diff --git a/patches/base/014-header-fixes-and-4-plus-part-1.patch b/patches/base/014-header-fixes-and-4-plus-part-1.patch index fff6ba2..df06ae5 100644 --- a/patches/base/014-header-fixes-and-4-plus-part-1.patch +++ b/patches/base/014-header-fixes-and-4-plus-part-1.patch @@ -1,6 +1,6 @@ ---- _tmp/ccsrd.md 2025-04-04 17:34:19.666605696 -0500 -+++ _tmp/ccsrd.new.md 2025-04-04 23:43:02.848027929 -0500 -@@ -152,7 +152,7 @@ +--- _tmp/ccsrd.md 2025-05-07 08:09:55.487368660 -0500 ++++ _tmp/ccsrd.new.md 2025-05-07 08:10:13.717470916 -0500 +@@ -150,7 +150,7 @@ ### GLOSSARY Game master (GM): The player who doesn't run a character, but instead guides the flow of the story and runs all the @@ -9,7 +9,7 @@ Nonplayer character (NPC): Characters run by the GM. Think of them as the minor characters in the story, or the villains or opponents. This includes any kind of creature as well as people. -@@ -270,7 +270,7 @@ +@@ -268,7 +268,7 @@ stats are Might, Speed, and Intellect. They are broad categories that cover many different but related aspects of a character. @@ -18,7 +18,7 @@ Might defines how strong and durable your character is. The concepts of strength, endurance, constitution, hardiness, and physical prowess are all folded into this one stat. Might isn't relative to size; instead, it's an absolute -@@ -284,7 +284,7 @@ +@@ -282,7 +282,7 @@ (Might could be thought of as Might/Health because it governs how strong you are and how much physical punishment you can take.) @@ -27,7 +27,7 @@ Speed describes how fast and physically coordinated your character is. The stat embodies quickness, movement, dexterity, and reflexes. Speed governs such divergent actions as dodging attacks, sneaking around quietly, and throwing a ball -@@ -293,7 +293,7 @@ +@@ -291,7 +291,7 @@ (Speed could be thought of as Speed/Agility because it governs your overall swiftness and reflexes.) @@ -36,7 +36,7 @@ This stat determines how smart, knowledgeable, and likable your character is. It includes intelligence, wisdom, charisma, education, reasoning, wit, willpower, and charm. Intellect governs solving puzzles, remembering facts, telling -@@ -311,7 +311,7 @@ +@@ -309,7 +309,7 @@ (Your stat Pools, as well as your Effort and Edge, are determined by the character type, descriptor, and focus that you choose. Within those guidelines, however, you have a lot of flexibility in how you develop your character.) @@ -45,7 +45,7 @@ Your Pool is the most basic measurement of a stat. Comparing the Pools of two creatures will give you a general sense of which creature is superior in that stat. For example, a character who has a Might Pool of 16 is stronger (in a basic -@@ -325,7 +325,7 @@ +@@ -323,7 +323,7 @@ recover lost points from a stat Pool, and some special abilities or cyphers might allow you to recover lost points quickly. @@ -54,7 +54,7 @@ Although your Pool is the basic measurement of a stat, your Edge is also important. When something requires you to spend points from a stat Pool, your Edge for that stat reduces the cost. It also reduces the cost of applying Effort to a -@@ -345,7 +345,7 @@ +@@ -343,7 +343,7 @@ better than a character who has a Might Edge of 0. The high Edge will let them reduce the cost of spending points from the Pool, which means they'll have more points available to spend on applying Effort. @@ -63,7 +63,7 @@ When your character really needs to accomplish a task, you can apply Effort. For a beginning character, applying Effort requires spending 3 points from the stat Pool appropriate to the action. Thus, if your character tries to dodge an -@@ -387,7 +387,7 @@ +@@ -385,7 +385,7 @@ Pool. When making ranged attacks, you may spend points only from your Speed Pool. This reflects that with melee you sometimes use brute force and sometimes use finesse, but with ranged attacks, it's always about careful targeting.) @@ -72,7 +72,7 @@ Instead of applying Effort to ease your attack, you can apply Effort to increase the amount of damage you inflict with an attack. For each level of Effort you apply in this way, you inflict 3 additional points of damage. This works for any -@@ -397,7 +397,7 @@ +@@ -395,7 +395,7 @@ ability, you inflict 2 additional points of damage instead of 3 points. However, the additional points are dealt to all targets in the area. Further, even if one or more of the targets resist the attack, they still take 1 point of damage. @@ -81,7 +81,7 @@ If your Effort is 2 or higher, you can apply Effort to multiple aspects of a single action. For example, if you make an attack, you can apply Effort to your attack roll and apply Effort to increase the damage. -@@ -411,7 +411,7 @@ +@@ -409,7 +409,7 @@ Intellect point to activate your mind blast and one level of Effort to ease the attack roll, you can use your Intellect Edge to reduce the cost of one of those things, not both. @@ -90,7 +90,7 @@ A beginning character is fighting a giant rat. The PC stabs their spear at the rat, which is a level 2 creature and thus has a target number of 6. The character stands atop a boulder and strikes downward at the beast, and the GM rules that -@@ -692,7 +692,7 @@ +@@ -690,7 +690,7 @@ (Player intrusions should be limited to no more than one per player per session.) @@ -99,7 +99,7 @@ Defense tasks are when a player makes a roll to keep something undesirable from happening to their PC. The type of defense task matters when using Effort. -@@ -763,7 +763,7 @@ +@@ -761,7 +761,7 @@ | 19 | You saved the lives of a family when their house burned down. They're indebted to you, and their neighbors regard you as a hero. | | 20 | Your old trainer still expects you to come back and clean up after their classes; when you do, they occasionally share interesting rumors. | @@ -108,7 +108,7 @@ You can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees. -@@ -779,7 +779,7 @@ +@@ -777,7 +777,7 @@ Weapon Break: Your foe's weapon has a weak spot. In the course of the combat, it quickly becomes damaged and moves two steps down the object damage track. @@ -117,7 +117,7 @@ | | | |-----------|-------------------------| -@@ -790,7 +790,7 @@ +@@ -788,7 +788,7 @@ You get 6 additional points to divide among your stat Pools however you wish. @@ -126,7 +126,7 @@ First-tier warriors have the following abilities: -@@ -833,7 +833,7 @@ +@@ -831,7 +831,7 @@ Trained Without Armor @@ -135,7 +135,7 @@ Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier. -@@ -850,7 +850,7 @@ +@@ -848,7 +848,7 @@ Successive Attack @@ -144,7 +144,7 @@ Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier. -@@ -879,7 +879,7 @@ +@@ -877,7 +877,7 @@ Vigilance @@ -153,7 +153,7 @@ Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier. -@@ -902,7 +902,7 @@ +@@ -900,7 +900,7 @@ Tough As Nails @@ -162,7 +162,7 @@ Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier. -@@ -927,7 +927,7 @@ +@@ -925,7 +925,7 @@ ensure that you have exactly the character you want. This is particularly true with abilities that grant skills, which can usually be taken multiple times.) @@ -171,7 +171,7 @@ Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier. -@@ -946,7 +946,7 @@ +@@ -944,7 +944,7 @@ Boxed text: @@ -180,7 +180,7 @@ Ray wants to create a Warrior character for a modern campaign. He decides that the character is an ex-military fellow who is fast and strong. He puts 3 of his additional points into his Might Pool and 3 into his Speed Pool; his stat Pools -@@ -1020,7 +1020,7 @@ +@@ -1018,7 +1018,7 @@ and hidden devices, or a gadgeteer character with a "utility belt" full of oddments. Or a game like that might not have Adepts. That's okay too.) @@ -189,7 +189,7 @@ When playing an Adept, you can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees. -@@ -1035,7 +1035,7 @@ +@@ -1033,7 +1033,7 @@ function relevant to the situation. This is enough to buy you some time for a better solution, alleviate a complication that was interfering with your abilities, or just get you one more use out of a depleted cypher or artifact. @@ -198,7 +198,7 @@ | | | |-----------|---------------------| -@@ -1076,7 +1076,7 @@ +@@ -1074,7 +1074,7 @@ | 19 | You know a local merchant very well. Since you give them so much business, they offer you discounts and special treatment. | | 20 | You belong to a secretive social club that gathers monthly to drink and talk. | @@ -207,7 +207,7 @@ First-tier Adepts have the following abilities: -@@ -1119,7 +1119,7 @@ +@@ -1117,7 +1117,7 @@ Ward @@ -216,7 +216,7 @@ Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier. -@@ -1138,7 +1138,7 @@ +@@ -1136,7 +1136,7 @@ Stasis @@ -225,7 +225,7 @@ Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier. -@@ -1157,7 +1157,7 @@ +@@ -1155,7 +1155,7 @@ Targeting Eye @@ -234,7 +234,7 @@ Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier. -@@ -1182,7 +1182,7 @@ +@@ -1180,7 +1180,7 @@ Wormhole @@ -243,7 +243,7 @@ Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier. -@@ -1205,7 +1205,7 @@ +@@ -1203,7 +1203,7 @@ True Senses @@ -252,7 +252,7 @@ Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier. -@@ -1220,7 +1220,7 @@ +@@ -1218,7 +1218,7 @@ Usurp Cypher @@ -261,7 +261,7 @@ Jen wants to create an Adept—a sorcerer for a fantasy campaign. She decides to be somewhat well rounded, so she puts 2 of her additional points into each stat Pool, giving her a Might Pool of 9, a Speed Pool of 11, and an Intellect Pool of -@@ -1285,7 +1285,7 @@ +@@ -1283,7 +1283,7 @@ Advanced Explorers: Higher-tier Explorers gain more skills, some combat abilities, and a number of abilities that allow them to deal with danger. In short, they become more and more well-rounded, able to deal with any challenge. @@ -270,7 +270,7 @@ When playing an Explorer, you can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees. -@@ -1298,7 +1298,7 @@ +@@ -1296,7 +1296,7 @@ Weak Strain: The poison or disease turns out not to be as debilitating or deadly as it first seemed, and inflicts only half the damage that it would have otherwise. @@ -279,7 +279,7 @@ | | | |-----------|-------------------------| -@@ -1339,7 +1339,7 @@ +@@ -1337,7 +1337,7 @@ | 19 | Your sister owns a store and gives you a hefty discount. | | 20 | Your father is a high-ranking officer in the military with many connections. | @@ -288,7 +288,7 @@ First-tier Explorers have the following abilities: -@@ -1389,7 +1389,7 @@ +@@ -1387,7 +1387,7 @@ Trained Without Armor @@ -297,7 +297,7 @@ Choose four of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier. -@@ -1422,7 +1422,7 @@ +@@ -1420,7 +1420,7 @@ Wreck @@ -306,7 +306,7 @@ Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier. -@@ -1453,7 +1453,7 @@ +@@ -1451,7 +1451,7 @@ Wrest From Chance @@ -315,7 +315,7 @@ Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier. -@@ -1472,7 +1472,7 @@ +@@ -1470,7 +1470,7 @@ Tough As Nails @@ -324,7 +324,7 @@ Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier. -@@ -1497,7 +1497,7 @@ +@@ -1495,7 +1495,7 @@ Vigilant @@ -333,7 +333,7 @@ Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier. -@@ -1518,7 +1518,7 @@ +@@ -1516,7 +1516,7 @@ Wild Vitality @@ -342,7 +342,7 @@ Sam decides to create an Explorer character for a science fiction campaign. This character will be a hardy soul who explores alien worlds. They put 3 additional points into their Might Pool, 2 into their Speed Pool, and 1 into their -@@ -1578,7 +1578,7 @@ +@@ -1576,7 +1576,7 @@ Advanced Speakers: Higher-tier speakers use their abilities to control and manipulate people as well as aid and nurture their friends. They can talk their way out of danger and even use their words as weapons. @@ -351,7 +351,7 @@ When playing a Speaker, you can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees. -@@ -1594,7 +1594,7 @@ +@@ -1592,7 +1592,7 @@ things seem strained, or provides you with a new insight for understanding the context of the situation if there's something you're failing to understand or grasp. @@ -360,7 +360,7 @@ | | | |-----------|---------------------| -@@ -1635,7 +1635,7 @@ +@@ -1633,7 +1633,7 @@ | 19 | You are in a close romantic relationship with someone in local politics. | | 20 | Someone out there tries to pose as you, using your identity, often for nefarious ends. You've never met the culprit, but you'd certainly like to. | @@ -369,7 +369,7 @@ First-tier speakers have the following abilities: -@@ -1684,7 +1684,7 @@ +@@ -1682,7 +1682,7 @@ Understanding @@ -378,7 +378,7 @@ Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier. -@@ -1711,7 +1711,7 @@ +@@ -1709,7 +1709,7 @@ Unexpected Betrayal @@ -387,7 +387,7 @@ Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier. -@@ -1740,7 +1740,7 @@ +@@ -1738,7 +1738,7 @@ Telling @@ -396,7 +396,7 @@ Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier. -@@ -1763,7 +1763,7 @@ +@@ -1761,7 +1761,7 @@ Suggestion @@ -405,7 +405,7 @@ Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier. -@@ -1786,7 +1786,7 @@ +@@ -1784,7 +1784,7 @@ Stimulate @@ -414,7 +414,7 @@ Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier. -@@ -1807,7 +1807,7 @@ +@@ -1805,7 +1805,7 @@ Word of Command @@ -423,7 +423,7 @@ Mary wants to create a Speaker for a Lovecraftian horror campaign. She puts 3 of her additional stat points into her Intellect Pool and 3 into her Speed Pool; her stat Pools are now Might 8, Speed 12, and Intellect 14. As a first-tier -@@ -1986,7 +1986,7 @@ +@@ -1984,7 +1984,7 @@ Wizard (transmuter): Controls Gravity, Focuses Mind Over Matter, Takes Animal Shape\* @@ -432,7 +432,7 @@ Magical characters get their abilities (which might be spells, rituals, or something else) from their type and focus, and they can use these abilities as they see fit as long as they spend the required Pool points. This technically makes -@@ -1999,7 +1999,7 @@ +@@ -1997,7 +1997,7 @@ The rules in this section are more advanced and always involve the GM. They can be used by the GM to tailor a type to better fit the genre or setting, or by a player and a GM to tweak a character to fit a concept. @@ -441,7 +441,7 @@ The following aspects of the four character types can be modified at character creation. Other abilities should not be changed. -@@ -2017,7 +2017,7 @@ +@@ -2015,7 +2015,7 @@ weapons. Any one of these weapon abilities can be sacrificed to gain training in a different skill of the player's choice. @@ -450,7 +450,7 @@ In addition to other customization options, a