,7 +26887,6 @@ + + Optional Rules + +-- [Lethal Weapons](#optional-rule-lethal-weapons) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Reviving Artifacts](#optional-rule-reviving-artifacts) [(IOM, 95)]{.og-ref} + - [Weapon Properties](#optional-rule-weapon-properties) [(OG-CSRD)]{.og-ref .og-ref-og} + +@@ -27158,39 +27157,6 @@ + ::: + + ::: {.alert .ps-4 .pb-0} +-###### Optional Rule: Lethal Weapons [#](#optional-rule-lethal-weapons){.og-h-anchor aria-hidden="true"} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-The GM can use this optional rule to make weapon combat a central---and lethal---feature of the game by doubling the +-base [damage](#rules-damage) of successful weapon [attacks](#action-attack). +- +-- **Light Weapons:** Attacks with light weapons aren't eased, unless it is a special weapon (determined by the GM). +- +-::: table-responsive +- Weapon Attack Damage Cost +- ----------------- -------- ----------- ------------------- +- Unarmed strike Eased 2 points --- +- Light --- 4 points Moderately-priced +- Light (special) Eased 4 points Expensive +- Medium --- 8 points Expensive +- Heavy --- 12 points Very expensive +- +- : Lethal Weapons +-::: +- +-When using this optional rule, the GM might want to consider additional modifications to the game appropriate to the +-setting, including: +- +-- **Effective Armor:** The [Armor](#rules-armor) bonus from wearing [physical armor](#equipment-using-armor) is +- doubled. +- +-- **Lethal Abilities:** Damage inflicted by [special abilities](#choose-abilities) and [creatures and +- NPCs](#choose-creatures) are doubled. +- +-- **Martial Supremacy:** PCs can't choose type abilities that deal damage---unless they require the use of a weapon, +- for example, those from [mundane foci](#mundane-foci). +- + ###### Optional Rule: Weapon Properties [#](#optional-rule-weapon-properties){.og-h-anchor aria-hidden="true"} + + [(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +@@ -78800,7 +78766,6 @@ + - [Equipment Maintenance](#equipment-maintenance) [(RR, 74)]{.og-ref} + - [Faster Crafting in a High-Tech Setting](#superhero-faster-crafting-in-a-high-tech-setting) [(CTS, 65)]{.og-ref} + - [I Have That!](#optional-rule-i-have-that) [(WAAMH, 70)]{.og-ref} +-- [Lethal Weapons](#optional-rule-lethal-weapons) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Modifying High-Tech Devices](#superhero-modifying-high-tech-devices) [(CTS, 64)]{.og-ref} + - [Normal Cyphers Duplicating Fantastic Effects](#optional-rule-normal-cyphers-duplicating-fantastic-effects) + [(381)]{.og-ref} +@@ -80077,7 +80042,7 @@ + ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} + **Editor's Notes ---** *VURT* has its own rules for the setting, including: + +-- [Lethal Weapons](#optional-rule-lethal-weapons) (with the *Effective Armor* optional rule) [(VURT, ++- Lethal Weapons (with the *Effective Armor* optional rule) [(VURT, + 99)]{.og-ref}[(VURT, 101)]{.og-ref} + - Lower Speed Effort Costs for Wearing Armor [(VURT, + 139)]{.og-ref} diff --git a/patches/de-ogcsrd/030-remove-acting-while-under-attack.patch b/patches/de-ogcsrd/030-remove-acting-while-under-attack.patch new file mode 100644 index 0000000..8b7b468 --- /dev/null +++ b/patches/de-ogcsrd/030-remove-acting-while-under-attack.patch @@ -0,0 +1,48 @@ +--- _tmp/ccsrd.md 2025-07-21 10:10:18.983918680 -0500 ++++ _tmp/ccsrd.new.md 2025-07-21 10:10:16.195901055 -0500 +@@ -27421,7 +27421,6 @@ + + Optional Rules + +-- [Acting While Under Attack](#optional-rule-acting-while-under-attack) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Additional Cooperative Actions](#optional-rule-additional-cooperative-actions) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Choosing a Combat Effect Ahead of Time](#optional-rule-choosing-a-combat-effect-ahead-of-time) [(OG-CSRD)]{.og-ref + .og-ref-og} +@@ -28893,19 +28892,6 @@ + bow and arrow at 500 feet (150 m), much farther than a bow's typical long range. + ::: + +-::: {.alert .ps-4 .pb-0} +-###### Optional Rule: Acting While Under Attack [#](#optional-rule-acting-while-under-attack){.og-h-anchor aria-hidden="true"} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-This section is based on *Acting While Under Attack* [(426)]{.og-ref} in the [Cypher System +-Rulebook](https://www.montecookgames.com/store/product/cypher-system-rulebook-2/){.og-icon .og-mcg}. +- +-In melee combat, if a PC or NPC takes an action other than to [move](#action-move) or [attack](#action-attack), each foe +-within reach can make an immediate attack against them. This is also a good rule to employ if you enjoy the feel of +-\"opportunity attacks\" from other games. +-::: +- + ###### Illumination [#](#attack-modifiers-illumination){.og-h-anchor aria-hidden="true"} {#attack-modifiers-illumination} + + [(Cypher System Rulebook, page 220)]{.og-ref} +@@ -78782,8 +78768,6 @@ + + ##### Modifying the Game [#](#choose-optional-rules-modifying-the-game){.og-h-anchor aria-hidden="true"} {#choose-optional-rules-modifying-the-game .og-h-small} + +-- [Acting While Under Attack](#optional-rule-acting-while-under-attack) [(426)]{.og-ref}[(OG-CSRD)]{.og-ref +- .og-ref-og} + - [Additional Cooperative Actions](#optional-rule-additional-cooperative-actions) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Choosing a Combat Effect Ahead of Time](#optional-rule-choosing-a-combat-effect-ahead-of-time) + [(212)]{.og-ref}[(OG-CSRD)]{.og-ref .og-ref-og} +@@ -79112,7 +79096,7 @@ + + Optional Rules + +-- [Acting While Under Attack](#optional-rule-acting-while-under-attack) [(426)]{.og-ref} ++- Acting While Under Attack [(426)]{.og-ref} + - [Choosing a Combat Effect Ahead of Time](#optional-rule-choosing-a-combat-effect-ahead-of-time) [(212)]{.og-ref} + - Faster Initiative [(215)]{.og-ref} + - [Gaining Insight](#optional-rule-gaining-insight) [(231)]{.og-ref} diff --git a/patches/de-ogcsrd/031-remove-additional-cooperative-actions.patch b/patches/de-ogcsrd/031-remove-additional-cooperative-actions.patch new file mode 100644 index 0000000..0db9ef8 --- /dev/null +++ b/patches/de-ogcsrd/031-remove-additional-cooperative-actions.patch @@ -0,0 +1,45 @@ +--- _tmp/ccsrd.md 2025-07-21 10:15:25.350855501 -0500 ++++ _tmp/ccsrd.new.md 2025-07-21 10:16:28.758256356 -0500 +@@ -27421,7 +27421,6 @@ + + Optional Rules + +-- [Additional Cooperative Actions](#optional-rule-additional-cooperative-actions) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Choosing a Combat Effect Ahead of Time](#optional-rule-choosing-a-combat-effect-ahead-of-time) [(OG-CSRD)]{.og-ref + .og-ref-og} + - [Consciousness Requires Intellect Points](#optional-rule-consciousness-requires-intellect-points) +@@ -29441,26 +29440,6 @@ + additional point of damage. A character cannot willingly take more than one attack each round in this way. + ::: + +-::: {.alert .ps-4 .pb-0} +-###### Optional Rule: Additional Cooperative Actions [#](#optional-rule-additional-cooperative-actions){.og-h-anchor aria-hidden="true"} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-This section has been added by the editor, based on *Cooperative Actions [(211)]{.og-ref} in the 2015 Cypher System +-Rulebook.* +- +-These cooperative actions might not be good blanket rules for every circumtance, but they are still useful to think +-about how players might coordinate their actions, and how the GM might want to modify the game based on circumstance: +- +-- **Cover Fire:** A character can aim near ranged attack near a foe, but narrowly miss on purpose. On a success, the +- attack inflicts no damage, and the foe's next attack is hindered. +- +-- **Double Strike:** If one character makes a melee attack, and another character makes a ranged and both attacks hit +- the same foe, its next task is hindered. +- +-- **Triple Team:** If at least three characters attack the same foe, each gains a +1 bonus to their attack roll. +-::: +- + ##### Crafting, Building, and Repairing [#](#crafting-building-and-repairing){.og-h-anchor aria-hidden="true"} + + ::: {.alert .ps-4 .pb-0 .og-alert} +@@ -78768,7 +78747,6 @@ + + ##### Modifying the Game [#](#choose-optional-rules-modifying-the-game){.og-h-anchor aria-hidden="true"} {#choose-optional-rules-modifying-the-game .og-h-small} + +-- [Additional Cooperative Actions](#optional-rule-additional-cooperative-actions) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Choosing a Combat Effect Ahead of Time](#optional-rule-choosing-a-combat-effect-ahead-of-time) + [(212)]{.og-ref}[(OG-CSRD)]{.og-ref .og-ref-og} + - [Consciousness Requires Intellect Points](#optional-rule-consciousness-requires-intellect-points) diff --git a/patches/de-ogcsrd/032-remove-combat-effect-ahead-of-time.patch b/patches/de-ogcsrd/032-remove-combat-effect-ahead-of-time.patch new file mode 100644 index 0000000..f75feee --- /dev/null +++ b/patches/de-ogcsrd/032-remove-combat-effect-ahead-of-time.patch @@ -0,0 +1,56 @@ +--- _tmp/ccsrd.md 2025-07-21 10:18:01.570843106 -0500 ++++ _tmp/ccsrd.new.md 2025-07-21 10:20:17.044699557 -0500 +@@ -27421,8 +27421,6 @@ + + Optional Rules + +-- [Choosing a Combat Effect Ahead of Time](#optional-rule-choosing-a-combat-effect-ahead-of-time) [(OG-CSRD)]{.og-ref +- .og-ref-og} + - [Consciousness Requires Intellect Points](#optional-rule-consciousness-requires-intellect-points) + [(OG-CSRD)]{.og-ref .og-ref-og} + - [Damage Dice](#optional-rule-damage-dice) [(OG-CSRD)]{.og-ref .og-ref-og} +@@ -28001,26 +27999,6 @@ + As with minor effects, usually the GM just has the desired major effect occur, but sometimes the GM might require an + extra roll if the major effect is unusual or unlikely. + +-::: {.alert .ps-4 .pb-0} +-##### Optional Rule: Choosing a Combat Effect Ahead of Time [#](#optional-rule-choosing-a-combat-effect-ahead-of-time){.og-h-anchor aria-hidden="true"} {#optional-rule-choosing-a-combat-effect-ahead-of-time .og-h-small} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-This section is based on *Choosing a Combat Effect Ahead of Time* [(212)]{.og-ref}. +- +-The following are only guidelines and examples, and the GM will probably want to modifying these rules to taste in +-practice---for example, PCs might need specific foreknowledge of their opponent to use these options, or that a PC has a +-minimum amount of training in their attack or defense task, or they might work more like [power +-stunts](#superhero-power-stunts). The GM might also assign an [initial cost](#rules-initial-cost) for using them. +- +-- **Attack Rolls:** When making an [attack](#action-attack), the PC can choose an effect they wish to apply to their +- attacker, and the GM hinders the attack roll one or more steps. If they succeed, the effect takes hold. +- +-- **Defense Rolls:** When making a [defense roll](#action-defend), a PC can describe an effect they wish to apply to +- their attacker, and the GM hinders the PC's defense roll an appropriate number of steps. If they succeed, the +- effect takes hold. The GM might require that applying certain effects also requires the use of the PC's next +- action. +- + ##### Optional Rule: Trading Damage for Effect [#](#optional-rule-trading-damage-for-effect){.og-h-anchor aria-hidden="true"} {#optional-rule-trading-damage-for-effect .og-h-small} + + [(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +@@ -78747,8 +78725,6 @@ + + ##### Modifying the Game [#](#choose-optional-rules-modifying-the-game){.og-h-anchor aria-hidden="true"} {#choose-optional-rules-modifying-the-game .og-h-small} + +-- [Choosing a Combat Effect Ahead of Time](#optional-rule-choosing-a-combat-effect-ahead-of-time) +- [(212)]{.og-ref}[(OG-CSRD)]{.og-ref .og-ref-og} + - [Consciousness Requires Intellect Points](#optional-rule-consciousness-requires-intellect-points) + [(OG-CSRD)]{.og-ref .og-ref-og} + - [Creating Creatures and NPCs](#creating-creatures-and-npcs) [(OG-CSRD)]{.og-ref .og-ref-og} +@@ -79075,7 +79051,7 @@ + Optional Rules + + - Acting While Under Attack [(426)]{.og-ref} +-- [Choosing a Combat Effect Ahead of Time](#optional-rule-choosing-a-combat-effect-ahead-of-time) [(212)]{.og-ref} ++- Choosing a Combat Effect Ahead of Time [(212)]{.og-ref} + - Faster Initiative [(215)]{.og-ref} + - [Gaining Insight](#optional-rule-gaining-insight) [(231)]{.og-ref} + - Getting an XP Advance [(232)]{.og-ref} diff --git a/patches/de-ogcsrd/033-remove-consciousness-requires-intellect-points.patch b/patches/de-ogcsrd/033-remove-consciousness-requires-intellect-points.patch new file mode 100644 index 0000000..434743c --- /dev/null +++ b/patches/de-ogcsrd/033-remove-consciousness-requires-intellect-points.patch @@ -0,0 +1,45 @@ +--- _tmp/ccsrd.md 2025-07-21 10:24:33.554321184 -0500 ++++ _tmp/ccsrd.new.md 2025-07-21 10:25:02.789506008 -0500 +@@ -27421,8 +27421,6 @@ + + Optional Rules + +-- [Consciousness Requires Intellect Points](#optional-rule-consciousness-requires-intellect-points) +- [(OG-CSRD)]{.og-ref .og-ref-og} + - [Damage Dice](#optional-rule-damage-dice) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Damage to Pool Maximums](#optional-rule-damage-to-pool-maximums) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Drowning and Suffocation](#optional-rule-drowning-and-suffocation) [(OG-CSRD)]{.og-ref .og-ref-og} +@@ -28602,24 +28600,6 @@ + ::: + + ::: {.alert .ps-4 .pb-0} +-###### Optional Rule: Consciousness Requires Intellect Points [#](#optional-rule-consciousness-requires-intellect-points){.og-h-anchor aria-hidden="true"} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-Using this rule, a PC down one or more steps on [the damage track](#the-damage-track) requires at least 1 point in their +-Intellect Pool to remain conscious. Most unconscious PCs can't take any actions other than to make a [recovery +-roll](#recovery-rolls). +- +-The GM might also consider pairing this rule with the [Fragility](#horror-rules-fragility) module. Here are two possible +-options: +- +-- **Debilitated:** If a debilitated PC's Intellect Pool is 0, they fall unconscious until they recover at least 1 +- Intellect point. +- +-- **Impaired:** If an impaired PC's Intellect Pool is 0, they must succeed on a [Might](#might) [defense +- roll](#action-defend) equal to the damage sustained, and again each time they take damage. On a failure, the PC +- falls unconscious until they recover at least 1 Intellect point. +- + ###### Optional Rule: Damage to Pool Maximums [#](#optional-rule-damage-to-pool-maximums){.og-h-anchor aria-hidden="true"} + + [(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +@@ -78725,8 +78705,6 @@ + + ##### Modifying the Game [#](#choose-optional-rules-modifying-the-game){.og-h-anchor aria-hidden="true"} {#choose-optional-rules-modifying-the-game .og-h-small} + +-- [Consciousness Requires Intellect Points](#optional-rule-consciousness-requires-intellect-points) +- [(OG-CSRD)]{.og-ref .og-ref-og} + - [Creating Creatures and NPCs](#creating-creatures-and-npcs) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Creatures with Multiple Parts](#optional-rule-creatures-with-multiple-parts) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Curses](#weird-west-curses) [(HNAM, 60)]{.og-ref} diff --git a/patches/de-ogcsrd/034-remove-creating-creatures-and-npcs.patch b/patches/de-ogcsrd/034-remove-creating-creatures-and-npcs.patch new file mode 100644 index 0000000..748ca08 --- /dev/null +++ b/patches/de-ogcsrd/034-remove-creating-creatures-and-npcs.patch @@ -0,0 +1,143 @@ +--- _tmp/ccsrd.md 2025-07-21 10:25:32.073691138 -0500 ++++ _tmp/ccsrd.new.md 2025-07-21 10:33:32.476735396 -0500 +@@ -60694,7 +60694,6 @@ + + - [Balancing Encounters](#balancing-encounters) [(434)]{.og-ref} + - [Creating Challenging Encounters](#creating-challenging-encounters) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [Creating Creatures and NPCs](#creating-creatures-and-npcs) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Modifying Creatures](#choose-modifying-creatures) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Familiars](#familiars) [(IOM, 94)]{.og-ref} + - [Followers](#followers) [(233)]{.og-ref} +@@ -61222,7 +61221,7 @@ + fight---in a Cypher System game and gives their stats. The variety of creatures that populate the possible settings and + genres is so great that this chapter only scratches the surface. It does, however, provide examples of kinds of + inhabitants---bestial and civilized, living and undead, organic and inorganic---so that you can easily extrapolate and +-[create your own](#creating-creatures-and-npcs). ++create your own. + + ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} + **Editor's Notes ---** The editor has moved some creatures in the [Cypher System +@@ -75621,7 +75620,6 @@ + GM Preparation + + - [Campaign Design Checklist](#campaign-design-checklist) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [Creating Creatures and NPCs](#creating-creatures-and-npcs) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Session Preparation](#session-preparation) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Teaching the Rules](#teaching-the-rules) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Using the Rules: Making Meaning](#making-meaning) [(OG-CSRD)]{.og-ref .og-ref-og} +@@ -76580,7 +76578,7 @@ + level. But these examples go against type. Generally, smaller creatures have less health and are less terrifying in + combat than larger ones. + +-The Cypher System has no system for [building creatures](#creating-creatures-and-npcs). There is no rule that says a ++The Cypher System has no system for building creatures. There is no rule that says a + creature with a certain ability should be a given level, and there is no rule dictating how many abilities a creature of + a given level should have. But keep the spirit of the system in mind. Lower-level creatures are less dangerous. A level + 1 creature could be poisonous, but its venom should inflict a few points of damage at most. The venom of a level 6 +@@ -76597,7 +76595,6 @@ + ::: {.alert .ps-4 .pb-0 .og-alert} + ###### Quick Reference: Modifying Creatures [#](#choose-modifying-creatures){.og-h-anchor aria-hidden="true"} {#choose-modifying-creatures .og-border} + +-- [Creating Creatures and NPCs](#creating-creatures-and-npcs) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Creating Challenging Encounters](#creating-challenging-encounters) [(OG-CSRD)]{.og-ref .og-ref-og} + + Creature Templates +@@ -76793,53 +76790,6 @@ + + ------------------------------------------------------------------------------------------------------------------------ + +-#### Creating Creatures and NPCs [#](#creating-creatures-and-npcs){.og-h-anchor aria-hidden="true"} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-This section is based on *NPC Game Stats* [(422)]{.og-ref} and [Make a Cypher System Creature in Ten Minutes or +-Less](https://www.montecookgames.com/make-a-creature-in-10-minutes-or-less-2/){.og-icon .og-mcg} by Charles Ryan. +- +-It doesn't take a lot of preparation to create a memorable creature or NPC. You don\'t have to follow all of the +-following steps, but if you find yourself more time and energy, take the next step on the checklist: +- +-::: {.alert .ps-4 .pb-0} +-- **Level, Motive, and Combat:** Decide on the [level](#understanding-the-listings), motive, and general tactics and +- key behaviors of the NPC. +- +-- **Movement, Modifications and Interaction:** Decide what is most important about the NPC for your purposes. This +- might be defining its movement, tasks it is particularly skilled with, or weaknesses it might have with certain +- tasks. Refer back to the creature's motive and refine how thinks and behaves---especially if the PCs might try to +- interact with it, and if it requires any signature combat tactics or special abilities. Describing for players what +- the creature does is important---describing *how the NPC does it* is equally important. If it's supposed to be +- creepy, detail that creepiness. +- +-- **GM Intrusion:** Consider what might happens if a player triggers a [GM intrusion](#gm-intrusion), or create a +- twist you'd like to be able to propose in an encounter. +- +-- **Health:** A creature's health dictates how long it will survive in combat. A party of four tier 1--2 characters +- typically inflict 10 points of damage each round. Tier 3--4 characters typically inflict 16 points of damage, and +- tier 5--6 characters typically inflict 22 points per round. +- +-- **Armor:** [Armor](#rules-armor) reduces how quickly an NPC's health is depleted. One point of Armor is typically +- equivalent to adding 6--7 points of health. +- +-- **Damage Inflicted:** You can increase damage inflicted if necessary. Even low-level creatures inflict at least 2--3 +- points of damage. During combat, creatures typically damage the PCs twice. +- +-- **Special Damage:** Decide if the creature can inflict any kind of [special damage](#special-damage)---venom, +- entanglement, stun, mental control, temporary reductions to [Pools](#pool), even moving characters down [the damage +- track](#the-damage-track) without depleting their Pools. If employing such effects, decide on what conditions that +- alleviate them, for example, a successful [Might](#might) [defense roll](#action-defend) made each hour, a +- successful [healing](#action-healing) task against the level of a poison, or completing a ten-hour [recovery +- roll](#recovery-rolls). These effects can certainly make an NPC more interesting, but don't overuse them. +- +-- **Use and Loot:** Describe at least one way the party might be likely to discover or encounter the creature. If the +- creature is likely to have any useful loot, such as a cypher, equipment, or part of its body, note that, too. +-::: +- +------------------------------------------------------------------------------------------------------------------------- +- + #### Balancing Encounters [#](#balancing-encounters){.og-h-anchor aria-hidden="true"} + + [(Cypher System Rulebook, page 434)]{.og-ref} +@@ -77072,8 +77022,8 @@ + ::: + + If a powerful creature or NPC is central to the scenario, it can be wise to spend a few minutes to [choose creatures and +-NPCs](#choose-creatures), and review their characteristics to determine if they need modification, or [creating new +-creatures or NPCs](#creating-creatures-and-npcs). ++NPCs](#choose-creatures), and review their characteristics to determine if they need modification, or creating new ++creatures or NPCs. + + ##### A Scenario Summary [#](#session-preparation-summary){.og-h-anchor aria-hidden="true"} {#session-preparation-summary .og-h-small} + +@@ -78510,7 +78460,7 @@ + + ::: {#faq-creatures-use .collapse} + There's no wrong way to do things when it comes to [creatures](#choose-creatures), but it\'s worth thinking through +-your approach. [Creating creatures and NPCs](#creating-creatures-and-npcs) can be as simple as [assigning it a level and ++your approach. Creating creatures and NPCs can be as simple as [assigning it a level and + a few modifications](#understanding-the-listings). You can even decide on these as you go. + + In the Cypher System, the most memorable best NPCs aren't just bags of health that the players whack into nothingness. +@@ -78705,7 +78655,6 @@ + + ##### Modifying the Game [#](#choose-optional-rules-modifying-the-game){.og-h-anchor aria-hidden="true"} {#choose-optional-rules-modifying-the-game .og-h-small} + +-- [Creating Creatures and NPCs](#creating-creatures-and-npcs) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Creatures with Multiple Parts](#optional-rule-creatures-with-multiple-parts) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Curses](#weird-west-curses) [(HNAM, 60)]{.og-ref} + - [Damage Dice](#optional-rule-damage-dice) [(OG-CSRD)]{.og-ref .og-ref-og} +@@ -78769,7 +78718,6 @@ + + - [Calling for Rolls](#calling-for-rolls) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Creating Challenging Encounters](#creating-challenging-encounters) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [Creating Creatures and NPCs](#creating-creatures-and-npcs) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Difficulty, Graduated](#graduated-difficulty) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Difficulty, Passive](#passive-difficulty) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Difficulty, Vague](#vague-difficulty) [(OG-CSRD)]{.og-ref .og-ref-og} +@@ -79057,7 +79005,7 @@ + - [Skills and Other Abilities](#running-the-game-skills-and-other-abilities) [(421)]{.og-ref} + - Character Arcs [(421)]{.og-ref} + - [Handling NPCs](#encouraging-play) [(422)]{.og-ref} +-- [NPC Game Stats](#creating-creatures-and-npcs) [(422)]{.og-ref} ++- NPC Game Stats [(422)]{.og-ref} + - [NPCs and Death](#npcs-and-death) [(424)]{.og-ref} + - Interactions [(424)]{.og-ref} + - Languages [(425)]{.og-ref} diff --git a/patches/de-ogcsrd/035-remove-creatures-with-multiple-parts.patch b/patches/de-ogcsrd/035-remove-creatures-with-multiple-parts.patch new file mode 100644 index 0000000..16dc80d --- /dev/null +++ b/patches/de-ogcsrd/035-remove-creatures-with-multiple-parts.patch @@ -0,0 +1,43 @@ +--- _tmp/ccsrd.md 2025-07-21 10:37:29.946241108 -0500 ++++ _tmp/ccsrd.new.md 2025-07-21 10:57:59.224995107 -0500 +@@ -76607,7 +76607,6 @@ + Optional Rules + + - [Effort for NPCs](#optional-rule-effort-for-npcs) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [Creatures with Multiple Parts](#optional-rule-creatures-with-multiple-parts) [(OG-CSRD)]{.og-ref .og-ref-og} + + Related Sections + +@@ -76768,24 +76767,6 @@ + **Multiple Levels of Effort**. Each werewolf might use their four levels of Effort differently: one level of Effort + four times, two levels of Effort twice, or four levels of Effort just once (or some other combination). The point is + that where, when, and how each werewolf uses their Effort becomes a source of drama within the story. +- +-##### Optional Rule: Creatures with Multiple Parts [#](#optional-rule-creatures-with-multiple-parts){.og-h-anchor aria-hidden="true"} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-It's a simple trick to use a [GM intrusion](#gm-intrusion) to change one creature into another---for example, a +-[Goblin](#npc-goblin) gaining drinking a potion that causes it to become an [Orc](#npc-orc) with the [Beefed +-Up](#template-beefed-up) template, or a dying [Child](npc-child) revealing its true form as host to a +-[Demon](#creature-demon), but you can also create a single, powerful creature made up of smaller parts, each with its +-own [modifications](#understanding-the-listing) and capable of performing an [action](#rules-taking-action) each round. +- +-For example, a kraken might have a number of specialized tentacles that need to be driven off individually. In another +-example, an ancient wyrm might use multiple creatures to represent its many heads, wings, claws, and tail. +- +-Creatures with multiple parts don't typically die if one of their parts is reduced to 0 health, but that part can\'t +-take actions or be used, for example, a wyrm whose wings are reduced to 0 health might not be able to fly. You could +-also design creatures with a well-defended but vulernable points that hinders Attack rolls, but if reduced to 0 health, +-causes the creature's remaining parts to die. + ::: + + ------------------------------------------------------------------------------------------------------------------------ +@@ -78655,7 +78636,6 @@ + + ##### Modifying the Game [#](#choose-optional-rules-modifying-the-game){.og-h-anchor aria-hidden="true"} {#choose-optional-rules-modifying-the-game .og-h-small} + +-- [Creatures with