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1082d946ee
...
9cd6d21628
3
.gitmodules
vendored
3
.gitmodules
vendored
@ -1,3 +0,0 @@
|
||||
[submodule "og-csrd"]
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||||
path = og-csrd
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||||
url = https://github.com/callmepartario/og-csrd.git
|
40
Makefile
40
Makefile
@ -1,16 +1,18 @@
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||||
TMPDIR := ./_tmp
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||||
CSRD := ./og-csrd/index.html
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||||
MD_CSRD := $(TMPDIR)/og-csrd.md
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CSRD := ./srd/Cypher-System-Reference-Document-2025-05-05-fixed.docx
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MD_CSRD := $(TMPDIR)/csrd.md
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||||
CCSRD := $(TMPDIR)/ccsrd.md
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||||
|
||||
STYLESDIR := ./pandoc
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WEBDIR := $(TMPDIR)/web
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||||
HTML_OUT := $(WEBDIR)/index.html
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||||
WEBDIR := ./incorporealcms-instance
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||||
PAGESDIR := $(TMPDIR)/$(WEBDIR)/pages
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||||
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||||
BASE_PATCH_DIR := ./patches/base
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||||
BASE_PATCHES := $(wildcard $(BASE_PATCH_DIR)/*.patch)
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||||
BASE_PATCHES_OUT := $(subst $(BASE_PATCH_DIR),$(TMPDIR),$(BASE_PATCHES))
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||||
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||||
WEB_PATCH_DIR := ./patches/web
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||||
WEB_PATCHES := $(wildcard $(WEB_PATCH_DIR)/*.patch)
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WEB_PATCHES_OUT := $(subst $(WEB_PATCH_DIR),$(TMPDIR),$(WEB_PATCHES))
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||||
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||||
# DEFAULT BUILD
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||||
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all: base
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||||
@ -18,6 +20,7 @@ all: base
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||||
# CCSRD VERSIONS
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||||
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||||
base: $(CCSRD) $(BASE_PATCHES_OUT)
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||||
web: base $(WEB_PATCHES_OUT)
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||||
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||||
# CLEANUPS
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||||
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||||
@ -35,22 +38,29 @@ $(TMPDIR)/%.patch: $(BASE_PATCH_DIR)/%.patch
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||||
@patch $(CCSRD) $< --quiet
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||||
@touch $@
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||||
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||||
$(TMPDIR)/%.patch: $(WEB_PATCH_DIR)/%.patch
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||||
$(info >>> WEB '$<')
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||||
@patch $(CCSRD) $< --quiet
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||||
@touch $@
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||||
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||||
# OUTPUTS
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web: $(CCSRD)
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mkdir -p $(WEBDIR)
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pandoc $(CCSRD) --data-dir=$(STYLESDIR) --template bss -s -o $(HTML_OUT)
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http: base web
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||||
cp -a $(WEBDIR) $(TMPDIR)/
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mkdir -p $(PAGESDIR)
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cp $(CCSRD) $(PAGESDIR)/index.md
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incorporealcms-build $(TMPDIR)/$(WEBDIR) /var/www/localhost/incorporealcms-testing/root
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||||
|
||||
# BUILD STEPS
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||||
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||||
# create the build dir
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$(TMPDIR):
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mkdir -p $(TMPDIR)
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||||
# generate the root markdown file
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# generate the basic markdown file
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$(MD_CSRD): $(CSRD) | $(TMPDIR)
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pandoc $(CSRD) -o $(MD_CSRD) --columns 120
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pandoc -f docx -t gfm $(CSRD) -o $(MD_CSRD) --columns 120
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||||
# create the markdown file to patch
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$(CCSRD): $(MD_CSRD)
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cp -a $(MD_CSRD) $(CCSRD)
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||||
|
||||
# create the build dir
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$(TMPDIR):
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mkdir -p $(TMPDIR)
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|
@ -1,9 +1,8 @@
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# bss's Cypher System Reference Document
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# The Commons Cypher System Reference Document
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This project attempts to create a maintainable, expandable, and simple to deploy version of the Cypher
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||||
System Reference Document, using FOSS and the commons to transform the CSRD into custom presentations and
|
||||
editions. It is based on Old Gus' Cypher System Reference Document (OG-CSRD), available at
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<https://github.com/callmepartario/og-csrd>.
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||||
This project attempts to create a maintainable, expandable, and simple to deploy community-driven version of the Cypher
|
||||
System Reference Document, using FOSS and the commons to transform the official CSRD into custom presentations and
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||||
editions.
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||||
|
||||
Compatible with the Cypher System.
|
||||
|
||||
|
18
TODO.md
18
TODO.md
@ -1,3 +1,21 @@
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||||
# TODO
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||||
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Stuff to take care of when I'm not doing the stuff I should be doing first.
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## Abilities
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||||
* Control the Savage is essentially the same thing as Command Beast, where Command Beast is not referenced anywhere but
|
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has an interesting use of Effort tacked on to the end of it. Remove Command Beast but put the Effort usage under
|
||||
Control the Savage? Note the difference in costs, though.
|
||||
* similar problem for Bound Magic Creature/Familiar, pretty much identical powers, maybe can just change the references
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||||
to one to the other
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||||
* looking randomly at the A list, there's probably some stuff that needs to be resorted
|
||||
|
||||
## Genres - Superheroes
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* Combine the two slightly different versions of power shifts, one has a better description but the other has stuff like
|
||||
flight, basically splice it
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||||
|
||||
## Genres - Fairytale
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||||
|
||||
* Combine the descriptor sections, the recommended and the new.