player can choose to take drawbacks or penalties to gain further advantages. -@@ -2069,7 +2069,7 @@ +@@ -2067,7 +2067,7 @@ thief, while a Warrior with stealth flavor might be an assassin. An Explorer with stealth flavor in a superhero setting might be a crimefighter who stalks the streets at night. @@ -459,7 +459,7 @@ Danger Sense -@@ -2081,7 +2081,7 @@ +@@ -2079,7 +2079,7 @@ Stealth Skills @@ -468,7 +468,7 @@ Contortionist -@@ -2093,7 +2093,7 @@ +@@ -2091,7 +2091,7 @@ Surprise Attack @@ -477,7 +477,7 @@ Evanesce -@@ -2109,7 +2109,7 @@ +@@ -2107,7 +2107,7 @@ Seize the Moment @@ -486,7 +486,7 @@ Ambusher -@@ -2121,7 +2121,7 @@ +@@ -2119,7 +2119,7 @@ Tumbling Moves @@ -495,7 +495,7 @@ Assassin Strike -@@ -2131,7 +2131,7 @@ +@@ -2129,7 +2129,7 @@ Uncanny Luck @@ -504,7 +504,7 @@ Exploit Advantage -@@ -2150,7 +2150,7 @@ +@@ -2148,7 +2148,7 @@ Some of the less computer-oriented abilities might be appropriate for a steampunk character, while a modern-day character could use some of the abilities that don't involve starships or ultratech. @@ -513,7 +513,7 @@ Datajack -@@ -2164,7 +2164,7 @@ +@@ -2162,7 +2162,7 @@ Tinker @@ -522,7 +522,7 @@ Distant Interface -@@ -2180,7 +2180,7 @@ +@@ -2178,7 +2178,7 @@ Tool Mastery @@ -531,7 +531,7 @@ Mechanical Telepathy -@@ -2192,7 +2192,7 @@ +@@ -2190,7 +2190,7 @@ Spray @@ -540,7 +540,7 @@ Machine Bond -@@ -2204,7 +2204,7 @@ +@@ -2202,7 +2202,7 @@ Serv-0 Spy @@ -549,7 +549,7 @@ Control Machine -@@ -2212,7 +2212,7 @@ +@@ -2210,7 +2210,7 @@ Machine Companion @@ -558,7 +558,7 @@ Information Gathering -@@ -2228,7 +2228,7 @@ +@@ -2226,7 +2226,7 @@ Although an Adept flavored with magic is still an Adept, you might find that swapping some of the type's basic abilities with those given here tailors the character in desirable ways. @@ -567,7 +567,7 @@ Blessing of the Gods -@@ -2244,7 +2244,7 @@ +@@ -2242,7 +2242,7 @@ Premonition @@ -576,7 +576,7 @@ Concussive Blast -@@ -2256,7 +2256,7 @@ +@@ -2254,7 +2254,7 @@ Repair Flesh @@ -585,7 +585,7 @@ Distance Viewing -@@ -2268,7 +2268,7 @@ +@@ -2266,7 +2266,7 @@ Summon Giant Spider @@ -594,7 +594,7 @@ Elemental Protection -@@ -2276,7 +2276,7 @@ +@@ -2274,7 +2274,7 @@ Pry Open @@ -603,7 +603,7 @@ Create -@@ -2288,7 +2288,7 @@ +@@ -2286,7 +2286,7 @@ True Senses @@ -612,7 +612,7 @@ Relocate -@@ -2304,7 +2304,7 @@ +@@ -2302,7 +2302,7 @@ An Explorer with combat flavor in a historical game might be a pirate. An Adept flavored with combat in a science fiction setting could be a veteran of a thousand psychic wars. @@ -621,7 +621,7 @@ Danger Sense -@@ -2312,7 +2312,7 @@ +@@ -2310,7 +2310,7 @@ Practiced With Medium Weapons @@ -630,7 +630,7 @@ Bloodlust -@@ -2320,7 +2320,7 @@ +@@ -2318,7 +2318,7 @@ Trained Without Armor @@ -639,7 +639,7 @@ Practiced With All Weapons -@@ -2330,7 +2330,7 @@ +@@ -2328,7 +2328,7 @@ Successive Attack @@ -648,7 +648,7 @@ Capable Warrior -@@ -2342,7 +2342,7 @@ +@@ -2340,7 +2340,7 @@ Spray @@ -657,7 +657,7 @@ Experienced Defender -@@ -2350,7 +2350,7 @@ +@@ -2348,7 +2348,7 @@ Parry @@ -666,7 +666,7 @@ Greater Skill With Attacks -@@ -2367,7 +2367,7 @@ +@@ -2365,7 +2365,7 @@ A Warrior flavored with skills and knowledge might be a military engineer. An Explorer flavored with skills and knowledge could be a field scientist. A Speaker with this flavor might be a teacher. @@ -675,7 +675,7 @@ Interaction Skills -@@ -2379,7 +2379,7 @@ +@@ -2377,7 +2377,7 @@ Travel Skills @@ -684,7 +684,7 @@ Extra Skill -@@ -2387,13 +2387,13 @@ +@@ -2385,13 +2385,13 @@ Understanding @@ -700,7 +700,7 @@ Multiple Skills -@@ -2401,13 +2401,13 @@ +@@ -2399,13 +2399,13 @@ Task Specialization @@ -716,7 +716,7 @@ Skill With Attacks -@@ -2539,7 +2539,7 @@ +@@ -2537,7 +2537,7 @@ Weird @@ -725,7 +725,7 @@ You're attractive to others, but perhaps more important, you are likeable and charismatic. You've got that "special something" that draws others to you. You often know just the right thing to say to make someone laugh, put them at ease, -@@ -2566,7 +2566,7 @@ +@@ -2564,7 +2564,7 @@ 4\. Your charismatic ways helped get one of the PCs out of a difficult spot a long time ago, and they always ask you to join them on new adventures. @@ -734,7 +734,7 @@ Helping others is your calling. It's why you're here. Others delight in your outgoing and charitable nature, and you delight in their happiness. You're at your best when you're aiding people, either by explaining how they can best -@@ -2599,7 +2599,7 @@ +@@ -2597,7 +2597,7 @@ 4\. The choice was between your tattered life and helping others. You haven't looked back since. @@ -743,7 +743,7 @@ You're a self-assertive sort, confident in your abilities, energetic, and perhaps a bit irreverent toward ideas that you don't agree with. Some people call you bold and brave, but those you've put in their place might call you puffed up and -@@ -2626,7 +2626,7 @@ +@@ -2624,7 +2624,7 @@ 4\. You told your friend that nothing could scare you, and nothing you saw would change your mind. They brought you to your current point. @@ -752,7 +752,7 @@ You've spent most of your life in sedentary pursuits—books, movies, hobbies, and so on—rather than active ones. You're well versed in all manner of academia or other intellectual pursuits, but nothing physical. You're not weak or feeble, -@@ -2661,7 +2661,7 @@ +@@ -2659,7 +2659,7 @@ 4\. One of the other PCs dragged you into it. @@ -761,7 +761,7 @@ Danger doesn't mean much to you, mainly because you don't think much about repercussions. In fact, you enjoy sowing surprises, just to see what will happen. The more unexpected the result, the happier you are. Sometimes you are -@@ -2690,7 +2690,7 @@ +@@ -2688,7 +2688,7 @@ 4\. You have no idea how you joined the PCs. You're just going along with it for now until answers present themselves. @@ -770,7 +770,7 @@ You're a smooth talker and a charmer. Whether through seemingly supernatural means or just a way with words, you can convince others to do as you wish. Most likely, you're physically attractive or at least highly charismatic, and others -@@ -2729,7 +2729,7 @@ +@@ -2727,7 +2727,7 @@ 4\. There is a reward involved, and you need the money. @@ -779,7 +779,7 @@ You're quick-witted, thinking well on your feet. You understand people, so you can fool them but are rarely fooled. Because you easily see things for what they are, you get the lay of the land swiftly, size up threats and allies, and -@@ -2764,7 +2764,7 @@ +@@ -2762,7 +2762,7 @@ 4\. You suspect that the other PCs won't succeed without you. @@ -788,7 +788,7 @@ Graceless and awkward, you were told that you'd grow out of it, but you never did. You often drop things, trip over your own feet, or knock things (or people) over. Some people get frustrated by this quality, but most find it funny and even -@@ -2805,7 +2805,7 @@ +@@ -2803,7 +2803,7 @@ 4\. You stumbled into the PCs as they were discussing their mission, and they took a liking to you. @@ -797,7 +797,7 @@ Courage fails you at every turn. You lack the willpower and resolve to stand fast in the face of danger. Fear gnaws at your heart, chewing away at your mind, driving you to distraction until you cannot bear it. Most times, you back down -@@ -2851,7 +2851,7 @@ +@@ -2849,7 +2849,7 @@ 4\. The group answered your cries for help when you were in trouble. @@ -806,7 +806,7 @@ Maybe you have a notebook where you write down ideas so you can develop them later. Perhaps you email yourself ideas that strike you out of the blue so you can sort them in an electronic document. Or maybe you just sit down, stare at -@@ -2889,7 +2889,7 @@ +@@ -2887,7 +2887,7 @@ 4\. A creative life is often one beset with financial hurdles. You joined the PCs because you hoped it would be profitable. @@ -815,7 +815,7 @@ Misfortune and suffering do not move you. When another endures hardship, you find it hard to care, and you may even enjoy the pain and difficulty the person experiences if they've done you wrong in the past. Your cruel streak may derive -@@ -2933,7 +2933,7 @@ +@@ -2931,7 +2931,7 @@ 4\. Joining the PCs gives you an opportunity to escape justice for a crime you committed. @@ -824,7 +824,7 @@ There is no honor among thieves—or betrayers, backstabbers, liars, or cheats. You are all of these things, and either you don't lose any sleep over it, or you deny the truth to others or to yourself. Regardless, you are willing to do -@@ -2966,7 +2966,7 @@ +@@ -2964,7 +2964,7 @@ 4\. You bullied your way in with intimidation and bluster. @@ -833,7 +833,7 @@ You are quite certain that your fate is leading you, inextricably, toward a terrible end. This fate might be yours alone, or you might be dragging along the people closest to you. -@@ -2997,7 +2997,7 @@ +@@ -2995,7 +2995,7 @@ 4\. You suspect that the only hope you have of avoiding your fate might lie on this path. @@ -842,7 +842,7 @@ Other people are open books to you. You may have a knack for reading a person's tells, those subtle movements that convey an individual's mood and disposition. Or you may receive information in a more direct way, feeling a person's -@@ -3033,7 +3033,7 @@ +@@ -3031,7 +3031,7 @@ 4\. You joined the PCs to escape an unpleasant relationship or negative environment. @@ -851,7 +851,7 @@ You have walked a long and lonely road, leaving your home and your life behind. You might have committed a heinous crime, something so awful that your people forced you out, and if you dare return, you face death. You might have been -@@ -3072,7 +3072,7 @@ +@@ -3070,7 +3070,7 @@ 4\. You have grown weary of your isolation. Joining the other PCs gives you a chance to belong. @@ -860,7 +860,7 @@ You're fleet of foot. Because you're quick, you can accomplish tasks more rapidly than others can. You're not just quick on your feet, however—you're quick with your hands, and you think and react quickly. You even talk quickly. -@@ -3100,7 +3100,7 @@ +@@ -3098,7 +3098,7 @@ 4\. This mission ties in with a personal goal of your own. @@ -869,7 +869,7 @@ Not everyone can be brilliant. Oh, you don't think of yourself as stupid, and you're not. It's just that others might have a bit more . . . wisdom. Insight. You prefer to barrel along headfirst through life and let other people worry -@@ -3138,7 +3138,7 @@ +@@ -3136,7 +3136,7 @@ 4\. The other PCs needed some muscle who wouldn't overthink things. @@ -878,7 +878,7 @@ You have a perfect sense of balance, moving and speaking with grace and beauty. You're quick, lithe, flexible, and dexterous. Your body is perfectly suited to dance, and you use that advantage in combat to dodge blows. You might wear -@@ -3165,7 +3165,7 @@ +@@ -3163,7 +3163,7 @@ 4\. There is reward involved, and you need the money. @@ -887,7 +887,7 @@ You conceal your true nature behind a mask and are loath to let anyone see who you really are. Protecting yourself, physically and emotionally, is what you care about most, and you prefer to keep everyone else at a safe distance. You -@@ -3199,7 +3199,7 @@ +@@ -3197,7 +3197,7 @@ 4\. The PCs are the only people who will put up with you. @@ -896,7 +896,7 @@ Your body was built to take abuse. Whether you're pounding down stiff drinks while holding up a bar in your favorite watering hole or trading blows with a thug in a back alley, you keep going, shrugging off hurts and injuries that might -@@ -3218,7 +3218,7 @@ +@@ -3216,7 +3216,7 @@ Almost Unstoppable: While you are impaired on the damage track, you function as if you were hale. While you are debilitated, you function as if you were impaired. In other words, you don't suffer the effects of being impaired until you become debilitated, and you never suffer the effects of being debilitated. You still die if all your stat Pools are @@ -905,7 +905,7 @@ Skill: You are trained in Might defense actions. -@@ -3237,7 +3237,7 @@ +@@ -3235,7 +3235,7 @@ 4\. You believe the only way the PCs will succeed is if you are along to protect them. @@ -914,7 +914,7 @@ You are physically repugnant by almost any human standard. You might have had a serious accident, a harmful mutation, or just poor genetic luck, but you are incontrovertibly ugly. -@@ -3269,7 +3269,7 @@ +@@ -3267,7 +3267,7 @@ 4\. You bullied your way in with intimidation and bluster. @@ -923,7 +923,7 @@ You are trustworthy, fair, and forthright. You try to do what is right, to help others, and to treat them well. Lying and cheating are no way to get ahead—these things are for the weak, the lazy, or the despicable. You probably spend a -@@ -3299,7 +3299,7 @@ +@@ -3297,7 +3297,7 @@ 4\. You asked politely if you could join the other PCs in their mission. @@ -932,7 +932,7 @@ You have a hard time tamping down your enthusiasm. Why wait when you can just do it (whatever it is) and get it done? You deal with problems when they arise rather than plan ahead. Putting out the small fires now prevents them from -@@ -3338,7 +3338,7 @@ +@@ -3336,7 +3336,7 @@ 4\. You're in trouble for acting recklessly. You join the other PCs because they offer a way out of your problem. @@ -941,7 +941,7 @@ The world is vast and mysterious, with wonders and secrets to keep you amazed for several lifetimes. You feel the tugging on your heart, the call to explore the wreckage of past civilizations, to discover new peoples, new places, and -@@ -3379,7 +3379,7 @@ +@@ -3377,7 +3377,7 @@ 4\. One of the PCs fascinates you, perhaps due to a special or weird ability they have. @@ -950,7 +950,7 @@ You're quite smart. Your memory is sharp, and you easily grasp concepts that others might struggle with. This aptitude doesn't necessarily mean that you've had years of formal education, but you have learned a great deal in your life, -@@ -3407,7 +3407,7 @@ +@@ -3405,7 +3405,7 @@ 4\. A colleague requested that you take part in the mission as a favor. @@ -959,7 +959,7 @@ You are often tickled by a sense of knowing what someone will say, how they will react, or how events might unfold. Maybe you have a mutant sense, maybe you can see just a few moments ahead through time, or maybe you're just good at -@@ -3434,7 +3434,7 @@ +@@ -3432,7 +3432,7 @@ 4\. You're confident the reason you arrived at this point will soon become clear. @@ -968,7 +968,7 @@ You're cheerful, friendly, and outgoing. You put others at ease with a big smile and a joke, possibly one at your own expense, though lightly ribbing your companions who can take it is also one of your favorite