Multiple Parts](#optional-rule-creatures-with-multiple-parts) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Curses](#weird-west-curses) [(HNAM, 60)]{.og-ref} + - [Damage Dice](#optional-rule-damage-dice) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Damage to Pool Maximums](#optional-rule-damage-to-pool-maximums) [(OG-CSRD)]{.og-ref .og-ref-og} diff --git a/patches/de-ogcsrd/036-remove-damage-dice.patch b/patches/de-ogcsrd/036-remove-damage-dice.patch new file mode 100644 index 0000000..08290d7 --- /dev/null +++ b/patches/de-ogcsrd/036-remove-damage-dice.patch @@ -0,0 +1,61 @@ +--- _tmp/ccsrd.md 2025-07-21 10:58:17.219108314 -0500 ++++ _tmp/ccsrd.new.md 2025-07-21 11:02:30.463700209 -0500 +@@ -27421,7 +27421,6 @@ + + Optional Rules + +-- [Damage Dice](#optional-rule-damage-dice) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Damage to Pool Maximums](#optional-rule-damage-to-pool-maximums) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Drowning and Suffocation](#optional-rule-drowning-and-suffocation) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Gaining Insight](#optional-rule-gaining-insight) [(OG-CSRD)]{.og-ref .og-ref-og} +@@ -28354,42 +28353,6 @@ + ::: + + ::: {.alert .ps-4 .pb-0} +-###### Optional Rule: Damage Dice [#](#optional-rule-damage-dice){.og-h-anchor aria-hidden="true"} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-Here a few more ideas for making damage a little less predictable. Most of these rules favor the PCs, especially against +-low level [creatures](#chapter-22-creatures). Rolling dice and calculating totals can slow down a game, so the GM should +-use these rules only if the players are happy rolling more dice and doing a little extra maths. +- +-- **Weapon Die:** Additional polyhedral dice can be used instead of static [weapon](#equipment-weapons) damage. +- +-- **Weapon Dice Pools:** Some of the following forumlas use \"kh\" for \"keep highest\". For example, \"3d6kh1\" means +- rolling three d6s, and keeping one result---the highest of the three. +- +-::: table-responsive +- Weapon Die Dice Pool Notes +- ------------------- ------ ------------ -------------------- +- Light 1d4 1d6 attack eased +- Medium 1d8 2d6kh1 + 1 --- +- Heavy 2d6 3d6kh1 + 2 requires two hands +- Heavy (alternate) 1d12 --- requires two hands +- +- : Weapon Dice (Polyhedral) +-::: +- +-- **Attack Rolls:** For every 3 an [attack roll](#action-attack) result shows in excess of the target number, the +- attack inflicts 1 additional damage. For example, if a PC attacks a level 2 foe with a target number of 6 and rolls +- a 16, they inflict 3 additional damage to the target. Additional damage from [special rolls](#rules-special-rolls) +- still applies as normal. +- +-- **Defense Rolls:** For every 3 a [defense roll](#action-defend) result shows in deficit of the target number, the +- attack inflicts 1 additional damage. For example, a PC making a Speed defense roll in response to level 5 foe with a +- target number of 15 and rolls and 9, they take 2 additional damage from the attack. +- +-- **Effort Dice:** Applying a level of [Effort](#modifying-the-difficulty-effort) to damage increases amount of damage +- inflicted by the attack by 1d6 (instead of the usual 3). +- + ###### Optional Rule: Ultimate Damage [#](#optional-rule-ultimate-damage){.og-h-anchor aria-hidden="true"} + + [(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +@@ -78637,7 +78600,6 @@ + ##### Modifying the Game [#](#choose-optional-rules-modifying-the-game){.og-h-anchor aria-hidden="true"} {#choose-optional-rules-modifying-the-game .og-h-small} + + - [Curses](#weird-west-curses) [(HNAM, 60)]{.og-ref} +-- [Damage Dice](#optional-rule-damage-dice) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Damage to Pool Maximums](#optional-rule-damage-to-pool-maximums) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Deck as d20](#weird-west-deck-as-d20) [(HNAM, 58)]{.og-ref} + - [Dehydration](#dehydration) [(RR, 63)]{.og-ref} diff --git a/patches/de-ogcsrd/037-remove-damage-to-pool-maximums.patch b/patches/de-ogcsrd/037-remove-damage-to-pool-maximums.patch new file mode 100644 index 0000000..c76783e --- /dev/null +++ b/patches/de-ogcsrd/037-remove-damage-to-pool-maximums.patch @@ -0,0 +1,52 @@ +--- _tmp/ccsrd.md 2025-07-21 11:02:47.548807306 -0500 ++++ _tmp/ccsrd.new.md 2025-07-21 11:04:27.167431805 -0500 +@@ -27421,7 +27421,6 @@ + + Optional Rules + +-- [Damage to Pool Maximums](#optional-rule-damage-to-pool-maximums) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Drowning and Suffocation](#optional-rule-drowning-and-suffocation) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Gaining Insight](#optional-rule-gaining-insight) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Healing Limitations](#optional-rule-healing-limitations) [(OG-CSRD)]{.og-ref .og-ref-og} +@@ -28562,33 +28561,6 @@ + [Serious Injuries and Conditions](#horror-rules-serious-injuries-and-conditions). + ::: + +-::: {.alert .ps-4 .pb-0} +-###### Optional Rule: Damage to Pool Maximums [#](#optional-rule-damage-to-pool-maximums){.og-h-anchor aria-hidden="true"} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-This optional rule creates additional risk for PCs taking damage or using powerful [special +-abilities](#choose-abilities) with lots of [Effort](#effort). Either situation creates lasting injuries that take longer +-to recover from. +- +-- **Damage:** When damage reduces a PC's [stat](#character-stats) [Pool](#pool) to 0, the remainder is temporarily +- subtracted from that stat's Pool maximum. The remainder (and any further damage) are also applied to another stat +- Pool, as described under [The Effects of Taking Damage](#the-effects-of-taking-damage). This effect is in addition +- to going down one step on [the damage track](#the-damage-track) as normal. +- +-- **Using Abilities:** When a PC uses a [special ability](#choose-abilities) with a [Pool](#pool) point cost they +- can't pay, the remainder is instead temporarily subtracted from their maximum Pool points for that stat. +- +-- **Recovering Pool Maximums:** A PC can recover temporary reductions to their [stat](#character-stats) [Pool](#pool) +- maximums by filling the Pool to its temporary maximum. While at the temporary maximum, [healing](#action-healing), +- [special abilities](#choose-abilities), [cyphers](#choose-cyphers), and [artifacts](#choose-artifacts) (but not +- [recovery rolls](#recovery-rolls)) restore lost points to a stat Pool's maximum. +- +-- **Pool Maximums Reaching Zero:** If any stat's Pool maximum is reduced to 0, the GM decides how best to proceed. +- For example, a PC might gain a permanent inability, permanently reduce a [stat](#character-stats) [Pool](#pool) +- maximum by 3, or die. +-::: +- + ##### Recovering Points in a Pool [#](#recovery-rolls){.og-h-anchor aria-hidden="true"} {#recovery-rolls} + + [(Cypher System Rulebook, page 218)]{.og-ref} +@@ -78600,7 +78572,6 @@ + ##### Modifying the Game [#](#choose-optional-rules-modifying-the-game){.og-h-anchor aria-hidden="true"} {#choose-optional-rules-modifying-the-game .og-h-small} + + - [Curses](#weird-west-curses) [(HNAM, 60)]{.og-ref} +-- [Damage to Pool Maximums](#optional-rule-damage-to-pool-maximums) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Deck as d20](#weird-west-deck-as-d20) [(HNAM, 58)]{.og-ref} + - [Dehydration](#dehydration) [(RR, 63)]{.og-ref} + - [Drowning and Suffocation](#optional-rule-drowning-and-suffocation) [(OG-CSRD)]{.og-ref .og-ref-og} diff --git a/patches/de-ogcsrd/038-remove-drowning-and-suffocation.patch b/patches/de-ogcsrd/038-remove-drowning-and-suffocation.patch new file mode 100644 index 0000000..031c4b7 --- /dev/null +++ b/patches/de-ogcsrd/038-remove-drowning-and-suffocation.patch @@ -0,0 +1,57 @@ +--- _tmp/ccsrd.md 2025-07-21 11:04:55.741610928 -0500 ++++ _tmp/ccsrd.new.md 2025-07-21 11:05:38.260877459 -0500 +@@ -27421,7 +27421,6 @@ + + Optional Rules + +-- [Drowning and Suffocation](#optional-rule-drowning-and-suffocation) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Gaining Insight](#optional-rule-gaining-insight) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Healing Limitations](#optional-rule-healing-limitations) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Making Recovery Rolls in Any Order](#optional-rule-making-recovery-rolls-in-any-order) [(OG-CSRD)]{.og-ref +@@ -28433,7 +28432,6 @@ + Optional Rules + + - [Dehydration](#dehydration) [(RR, 63)]{.og-ref} +-- [Drowning and Suffocation](#optional-rule-drowning-and-suffocation) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Exposure](#exposure) [(RR, 62)]{.og-ref} + - [Radiation in the Real World](#radiation-in-the-real-world) [(RR, 63)]{.og-ref} + - [Really Impossible Tasks](#really-impossible-tasks) [(293)]{.og-ref}[(CTS, 61)]{.og-ref} +@@ -28847,19 +28845,6 @@ + are reduced by one category; very-long-range weapons work only to long range, long-range weapons work only to short + range, and short-range weapons work only to immediate range. + +-::: {.alert .ps-4 .pb-0} +-###### Optional Rule: Drowning and Suffocation [#](#optional-rule-drowning-and-suffocation){.og-h-anchor aria-hidden="true"} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-- **Struggling for Air:** Struggling for air (for example, drowning, but near the surface) is a difficulty 4 Might +- check. +- +-- **Running out of Air:** After a number rounds with no air equal to 3 plus the PC's tier plus the PC\'s +- [Might](#might) [Edge](#edge), the PC must suceeed on a Might task with a difficulty equal to 4 plus 1 for every 30 +- feet (10 m) of depth from the surface, or descend one step on [the damage track](#the-damage-track). +-::: +- + ###### Moving Targets [#](#attack-modifiers-moving-targets){.og-h-anchor aria-hidden="true"} {#attack-modifiers-moving-targets} + + [(Cypher System Rulebook, page 222)]{.og-ref} +@@ -46633,8 +46618,8 @@ + Stress simulates the deleterious effects of high-pressure situations on a PC's performance. Stress can be physical or + mental (spiritual or psychological). Depending on the setting, sources of Stress might include: + +-- Unmet biological needs (for example, [dehydration](#dehydration), [drowning and +- suffocation](#optional-rule-drowning-and-suffocation), [exposure](#exposure), or [starvation](#starvation)) ++- Unmet biological needs (for example, [dehydration](#dehydration), drowning and ++ suffocation, [exposure](#exposure), or [starvation](#starvation)) + - Psychological trauma (for example, [hysteria](#horror-rules-hysteria), [madness](#horror-rules-madness), [mind + control](#horror-rules-mind-control), [panic](#horror-rules-instant-panic), [possession](#horror-rules-possession), + or [shock](#horror-rules-shock)) +@@ -78574,7 +78559,6 @@ + - [Curses](#weird-west-curses) [(HNAM, 60)]{.og-ref} + - [Deck as d20](#weird-west-deck-as-d20) [(HNAM, 58)]{.og-ref} + - [Dehydration](#dehydration) [(RR, 63)]{.og-ref} +-- [Drowning and Suffocation](#optional-rule-drowning-and-suffocation) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Effort for NPCs](#optional-rule-effort-for-npcs) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Exposure](#exposure) [(RR, 62)]{.og-ref} + - [Fairy Tale Rules](#choose-fairy-tale) [(WAAMH, 48)]{.og-ref} diff --git a/patches/de-ogcsrd/039-remove-stress.patch b/patches/de-ogcsrd/039-remove-stress.patch new file mode 100644 index 0000000..ff48b57 --- /dev/null +++ b/patches/de-ogcsrd/039-remove-stress.patch @@ -0,0 +1,660 @@ +--- _tmp/ccsrd.md 2025-07-21 11:06:11.523085969 -0500 ++++ _tmp/ccsrd.new.md 2025-07-21 12:47:23.209969048 -0500 +@@ -1260,7 +1260,7 @@ + [Quest Portal](https://www.questportal.com/) includes a mobile-friendly Cypher System characer sheet, and you can import + a copy of [OrangeAsp's The Magnus Archives Character + Sheet](https://app.questportal.com/template/The-Magnus-Archives-yo6jido2kvwe) for use if your game uses the optional +-[Stress](#horror-rules-stress) rule. ++Stress rule. + ::: + ::: + +@@ -2747,7 +2747,7 @@ + [Adept](#type-adept) analogues. + - *First-Tier Elocutionist* [(TMA, 44)]{.og-ref}. Unlike most [Speaker](#type-speaker) analogues, the Elocutionist + doesn't start with an inability with medium weapons. +-- Using supernatural abilities can cause a PC to accumulate [Stress](#horror-rules-stress). ++- Using supernatural abilities can cause a PC to accumulate Stress. + ::: + + ##### Mystery Flesh Pit National Park --- Types[[]{.og-icon .og-shop .ms-1 toggle="tooltip" title="Purchase from Third Party"}](https://www.drivethrurpg.com/en/product/498633/mystery-flesh-pit-national-park-the-rpg){aria-label="Purchase Mystery Flesh Pit National Park"} [#](#mystery-flesh-pit-types){.og-h-anchor aria-hidden="true"} {#mystery-flesh-pit-types .og-h-small .og-h-small-icon .og-border} +@@ -6079,7 +6079,7 @@ + ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} + **Editor's Notes ---** *The Magnus Archives* includes its own method of [Customizing + Descriptors](#customizing-descriptors). The No-Nonsense and Sturdy descriptors include an analogue of the +-[Resolute](#ability-stress-resolute){.og-ability} ability, which helps them deal with [Stress](#horror-rules-stress) ++[Resolute](#ability-stress-resolute){.og-ability} ability, which helps them deal with Stress + accumulation. + ::: + +@@ -12510,7 +12510,6 @@ + - [Social](#abilities-category-social) [(103)]{.og-ref} + - [Special Attack](#abilities-category-special-attack) [(104)]{.og-ref} + - [Stats](#abilities-category-stats) [(OC-CSRD)]{.og-ref} +-- [Stress](#horror-rules-stress-abilities) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Support](#abilities-category-support) [(105)]{.og-ref} + - [Task](#abilities-category-task) [(106)]{.og-ref} + - [Transform](#abilities-category-transform) [(107)]{.og-ref} +@@ -12553,7 +12552,6 @@ + - [Psionics](#optional-rule-psionics) [(SF, 50)]{.og-ref} + - [Skills and Other Abilities](#running-the-game-skills-and-other-abilities) [(421)]{.og-ref} + - [Spellcasting](#optional-rule-spellcasting) [(259)]{.og-ref} +-- [Stress](#horror-rules-stress) [(OG-CSRD)]{.og-ref .og-ref-og} + ::: + + [(Cypher System Rulebook, page 95)]{.og-ref} +@@ -13188,8 +13186,7 @@ + This category lists abilities from the the 2015 Cypher Sytem Rulebook that were renamed, altered, or deprecated in the + [Cypher System Rulebook](https://www.montecookgames.com/store/product/cypher-system-rulebook-2/){.og-icon .og-mcg}, and + abilities updated in the CSRD since that time. It also includes abilities with identical names, and variant abilities +-original to the OG-CSRD (except for those related to +-[Stress](#horror-rules-stress-abilities)). ++original to the OG-CSRD. + + You can use this category to reconcile products based on the 2015 Cypher Rulebook, including [Gods of the + Fall](https://www.montecookgames.com/store/product/gods-of-the-fall/){.og-icon .og-mcg}, +@@ -28345,11 +28342,6 @@ + increase the damage. For example, a PC can apply [Effort](#modifying-the-difficulty-effort) to deal 3 additional points + of damage, and [rolling a natural 17 on the attack roll](#rules-special-rolls) deals 1 additional point of damage. + +-::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} +-**Editor's Notes ---** For an alternate method of handling damage to PCs, see [Stress](#horror-rules-stress) and +-[Optional Rule: Stress as Damage](#horror-rules-stress-damage). +-::: +- + ::: {.alert .ps-4 .pb-0} + ###### Optional Rule: Ultimate Damage [#](#optional-rule-ultimate-damage){.og-h-anchor aria-hidden="true"} + +@@ -28436,7 +28428,6 @@ + - [Radiation in the Real World](#radiation-in-the-real-world) [(RR, 63)]{.og-ref} + - [Really Impossible Tasks](#really-impossible-tasks) [(293)]{.og-ref}[(CTS, 61)]{.og-ref} + - [Serious Injuries and Conditions](#horror-rules-serious-injuries-and-conditions) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [Stress as Damage: Hazards](#horror-rules-stress-damage-hazards) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Starvation](#starvation) [(RR, 63)]{.og-ref} + ::: + +@@ -41155,10 +41146,6 @@ + - [First Psi Ability](#first-psi-ability) [(SF, 50)]{.og-ref} + - [Psions and the Optional Latent Psionics Rule](#psions-and-the-optional-latent-psionics-rule) [(SF, 51)]{.og-ref} + - [More Powerful Psionics](#more-powerful-psionics) [(SF, 51)]{.og-ref} +- +-Related Sections +- +-- [Stress](#horror-rules-stress) [(OG-CSRD)]{.og-ref .og-ref-og} + ::: + + [(The Stars are Fire, page 50)]{.og-ref} +@@ -45662,7 +45649,6 @@ + - [Secret Twist](#horror-rules-secret-twist) [(SA, 97)]{.og-ref} + - [Serious Injuries and Conditions](#horror-rules-serious-injuries-and-conditions) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Shock](#horror-rules-shock) [(282)]{.og-ref}[(SA, 98)]{.og-ref} +-- [Stress](#horror-rules-stress) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Unease](#horror-rules-unease) [(SA, 99)]{.og-ref} + + Related Sections +@@ -46457,7 +46443,7 @@ + + [(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} + +-Some injuries linger---for example, those gained from accumulated [Stress](#horror-rules-stress), [special ++Some injuries linger---for example, those gained from accumulated stress, [special + damage](#special-damage), or a [GM intrusion](#gm-intrusion) triggered by a player [rolling a + 1](#intrusion-through-player-rolls) on a risky task. When this happens, the GM might assign a PC a serious injury or + condition. +@@ -46598,487 +46584,6 @@ + : Shock Levels + ::: + +-##### Stress [#](#horror-rules-stress){.og-h-anchor aria-hidden="true"} {#horror-rules-stress} +- +-::: {.alert .ps-4 .pb-0 .og-alert} +-###### Quick Reference: Stress [#](#choose-stress){.og-h-anchor aria-hidden="true"} {#choose-stress .og-h-small .og-border} +- +-- [Stress Points](#horror-rules-stress-points) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [Stress Levels](#horror-rules-stress-levels) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [Stress Relief](#horror-rules-stress-relief) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [Stress as Damage](#horror-rules-stress-damage) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [Stress as Damage: Armor](#horror-rules-stress-damage-armor) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [Stress as Damage: Hazards](#horror-rules-stress-damage-hazards) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [Stress and the Supernatural](#horror-rules-stress-supernatural) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [Ability Category: Stress](#horror-rules-stress-abilities) [(OG-CSRD)]{.og-ref .og-ref-og} +-::: +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-Stress simulates the deleterious effects of high-pressure situations on a PC's performance. Stress can be physical or +-mental (spiritual or psychological). Depending on the setting, sources of Stress might include: +- +-- Unmet biological needs (for example, [dehydration](#dehydration), drowning and +- suffocation, [exposure](#exposure), or [starvation](#starvation)) +-- Psychological trauma (for example, [hysteria](#horror-rules-hysteria), [madness](#horror-rules-madness), [mind +- control](#horror-rules-mind-control), [panic](#horror-rules-instant-panic), [possession](#horror-rules-possession), +- or [shock](#horror-rules-shock)) +-- Encountering or activating [the supernatural](#horror-rules-stress-supernatural) (for example +- [abilities](#choose-abilities), [artifacts](#choose-artifacts), [creatures](#choose-creatures), entities, or +- phenomena) +-- An [initial cost](#rules-initial-cost) for a strenuous task (for example, lifting a heavy object off a fallen ally) +-- Failing a consequential task (for example, during a [perilous venture](#horror-rules-perilous-venture), or +- [character arc](#choose-character-arc)) +-- Taking [damage](#rules-damage) or [special damage](#special-damage) (alternatively, use the [Stress as +- Damage](#horror-rules-stress-damage) option) +- +-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} +-If you enjoy this rules module, consider purchasing [The Magnus +-Archives](https://www.montecookgames.com/store/product/the-magnus-archives-roleplaying-game/){.og-icon .og-mcg}. +-::: +- +-###### Stress Points [#](#horror-rules-stress-points){.og-h-anchor aria-hidden="true"} {#horror-rules-stress-points} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-An increase in [Stress](#horror-rules-stress) is called accumulating Stress points. A decrease in Stress points is +-called [relieving Stress](#horror-rules-stress-relief). The GM decides when a PC accumulates 1--3 Stress points in +-response to appropriate events in the story, for example: +- +-::: table-responsive +-+-----------------------------------------------------------+-----------------------------------------------------------+ +-| Stress Accumulated | Examples | +-+===========================================================+===========================================================+ +-| 1 Stress points | - Inconvenience (public failure or humliation) | +-| | - Punched in arm, cut on hand | +-| | - Ambushed | +-| | - Discover human remains | +-| | - Close call (near miss with a vehicle, gun to your | +-| | head) | +-| | - Loved one in danger | +-| | - Witness supernatural from a distance (hovering alien | +-| | spaceship) | +-+-----------------------------------------------------------+-----------------------------------------------------------+ +-| 2 Stress points | - Minor setback (romantic rejection) | +-| | - Punched in gut, cut on face, fall down steps | +-| | - Discover mutilated remains | +-| | - Loved one seriously injured | +-| | - Witness supernatural up close (werewolf | +-| | transformation) | +-+-----------------------------------------------------------+-----------------------------------------------------------+ +-| 3 Stress points | - Major setback (job loss) | +-| | - Nasty cut on leg, bullet graze | +-| | - Hunted by a supernatural being | +-| | - Loved one dies | +-| | - Incomprehensible experience or paradigm shifting | +-| | event (a literal portal to hell opens) | +-+-----------------------------------------------------------+-----------------------------------------------------------+ +- +-: Examples of Stress Point Accumulation +-::: +- +-- **Avoiding Stress:** The GM might allow a PC to avoid accumulating physical Stress with a successful (usually +- [Speed](#speed) or [Might](#might)) [defense task](#action-defend). The GM might allow a PC to avoid accumulating +- mental Stress with a successful (usually [Intellect](#intellect)) [defense task](#action-defend). +- +-- **Duress:** PCs might accumulate Stress points as a function of time---for example, going without vital medication, +- addiction withdrawal, or just not knowing the fate of a loved one can cause a PC to gain 1 Stress point each hour, +- or prevent them from benefiting from sources of [stress relief](#horror-rules-stress-relief). +- +-- **NPCs and Stress:** Until relieved, subtract any accumulated Stress points from an NPC's current and maximum +- [Health](#understanding-the-listings). +- +-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} +-The GM might allow PCs to gain certain [special abilities related to Stress](#horror-rules-stress-abilities), allowing +-them to better resist, manage, relieve, or even use [Stress](#horror-rules-stress) productively. +-::: +- +-###### Stress Levels [#](#horror-rules-stress-levels){.og-h-anchor aria-hidden="true"} {#horror-rules-stress-levels} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-As shown in the following table, each time a PC accumulates 3 [Stress points](#horror-rules-stress-points), they gain 1 +-Stress Level. Each Stress Level hinders the PC's actions one additional step. After accumulating 4 Stress Levels, each +-additional Stress Level also sends the PC down one step on [the damage track](#the-damage-track)---thus, +-[Stress](#horror-rules-stress) has a lethal limit. +- +-::: table-responsive +- Stress Points Stress Levels (Steps Hindered) Target Number Task Success Rate Steps Down The Damage Track +- --------------- -------------------------------- --------------- ------------------- ------------------------------ +- 0--2 0 --- --- --- +- 3--5 1 (+3) −15% --- +- 6--8 2 (+6) −30% --- +- 9--11 3 (+9) −45% --- +- 12--14 4 (+12) −60% --- +- 15--17 5 (+15) −75% One +- 18--20 6 (+18) −90% Two +- 21--23 7 (+21) −105% Three (almost certain death) +- 24--26 8 (+24) −120% Four +- 27--29 9 (+27) −135% Five +- 30--32 10 (+30) −150% Six +- +- : Stress Points and Levels +-::: +- +-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} +-The GM might pair a step down [the damage track](#the-damage-track) due to [Stress](#horror-rules-stress) with a +-[serious injury or condition](#horror-rules-serious-injuries-and-conditions). Depening on the specifics, dying from +-Stress by atypical, for example, a permanent loss of control of the PC to +-[supernatural](#horror-rules-stress-supernatural) forces, or a horrific transformation. +-::: +- +-###### Stress Relief [#](#horror-rules-stress-relief){.og-h-anchor aria-hidden="true"} {#horror-rules-stress-relief} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-As PCs accumulate [Stress points](#horror-rules-stress-points) and [Stress Levels](#horror-rules-stress-levels), they +-will eventually need ways of relieving [Stress](#horror-rules-stress). +- +-- **Providing Stress Relief:** A PC can remove another PC's Stress by succeeding on an appropriate task---for +- example, providing first aid, friendly conversation, a relaxing massage, or music. The PC decides how many points of +- Stress to relieve, and must succeed a task with a difficulty equal to that number (for example, relieving 3 Stress +- points is a difficulty 3 task). The PC must rest for one hour before their Stress can be relieved in this way again. +- +-- **Stress Relieving Activities:** Events in everyday life also relieve Stress, and some can happen simultaneously. +- Stress relieving activities might include: +- +-::: table-responsive +- Activity Stress Relieved +- --------------------------------------------------------------- --------------------------------------------- +- Nourishment (eating, drinking, other biological needs) −3 Stress points (one action, once per day) +- Sleeping or relaxing in a safe place −3 Stress points per hour +- Soothing activity (prayer, meditation, hobbies, or exercise) −1 Stress point per hour +- Quality time (with a pet, therapist, loved one, or confidant) −1 Stress point per hour +- Vice (drinking, drugs, debauchery, or gambling) −1 Stress point per hour +- +- : Stress Relieving Activities +-::: +- +-::: {.alert .ps-4 .pb-0} +-###### Optional Rule: Stress as Damage [#](#horror-rules-stress-damage){.og-h-anchor aria-hidden="true"} {#horror-rules-stress-damage} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-[Stress](#horror-rules-stress) can serve as the primary method the GM uses to inflict [damage](#rules-damage) to PCs. +-Doing so means PCs are less likely to go down [the damage track](#the-damage-track) unless they accumulate at least 5 +-Stress Levels. It also means their [Might](#might), [Speed](#speed), and [Intellect](#intellect) points are more readily +-available to pay the cost of [abilities](#choose-abilities) and [Effort](#effort). The GM might even decide PCs don't +-descend a step on the damage track due to a stat [Pool](#pool) reaching 0. +- +-When using this optional rule, the Stress inflicted by a creature, NPC, or effect is based on its +-[level](#key-concepts), for example: +- +-::: table-responsive +- Level Damage Inflicted +- ------- ----------------------------------------------------------------------------------------------------------------------------------------------- +- 1 1 Stress point +- 2 2 Stress points +- 3 3 Stress points +- ≥4 One step down [the damage track](#the-damage-track) (possible a [serious injury or condition](#horror-rules-serious-injuries-and-conditions)) +- +- : Stress Points as Damage +-::: +- +-###### Stress as Damage: Armor [#](#horror-rules-stress-damage-armor){.og-h-anchor aria-hidden="true"} {#horror-rules-stress-damage-armor} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-The [Stress as Damage](#horror-rules-stress-damage) optional rule works best in settings where effective +-[Armor](#rules-armor) against the types of threats the PCs face is rare. Here are some suggested accommodations: +- +-- **Encumbrance:** The [Speed Effort cost](#equipment-armor-speed-effort-cost-per-level-of-effort-used) for wearing +- [physical armor](#equipment-armor) is waived. Instead, wearing physical armor hinders all [Speed](#speed) tasks. +- +-- **Sundered Defenses:** [Armor](#rules-armor) stats for PCs are mostly ignored. A PC with an appropriate source of +- [Armor](#rules-armor) can sacrifice it to avoid going down [the damage track](#the-damage-track) or acquiring a +- [serious injury or condition](#horror-rules-serious-injuries-and-conditions). The GM decides if doing this damages +- or destroys physical armor. If the sacrificed source of Armor is a natural trait or [special +- ability](#choose-abilities)---for example, the [Thick Hide](#ability-mutation-beneficial-thick-hide){.og-ability} +- mutation or [Ward](#ability-ward){.og-ability} ability---it has no effect until the PC finishes a one-hour or +- ten-hour [recovery roll](#recovery-roll) (determined by the GM). +- +-- **Tough Types:** All instances of the [Ignore the Pain](#ability-ignore-the-pain){.og-ability} ability are replaced +- with the [Glutton for Punishment](#ability-stress-glutton-for-punishment){.og-ability} ability instead. +- [Warriors](#type-warrior) can choose this ability at tier 2. [Explorers](#type-explorer) and PCs with [combat +- flavor](#flavor-combat) can choose it at tier 3. +- +-###### Stress as Damage: Hazards [#](#horror-rules-stress-damage-hazards){.og-h-anchor aria-hidden="true"} {#horror-rules-stress-damage-hazards} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-The GM might also want to assign appropriate [Stress](#horror-rules-stress) accumulation for [hazards](#choose-hazards) +-or dangerous situations, for example: +- +-::: table-responsive +- Source Damage Notes +- --------------- -------------------------------------------------------------------------------------------------------------------------------------------------------- --------------------------------------- +- Falling 2 Stress points per 10 feet (3 m) fallen --- +- Minor fire 3 Stress points per round Torch +- Major fire One step down [the damage track](#the-damage-track) (possible [serious injury or condition](#horror-rules-serious-injuries-and-conditions)) each round Engulfed in flames; lava +- Acid splash 2 Stress points per round --- +- Acid bath One step down [the damage track](#the-damage-track) (possible [serious injury or condition](#horror-rules-serious-injuries-and-conditions)) each round Immersed in acid +- Cold 1 Stress point per minute Below freezing temperatures +- Severe cold One step down [the damage track](#the-damage-track) (possible [serious injury or condition](#horror-rules-serious-injuries-and-conditions)) each round Liquid nitrogen +- Shock 1 Stress point per round Often involves losing next action +- Electrocution One step down [the damage track](#the-damage-track) (possible [serious injury or condition](#horror-rules-serious-injuries-and-conditions)) each round Often involves losing next action +- Crush 3 Stress points Object or creature falls on character +- Huge crush One step down [the damage track](#the-damage-track) (possible [serious injury or condition](#horror-rules-serious-injuries-and-conditions)) Roof collapse; cave-in +- Collision One step down [the damage track](#the-damage-track) (possible [serious injury or condition](#horror-rules-serious-injuries-and-conditions)) Large, fast object strikes character +- +- : Stress Damage from Hazards +-::: +-::: +- +-###### Stress and the Supernatural [#](#horror-rules-stress-supernatural){.og-h-anchor aria-hidden="true"} {#horror-rules-stress-supernatural} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-Designating certain actions, events and experiences---including a PC's own [special abilities](#choose-abilities)---as +-\"supernatural\" sources of [Stress](#horror-rules-stress) accumulation---or relief---can make for an interesting story. +- +-- **Defining the Supernatural:** The specifics inevitably vary by setting, but here are a few things to consider: +- +- - *Type.* In general, [Warrior](#type-warrior), [Explorer](#type-explorer), and [Speaker](#type-speaker) abilities +- are mundane. At tier 3 and higher, a few might be supernatural. [Adept](#type-adept) abilities include +- supernatural effects at tier 1. Abilities gained from a magical [flavor](#choose-flavor) are probably +- supernatural. +- +- - *Focus.* Abilities gained from [mundane foci](#mundane-foci) are almost always mundane. Other foci are not so +- easy---for example, a PC with the [Bears a Halo of Fire](#focus-bears-a-halo-of-fire) focus might be a +- pyrokinetic child (supernatural), or a grizzled mercenary with a high-tech flamethrower (mundane)---depending on +- the setting and the [story behind the focus](#focus-story-behind-the-focus). +- +- - *Supernatural Abilities.* [Spellcasting](#choose-spellcasting) and [psionics](#choose-psionics) are almost +- always supernatural---but making certain types of magic supernaturally stressful could be interesting in the +- right setting. +- +- - *Superpowers.* Superheroes present an interesting challenge---they might be fantastic but ultimately mundane, or +- they might originate from a central supernatural element within the setting. Ultimately, the GM decides what is +- meaningfully \"supernatural\" when it comes to Stress. For example, using superpowers might be stressful when +- they are first acquired, but become less stressful over time. Accumulating Stress while attempting [power +- stunts](#superhero-power-stunts) is also a reasonable idea. +- +- - *Artifacts, Creatures, and Effects.* Encounters with the supernatural can also be stressful, for example, +- activating a powerful [artifact](#choose-artifacts), or encountering something unthinkable for the first +- time---like a [xenoparasite](#creature-xenoparasite) or [Death](#npc-death) itself. +- +-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} +-Take a moment to appreciate how flexible the definition of \"supernatural\" can be. For example, in Scooby-Doo, The gang +-spends an awful lot of time driving around in the Mystery Machine and chasing down would-be ghosts in haunted +-mansions---only to find perfectly mundane explanations for seemingly supernatural events. These very same people see +-absolutely nothing supernatural about the talking dog in their midst. Neither does anybody else. For more on internal +-logic, see [Making Meaning](#making-meaning). +-::: +- +-- **Encountering the Supernatural:** Once a PC has accumulated a minimum amount of Stress---for example, a total of 10 +- Stress Levels in the course of a campaign---the PC might gain access to new supernatural abilities, or be directly +- contacted by an otherworldly entity. The GM determines which abilities are supernatural, and whether using those +- abilities accumulates or relieves Stress: +- +- - *Supernatural Abilities Cause Stress.* Using this option, the GM assigns the accumulation of 1--3 [Stress +- points](#horror-rules-stress-points) when a PC activates a supernatural ability. This can be in place of---or in +- addition to---its normal activation cost. For example, using the [Shatter](#ability-shatter){.og-ability} +- ability might cause the PC to accumulate 3 Stress points. +- +- - *Stress Fuels Supernatural Abilities.* Using this option, PCs relieve [Stress](#horror-rules-stress) when +- activating supernatural abilities---especially powerful, dangerous, or destructive ones. When using this option, +- Stress is relieved before any task roll prompted by the ability's use. In some cases, the GM might allow Stress +- relief in place of paying the ability's usual activation cost (potentially requiring the PC to accumulate a +- minimum amount of Stress in order to use them), for example: +- +-::: table-responsive +- Ability Power Grade Stress Relieved +- --------------------- ------------------ +- Low-tier −3 Stress points +- Mid-tier −6 Stress points +- High-tier −9 Stress points +- +- : Stress Fuels Supernatural Abilities +-::: +- +-::: {.alert .ps-4 .pb-0} +-###### Ability Category: Stress [#](#horror-rules-stress-abilities){.og-h-anchor aria-hidden="true"} {#horror-rules-stress-abilities} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-The GM might introduce new abilities that help PCs deal with the accumulation of [Stress](#horror-rules-stress), or +-allow them to accumulate or relieve Stress in interesting ways, for example: +- +-Low-Tier +- +-- [Body Block](#ability-stress-body-block) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [Devil's Gambit](#ability-stress-devils-gambit) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [Frantic Effort](#ability-stress-frantic-effort) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [Glutton for Punishment](#ability-stress-glutton-for-punishment) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [Resolute](#ability-stress-resolute) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [Small Talk](#ability-stress-small-talk) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [Strained Effort](#ability-stress-strained-effort) [(OG-CSRD)]{.og-ref .og-ref-og} +- +-Mid-Tier +- +-- [Indolent Body](#ability-stress-indolent-body) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [Indolent Mind](#ability-stress-indolent-mind) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [Stratagem](#ability-stress-stratagem) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [Supernatural Conductor](#ability-stress-supernatural-conductor) [(OG-CSRD)]{.og-ref .og-ref-og} +- +-High-Tier +- +-- [Backup Plan](#ability-stress-backup-plan) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [Clear Mind](#ability-stress-clear-mind) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [Grievous Words](#ability-stress-grievous-words) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [Impart Tranquility](#ability-stress-impart-tranquility) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [Nerves of Steel](#ability-stress-nerves-of-steel) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [Seen It All](#ability-stress-seen-it-all) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [Supernatural Conduit](#ability-stress-supernatural-conduit) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [True Sight](#ability-stress-true-sight) [(OG-CSRD)]{.og-ref .og-ref-og} +-::: +- +-Stress Abilities in Alphabetical Order +- +-- ::: {#ability-stress-backup-plan} +- **Backup Plan (4 Speed points):** If a PC within immediate distance of you fails a Might or Speed task, you can +- reroll the die. If your roll also fails, you gain 1 [Stress point](#horror-rules-stress-points). Enabler. +- [(OG-CSRD)]{.og-ref .og-ref-og} +- ::: +- +-- ::: {#ability-stress-body-block} +- **Body Block (2 Might points):** When an ally within immediate range of you fails a [defense task](#action-defend) +- against an attack or effect, you can cause it to inflict 3 [Stress points](#horror-rules-stress-points) to you +- instead. Enabler. [(OG-CSRD)]{.og-ref .og-ref-og} +- ::: +- +-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} +-[Body Block](ability-stress-body-block){.og-ability} works best with the [Stress as Damage](#horror-rules-stress-damage) +-optional rule in use. +-::: +- +-- ::: {#ability-stress-clear-mind} +- **Clear Mind (8 Intellect points):** For each minute you spend clearing your mind, you relieve 3 [Stress +- points](#horror-rules-stress-points). Action to initiate. [(OG-CSRD)]{.og-ref .og-ref-og} +- ::: +- +-- ::: {#ability-stress-devils-gambit} +- **Devil's Gambit:** With the GM\'s approval, you relieve 3 [Stress points](#horror-rules-stress-points) and ease a +- task, instead of hindering it to the extent your Stress levels usually would. After the task is resolved, the GM +- makes a free [GM intrusion](#gm-intrusion). Enabler. [(OG-CSRD)]{.og-ref .og-ref-og} +- ::: +- +-- ::: {#ability-stress-frantic-effort} +- **Frantic Effort:** You can relieve 3 [Stress points](#horror-rules-stress-points) to pay for a level of +- [Effort](#effort), and raise your [GM intrusion](#gm-intrusion) rate by 1 until after your next ten-hour [recovery +- roll](#recovery-roll). You can exceed your Effort score, so long as the excess is paid in this way (up to the +- six-step limit for easing a task). Enabler. [(OG-CSRD)]{.og-ref .og-ref-og} +- ::: +- +-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} +-The [Devil's Gambit](#ability-stress-devils-gambit){.og-ability} and [Frantic +-Effort](#ability-stress-frantic-effort){.og-ability} abilities allow players to relieve [Stress](#horror-rules-stress) +-in exchange for additional [GM intrusions](#gm-intrusion). The GM should probably only offer one ability or the other, +-depending on what is most appropriate for the setting. +-::: +- +-- ::: {#ability-stress-glutton-for-punishment} +- **Glutton for Punishment:** You have an additional step on [the damage track](#the-damage-track) between hale and +- impaired: hurt. While hurt, your injuries are clearly visible to others, but don't otherwise affect you. Enabler. +- [(OG-CSRD)]{.og-ref .og-ref-og} +- ::: +- +-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} +-If using the [Stress as Damage](#horror-rules-stress-damage) optional rule, [Glutton for +-Punishment](#ability-stress-glutton-for-punishment){.og-ability} replaces the low-tier [Ignore the +-Pain](#ability-ignore-the-pain){.og-ability} ability---a feature of the [Never Says Die](#focus-never-says-die), +-[Raids](#focus-raids), [Sailed Beneath the Jolly Roger](#focus-sailed-beneath-the-jolly-roger), and [Walks the +-Wasteland](#focus-walks-the-wasteland) foci. It also enhances the [Tough as Nails](#ability-tough-as-nails){.og-ability} +-ability. +- +-If using the [Serious Injuries and Conditions](#horror-rules-serious-injuries-and-conditions) optional rule, restoring +-the damage track from hurt works the same way as impaired. +-::: +- +-- ::: {#ability-stress-grievous-words} +- **Grievous Words (5 Intellect points):** You unleash a devastating commentary upon your foes. Up to five targets +- within short range who can hear and gain 3 [Stress points](#horror-rules-stress-points) (or 4 points of damage). +- Make a separate attack roll for each target. Action. [(OG-CSRD)]{.og-ref .og-ref-og} +- ::: +- +-- ::: {#ability-stress-impart-tranquility} +- **Impart Tranquility (6 Intellect points):** A target that can hear you loses all accumulated [Stress +- points](#horror-rules-stress-points). Action to initiate, ten minutes to complete. [(OG-CSRD)]{.og-ref .og-ref-og} +- ::: +- +-- ::: {#ability-stress-indolent-body} +- **Indolent Body:** When you are physically injured, you accumulate 1 less [Stress +- point](#horror-rules-stress-points) than you otherwise would. Enabler. [(OG-CSRD)]{.og-ref .og-ref-og} +- ::: +- +-- ::: {#ability-stress-indolent-mind} +- **Indolent Mind:** When you are mentally or spiritually injured, you accumulate 1 less [Stress +- point](#horror-rules-stress-points) than you otherwise would. Enabler. [(OG-CSRD)]{.og-ref .og-ref-og} +- ::: +- +-- ::: {#ability-stress-nerves-of-steel} +- **Nerves of Steel:** You treat your [Stress Levels](#horror-rules-stress-levels) as if they were 1 lower (to a +- minimum of 0). For example, if you have 9 Stress points, your tasks are hindered by only two steps. Enabler. +- [(OG-CSRD)]{.og-ref .og-ref-og} +- ::: +- +-- ::: {#ability-stress-resolute} +- **Resolute:** After a ten-hour [recovery roll](#recovery-rolls), you ignore the first 3 points of +- [Stress](#horror-rules-stress) you accumulate. Enabler. [(OG-CSRD)]{.og-ref .og-ref-og} +- ::: +- +-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} +-[Resolute](#ability-stress-resolute){.og-ability} is good option to consider when [customizing +-descriptors](#customizing-descriptors) like [Calm](#descriptor-calm), [Foolish](#descriptor-foolish), +-[Resilient](#descriptor-resilient), and [Strong Willed](#descriptor-strong-willed). +-::: +- +-- ::: {#ability-stress-seen-it-all} +- **Seen It All:** You don't accumulate [Stress points](#horror-rules-stress-points) from witnessing supernatural +- creatures or events. Enabler. [(OG-CSRD)]{.og-ref .og-ref-og} +- ::: +- +-- ::: {#ability-stress-small-talk} +- **Small Talk (1 Intellect point):** If you spend at least an hour in idle conversation with a friendly creature, you +- both relieve 1 additional [Stress point](#horror-rules-stress-points) than you otherwise would. Enabler. +- [(OG-CSRD)]{.og-ref .og-ref-og} +- ::: +- +-- ::: {#ability-stress-stratagem} +- **Stratagem: (3 Intellect points)** You devise a set of strategies related to a location you have reliable +- information about. Choose three of the following benefits for you and up to five allies to gain while there: +- +- - Ease the first [perception](#action-looking-or-listening) task +- - Ease the first [interaction](#action-interacting-with-creatures) task +- - Ease the first [initiative](#rules-encounters-rounds-and-initiative) task +- - Ease the first [defense](#action-defend) task +- - Ease the first task to [run away or escape](#movement-chase) the area +- - Ignore the first [Stress point](#horror-rules-stress-points) accumulated +- +- Action to initiate; one hour to complete. +- ::: +- +-- ::: {#ability-stress-strained-effort} +- **Strained Effort:** You can pay for a level of [Effort](#effort) by accumulating 3 [Stress +- points](#horror-rules-stress-points). You can exceed your Effort score, so long as the excess is paid for with +- Stress accumulation (up to the six-step limit for easing a task). Enabler. [(OG-CSRD)]{.og-ref .og-ref-og} +- ::: +- +-- ::: {#ability-stress-supernatural-conductor} +- **Supernatural Conductor:** When activating a supernatural [artifact](#choose-artifact), you ignore the first +- [Stress point](#horror-rules-stress-points) you accumulate. Enabler. [(OG-CSRD)]{.og-ref .og-ref-og} +- ::: +- +-- ::: {#ability-stress-supernatural-conduit} +- **Supernatural Conduit:** When activating a supernatural ability, you ignore the first [Stress +- point](#horror-rules-stress-points) you accumulate. Enabler. [(OG-CSRD)]{.og-ref .og-ref-og} +- ::: +- +-- ::: {#ability-stress-true-sight} +- **True Sight:** You automatically see the truth beneath illusions and other supernatural guises. The truth is not +- always kind, and can be a source of [Stress](horror-rules-stress). Enabler. [(OG-CSRD)]{.og-ref .og-ref-og} +- ::: +- + ##### Unease [#](#horror-rules-unease){.og-h-anchor aria-hidden="true"} {#horror-rules-unease} + + [(Stay Alive!, page 99)]{.og-ref} +@@ -76760,8 +76265,8 @@ + If PCs are breezing through encounters, try some of the following ideas: + + - **Gritty Realism:** If the game requires a little more \"gritty realism\", employ [optional +- rules](#choose-optional-rules) like [Fragility](#horror-rules-fragility), [Ironman](#horror-rules-ironman), or +- [Stress](#horror-rules-stress) to dial up the threat. ++ rules](#choose-optional-rules) like [Fragility](#horror-rules-fragility) or [Ironman](#horror-rules-ironman) ++ to dial up the threat. + + - **Templates:** [Modify creatures](#modifying-creatures) to create new and more challenging variants of creatures or + NPCs. +@@ -78381,7 +77886,7 @@ + Encounters](#creating-challenging-encounters), dial up the challenge with [GM intrusions](#gm-intrusion) with [Horror + Mode](#horror-rules-horror-mode) optional rule. + +-The optional [Fragility](#horror-rules-fragility), [Ironman](#horror-rules-ironman), or [Stress](#horror-rules-stress) ++The optional [Fragility](#horror-rules-fragility) or [Ironman](#horror-rules-ironman) + rules are also an excellent way of making a game feel a bit more dangerous at the baseline. + ::: + +@@ -78584,7 +78089,6 @@ + - [Serious Injuries and Conditions](#horror-rules-serious-injuries-and-conditions) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Showdown](#weird-west-showdown-optional-rule) [(HNAM, 59)]{.og-ref} + - [Starvation](#starvation) [(RR, 63)]{.og-ref} +-- [Stress](#horror-rules-stress) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Survival](#weird-west-curses) [(HNAM, 62)]{.og-ref} + - [Task and Fate Dice Resolution](#optional-rule-task-and-fate-dice-resolution) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Trading Damage for Effect](#optional-rule-trading-damage-for-effect) [(OG-CSRD)]{.og-ref .og-ref-og} +@@ -78634,7 +78138,6 @@ + - [Ability Category: Recovery](#abilities-category-recovery) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Ability Category: Roll](#abilities-category-roll) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Ability Category: Stats](#abilities-category-stats) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [Ability Category: Stress](#horror-rules-stress-abilities) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Campaign Design Checklist](#campaign-design-checklist) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Character Creation Checklist](#character-creation-checklist) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Character Sheets](#og-cscs) [(OG-CSRD)]{.og-ref .og-ref-og} +@@ -79206,7 +78709,7 @@ + - Option: Choose a Second Descriptor Skill [(TMA, 18)]{.og-ref} + - [Horror Mode](#horror-rules-horror-mode) [(TMA, 122)]{.og-ref} + - The Ramificatons of Death [(TMA, 136)]{.og-ref} +-- [Stress](#horror-rules-stress) [(TMA, 12)]{.og-ref}[(TMA, 128)]{.og-ref}[(TMA, 135)]{.og-ref}[(TMA, 304)]{.og-ref} ++- Stress [(TMA, 12)]{.og-ref}[(TMA, 128)]{.og-ref}[(TMA, 135)]{.og-ref}[(TMA, 304)]{.og-ref} + - [Serious Injuries](#horror-rules-serious-injuries-and-conditions) [(TMA, 307)]{.og-ref} + + Running the Game +@@ -79221,7 +78724,7 @@ + - Cyphers [(TMA, 105)]{.og-ref} + - Rules of the Game [(TMA, 114)]{.og-ref} + - [Key Concepts](#key-concepts) [(TMA, 116)]{.og-ref} +-- [Damage from Hazards](#horror-rules-stress-damage-hazards) [(TMA, 133)]{.og-ref} ++- Damage from Hazards [(TMA, 133)]{.og-ref} + - The Ramifications of Death [(TMA, 136)]{.og-ref} + - Time Requires for Actions [(TMA, 139)]{.og-ref} + - Character Arcs and Advancement [(TMA, 140)]{.og-ref} +@@ -79248,10 +78751,10 @@ + + - PCs can [customize their descriptor](#customizing-descriptors) by choosing one additional [skill](#skills) in + exchange for an appropriate [inability](#key-concepts) [(TMA, 18)]{.og-ref} +-- [Stress](#horror-rules-stress) [(TMA, 12)]{.og-ref}[(TMA, 128)]{.og-ref} +-- [Stress as Damage](#horror-rules-stress-damage) [(TMA, 12)]{.og-ref}[(TMA, 131)]{.og-ref}[(TMA, 304)]{.og-ref} +-- *Supernatural Abilities* with the *Supernatural Abilities Cause Stress*, as described under [Stress and the +- Supernatural](#horror-rules-stress-supernatural) [(TMA, 12)]{.og-ref}[(TMA, 27)]{.og-ref}[(TMA, 130)]{.og-ref} ++- Stress [(TMA, 12)]{.og-ref}[(TMA, 128)]{.og-ref} ++- Stress as Damage [(TMA, 12)]{.og-ref}[(TMA, 131)]{.og-ref}[(TMA, 304)]{.og-ref} ++- *Supernatural Abilities* with the *Supernatural Abilities Cause Stress*, as described under Stress and the ++ Supernatural [(TMA, 12)]{.og-ref}[(TMA, 27)]{.og-ref}[(TMA, 130)]{.og-ref} + - *Serious Injuries*, as described under [Serious Injuries and Conditions](#horror-rules-serious-injuries) [(TMA, + 12)]{.og-ref}[(TMA, 132)]{.og-ref} + ::: diff --git a/patches/de-ogcsrd/040-remove-gaining-insight.patch b/patches/de-ogcsrd/040-remove-gaining-insight.patch new file mode 100644 index 0000000..16f5700 --- /dev/null +++ b/patches/de-ogcsrd/040-remove-gaining-insight.patch @@ -0,0 +1,78 @@ +--- _tmp/ccsrd.md 2025-07-21 12:47:49.461140950 -0500 ++++ _tmp/ccsrd.new.md 2025-07-21 12:56:29.555546690 -0500 +@@ -27418,7 +27418,6 @@ + + Optional Rules + +-- [Gaining Insight](#optional-rule-gaining-insight) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Healing Limitations](#optional-rule-healing-limitations) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Making Recovery Rolls in Any Order](#optional-rule-making-recovery-rolls-in-any-order) [(OG-CSRD)]{.og-ref + .og-ref-og} +@@ -29717,24 +29716,6 @@ + + Completely lost knowledge + +-::: {.alert .ps-4 .pb-0} +-###### Optional Rule: Gaining Insight [#](#optional-rule-gaining-insight){.og-h-anchor aria-hidden="true"} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-This section is based on *Gaining Insight* [(231)]{.og-ref}. +- +-If a PC is planning something complex, or spending time to gain more information about a situation, they can spend 3 +-Intellect points and one [action](#rules-actions) to gain additional, reliable information, which the GM provides in the +-form of a useful clue. The clue might provide foreknowledge of events, allowing the PC to recognize something, someone, +-or a pattern of behavior on the part of one or more NPCs. The GM decides what insight is gained, and ensures the +-information is useful and reliable. Gaining insight should never be used to \"trap\" a PC. +- +-Additionally, the GM can notify players that insights are available without revealing what they are, but allow PCs to +-purchase them with 1 [XP](#choose-xp) as a [player intrusion](#choose-player-intrusions), or 2 XP as a [short-term +-benefit](#experience-points-short-and-medium-term-benefits). +-::: +- + ##### Vehicular Movement [#](#action-vehicular-movement){.og-h-anchor aria-hidden="true"} {#action-vehicular-movement} + + [(Cypher System Rulebook, page 230)]{.og-ref} +@@ -30305,7 +30286,7 @@ + - **Short- or Medium-term Benefits:** Gain a temporary or situational [skill or + ability](#experience-points-short-and-medium-term-benefits) with a story-based purpose. [(239)]{.og-ref} + +-- **Gaining Insight:** [Gain insight](#optional-rule-gaining-insight) about your situation. If you do this as a ++- **Gaining Insight:** Gain insight about your situation. If you do this as a + [player intrusion](#running-the-game-player-intrusions), the cost is 1 XP instead. [(231)]{.og-ref} + + - **Cantrips:** Learn two [cantrips](#cantrips). [(IOM, 82)]{.og-ref} +@@ -75810,7 +75791,6 @@ + Optional Rules + + - [Fairy Tale Player Intrusions](#fairy-tale-player-intrusions) [(WAAMH, 58)]{.og-ref} +-- [Gaining Insight](#optional-rule-gaining-insight) [(231)]{.og-ref}[(OG-CSRD)]{.og-ref .og-ref-og} + - [Requesting a Subtle Cypher](#player-intrusion-subtle-cypher) [(379)]{.og-ref} + + Related Sections +@@ -76602,7 +76582,7 @@ + + - **Player Intrusions:** Some players who aren't used to having more narrative control might be reluctant to propose + a [player intrusion](#choose-player-intrusions). If no one is using player intrusions, try proposing a few you think +- they'd like, or using the [Gaining Insight](#optional-rule-gaining-insight) optional rule. Devise a few proposed ++ they'd like, or using the Gaining Insight optional