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||||
|
10
incorporealcms-instance/config.json
Normal file
10
incorporealcms-instance/config.json
Normal file
@ -0,0 +1,10 @@
|
||||
{
|
||||
"MARKDOWN_EXTENSIONS": [
|
||||
"extra", "sane_lists", "smarty", "toc", "attr_list", "tables", "pymdownx.tilde"
|
||||
],
|
||||
"MARKDOWN_EXTENSION_CONFIGS": {
|
||||
"toc": {
|
||||
"toc_depth": "2-6"
|
||||
}
|
||||
}
|
||||
}
|
1
og-csrd
1
og-csrd
@ -1 +0,0 @@
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||||
Subproject commit 558ebc23924aedfc6d650a3344f6500936061738
|
@ -1,238 +0,0 @@
|
||||
$if(document-css)$
|
||||
@import url('https://fonts.googleapis.com/css2?family=Jost:wght@400;500&display=swap');
|
||||
html {
|
||||
font-family: 'Jost', sans-serif;
|
||||
$if(fontsize)$
|
||||
font-size: $fontsize$;
|
||||
$endif$
|
||||
$if(linestretch)$
|
||||
line-height: $linestretch$;
|
||||
$endif$
|
||||
color: $if(fontcolor)$$fontcolor$$else$#1a1a1a$endif$;
|
||||
background-color: $if(backgroundcolor)$$backgroundcolor$$else$#fdfdfd$endif$;
|
||||
}
|
||||
body {
|
||||
margin: 0 auto;
|
||||
max-width: $if(maxwidth)$$maxwidth$$else$54em$endif$;
|
||||
padding-left: $if(margin-left)$$margin-left$$else$50px$endif$;
|
||||
padding-right: $if(margin-right)$$margin-right$$else$50px$endif$;
|
||||
padding-top: $if(margin-top)$$margin-top$$else$50px$endif$;
|
||||
padding-bottom: $if(margin-bottom)$$margin-bottom$$else$50px$endif$;
|
||||
hyphens: auto;
|
||||
overflow-wrap: break-word;
|
||||
text-rendering: optimizeLegibility;
|
||||
font-kerning: normal;
|
||||
}
|
||||
@media (max-width: 600px) {
|
||||
body {
|
||||
font-size: 0.9em;
|
||||
padding: 12px;
|
||||
}
|
||||
h1 {
|
||||
font-size: 1.8em;
|
||||
}
|
||||
}
|
||||
@media print {
|
||||
html {
|
||||
background-color: $if(backgroundcolor)$$backgroundcolor$$else$white$endif$;
|
||||
}
|
||||
body {
|
||||
background-color: transparent;
|
||||
color: black;
|
||||
font-size: 12pt;
|
||||
}
|
||||
p, h2, h3 {
|
||||
orphans: 3;
|
||||
widows: 3;
|
||||
}
|
||||
h2, h3, h4 {
|
||||
page-break-after: avoid;
|
||||
}
|
||||
}
|
||||
p {
|
||||
margin: 1em 0;
|
||||
}
|
||||
a {
|
||||
color: $if(linkcolor)$$linkcolor$$else$#1a1a1a$endif$;
|
||||
}
|
||||
a:visited {
|
||||
color: $if(linkcolor)$$linkcolor$$else$#1a1a1a$endif$;
|
||||
}
|
||||
img {
|
||||
max-width: 100%;
|
||||
}
|
||||
svg {
|
||||
height: auto;
|
||||
max-width: 100%;
|
||||
}
|
||||
h1, h2, h3, h4, h5, h6 {
|
||||
color: #811610;
|
||||
margin-top: 1.4em;
|
||||
}
|
||||
h5, h6 {
|
||||
font-size: 1em;
|
||||
font-style: italic;
|
||||
}
|
||||
h6 {
|
||||
font-weight: normal;
|
||||
}
|
||||
ol, ul {
|
||||
padding-left: 1.7em;
|
||||
margin-top: 1em;
|
||||
}
|
||||
li > ol, li > ul {
|
||||
margin-top: 0;
|
||||
}
|
||||
blockquote {
|
||||
margin: 1em 0 1em 1.7em;
|
||||
padding-left: 1em;
|
||||
border-left: 2px solid #e6e6e6;
|
||||
color: #606060;
|
||||
}
|
||||
$if(abstract)$
|
||||
div.abstract {
|
||||
margin: 2em 2em 2em 2em;
|
||||
text-align: left;
|
||||
font-size: 85%;
|
||||
}
|
||||
div.abstract-title {
|
||||
font-weight: bold;
|
||||
text-align: center;
|
||||
padding: 0;
|
||||
margin-bottom: 0.5em;
|
||||
}
|
||||
$endif$
|
||||
code {
|
||||
font-family: $if(monofont)$$monofont$$else$Menlo, Monaco, Consolas, 'Lucida Console', monospace$endif$;
|
||||
$if(monobackgroundcolor)$
|
||||
background-color: $monobackgroundcolor$;
|
||||
padding: .2em .4em;
|
||||
$endif$
|
||||
font-size: 85%;
|
||||
margin: 0;
|
||||
hyphens: manual;
|
||||
}
|
||||
pre {
|
||||
margin: 1em 0;
|
||||
$if(monobackgroundcolor)$
|
||||
background-color: $monobackgroundcolor$;
|
||||
padding: 1em;
|
||||
$endif$
|
||||
overflow: auto;
|
||||
}
|
||||
pre code {
|
||||
padding: 0;
|
||||
overflow: visible;
|
||||
overflow-wrap: normal;
|
||||
}
|
||||
.sourceCode {
|
||||
background-color: transparent;