pastimes. Sometimes people -@@ -3463,7 +3463,7 @@ +@@ -3461,7 +3461,7 @@ 4\. It was either go with the PCs or face up to a circumstance that was anything but jovial. @@ -977,7 +977,7 @@ It's always been easy for you to see things from the point of view of other people. That ability has made you sympathetic to what they really want or need. From your perspective, you're just applying the old proverb that "it's -@@ -3499,7 +3499,7 @@ +@@ -3497,7 +3497,7 @@ 4\. Your job, which seemed like it would be personally rewarding, is the opposite. You join the PCs to escape the drudgery. @@ -986,7 +986,7 @@ You have studied, either on your own or with an instructor. You know many things and are an expert on a few topics, such as history, biology, geography, mythology, nature, or any other area of study. Learned characters typically carry a few -@@ -3526,7 +3526,7 @@ +@@ -3524,7 +3524,7 @@ 4\. A colleague requested that you take part in the mission as a favor. @@ -995,7 +995,7 @@ You rely on chance and timely good luck to get you through many situations. When people say that someone was born under a lucky star, they mean you. When you try your hand at something new, no matter how unfamiliar the task is, as often as -@@ -3556,7 +3556,7 @@ +@@ -3554,7 +3554,7 @@ 4\. Your luck saved you when you avoided a speeding vehicle by a fortuitous fall through an opening in the ground (a manhole, if in a modern setting). Beneath the ground, you found something you couldn't ignore. @@ -1004,7 +1004,7 @@ You have delved too deeply into subjects people were not meant to know. You are knowledgeable in things beyond the scope of most, but this knowledge has come at a terrible price. You are likely in questionable physical shape and occasionally -@@ -3593,7 +3593,7 @@ +@@ -3591,7 +3591,7 @@ 4\. You feel compelled by inexplicable intuition. @@ -1013,7 +1013,7 @@ You have a special talent with machines of all kinds, and you're adept at understanding and, if need be, repairing them. Perhaps you're a bit of an inventor, creating new machines from time to time. You get called "techie," "tech," "mech," -@@ -3621,7 +3621,7 @@ +@@ -3619,7 +3619,7 @@ 4\. Another PC asked you to join them. @@ -1022,7 +1022,7 @@ The dark figure lurking silently in the corner? That's you. No one really knows where you came from or what your motives are—you play things close to the vest. Your manner perplexes and confounds others, but that doesn't make you a poor -@@ -3653,7 +3653,7 @@ +@@ -3651,7 +3651,7 @@ 4\. Something—a feeling, a dream—told you where to be and when to join the group. @@ -1031,7 +1031,7 @@ You think of yourself as mystical, attuned with the mysterious and the paranormal. Your true talents lie with the supernatural. You likely have experience with ancient lore, and you can sense and wield the supernatural—though whether -@@ -3686,7 +3686,7 @@ +@@ -3684,7 +3684,7 @@ 4\. Various signs and portents led you here. @@ -1040,7 +1040,7 @@ You've lived a sheltered life. Your childhood was safe and secure, so you didn't get a chance to learn much about the world—and even less chance to experience it. Whether you were training for something, had your nose in a book, or just -@@ -3715,7 +3715,7 @@ +@@ -3713,7 +3713,7 @@ 4\. Sounded like fun. @@ -1049,7 +1049,7 @@ You miss little. You pick out the small details in the world around you and are skilled at making deductions from the information you find. Your talents make you an exceptional sleuth, a formidable scientist, or a talented scout. -@@ -3752,7 +3752,7 @@ +@@ -3750,7 +3750,7 @@ 4\. A third party recruited you to follow the PCs and see what they were up to. @@ -1058,7 +1058,7 @@ You can take a lot of punishment, both physically and mentally, and still come back for more. It takes a lot to put you down. Neither physical nor mental shocks or damage have a lasting effect. You're tough to faze. Unflappable. -@@ -3786,7 +3786,7 @@ +@@ -3784,7 +3784,7 @@ 4\. You lost a bet—unfairly, you think—and had to take someone's place on this mission. @@ -1067,7 +1067,7 @@ It's part of your nature to question what others think can't or shouldn't be done. You're not insane, of course—you wouldn't attempt to leap across a mile-wide chasm just because you were dared. There's impossible and then there's the -@@ -3819,7 +3819,7 @@ +@@ -3817,7 +3817,7 @@ 4\. You bragged that you never saw a risk you didn't like, which is how you reached your current point. @@ -1076,7 +1076,7 @@ You're a nature lover accustomed to living rough, pitting your wits against the elements. Most likely, you're a skilled hunter, gatherer, or naturalist. Years of living in the wild have left their mark with a worn countenance, wild hair, or -@@ -3850,7 +3850,7 @@ +@@ -3848,7 +3848,7 @@ 4\. There is reward involved, and you need the money. @@ -1085,7 +1085,7 @@ You're perceptive and well aware of your surroundings. You notice the little details and remember them. You can be difficult to surprise. -@@ -3875,7 +3875,7 @@ +@@ -3873,7 +3873,7 @@ 4\. You've been noticing some strange things going on, and this all appears related. @@ -1094,7 +1094,7 @@ You possess a questioning attitude regarding claims that are often taken for granted by others. You're not necessarily a "doubting Thomas" (a skeptic who refuses to believe anything without direct personal experience), but you've often -@@ -3904,7 +3904,7 @@ +@@ -3902,7 +3902,7 @@ 4\. You need money to fund your research. @@ -1103,7 +1103,7 @@ You're sneaky, slippery, and fast. These talents help you hide, move quietly, and pull off tricks that require sleight of hand. Most likely, you're wiry and small. However, you're not much of a sprinter—you're more dexterous than fleet of -@@ -3933,7 +3933,7 @@ +@@ -3931,7 +3931,7 @@ 4\. You overheard the other PCs talking about a topic that interested you, so you decided to approach the group. @@ -1112,7 +1112,7 @@ You're extremely strong and physically powerful, and you use these qualities well, whether through violence or feats of prowess. You likely have a brawny build and impressive muscles. -@@ -3959,7 +3959,7 @@ +@@ -3957,7 +3957,7 @@ 4\. There is reward involved, and you need the money. @@ -1121,7 +1121,7 @@ You're tough-minded, willful, and independent. No one can talk you into anything or change your mind when you don't want it changed. This quality doesn't necessarily make you smart, but it does make you a bastion of willpower and resolve. -@@ -3987,7 +3987,7 @@ +@@ -3985,7 +3985,7 @@ 4\. There is reward involved, and you need the money. @@ -1130,7 +1130,7 @@ You move quickly, able to sprint in short bursts and work with your hands with dexterity. You're great at crossing distances quickly but not always smoothly. You are likely slim and muscular. -@@ -4013,7 +4013,7 @@ +@@ -4011,7 +4011,7 @@ 4\. There is reward involved, and you need the money. @@ -1139,7 +1139,7 @@ You've never been much of a talker. When forced to interact with others, you never think of the right thing to say—words fail you entirely, or they come out all wrong. You often end up saying precisely the wrong thing and insult someone -@@ -4043,7 +4043,7 @@ +@@ -4041,7 +4041,7 @@ 4\. One of the other PCs recruited you for your talents. @@ -1148,7 +1148,7 @@ You're strong and can take a lot of physical punishment. You might have a large frame and a square jaw. Tough characters frequently have visible scars. -@@ -4070,7 +4070,7 @@ +@@ -4068,7 +4068,7 @@ 4\. You stepped in to defend one of the PCs when that character was threatened. While talking to them afterward, you heard about the group's task. @@ -1157,7 +1157,7 @@ You try to hide what's inside, fold it into yourself when everything inside you screams to let go, make them pay, make them hurt, and make them bleed. Sometimes you succeed for your friends—smiling like they smile, laughing when they -@@ -4102,7 +4102,7 @@ +@@ -4100,7 +4100,7 @@ 4\. One of the other PCs asked you to come along, believing that your viciousness could be harnessed for the benefit of the mission. @@ -1166,7 +1166,7 @@ Doing the right thing is a way of life. You live by a code, and that code is something you attend to every day. Whenever you slip, you reproach yourself for your weakness and then get right back on track. Your code probably includes -@@ -4130,7 +4130,7 @@ +@@ -4128,7 +4128,7 @@ 4\. You put virtue before sense and defended someone's honor in the face of an organization or power far greater than you. You joined the PCs because they offered aid and friendship when, out of fear of reprisals, no one else would. @@ -1175,7 +1175,7 @@ You aren't like anyone else, and that's fine with you. People don't seem to understand you—they even seem put off by you—but who cares? You understand the world better than they do because you're weird, and so is the world you live in. -@@ -4453,7 +4453,7 @@ +@@ -4451,7 +4451,7 @@ The full description for each focus ability listed in this section is found in the Abilities chapter, which has descriptions for type, flavor, and focus abilities in a single vast catalog. @@ -1184,7 +1184,7 @@ Your flesh is made of hard mineral, making you a hulking, difficult-to-harm humanoid. -@@ -4478,7 +4478,7 @@ +@@ -4476,7 +4476,7 @@ GM Intrusions: Creatures of stone sometimes forget their own strength or weight. A walking statue can terrify common folk. @@ -1193,7 +1193,7 @@ You can harness kinetic energy and transform it into other kinds of energy. -@@ -4499,7 +4499,7 @@ +@@ -4497,7 +4497,7 @@ GM Intrusions: Energy goes to ground in a destructive way. Some predators feed directly on energy. An unintended item is drained of energy. @@ -1202,7 +1202,7 @@ You can pull images from dreams and bring them to life in the waking world. -@@ -4520,7 +4520,7 @@ +@@ -4518,7 +4518,7 @@ GM Intrusions: An unexpected sleepwalking episode puts the character into a dangerous situation. A nightmare breaks free of a dream. @@ -1211,7 +1211,7 @@ You excel in battling robots, automatons, and machine entities. -@@ -4542,7 +4542,7 @@ +@@ -4540,7 +4540,7 @@ GM Intrusions: The robot explodes upon defeat. Other robots come after the character for revenge. @@ -1220,7 +1220,7 @@ You can sheath your body in flames, which protects you and harms your foes. -@@ -4561,7 +4561,7 @@ +@@ -4559,7 +4559,7 @@ GM Intrusions: Fire burns flammable material. Fire spreads out of control. Primitive creatures fear fire and often attack what they fear. @@ -1229,7 +1229,7 @@ You can create light, sculpt it, bend it away from you, or gather it to use as a weapon. -@@ -4581,7 +4581,7 @@ +@@ -4579,7 +4579,7 @@ GM Intrusions: Allies are accidentally dazzled or blinded. Bright flashes draw guards. @@ -1238,7 +1238,7 @@ You deploy an amazing shield of pure force that provides protection and some offensive options. -@@ -4601,7 +4601,7 @@ +@@ -4599,7 +4599,7 @@ GM Intrusions: The shield is temporarily lost. A foe temporarily ends up with the shield. @@ -1247,7 +1247,7 @@ Your robotic creations do as they are commanded. -@@ -4625,7 +4625,7 @@ +@@ -4623,7 +4623,7 @@ GM Intrusions: The robot is hacked, gains a mind of its own, or unexpectedly detonates. @@ -1256,7 +1256,7 @@ Awesome mathematical ability allows you to model the world in real time, giving you an edge over everyone. -@@ -4648,7 +4648,7 @@ +@@ -4646,7 +4646,7 @@ GM Intrusions: Too many predicted results threaten to overwhelm and stun the character. A result points to imminent disaster. @@ -1265,7 +1265,7 @@ A devout follower of a divine being, you channel some of your deity's power to achieve wonders. -@@ -4666,7 +4666,7 @@ +@@ -4664,7 +4664,7 @@ GM Intrusions: A demon investigates divine magic use. A rival cult has issues with the character's teachings. @@ -1274,7 +1274,7 @@ You have honed the power of your mind to perform amazing psychic deeds. -@@ -4685,7 +4685,7 @@ +@@ -4683,7 +4683,7 @@ GM Intrusions: Something glimpsed in the target's mind is horrifying. A feedback loop allows the target to read the character's mind. @@ -1283,7 +1283,7 @@ Your preternatural insight and ability make you a scientist capable of amazing feats. -@@ -4710,7 +4710,7 @@ +@@ -4708,7 +4708,7 @@ GM Intrusions: Creations get out of control. Side effects cannot always be predicted. Weird science terrifies people and can draw the media. When a device created or modified by weird science is depleted, it detonates. @@ -1292,7 +1292,7 @@ The dead answer your questions, and their reanimated corpses serve you. -@@ -4728,7 +4728,7 @@ +@@ -4726,7 +4726,7 @@ GM Intrusions: The character's necromantic reputation precedes them. A corpse seeks revenge for being reanimated. @@ -1301,7 +1301,7 @@ Your ability to communicate and lead beasts is uncanny. -@@ -4750,7 +4750,7 @@ +@@ -4748,7 +4748,7 @@ GM Intrusions: The community is reluctant to welcome dangerous animals. Out-of-control beasts become a real hazard. @@ -1310,7 +1310,7 @@ You can sway the attraction of gravity itself. -@@ -4771,7 +4771,7 @@ +@@ -4769,7 +4769,7 @@ GM Intrusions: Onlookers react with unreasoning fear. A weird interaction sends an ally or object careening into the sky. @@ -1319,7 +1319,7 @@ You can copy others' skills, abilities, and superpowers. -@@ -4793,7 +4793,7 @@ +@@ -4791,7 +4791,7 @@ powers with it (like gaining superspeed without protection from air friction, or not being immune to the heat from your own fire bolts). @@ -1328,7 +1328,7 @@ You fashion images from light that are so perfect they seem real. -@@ -4811,7 +4811,7 @@ +@@ -4809,7 +4809,7 @@ GM Intrusions: The illusion isn't believable. The illusion is pierced at just the wrong moment. @@ -1337,7 +1337,7 @@ You're an inventor of strange and useful objects. -@@ -4836,7 +4836,7 @@ +@@ -4834,7 +4834,7 @@ (Cyphersmith works only in a setting where the cyphers are physical objects. If this isn't the case, this ability should probably be replaced with something akin to Weird Science Breakthrough from the Conducts Weird Science focus.) @@ -1346,7 +1346,7 @@ You can manipulate shadow and "dark" matter. -@@ -4854,7 +4854,7 @@ +@@ -4852,7 +4852,7 @@ GM Intrusions: Dark matter skulks away as if possessed by a mind of its own. @@ -1355,7 +1355,7 @@ Everyone wants you on their side when it comes to a fight because nothing gets by you. -@@ -4874,7 +4874,7 @@ +@@ -4872,7 +4872,7 @@ GM Intrusions: A strategically important structure collapses. The enemy attacks from an unexpected direction. @@ -1364,7 +1364,7 @@ You stand up for the helpless, the weak, and the unprotected. -@@ -4896,7 +4896,7 @@ +@@ -4894,7 +4894,7 @@ GM Intrusions: A character focused on protecting others may periodically leave themselves vulnerable to attacks. @@ -1373,7 +1373,7 @@ A descendent of wealth and power, you carry a noble title and the abilities granted by a privileged upbringing. -@@ -4917,7 +4917,7 @@ +@@ -4915,7 +4915,7 @@ GM Intrusions: Debts incurred by a family are owed by the character. A long-lost sibling seeks to disinherit rivals. An assassin finds the character. @@ -1382,7 +1382,7 @@ You're a slacker, but you know a little about a lot of things. -@@ -4938,7 +4938,7 @@ +@@ -4936,7 +4936,7 @@ GM Intrusions: New situations are confounding and stressful. Past actions (or inactions) come back to haunt the character. @@ -1391,7 +1391,7 @@ Whether balancing on two wheels, jumping another vehicle, or driving head-on toward an oncoming enemy car, you don't think about the risks when you're behind the wheel. -@@ -4966,7 +4966,7 @@ +@@ -4964,7 +4964,7 @@ GM Intrusions: The engine develops a knock. The bridge on the road ahead is out. The windshield shatters. Someone unexpectedly runs in front of the vehicle. @@ -1400,7 +1400,7 @@ Your body, hard as crystal, gives you a suite of unique abilities, gained after an interaction with a floating crystalline obelisk. -@@ -4985,7 +4985,7 @@ +@@ -4983,7 +4983,7 @@ GM Intrusions: Cyphers and artifacts react unexpectedly in the character's hands. @@ -1409,7 +1409,7 @@ You command metal and the power of magnetism. -@@ -5004,7 +5004,7 @@ +@@ -5002,7 +5002,7 @@ GM Intrusions: The metal twists, bends, or produces shrapnel. A lapse in concentration might cause something to slip or drop at just the wrong time. @@ -1418,7 +1418,7 @@ You perform, mostly for the benefit of others. -@@ -5023,7 +5023,7 @@ +@@ -5021,7 +5021,7 @@ GM Intrusions: The audience is annoyed or offended. Musical instruments break. Paints dry in their pots. The words to a poem or song are forgotten. @@ -1427,7 +1427,7 @@ You exist in two places at once. -@@ -5042,7 +5042,7 @@ +@@ -5040,7 +5040,7 @@ GM Intrusions: Perceiving the world from two different places disorients the character, causing momentary vertigo, nausea, or confusion. @@ -1436,7 +1436,7 @@ A bit translucent, you're slightly out of phase and can move through solid objects. -@@ -5060,7 +5060,7 @@ +@@ -5058,7 +5058,7 @@ GM Intrusions: The character is sent phasing into an unexpected dimension. The character becomes lost in a large solid. @@ -1445,7 +1445,7 @@ You're the archetypal treasure hunter, scavenger, and finder of lost things. -@@ -5081,7 +5081,7 @@ +@@ -5079,7 +5079,7 @@ GM Intrusions: Possessions fall out of pockets or bags in the dark; maps get lost; information gained fails to include an important detail. @@ -1454,7 +1454,7 @@ You'll do anything to win a fight: bite, scratch, kick, trick, and worse. -@@ -5105,7 +5105,7 @@ +@@ -5103,7 +5103,7 @@ GM Intrusions: People look poorly upon those who cheat or fight without honor. Sometimes a dirty trick backfires. @@ -1463,7 +1463,7 @@ You're a swashbuckling daredevil who fights with flamboyant style that's entertaining to watch. -@@ -5125,7 +5125,7 @@ +@@ -5123,7 +5123,7 @@ GM Intrusions: The display comes off looking silly, clumsy, or unattractive. @@ -1472,7 +1472,7 @@ You can fly, and you're superstrong, hard to hurt, and fast too. Is there anything you can't do? -@@ -5145,7 +5145,7 @@ +@@ -5143,7 +5143,7 @@ GM Intrusions: A nemesis finds the character. A strange material is found to nullify the character's abilities. @@ -1481,7 +1481,7 @@ You can telekinetically move objects with your mind without physically touching them. -@@ -5164,7 +5164,7 @@ +@@ -5162,7 +5162,7 @@ GM Intrusions: One mental slip, and moving objects drop or fragile objects break. Sometimes the wrong item moves, falls, or breaks. @@ -1490,7 +1490,7 @@ Your body is part machine. -@@ -5182,7 +5182,7 @@ +@@ -5180,7 +5180,7 @@ GM Intrusions: People in most societies are afraid of someone who is revealed to have mechanical parts. @@ -1499,7 +1499,7 @@ Electronic aids implanted in your brain make you a mental powerhouse. -@@ -5205,7 +5205,7 @@ +@@ -5203,7 +5203,7 @@ GM Intrusions: Machines malfunction and shut down. Powerful machine intelligences can take control of lesser thinking machines. Some people don't trust a person who isn't fully organic. @@ -1508,7 +1508,7 @@ For brief periods, you can grow larger and, with enough experience, to towering heights. -@@ -5228,7 +5228,7 @@ +@@ -5226,7 +5226,7 @@ GM Intrusions: Rapid growth knocks over furnishings or smashes through ceilings or hanging lights. An enlarged character breaks through the floor. @@ -1517,7 +1517,7 @@ You can change your appearance to look like anyone else. -@@ -5252,7 +5252,7 @@ +@@ -5250,7 +5250,7 @@ GM Intrusions: Part of the disguise slips. An NPC thinks the disguised character is someone they know very well. @@ -1526,7 +1526,7 @@ You love your friends and help them out of any difficulty, no matter what. -@@ -5277,7 +5277,7 @@ +@@ -5275,7 +5275,7 @@ GM Intrusions: Others sometimes have ulterior motives. The law takes an undue interest. Even when everything goes right, repercussions follow. @@ -1535,7 +1535,7 @@ For brief periods, you become a fearsome and powerful creature with control issues. -@@ -5295,7 +5295,7 @@ +@@ -5293,7 +5293,7 @@ GM Intrusions: The change happens in an uncontrolled fashion. People are terrified of monsters. @@ -1544,7 +1544,7 @@ You are a stalking hunter who excels at bringing down your selected quarry. -@@ -5317,7 +5317,7 @@ +@@ -5315,7 +5315,7 @@ GM Intrusions: The quarry notices the character. The quarry isn't as vulnerable as it seemed. @@ -1553,7 +1553,7 @@ You can teleport from one place to another by briefly passing through a parallel dimension. -@@ -5336,7 +5336,7 @@ +@@ -5334,7 +5334,7 @@ GM Intrusions: A teleport goes awry, landing the character in a dangerous place. Inertia (such as from falling) continues through the teleport, injuring the character. @@ -1562,7 +1562,7 @@ Subtlety, guile, and stealth allow you to get in where others can't. -@@ -5359,7 +5359,7 @@ +@@ -5357,7 +5357,7 @@ GM Intrusions: Spies are treated harshly when caught. Allies disavow infiltrators who get caught. Some secrets are better left unknown. @@ -1571,7 +1571,7 @@ You excel at winning others over to your views. -@@ -5380,7 +5380,7 @@ +@@ -5378,7 +5378,7 @@ GM Intrusions: Onlookers react badly to a know-it-all. A distraction or interruption throws the character's argument off the rails. @@ -1580,7 +1580,7 @@ You're a celebrity and most people adore you. -@@ -5403,7 +5403,7 @@ +@@ -5401,7 +5401,7 @@ GM Intrusions: Fans are endangered or hurt on your behalf. Someone in your entourage betrays you. Your show, tour, contract, or other event is canceled. The media posts photos of you in an embarrassing situation. @@ -1589,7 +1589,7 @@ You carry a gun and you know how to use it in a fight. -@@ -5427,7 +5427,7 @@ +@@ -5425,7 +5425,7 @@ GM Intrusions: Misfire or jam! The attack fails and the action is lost, plus an additional action is needed to fix the problem. @@ -1598,7 +1598,7 @@ "WANTED, DEAD OR ALIVE" posters (or their equivalent) have appeared featuring your face. It's up to you whether it's a mistake that snowballed out of control or you actually would kill someone just for looking at you. -@@ -5448,7 +5448,7 @@ +@@ -5446,7 +5446,7 @@ GM Intrusions: Most people do not take well to discovering a wanted outlaw in their midst. @@ -1607,7 +1607,7 @@ An allied magic creature bound to an object (such as a minor djinn in a lamp, or a ghost in a pipe) is your friend, protector, and weapon. -@@ -5470,7 +5470,7 @@ +@@ -5468,7 +5468,7 @@ GM Intrusions: The creature unexpectedly disappears into its bound object. The bound object cracks. The creature disagrees and doesn't do as asked. The creature says it's leaving unless a task is performed for it. @@ -1616,7 +1616,7 @@ Your natural leadership capability allows you to command others, including a loyal band of followers. -@@ -5492,7 +5492,7 @@ +@@ -5490,7 +5490,7 @@ GM Intrusions: Followers fail, betray, lie, become corrupted, get kidnapped, or die. @@ -1625,7 +1625,7 @@ You deal with bad situations as they arise, learning new lessons each time. -@@ -5516,7 +5516,7 @@ +@@ -5514,7 +5514,7 @@ GM Intrusions: Accidents and mistakes are great teachers. @@ -1634,7 +1634,7 @@ You can survive in badlands where others perish. -@@ -5539,7 +5539,7 @@ +@@ -5537,7 +5537,7 @@ GM Intrusions: People in cities and towns sometimes disparage those who look (and smell) like they live in the wilds, as if they were ignorant or barbaric. @@ -1643,7 +1643,7 @@ You're a scrapper and love a good fight. -@@ -5562,7 +5562,7 @@ +@@ -5560,7 +5560,7 @@ GM Intrusions: Weapons break or fly from even the strongest grip. Brawlers trip and fall. Even the battlefield can work against you with things falling or collapsing. @@ -1652,7 +1652,7 @@ When it's just you, your spacesuit, and the panorama of stars wheeling out forever and always, you are at peace. -@@ -5589,7 +5589,7 @@ +@@ -5587,7 +5587,7 @@ GM Intrusions: Spacesuits develop glitches. Air refill cartridges sometimes misreport capacity. Micrometeorites are common in space. @@ -1661,7 +1661,7 @@ You use protective equipment and practiced techniques to avoid becoming hurt in a fight. -@@ -5611,7 +5611,7 @@ +@@ -5609,7 +5609,7 @@ GM Intrusions: Shields break when hit, as do weapons used to parry. Armor straps break. @@ -1670,7 +1670,7 @@ By specializing in spellcasting and keeping a spellbook, you can quickly cast spells of arcing lightning, rolling fire, creeping shadow, and summoning. -@@ -5631,7 +5631,7 @@ +@@ -5629,7 +5629,7 @@ GM Intrusions: The spell goes wrong. The summoned creature turns on the caster. A rival spellcaster is drawn to the magic use. @@ -1679,7 +1679,7 @@ Insects. Rats. Bats. Even birds. You master one type of small creature that obeys you. -@@ -5650,7 +5650,7 @@ +@@ -5648,7 +5648,7 @@ GM Intrusions: A command is misunderstood. Control is erratic or is lost. Bites and stings are not uncommon for masters of the swarm. @@ -1688,7 +1688,7 @@ You are a master user of a particular type of weapon, be it a sword, whip, dagger, gun, or something else. -@@ -5672,7 +5672,7 @@ +@@ -5670,7 +5670,7 @@ GM Intrusions: Weapons break. Weapons can be stolen. Weapons can be dropped or forced out of your hand. @@ -1697,7 +1697,7 @@ You right wrongs, protect the innocent, and punish the guilty. -@@ -5697,7 +5697,7 @@ +@@ -5695,7 +5695,7 @@ GM Intrusions: Guilt or innocence can be complicated. Some people resent the presumption of a self-appointed judge. Passing judgment makes enemies. @@ -1706,7 +1706,7 @@ Lithe, flexible, and graceful, you move quickly and smoothly, and never seem to be where danger is. -@@ -5722,7 +5722,7 @@ +@@ -5720,7 +5720,7 @@ GM Intrusions: Even a cat can be clumsy. A jump isn't quite as easy as it looks. An escape move is so overzealous that it sends the character right into harm's way. @@ -1715,7 +1715,7 @@ You can move so fast that you become a blur. -@@ -5743,7 +5743,7 @@ +@@ -5741,7 +5741,7 @@ GM Intrusions: Surfaces can be slick or offer hidden obstacles. The movement of other creatures can be unpredictable, and the character might run into them. @@ -1724,7 +1724,7 @@ You're an assassin, whether by trade, by inclination, or because it was that or be killed yourself. (Someone who Murders might have additional equipment, including three doses of a level 2 blade poison that inflicts 5 points of damage.) -@@ -5766,7 +5766,7 @@ +@@ -5764,7 +5764,7 @@ GM Intrusions: Most people do not react well to a professional killer. @@ -1733,7 +1733,7 @@ Powerful punches, kicks, elbows, knees, and full body movements are all the weapons you need. -@@ -5789,7 +5789,7 @@ +@@ -5787,7 +5787,7 @@ GM Intrusions: Striking certain foes hurts you as much as it hurts them. Opponents with weapons have greater reach. Complicated martial arts moves can knock you off balance. @@ -1742,7 +1742,7 @@ You never quit, can shrug off a beating, and always come back for more. -@@ -5809,7 +5809,7 @@ +@@ -5807,7 +5807,7 @@ GM Intrusions: Sometimes, it's equipment or weapons that give out. @@ -1751,7 +1751,7 @@ Under the guise of someone else, you seek to find answers the powerful do not want divulged. -@@ -5829,7 +5829,7 @@ +@@ -5827,7 +5827,7 @@ GM Intrusions: Bad luck can ruin the best plans. Disguises fail. Allies are revealed to be agents, too. @@ -1760,7 +1760,7 @@ A muscled prodigy, you can haul incredible weight, hurl your body through the air, and punch through doors. -@@ -5849,7 +5849,7 @@ +@@ -5847,7 +5847,7 @@ GM Intrusions: It's easy to break delicate things or hurt someone accidentally. @@ -1769,7 +1769,7 @@ You're a crack starship pilot. -@@ -5877,7 +5877,7 @@ +@@ -5875,7 +5875,7 @@ GM Intrusions: Starcraft get lost, break down, and are attacked in space. An alien stowaway is found. @@ -1778,7 +1778,7 @@ Lessons, reflexes, and strategies you've learned by playing too many games have applications in the real world, where people who don't play enough toil and live their dreary lives. -@@ -5903,7 +5903,7 @@ +@@ -5901,7 +5901,7 @@ GM Intrusions: Missed attacks strike the wrong target. Equipment breaks. Sometimes people react negatively to someone who has lived most of their life in imaginary game worlds. @@ -1787,7 +1787,7 @@ When you go berserk, everyone fears you. -@@ -5923,7 +5923,7 @@ +@@ -5921,7 +5921,7 @@ GM Intrusions: It's easy for a berserker to lose control and attack friend as well as foe. @@ -1796,7 +1796,7 @@ You create and discharge electrical power. -@@ -5943,7 +5943,7 @@ +@@ -5941,7 +5941,7 @@ GM Intrusions: Targets other than those intended are shocked. Objects explode. @@ -1805,7 +1805,7 @@ Your first instinct is to run from danger, and you've gotten very good at it. -@@ -5966,7 +5966,7 @@ +@@ -5964,7 +5964,7 @@ GM Intrusions: Quick movements sometimes lead to dropped items, slipping on uneven ground, or going the wrong way by accident. @@ -1814,7 +1814,7 @@ You sailed with a crew of dread pirates, but you've decided to end your days as a pirate and join some other cause. The question is, will your past let you go so easily? -@@ -5992,7 +5992,7 @@ +@@ -5990,7 +5990,7 @@ GM Intrusions: The dangers