rule. Devise a few proposed + player intrusions for each PC---you can make it something only they could---or would---think of. Once players see a + few examples, they'll be more prepared to start proposing their own intrusions. + +@@ -78069,7 +78049,6 @@ + - [Fairy Tale Rules](#choose-fairy-tale) [(WAAMH, 48)]{.og-ref} + - [Fantasy Rules](#choose-fantasy) [(WAAMH, 48)]{.og-ref} + - [Fragility](#horror-rules-fragility) [(SA, 87)]{.og-ref}[(RR, 73)]{.og-ref} +-- [Gaining Insight](#optional-rule-gaining-insight) [(231)]{.og-ref}[(OG-CSRD)]{.og-ref .og-ref-og} + - [Healing Limitations](#optional-rule-healing-limitations) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Horror Rules](#choose-horror) [(SA, 84)]{.og-ref} + - [Incredible Mutations](#incredible-mutations) [(RR, 75)]{.og-ref} +@@ -78379,7 +78358,7 @@ + - Acting While Under Attack [(426)]{.og-ref} + - Choosing a Combat Effect Ahead of Time [(212)]{.og-ref} + - Faster Initiative [(215)]{.og-ref} +-- [Gaining Insight](#optional-rule-gaining-insight) [(231)]{.og-ref} ++- Gaining Insight [(231)]{.og-ref} + - Getting an XP Advance [(232)]{.og-ref} + - Modifying Abilities on the Fly [(419)]{.og-ref} + - Skills from Backgrounds [(235)]{.og-ref} diff --git a/patches/de-ogcsrd/041-remove-healing-limitations.patch b/patches/de-ogcsrd/041-remove-healing-limitations.patch new file mode 100644 index 0000000..1712bad --- /dev/null +++ b/patches/de-ogcsrd/041-remove-healing-limitations.patch @@ -0,0 +1,34 @@ +--- _tmp/ccsrd.md 2025-07-21 12:56:58.469736036 -0500 ++++ _tmp/ccsrd.new.md 2025-07-21 12:57:27.571926609 -0500 +@@ -27418,7 +27418,6 @@ + + Optional Rules + +-- [Healing Limitations](#optional-rule-healing-limitations) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Making Recovery Rolls in Any Order](#optional-rule-making-recovery-rolls-in-any-order) [(OG-CSRD)]{.og-ref + .og-ref-og} + - [Object Level, Health, and Armor](#optional-rule-object-level-health-and-armor) [(OG-CSRD)]{.og-ref .og-ref-og} +@@ -29456,15 +29455,6 @@ + then make an Intellect action with a difficulty equal to that number. For example, if you want to heal someone for 3 + points, that's a difficulty 3 task with a target number of 9. + +-::: {.alert .ps-4 .pb-0} +-###### Optional Rule: Healing Limitations [#](#optional-rule-healing-limitations){.og-h-anchor aria-hidden="true"} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-Each time anyone attempts to heal the same creature, the task is hindered by an additional step. The difficulty resets +-after that creature rests for ten hours. +-::: +- + ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} + **Editor's Notes ---** For more on healing, see [Special Damage](#special-damage) and [Serious Injuries and + Conditions](#horror-rules-serious-injuries-and-conditions). +@@ -78049,7 +78039,6 @@ + - [Fairy Tale Rules](#choose-fairy-tale) [(WAAMH, 48)]{.og-ref} + - [Fantasy Rules](#choose-fantasy) [(WAAMH, 48)]{.og-ref} + - [Fragility](#horror-rules-fragility) [(SA, 87)]{.og-ref}[(RR, 73)]{.og-ref} +-- [Healing Limitations](#optional-rule-healing-limitations) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Horror Rules](#choose-horror) [(SA, 84)]{.og-ref} + - [Incredible Mutations](#incredible-mutations) [(RR, 75)]{.og-ref} + - [Infatuation](#optional-rule-infatuation) [(287)]{.og-ref} diff --git a/patches/de-ogcsrd/042-remove-object-level-health-armor.patch b/patches/de-ogcsrd/042-remove-object-level-health-armor.patch new file mode 100644 index 0000000..5aff869 --- /dev/null +++ b/patches/de-ogcsrd/042-remove-object-level-health-armor.patch @@ -0,0 +1,84 @@ +--- _tmp/ccsrd.md 2025-07-21 12:58:42.987420456 -0500 ++++ _tmp/ccsrd.new.md 2025-07-21 13:02:05.035743548 -0500 +@@ -18563,8 +18563,8 @@ + ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} + **Editor's Notes ---** The [Fling](#ability-fling){.og-ability} ability first appeared in [In Translation: The Strange + Character Options](https://www.montecookgames.com/store/product/in-translation-the-strange-character-options/){.og-icon +-.og-mcg} [(TSCO, 10)]{.og-ref}. This setting uses [Lbject Level, Health, and +-Armor](#optional-rule-object-level-health-and-armor) optional rule instead of the usual rules for [attacking ++.og-mcg} [(TSCO, 10)]{.og-ref}. This setting uses Object Level, Health, and ++Armor optional rule instead of the usual rules for [attacking + objects](#special-situation-attacking-objects). + ::: + +@@ -18649,8 +18649,8 @@ + ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} + **Editor's Notes ---** The CSRD clarifies the [Force Field](#ability-force-field){.og-ability} ability\'s interactions + with [attacking objects](#special-situation-attacking-objects). This change is also present in deluxe editions of the +-Cypher System Rulebook. The prior wording for the ability---which assumed the use of the [Object Level, Health, and +-Armor](#optional-rule-object-level-health-and-armor) optional rule instead of the usual rules for [attacking ++Cypher System Rulebook. The prior wording for the ability---which assumed the use of the Object Level, Health, and ++Armor optional rule instead of the usual rules for [attacking + objects](#special-situation-attacking-objects)---and was worded as follows: + + - ::: {#ability-force-field-2019} +@@ -27420,7 +27420,6 @@ + + - [Making Recovery Rolls in Any Order](#optional-rule-making-recovery-rolls-in-any-order) [(OG-CSRD)]{.og-ref + .og-ref-og} +-- [Object Level, Health, and Armor](#optional-rule-object-level-health-and-armor) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Task and Fate Dice Resolution](#optional-rule-task-and-fate-dice-resolution) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Trading Damage for Effect](#optional-rule-trading-damage-for-effect) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Ultimate Damage](#optional-rule-ultimate-damage) [(OG-CSRD)]{.og-ref .og-ref-og} +@@ -28983,25 +28982,6 @@ + flammable object. + ::: + +-::: {.alert .ps-4 .pb-0} +-###### Optional Rule: Object Level, Health, and Armor [#](#optional-rule-object-level-health-and-armor){.og-h-anchor aria-hidden="true"} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-Using this optional rule, [attacking an object](#special-situation-attacking-objects) is a [Might](#might) action with a +-difficulty equal to the object's level, similar to how [creature have levels and target +-numbers](#understanding-the-listings). Objects have health equal to their target number, and---depending on their +-construction---up to to 3 [Armor](#rules-armor). An object is destroyed if reduced to 0 health. +- +-It can be easier to resolve the [Fling](#ability-fling){.og-ability}, [Force Field](#ability-force-field){.og-ability} +-(as printed in the [Cypher System +-Rulebook](https://www.montecookgames.com/store/product/cypher-system-rulebook-2/){.og-icon .og-mcg}), and [Force Field +-Barrier](#ability-force-field-barrier){.og-ability} using this framework instead. However, other abilities like +-[Breaker](#ability-breaker){.og-ability}, [Destroyer](#ability-destroyer){.og-ability}, and [Field of +-Destruction](#ability-field-of-destruction){.og-ability} abilities assume the use of the [object damage +-track](#special-situation-attacking-objects). +-::: +- + ------------------------------------------------------------------------------------------------------------------------ + + #### Action: Activate a Special Ability [#](#action-activate-a-special-ability){.og-h-anchor aria-hidden="true"} +@@ -78047,7 +78027,6 @@ + .og-ref-og} + - [Modifying Creatures](#choose-modifying-creatures) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Mutated Creatures, Plants, and NPCs](#mutated-creatures-plants-and-npcs) [(RR, 75)]{.og-ref} +-- [Object Level, Health, and Armor](#optional-rule-object-level-health-and-armor) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Playing Poker](#weird-west-playing-poker) [(HNAM, 54)]{.og-ref} + - [Post-Apocalyptic Rules](#choose-post-apocalyptic) [(RR, 61)]{.og-ref} + - [Relationship Levels](#optional-rule-relationship-levels) [(288)]{.og-ref} +@@ -78853,7 +78832,7 @@ + - *Numenera Discovery* (2019) uses Lower Speed Effort Costs for Wearing + Armor. [(NDIS, 95)]{.og-ref} + - *Numenera* (2014) uses Alternative Armor Encumbrance [(NUM, +- 79)]{.og-ref} and [Object Level, Health, and Armor](#optional-rule-object-level-health-and-armor) [(NUM, ++ 79)]{.og-ref} and Object Level, Health, and Armor [(NUM, + 98)]{.og-ref} + ::: + +@@ -79192,7 +79171,7 @@ + **Editor's Notes ---** *The Strange* has its own rules for the setting, including: + + - Alternative Armor Encumbrance [(TS, 86)]{.og-ref} +-- [Object Level, Health, and Armor](#optional-rule-object-level-health-and-armor) [(TS, 113)]{.og-ref} ++- Object Level, Health, and Armor [(TS, 113)]{.og-ref} + ::: + + ##### Unmasked --- What's in the Book?[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/unmasked/){aria-label="Purchase Unmasked"} [#](#unmasked-product){.og-h-anchor aria-hidden="true"} {#unmasked-product .og-h-small .og-h-small-icon .og-border} diff --git a/patches/de-ogcsrd/043-remove-serious-injuries-and-conditions.patch b/patches/de-ogcsrd/043-remove-serious-injuries-and-conditions.patch new file mode 100644 index 0000000..a787615 --- /dev/null +++ b/patches/de-ogcsrd/043-remove-serious-injuries-and-conditions.patch @@ -0,0 +1,167 @@ +--- _tmp/ccsrd.md 2025-07-21 13:02:29.199901784 -0500 ++++ _tmp/ccsrd.new.md 2025-07-21 13:49:37.303250349 -0500 +@@ -28424,7 +28424,6 @@ + - [Exposure](#exposure) [(RR, 62)]{.og-ref} + - [Radiation in the Real World](#radiation-in-the-real-world) [(RR, 63)]{.og-ref} + - [Really Impossible Tasks](#really-impossible-tasks) [(293)]{.og-ref}[(CTS, 61)]{.og-ref} +-- [Serious Injuries and Conditions](#horror-rules-serious-injuries-and-conditions) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Starvation](#starvation) [(RR, 63)]{.og-ref} + ::: + +@@ -28543,8 +28542,7 @@ + ::: + + ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} +-**Editor's Notes ---** For more on the damage track, see [Special Damage](#special-damage) and the optional rules for +-[Serious Injuries and Conditions](#horror-rules-serious-injuries-and-conditions). ++**Editor's Notes ---** For more on the damage track, see [Special Damage](#special-damage). + ::: + + ##### Recovering Points in a Pool [#](#recovery-rolls){.og-h-anchor aria-hidden="true"} {#recovery-rolls} +@@ -28652,8 +28650,8 @@ + ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} + **Editor's Notes ---** For more on the special damage, see [Creatures and NPCs with Special + Damage](#creatures-special-damage), [Modifying Creatures](#modifying-creatures), [Common Trap +-Poisons](#dungeons-castles-and-keeps-traps-common-trap-poisons), [Serious Injuries and +-Conditions](#horror-rules-serious-injuries-and-conditions), [Radiation Sickness](#disease-radiation-sickness), and ++Poisons](#dungeons-castles-and-keeps-traps-common-trap-poisons), ++[Radiation Sickness](#disease-radiation-sickness), and + [Creating Challenging Encounters](#creating-challenging-encounters). Additionally, [We Are All Mad + Here](https://www.montecookgames.com/store/product/we-are-all-mad-here/){.og-icon .og-mcg} contains a section on Mental + Health in Games [(WAAMH, 159)]{.og-ref}. +@@ -29436,8 +29434,7 @@ + points, that's a difficulty 3 task with a target number of 9. + + ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} +-**Editor's Notes ---** For more on healing, see [Special Damage](#special-damage) and [Serious Injuries and +-Conditions](#horror-rules-serious-injuries-and-conditions). ++**Editor's Notes ---** For more on healing, see [Special Damage](#special-damage). + ::: + + ##### Interacting with Creatures [#](#action-interacting-with-creatures){.og-h-anchor aria-hidden="true"} {#action-interacting-with-creatures} +@@ -34393,7 +34390,6 @@ + Related Sections + + - [Hazards](#choose-hazards) [(217)]{.og-ref} +-- [Serious Injuries and Conditions](#horror-rules-serious-injuries-and-conditions) [(OG-CSRD)]{.og-ref .og-ref-og} + ::: + + [(Godforsaken, page 76)]{.og-ref} +@@ -45598,7 +45594,6 @@ + - [Poor Choices](#horror-rules-poor-choices) [(SA, 94)]{.og-ref} + - [Possession](#horror-rules-possession) [(GF, 69)]{.og-ref}[(SA, 95)]{.og-ref} + - [Secret Twist](#horror-rules-secret-twist) [(SA, 97)]{.og-ref} +-- [Serious Injuries and Conditions](#horror-rules-serious-injuries-and-conditions) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Shock](#horror-rules-shock) [(282)]{.og-ref}[(SA, 98)]{.og-ref} + - [Unease](#horror-rules-unease) [(SA, 99)]{.og-ref} + +@@ -46390,109 +46385,6 @@ + separate notes about what the original and the duplicate know. + ::: + +-##### Serious Injuries and Conditions [#](#horror-rules-serious-injuries-and-conditions){.og-h-anchor aria-hidden="true"} {#horror-rules-serious-injuries-and-conditions} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-Some injuries linger---for example, those gained from accumulated stress, [special +-damage](#special-damage), or a [GM intrusion](#gm-intrusion) triggered by a player [rolling a +-1](#intrusion-through-player-rolls) on a risky task. When this happens, the GM might assign a PC a serious injury or +-condition. +- +-- **Serious Injuries:** When PC descends on [the damage track](#the-damage-track) and gains a serious injury, they +- can't just use a [recovery roll](#recovery-roll) to restore the damage track. +- +- - *Impaired.* Healing a serious injury and restoring an impaired PC on the damage track requires 1 hour for the +- attempt, and a successful [healing](#action-healing) task with a suggested baseline difficulty of 6. An impaired +- PC attempting to heal their own serious injury is hindered. On a failure, the injured PC must rest for at least +- an hour before another attempt. Medical care---for example, the services of qualified personnel with special +- equipment found in a hospital, hall of healing, or starship med-bay---bypasses the need for a roll. After a +- successful healing task or receiving medical care, once the impaired PC has recovered all available +- [Pool](#pool) points, they can use their next ten-hour [recovery roll](#recovery-roll) to move up [the damage +- track](#the-damage-track). +- +- - *Debilitated.* A debilitated PC with a serious injury probably requires medical care to recover. If a +- debilitated PC has recovered all available [Pool](#pool) points, they might be able to move up [the damage +- track](#the-damage-track) in as little as two days of rest (determined by the GM). Medical care halves the +- amount of recovery time needed. +- +-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} +-Some players will retire a PC who is affected by a serious injury for an extended length of time. If the GM wishes to +-include serious injuries in the game, they should gain [consent](#horror-rules-consent) from players before narrating +-any gory details. +-::: +- +-- **Conditions:** The GM determines a condition's effects on the PC, and how---or if---the condition can be +- [removed](#removing-conditions). The GM might allow a PC to temporarily ignore a condition by succeeding on a task +- assigned by the GM, [spending 1 XP](#choose-xp) as a [player intrusion](#choose-player-intrusions), or through +- [special abilities](#choose-abilities) like [Ignore the Pain](#ability-ignore-the-pain){.og-ability}. +- +-::: table-responsive +- d10 Condition Effects Examples +- ----- ------------ -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- +- 1 Atrophied Ongoing damage inflicted to Might, Speed, or Intellect [Pools](#pool) that ignores [Armor](#rules-armor)---once each turn, once every minute, once every ten minutes, once each hour, or once each day Bleeding, disease, poison, gas, extreme temperatures, brain swelling, neural degeneration---acid, disintegration, hypoxia, hyperoxia, psychic disease +- 2 Disabled Specific [skill](#modifying-the-difficulty-skills) tasks hindered by one or more steps Sprained ankle, light concussion, macular degeneration, hearing loss---blindness, deafness +- 3 Disrupted Specific [type](#choose-type) or [focus](#choose-focus) abilities are hindered by one or more steps Medical care might be able to remove this condition immediately---the condition might be physical or spiritual in nature +- 4 Hindered Might, Speed, or Intellect tasks hindered by one or more steps One stat for disease, poison, or venom---two stats for severe burns or frostbite, tissue damage due, irradiation---three stats for toxic exposure +- 5 Imperiled [GM intrusion](#gm-intrusion) rate increased by 1 or more---perhaps for only Might, Speed, or Intellect tasks Allergies, seizures, curses---the PC's consciousness might leave their body, experience visions, or perform only certain tasks---another entity might gain control of the PC +- 6 Reduced [Effort](#effort) score reduced by 1 or more Addiction, depression, iron deficiency---rapid aging (or de-aging), desiccation, loss of mojo, ethereality, shrinking +- 7 Restricted Movement speed, one or more movement or physical attack tasks hindered by one or more steps---the PC might need to succeed on a Might, Speed, or Intellect task in order to perform certain actions Broken bone, torn ligament, nerve damage---paralysis, petrification, slow, concussion, electrocution +- 8 Vulnerable Might, Speed, or Intellect [defense tasks](#action-defend-defense-tasks) hindered by one or more steps Drugs, sensory overload, stun---charms, hallucinations, psychic drain +- 9 Weakened Might, Speed, or Intellect [Edge](#edge) reduced by 1 or more (can cause [weakness](#drawbacks-and-penalties)) Potent toxins, tuberculosis, radiation sickness---exposure to vacuum, wandering sickness +- 10 Withered Might, Speed, or Intellect [Pool](#pool) maximums reduced by 1 or more points Dehydration, malnutrition---magical drain +- +- : Conditions +-::: +- +-::: {.alert .ps-4 .pb-0} +-###### Removing Conditions [#](#removing-conditions){.og-h-anchor aria-hidden="true"} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-Some conditions heal on their own, and some require medical care. If the condition isn't too serious, a PC can use a +-[recovery roll](#recovery-rolls) of a minimum length (determined by the GM) to end a condition instead of regaining +-[Pool](#pool) points. Here are a few other options for more serious conditions: +- +-- **Natural:** The condition ends on its own after a number of [recovery rolls](#recovery-rolls) or days. For example, +- a sprained ankle might hinder a PC's movement tasks by two steps until after their next one-hour recovery roll, and +- still hinder such tasks for one step until after their next ten-hour recovery roll and succeed on a difficulty 3 +- Might [defense task](#action-defend-defense-tasks). +- +-- **Interventionist:** The condition requires a successful [healing](#action-healing) task by the PC or an ally. For +- example, a PC might be able to pop their own dislocated shoulder back in with a successful difficulty 5 Might task. +- Removing a piece of shrapnel embedded in the heart might require someone else perform a difficulty 10 healing +- task---likely requiring [skill](#modifying-the-difficulty-skills), [assets](#modifying-the-difficulty-assets) like +- capable assistance and sterile facilities and surgical equipment, and uninterrupted time and +- [Effort](#modifying-the-difficulty-effort). +- +-- **Supernatural:** The condition requires a healing task that is impossible without the aid of specific assets---a +- [Catholicon](#cypher-catholicon) cypher, a [high-tech device](#superhero-modifying-high-tech-devices), otherworldly +- [artifact](#choose-artifacts), [ritual magic](#ritual-magic), or [Divine +- Intervention](#ability-divine-intervention){.og-ability}. +- +-- **Lengthy:** If the condition reduced multiple values from Pool points, Effort score, or hindered tasks by more than +- one step, the recovery might be incremental. The PC might pursue the [Recover from a Wound (or +- Trauma)](#arc-recover-from-a-wound-or-trauma) or [Develop Coping Strategies](#arc-develop-coping-strategies) +- character arcs. +- +-###### Injury and Disability [#](#injury-and-disability){.og-h-anchor aria-hidden="true"} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-PCs or NPCs might have congenital conditions, or gain a condition over the course of their lives---the ravages of age, +-if nothing else. As is outlined in the [drawbacks and penalties](#drawbacks-and-penalties) section of [Chapter 4: +-Creating Your Character](#chapter-4-creating-your-character), consider pairing inabilities---or disabilities---with +-strengths in new and different [skills](#skills). For example, a congenitally blind PC might have a well-developed sense +-of hearing they use to navigate the world---developing a special ability like +-[Echolocation](#ability-echolocation){.og-ability}. Other conditions can be mitigated with specific +-[equipment](#choose-equipment) or [artifacts](#choose-artifacts)---glasses, hearing aids, prosthetics, and wheelchairs +-are just a few [modern](#chapter-14-modern) examples. +- +-Many conditions don't affect a person all the time or even every day, making them ill-suited to applying the effects +-above. Chronic conditions---especially those with acute effects, including angina, anxiety, asthma, diabetes, +-lupus---are probably best realized through the occasional [GM intrusion](#gm-intrusion) instead. +-::: +- + ##### Shock [#](#horror-rules-shock){.og-h-anchor aria-hidden="true"} {#horror-rules-shock} + + [(Stay Alive!, page 98)]{.og-ref} diff --git a/patches/de-ogcsrd/044-remove-task-and-fate-dice.patch b/patches/de-ogcsrd/044-remove-task-and-fate-dice.patch new file mode 100644 index 0000000..ca1fc33 --- /dev/null +++ b/patches/de-ogcsrd/044-remove-task-and-fate-dice.patch @@ -0,0 +1,90 @@ +--- _tmp/ccsrd.md 2025-07-21 13:52:48.662487886 -0500 ++++ _tmp/ccsrd.new.md 2025-07-21 13:54:07.237995892 -0500 +@@ -27420,7 +27420,6 @@ + + - [Making Recovery Rolls in Any Order](#optional-rule-making-recovery-rolls-in-any-order) [(OG-CSRD)]{.og-ref + .og-ref-og} +-- [Task and Fate Dice Resolution](#optional-rule-task-and-fate-dice-resolution) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Trading Damage for Effect](#optional-rule-trading-damage-for-effect) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Ultimate Damage](#optional-rule-ultimate-damage) [(OG-CSRD)]{.og-ref .og-ref-og} + +@@ -27850,59 +27849,6 @@ + or other effects can raise the [GM intrusion](#gm-intrusion) rate. + ::: + +-::: {.alert .ps-4 .pb-0} +-###### Optional Rule: Task and Fate Dice Resolution [#](#optional-rule-task-and-fate-dice-resolution){.og-h-anchor aria-hidden="true"} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-Using this rule, the process PCs use to roll for tasks is changed. Instead of a d20, players roll 2d6---one is assigned +-to be the \"Task Die\", and the other is the \"Fate Die\". +- +-::: row +-::: {.col .col-md-6} +-Task Die +- +-Take the result, and add 1 for each applicable [skill](#modifying-the-difficulty-skills) and +-[asset](#modifying-the-difficulty-assets), and 1 for each level of [Effort](#modifying-the-difficulty-effort) used to +-ease the task. If the total equals or exceeds the difficulty, the PC succeeds at the task. +-::: +- +-::: {.col .col-md-6} +-Fate Die +- +-The fate die's effects are independent of the task die\'s---they occur whether the PC succeeds or not. +- +-- If the result is a 1, the GM can make a free [GM intrusion](#gm-intrusion). Effects that increase the [GM intrusion +- rate](#intrusion-through-player-rolls) apply to the fate die's results. +- +-- If the result is a 6, the PC gains a [major effect](#rules-special-rolls). +-::: +-::: +- +-Effects on Gameplay +- +-Using this rule, some elements of gameplay will feel different: +- +-- **Succeeding Tasks:** PCs will suceed at tasks at about the same rate, but most difficulty 1 tasks become +- [routine](#routine-actions)---unless the PC is hindered, for example, due to an [inability](#key-concepts) or some +- other circumstance. +- +-- **Special Rolls:** [Special rolls](#rules-special-rolls) other than major effects are mostly eliminated, but major +- effects occur more frequently. +- +-- **GM Intrusions:** The [GM intrusion](#gm-intrusion) rate starts higher, and effects that increase it---for example, +- [Horror Mode](#horror-rules-horror-mode)---have considerably more dramatic effects. +- +-- **Abilities and Effects:** The GM might need to make a few other alterations for certain effects that still assume +- task resolution is handled by rolling a d20, for example, those granted by the [Increased +- Effects](#ability-increased-effects){.og-ability} ability (for example, allowing a [minor +- effect](#rules-special-rolls) on a roll of 5 on the fate die). +- +-- **Other Sizes of Fate Die:** Alternatively, the GM can assign the fate die to a different die instead, for example, +- the fate die could be set to a d10, triggering a GM intrusion on a 1, a minor effect on a 9, and a major effect on +- a 10. The fate die could even be a d20, and trigger [special rolls](#rules-special-rolls) normally. +-::: +- + ##### GM Intrusion [#](#special-rolls-gm-intrusion){.og-h-anchor aria-hidden="true"} {#special-rolls-gm-intrusion} + + [(Cypher System Rulebook, page 210)]{.og-ref} +@@ -77462,11 +77408,6 @@ + modifications are completed, multiply the difficulty by 3 to get the target number and [roll the + die](#rules-rolling-the-die). Avoid going back and forth between the number types, you'll only get yourself---or + other---confused. +- +-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} +-It's possible to change the d20 roll to something else, as described under [Task and Fate Dice +-Resolution](#optional-rule-task-and-fate-dice-resolution). +-::: + ::: + + ##### [This ability seems like a task anyone could attempt---what gives?](#faq-abilities-redundant){.collapsed bs-toggle="collapse" role="button" aria-expanded="false" aria-controls="faq-abilities-redundant"} {#this-ability-seems-like-a-task-anyone-could-attemptwhat-gives .og-tab .pb-2 .pt-2 .og-h-faq} +@@ -77929,7 +77870,6 @@ + - [Showdown](#weird-west-showdown-optional-rule) [(HNAM, 59)]{.og-ref} + - [Starvation](#starvation) [(RR, 63)]{.og-ref} + - [Survival](#weird-west-curses) [(HNAM, 62)]{.og-ref} +-- [Task and Fate Dice Resolution](#optional-rule-task-and-fate-dice-resolution) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Trading Damage for Effect](#optional-rule-trading-damage-for-effect) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Ultimate Damage](#optional-rule-ultimate-damage) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Using Other Pools to Pay Cost Remainders](#optional-rule-using-other-pools-to-pay-cost-remainders) diff --git a/patches/de-ogcsrd/045-remove-trading-damage-for-effect.patch b/patches/de-ogcsrd/045-remove-trading-damage-for-effect.patch new file mode 100644 index 0000000..9ed7ea2 --- /dev/null +++ b/patches/de-ogcsrd/045-remove-trading-damage-for-effect.patch @@ -0,0 +1,53 @@ +--- _tmp/ccsrd.md 2025-07-21 13:54:22.194091695 -0500 ++++ _tmp/ccsrd.new.md 2025-07-21 13:55:00.810339053 -0500 +@@ -27420,7 +27420,6 @@ + + - [Making Recovery Rolls in Any Order](#optional-rule-making-recovery-rolls-in-any-order) [(OG-CSRD)]{.og-ref + .og-ref-og} +-- [Trading Damage for Effect](#optional-rule-trading-damage-for-effect) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Ultimate Damage](#optional-rule-ultimate-damage) [(OG-CSRD)]{.og-ref .og-ref-og} + + Related