|
||||
overflow: visible;
|
||||
}
|
||||
hr {
|
||||
background-color: #1a1a1a;
|
||||
border: none;
|
||||
height: 1px;
|
||||
margin: 1em 0;
|
||||
}
|
||||
table {
|
||||
margin: 1em 0;
|
||||
border-collapse: collapse;
|
||||
width: 100%;
|
||||
overflow-x: auto;
|
||||
display: block;
|
||||
font-variant-numeric: lining-nums tabular-nums;
|
||||
}
|
||||
table caption {
|
||||
margin-bottom: 0.75em;
|
||||
}
|
||||
tbody {
|
||||
margin-top: 0.5em;
|
||||
border-top: 1px solid $if(fontcolor)$$fontcolor$$else$#1a1a1a$endif$;
|
||||
border-bottom: 1px solid $if(fontcolor)$$fontcolor$$else$#1a1a1a$endif$;
|
||||
}
|
||||
th {
|
||||
border-top: 1px solid $if(fontcolor)$$fontcolor$$else$#1a1a1a$endif$;
|
||||
padding: 0.25em 0.5em 0.25em 0.5em;
|
||||
}
|
||||
td {
|
||||
padding: 0.125em 0.5em 0.25em 0.5em;
|
||||
}
|
||||
header {
|
||||
margin-bottom: 4em;
|
||||
text-align: center;
|
||||
}
|
||||
#TOC li {
|
||||
list-style: none;
|
||||
}
|
||||
#TOC ul {
|
||||
padding-left: 1.3em;
|
||||
}
|
||||
#TOC > ul {
|
||||
padding-left: 0;
|
||||
}
|
||||
#TOC a:not(:hover) {
|
||||
text-decoration: none;
|
||||
}
|
||||
$endif$
|
||||
code{white-space: pre-wrap;}
|
||||
span.smallcaps{font-variant: small-caps;}
|
||||
div.columns{display: flex; gap: min(4vw, 1.5em);}
|
||||
div.column{flex: auto; overflow-x: auto;}
|
||||
div.hanging-indent{margin-left: 1.5em; text-indent: -1.5em;}
|
||||
/* The extra [class] is a hack that increases specificity enough to
|
||||
override a similar rule in reveal.js */
|
||||
ul.task-list[class]{list-style: none;}
|
||||
ul.task-list li input[type="checkbox"] {
|
||||
font-size: inherit;
|
||||
width: 0.8em;
|
||||
margin: 0 0.8em 0.2em -1.6em;
|
||||
vertical-align: middle;
|
||||
}
|
||||
$if(quotes)$
|
||||
q { quotes: "“" "”" "‘" "’"; }
|
||||
$endif$
|
||||
$if(displaymath-css)$
|
||||
.display.math{display: block; text-align: center; margin: 0.5rem auto;}
|
||||
$endif$
|
||||
$if(highlighting-css)$
|
||||
/* CSS for syntax highlighting */
|
||||
$highlighting-css$
|
||||
$endif$
|
||||
$if(csl-css)$
|
||||
$styles.citations.html()$
|
||||
$endif$
|
||||
|
||||
/* STYLES ON ELEMENTS FROM OG-CSRD */
|
||||
.alert {
|
||||
background-color: rgba(129, 22, 16, 0.05);
|
||||
border: 3px solid #814b48;
|
||||
padding: 0 20px;
|
||||
margin: 15px;
|
||||
}
|
||||
|
||||
.og-alert {
|
||||
background-color: rgba(122, 122, 122, 0.1);
|
||||
border: 3px solid #DDD;
|
||||
}
|
||||
|
||||
.og-sidebar {
|
||||
background-color: rgba(129, 22, 16, 0.05);
|
||||
border: 1px solid #DDD;
|
||||
border-left: 3px solid #814b48;
|
||||
padding: 0 20px;
|
||||
margin: 15px;
|
||||
}
|
||||
|
||||
.og-ed {
|
||||
background-color: rgba(122, 122, 122, 0.1);
|
||||
border: 1px solid #DDD;
|
||||
border-left: 3px solid #DDD;
|
||||
padding: 0 20px;
|
||||
margin: 15px;
|
||||
}
|
||||
|
||||
/* BSS STYLES */
|
||||
a {
|
||||
font-weight: bold;
|
||||
}
|
@ -1,76 +0,0 @@
|
||||
<!DOCTYPE html>
|
||||
<html xmlns="http://www.w3.org/1999/xhtml" lang="$lang$" xml:lang="$lang$"$if(dir)$ dir="$dir$"$endif$>
|
||||
<head>
|
||||
<meta charset="utf-8" />
|
||||
<meta name="generator" content="pandoc" />
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes" />
|
||||
$for(author-meta)$
|
||||
<meta name="author" content="$author-meta$" />
|
||||
$endfor$
|
||||
$if(date-meta)$
|
||||
<meta name="dcterms.date" content="$date-meta$" />
|
||||
$endif$
|
||||
$if(keywords)$
|
||||
<meta name="keywords" content="$for(keywords)$$keywords$$sep$, $endfor$" />
|
||||
$endif$
|
||||
$if(description-meta)$
|
||||
<meta name="description" content="$description-meta$" />
|
||||
$endif$
|
||||
<title>$if(title-prefix)$$title-prefix$ – $endif$$pagetitle$</title>
|
||||
<style>
|
||||
$bss-styles.html()$
|
||||
</style>
|
||||
$for(css)$
|
||||
<link rel="stylesheet" href="$css$" />
|
||||
$endfor$
|