of the high seas are many, including severe storms and disease. Other pirates sometimes get ahead through betrayal. A pirate tracks down former sailing mates to find hidden treasure. @@ -1823,7 +1823,7 @@ When not running and hiding, you sift the ruins of civilization for useful remnants to ensure your survival. -@@ -6013,7 +6013,7 @@ +@@ -6011,7 +6011,7 @@ GM Intrusions: An item made with recycled junk breaks. Someone shows up claiming that the useful item or piece of junk scavenged belongs to them. A recycled cypher explodes. @@ -1832,7 +1832,7 @@ You create physical objects out of hard light that you can use for offense and defense. -@@ -6033,7 +6033,7 @@ +@@ -6031,7 +6031,7 @@ GM Intrusions: A hard light object disappears early. A hard light object cannot affect a certain creature or color. @@ -1841,7 +1841,7 @@ You have a psychic sense that allows you to see what others cannot. -@@ -6051,7 +6051,7 @@ +@@ -6049,7 +6049,7 @@ GM Intrusions: Some secrets are too terrible to know. @@ -1850,7 +1850,7 @@ You can project your mind out of your body to see faraway places and learn secrets that would otherwise remain hidden. Tier 1: Third Eye -@@ -6071,7 +6071,7 @@ +@@ -6069,7 +6069,7 @@ GM Intrusions: Reuniting mind and body can sometimes be disorienting and require a character to spend a few moments to get their bearings. @@ -1859,7 +1859,7 @@ You keep the place where you live safe from all danger. -@@ -6091,7 +6091,7 @@ +@@ -6089,7 +6089,7 @@ GM Intrusions: People in the community misunderstand the character's motives. Rivals try to oust the character. @@ -1868,7 +1868,7 @@ Wandering souls, nature spirits, and elemental beings aid and support you. -@@ -6112,7 +6112,7 @@ +@@ -6110,7 +6110,7 @@ GM Intrusions: Some people don't trust those who deal with spirits. The dead sometimes don't want shepherding. @@ -1877,7 +1877,7 @@ Speed plus phasing gives you a unique ability to evade danger and simultaneously inflict damage. -@@ -6132,7 +6132,7 @@ +@@ -6130,7 +6130,7 @@ GM Intrusions: Moving so quickly while sprinting sometimes leads to stumbles on unexpected, exotic obstacles. @@ -1886,7 +1886,7 @@ You can shrink down to the size of a bug and, with enough experience, even smaller. -@@ -6158,7 +6158,7 @@ +@@ -6156,7 +6156,7 @@ A character who Shrinks to Minute Size who chooses to learn abilities like Enlarge will never be quite as big as one who Grows to Towering Heights, but they can enjoy the advantages of being big or small as needed. @@ -1895,7 +1895,7 @@ You suck power out of machines and creatures alike in order to empower yourself. -@@ -6180,7 +6180,7 @@ +@@ -6178,7 +6178,7 @@ GM Intrusions: Drained power also transmits something unwanted—compulsions, afflictions, or alien thoughts. Siphoned power can overload the character, causing feedback. @@ -1904,7 +1904,7 @@ You kill monsters. -@@ -6208,7 +6208,7 @@ +@@ -6206,7 +6206,7 @@ GM Intrusions: The monster laid a trap or set an ambush. The monster has previously undisclosed abilities. The monster's mother vows revenge. @@ -1913,7 +1913,7 @@ Many superheroes can fly, and some even have wings. You can use your wings for movement, attacks, and defense. -@@ -6229,7 +6229,7 @@ +@@ -6227,7 +6227,7 @@ GM Intrusions: A wing gets hurt or restrained, causing the character to fall. Flying high makes the character an obvious target for an unexpected foe. @@ -1922,7 +1922,7 @@ You're a master of deduction, using evidence to find the answer. -@@ -6249,7 +6249,7 @@ +@@ -6247,7 +6247,7 @@ GM Intrusions: Evidence disappears, red herrings confuse, and witnesses lie. Initial research can be faulty. @@ -1931,7 +1931,7 @@ Your spiritual connection to nature and the environment grants you mystical abilities. -@@ -6270,7 +6270,7 @@ +@@ -6268,7 +6268,7 @@ GM Intrusions: An injured natural (but dangerous) creature is discovered. Someone's poaching wildlife for their skins, leaving the carcasses to rot. A tree falls in the forest, one of the last elder trees. @@ -1940,7 +1940,7 @@ Your armor, along with your size, strength, incredible training, or machine enhancement, makes you difficult to move or hurt. -@@ -6298,7 +6298,7 @@ +@@ -6296,7 +6296,7 @@ GM Intrusions: Armor is damaged. Small foes conspire in ingenious ways. @@ -1949,7 +1949,7 @@ Your body is elastic and rubbery, able to stretch to great lengths and compress when struck. -@@ -6321,7 +6321,7 @@ +@@ -6319,7 +6319,7 @@ GM Intrusions: An attack or effect interferes with the character's elasticity. A stretched limb becomes overstressed and weak. @@ -1958,7 +1958,7 @@ You can transform yourself into an animal. -@@ -6344,7 +6344,7 @@ +@@ -6342,7 +6342,7 @@ Greater Beast Form applies to using Animal Shape. @@ -1967,7 +1967,7 @@ You use your organic brain like a computer, interfacing "wirelessly" with any electronic device. You can control and influence them in ways that others can't. -@@ -6369,7 +6369,7 @@ +@@ -6367,7 +6367,7 @@ GM Intrusions: The machine malfunctions or acts unpredictably. @@ -1976,7 +1976,7 @@ Everything that leaves your hand goes exactly where you'd like it to go and at the range and speed to make the perfect impact. -@@ -6390,7 +6390,7 @@ +@@ -6388,7 +6388,7 @@ GM Intrusions: Missed attacks strike the wrong target. Ricochets can be dangerous. Improvised weapons break. @@ -1985,7 +1985,7 @@ You emit destructive sound and manipulate soundscapes. -@@ -6410,7 +6410,7 @@ +@@ -6408,7 +6408,7 @@ GM Intrusions: Loud noises attract attention. @@ -1994,7 +1994,7 @@ You can summon storms or break them apart. -@@ -6429,7 +6429,7 @@ +@@ -6427,7 +6427,7 @@ GM Intrusions: An ally is accidentally struck by a fork of lightning. An unexpected grounding effect inflicts damage. The weather is seeded by a much smaller effect, and a storm grows out of control. @@ -2003,7 +2003,7 @@ You can see through time, try to reach through it, and eventually even travel through it. -@@ -6452,7 +6452,7 @@ +@@ -6450,7 +6450,7 @@ GM Intrusions: Paradoxes are created. Others remember past events differently. @@ -2012,7 +2012,7 @@ You are the "chosen one," and prophecy, prediction, prognostication, or some other method of determination expects great things of you one day. -@@ -6475,7 +6475,7 @@ +@@ -6473,7 +6473,7 @@ GM Intrusions: An enemy described in prophecy appears. Unbelievers threaten to ruin the moment. The character gains a reputation in outside circles as a fraud. @@ -2021,7 +2021,7 @@ You command the wintery power of cold and ice. -@@ -6493,7 +6493,7 @@ +@@ -6491,7 +6491,7 @@ GM Intrusions: Ice makes surfaces slippery. Extreme cold causes objects to crack and break. @@ -2030,7 +2030,7 @@ Tier 1: Powered Armor -@@ -6513,7 +6513,7 @@ +@@ -6511,7 +6511,7 @@ GM Intrusions: The armor won't come off. The armor acts under its own power. The armor suffers a momentary power loss. NPCs are scared by the power armor. @@ -2039,7 +2039,7 @@ You have a weapon with strange abilities, and your knowledge of its powers has allowed you to create a unique style of combat with it. -@@ -6537,7 +6537,7 @@ +@@ -6535,7 +6535,7 @@ GM Intrusions: A weapon breaks or is dropped. The character loses their connection to the weapon until they use an action to reestablish the attunement. The weapon's energy discharges in an unexpected way. @@ -2048,7 +2048,7 @@ You bend light and manipulate beams of force for offense and defense. -@@ -6558,7 +6558,7 @@ +@@ -6556,7 +6556,7 @@ GM Intrusions: Invisibility partially fades, revealing the character's presence. A force field is pierced by an unusual or unexpected attack. @@ -2057,7 +2057,7 @@ You bear steel with both hands, ready to take on any foe. -@@ -6578,7 +6578,7 @@ +@@ -6576,7 +6576,7 @@ GM Intrusions: A blade snaps in two or a weapon flies loose from its bearer's grip. @@ -2066,7 +2066,7 @@ You take great satisfaction in a job well done, whether it's coding, building houses, or mining asteroids. -@@ -6600,7 +6600,7 @@ +@@ -6598,7 +6598,7 @@ GM Intrusions: Repairs sometimes fail. Wiring can be tricky to decipher and still carry an electrical charge. Some people are rude to those who work for a living. @@ -2075,7 +2075,7 @@ You can heal others with a touch, alter time to help others, and are generally beloved by everyone. -@@ -6619,7 +6619,7 @@ +@@ -6617,7 +6617,7 @@ GM Intrusions: Attempts to heal might cause harm instead. A community or individual needs a healer so desperately that they hold one against their will. @@ -2084,7 +2084,7 @@ You make your way unseen, stealing from the wealthy to achieve your ends. -@@ -6637,7 +6637,7 @@ +@@ -6635,7 +6635,7 @@ GM Intrusions: Thieves are thrown in jail. Powerful enemies are made. @@ -2093,7 +2093,7 @@ You can exploit flaws in artificial systems, including but not limited to computer code. -@@ -6657,7 +6657,7 @@ +@@ -6655,7 +6655,7 @@ GM Intrusions: Contacts sometimes have ulterior motives. Devices sometimes have failsafes or even traps. @@ -2102,7 +2102,7 @@ Books are your friends. What's more important than knowledge? Nothing. -@@ -6679,7 +6679,7 @@ +@@ -6677,7 +6677,7 @@ GM Intrusions: Books burn, get wet, or get lost. Computers break or lose power. Glasses break. @@ -2111,7 +2111,7 @@ A shapechanger who can take the form of various animals. -@@ -6700,7 +6700,7 @@ +@@ -6698,7 +6698,7 @@ GM Intrusions: The character unexpectedly changes form. An NPC is frightened by or aggressive toward the shapeshifter. The transformation takes longer than expected. @@ -2120,7 +2120,7 @@ spellcaster who learns a variety of spells instead of focusing on just one kind of magic. -@@ -6722,7 +6722,7 @@ +@@ -6720,7 +6720,7 @@ Spellcasting attracts the attentionof a powerful creature or potential rival.The cypher spell being cast is replacedwith that of a random cypher. @@ -2129,7 +2129,7 @@ An adherent of nature magic who draws on the power and strength of trees. -@@ -6743,7 +6743,7 @@ +@@ -6741,7 +6741,7 @@ GM Intrusions: A wooden charactercatches fire. A wild swing from a treebranch hits or trips an ally. Some treeshave evil hearts and hate all walkingthings. @@ -2138,7 +2138,7 @@ One who channels magic through or from a weapon to create a unique fighting style. -@@ -6784,7 +6784,7 @@ +@@ -6782,7 +6782,7 @@ A white rectangular object with a blue border Description automatically generated @@ -2147,7 +2147,7 @@ Ally use -@@ -6808,7 +6808,7 @@ +@@ -6806,7 +6806,7 @@ Tank combat @@ -2156,7 +2156,7 @@ The ability selection guidelines invite you to choose an ability from one of three ranges: low tier, mid tier, and high tier. These ranges correspond with the power "grades" given for every ability. These abilities are further sorted into -@@ -6825,7 +6825,7 @@ +@@ -6823,7 +6823,7 @@ available at tier 1 or 2, or a high-tier ability is made available at tier 3 or 4, the higher cost will be a balancing factor. @@ -2165,7 +2165,7 @@ The guidelines within each category go a long way toward ensuring that the focus you build will be balanced. Sometimes it might be appropriate to grant a low-power ability along with a regular ability at a given tier, depending on the -@@ -6842,7 +6842,7 @@ +@@ -6840,7 +6840,7 @@ the previous tier, isn't quite as good. Balancing a focus is a bit of an art. Resist the urge to overpower the focus, but don't underpower it, either. @@ -2174,7 +2174,7 @@ Each focus category provides a guideline for what kind of ability you should select at every tier. But don't regard the guidelines as something that you can't vary. They're not prescriptive; they're just a place to start. You might want to -@@ -6854,14 +6854,14 @@ +@@ -6852,14 +6852,14 @@ the tier 5 guideline for energy manipulation calls for. Making the change is probably especially valid if you call your new focus something like Channels the Ninth Circle. @@ -2191,7 +2191,7 @@ Choosing to create a focus that uses a particular concept—say, creating illusions—doesn't lock you into creating a focus within a particular category—in this case, environment manipulation. A focus can be constructed in a variety of ways -@@ -6899,7 +6899,7 @@ +@@ -6897,7 +6897,7 @@ refers to or modifies a lower-tier ability, also include that lower-tier ability in your type or focus as a selection a PC can make at a lower tier. @@ -2200,7 +2200,7 @@ You can go further than reskinning and create one or more brand-new abilities. When doing this, try to find something as close as possible to the effect you want, then use it as a template. In any case, deciding how much an ability should -@@ -6914,16 +6914,16 @@ +@@ -6912,7 +6912,7 @@ As a good rule of thumb, a typical ability should cost points equal to its tier. @@ -2209,8 +2209,7 @@ Think about the kinds of things that might surprise, alarm, or go catastrophically wrong for someone with the new focus being created, and assign it as a GM intrusion for that focus. Of course, this often is done on the fly during the game. - But giving the topic some thought while the focus is being constructed and the ideas are fresh in your head is likely to - yield some particularly devilish options. +@@ -6921,7 +6921,7 @@ ### FOCUS CATEGORIES @@ -2219,7 +2218,7 @@ Foci that prioritize providing NPC followers to the character are ally use foci. The followers give aid to the PC in a variety of ways, but at base they usually provide an asset to the character's actions. -@@ -7010,7 +7010,7 @@ +@@ -7008,7 +7008,7 @@ For instance, someone who gains followers through high charisma and training might gain an ability to learn otherwise impossible-to-glean information. @@ -2228,7 +2227,7 @@ Foci that rely mostly on providing skill training, assets to tasks, and bumps to stat Pools and Edge in order to improve a character fall within the basic category. An overarching theme is also included, as with most of the other categories, -@@ -7084,7 +7084,7 @@ +@@ -7082,7 +7082,7 @@ the realm of the fantastic. For instance, an ability that allows a character to take two actions instead of one would be reasonable. Granting additional training, assets, or Edge would also be fine. @@ -2237,7 +2236,7 @@ Energy manipulation foci offer abilities that can call fire, electricity, force, magnetism, or nonstandard forms of energy such as cold, stone, or something stranger like "void" or "shadow." These abilities usually give a character a -@@ -7158,7 +7158,7 @@ +@@ -7156,7 +7156,7 @@ abilities, such as fashioning a fiery follower (if using fire), teleporting a great distance