Sections +@@ -27934,34 +27933,6 @@ + As with minor effects, usually the GM just has the desired major effect occur, but sometimes the GM might require an + extra roll if the major effect is unusual or unlikely. + +-##### Optional Rule: Trading Damage for Effect [#](#optional-rule-trading-damage-for-effect){.og-h-anchor aria-hidden="true"} {#optional-rule-trading-damage-for-effect .og-h-small} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-This section is based on *Trading Damage for Effect* in the 2015 Cypher System Rulebook [(224)]{.og-ref}. +- +-A PC can trade [damage](#rules-damage) inflicted from a single attack for an effect. When trading damage, consult the +-following table, and add target's level. For example, a \"called shot\"---striking a specific body part of a [level 4 +-creature](#understanding-the-listings)---requires a trade of 6 points of damage (2 for the effect, plus 4 for the +-creature's level). The attack must inflict at least 1 damage after making the trade or the effect doesn\'t take hold. +- +-::: table-responsive +- Damage [Traded]{.d-block} Effect Applied +- --------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- +- 1 **Distract:** For one round, all of the foe's tasks are hindered. +- 2 **Strike a specific body part:** The attacker strikes a specific spot on the defender's body. The GM rules what special effect, if any, results. For example, hitting a creature\'s tentacle that is wrapped around an ally might make it easier for the ally to escape. Hitting a foe in the eye might blind it for one round. Hitting a creature in its one vulnerable spot might ignore [Armor](#rules-armor). +- 3 **Knock back:** The foe is knocked or forced back a few feet. Most of the time, this doesn't matter much, but if the fight takes place on a ledge or next to a pit of lava, the effect can be significant. +- 3 **Move past:** The character can move a short distance at the end of the attack. This effect is useful to get past a foe guarding a door, for example. +- 3 **Damage object:** Instead of striking the foe, the attack strikes what the foe is holding. If the attack hits, the character makes a Might roll with a difficulty equal to the object's level. On a success, the object moves one or more steps down the [object damage track](#special-situation-attacking-objects). +- 4 **Knock down:** The foe is knocked prone. It can get up on its turn. +- 7 **Disarm:** The foe drops one object that it is holding. +- 7 **Impair:** For the rest of the combat, all tasks the foe attempts are hindered. +- 8 **Stun:** The foe loses its next action. +- +- : Trading Damage for Effect +-::: +-::: +- + ------------------------------------------------------------------------------------------------------------------------ + + #### Retrying a Task after Failure [#](#rules-retrying-a-task-after-failure){.og-h-anchor aria-hidden="true"} {#rules-retrying-a-task-after-failure} +@@ -77870,7 +77841,6 @@ + - [Showdown](#weird-west-showdown-optional-rule) [(HNAM, 59)]{.og-ref} + - [Starvation](#starvation) [(RR, 63)]{.og-ref} + - [Survival](#weird-west-curses) [(HNAM, 62)]{.og-ref} +-- [Trading Damage for Effect](#optional-rule-trading-damage-for-effect) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Ultimate Damage](#optional-rule-ultimate-damage) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Using Other Pools to Pay Cost Remainders](#optional-rule-using-other-pools-to-pay-cost-remainders) + [(OG-CSRD)]{.og-ref .og-ref-og} diff --git a/patches/de-ogcsrd/046-remove-ultimate-damage.patch b/patches/de-ogcsrd/046-remove-ultimate-damage.patch new file mode 100644 index 0000000..360b298 --- /dev/null +++ b/patches/de-ogcsrd/046-remove-ultimate-damage.patch @@ -0,0 +1,50 @@ +--- _tmp/ccsrd.md 2025-07-21 13:55:54.977271838 -0500 ++++ _tmp/ccsrd.new.md 2025-07-21 13:56:36.759953684 -0500 +@@ -16768,8 +16768,7 @@ + ease the attack, and pays 2 [Might](#might) points to use the ability---the same cost as using another level of Effort. + Effectively, this ability allows the PC to exceed their Effort score in one way: dealing damage with weapon attacks. + This is a powerful ability at lower tiers, but when reaching higher tiers, this ability might be best exchanged for a +-different low-tier [Warrior](#type-warrior) ability. This ability also would have no place in games using optional rules +-like [Ultimate Damage](#optional-rule-ultimate-damage). ++different low-tier [Warrior](#type-warrior) ability. + + The 2015 Cypher System Rulebook [(25--26)]{.og-ref} presents two similar abilities---[Chop](#ability-chop){.og-ability} + and [Crush](#ability-crush){.og-ability}---that depend on the type of weapon: +@@ -27420,7 +27419,6 @@ + + - [Making Recovery Rolls in Any Order](#optional-rule-making-recovery-rolls-in-any-order) [(OG-CSRD)]{.og-ref + .og-ref-og} +-- [Ultimate Damage](#optional-rule-ultimate-damage) [(OG-CSRD)]{.og-ref .og-ref-og} + + Related Sections + +@@ -28256,21 +28254,6 @@ + increase the damage. For example, a PC can apply [Effort](#modifying-the-difficulty-effort) to deal 3 additional points + of damage, and [rolling a natural 17 on the attack roll](#rules-special-rolls) deals 1 additional point of damage. + +-::: {.alert .ps-4 .pb-0} +-###### Optional Rule: Ultimate Damage [#](#optional-rule-ultimate-damage){.og-h-anchor aria-hidden="true"} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-This optional rule is based on [Cypher Unlimited's Neon Rain One-Shot with Lead Designer Sean K. +-Reynolds](https://www.youtube.com/watch?v=BCRXDKuQV0w), and can be useful for games with a deadly, gritty, or risky +-feel. +- +-When making an [attack](#action-attack), PCs can use as much [Effort](#effort) for [damage](#rules-damage) as they like +-to increase the damage of an attack. For example, if you are brand new tier 1 PC, you could use one level of Effort to +-ease the attack---reaching your Effort score's limit of 1---and still go on to use up to additional levels of Effort to +-increase damage. +-::: +- + ##### Armor [#](#rules-armor){.og-h-anchor aria-hidden="true"} {#rules-armor} + + [(Cypher System Rulebook, page 217)]{.og-ref} +@@ -77841,7 +77824,6 @@ + - [Showdown](#weird-west-showdown-optional-rule) [(HNAM, 59)]{.og-ref} + - [Starvation](#starvation) [(RR, 63)]{.og-ref} + - [Survival](#weird-west-curses) [(HNAM, 62)]{.og-ref} +-- [Ultimate Damage](#optional-rule-ultimate-damage) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Using Other Pools to Pay Cost Remainders](#optional-rule-using-other-pools-to-pay-cost-remainders) + [(OG-CSRD)]{.og-ref .og-ref-og} + - [Void Rules](#void-rules) [(SF, 35)]{.og-ref} diff --git a/patches/de-ogcsrd/047-remove-making-meaning.patch b/patches/de-ogcsrd/047-remove-making-meaning.patch new file mode 100644 index 0000000..26a6e6b --- /dev/null +++ b/patches/de-ogcsrd/047-remove-making-meaning.patch @@ -0,0 +1,116 @@ +--- _tmp/ccsrd.md 2025-07-21 13:57:05.625138591 -0500 ++++ _tmp/ccsrd.new.md 2025-07-21 14:17:10.806854617 -0500 +@@ -28589,8 +28562,7 @@ + **Editor's Notes ---** Special situations are just that---*special*. Using rules \"because they are the rules\" is not + a good idea. Shooting a lumbering ogre at [point-blank range](#attack-modifiers-range) is an entirely different matter + from shooting a psionic ninja or skittering demon spider. [Creatures](#choose-creatures) will require unwritten +-modifications in order to behave believably. For more, see [False Precision](#false-precision) and [Using the Rules: +-Making Meaning](#making-meaning). ++modifications in order to behave believably. For more, see [False Precision](#false-precision). + ::: + + ###### Cover [#](#attack-modifiers-cover){.og-h-anchor aria-hidden="true"} {#attack-modifiers-cover} +@@ -28767,7 +28739,7 @@ + + ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} + **Editor's Notes ---** Don\'t get hung up on the numbers here---the most important thing when adjudicating interactions +-between NPCs is that they seem [logical and consistent](#making-meaning) with the setting and the story, so be holistic ++between NPCs is that they seem logical and consistent with the setting and the story, so be holistic + when deciding what happens. The optional rules for [Effort for NPCs](#optional-rule-effort-for-npcs) can also affect + outcomes between NPCs in combat. + ::: +@@ -74790,7 +74762,6 @@ + - [Campaign Design Checklist](#campaign-design-checklist) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Session Preparation](#session-preparation) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Teaching the Rules](#teaching-the-rules) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [Using the Rules: Making Meaning](#making-meaning) [(OG-CSRD)]{.og-ref .og-ref-og} + + Optional Rules + +@@ -76376,43 +76347,6 @@ + + ------------------------------------------------------------------------------------------------------------------------ + +-#### Using the Rules: Making Meaning [#](#making-meaning){.og-h-anchor aria-hidden="true"} {#making-meaning} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-This section is based on *The Rules Versus the Story* [(403)]{.og-ref}, *Consistency* [(405)]{.og-ref}, *Adjudicating* +-[(412)]{.og-ref}, *Logic* [(413)]{.og-ref}, *Dice Rolling* [(414)]{.og-ref}, *Dealing with Character Abilities* +-[(418)]{.og-ref}, *Encouraging Player Creativity* [(420)]{.og-ref}, *Character Arcs* [(421)]{.og-ref}, *Handling NPCs* +-[(422)]{.og-ref}, *Pacing* [(428)]{.og-ref}, *Description* [(430)]{.og-ref}, and *Handling the Players* +-[(433)]{.og-ref}. +- +-While the advice in this section will talk about some Cypher System specifics, the basic principles can be applied to +-playing what I call \"the game\"---regardless of the system or rules you use to play. \"The game\" in this case is +-called *Make-Believe*. That's important: you want to *make the players want to believe* in the world and the setting, +-and they want to *make you want to believe* in their PCs---even though we all know the story isn't real, the point is +-to make is as believable---and furthermore, as meaningful---as possible. When we succeed at *Make-Believe*, and everyone +-is having a good time, the game is being \"won\", to the extent that it ever can be. +- +-The rules of any given game system are there to set up certain boundaries for our imagination. They determine what +-counts (in terms of maths), what is possible, and what is not---at least, at a baseline. In the Cypher System, there +-only a few important mechanics that can't be easily changed. PC [stats](#character-stats), [Pool](#pool), +-[Effort](#effort), and [XP](#choose-xp) are foundational to the Cypher System's mechanics, but you can change almost +-anything else---and maybe you should. Your [choices](#campaign-design-checklist) will help you define the exact +-[genre](#part-3-genres) of the game---at least at first. They determine what defines \"believable\" within +-*Make-Believe*. For example, in a fantasy setting, magic is perfectly believable. In a post-apocalyptic setting caused +-by nuclear war, magic may not be very believable---but it could still be interesting. What's believable can also change +-dramatically over the course of a story---many great stories are based around the very idea of discovering new aspects +-of existence, and the Cypher System is---at its core---[about discovery](#experience-points-gm-awards). +- +-A key feature in the game of *Make-Believe* is that everything in the story has some amount of \"meaningfulness\". +-Meaningfulness defines what matters in the story, and separates what is important from what is not. Without sufficient +-meaningfulness, a story is \"just a bunch of stuff that happens\". When something is meaningful in a story, it creates a +-kind of gravitational force that pulls other parts of the story toward itself---making a near pass of one another, +-entering a kind of orbital relationship, shearing something apart in a terrible gravitation tide, or causing a dramatic +-impact. Without this meaningful kind of gravity, everything just floats around independently before scattering into +-oblivion. Building good, meaningful gravity in the game is essential. The rest of this section explores things you can +-do to build good meaningful gravity---enough to eventually slingshot your game on to new worlds. +- + ##### Logical, Interesting, and Story-Based [#](#logical-interesting-and-story-based){.og-h-anchor aria-hidden="true"} {#logical-interesting-and-story-based .og-h-small} + + [(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +@@ -76551,7 +76485,7 @@ + some good ways to think about your role in making meaning during the game: + + ::: {.alert .ps-4 .pb-0} +-- **Maintain belief and make meaning:** As I mentioned previously, [meaningfulness is like gravity](#making-meaning), ++- **Maintain belief and make meaning:** As I mentioned previously, meaningfulness is like gravity, + and that gravity must be respected. It grounds the story, and helps define what's at stake in the story. + Contradicting yourself for arbitrary reasons will sabotage players' belief in the story and in you, and this kind + of mistrust is corrosive to the game of *Make-Believe*. That isn't to say you have to be rigid and make the same +@@ -77463,7 +77397,7 @@ + [faerie](#creature-faerie) is level 3, and its Speed defense is level 5, so if a player rolls for it, it adds +6 to the + result. + +-The most important thing is to do what [make sense](#making-meaning) in the setting and story. For example, a standard ++The most important thing is to do what make sense in the setting and story. For example, a standard + level 2 hound dog probably can't pick a level 2 lock---unless the setting includes cartoon logic or a certain amount of + whimsy. + +@@ -77859,7 +77791,6 @@ + - [Modifying Creatures](#choose-modifying-creatures) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Superhero Archetypes in Claim the Sky](#superhero-archetypes-in-claim-the-sky) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Teaching the Rules](#teaching-the-rules) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [Using the Rules: Making Meaning](#making-meaning) [(OG-CSRD)]{.og-ref .og-ref-og} + + ##### Tools [#](#choose-pdfs){.og-h-anchor aria-hidden="true"} {#choose-pdfs .og-h-small} + +@@ -78119,13 +78050,13 @@ + + Running the Game + +-- [The Rules Versus the Story](#making-meaning) [(403)]{.og-ref} ++- The Rules Versus the Story [(403)]{.og-ref} + - Consistency [(405)]{.og-ref} + - Mistakes [(405)]{.og-ref} + - Player-Awarded Experience Points [(408)]{.og-ref} + - The Rest of the Rules [(412)]{.og-ref} +-- [Adjudicating](#making-meaning) [(412)]{.og-ref} +-- [Logic](#making-meaning) [(413)]{.og-ref} ++- Adjudicating [(412)]{.og-ref} ++- Logic [(413)]{.og-ref} + - [Dice Rolling](#making-rulings-and-pacing) [(414)]{.og-ref} + - [The Flow of Information](#passive-difficulty) [(416)]{.og-ref} + - [Failure to Notice](#passive-difficulty) [(417)]{.og-ref} diff --git a/patches/de-ogcsrd/048-remove-making-rulings-and-pacing.patch b/patches/de-ogcsrd/048-remove-making-rulings-and-pacing.patch new file mode 100644 index 0000000..f83153e --- /dev/null +++ b/patches/de-ogcsrd/048-remove-making-rulings-and-pacing.patch @@ -0,0 +1,94 @@ +--- _tmp/ccsrd.md 2025-07-21 14:17:32.441992956 -0500 ++++ _tmp/ccsrd.new.md 2025-07-21 14:19:03.337574123 -0500 +@@ -76476,63 +76476,6 @@ + PCs' stories move through time, ask yourself: \"What is going on everywhere else that matters?\" + ::: + +-##### Making Rulings and Pacing the Game [#](#making-rulings-and-pacing){.og-h-anchor aria-hidden="true"} {#making-rulings-and-pacing .og-h-small} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-In many systems, the GM is given power---and responsibility---to choose ways or times the rules can be applied, bent, or +-broken---that's still the case in the Cypher System. It\'s a good idea to be judicious about these powers. Here are +-some good ways to think about your role in making meaning during the game: +- +-::: {.alert .ps-4 .pb-0} +-- **Maintain belief and make meaning:** As I mentioned previously, meaningfulness is like gravity, +- and that gravity must be respected. It grounds the story, and helps define what's at stake in the story. +- Contradicting yourself for arbitrary reasons will sabotage players' belief in the story and in you, and this kind +- of mistrust is corrosive to the game of *Make-Believe*. That isn't to say you have to be rigid and make the same +- rulings all the time---in fact, quite the opposite. Instead, try to make your rulings for the specific situation you +- are in based on what is meaningful about that specific situation. +- +-- **Describe phenomena:** Without you, the PCs don't really have senses. You must provide their sight, sound, smell, +- touch, taste, temperature, and humidity. To a certain extent also control what PCs know about the world, what they +- would immediately recognize, or might infer given their experiences. This is tricky---generally, you want to avoid +- dictating what a player thinks, believes, or feels. You also don't want to produce a feeling of betrayal by lying +- to a player about the nature of their experiences. That kind of mistrust is corrosive to belief. You can avoid lying +- to players by describing not what things *are*, but what things *are like*. For example, if the party enters a dark +- cavern, you might tell the PCS that they notice an uptick in the humidity, a downtick in the temperature, and a +- gentle white noise far off in the distance. Whether the source of those phenomena end up being a completely natural +- waterfall, a raging [water elemental](#creature-elemental-water), or something else entirely, you have avoided lying +- to the players by equipping them to make their own assumptions about nature of their experiences, and encouraged +- them to make discoveries as a result of their own choices and actions. +- +-- **Call for fewer, more meaningful dice rolls:** When PCs are making relatively inconsequential actions---especially +- those that are in their character's wheelhouse---into [routine actions](#routine-actions) that require no roll. +- This requires you to know something about the PC and what's on their character sheet, but you will learn those +- things in a longer-form game. Only call for a roll when the outcomes would be interesting. Allowing players to +- proceed confidently with their PC and abilities helps them take more bold or decisive actions rooted in their +- character, rather than second-guessing each course of action they might Take. +- +-- **Let players try things:** Do not fear player actions or dice! If players are being creative with their abilities, +- that's a good thing---it means they\'ve decided they are meaningful. If you have an outcome you\'d like to see in +- the game, don't call for a roll and then force it even if the outcome wasn\'t what you wanted. Don\'t call for roll +- at all, and propose a [GM intrusion](#gm-intrusion) instead. +- +-- **Keep the story moving forward:** One trap GMs fall into too frequently is to assume that a failed roll results in +- nothing happening. \"Nothing happens\" can provide a great occasional dramatic (or comedic) beat---but if you use +- this as a device too often, the game will slow down to a crawl. Creating meaningful consequences for the results of +- a roll is usually more interesting than \"nothing happens\", because it prompts the PCs to take additional action +- rather than wallow in any negative feelings that came from a \"bad roll\". If things have slowed down too much, +- devise and propose a [GM intrusion](#gm-intrusion) that revitalizes the game's pace or direction. +- +-- **Let encounters resolve:** Sometimes players will use a [cypher](#choose-cyphers) or [special +- ability](#choose-abilities) that causes an encounter to end too quickly for your taste. Take heart---even a foe who +- has been knocked off a cliff might later claw their way back to the top, reappearing as a [GM +- intrusion](#gm-intrusion). But it is wise to for the moment that doing this will be most meaningful in the story. +- +-- **Be a team player:** While you are usually playing the role of a creature or situation that is antagonistic to the +- PCs, be sure you make some time to also be their head cheerleader---and a fellow player. Don't make yourself an +- adversary---celebrate their victories, and agonize in their defeats, too. When they have good ideas, tell them so! +-::: +- + ##### Handling Players and PCs [#](#handling-players-and-pcs){.og-h-anchor aria-hidden="true"} {#handling-players-and-pcs .og-h-small} + + [(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +@@ -78057,7 +78000,7 @@ + - The Rest of the Rules [(412)]{.og-ref} + - Adjudicating [(412)]{.og-ref} + - Logic [(413)]{.og-ref} +-- [Dice Rolling](#making-rulings-and-pacing) [(414)]{.og-ref} ++- Dice Rolling [(414)]{.og-ref} + - [The Flow of Information](#passive-difficulty) [(416)]{.og-ref} + - [Failure to Notice](#passive-difficulty) [(417)]{.og-ref} + - [Graduated Success](#graduated-difficulty) [(417)]{.og-ref} +@@ -78077,15 +78020,15 @@ + - The First Few Sessions [(427)]{.og-ref} + - Running Cypher System Combats [(427)]{.og-ref} + - Crafting Stories [(428)]{.og-ref} +-- [Pacing](#making-rulings-and-pacing) [(428)]{.og-ref} +-- [Description](#making-rulings-and-pacing) [(430)]{.og-ref} ++- Pacing [(428)]{.og-ref} ++- Description [(430)]{.og-ref} + - [Preparing for the Game Session](#session-preparation) [(431)]{.og-ref} + - [Handling the Players](#handling-players-and-pcs) [(433)]{.og-ref} + - [Mature Themes](#horror-rules-consent) [(434)]{.og-ref} + - Designing Encounters [(434)]{.og-ref} + - Complex Encounters [(434)]{.og-ref} + - [Balancing Encounters](#balancing-encounters) [(434)]{.og-ref} +-- [Resolving Encounters](#making-rulings-and-pacing) [(435)]{.og-ref} ++- Resolving Encounters [(435)]{.og-ref} + - [Challenging Characters](#creating-challenging-encounters) [(435)]{.og-ref} + - Higher-Tier Characters [(436)]{.og-ref} + - Character Death [(436)]{.og-ref} diff --git a/patches/de-ogcsrd/049-remove-passive-difficulty.patch b/patches/de-ogcsrd/049-remove-passive-difficulty.patch new file mode 100644 index 0000000..3ebfbd1 --- /dev/null +++ b/patches/de-ogcsrd/049-remove-passive-difficulty.patch @@ -0,0 +1,66 @@ +--- _tmp/ccsrd.md 2025-07-21 14:21:00.277321833 -0500 ++++ _tmp/ccsrd.new.md 2025-07-21 14:20:56.534297903 -0500 +@@ -29352,10 +29352,6 @@ + roll. If it's a creature, its level determines the difficulty of your roll. If it\'s something else, the GM determines + the difficulty of your roll. + +-::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} +-**Editor's Notes ---** For more on \"passive perception\", see [Passive Difficulty](#passive-difficulty). +-::: +- + ##### Moving a Heavy Object [#](#action-moving-a-heavy-object){.og-h-anchor aria-hidden="true"} {#action-moving-a-heavy-object} + + [(Cypher System Rulebook, page 229)]{.og-ref} +@@ -75097,33 +75093,6 @@ + + : Graduated Difficulty Effects + ::: +- +-##### Passive Difficulty [#](#passive-difficulty){.og-h-anchor aria-hidden="true"} {#passive-difficulty .og-h-small} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-This section is based on *The Flow of Information* [(416)]{.og-ref} and *Failure to Notice* [(417)]{.og-ref}. +- +-Because [the player always rolls](#rules-the-player-always-rolls), it can be unclear how the GM should proceed if the +-PCs are unaware of important aspects of their situation. The GM can prompt a PC for a roll without telling them anything +-about what it's for, but this might arouse unwanted suspicion. Instead, the GM can compare the PC\'s tier to the +-[difficulty](#rules-task-difficulty) of the task, and add 1 for each of the PC's applicable +-[skills](#modifying-the-difficulty-skills) and [assets](#modifying-the-difficulty-assets). Any ties are decided in the +-PC's favor. +- +-For example, a tier 3 PC is [specialized](#key-concepts) in tracking and has a[Beast +-Companion](#ability-beast-companion){.og-ability}---a faithful bloodhound, whose [modification](#followers) that +-provides an asset to tracking tasks. This make's the PC\'s passive total 3 (tier) plus 2 (skills) plus 1 (asset) equals +-6. So, the PC would detect the presence of a dangerous level 6 creature before it pounced upon a fellow party +-member---as almost a passive [routine action](#routine-actions). +- +-Passive difficulty provides the GM with a way to think about providing directly to PCs' unique senses, knowledges, +-abilities, skills, and personal pasts---honoring of all the choices the player made whilst creating their character, and +-since the start of the game. The GM should strive to be generous with information---after all, information and answers +-are two very different things, and a well-informed party can make more compelling choices about what they do next. +-Events like ambushes, or a PC discovering they have been pickpocketed can easily be introduced via [GM +-intrusion](#gm-intrusion), so it's best to describe the situation in a way that invites further action from the PCs +-rather than withhold critical information. + ::: + + ------------------------------------------------------------------------------------------------------------------------ +@@ -77726,7 +77695,6 @@ + - [Calling for Rolls](#calling-for-rolls) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Creating Challenging Encounters](#creating-challenging-encounters) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Difficulty, Graduated](#graduated-difficulty) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [Difficulty, Passive](#passive-difficulty) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Difficulty, Vague](#vague-difficulty) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Encouraging Players to Spend XP](#encouraging-players-to-spend-xp) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Encouraging Players to Use Cyphers](#encouraging-players-to-use-cyphers) [(OG-CSRD)]{.og-ref .og-ref-og} +@@ -78001,8 +77969,8 @@ + - Adjudicating [(412)]{.og-ref} + - Logic [(413)]{.og-ref} + - Dice Rolling [(414)]{.og-ref} +-- [The Flow of Information](#passive-difficulty) [(416)]{.og-ref} +-- [Failure to Notice](#passive-difficulty) [(417)]{.og-ref} ++- The Flow of Information [(416)]{.og-ref} ++- Failure to Notice [(417)]{.og-ref} + - [Graduated Success](#graduated-difficulty) [(417)]{.og-ref} + - [Dealing with Character Abilities](#handling-players-and-pcs) [(418)]{.og-ref} + - [Encouraging Player Creativity](#encouraging-play) [(420)]{.og-ref} diff --git a/patches/de-ogcsrd/050-remove-graduated-difficulty.patch b/patches/de-ogcsrd/050-remove-graduated-difficulty.patch new file mode 100644 index 0000000..219e2ea --- /dev/null +++ b/patches/de-ogcsrd/050-remove-graduated-difficulty.patch @@ -0,0 +1,55 @@ +--- _tmp/ccsrd.md 2025-07-21 14:21:51.391648654 -0500 ++++ _tmp/ccsrd.new.md 2025-07-21 14:21:43.583598722 -0500 +@@ -75064,35 +75064,6 @@ + + : Vague Difficulty + ::: +- +-##### Graduated Difficulty [#](#graduated-difficulty){.og-h-anchor aria-hidden="true"} {#graduated-difficulty .og-h-small} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-This section is based on *Graduated Success* [(417)]{.og-ref}. +- +-In some instances, the GM might not assign a [difficulty](#rules-task-difficulty) at all, and simply ask for a roll. +-This is useful for tasks related to perception, social interaction, sensing motives, [understanding, identifying, or +-remembering](#action-understanding-identifying-or-remembering). These tasks might allow for different outcomes at +-several difficulties, and so might benefit from lacking an assigned numerical difficulty. With each additional +-difficulty the roll succeeds against, the GM might provide additional relevant information or appropriate other +-benefits. +- +-Alternatively, consider setting a difficulty and employ appropriate results based on how many steps above or below the +-difficulty the roll succeeds against: +- +-::: table-responsive +- d20 Roll Result Narrative Effect +- ---------------------------------------- ----------------- --------------------------------------------- +- 1 \"No, and...