||||
$for(header-includes)$
|
||||
$header-includes$
|
||||
$endfor$
|
||||
$if(math)$
|
||||
$if(mathjax)$
|
||||
<script src="https://polyfill.io/v3/polyfill.min.js?features=es6"></script>
|
||||
$endif$
|
||||
$math$
|
||||
$endif$
|
||||
<!--[if lt IE 9]>
|
||||
<script src="//cdnjs.cloudflare.com/ajax/libs/html5shiv/3.7.3/html5shiv-printshiv.min.js"></script>
|
||||
<![endif]-->
|
||||
</head>
|
||||
<body>
|
||||
$for(include-before)$
|
||||
$include-before$
|
||||
$endfor$
|
||||
$if(title)$
|
||||
<header id="title-block-header">
|
||||
<h1 class="title">$title$</h1>
|
||||
$if(subtitle)$
|
||||
<p class="subtitle">$subtitle$</p>
|
||||
$endif$
|
||||
$for(author)$
|
||||
<p class="author">$author$</p>
|
||||
$endfor$
|
||||
$if(date)$
|
||||
<p class="date">$date$</p>
|
||||
$endif$
|
||||
$if(abstract)$
|
||||
<div class="abstract">
|
||||
<div class="abstract-title">$abstract-title$</div>
|
||||
$abstract$
|
||||
</div>
|
||||
$endif$
|
||||
</header>
|
||||
$endif$
|
||||
$if(toc)$
|
||||
<nav id="$idprefix$TOC" role="doc-toc">
|
||||
$if(toc-title)$
|
||||
<h2 id="$idprefix$toc-title">$toc-title$</h2>
|
||||
$endif$
|
||||
$table-of-contents$
|
||||
</nav>
|
||||
$endif$
|
||||
$body$
|
||||
$for(include-after)$
|
||||
$include-after$
|
||||
$endfor$
|
||||
</body>
|
||||
</html>
|
@ -0,0 +1,10 @@
|
||||
--- _tmp/ccsrd.md 2025-04-03 23:35:35.302917472 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-04-03 23:39:04.112026972 -0500
|
||||
@@ -1,4 +1,6 @@
|
||||
-CYPHER SYSTEM REFERENCE DOCUMENT 2024-07-02
|
||||
+COMMONS CYPHER SYSTEM REFERENCE DOCUMENT v0.0.1
|
||||
+
|
||||
+Compatible with the Cypher System. Based on the Cypher System Reference Document, 2024-07-02.
|
||||
|
||||
How to Play the Cypher System
|
||||
|
@ -1,69 +0,0 @@
|
||||
--- _tmp/ccsrd.md 2025-07-19 15:35:30.891109726 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-07-19 17:36:03.342399560 -0500
|
||||
@@ -1,66 +1,3 @@
|
||||
-::: container-xxl
|
||||
-[OG-CSRD](#top){.navbar-brand}
|
||||
-
|
||||
-::: {.form-check .form-switch .ms-auto .mt-2 .me-2 .float-end aria-hidden="true"}
|
||||
-{.og-icon .img-light .d-block} {.og-icon .img-dark
|
||||
-.d-block}
|
||||
-:::
|
||||
-
|
||||
-[]{.navbar-toggler-icon}
|
||||
-
|
||||
-::: {#navbarNavDarkDropdown .collapse .navbar-collapse}
|
||||
-- [Characters](#){#og-navbar-characters .nav-link .dropdown-toggle role="button" bs-toggle="dropdown"
|
||||
- aria-expanded="false"}
|
||||
- - [Creating Your Character](#choose-characters){.dropdown-item}
|
||||
- - [Skills](#choose-skills){.dropdown-item}
|
||||
- - [Type](#choose-type){.dropdown-item}
|
||||
- - [Flavor](#choose-flavor){.dropdown-item}
|
||||
- - [Descriptor](#choose-descriptor){.dropdown-item}
|
||||
- - [Focus](#choose-focus){.dropdown-item}
|
||||
- - [Abilities](#choose-abilities){.dropdown-item}
|
||||
- - [Character Arcs](#choose-character-arc){.dropdown-item}
|
||||
- - [Character Advancement](#character-advancement){.dropdown-item}
|
||||
-- [Resources](#){#og-navbar-resources .nav-link .dropdown-toggle role="button" bs-toggle="dropdown"
|
||||
- aria-expanded="false"}
|
||||
- - [Equipment](#choose-equipment){.dropdown-item}
|
||||
- - [Experience Points (XP)](#choose-xp){.dropdown-item}
|
||||
- - [Cyphers](#choose-cyphers){.dropdown-item}
|
||||
- - [Artifacts](#choose-artifacts){.dropdown-item}
|
||||
- - [Followers and Factions](#choose-followers){.dropdown-item}
|
||||
- - [Vehicles](#choose-vehicles){.dropdown-item}
|
||||
-- [Genres](#){#og-navbar-genres .nav-link .dropdown-toggle role="button" bs-toggle="dropdown" aria-expanded="false"}
|
||||
- - [Fairy Tale](#choose-fairy-tale){.dropdown-item}
|
||||
- - [Fantasy](#choose-fantasy){.dropdown-item}
|
||||
- - [Historical](#choose-historical){.dropdown-item}
|
||||
- - [Horror](#choose-horror){.dropdown-item}
|
||||
- - [Modern](#choose-modern){.dropdown-item}