as a blast of lightning (if using electricity), creating solid objects out of the energy, and so on. @@ -2246,7 +2245,7 @@ Foci that allow a character to move objects, affect gravity, create objects (or illusions of objects), and so on are environment manipulation foci. Given that, in many cases, energy is used as part of this process, this category and -@@ -7248,7 +7248,7 @@ +@@ -7246,7 +7246,7 @@ the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the kind of manipulation offered, or a different way of using that ability to unlock an as-yet-unexplored facet of the ability. @@ -2255,7 +2254,7 @@ Foci that allow a character to gather information, survive in unfamiliar environments, and find their way to new locations or track down particular creatures and foes are exploration foci. Surviving in unfamiliar environments -@@ -7325,7 +7325,7 @@ +@@ -7323,7 +7323,7 @@ The other option should be something that benefits the character, either an offensive or defensive ability, or yet another ability that further broadens their capacity to explore in the focus's chosen realm. @@ -2264,7 +2263,7 @@ Foci that prioritize authority and influence—whether that's to make people or machines do as commanded, to help others, or to rise to some other prestigious and significant position—fall within the influence category. -@@ -7408,7 +7408,7 @@ +@@ -7406,7 +7406,7 @@ If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the kind of influence used, or a different way of using that ability to unlock an as-yet-unexplored facet of the ability. @@ -2273,7 +2272,7 @@ Most foci have a basic theme, a "character story" that logically leads to a series of related abilities. However, certain foci themes are so wide that they don't fit into any other category except an irregular one of their own. -@@ -7479,7 +7479,7 @@ +@@ -7477,7 +7477,7 @@ tier 6 option. For instance, if the first option provided some kind of attack, this one might be an interaction, information-gathering, or healing ability, depending on the focus's overarching theme. @@ -2282,7 +2281,7 @@ Foci that prioritize novel forms of movement—in order to excel in combat, escape situations most others can't, move with stealth for purposes of theft or escape, or move into locations normally inaccessible—fall within the movement expertise -@@ -7561,7 +7561,7 @@ +@@ -7559,7 +7559,7 @@ movement ability. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the movement. @@ -2291,7 +2290,7 @@ Striker combat foci prioritize dealing damage in battle over other concerns. Foci in this category offer defensive abilities as well, but they emphasize abilities that provide ways to spike damage to heights that other foci normally -@@ -7666,7 +7666,7 @@ +@@ -7664,7 +7664,7 @@ with guidance for using Effort to increase the level of the target), or to select yet another foe, make another attack, or get away in order to fight another day. @@ -2300,7 +2299,7 @@ Foci that allow a character to help others succeed, defend others, heal others who are hurt, and so on are support foci. Of course, most foci abilities are often used in aid of others, but support foci (such as Siphons Power) prioritize -@@ -7740,7 +7740,7 @@ +@@ -7738,7 +7738,7 @@ The other option could provide an alternative ultimate method of helping another; many foci in this category do. However, an option that provides high-tier offense or defense is also completely reasonable. @@ -2309,7 +2308,7 @@ Foci that prioritize being able to take a lot of punishment and soak up excess damage from foes fall within the tank combat category. These foci provide offensive abilities too, as well as additional abilities related to the particular -@@ -7847,13 +7847,13 @@ +@@ -7845,13 +7845,13 @@ high-tech devices, learning powerful magic spells, uncovering forbidden secrets, or something similar appropriate to the genre. @@ -2325,7 +2324,7 @@ Lower-tier ability: choose any tier 1 replacement ability, above. -@@ -7863,7 +7863,7 @@ +@@ -7861,7 +7861,7 @@ Skill With Attacks @@ -2334,7 +2333,7 @@ Lower-tier ability: choose any tier 1 or 2 replacement ability, above. -@@ -7871,7 +7871,7 @@ +@@ -7869,7 +7869,7 @@ Fusion Armor @@ -2343,7 +2342,7 @@ Lower-tier ability: choose any tier 1, 2, or 3 replacement ability, above. -@@ -7879,7 +7879,7 @@ +@@ -7877,7 +7877,7 @@ Built-in Weaponry @@ -2352,7 +2351,7 @@ Lower-tier ability: choose any tier 1, 2, 3, or 4 replacement ability, above. -@@ -7887,7 +7887,7 @@ +@@ -7885,7 +7885,7 @@ Defensive Field @@ -2361,7 +2360,7 @@ Lower-tier ability: choose any tier 1, 2, 3, 4, or 5 replacement ability, above. -@@ -7936,7 +7936,7 @@ +@@ -7934,7 +7934,7 @@ the same thing. That said, if you're creating a support-centric focus, many of the abilities in the support ability category would be appropriate choices. @@ -2370,7 +2369,7 @@ Gives you training or specialization in a specific physical attack (like swords or unarmed combat), a category of physical attacks (light bladed, heavy bashing, and so on), or another physical skill primarily used to inflict harm -@@ -7994,7 +7994,7 @@ +@@ -7992,7 +7992,7 @@ Specialized Basher @@ -2379,7 +2378,7 @@ Gives you a follower, modifies a follower, or gives you an additional benefit when interacting with or near your follower. This category includes humanoid followers, beast companions, and temporary companions like summoned swarms, -@@ -8119,7 +8119,7 @@ +@@ -8117,7 +8117,7 @@ True Necromancy @@ -2388,7 +2387,7 @@ Controls or influences minds in ways outside of what could be done with conventional intimidation and persuasion, such as using psychic mind control, fear gas, and so on. -@@ -8198,7 +8198,7 @@ +@@ -8196,7 +8196,7 @@ Word of Command @@ -2397,7 +2396,7 @@ Creates useful physical things, such as mundane tools (hammers, crowbars), limited-use devices (manifest cyphers, artifacts), or independent beings (robots, elementals, zombies). Includes blueprints, plans, and effects that aid or -@@ -8256,7 +8256,7 @@ +@@ -8254,7 +8254,7 @@ Reshape @@ -2406,7 +2405,7 @@ Cures damage, adds or improves recovery rolls, or negates, cures, suspends, or otherwise gives immunity to a harmful effect or condition, such as poison, disease, mental attacks, moving down on the damage track, or dying. -@@ -8401,7 +8401,7 @@ +@@ -8399,7 +8399,7 @@ Vigilant @@ -2415,7 +2414,7 @@ Manipulates the environment or things in the environment, such as with telekinesis, weather control, gravity control, illusions, and so on. -@@ -8496,7 +8496,7 @@ +@@ -8494,7 +8494,7 @@ The Wild Is on Your Side @@ -2424,7 +2423,7 @@ Gives the ability to learn information about something, whether chosen by the GM like Scan, by asking a question and the GM giving the answer, or by learning a language. -@@ -8590,7 +8590,7 @@ +@@ -8588,7 +8588,7 @@ Telepathic Network @@ -2433,7 +2432,7 @@ Modifies an existing ability or character trait's effects or parameters, such as increasing range or, damage, easing the difficulty, giving you additional noncombat actions each turn, rerolling a failed attempt, or treating a number on the -@@ -8996,7 +8996,7 @@ +@@ -8994,7 +8994,7 @@ Winter Gauntlets @@ -2442,7 +2441,7 @@ Increases your movement (such as increasing your basic movement speed from short to long) or adds a new type of movement (such as flight, wallcrawling, phasing, or teleporting). -@@ -9100,7 +9100,7 @@ +@@ -9098,7 +9098,7 @@ Windwracked Traveler @@ -2451,7 +2450,7 @@ Gives training or specialization in one or more types of combat defenses (Might, Speed, or Intellect), provides or increases Armor, or otherwise helps prevent damage. -@@ -9358,7 +9358,7 @@ +@@ -9356,7 +9356,7 @@ Wear It Well @@ -2460,7 +2459,7 @@ Enhances your senses (seeing in the dark, seeing underwater or through mist, sensing danger, finding optimal places to stand in combat, and so on), but doesn't provide direct answers to questions like an information ability does. -@@ -9437,7 +9437,7 @@ +@@ -9435,7 +9435,7 @@ True Senses @@ -2469,7 +2468,7 @@ Gives you an indirect social benefit, such as providing a useful contact in a city or letting you take advantage of your social status. -@@ -9482,7 +9482,7 @@ +@@ -9480,7 +9480,7 @@ Group Friendship @@ -2478,7 +2477,7 @@ Gives the ability to make a special melee or ranged attack (weapon, energy blast, psychic, and so on). The attack might do damage, have a special effect (disarm, hinder, move the target, and so on), or both. This also includes abilities -@@ -9840,7 +9840,7 @@ +@@ -9838,7 +9838,7 @@ Word of Death @@ -2487,7 +2486,7 @@ Gives some sort of benefit to an ally rather than yourself, such as an extra action or an asset on their roll. -@@ -9950,7 +9950,7 @@ +@@ -9948,7 +9948,7 @@ Work the Friendship @@ -2496,7 +2495,7 @@ Gives training, specialization, or an asset in one or more noncombat skills (climbing, healing, computers, initiative, and so on). -@@ -10323,7 +10323,7 @@ +@@ -10321,7 +10321,7 @@ Using the Environment @@ -2505,7 +2504,7 @@ A significant change that temporarily enhances you, such as growing bigger, turning into a werewolf, and so on. Also includes apparent transformations like disguises and invisibility. -@@ -10390,7 +10390,7 @@ +@@ -10388,7 +10388,7 @@ Wild Camouflage @@ -2514,7 +2513,7 @@ A Smile and a Word: When you use Effort on any action involving interactions—even those having to do with calming animals or communicating with someone or something whose language you do not speak—you gain a free level of Effort on -@@ -10698,7 +10698,7 @@ +@@ -10696,7 +10696,7 @@ ten minutes, you are aware of all living things within long range (including their general position), and by concentrating (another action), you can attempt to learn the general health and power level of any one of them. Action. @@ -2523,7 +2522,7 @@ Babel: After hearing a language spoken for a few minutes, you can speak it and make yourself understood. If you continue to use the language to interact with native speakers, your skills improve rapidly, to the point where you might be -@@ -11005,7 +11005,7 @@ +@@ -11003,7 +11003,7 @@ addition to the normal options for using Effort, you can choose to use Effort to increase the maximum thickness of the barrier, each level adding 3 feet (1 m). Action. @@ -2532,7 +2531,7 @@ Call Dead Spirit (6 Intellect points): At your touch, the remains of a creature dead no longer than seven days appears as a manifest (and apparently physical) spirit, whose level is the same as it had in life. The raised spirit persists -@@ -11391,7 +11391,7 @@ +@@ -11389,7 +11389,7 @@ type that you had in the past. The GM and player should collaborate to ensure that the transformation is logical—for example, you probably can't transform a pill into a helmet. Enabler. @@ -2541,7 +2540,7 @@ Damage Dealer: You inflict an additional 3 points of damage with your chosen weapon. Enabler. -@@ -11842,7 +11842,7 @@ +@@ -11840,7 +11840,7 @@ disintegrate a portion of an object (the total volume of which is smaller than you) rather than the entire thing. Action. @@ -2550,7 +2549,7 @@ Earthquake (7 Might points): You direct your destructive resonance into the ground and trigger an earthquake centered on a spot you can see within very long range. The ground within short range of that spot heaves and shakes for five -@@ -12135,7 +12135,7 @@ +@@ -12133,7 +12133,7 @@ Eyes Adjusted: You can see in extremely dim light as though it were bright light. You can see in total darkness as if it were extremely dim light. Enabler. @@ -2559,7 +2558,7 @@ Face Morph (2+ Intellect points): You alter your features and coloration for one hour, hiding your identity or impersonating someone. This affects only your face, not the rest of your body. You can't perfectly duplicate someone -@@ -12436,7 +12436,7 @@ +@@ -12434,7 +12434,7 @@ blessings of an angel protect you, or something similar happens. These changes give you +1 to Armor even when you're not wearing physical armor. Enabler. @@ -2568,7 +2567,7 @@ Gain Unusual Companion: You gain a special specimen as a constant companion. It is level 4, probably the size of a small dog, and follows your telepathic commands. You and the GM must work out the details of your creature, and you'll -@@ -12634,7 +12634,7 @@ +@@ -12632,7 +12632,7 @@ Gunner: You inflict 1 additional point of damage with guns. Enabler. @@ -2577,7 +2576,7 @@ Hack the Impossible (3 Intellect points): You can persuade robots, machines, and computers to do your bidding. You can discover an encrypted password, break through security on a website, briefly turn off a machine such as a surveillance -@@ -12756,7 +12756,7 @@ +@@ -12754,7 +12754,7 @@ Hurl Flame (2 Intellect points): While your Shroud of Flame is active, you can reach into your halo and hurl a handful of fire at a target. This is a ranged attack with short range that deals 4 points of fire damage. Action. @@ -2586,7 +2585,7 @@ Ice Armor (1 Intellect point): When you wish it, your body is covered in a sheen of ice for ten minutes that gives you +1 to Armor. While the sheen is active, you feel no discomfort from normal cold temperatures and have an additional +2 -@@ -13102,7 +13102,7 @@ +@@ -13100,7 +13100,7 @@ For each additional level of Effort applied, you can pick up a slightly larger object, allowing you to affect one additional target within short range as long as it is next to the prior target. Action. @@ -2595,7 +2594,7 @@ Jaunt (5+ Intellect points): You instantaneously teleport yourself to any location within long distance that you can see. In addition to the normal options for using Effort, you can choose to use Effort to increase the distance you can -@@ -13133,7 +13133,7 @@ +@@ -13131,7 +13131,7 @@ Just a Bit Mad: You are trained in Intellect defense tasks. Enabler. @@ -2604,7 +2603,7 @@ Knock Out (5+ Might points): You make a melee attack that inflicts no damage. Instead, if the attack hits, make a second Might-based roll. If successful, a foe of level 3 or lower is knocked unconscious for one minute. For each level of -@@ -13165,7 +13165,7 @@ +@@ -13163,7 +13163,7 @@ as history, geography, archeology, and so on. You can select this ability multiple times. Each time you select it, you must choose two different skills. Enabler. @@ -2613,7 +2612,7 @@ Lab Analysis (3 Intellect points): You analyze the scene of a crime, the site of a mysterious incident, or a series of unexplained phenomena, and