\" [GM intrusion](#gm-intrusion) +- 2 or more levels below task difficulty \"No...\" --- +- 1 level below task difficulty \"Yes, but...\" --- +- Success \"Yes...\" --- +- 19 \"Yes, and...\" [Minor effect](#special-rolls-minor-effect) +- 20 \"Yes, and...\" [Major effect](#special-rolls-major-effect) +- +- : Graduated Difficulty Effects +-::: + ::: + + ------------------------------------------------------------------------------------------------------------------------ +@@ -77694,7 +77665,6 @@ + + - [Calling for Rolls](#calling-for-rolls) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Creating Challenging Encounters](#creating-challenging-encounters) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [Difficulty, Graduated](#graduated-difficulty) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Difficulty, Vague](#vague-difficulty) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Encouraging Players to Spend XP](#encouraging-players-to-spend-xp) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Encouraging Players to Use Cyphers](#encouraging-players-to-use-cyphers) [(OG-CSRD)]{.og-ref .og-ref-og} +@@ -77971,7 +77941,7 @@ + - Dice Rolling [(414)]{.og-ref} + - The Flow of Information [(416)]{.og-ref} + - Failure to Notice [(417)]{.og-ref} +-- [Graduated Success](#graduated-difficulty) [(417)]{.og-ref} ++- Graduated Success [(417)]{.og-ref} + - [Dealing with Character Abilities](#handling-players-and-pcs) [(418)]{.og-ref} + - [Encouraging Player Creativity](#encouraging-play) [(420)]{.og-ref} + - [Artifacts](#running-the-game-artifacts) [(421)]{.og-ref} diff --git a/patches/de-ogcsrd/051-remove-handling-players-and-pcs.patch b/patches/de-ogcsrd/051-remove-handling-players-and-pcs.patch new file mode 100644 index 0000000..094ad32 --- /dev/null +++ b/patches/de-ogcsrd/051-remove-handling-players-and-pcs.patch @@ -0,0 +1,77 @@ +--- _tmp/ccsrd.md 2025-07-21 14:22:04.240730816 -0500 ++++ _tmp/ccsrd.new.md 2025-07-21 14:23:17.554199605 -0500 +@@ -76416,47 +76416,6 @@ + PCs' stories move through time, ask yourself: \"What is going on everywhere else that matters?\" + ::: + +-##### Handling Players and PCs [#](#handling-players-and-pcs){.og-h-anchor aria-hidden="true"} {#handling-players-and-pcs .og-h-small} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-In the Cypher System, who the players choose for their PCs to be defines the gameplay you can expect to see and find +-meaning in. For example, a PC with the [Drives Like a Maniac](#focus-drives-like-a-maniac) focus requires some kind of a +-[vehicle](#choose-vehicles)---maybe more than one. Driving a sports car is great---but so is driving a dump truck or an +-interdimensional tunneler. But if there's nothing to drive, at all, a player has a right to wonder why you allowed them +-to choose this focus in the first place. A driver with nothing to drive is robbed of meaning, and the player of +-contributions that would bring meaning to the story. +- +-In the Cypher System, Tier 1 PCs are broadly capable, and some can be incredibly specialized for certain tasks. A PCs' +-[skills](#modifying-the-difficulty-skills), [assets](#modifying-the-difficulty-assets), and +-[Effort](#modifying-the-difficulty-effort) quite literally [make the impossible possible](#the-difficulty-dial). For +-example, you've told players to be prepared for tough combat challenges ahead. In response, a player creates a PC who +-begins the game with 6 [Armor](#rules-armor): +- +-- +1 Armor from the [Tough](#descriptor-tough) descriptor; +-- +1 Armor from the [Adept](#type-adept) type's[Ward](#ability-ward){.og-ability} ability, and a +- [shield](#equipment-armor-shields) as one of their pieces of equipment, granting them an +- [asset](#modifying-the-difficulty) on [Speed](#speed) [defense rolls](#action-defend); +-- +4 Armor from the [Stands Like a Bastion](#focus-stands-like-a-bastion) focus, gaining a set of [heavy +- armor](#equipment-armor) from the[Practiced in Armor](#ability-practiced-in-armor){.og-ability} ability, and an +- additional bonus for wearing it from the[Experienced Defender](#ability-experienced-defender){.og-ability} ability. +- +-Obviously, this PC a defensive powerhouse against conventional attacks---their abilities will only grow as [character +-advancement](#character-advancement) occurs. That's okay. A PC like this provides an interesting space for you to +-create dynamic situations only they can withstand. It also creates space for complex encounters that can't be won by +-fighting so much as endurance, or that require solutions that lean into other PCs' unique talents---or +-[cyphers](#choose-cyphers)---can create solutions for. The point is: if a character creates a specialist, don't be +-afraid to let that specialization shine. There are many ways to challenge a PC---and you always have [GM +-intrusion](#gm-intrusion) at your disposal. In a Cypher System campaign, you will be required to create challenges based +-on the PCs' choices and [character arcs](#choose-character-arc). +- +-Moreover, any specialist will have weak points---for example, a character like this needs both hands to [use Adept +-abilities and hold their shield](#first-tier-adept), and every PC is equally vulnerable to [GM +-intrusion](#gm-intrusion). Learning to customize your game for the desired genre, tone, and party composition might mean +-revisiting the use of some [optional rules](#choose-optional-rules). For example, if the game requires a little more +-\"gritty realism\", employ [optional rules](#choose-optional-rules) like [Fragility](#horror-rules-fragility) and +-[Ironman](#horror-rules-ironman) to dial up the threat. +- + ##### Telling Stories Together [#](#telling-stories-together){.og-h-anchor aria-hidden="true"} {#telling-stories-together .og-h-small} + + [(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +@@ -77436,7 +77395,7 @@ + ##### [What if the PCs find challenges and encounters too easy?](#faq-challenge){.collapsed bs-toggle="collapse" role="button" aria-expanded="false" aria-controls="faq-challenge"} {#what-if-the-pcs-find-challenges-and-encounters-too-easy .og-tab .pb-2 .pt-2 .og-h-faq} + + ::: {#faq-challenge .collapse} +-In addition to the strategies listed in [Handling Players and PCs](#handling-players-and-pcs) and [Creating Challenging ++In addition to the strategies listed in Handling Players and PCs and [Creating Challenging + Encounters](#creating-challenging-encounters), dial up the challenge with [GM intrusions](#gm-intrusion) with [Horror + Mode](#horror-rules-horror-mode) optional rule. + +@@ -77942,7 +77901,7 @@ + - The Flow of Information [(416)]{.og-ref} + - Failure to Notice [(417)]{.og-ref} + - Graduated Success [(417)]{.og-ref} +-- [Dealing with Character Abilities](#handling-players-and-pcs) [(418)]{.og-ref} ++- Dealing with Character Abilities [(418)]{.og-ref} + - [Encouraging Player Creativity](#encouraging-play) [(420)]{.og-ref} + - [Artifacts](#running-the-game-artifacts) [(421)]{.og-ref} + - [Skills and Other Abilities](#running-the-game-skills-and-other-abilities) [(421)]{.og-ref} +@@ -77961,7 +77920,7 @@ + - Pacing [(428)]{.og-ref} + - Description [(430)]{.og-ref} + - [Preparing for the Game Session](#session-preparation) [(431)]{.og-ref} +-- [Handling the Players](#handling-players-and-pcs) [(433)]{.og-ref} ++- Handling the Players [(433)]{.og-ref} + - [Mature Themes](#horror-rules-consent) [(434)]{.og-ref} + - Designing Encounters [(434)]{.og-ref} + - Complex Encounters [(434)]{.og-ref} diff --git a/patches/de-ogcsrd/052-remove-encouraging-play.patch b/patches/de-ogcsrd/052-remove-encouraging-play.patch new file mode 100644 index 0000000..8c37c30 --- /dev/null +++ b/patches/de-ogcsrd/052-remove-encouraging-play.patch @@ -0,0 +1,109 @@ +--- _tmp/ccsrd.md 2025-07-21 14:23:43.229363765 -0500 ++++ _tmp/ccsrd.new.md 2025-07-21 14:25:34.508075295 -0500 +@@ -76330,92 +76330,6 @@ + some excellent advice applicable to the Cypher System. + ::: + +-##### Encouraging Play: Unclench Your Butt\! [#](#encouraging-play){.og-h-anchor aria-hidden="true"} {#encouraging-play .og-h-small} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-Once you know what makes things believable within the setting, it's time to turn the players loose within it. PCs will +-already bring a good amount of their own meaningfulness to the game---they are the main characters, after all. Who the +-players and PCs are: their personalities, [descriptors](#chapter-7-descriptor), [abilities](#choose-abilities), and +-[character arcs](#character-arcs) are certainly going to have an impact on the story. This will inevitably disturb some +-parts of the setting, and when this happens, you might occasionally feel a small clench forming in your posterior. This +-is normal. Take a deep breath. Let it out, and unclench your butt. The whole point of having players in the world is +-precisely so that they can act upon it and bring some element of change to it. Otherwise, there's no story. There\'s +-\"just a bunch of stuff that happens\". +- +-Before, during or after a session, players will tell you what is meaningful to them about the PCs, locations, creatures, +-NPCs, and other aspects of the game in a few ways. For example, if you hear a player say things like the following, they +-are expressing some measure of meaningfulness about something: +- +-- \"I hope...\" +-- \"I want...\" +-- \"I love...\" +-- \"I bet...\" +-- \"What if...\" +-- \"Ugh, I hate...\" +-- \"We have got to...\" +-- \"I have a plan.\" +-- \"That was cool.\" +- +-Take note when this happens. Sometimes, the best idea is to find a way to make something a player said---no matter how +-offhandedly---become true. +- +-Players also express their sense of meaningfulness through Cypher System mechanics. If a player spends [Pool](#pool) +-points to use [Effort](#effort), or [spends 1 XP to reroll the die](#experience-points-immediate-benefits), you have an +-indicator that what happened meant something to the player---enough to spend something on it. Finding ways to honor +-those expenditures players engaged with the game, even when the dice---or you---are saying no to something. +- +-In the Cypher System, there are two important ways the game ensures that some amount of narrative power and +-meaning-making are a shared enterprise: [GM intrusions](#gm-intrusion) and [player +-intrusions](#choose-player-intrusions). Intrusions allow either party to grab a hold of the narrative for a moment. The +-difference between them is that players must pay 1 XP to avoid your GM intrusion, and they only gain XP if you provide +-it. You can be generous here---after all, you have an infinite amount of XP to give. But don't underestimate the value +-of give-and-take in *Make-Believe*. It's the original gameplay mechanic: rolling a ball back and forth, playing catch, +-and learning to share. Ensuring pool points and XP are flowing in and out of the PCs at an acceptable rate is one of the +-fundamental heartbeats of the Cypher System. +- +-It's not wrong for players to refuse a player intrusion---sometimes you must. But if you\'re on the fence, consider +-throwing a little caution to the wind, and finding out what is on the other side of saying yes. Doing so can yield its +-own reward, and having some narrative responsibility taken off your shoulders can be very freeing, and allow you to be +-more playful. +- +-Here are a few other strategies to create a sense of shared meaning with players in a campaign: +- +-::: {.alert .ps-4 .pb-0} +-- **Question Players:** Ask the players what features of adventures they enjoy---combat, exploration, social +- interaction, and puzzle-solving are common answers, but they may have other good ideas for features of gameplay you +- haven't thought about. When the story reaches a natural stopping point, take some time to ask again. +- +-- **Explore Relationships:** Involve the PCs' personal lives, NPCs they know and care about, and address their +- [character arcs](#character-arcs) when you can. +- +-- **Choices Matter:** Ensure the PCs' choices and outcomes have a meaningful impact on the story. +- +-- **Tonal Variance:** Tell more than one kind of story. If every session is a dungeon-dive to retrieve one of eight +- macguffins that ends in a dramatic monster battle, some players might love it. Some will get bored, seeing only +- slight variations on a theme. Try to vary the length of adventures. Some might take eight sessions, some three, and +- some might resolve in one. +- +-- **Altering Scope:** Depth and meaning in a setting should be examined from several angles. It's a good idea to +- change your scope and stakes between adventures, too. Addressing some character arcs might be intimate and personal, +- some are epic and decisive. Avoid threatening the world or all of existence repeatedly, or dwelling on minutiae. +- +-- **Make Allowances:** Sometimes the best way to subvert player expectations is to let things proceed exactly as the +- PCs hoped they would. +- +-- **Beginner's Mind:** Embrace a spirit of not-knowing: this goes both for the players and for GMs. It\'s not +- important to have all the answers all the time. The ones you really need will reveal themselves in time, but it's +- good to preserve a little mystery for another day. Don't overdo this, though---players need a good amount of +- information to understand and develop good traction with a story. +- +-- **Full Being:** Invest each NPC with as much life as you can. They should have real feelings and desires---including +- a will to survive. Not all of them will survive, and it's okay to feel sad when they don\'t. GMs are players too, +- so enjoy every NPC, creature, and gust of wind you become in the course of play. +- +-- **Reflect on Things:** When the time is right, revisit those mysteries and unconcluded stories from the past. As the +- PCs' stories move through time, ask yourself: \"What is going on everywhere else that matters?\" +-::: +- + ##### Telling Stories Together [#](#telling-stories-together){.og-h-anchor aria-hidden="true"} {#telling-stories-together .og-h-small} + + [(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +@@ -77902,11 +77816,11 @@ + - Failure to Notice [(417)]{.og-ref} + - Graduated Success [(417)]{.og-ref} + - Dealing with Character Abilities [(418)]{.og-ref} +-- [Encouraging Player Creativity](#encouraging-play) [(420)]{.og-ref} ++- Encouraging Player Creativity [(420)]{.og-ref} + - [Artifacts](#running-the-game-artifacts) [(421)]{.og-ref} + - [Skills and Other Abilities](#running-the-game-skills-and-other-abilities) [(421)]{.og-ref} + - Character Arcs [(421)]{.og-ref} +-- [Handling NPCs](#encouraging-play) [(422)]{.og-ref} ++- Handling NPCs [(422)]{.og-ref} + - NPC Game Stats [(422)]{.og-ref} + - [NPCs and Death](#npcs-and-death) [(424)]{.og-ref} + - Interactions [(424)]{.og-ref} diff --git a/patches/de-ogcsrd/053-remove-teaching-the-rules.patch b/patches/de-ogcsrd/053-remove-teaching-the-rules.patch new file mode 100644 index 0000000..2367158 --- /dev/null +++ b/patches/de-ogcsrd/053-remove-teaching-the-rules.patch @@ -0,0 +1,56 @@ +--- _tmp/ccsrd.md 2025-07-21 16:29:35.235054809 -0500 ++++ _tmp/ccsrd.new.md 2025-07-21 16:37:26.167060145 -0500 +@@ -74784,7 +74784,6 @@ + + - [Campaign Design Checklist](#campaign-design-checklist) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Session Preparation](#session-preparation) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [Teaching the Rules](#teaching-the-rules) [(OG-CSRD)]{.og-ref .og-ref-og} + + Optional Rules + +@@ -76187,28 +76186,6 @@ + + ------------------------------------------------------------------------------------------------------------------------ + +-#### Teaching the Rules [#](#teaching-the-rules){.og-h-anchor aria-hidden="true"} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-This section has been added by the editor based on Teaching The Rules [(426)]{.og-ref} [Cypher System +-Rulebook](https://www.montecookgames.com/store/product/cypher-system-rulebook-2/){.og-icon .og-mcg}. It explores some +-collected advice on streamlining the process of teaching new players. It's generally a good idea to get players to read +-through [Chapter 3: How to Play the Cypher System](#chapter-3-how-to-play-the-cypher-system), the [Cypher System +-Reference Rules Primer](https://www.montecookgames.com/store/product/cypher-system-rules-primer/){.og-icon .og-mcg}. You +-might also want to go over Monte Cook Games' [Consent in +-Gaming](https://www.montecookgames.com/store/product/consent-in-gaming/){.og-icon .og-mcg} checklist individually with +-each player. +- +-It's common for players to take a little while to learn the Cypher System\'s vocabulary for game mechanics, especially +-if they've already played other games that have a different vocabulary. When you mention a game mechanic like [recovery +-rolls](#recovery-rolls) or [the damage track](#the-damage-track), take a moment to define those terms, and point out +-where that information is located on the PC's [character sheets](#og-cscs). +- +-It's also a good idea to let players know a little bit about what to expect about the game\'s genre and setting. The +-[Campaign Design Checklist](#campaign-design-checklist) can help you organize your thoughts and communicate them to +-players. This helps players know who their PC is, and a little bit about what kinds of stories to expect. +- + ##### Calling for Rolls [#](#calling-for-rolls){.og-h-anchor aria-hidden="true"} {#calling-for-rolls .og-h-small} + + [(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +@@ -77573,7 +77550,6 @@ + - [Externalizing GM Intrusion Through Player Rolls](#externalizing-gm-intrusion) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Modifying Creatures](#choose-modifying-creatures) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Superhero Archetypes in Claim the Sky](#superhero-archetypes-in-claim-the-sky) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [Teaching the Rules](#teaching-the-rules) [(OG-CSRD)]{.og-ref .og-ref-og} + + ##### Tools [#](#choose-pdfs){.og-h-anchor aria-hidden="true"} {#choose-pdfs .og-h-small} + +@@ -77856,7 +77832,7 @@ + - Languages [(425)]{.og-ref} + - NPC Allies [(425)]{.og-ref} + - [Creatures](#running-the-game-creatures) [(425)]{.og-ref} +-- [Teaching the Rules](#teaching-the-rules) [(426)]{.og-ref} ++- Teaching the Rules [(426)]{.og-ref} + - The First Few Sessions [(427)]{.og-ref} + - Running Cypher System Combats [(427)]{.og-ref} + - Crafting Stories [(428)]{.og-ref} diff --git a/patches/de-ogcsrd/054-remove-session-preparation.patch b/patches/de-ogcsrd/054-remove-session-preparation.patch new file mode 100644 index 0000000..a431b80 --- /dev/null +++ b/patches/de-ogcsrd/054-remove-session-preparation.patch @@ -0,0 +1,171 @@ +--- _tmp/ccsrd.md 2025-07-21 16:37:52.844230384 -0500 ++++ _tmp/ccsrd.new.md 2025-07-21 16:39:56.297018217 -0500 +@@ -74783,7 +74783,6 @@ + GM Preparation + + - [Campaign Design Checklist](#campaign-design-checklist) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [Session Preparation](#session-preparation) [(OG-CSRD)]{.og-ref .og-ref-og} + + Optional Rules + +@@ -75388,7 +75387,7 @@ + ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} + **Editor's Notes ---** GM intrusions are an integral part of Cypher System design. Most [creatures](#choose-creatures) + and [traps](#choose-fantasy-traps) include at least one GM intrusion. GM intrusions are a crucial source of [Experience +-Points (XP)](#experience-points-gm-intrusion)---so make them a part of your [session preparation](#session-preparation)! ++Points (XP)](#experience-points-gm-intrusion)---so make them a part of your session preparation! + ::: + + ###### Bad Luck [#](#gm-intrusion-bad-luck){.og-h-anchor aria-hidden="true"} {#gm-intrusion-bad-luck} +@@ -76067,125 +76066,6 @@ + + ------------------------------------------------------------------------------------------------------------------------ + +-#### Session Preparation [#](#session-preparation){.og-h-anchor aria-hidden="true"} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-This section is based on *Preparing for the Game Session* [(431)]{.og-ref}. +- +-In the Cypher System, there aren't too many [rules](#this-is-how-you-play-the-cypher-system) you have to memorize to +-run the game. Instead, the Cypher System is designed to allow the GM and players to allow the game to proceed without +-the need for a lot pre-planned content. Allowing the game to unfold on its own means anything the GM plans might not get +-used, or might get used differently than planned for. The GM should leave themself some room to be flexible, filling in +-blanks and details as the game proceeds. Remember that since [the player always rolls](#rules-the-player-always-rolls), +-use your time and brainpower to examine the players actions and moods, the unfolding story, and keep track where the +-trajectory of the game is headed. +- +-The [campaign design checklist](#campaign-design-checklist) can help you define certain things about the setting, but +-all you really need to be prepared are a list of names, a scenario summary, and a list of ideas. +- +-##### A List of Names [#](#session-preparation-names){.og-h-anchor aria-hidden="true"} {#session-preparation-names .og-h-small} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-A list of names appropriate to the game's setting is useful for creating NPCs in the moment. Having a little extra room +-on the list to add a level, a modification, and a quick note next to a name is a good way of recording which names have +-become NPCs, and who they are. A useful set of notes for an NPC might include their level, important +-[modifications](#understanding-the-listings), their motive (what they want), and means (how they intend to get it), or +-anything else that will help you remember them later. +- +-::: table-responsive +- Name Details +- ---------------------- -------------------------------------------------------------------------------------- +- Ourmand Armstay --- +- Gwendolyn Goodnoodle --- +- Sandy Sugarbottom --- +- Brampton Underrug *Halfling; nervous disposition; general goods merchant; level 2, haggles as level 5* +- Sigourney Otherbeef --- +- +- : Example Fairy Tale NPC Names and Notes +-::: +- +-If a powerful creature or NPC is central to the scenario, it can be wise to spend a few minutes to [choose creatures and +-NPCs](#choose-creatures), and review their characteristics to determine if they need modification, or creating new +-creatures or NPCs. +- +-##### A Scenario Summary [#](#session-preparation-summary){.og-h-anchor aria-hidden="true"} {#session-preparation-summary .og-h-small} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-A scenario summary sets up the general situation the PCs will be involved in, but doesn't assume anything what the +-players will do about it---players will always do unexpected things. +- +-Knowing just a little bit about how things are connected will allow the players to interact with the scenario +-organically (as opposed to in an order and manner of your design). You might want to refer back to that list of names +-and come up with something on the fly. The PCs might investigate the situation on their own, or decide that there are +-other things they'd rather be doing than looking for missing shoes or people. +- +-::: {.alert .ps-4 .pb-0} +-###### Example Scenario Summary: A Skeleton Stole My Shoes\! [#](#session-preparation-summary-example){.og-h-anchor aria-hidden="true"} {#session-preparation-summary-example} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-In a fantasy world, the PCs are traveling through a forest of thick, tall, trees, and happen upon Bamwich---a cozy +-hamlet inhabited mostly by gentle moss dwarves. There is a chill in the air, but an inviting column of smoke rises from +-a nearby tavern with doors fit for a human. +- +-- **Old Gus** *(the oldest dwarf in town; level 1; local history as level 4)* loudly complains to anyone who will +- listen that a skeleton has stolen his favorite pair of shoes. Gus is eager to get the PCs to help him by retrieving +- them, and could be convinced to offer a reward for their safe return. +- +-- **Lil' Mama and Large Marge** *(tavern proprietors; level 2)* are hiding an infestation of rats---including two +- [giant rats](#creature-giant-rat)---in the tavern's underground larder. +- +-- **Renengil** *(a skilled blacksmith; level 3)* hasn't heard from her cousin Herferlun in a week. Herferlun is the +- foreman at an iron mine in the nearby woods. In addition to dwindling supplies, she is worried about her cousin. She +- would investigate the matter herself, but is busy with her work. +- +-- **Hamish Wormworthy** *(an incompetent [Necromancer](#npc-necromancer); all tasks hindered)* has sent forth his +- [Skeleton](#creature-skeleton) minions to \"collect the souls of the living\", but his incompetence has them seeking +- out the *soles* of the living instead---causing the skeletons to steal people's shoes instead of killing them. His +- cavernous lair is becoming increasingly littered with footwear. +- +-- **Dwarven miners** *(level 2)* are captured by Hamish, and are being turned into skeletons by the necromancer. +- Renengil's cousin, Herferlun is among the survivors. +-::: +- +-##### A List of Ideas [#](#session-preparation-ideas){.og-h-anchor aria-hidden="true"} {#session-preparation-ideas .og-h-small} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-A list of ideas provides you with a box of toys you can interject into the game. They might provide useful tonal clues, +-a striking sensory description, or possible clues or side plots. It can also be a good idea prepare a few [GM +-intrusions](#gm-intrusion) for a session. Coming up with one GM intrusion each for important locations, creatures, NPCs, +-situations, or the PCs' character arcs can provide you with the vocabulary you need to be ready when a PC [rolls a +-1](#intrusion-through-player-rolls), or to have something ready to propose that would be good for the story or game. +-Additionally, Monte Cook Games' [GM Intrusion +-Deck](https://www.montecookgames.com/store/product/gm-intrusion-deck/){.og-icon .og-mcg} that includes a wealth of +-possible GM intrusions. +- +-For *A Skeleton Stole My Shoes!