|
||||
- - [Modern Magic](#choose-modern-magic){.dropdown-item}
|
||||
- - [Post-Apocalyptic](#choose-post-apocalyptic){.dropdown-item}
|
||||
- - [Romance](#choose-romance){.dropdown-item}
|
||||
- - [Science Fiction](#choose-science-fiction){.dropdown-item}
|
||||
- - [Superheroes](#choose-superheroes){.dropdown-item}
|
||||
- - [Weird West](#choose-weird-west){.dropdown-item}
|
||||
-- [Rules](#){#og-navbar-rules .nav-link .dropdown-toggle role="button" bs-toggle="dropdown" aria-expanded="false"}
|
||||
- - [How to Play](#choose-how-to-play-the-cypher-system){.dropdown-item}
|
||||
- - [Key Concepts](#key-concepts){.dropdown-item}
|
||||
- - [Rules of the Game](#choose-rules){.dropdown-item}
|
||||
- - [Optional Rules](#choose-optional-rules){.dropdown-item}
|
||||
- - [Running the Cypher System](#choose-running-the-cypher-system){.dropdown-item}
|
||||
- - [Creatures and NPCs](#choose-creatures){.dropdown-item}
|
||||
- - [GM Intrusion](#choose-gm-intrusion){.dropdown-item}
|
||||
- - [Hazards](#choose-hazards){.dropdown-item}
|
||||
- - [Cypher Shorts](#choose-cypher-shorts){.dropdown-item}
|
||||
- - [FAQ](#faq){.dropdown-item}
|
||||
-- [Tools](#){#og-navbar-tools .nav-link .dropdown-toggle role="button" bs-toggle="dropdown" aria-expanded="false"}
|
||||
- - [Index](#choose-index){.dropdown-item}
|
||||
- - [Character Sentence Generator](#character-sentence-generator){.dropdown-item}
|
||||
- - [PDFs](#pdfs){.dropdown-item}
|
||||
- - [Player\'s Guide](og-cspg.html){.dropdown-item}
|
||||
- - [Daft Drafts](og-dd.html){.dropdown-item}
|
||||
- - [What\'s in the Book?](#choose-products){.dropdown-item}
|
||||
-:::
|
||||
-:::
|
||||
-
|
||||
::: {#og-content .container-xxl .rounded-3 .mt-1 .mb-1 .print-across}
|
||||
::: {.ps-3 role="main"}
|
||||
::: {#part0}
|
26
patches/base/002-legal-information.patch
Normal file
26
patches/base/002-legal-information.patch
Normal file
@ -0,0 +1,26 @@
|
||||
--- _tmp/ccsrd.md 2025-06-18 23:54:34.521487819 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-06-18 23:55:16.636732890 -0500
|
||||
@@ -81356,3 +81356,23 @@
|
||||
It’s not hard to imagine how you could modify this scenario slightly for the science fiction genre using a space station
|
||||
rather than a skyscraper. You could also have one of the PCs be an undercover FBI agent on the lookout for the
|
||||
terrorist, or even an undercover foreign agent working for the terrorist
|
||||
+
|
||||
+Legal Information
|
||||
+
|
||||
+This tabletop roleplaying game material incorporates material from the Cypher System Reference Document and from the
|
||||
+community of Cypher System players. The Cypher System Reference Document is made available under the terms of the Cypher
|
||||
+System Open License, which requires the following disclaimer:
|
||||
+
|
||||
+> This product is an independent production and is not affiliated with Monte Cook Games, LLC. It is published under the
|
||||
+> Cypher System Open License, found at <http://csol.montecookgames.com>.
|
||||
+>
|
||||
+> CYPHER SYSTEM and its logo are trademarks of Monte Cook Games, LLC in the U.S.A. and other countries. All Monte Cook
|
||||
+> Games characters and character names, and the distinctive likenesses thereof, are trademarks of Monte Cook Games, LLC.
|
||||
+
|
||||
+The additions, modifications, errata, editoral notes, and the like not present in the CSRD that add to, subtract from,
|
||||
+or annotate the contents of the CSRD, including formatting and organizational changes, are bound by the restrictions of
|
||||
+the CSOL but made available under the terms of the Creative Commons Attribution-ShareAlike 4.0 International license. As
|
||||
+such, this game material is available under *the combination* of the CSOL and the CC BY-SA 4.0 licenses. You must adhere
|
||||
+to both licenses' terms to share the CCSRD or its derivatives.