maybe learn a surprising amount of information about the perpetrators, the participants, or -@@ -13284,7 +13284,7 @@ +@@ -13282,7 +13282,7 @@ Lunge (2 Might points): This ability requires you to extend yourself for a powerful stab or smash. The awkward lunge hinders the attack roll. If your attack is successful, it inflicts 4 additional points of damage. Action. @@ -2622,7 +2621,7 @@ Machine Affinity: You are trained in tasks involving electrical machines. Enabler. -@@ -13700,7 +13700,7 @@ +@@ -13698,7 +13698,7 @@ attempt are eased. If you already have this ability from another source, the effect of this ability lasts for one hour instead of ten minutes. Enabler. @@ -2631,7 +2630,7 @@ Natural Charisma: You are trained in all social interactions, whether they involve charm, learning a person's secrets, or intimidating others. Enabler. -@@ -13780,7 +13780,7 @@ +@@ -13778,7 +13778,7 @@ Nullify Sound (3 Might points): You pulse perfectly misaligned sounds within short range to create a zone of absolute quiet up to an immediate distance across for one minute. All sound is canceled in the zone. Action to initiate. @@ -2640,7 +2639,7 @@ Object Bond (3 Intellect points): When you manifest the magic ally from your Bound Magic Creature ability, it can move up to 300 feet (90 m) from you before being returned to its bound object. Also, it can remain manifest for an extended -@@ -13885,7 +13885,7 @@ +@@ -13883,7 +13883,7 @@ or visibility. Further, you inflict 1 additional point of damage with the attack. You can remain on overwatch as long as you wish, within reason. Action. @@ -2649,7 +2648,7 @@ Parry (5 Speed points): You can deflect incoming attacks quickly. When you activate this ability, for the next ten rounds you ease all Speed defense rolls. Enabler. -@@ -14158,7 +14158,7 @@ +@@ -14156,7 +14156,7 @@ Push on Through (2 Might points): You ignore the effects of terrain while moving for one hour. Enabler. @@ -2658,7 +2657,7 @@ Quarry (2 Intellect points): Choose a quarry (a single individual creature that you can see). You are trained in all tasks involving following, understanding, interacting with, or fighting that creature. You can have only one quarry at a -@@ -14220,7 +14220,7 @@ +@@ -14218,7 +14218,7 @@ Quicker Than Most: Experience has honed your reaction times, because those who act first gain the advantage in most situations. You're trained in tasks related to initiative, seeing underlying patterns, and solving puzzles. Enabler. @@ -2667,7 +2666,7 @@ Rally to Me (2 Intellect points): You cry out, blow a battle horn, or otherwise signal to everyone within very long range that you require aid. All allied creatures who respond by moving to within an immediate distance of you within the -@@ -14491,7 +14491,7 @@ +@@ -14489,7 +14489,7 @@ Runner: Your standard movement increases from short to long. Enabler. @@ -2676,7 +2675,7 @@ Safe Fall: You reduce the damage from a fall by 5 points. Enabler. -@@ -15063,7 +15063,7 @@ +@@ -15061,7 +15061,7 @@ Swipe (1 Speed point): This is a quick, agile melee attack. Your attack inflicts 1 less point of damage than normal but dazes your target for one round, during which time all tasks it performs are hindered. Action. @@ -2685,7 +2684,7 @@ Take Command (3 Intellect points): You issue a specific command to another character. If that character chooses to listen, any attack they attempt on their next turn is eased, and a hit deals 3 additional points of damage. If your -@@ -15426,7 +15426,7 @@ +@@ -15424,7 +15424,7 @@ Two Things at Once (6 Intellect points): The ultimate test: you divide your attention and take two separate actions this round. Enabler. @@ -2694,7 +2693,7 @@ Ultra Enhancement: You gain +1 to Armor and +5 to each of your three stat Pools. Enabler. -@@ -15497,7 +15497,7 @@ +@@ -15495,7 +15495,7 @@ or you can wait and make the choice later. However, once you usurp a cypher's power, you cannot later switch to a different cypher—the usurping ability works only once. Action to initiate. @@ -2703,7 +2702,7 @@ Vacuum Skilled: You are trained in two of the following skills: vacuum welding, algae farming, ecosystem design, circuit design, spacecraft maintenance and repair, or some similar skill related to traveling and colonizing planets, moons, and -@@ -15535,7 +15535,7 @@ +@@ -15533,7 +15533,7 @@ Void Wings (3 Intellect points): Swirling ribbons of weird matter grasp you and lift you up, allowing you to fly for one round as quickly as you can move. Enabler. @@ -2712,7 +2711,7 @@ Walk Through Walls (2 Intellect points): You can slowly pass through physical barriers at a rate of 1 inch (2.5 cm) per round (minimum of one round to pass through any barrier). You can't act (other than moving) or perceive anything until -@@ -15747,13 +15747,13 @@ +@@ -15745,13 +15745,13 @@ intrusion—unless you roll a second 1—and might succeed on your task. Once you use this ability, it is not available again until after you make a ten-hour recovery roll. Enabler. @@ -2728,7 +2727,7 @@ Zero Dark Eyes: Some people's eyes are degraded by constantly playing games. And maybe that'll happen to you, but not yet. You're still young and instead of degrading, your vision is actually better thanks to all your practice. You can -@@ -15865,7 +15865,7 @@ +@@ -15863,7 +15863,7 @@ about paying rent or how much dinner will cost. On the other hand, in a grittier superhero game, maybe that's exactly what they worry about.) @@ -2737,7 +2736,7 @@ Regardless of how precise you want to be with prices and currency, you can use the price categories in a variety of ways. -@@ -15905,7 +15905,7 @@ +@@ -15903,7 +15903,7 @@ Genre chapter offers more specific details on the kinds of armor available in a given setting. Keep in mind that in many genres, it's quite odd, at best, to run around in armor tougher than a leather jacket. @@ -2746,7 +2745,7 @@ Anyone can wear any armor, but it can be taxing. Wearing armor increases the cost of using a level of Effort when attempting a Speed-based action. So if you're wearing light armor and want to use two levels of Effort on a Speed-based -@@ -15940,7 +15940,7 @@ +@@ -15938,7 +15938,7 @@ @@ -2755,7 +2754,7 @@ You can wear only one kind of armor at a time (wearing more than one only gives the Armor from the best one and the Speed Effort cost of the worst one). -@@ -16052,7 +16052,7 @@ +@@ -16050,7 +16050,7 @@ available in a given setting. Keep in mind that in many genres, it's not acceptable to run around carrying dangerous weapons. @@ -2764,7 +2763,7 @@ Battleaxe: A wooden pole with a blade on one end. -@@ -16185,7 +16185,7 @@ +@@ -16183,7 +16183,7 @@ Explosives like grenades can be thrown a short distance. Otherwise, another launcher weapon is needed to project them a long distance (or farther). @@ -2773,7 +2772,7 @@ Acid: A flask of strong acid. Can be thrown up to short range, inflicting acid damage as a light weapon (ignores Armor). If poured carefully, it can damage or destroy a small item or areas made of stone or metal. -@@ -16301,7 +16301,7 @@ +@@ -16299,7 +16299,7 @@ | Torch | 1 cp | | Waterskin | 2 sp | @@ -2782,7 +2781,7 @@ Although the types of items for sale vary greatly based on the setting, a few things are always present, like food, lodging, and clothing. However, these goods and services can span the price categories. For example, you can get an -@@ -16585,7 +16585,7 @@ +@@ -16583,7 +16583,7 @@ character's other abilities affect the roll. For example, an Adept may have an ability that makes them better at Intellect rolls, and a Warrior may have an ability that makes them better at Speed rolls. @@ -2791,7 +2790,7 @@ The most frequent thing a GM does during the game—and probably the most important thing—is set a task's difficulty. To make the job easier, use the Task Difficulty table, which associates a difficulty rating with a descriptive name, a -@@ -16636,7 +16636,7 @@ +@@ -16634,7 +16634,7 @@ (By using skills, assets, and Effort, a character can ease a task by a maximum of ten steps: one or two steps from skills, one or two steps from assets, and one to six steps from Effort.) @@ -2800,7 +2799,7 @@ Characters may be skilled at performing a specific task. A skill can vary from character to character. For example, one character might be skilled at lying, another might be skilled at trickery, and a third might be skilled in all -@@ -16645,7 +16645,7 @@ +@@ -16643,7 +16643,7 @@ eases the task by two steps instead of one. Skills can never decrease a task by more than two steps—any more than two steps from being trained and specialized don't count. @@ -2809,7 +2808,7 @@ An asset is anything that helps a character with a task, such as having a really good crowbar when trying to force open a door or being in a rainstorm when trying to put out a fire. Appropriate assets vary from task to task. The perfect awl -@@ -16656,7 +16656,7 @@ +@@ -16654,7 +16654,7 @@ reduce the difficulty by no more than two steps, regardless of the situation. Thus, no task's difficulty will ever be reduced by more than four steps without using Effort.) @@ -2818,7 +2817,7 @@ A player can apply Effort to ease a task. To do this, the player spends points from the stat Pool that's most appropriate to the task. For example, applying Effort to push a heavy rock off a cliff requires a player to spend points -@@ -16674,7 +16674,7 @@ +@@ -16672,7 +16672,7 @@ level of Effort to a task). In effect, you're getting one more level of Effort than what you paid for. This free level of Effort can exceed the Effort limit for your character, but not the six-step limit for easing a task. @@ -2827,7 +2826,7 @@ To determine success or failure, a player rolls a die (always a d20). If they roll the target number or higher, they succeed. Most of the time, that's the end of it—nothing else needs to be done. Rarely, a character might apply a small -@@ -16731,7 +16731,7 @@ +@@ -16729,7 +16729,7 @@ action, the point cost for the action decreases to 0, meaning the character regains those points as if they had not spent them at all. @@ -2836,7 +2835,7 @@ GM intrusion is explained in more detail in the Running the Cypher System chapter, but essentially it means that something occurs to complicate the character's life. The character hasn't necessarily fumbled or done anything wrong -@@ -16744,7 +16744,7 @@ +@@ -16742,7 +16742,7 @@ (For complete details about GM intrusion and how to use it to best effect in the game, see the Running the Cypher System chapter.) @@ -2845,7 +2844,7 @@ A minor effect happens when a player rolls a natural 19. Most of the time, a minor effect is slightly beneficial to the PC, but not overwhelming. -@@ -16783,7 +16783,7 @@ +@@ -16781,7 +16781,7 @@ effect is very unlikely, such as pushing a 50-ton battle automaton off a cliff. If the player just wants to deal 3 additional points of damage as the minor effect, no extra roll is needed. @@ -2854,7 +2853,7 @@ A major effect happens when a player rolls a natural 20. Most of the time, a major effect is quite beneficial to the character. A climber gets up the steep slope in half the time. A jumper lands with such panache that those nearby are -@@ -16883,7 +16883,7 @@ +@@ -16881,7 +16881,7 @@ Boxed text: @@ -2863,7 +2862,7 @@ In rare cases where distances beyond very long are needed, real-world distances are best (1 mile, 100 kilometers, and so on). However, the following shorthand distances can be useful in some settings: -@@ -16912,7 +16912,7 @@ +@@ -16910,7 +16910,7 @@ Boxed text: @@ -2872,7 +2871,7 @@ | | | |-----------------------------------------------------------------|-----------------------------------------------| -@@ -17022,7 +17022,7 @@ +@@ -17020,7 +17020,7 @@ Do something else @@ -2881,7 +2880,7 @@ An attack is anything that you do to someone that they don't want you to do. Slashing a foe with a curved dagger is an attack, blasting a foe with a lightning artifact is an attack, wrapping a foe in magnetically controlled metal cables is -@@ -17061,7 +17061,7 @@ +@@ -17059,7 +17059,7 @@ Common elements that affect the difficulty of a combat task are cover, range, and darkness. The rules for these and other modifiers are explained in the Attack Modifiers and Special Situations section of this chapter. @@ -2890,7 +2889,7 @@ When an attack strikes a character, it usually means the character takes damage. -@@ -17084,7 +17084,7 @@ +@@ -17082,7 +17082,7 @@ attacker to increase the damage. For example, a PC can apply Effort to deal 3 additional points of damage, and rolling a natural 17 on the attack roll deals 1 additional point of damage. @@ -2899,7 +2898,7 @@ Pieces of equipment and special abilities protect a character from damage by giving them Armor. Each time a character takes damage, subtract their Armor value from the damage before reducing their stat Pool or health. For example, if a -@@ -17113,20 +17113,20 @@ +@@ -17111,20 +17111,20 @@ sturdy, fire-resistant material might normally give its wearer +1 to Armor but count as +3 to Armor against fire attacks. An artifact worn as a helmet might grant +2 to Armor only against mental attacks. @@ -2923,7 +2922,7 @@ | | | | |---------------|---------------------------------------------------|---------------------------------------| -@@ -17144,12 +17144,12 @@ +@@ -17142,12 +17142,12 @@ | Huge crush | 6 points | Roof collapse; cave-in | | Collision | 6 points | Large, fast object strikes character | @@ -2938,7 +2937,7 @@ All bodies in space produce a gravitational field, though usually only things the size of a small moon or larger pose a hazard to unprepared (and sometimes even to prepared) spacecraft. The larger the body, the "deeper" and wider the -@@ -17165,7 +17165,7 @@ +@@ -17163,7 +17163,7 @@ Captured: An unexpected encounter with a gravity well can also capture a spacecraft in the gravity well's orbit, forcing the craft to expend additional power to get free (power it may or may not have) @@ -2947,7 +2946,7 @@ Black holes are just extreme gravity wells. All the dangers associated with a gravity well also apply to black holes. A couple of additional hazards are also associated with black holes, notably tidal destruction ("spaghettification"), time -@@ -17189,7 +17189,7 @@ +@@ -17187,7 +17187,7 @@ from the universe of its origin. At least, it's lost assuming no intervention from a fantastic tech-rated post-singularity AI or