*, a list of ideas might include: +- +-- Someone's food or drink in the tavern is served with a large, wiry hair in it. +-- A [ravage bear](#creature-ravage-bear) caught in a hunter's trap is actually a fey being. +-- A [skeleton](#creature-skeleton) missing its skull stumbles through the woods. +-- A ghostly green torchlight increases skeletons' level by 1. +-- An [artifact](#choose-artifacts) of great power is rumored to be held in an ancient shrine to a fallen hero +- somewhere deep in the woods. +- +-Lastly, it can also be a good idea to choose a few [cyphers](#choose-cyphers) appropriate to the setting. +-For *A Skeleton Took My Shoes*, +-potential cyphers might include: +- +-- [Anathema Siren](#horror-cypher-anathema-siren) (undead) +-- [Curative](#cypher-curative) +-- [Friction Reducer](#cypher-friction-reducer) +-- [Sleep Inducer](#cypher-sleep-inducer) +-- [Trick Embedder](#cypher-trick-embedder) +-- [Undead Ward](#fantasy-cypher-undead-ward) +- +------------------------------------------------------------------------------------------------------------------------- +- + ##### Calling for Rolls [#](#calling-for-rolls){.og-h-anchor aria-hidden="true"} {#calling-for-rolls .og-h-small} + + [(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +@@ -77264,8 +77144,6 @@ + + - **Original Campaign:** The [Campaign Design Checklist](#campaign-design-checklist) is a good guide to selecting + character options, cyphers, and optional rules to help shape your setting. +- +-- **Session Preparation:** Some ideas for [Session Preparation](#session-preparation) are also provided. + ::: + + ##### [Cyphers don't seem to \"work\" for my game---what should I do?](#faq-cyphers){.collapsed bs-toggle="collapse" role="button" aria-expanded="false" aria-controls="faq-cyphers"} {#cyphers-dont-seem-to-work-for-my-gamewhat-should-i-do .og-tab .pb-2 .pt-2 .og-h-faq} +@@ -77570,7 +77448,6 @@ + - [Foci, Psionic](#psionic-foci) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Foci, Science Fiction](#science-fiction-foci) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Foci, Superhero](#superhero-foci) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [Session Preparation](#session-preparation) [(OG-CSRD)]{.og-ref .og-ref-og} + - [What's In The Book?](#choose-products) [(OG-CSRD)]{.og-ref .og-ref-og} + + ------------------------------------------------------------------------------------------------------------------------ +@@ -77838,7 +77715,7 @@ + - Crafting Stories [(428)]{.og-ref} + - Pacing [(428)]{.og-ref} + - Description [(430)]{.og-ref} +-- [Preparing for the Game Session](#session-preparation) [(431)]{.og-ref} ++- Preparing for the Game Session [(431)]{.og-ref} + - Handling the Players [(433)]{.og-ref} + - [Mature Themes](#horror-rules-consent) [(434)]{.og-ref} + - Designing Encounters [(434)]{.og-ref} diff --git a/patches/de-ogcsrd/055-remove-creating-challenging-encounters.patch b/patches/de-ogcsrd/055-remove-creating-challenging-encounters.patch new file mode 100644 index 0000000..d1dd495 --- /dev/null +++ b/patches/de-ogcsrd/055-remove-creating-challenging-encounters.patch @@ -0,0 +1,187 @@ +--- _tmp/ccsrd.md 2025-07-21 16:40:17.258151981 -0500 ++++ _tmp/ccsrd.new.md 2025-07-21 16:46:54.149684103 -0500 +@@ -28550,9 +28550,9 @@ + ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} + **Editor's Notes ---** For more on the special damage, see [Creatures and NPCs with Special + Damage](#creatures-special-damage), [Modifying Creatures](#modifying-creatures), [Common Trap +-Poisons](#dungeons-castles-and-keeps-traps-common-trap-poisons), +-[Radiation Sickness](#disease-radiation-sickness), and +-[Creating Challenging Encounters](#creating-challenging-encounters). Additionally, [We Are All Mad ++Poisons](#dungeons-castles-and-keeps-traps-common-trap-poisons), and ++[Radiation Sickness](#disease-radiation-sickness). ++Additionally, [We Are All Mad + Here](https://www.montecookgames.com/store/product/we-are-all-mad-here/){.og-icon .og-mcg} contains a section on Mental + Health in Games [(WAAMH, 159)]{.og-ref}. + ::: +@@ -33077,8 +33077,8 @@ + + - **Roles:** Chanting, restraining the subject of the ritual + +-- **Side Effects:** [Lasting damage](#creating-challenging-encounters), [permanent +- damage](#creating-challenging-encounters), scarring ++- **Side Effects:** Lasting damage, permanent ++ damage, scarring + + - **Reagents:** Silver knife, silver vessel + +@@ -33130,8 +33130,8 @@ + + - **Roles:** Applying reagents, chanting, prayers, shielding the corpse from hostile entities + +-- **Side Effects:** Creature moves a step down [the damage track](#the-damage-track), enmity of a death god, [lasting +- damage](#creating-challenging-encounters), scarring, sympathetic damage ++- **Side Effects:** Creature moves a step down [the damage track](#the-damage-track), enmity of a death god, lasting ++ damage, scarring, sympathetic damage + + - **Reagents:** Deceased's corpse, healing ointment, items of emotional significance (such as devotion, hope, or + regret), items of importance to the deceased, parchment extolling the deceased's history and deeds, +@@ -34525,11 +34525,11 @@ + + Another variant is a needle trap attached to a small peephole or spyhole in a door or wall. The trap springs when the + character touches the area around the hole (even a slight touch with their face as they look is sufficient), inflicting +-[lasting damage](#creating-challenging-encounters) to the character's eye and partially blinding them. A gentler ++lasting damage to the character's eye and partially blinding them. A gentler + variant traps the character's limb in glue instead of inflicting damage. The character\'s extremity might be glued to + the hole, or they may be able to pull free but have a glue pot stuck on their hand or foot. + +-- **Damage Inflicted:** 3 points, plus [lasting damage](#creating-challenging-encounters) ++- **Damage Inflicted:** 3 points, plus lasting damage + + - **Modifications:** Stealth as level 4 + +@@ -54255,8 +54255,8 @@ + + - **Form:** Vial, pot, or jar of liquid + +-- **Effect:** Removes any [ongoing damage](#creating-challenging-encounters), [lasting +- damage](#creating-challenging-encounters), or [permanent damage](#creating-challenging-encounters) the character ++- **Effect:** Removes any ongoing damage, lasting ++ damage, or permanent damage the character + has. However, the character has a permanent 3-point reduction in their maximum Might Pool. + + When [dead water](#fairy-tale-cypher-dead-water) and living water cyphers are used together, a dead character can be +@@ -59856,7 +59856,6 @@ + Related Sections + + - [Balancing Encounters](#balancing-encounters) [(434)]{.og-ref} +-- [Creating Challenging Encounters](#creating-challenging-encounters) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Modifying Creatures](#choose-modifying-creatures) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Familiars](#familiars) [(IOM, 94)]{.og-ref} + - [Followers](#followers) [(233)]{.og-ref} +@@ -72375,8 +72374,8 @@ + attack](#special-situation-area-attacks) roll against each target's [level](#understanding-the-listings) (including any + modifications). If the attack succeeds against all targets, the troll must use an action to break free from the webbing, + but succeeds since their level---6---is higher than the cypher's effect level---4. Since the wolves are only level 3, +-they will struggle for longer---unless the troll frees them sooner, or if they [work +-together](#creating-challenging-encounters) to free themselves. The entire process could even longer if the GM treats ++they will struggle for longer---unless the troll frees them sooner, or if they work ++together to free themselves. The entire process could even longer if the GM treats + removing webs like [attacking objects](#special-situation-attacking-objects) due to the object damage track. + + Sometimes, cyphers might resolve an encounter quickly---a good thing---but if the encounter would benefit from a little +@@ -75698,8 +75697,6 @@ + ::: {.alert .ps-4 .pb-0 .og-alert} + ###### Quick Reference: Modifying Creatures [#](#choose-modifying-creatures){.og-h-anchor aria-hidden="true"} {#choose-modifying-creatures .og-border} + +-- [Creating Challenging Encounters](#creating-challenging-encounters) [(OG-CSRD)]{.og-ref .og-ref-og} +- + Creature Templates + + - [Beefed Up](#template-beefed-up) [(OG-CSRD)]{.og-ref .og-ref-og} +@@ -75933,54 +75930,6 @@ + you can use to kick things up a notch if the PCs are having too easy a time. + ::: + +-::: {.alert .ps-4 .pb-0} +-##### Creating Challenging Encounters [#](#creating-challenging-encounters){.og-h-anchor aria-hidden="true"} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-This section is based on *Challenging Characters* [(435)]{.og-ref}. +- +-If PCs are breezing through encounters, try some of the following ideas: +- +-- **Gritty Realism:** If the game requires a little more \"gritty realism\", employ [optional +- rules](#choose-optional-rules) like [Fragility](#horror-rules-fragility) or [Ironman](#horror-rules-ironman) +- to dial up the threat. +- +-- **Templates:** [Modify creatures](#modifying-creatures) to create new and more challenging variants of creatures or +- NPCs. +- +-- **Damage Track:** An attack or effect immediately moves a PC one step down [the damage track](#the-damage-track). +- +-- **Ongoing Damage:** An attack or effect inflicts additional damage each round until PCs find a way to counteract it. +- +-- **Lasting Damage:** A PC gains an injury, which reduces the maximum number of points in one or more of their +- [Pools](#pool). The PC can regain 1 point to their maximum each day they spend resting, or 1 point every three days +- of regular activity. Until their Pool point maximum is fully restored, any tasks appropriate to the injury are +- hindered by one or more steps (determined by the GM). The section on [Serious Injuries and +- Conditions](#horror-rules-serious-injuries-and-conditions) contains a number of potential injury frameworks. +- +-- **Permanent Damage:** Permanent injuries should be used sparingly, but can be interesting. Even a permanent damage +- might one day be counteracted by appropriate technology, magic, or completion of a [character +- arc](#sample-character-arcs) like [Recover From a Wound (or Trauma)](#arc-recover-from-a-wound-or-trauma). +- +-- **Damaging Abilities or Equipment:** An attack temporarily hinders the use of, nullifies---or in rare instances, +- completely destroys---a PC's [special ability](#choose-abilities), [cypher](#choose-cyphers), or +- [artifact](#choose-artifacts). +- +-- **Enemies Working in Concert:** If four creatures work together, add +1 to the highest level creature, and +2 +- additional points of damage. A level 4 mafia cap with three level 3 triggermen could team up and attack as a level 5 +- NPC, dealing 6 damage instead of 4. This is a useful way of pooling enemies who normally can't overcome a PC\'s +- [Armor](#rules-armor). +- +-- **Swarms of Creatures:** The GM can combine six to ten creatures and have them act as one creature that is two +- levels higher and inflicts double the creature's normal damage. A group of thirty [berserkers](#npc-berserker) +- might be handled as three level 5 creatures with 30 Health each, inflicting 8 point of damage. +- +-- **Dangerous Environs:** Unstable terrain, [hazards](#damage-from-hazards), or extreme weather can all be realized +- through the [Horror Mode](#horror-rules-horror-mode) rule, causing more frequent [GM intrusions](#gm-intrusion) +- triggered in response to player rolls. +-::: +- + ------------------------------------------------------------------------------------------------------------------------ + + #### Campaign Design Checklist [#](#campaign-design-checklist){.og-h-anchor aria-hidden="true"} +@@ -77087,13 +77036,6 @@ + ::: + ::: + +-##### [How do I combine weaker creatures into a \"swarm\"?](#faq-creature-swarm){.collapsed bs-toggle="collapse" role="button" aria-expanded="false" aria-controls="faq-creature-swarm"} {#how-do-i-combine-weaker-creatures-into-a-swarm .og-tab .pb-2 .pt-2 .og-h-faq} +- +-::: {#faq-creature-swarm .collapse} +-[Creating Challenging Encounters](#creating-challenging-encounters) includes methods for *Enemies Working in Concert* +-and *Swarms of Creatures*. +-::: +- + ##### [How do I resolve a \"PVP\" scenario?](#faq-pvp){.collapsed bs-toggle="collapse" role="button" aria-expanded="false" aria-controls="faq-pvp"} {#how-do-i-resolve-a-pvp-scenario .og-tab .pb-2 .pt-2 .og-h-faq} + + ::: {#faq-pvp .collapse} +@@ -77191,8 +77133,8 @@ + ##### [What if the PCs find challenges and encounters too easy?](#faq-challenge){.collapsed bs-toggle="collapse" role="button" aria-expanded="false" aria-controls="faq-challenge"} {#what-if-the-pcs-find-challenges-and-encounters-too-easy .og-tab .pb-2 .pt-2 .og-h-faq} + + ::: {#faq-challenge .collapse} +-In addition to the strategies listed in Handling Players and PCs and [Creating Challenging +-Encounters](#creating-challenging-encounters), dial up the challenge with [GM intrusions](#gm-intrusion) with [Horror ++In addition to the strategies listed in Handling Players and PCs and Creating Challenging ++Encounters, dial up the challenge with [GM intrusions](#gm-intrusion) with [Horror + Mode](#horror-rules-horror-mode) optional rule. + + The optional [Fragility](#horror-rules-fragility) or [Ironman](#horror-rules-ironman) +@@ -77421,7 +77363,6 @@ + ##### Running the Game [#](#choose-edrule-running-the-game){.og-h-anchor aria-hidden="true"} {#choose-edrule-running-the-game .og-h-small} + + - [Calling for Rolls](#calling-for-rolls) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [Creating Challenging Encounters](#creating-challenging-encounters) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Difficulty, Vague](#vague-difficulty) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Encouraging Players to Spend XP](#encouraging-players-to-spend-xp) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Encouraging Players to Use Cyphers](#encouraging-players-to-use-cyphers) [(OG-CSRD)]{.og-ref .og-ref-og} +@@ -77722,7 +77663,7 @@ + - Complex Encounters [(434)]{.og-ref} + - [Balancing Encounters](#balancing-encounters) [(434)]{.og-ref} + - Resolving Encounters [(435)]{.og-ref} +-- [Challenging Characters](#creating-challenging-encounters) [(435)]{.og-ref} ++- Challenging Characters [(435)]{.og-ref} + - Higher-Tier Characters [(436)]{.og-ref} + - Character Death [(436)]{.og-ref} + diff --git a/patches/de-ogcsrd/056-remove-alien-artifacts.patch b/patches/de-ogcsrd/056-remove-alien-artifacts.patch new file mode 100644 index 0000000..b264e92 --- /dev/null +++ b/patches/de-ogcsrd/056-remove-alien-artifacts.patch @@ -0,0 +1,22 @@ +--- _tmp/ccsrd.md 2025-07-21 16:47:17.858834657 -0500 ++++ _tmp/ccsrd.new.md 2025-07-21 16:49:00.045483509 -0500 +@@ -58903,19 +58903,6 @@ + + : Weird West Artifacts + ::: +- +-::: {.alert .ps-4 .pb-0} +-###### Alien Artifacts [#](#weird-west-alien-artifacts){.og-h-anchor aria-hidden="true"} {#weird-west-alien-artifacts} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-Alien artifacts have their effects marked with **(Alien)**. +- +-- **Indentification:** Alien artifacts must be identified with a successful difficulty 5 Intellect task before +- activation. +- +-- **Notoriety:** Activating alien artifacts might draw unwanted attention. +-::: + ::: + + ::: {.col .col-md-6} diff --git a/patches/de-ogcsrd/057-remove-vague-difficulty.patch b/patches/de-ogcsrd/057-remove-vague-difficulty.patch new file mode 100644 index 0000000..1f574b4 --- /dev/null +++ b/patches/de-ogcsrd/057-remove-vague-difficulty.patch @@ -0,0 +1,64 @@ +--- _tmp/ccsrd.md 2025-07-21 16:49:19.807608994 -0500 ++++ _tmp/ccsrd.new.md 2025-07-21 16:51:19.557369387 -0500 +@@ -27453,8 +27453,8 @@ + modifications reduce the difficulty to less than 1, the action is routine (and therefore works with no roll needed). + 5. If the action still isn't routine, the GM uses its difficulty to determine the target number---how high the player + must roll to succeed at the action (see the [Task Difficulty table](#rules-determining-task-difficulty)). The GM +- doesn't have to tell the player what the target number is, but they can [give the player a +- hint](#vague-difficulty), especially if the character would reasonably know if the action was easy, average, ++ doesn't have to tell the player what the target number is, but they can give the player a ++ hint, especially if the character would reasonably know if the action was easy, average, + difficult, or impossible. + 6. The player [rolls a d20](#rules-rolling-the-die). If they roll equal to or higher than the target number, the + character succeeds. +@@ -75050,33 +75050,6 @@ + devoted to guiding the story. + ::: + +-::: {.alert .ps-4 .pb-0} +-##### Vague Difficulty [#](#vague-difficulty){.og-h-anchor aria-hidden="true"} {#vague-difficulty .og-h-small} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-When players are new to the game, it is a good idea to tell them the [difficulty](#rules-task-difficulty) of the task +-ahead. Doing so lets them make informed decisions about whether or not to use [Effort](#effort) to ease a task. +- +-This table can be used when a GM wants to withhold exact difficulty, for example, in a situation perhaps the players +-don't know what they are doing, or are not in the position to fully understand the circumstances---or witness the +-results---of their attempted task. In such instances, the GM can provide a vague sense of how difficult the PC +-*believes* the task will be. +- +-::: table-responsive +- Difficulty Vague Description +- ------------ -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- +- 0 Routine (succeeds with no roll required) +- 1--2 Easy +- 3--4 Average +- 5--6 Difficult +- 7--10 Impossible (only those with [skills](#modifying-the-difficulty-skills), [assets](#modifying-the-difficulty-assets), or who use [Effort](#modifying-the-difficulty-effort) will succeed) +- 11--15 [Really Impossible](#really-impossible-tasks) (only high-tier characters, those with [cyphers](#choose-cyphers) that ease tasks, or [power shifts](#optional-rule-power-shifts) will succeed, and even that might require some luck) +- +- : Vague Difficulty +-::: +-::: +- + ------------------------------------------------------------------------------------------------------------------------ + + #### GM Intrusion [#](#gm-intrusion){.og-h-anchor aria-hidden="true"} {#gm-intrusion} +@@ -76022,7 +75995,7 @@ + + - **Inform the Player:** Tell the player which stat the task will test, and the difficulty---but don't mention the + target number yet. For clarity's sake, the less conversion between those two different number sets, the better. You +- can withhold or be [vague](#vague-difficulty) about difficulty if you like, but new players tend to benefit from ++ can withhold or be vague about difficulty if you like, but new players tend to benefit from + knowing the difficulty until they get the hang of things. + + - **Modify the Difficulty:** Guide the player through [modifying the difficulty](#modifying-the-difficulty) using +@@ -77350,7 +77323,6 @@ + ##### Running the Game [#](#choose-edrule-running-the-game){.og-h-anchor aria-hidden="true"} {#choose-edrule-running-the-game .og-h-small} + + - [Calling for Rolls](#calling-for-rolls) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [Difficulty, Vague](#vague-difficulty) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Encouraging Players to Spend XP](#encouraging-players-to-spend-xp) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Encouraging Players to Use Cyphers](#encouraging-players-to-use-cyphers) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Externalizing GM Intrusion Through Player Rolls](#externalizing-gm-intrusion) [(OG-CSRD)]{.og-ref .og-ref-og} diff --git a/patches/de-ogcsrd/058-remove-campaign-design-checklist.patch b/patches/de-ogcsrd/058-remove-campaign-design-checklist.patch new file mode 100644 index 0000000..da9aa91 --- /dev/null +++ b/patches/de-ogcsrd/058-remove-campaign-design-checklist.patch @@ -0,0 +1,132 @@ +--- _tmp/ccsrd.md 2025-07-21 16:51:44.261526249 -0500 ++++ _tmp/ccsrd.new.md 2025-07-21 17:05:41.491836684 -0500 +@@ -1219,8 +1219,8 @@ + + [(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} + +-Available character options and the use of any [optional rules](#choose-optional-rules) are [determined by the +-GM](#campaign-design-checklist). ++Available character options and the use of any [optional rules](#choose-optional-rules) are determined by the ++GM. + + 1. Choose a [descriptor](#chapter-7-descriptor) and [focus](#chapter-8-focus) first. These are the core parts of your + character's identity. +@@ -74766,10 +74766,6 @@ + - [Creatures](#running-the-game-creatures) [(425)]{.og-ref} + - [Balancing Encounters](#balancing-encounters) [(434)]{.og-ref} + +-GM Preparation +- +-- [Campaign Design Checklist](#campaign-design-checklist) [(OG-CSRD)]{.og-ref .og-ref-og} +- + Optional Rules + + - [Effort for NPCs](#optional-rule-effort-for-npcs) [(OG-CSRD)]{.og-ref .og-ref-og} +@@ -75892,89 +75888,6 @@ + + ------------------------------------------------------------------------------------------------------------------------ + +-#### Campaign Design Checklist [#](#campaign-design-checklist){.og-h-anchor aria-hidden="true"} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-This campaign design checklist guides you---the GM---in establishing the game setting, preparing players to create PCs +-ahead of the first session. You don't have to perform every step on the list, and you don\'t have all the answers right +-now. Oftentimes, discussing things with players will help you with answers you don't have, and in a longer campaign, +-you will almost certainly revise your answers as time goes on. You can use this process to fill out the official +-Campaign Design Worksheet included in Monte Cook Games' [Cypher System Character Portfolios and Character +-Sheets](https://www.montecookgames.com/store/product/cypher-system-character-and-campaign-sheets/){.og-icon .og-mcg}. +- +-##### Establishing Campaign Basics [#](#campaign-design-checklist-establishing-campaign-basics){.og-h-anchor aria-hidden="true"} {#campaign-design-checklist-establishing-campaign-basics .og-h-small} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-- **Name of the Game:** Name your campaign something evocative and exciting. You might already be hinting at the kinds +- of adventures, mysteries, genres, locations or other important aspects of setting---including the kinds of +- characters PCs should expect to create. +- +-- **GM Contact:** Make sure your players know how to get in touch with you to talk about the game. +- +-- **Select Genre(s):** Make note of the informing [genres](#part-3-genres) the game will operate in. +- +-##### Defining the Genre for Players [#](#campaign-design-checklist-defining-the-genre-for-players){.og-h-anchor aria-hidden="true"} {#campaign-design-checklist-defining-the-genre-for-players .og-h-small} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-- **Define Skills:** Make a list of useful [skills](#skills) for the setting and genre. Add any new skills that are +- needed, including languages. +- +-- **Define Types:** Establish the [types](#chapter-5-type) PCs can play. You might also want to define a new type with +- a [flavor](#chapter-6-flavor), including any [further customization](#further-customization) you make. +- +-- **Suggest Descriptors:** Create a list of suggested [descriptors](#chapter-7-descriptor). With so many descriptors +- available, limiting the number of choices is not necessarily a bad thing: the goal is to spotlight the descriptors +- that will be most meaningful to the kinds of stories the genre or setting will make most rewarding to play. Now is +- also a good time to think about if and how the game will use [species as descriptor](#species-as-descriptor), or if +- you want to [customize descriptors](#customizing-descriptors). +- +-- **Suggest Foci:** Provide a list of suggested [foci](#chapter-8-focus), just as you did for the descriptors. Each +- [genre](#part-3-genres) contains a list of suggested foci to help you with this step. You can also [customize a +- focus](#focus-customizing-foci) or [create a new focus](#focus-creating-new-foci) at this time. +- +-- **Choose Cyphers:** Create a list of appropriate [cyphers](#choose-cyphers) to provide to the players. Think about +- where, when, and how players will gain cyphers---this might look different depending on if you are using primarily +- [subtle cyphers](#subtle-cyphers) or [manifest cyphers](#manifest-cyphers). +- +-- **Select Optional Rules:** Create a list of [optional rules](#choose-optional-rules) you want players to know about, +- and where to find them. +- +-- **Something's Still Missing!:** If you\'re adapting a setting to the Cypher System, there are often game mechanics +- that don't seem like they quite fit in. Some things might be best harnessed as a Use for +- [XP](#choose-xp)---including new [character advancement](#character-advancement) options, or [player +- intrusions](#running-the-game-player-intrusions) that provide a vocabulary for the kinds of cool \"moves\" a player +- can make on a limited basis that aren't addressed by character creation. Don\'t +- worry if you don't know how to do it all right now: if there are mechanics you aren\'t sure about, implement them +- as [cyphers](#choose-cyphers) at first---this is a good test bed because cyphers can only be used once. Don't worry +- too much about game mechanics when writing these, just use own plain language. After the cypher is used, if it's +- something you'd like to see more of, you can reintroduce the cypher, or refine it into an +- [artifact](#choose-artifacts) (which deplete randomly). When the artifact depletes, you can always provide the PCs +- with a way (for example, spending 3 [XP](#choose-xp)) to recharge the artifact, or allow them to gain its effects +- permanently as a [special ability](#choose-abilities) with an appropriate [initial cost](#rules-initial-cost) for +- its effects. +- +-##### Wrapping Up [#](#campaign-design-checklist-defining-genre-for-pcs){.og-h-anchor aria-hidden="true"} {#campaign-design-checklist-defining-genre-for-pcs .og-h-small} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-- **Write the Pitch:** There's no wrong way to write a campaign pitch. You might write out your idea for the game in +- the style of a movie trailer, provide reference a list of influential media, or write a few paragraphs of relevant +- world history. Whatever you decide, be sure your pitch communicates any expectations you have for the kinds of +- people the PCs will portray, and what kinds of activities they game will center upon. Leave some room in the idea so +- that players can bring their own ideas to the table. +- +-- **Set Boundaries:** Work through the [Consent in +- Gaming](https://www.montecookgames.com/store/product/consent-in-gaming/){.og-icon .og-mcg} tool from Monte Cook +- Games, or other campaign safety tool of your choice with the players. +- +-- **Take Notes:** Throughout this process, make note of questions to be answered later, and things you'd like to +- discuss with players, or anything else that excites you about the PCs the players create. +- +------------------------------------------------------------------------------------------------------------------------- +- + ##### Calling for Rolls [#](#calling-for-rolls){.og-h-anchor aria-hidden="true"} {#calling-for-rolls .og-h-small} + + [(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +@@ -77043,9 +76956,6 @@ + sale from [Cypher System Reference Rules + Primer](https://www.montecookgames.com/store/product/cypher-system-rules-primer/){.og-icon .og-mcg} and on + storefronts like [DriveThruRPG](https://www.drivethrurpg.com/en/browse?ruleSystem=45193-cypher-system). +- +-- **Original Campaign:** The [Campaign Design Checklist](#campaign-design-checklist) is