|
||||
+
|
||||
+Modifications to CSRD content and non-CSRD content remain copyright their author(s).
|
29063
patches/base/010-strip-terminal-whitespace.patch
Normal file
29063
patches/base/010-strip-terminal-whitespace.patch
Normal file
File diff suppressed because it is too large
Load Diff
148
patches/base/011-level-1-and-2-headers.patch
Normal file
148
patches/base/011-level-1-and-2-headers.patch
Normal file
@ -0,0 +1,148 @@
|
||||
--- _tmp/ccsrd.md 2025-06-18 23:59:14.771123436 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-06-18 23:59:36.615251031 -0500
|
||||
@@ -1,8 +1,8 @@
|
||||
-COMMONS CYPHER SYSTEM REFERENCE DOCUMENT v0.0.1
|
||||
+# COMMONS CYPHER SYSTEM REFERENCE DOCUMENT v0.0.1
|
||||
|
||||
Compatible with the Cypher System. Based on the Cypher System Reference Document, 2024-07-02.
|
||||
|
||||
-How to Play the Cypher System
|
||||
+## How to Play the Cypher System
|
||||
|
||||
The rules of the Cypher System are quite straightforward at their heart, as all of gameplay is based around a few core
|
||||
concepts.
|
||||
@@ -255,7 +255,7 @@
|
||||
|
||||
(A d6 is used most often for recovery rolls and to determine the level of cyphers.
|
||||
|
||||
-Creating Your Character
|
||||
+## Creating Your Character
|
||||
|
||||
This section explains how to create characters to play in a Cypher System game. This involves a series of decisions that
|
||||
will shape your character, so the more you understand what kind of character you want to play, the easier character
|
||||
@@ -648,7 +648,7 @@
|
||||
In most campaigns, fluency in a language is considered a skill. So if you want to speak French, that’s the same as being
|
||||
trained in biology or swimming.
|
||||
|
||||
-Type
|
||||
+## Type
|
||||
|
||||
Character type is the core of your character. Your type helps determine your character’s place in the world and
|
||||
relationship with other people in the setting. It’s the noun of the sentence “I am an *adjective noun* who *verbs*.”
|
||||
@@ -2034,7 +2034,7 @@
|
||||
unless the additional inability comes from another source (such as a descriptor or a disease or disability arising from
|
||||
actions or conditions in the game).
|
||||
|
||||
-Flavor
|
||||
+## Flavor
|
||||
|
||||
Flavors are groups of special abilities the GM and players can use to alter a character type to make it more to their
|
||||
liking or more appropriate to the genre or setting. For example, if a player wants to create a magic-using thief
|
||||
@@ -2411,7 +2411,7 @@
|
||||
|
||||
Skill With Defense
|
||||
|
||||
-Descriptor
|
||||
+## Descriptor
|
||||
|
||||
Your descriptor defines your character—it flavors everything you do. The differences between a Charming Explorer and a
|
||||
Vicious Explorer are considerable. The descriptor changes the way those characters go about every action. Your
|
||||
@@ -4207,7 +4207,7 @@
|
||||
enough to warrant this treatment. The differences between a Mysterious character and a Virtuous one are probably greater
|
||||
than those between an Alpha Centauran and an Earthling.
|
||||
|
||||
-Focus
|
||||
+## Focus
|
||||
|
||||
Focus is what makes a character unique. No two PCs in a group should have the same focus. A focus gives a character
|
||||
benefits when they create their character and each time they ascend to the next tier. It’s the verb of the sentence “I
|
||||
@@ -7891,7 +7891,7 @@
|
||||
|
||||
Reactive Field
|
||||
|
||||
-Abilities
|
||||
+## Abilities
|
||||
|
||||
This chapter presents a vast catalog of more than a thousand abilities a character can gain from their type, flavor (if
|
||||
any), and focus. They are sorted alphabetically by the ability’s name.
|
||||
@@ -15758,7 +15758,7 @@
|
||||
see in very dim light as though it were bright light. You can see in total darkness as if it were very dim light.
|
||||
Enabler.
|
||||
|
||||
-Equipment
|
||||
+## Equipment
|
||||
|
||||
Equipment in the Cypher System plays only a small role. It’s far more important to focus on what you can do than on what
|
||||
you have. Still, sometimes it’s important to know if you’ve got enough rope, or what kind of gun your space pilot has at
|
||||
@@ -16456,7 +16456,7 @@
|
||||
is far more complex than pushing a button. It can involve manipulating touchscreens, reciting the proper arcane words,
|
||||
or anything else that fits the setting. The GM sets the difficulty, but it is usually equal to the artifact’s level.
|
||||
|
||||
-Rules of the Game
|
||||
+## Rules of the Game
|
||||
|
||||
Cypher System games are played in the joint imagination of all the players, including the GM. The GM sets the scene, the
|
||||
players state what their characters attempt to do, and the GM determines what happens next. The rules and the dice help
|
||||
@@ -19349,7 +19349,7 @@
|
||||
|
||||
A tricky spy whose intelligence on enemy movements is invaluable.