ancient ultra. @@ -2956,7 +2955,7 @@ Radiation belts of intensely charged particles trapped by magnetic fields around some planets and moons can surge, causing radiation exposure. An unexpected solar flare, or the drive plume of a massive spacecraft, can cause the same -@@ -17203,7 +17203,7 @@ +@@ -17201,7 +17201,7 @@ single period of radiation exposure, they suffer acute radiation sickness, a level 8 disease that drops them one step on the damage track for each day they fail a Might defense roll until they expire. @@ -2965,7 +2964,7 @@ Movies often depict asteroid belts as densely packed fields of tumbling rock that ships must constantly swerve through to avoid a collision. Such locations are not easy to find in the solar system. But such situations can occur in -@@ -17220,7 +17220,7 @@ +@@ -17218,7 +17218,7 @@ spacecraft on an asteroid or big piece of debris is a challenging (difficulty 5) piloting task to match the asteroid's spin, then slide into the cramped space. @@ -2974,7 +2973,7 @@ When an NPC reaches 0 health, it is either dead or (if the attacker wishes) incapacitated, meaning unconscious or beaten into submission. -@@ -17259,7 +17259,7 @@ +@@ -17257,7 +17257,7 @@ However, the GM or the player has the option to suggest an appropriate alternate effect—the NPC suffers a penalty, moves more slowly, is stunned, and so on.) @@ -2983,7 +2982,7 @@ As noted above, the damage track has four states: hale, impaired, debilitated, and dead. -@@ -17284,7 +17284,7 @@ +@@ -17282,7 +17282,7 @@ (The damage track allows you to know how far from death you are. If you're hale, you're three steps from death. If you're impaired, you're two steps from death. If you're debilitated, you are only one small step from death's door.) @@ -2992,7 +2991,7 @@ After losing or spending points in a Pool, you recover those points by resting. You can't increase a Pool past its maximum by resting—just back to its normal level. Any extra points gained go away with no effect. The amount of points -@@ -17321,7 +17321,7 @@ +@@ -17319,7 +17319,7 @@ | Third recovery roll | One hour | | Fourth recovery roll | Ten hours | @@ -3001,7 +3000,7 @@ Using points from a recovery roll to raise a stat Pool from 0 to 1 or higher also automatically moves the character up one step on the damage track. -@@ -17331,7 +17331,7 @@ +@@ -17329,7 +17329,7 @@ character who is debilitated from a hit with a cell-disrupting biotech device can rest and move up to impaired rather than recover points in a Pool. @@ -3010,7 +3009,7 @@ In the course of playing the game, characters face all manner of threats and dangers that can harm them in a variety of ways, only some of which are easily represented by points of damage. -@@ -17361,7 +17361,7 @@ +@@ -17359,7 +17359,7 @@ effect must be handled on a case-by-case basis. The GM adjudicates how the character is affected and how the condition can be alleviated (if possible). @@ -3019,7 +3018,7 @@ The GM always has final say over what special damage will affect an NPC. Human NPCs usually react like characters, but nonhuman creatures might react very differently. For example, a tiny bit of venom is unlikely to hurt a gigantic dragon, -@@ -17371,7 +17371,7 @@ +@@ -17369,7 +17369,7 @@ usually renders it unconscious or dead. Alternatively, the GM could apply the debilitated condition to the NPC, with the same effect as it would have on a PC. @@ -3028,7 +3027,7 @@ In combat situations, many modifiers might come into play. Although the GM is at liberty to assess whatever modifiers they think are appropriate to the situation (that's their role in the game), the following suggestions and guidelines -@@ -17387,7 +17387,7 @@ +@@ -17385,7 +17385,7 @@ long" ranges let the GM quickly make a judgment call and keep things moving. Basically, the idea is: your target is right there, your target is close, your target is pretty far away, or your target is extremely far away.) @@ -3037,7 +3036,7 @@ If a character is behind cover so that a significant portion of their body is behind something sturdy, attacks against the character are hindered. -@@ -17397,7 +17397,7 @@ +@@ -17395,7 +17395,7 @@ shoots the screen with a rifle that can penetrate the wood, the character can be attacked. However, because the attacker can't see the character clearly, this still counts as cover (attacks against the character are hindered). @@ -3046,7 +3045,7 @@ Sometimes where a character stands gives them an advantage or a disadvantage. -@@ -17406,7 +17406,7 @@ +@@ -17404,7 +17404,7 @@ Higher Ground: In either ranged or melee combat, attacks by an opponent on higher ground are eased. @@ -3055,7 +3054,7 @@ When a target isn't aware of an incoming attack, the attacker has an advantage. A ranged sniper in a hidden position, an invisible assailant, or the first salvo in a successful ambush are all eased by two steps. For the attacker to gain this -@@ -17414,7 +17414,7 @@ +@@ -17412,7 +17412,7 @@ If the defender isn't sure of the attacker's location but is still on guard, the attacks are eased by only one step. @@ -3064,7 +3063,7 @@ In melee, you can attack a foe who is adjacent to you (next to you) or within reach (immediate range). If you enter into melee with one or more foes, usually you can attack most or all of the combatants, meaning they are next to you, within -@@ -17442,7 +17442,7 @@ +@@ -17440,7 +17440,7 @@ attacks to exceed their maximum range. For example, in perfect conditions, a good archer can hit a large target with a bow and arrow at 500 feet (150 m), much farther than a bow's typical long range.) @@ -3073,7 +3072,7 @@ What characters can see (and how well they can see) plays a huge factor in combat. -@@ -17464,7 +17464,7 @@ +@@ -17462,7 +17462,7 @@ the GM uses GM intrusion. Attackers trained in low-light spotting ease the task. Attackers specialized in low-light spotting ease the task by two steps. @@ -3082,7 +3081,7 @@ Similar to illumination, factors that obscure vision affect combat. -@@ -17478,7 +17478,7 @@ +@@ -17476,7 +17476,7 @@ attacks against such targets are hindered by four steps. Otherwise, attacks against an invisible creature fail without the need for a roll unless the player spends 1 XP to "make a lucky shot" or the GM uses GM intrusion. @@ -3091,7 +3090,7 @@ Being in shallow water can make it hard to move, but it doesn't affect combat. Being in deep water can make things difficult, and being underwater entirely can seem as different as being on another world. -@@ -17496,7 +17496,7 @@ +@@ -17494,7 +17494,7 @@ 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. @@ -3100,7 +3099,7 @@ Moving targets are harder to hit, and moving attackers have a difficult time as well. -@@ -17511,7 +17511,7 @@ +@@ -17509,7 +17509,7 @@ difficult. Such attacks are hindered. Characters trained in balancing or sailing would ignore penalties for being on a ship. @@ -3109,7 +3108,7 @@ When an NPC ally of the PCs attacks another NPC, the GM can designate a player to roll and handle it like a PC attacking. Often, the choice is obvious. For example, a character who has a trained attack animal should roll when their -@@ -17519,7 +17519,7 @@ +@@ -17517,7 +17517,7 @@ NPCs cannot apply Effort. Of course, it's perfectly fitting (and easier) to have the NPC ally use the cooperative action rules to aid a PC instead of making direct attacks, or to compare the levels of the two NPCs (higher wins). @@ -3118,7 +3117,7 @@ When one PC attacks another PC, the attacking character makes an attack roll, and the other character makes a defense roll, adding any appropriate modifiers. If the attacking PC has a skill, ability, asset, or other effect that would ease -@@ -17528,7 +17528,7 @@ +@@ -17526,7 +17526,7 @@ higher, the attack misses. Damage is resolved normally. The GM mediates all special effects. @@ -3127,7 +3126,7 @@ Sometimes, an attack or effect affects an area rather than a single target. For example, a grenade or a landslide can potentially harm or affect everyone in the area. -@@ -17549,7 +17549,7 @@ +@@ -17547,7 +17547,7 @@ caught flat-footed by the sudden detonation of one of their knives, but the leader ducks and is shielded from the blast. Despite the leader's quick moves, the blast is so intense that a few bits of metal slice them. @@ -3136,7 +3135,7 @@ Attacking an object is rarely a matter of hitting it. Sure, you can hit the broad side of a barn, but can you damage it? Attacking inanimate objects with a melee weapon is a Might action. Objects have -@@ -17576,7 +17576,7 @@ +@@ -17574,7 +17574,7 @@ damage the attack could inflict—not modified by a special die roll—does not equal or exceed the effective level of the object, the attack cannot damage the object no matter what the roll. @@ -3145,7 +3144,7 @@ Special abilities are granted by foci, types, and flavors, or provided by cyphers or other devices. If a special ability affects another character in any kind of unwanted manner, it's handled as an attack. This is true even if the ability is -@@ -17591,7 +17591,7 @@ +@@ -17589,7 +17589,7 @@ If the character spends points to apply Effort on the attempt, they might want to roll anyway to see if they get a major effect, which would reduce the cost for their action. @@ -3154,7 +3153,7 @@ As a part of another action, a character can adjust their position—stepping back a few feet while using an ability, sliding over in combat to take on a different opponent to help a friend, pushing through a door they just opened, and so -@@ -17673,7 +17673,7 @@ +@@ -17671,7 +17671,7 @@ gained some distance. A failure might mean that a basket of fruit topples over in front of them, slowing them down. Vehicle chases are handled similarly. @@ -3163,7 +3162,7 @@ You can wait to react to another character's action. -@@ -17687,7 +17687,7 @@ +@@ -17685,7 +17685,7 @@ (Waiting is also a useful tool for cooperative actions (see below).) @@ -3172,7 +3171,7 @@ Defending is a special action that only PCs can do, and only in response to being attacked. In other words, an NPC uses its action to attack, which forces a PC to make a defense roll. This is handled like any other kind of action, with -@@ -17713,7 +17713,7 @@ +@@ -17711,7 +17711,7 @@ Some abilities (such as the Countermeasures special ability) may allow you to do something special as a defense action. @@ -3181,7 +3180,7 @@ Players can try anything they can think of, although that doesn't mean anything is possible. The GM sets the difficulty—that's their primary role in the game. Still, guided by the bounds of logic, players and GMs will find all -@@ -17735,7 +17735,7 @@ +@@ -17733,7 +17733,7 @@ in a story. And like real people, they can try anything they can think of. (Succeeding is another matter entirely.) The task difficulty system provides GMs with the tools they need to adjudicate anything the players come up with.) @@ -3190,7 +3189,7 @@ When a character climbs, the GM sets a difficulty based on the surface being climbed. Climbing is like moving through difficult terrain: the move roll is hindered and the movement is half speed. Unusual circumstances, such as climbing -@@ -17754,7 +17754,7 @@ +@@ -17752,7 +17752,7 @@ | 8 | Smooth, horizontal surface (climber is upside down) | | 10 | Glass wall or similar surface | @@ -3199,7 +3198,7 @@ There are many ways multiple characters can work together. None of these options, however, can be used at the same time by the same characters. -@@ -17790,7 +17790,7 @@ +@@ -17788,7 +17788,7 @@ nearby comrade. The attack automatically succeeds against the sacrificial character, and it deals 1 additional point of damage. A character cannot willingly take more than one attack each round in this way. @@ -3208,7 +3207,7 @@ Crafting is a tricky topic in the Cypher System because the same rules that govern building a spear also cover repairing a machine that can take you into hyperspace. Normally, the level of the item determines the difficulty of creating or -@@ -17898,7 +17898,7 @@ +@@ -17896,7 +17896,7 @@ | 9 | Technological item (something from beyond Earth) | Many years | | 10 | Technological item (something from beyond Earth) | Many years | @@ -3217,7 +3216,7 @@ In a combat situation, a character can stand guard as their action. They do not make attacks, but all their defense tasks are eased. Further, if an NPC tries to get by them or take an action that they are guarding against, the character -@@ -17910,21 +17910,21 @@ +@@ -17908,21 +17908,21 @@ Diana. If a PC wants to attack Diana, the PC first must succeed at a difficulty 4 Speed task to get past the guard. If the PC succeeds, they can make their attack normally. @@ -3242,7 +3241,7 @@ Decide how far you want to jump, and that sets the difficulty of your Might roll. For a standing jump, subtract 4 from the distance in feet to determine the difficulty of the jump. For example, jumping 10 feet (3 m) has a difficulty of 6. -@@ -17942,14 +17942,14 @@ +@@ -17940,14 +17940,14 @@ (There's nothing wrong with the GM simply assigning a difficulty level to a jump without worrying about the precise distance. The rules here are just so everyone has some guidelines.) @@ -3259,7 +3258,7 @@ You can push or pull something very heavy and move it an immediate distance as your action. -@@ -17958,7 +17958,7 @@ +@@ -17956,7 +17956,7 @@ 400 pounds (180 kg) is difficulty 8. If you can ease the task to 0, you can move a heavy object up to a short distance as your action. @@ -3268,7 +3267,7 @@ As with figuring out a device, the level of the device usually determines the difficulty of the Intellect roll. Unless a device is very complex, the GM will often rule that once you figure it out, no roll is needed to operate it except under -@@ -17970,7 +17970,7 @@ +@@ -17968,7 +17968,7 @@ destroy it probably should make a Might roll to smash it rather than a Speed or Intellect roll requiring patience and know-how.) @@ -3277,7 +3276,7 @@ If you're riding an animal that's trained to be a mount, or driving or piloting a vehicle, you don't need to make a roll to do something routine such as going from point A to point B (just as you wouldn't need to make a roll to walk there). -@@ -17991,19 +17991,19 @@ +@@ -17989,19 +17989,19 @@ | 5 | Coaxing a mount to move or jump twice as fast or far as normal for one round | | 5 | Making a long jump with a vehicle not intended to go airborne (like a car) and remaining in control |