a good guide to selecting +- character options, cyphers, and optional rules to help shape your setting. + ::: + + ##### [Cyphers don't seem to \"work\" for my game---what should I do?](#faq-cyphers){.collapsed bs-toggle="collapse" role="button" aria-expanded="false" aria-controls="faq-cyphers"} {#cyphers-dont-seem-to-work-for-my-gamewhat-should-i-do .og-tab .pb-2 .pt-2 .og-h-faq} +@@ -77337,7 +77247,6 @@ + - [Ability Category: Recovery](#abilities-category-recovery) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Ability Category: Roll](#abilities-category-roll) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Ability Category: Stats](#abilities-category-stats) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [Campaign Design Checklist](#campaign-design-checklist) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Character Creation Checklist](#character-creation-checklist) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Character Sheets](#og-cscs) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Fantasy Character Options](#choose-fantasy-character-options) [(GF, 20)]{.og-ref}[(OG-CSRD)]{.og-ref .og-ref-og} diff --git a/patches/de-ogcsrd/059-remove-character-sheets.patch b/patches/de-ogcsrd/059-remove-character-sheets.patch new file mode 100644 index 0000000..efdf980 --- /dev/null +++ b/patches/de-ogcsrd/059-remove-character-sheets.patch @@ -0,0 +1,65 @@ +--- _tmp/ccsrd.md 2025-07-21 17:06:02.377968328 -0500 ++++ _tmp/ccsrd.new.md 2025-07-21 17:07:09.253389864 -0500 +@@ -572,10 +572,6 @@ + - [Using Other Pools to Pay Cost Remainders](#optional-rule-using-other-pools-to-pay-cost-remainders) + [(OG-CSRD)]{.og-ref .og-ref-og} + +-PDFs +- +-- [Character Sheets](#og-cscs) [(OG-CSRD)]{.og-ref .og-ref-og} +- + Related Sections + + - [Character Advancement](#character-advancement) [(240)]{.og-ref} +@@ -1273,14 +1269,6 @@ + The following PDF files can help you organize your game, especially if you are playing in person. A great place to start + is the official [Cypher System Rules + Primer](https://www.montecookgames.com/store/product/cypher-system-rules-primer/){.og-icon .og-mcg}. +- +-###### Character Sheets [#](#og-cscs){.og-h-anchor aria-hidden="true"} {#og-cscs} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-Official PDF [Cypher System Character Portfolios and Character +-Sheets](https://www.montecookgames.com/store/product/cypher-system-character-portfolios-and-character-sheets/){.og-icon +-.og-mcg} are available for free from Monte Cook Games. + ::: + ::: + +@@ -26913,7 +26901,7 @@ + The GM can figure out what those things mean in their setting. In a fantasy setting, an inexpensive item might be 1 or 2 + copper pennies, while an expensive item might require gold on the table. The exact amount can vary, and in many + campaigns, the exact amount will matter. The GM will develop a detailed price list for their setting, and players will +-track their money on their [character sheets](#og-cscs) to determine what they can afford, often ignoring the terms ++track their money on their character sheets to determine what they can afford, often ignoring the terms + inexpensive, moderately priced, and so on. + + But some GMs might want to keep things simple and use only the general terms, indicating currency just as flavor now and +@@ -75497,8 +75485,8 @@ + should find at least that many cyphers in a given adventure. + + If your players are typical, they will use combat-related cyphers liberally but hold onto their utility cyphers. A ray +-emitter or defensive shield will be used, but a suspensor belt or phasing module will linger longer on their [character +-sheets](#og-cscs). ++emitter or defensive shield will be used, but a suspensor belt or phasing module will linger longer on their character ++sheets. + + As with everything else in the game, it's intentionally very easy for the GM to create new cyphers. Just think of the + effect and how to express it as a game advantage. Two kinds of cyphers exist when it comes to effect: those that allow +@@ -76142,7 +76130,7 @@ + + This is the role the character will have in the story. Types will likely change from genre to genre, particularly the + type names. So in this section, we'll talk about them in terms of the general role the character will have in the +-story, not what players will write on their [character sheet](#og-cscs) (although a few example suggestions are ++story, not what players will write on their character sheet (although a few example suggestions are + provided). + + ::: row +@@ -77248,7 +77236,6 @@ + - [Ability Category: Roll](#abilities-category-roll) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Ability Category: Stats](#abilities-category-stats) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Character Creation Checklist](#character-creation-checklist) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [Character Sheets](#og-cscs) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Fantasy Character Options](#choose-fantasy-character-options) [(GF, 20)]{.og-ref}[(OG-CSRD)]{.og-ref .og-ref-og} + - [Foci, Fantasy](#fantasy-foci) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Foci, Horror](#horror-foci) [(OG-CSRD)]{.og-ref .og-ref-og} diff --git a/patches/de-ogcsrd/060-remove-PDFs-section.patch b/patches/de-ogcsrd/060-remove-PDFs-section.patch new file mode 100644 index 0000000..4c657c3 --- /dev/null +++ b/patches/de-ogcsrd/060-remove-PDFs-section.patch @@ -0,0 +1,21 @@ +--- _tmp/ccsrd.md 2025-07-21 17:07:27.895507375 -0500 ++++ _tmp/ccsrd.new.md 2025-07-21 17:07:55.181679359 -0500 +@@ -1260,18 +1260,6 @@ + ::: + ::: + +-##### PDFs [#](#pdfs){.og-h-anchor aria-hidden="true"} {#pdfs .og-border} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-::: row +-::: {.col .col-md-6} +-The following PDF files can help you organize your game, especially if you are playing in person. A great place to start +-is the official [Cypher System Rules +-Primer](https://www.montecookgames.com/store/product/cypher-system-rules-primer/){.og-icon .og-mcg}. +-::: +-::: +- + ------------------------------------------------------------------------------------------------------------------------ + + ### [Chapter 5]{.og-chap} Type diff --git a/patches/de-ogcsrd/061-remove-calling-for-rolls.patch b/patches/de-ogcsrd/061-remove-calling-for-rolls.patch new file mode 100644 index 0000000..828512d --- /dev/null +++ b/patches/de-ogcsrd/061-remove-calling-for-rolls.patch @@ -0,0 +1,56 @@ +--- _tmp/ccsrd.md 2025-07-21 17:08:19.495832614 -0500 ++++ _tmp/ccsrd.new.md 2025-07-21 17:08:54.988056328 -0500 +@@ -75864,45 +75864,6 @@ + + ------------------------------------------------------------------------------------------------------------------------ + +-##### Calling for Rolls [#](#calling-for-rolls){.og-h-anchor aria-hidden="true"} {#calling-for-rolls .og-h-small} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-When it comes to [rolling the die](#rules-rolling-the-die), players will learn the game faster if the GM calls for rolls +-using a consistent approach. Remind players that any [action](#rules-actions) PC's take is [resolved the same +-way](#this-is-how-you-play-the-cypher-system). Here are a few steps you can take to smooth out calling for rolls and +-resolving them with players: +- +-- **Tie the Action to a Stat:** [determine which stat](#tying-actions-to-stats) is being tested: [Might](#might), +- [Speed](#speed), or [Intellect](#intellect). If you're not sure which to use, ask the player *how* their PC is +- doing what they are doing. +- +-- **Set the Difficulty:** Select a [task difficulty](#running-task-difficulty)---usually between 0--10, and decide if +- any modifications are required---these might come from a creature's listed modifications, or external circumstances +- that might ease or hinder the task by one or more step (for example, a strong wind interfering with---or aiding---a +- PC's jump across a wide chasm). +- +-- **Inform the Player:** Tell the player which stat the task will test, and the difficulty---but don't mention the +- target number yet. For clarity's sake, the less conversion between those two different number sets, the better. You +- can withhold or be vague about difficulty if you like, but new players tend to benefit from +- knowing the difficulty until they get the hang of things. +- +-- **Modify the Difficulty:** Guide the player through [modifying the difficulty](#modifying-the-difficulty) using +- their [skills](#modifying-the-difficulty-skills), [assets](#modifying-the-difficulty-assets), and +- [Effort](#modifying-the-difficulty-effort). It's good to set a few low difficulties players can modify all the way +- to 0, becoming a [routine action](#routine-actions), and succeed without a roll. If you are setting an impossible +- difficulty---7 or higher---inform the player that the task can't succeed unless they modify the difficulty in their +- favor. You might need to remind them about applicable skills, any assets they possess, and to use Effort at first. +- If another player wants to use their action to [help](#cooperative-actions), that's a good thing! +- +-- **Announce the Target Number:** Multiply the final difficulty by 3, inform the player of the target number, and +- prompt them to roll the die. +- +-- **Resolve the Action:** Narrate the results of the roll. If the PC used a [special ability](#choose-abilities) or +- [Effort](#effort), total all [Pool](#pool) point costs, then subtract their [Edge](#edge) in the task stat from the +- total. Some players will use Effort on every roll at first. If players mention their [Pool](#pool) points are +- running low, remind them that their first [recovery roll](#recovery-rolls) takes only one action to use. +- + ##### Keeping Track of Numbers [#](#keeping-track-of-numbers){.og-h-anchor aria-hidden="true"} {#keeping-track-of-numbers .og-h-small} + + [(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +@@ -77208,7 +77169,6 @@ + + ##### Running the Game [#](#choose-edrule-running-the-game){.og-h-anchor aria-hidden="true"} {#choose-edrule-running-the-game .og-h-small} + +-- [Calling for Rolls](#calling-for-rolls) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Encouraging Players to Spend XP](#encouraging-players-to-spend-xp) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Encouraging Players to Use Cyphers](#encouraging-players-to-use-cyphers) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Externalizing GM Intrusion Through Player Rolls](#externalizing-gm-intrusion) [(OG-CSRD)]{.og-ref .og-ref-og} diff --git a/patches/de-ogcsrd/062-remove-keeping-track-of-numbers.patch b/patches/de-ogcsrd/062-remove-keeping-track-of-numbers.patch new file mode 100644 index 0000000..c243d57 --- /dev/null +++ b/patches/de-ogcsrd/062-remove-keeping-track-of-numbers.patch @@ -0,0 +1,20 @@ +--- _tmp/ccsrd.md 2025-07-21 17:09:16.229190212 -0500 ++++ _tmp/ccsrd.new.md 2025-07-21 17:09:31.470286280 -0500 +@@ -75864,17 +75864,6 @@ + + ------------------------------------------------------------------------------------------------------------------------ + +-##### Keeping Track of Numbers [#](#keeping-track-of-numbers){.og-h-anchor aria-hidden="true"} {#keeping-track-of-numbers .og-h-small} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-The GM might use tokens---for example, [XP Deck +-cards](https://www.montecookgames.com/store/product/cypher-system-xp-deck/){.og-icon .og-mcg} or colored poker +-chips---to represent [Might](#might), [Speed](#speed), and [Intellect](#intellect) [Pools](#pool). This can make +-counting out points lost due to using [special abilities](#choose-abilities) and [Effort](#effort), or +-[damage](#rules-damage) easier for some players. Once a player counts out their total costs, remind them to refund +-points due to [Edge](#edge) or [Armor](#rules-armor). +- + ##### Encouraging Players to Spend XP [#](#encouraging-players-to-spend-xp){.og-h-anchor aria-hidden="true"} {#encouraging-players-to-spend-xp .og-h-small} + + [(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} diff --git a/patches/de-ogcsrd/063-remove-encouraging-players-to-spend-XP.patch b/patches/de-ogcsrd/063-remove-encouraging-players-to-spend-XP.patch new file mode 100644 index 0000000..0b14467 --- /dev/null +++ b/patches/de-ogcsrd/063-remove-encouraging-players-to-spend-XP.patch @@ -0,0 +1,54 @@ +--- _tmp/ccsrd.md 2025-07-21 17:09:48.608394309 -0500 ++++ _tmp/ccsrd.new.md 2025-07-21 17:10:15.476563673 -0500 +@@ -75864,43 +75864,6 @@ + + ------------------------------------------------------------------------------------------------------------------------ + +-##### Encouraging Players to Spend XP [#](#encouraging-players-to-spend-xp){.og-h-anchor aria-hidden="true"} {#encouraging-players-to-spend-xp .og-h-small} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-It is a common struggle to get players to look past [character advancement](#character-advancement) and start [spending +-experience points](#spending-experience-points) for short-, medium- or long-term benefits and [player +-intrusions](#choose-player-intrusions). Here are a few ways a GM can use to encourage players to spend (and earn) more +-XP, which is intended to be given, received, and spent with some frequency. In fact, if the Cypher System has a +-heartbeat, this is it. +- +-- **XP Cards or Tokens:** Using a physical object as an XP token---for example, coins, [XP Deck +- cards](https://www.montecookgames.com/store/product/cypher-system-xp-deck/){.og-icon .og-mcg}, poker chips, or a +- carefully aligned d10---can be a good way to formalize the fundamentally transactional nature of XP. As a side +- benefit, accounting for XP this way also means less accounting by erasing and rewriting numbers on a paper character +- sheet. +- +-- **GM Intrusions:** [GM intrusions](#gm-intrusion) generate a lot of [XP](choose-xp), so if you are the GM, use +- them---and if you are a player, accept them! The GM might even consider granting XP even when a GM intrusion is the +- result of a player rolling a 1 on the die. GMs should aim to offer at least one GM intrusion to each player every +- session. +- +-- **Player Intrusions:** Some players who aren't used to having more narrative control might be reluctant to propose +- a [player intrusion](#choose-player-intrusions). If no one is using player intrusions, try proposing a few you think +- they'd like, or using the Gaining Insight optional rule. Devise a few proposed +- player intrusions for each PC---you can make it something only they could---or would---think of. Once players see a +- few examples, they'll be more prepared to start proposing their own intrusions. +- +-- **Attendance:** Offering 1--2 consistent XP at the start of the session just for showing up makes it easier to spend +- some. +- +-- **Character Arcs:** Reserve some time at the end of each session to discuss the PC's [character +- arcs](#character-arcs), and assign a XP value for any steps completed. +- +-- **Equal Advancement:** If using [Equal Advancement](#equal-advancement), consider a house rule where any XP earned +- in the session must be spent in the same session---establish a limit on the amount of XP a PC can hoard, or inform +- players their unspent XP expires at the start of the next session. +- + ##### Encouraging Players to Use Cyphers [#](#encouraging-players-to-use-cyphers){.og-h-anchor aria-hidden="true"} {#encouraging-players-to-use-cyphers .og-h-small} + + [(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +@@ -77158,7 +77121,6 @@ + + ##### Running the Game [#](#choose-edrule-running-the-game){.og-h-anchor aria-hidden="true"} {#choose-edrule-running-the-game .og-h-small} + +-- [Encouraging Players to Spend XP](#encouraging-players-to-spend-xp) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Encouraging Players to Use Cyphers](#encouraging-players-to-use-cyphers) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Externalizing GM Intrusion Through Player Rolls](#externalizing-gm-intrusion) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Modifying Creatures](#choose-modifying-creatures) [(OG-CSRD)]{.og-ref .og-ref-og} diff --git a/patches/de-ogcsrd/064-remove-encouraging-players-to-use-cyphers.patch b/patches/de-ogcsrd/064-remove-encouraging-players-to-use-cyphers.patch new file mode 100644 index 0000000..1d80ef7 --- /dev/null +++ b/patches/de-ogcsrd/064-remove-encouraging-players-to-use-cyphers.patch @@ -0,0 +1,46 @@ +--- _tmp/ccsrd.md 2025-07-21 17:10:35.117687464 -0500 ++++ _tmp/ccsrd.new.md 2025-07-21 17:11:04.417872137 -0500 +@@ -71942,8 +71942,8 @@ + can't use an enduring shield cypher on a friend. + + Cyphers are a game mechanic designed for frequent discovery and use. PCs can have only a small number of cyphers at any +-given time, and since they're always finding more, they\'re [encouraged to use +-them](#encouraging-players-to-use-cyphers) at a steady pace. ++given time, and since they're always finding more, they\'re encouraged to use ++them at a steady pace. + + In theory, the cyphers gained by the PCs are determined randomly. However, the GM can allow PCs to acquire or find them + intentionally as well. Cyphers are gained with such regularity that the PCs should feel that they can use them freely. +@@ -75864,24 +75864,6 @@ + + ------------------------------------------------------------------------------------------------------------------------ + +-##### Encouraging Players to Use Cyphers [#](#encouraging-players-to-use-cyphers){.og-h-anchor aria-hidden="true"} {#encouraging-players-to-use-cyphers .og-h-small} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-The [cypher limit](#cypher-limits) is a social contract between the GM and the players. The GM provides useful cyphers +-that allow PCs to perform amazing abilities, and the players agree to use them, then the GM provides new cyphers, and so +-on. Having a fresh set of cyphers to distribute and use keeps gameplay fresh and allows each character to engage each +-situation differently than the last. It can be wise to provide cyphers in caches of 1d6 cyphers at a time, and allow +-players to discard cyphers in their possession that do not seem immediately useful. +- +-Another option is to ask the players to review their cyphers at the start of the session, and cause cyphers to +-\"expire\". This runs the risk of coming off as punitive, but it might also provide the motivation some players need to +-use their cyphers, search for new ones, or to use a [player intrusion](#running-the-game-player-intrusions) to [request +-a subtle cypher](#player-intrusion-subtle-cypher), or to prevent a manifest cypher they'd been saving for a specific +-purpose from expiring. +- +------------------------------------------------------------------------------------------------------------------------- +- + ##### Logical, Interesting, and Story-Based [#](#logical-interesting-and-story-based){.og-h-anchor aria-hidden="true"} {#logical-interesting-and-story-based .og-h-small} + + [(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +@@ -77121,7 +77103,6 @@ + + ##### Running the Game [#](#choose-edrule-running-the-game){.og-h-anchor aria-hidden="true"} {#choose-edrule-running-the-game .og-h-small} + +-- [Encouraging Players to Use Cyphers](#encouraging-players-to-use-cyphers) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Externalizing GM Intrusion Through Player Rolls](#externalizing-gm-intrusion) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Modifying Creatures](#choose-modifying-creatures) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Superhero Archetypes in Claim the Sky](#superhero-archetypes-in-claim-the-sky) [(OG-CSRD)]{.og-ref .og-ref-og} diff --git a/patches/de-ogcsrd/065-remove-externalizing-gm-intrusion.patch b/patches/de-ogcsrd/065-remove-externalizing-gm-intrusion.patch new file mode 100644 index 0000000..1c84718 --- /dev/null +++ b/patches/de-ogcsrd/065-remove-externalizing-gm-intrusion.patch @@ -0,0 +1,46 @@ +--- _tmp/ccsrd.md 2025-07-21 17:11:20.352972578 -0500 ++++ _tmp/ccsrd.new.md 2025-07-21 17:12:50.212538995 -0500 +@@ -75218,35 +75218,6 @@ + GM intrusions per game session, depending on the length of the session, or about one intrusion per hour of game play. + This is in addition to any intrusions that are triggered by players rolling a 1. + +-::: {.alert .ps-4 .pb-0} +-###### Externalizing GM Intrusion Through Player Rolls [#](#externalizing-gm-intrusion){.og-h-anchor aria-hidden="true"} {#externalizing-gm-intrusion} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-One of the keys to understanding GM intrusions is right there in the name---*intrusion*---even in response to a player +-rolling a 1. As noted in many of the example GM intrusions below, these moments don't have to be rooted in a PC +-failure, but instead can be something unexpected, undiscovered, and entirely external to the PC---something rooted in +-the world, situation, or opposition they are facing. It is an unfortunate fact that many players have had experience +-with games and GMs who respond to rolling a 1 by humiliating the PC, or preventing them from taking an action, but +-usually all this manages to do is bring the game to a halt. In the Cypher System, a good GM intrusion is revelatory: it +-reveals something about the world and invites further action in response. For example: +- +-- If a PC is attempting to ask a prospective NPC romance out on a date and [rolls a +- 1](#intrusion-through-player-rolls), you could have them make a fool out of themself---spilling their drink on the +- person, and completely ruining any chance to pursue that romance in the future. That's certainly an option, but it +- might not be the best one. Instead, you could reveal that the object of their affection already has a significant +- other---a jealous one, or perhaps an overprotective parent or sibling. +- +-- If a PC is picking a lock in a dungeon, you could just have the PC fumble and break their lockpick, leaving the door +- shut forever. Or instead, the door could be yanked open---destroying the lockpick, and revealing a gaggle of angry +- orcs on the other side. +- +-Whether they are triggered by a player rolling 1 or not, GM intrusions are there to help you be flexible: they can +-create corrective measures for the game pacing's or direction, make an important statement, or reveal a complication +-rooted in something the players overlooked, or bring something from the background of the story toward the center of it. +-In the end, the best GM intrusions don't delay the action, but help move the story forward. +-::: +- + ##### Intrusion Through Player Rolls [#](#intrusion-through-player-rolls){.og-h-anchor aria-hidden="true"} + + [(Cypher System Rulebook, page 410)]{.og-ref} +@@ -77103,7 +77074,6 @@ + + ##### Running the Game [#](#choose-edrule-running-the-game){.og-h-anchor aria-hidden="true"} {#choose-edrule-running-the-game .og-h-small} + +-- [Externalizing GM Intrusion Through Player Rolls](#externalizing-gm-intrusion) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Modifying Creatures](#choose-modifying-creatures) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Superhero Archetypes in Claim the Sky](#superhero-archetypes-in-claim-the-sky) [(OG-CSRD)]{.og-ref .og-ref-og} + diff --git a/patches/de-ogcsrd/066-remove-beefed-up.patch b/patches/de-ogcsrd/066-remove-beefed-up.patch new file mode 100644 index 0000000..36fcf13 --- /dev/null +++ b/patches/de-ogcsrd/066-remove-beefed-up.patch @@ -0,0 +1,41 @@ +--- _tmp/ccsrd.md 2025-07-21 17:14:08.734033898 -0500 ++++ _tmp/ccsrd.new.md 2025-07-21 17:14:05.524013664 -0500 +@@ -75602,7 +75602,6 @@ + + Creature Templates + +-- [Beefed Up](#template-beefed-up) [(OG-CSRD)]{.og-ref .og-ref-og} + - [Bigger and Tougher](#template-bigger-and-tougher) [(GF, 97)]{.og-ref} + - [Blighted](#template-blighted) [(RR, 94)]{.og-ref} + - [Celebrity](#template-celebrity) [(HNAM, 77)]{.og-ref} +@@ -75622,30 +75621,6 @@ + - [Special Damage](#special-damage) [(219)]{.og-ref} + ::: + +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-You can use the following creature templates to create stronger or more interesting versions of creatures: +- +-###### Beefed Up [#](#template-beefed-up){.og-h-anchor aria-hidden="true"} {#template-beefed-up .og-tab} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-Apply the following stat adjustments to a beefed up creature. +- +-- +1 level +-- +10 health +-- +1 Armor +-- +3 damage inflicted +- +-**Multiple Boosts:** If you need a really beefed up foe, you can boost a creature more than once. +- +-::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} +-**Editor's Notes ---** This example template is based on Challenging Characters [(435)]{.og-ref} in the [Cypher System +-Rulebook](https://www.montecookgames.com/store/product/cypher-system-rulebook-2/){.og-icon .og-mcg}, and provides a +-basic \"boost package\"---for example, turning a [goblin](#npc-goblin) into a more powerful \"hobgoblin\" variant. It +-also gives you an idea on how to start creating your own templates. +-::: +- + ###### Bigger and Tougher [#](#template-bigger-and-tougher){.og-h-anchor aria-hidden="true"} {#template-bigger-and-tougher .og-tab} + + [(Godforsaken, page 97)]{.og-ref} diff --git a/patches/de-ogcsrd/067-remove-online-character-sheets.patch b/patches/de-ogcsrd/067-remove-online-character-sheets.patch new file mode 100644 index 0000000..1e9a234 --- /dev/null +++ b/patches/de-ogcsrd/067-remove-online-character-sheets.patch @@ -0,0 +1,41 @@ +--- _tmp/ccsrd.md 2025-07-21 17:14:22.258119143 -0500 ++++ _tmp/ccsrd.new.md 2025-07-21 17:18:25.071649648 -0500 +@@ -565,7 +565,6 @@ + - [Special Abilities](#special-abilities) [(18)]{.og-ref} + - [Skills](#skills) [(19)]{.og-ref} + - [Character Creation Checklist](#character-creation-checklist) [(OG-CSRD)]{.og-ref .og-ref-og} +-- [Online Character Sheets](#character-sheets-virtual-tabletops) [(OG-CSRD)]{.og-ref .og-ref-og} + + Optional Rules + +@@ -1235,30 +1234,6 @@ + ::: + ::: + +-::: {.col .col-md-6} +-##### Online Character Sheets [#](#character-sheets-virtual-tabletops){.og-h-anchor aria-hidden="true"} {#character-sheets-virtual-tabletops .og-border} +- +-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} +- +-The official [Cypher System Character Builder](https://tools.cypher-system.com/){.og-icon .og-mcg} can create and share +-character sheets quickly, and exports characters to: +- +-- PDF +-- [Cypher System by mrkwnzl](https://foundryvtt.com/packages/cyphersystem) for [Foundry VTT](https://foundryvtt.com/) +- (see the optional [Cypher SRD Compendium](https://foundryvtt.com/packages/cyphersystem-compendium/) module and +- [Cypher System Community Content](https://foundryvtt.com/packages/cyphersystem-community-module) modules) +-- [Fantasy Grounds](https://forge.fantasygrounds.com/shop/items/2030/view) +-::: +- +-[Roll20](https://app.roll20.net/) provides free Cypher System implementation, and a free version of the [Cypher System +-Reference Rules Primer](https://www.montecookgames.com/store/product/cypher-system-rules-primer/){.og-icon .og-mcg}. +- +-[Quest Portal](https://www.questportal.com/) includes a mobile-friendly Cypher System characer sheet, and you can import +-a copy of [OrangeAsp's The Magnus Archives Character +-Sheet](https://app.questportal.com/template/The-Magnus-Archives-yo6jido2kvwe) for use if your game uses the optional +-Stress rule. +-::: +-::: + + ------------------------------------------------------------------------------------------------------------------------ +