|
||||
|
||||
-Experience Points
|
||||
+## Experience Points
|
||||
|
||||
Experience points (XP) are the currency by which players gain benefits for their characters. The most common ways to
|
||||
earn XP are through GM intrusions and by accomplishing things the PCs set out to do. Sometimes experience points are
|
||||
@@ -20335,7 +20335,7 @@
|
||||
|
||||
Resolution: You reflect on what you’ve accomplished and think about the future.
|
||||
|
||||
-Genres
|
||||
+## Genres
|
||||
|
||||
The Cypher System can be used to play in many settings. This chapter provides additional information and rules for
|
||||
fantasy, modern, science fiction, horror, romance, superheroes, post-apocalyptic, fairy tale, and historical genres.
|
||||
@@ -35858,7 +35858,7 @@
|
||||
by extension more recent historical periods—contained fascinating and useful objects that were anachronistic for their
|
||||
period. Most such artifacts were likely the creations of philosophers, lone geniuses, and similar figures.
|
||||
|
||||
-Creatures
|
||||
+## Creatures
|
||||
|
||||
This chapter describes many common and uncommon creatures that the characters might meet—and fight—in a Cypher System
|
||||
game and gives their stats. The variety of creatures that populate the possible settings and genres is so great that
|
||||
@@ -40538,7 +40538,7 @@
|
||||
GM intrusion: Just as things seem bleakest for her, Wrath summons a group of assassins waiting in the wings to surround
|
||||
the PCs and demand their surrender.
|
||||
|
||||
-NPCs
|
||||
+## NPCs
|
||||
|
||||
The NPCs in this chapter are generic examples of nonplayer characters that can be used in many genres.
|
||||
|
||||
@@ -41112,7 +41112,7 @@
|
||||
|
||||
GM intrusion: The wizard casts two spells as a single action instead of just one.
|
||||
|
||||
-Cyphers
|
||||
+## Cyphers
|
||||
|
||||
Cyphers are one-use abilities that characters gain over the course of play. They have cool powers that can heal, make
|
||||
attacks, ease or hinder task rolls, or (in a more supernatural and extreme example) produce effects such as nullifying
|
||||
@@ -43521,7 +43521,7 @@
|
||||
Effect: This cypher boosts an ability that affects a target at a range greater than touch. It can affect a second target
|
||||
within range (if the ability is an attack, make a separate attack roll for the second creature).
|
||||
|
||||
-Running the Cypher System
|
||||
+## Running the Cypher System
|
||||
|
||||
Setting Difficulty Ratings
|
||||
|
||||
@@ -81357,7 +81357,7 @@
|
||||
rather than a skyscraper. You could also have one of the PCs be an undercover FBI agent on the lookout for the
|
||||
terrorist, or even an undercover foreign agent working for the terrorist
|
||||
|
||||
-Legal Information
|
||||
+## Legal Information
|
||||
|
||||
This tabletop roleplaying game material incorporates material from the Cypher System Reference Document and from the
|
||||
community of Cypher System players. The Cypher System Reference Document is made available under the terms of the Cypher
|
40192
patches/base/012-de-fancy-marks.patch
Normal file
40192
patches/base/012-de-fancy-marks.patch
Normal file
File diff suppressed because it is too large
Load Diff
17524
patches/base/013-level-3-headers.patch
Normal file
17524
patches/base/013-level-3-headers.patch
Normal file
File diff suppressed because it is too large
Load Diff
2788
patches/base/014-header-fixes-and-4-plus-part-1.patch
Normal file
2788
patches/base/014-header-fixes-and-4-plus-part-1.patch
Normal file
File diff suppressed because it is too large
Load Diff
19061
patches/base/015-major-dedupe.patch
Normal file
19061
patches/base/015-major-dedupe.patch
Normal file
File diff suppressed because it is too large
Load Diff
3260
patches/base/016-core-reorg-part-1.patch
Normal file
3260
patches/base/016-core-reorg-part-1.patch
Normal file
File diff suppressed because it is too large
Load Diff
8059
patches/base/017-core-reorg-part-2.patch
Normal file
8059
patches/base/017-core-reorg-part-2.patch
Normal file
File diff suppressed because it is too large
Load Diff
32645
patches/base/018-core-reorg-part-3.patch
Normal file
32645
patches/base/018-core-reorg-part-3.patch
Normal file
File diff suppressed because it is too large
Load Diff
54
patches/base/019-move-player-intrusion-into-rules.patch
Normal file
54
patches/base/019-move-player-intrusion-into-rules.patch
Normal file
@ -0,0 +1,54 @@
|
||||
--- _tmp/ccsrd.md 2025-05-06 16:25:47.446640235 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-05-06 16:35:29.392868897 -0500
|
||||
@@ -671,25 +671,6 @@
|
||||
|
||||
Finally, more fundamental options for further customization are provided at the end of this chapter.
|
||||
|
||||
-### PLAYER INTRUSION
|
||||
-
|
||||
-A player intrusion is the player choosing to alter something in the campaign, making things easier for a player
|
||||
-character. Conceptually, it is the reverse of a GM intrusion: instead of the GM giving the player XP and introducing an
|
||||
-unexpected complication for a character, the player spends 1 XP and presents a solution to a problem or complication.
|
||||
-What a player intrusion can do usually introduces a change to the world or current circumstances rather than directly
|
||||
-changing the character. For instance, an intrusion indicating that the cypher just used still has an additional use
|
||||
-would be appropriate, but an intrusion that heals the character would not. If a player has no XP to spend, they can't
|
||||
-use a player intrusion.
|
||||
-
|
||||
-A few player intrusion examples are provided under each type. That said, not every player intrusion listed there is
|
||||
-appropriate for all situations. The GM may allow players to come up with other player intrusion suggestions, but the GM
|
||||
-is the final arbiter of whether the suggested intrusion is appropriate for the character's type and suitable for the
|
||||
-situation. If the GM refuses the intrusion, the player doesn't spend the 1 XP, and the intrusion doesn't occur.
|
||||
-
|
||||
-Using an intrusion does not require a character to use an action to trigger it. A player intrusion just happens.
|
||||
-
|
||||
-(Player intrusions should be limited to no more than one per player per session.)
|
||||
-
|
||||
### WARRIOR
|
||||
|
||||
Fantasy/Fairy tale: Warrior, fighter, swordsman, knight, barbarian, soldier, myrmidon, valkyrie
|
||||
@@ -15946,6 +15927,25 @@
|
||||
succeed on an action, logic still suggests that some actions are very difficult and taxing, particularly for some PCs
|
||||
more than others.
|
||||
|
||||
+### PLAYER INTRUSION
|
||||
+
|
||||
+A player intrusion is the player choosing to alter something in the campaign, making things easier for a player
|
||||
+character. Conceptually, it is the reverse of a GM intrusion: instead of the GM giving the player XP and introducing an
|
||||
+unexpected complication for a character, the player spends 1 XP and presents a solution to a problem or complication.
|
||||
+What a player intrusion can do usually introduces a change to the world or current circumstances rather than directly
|
||||
+changing the character. For instance, an intrusion indicating that the cypher just used still has an additional use
|
||||
+would be appropriate, but an intrusion that heals the character would not. If a player has no XP to spend, they can't
|
||||
+use a player intrusion.
|
||||
+
|
||||
+A few player intrusion examples are provided under each type. That said, not every player intrusion listed there is
|
||||
+appropriate for all situations. The GM may allow players to come up with other player intrusion suggestions, but the GM
|
||||
+is the final arbiter of whether the suggested intrusion is appropriate for the character's type and suitable for the
|
||||
+situation. If the GM refuses the intrusion, the player doesn't spend the 1 XP, and the intrusion doesn't occur.
|
||||
+
|
||||
+Using an intrusion does not require a character to use an action to trigger it. A player intrusion just happens.
|
||||
+
|
||||
+(Player intrusions should be limited to no more than one per player per session.)
|
||||
+
|
||||
### DISTANCE
|
||||
|
||||
Distance is simplified into four basic categories: immediate, short, long, and very long.
|
55
patches/base/020-moving-misc-equipment-to-core.patch
Normal file
55
patches/base/020-moving-misc-equipment-to-core.patch
Normal file
@ -0,0 +1,55 @@
|
||||
--- _tmp/ccsrd.md 2025-05-06 16:36:35.987238528 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-05-06 20:48:32.213305420 -0500
|
||||
@@ -15499,6 +15499,25 @@
|
||||
Explosives like grenades can be thrown a short distance. Otherwise, another launcher weapon is needed to project them a
|
||||
long distance (or farther).
|
||||
|
||||
+### Miscellaneous Items and Services
|
||||
+
|
||||
+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
|
||||
+inexpensive meal, a moderately priced meal, an expensive meal, and so on. An inexpensive meal is light and probably not
|
||||
+very nutritious. An expensive meal is available only in nice restaurants in certain locations. An exorbitant meal is
|
||||
+probably a feast for a crowd, with the finest foods and drink available.
|
||||
+
|
||||
+Nightly lodging is similar, although the bottom end starts out worse. An inexpensive night's lodging is probably a
|
||||
+flea-ridden mat on the floor of a room filled with other lodgers. Typical lodging (a private room with a decent bed) is
|
||||
+probably in the moderately priced range. Very expensive lodging might be a suite of rooms with delicious meals and
|
||||
+personal services (such as massages and grooming) included.
|
||||
+
|
||||
+Inexpensive clothing is just a step up from rags, but moderately priced clothing is decent enough. For a formal party,
|
||||
+you'd want expensive clothing. The very rich likely wear very expensive clothing most of the time, and exorbitant
|
||||
+clothing (and jewelry) when they go to their elite galas.
|
||||
+
|
||||
+Other sorts of miscellaneous items can be found in the Genre chapter.
|
||||
+
|
||||
### CYPHERS
|
||||
|
||||
Cyphers can sometimes be physical items like equipment, but they work very differently. To be entirely accurate, cyphers
|
||||
@@ -19942,26 +19959,7 @@
|
||||
| Torch | 1 cp |
|
||||
| Waterskin | 2 sp |
|
||||
|
||||
-### Miscellaneous Items and Services
|
||||
-
|
||||
-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
|
||||
-inexpensive meal, a moderately priced meal, an expensive meal, and so on. An inexpensive meal is light and probably not
|
||||
-very nutritious. An expensive meal is available only in nice restaurants in certain locations. An exorbitant meal is
|
||||
-probably a feast for a crowd, with the finest foods and drink available.
|
||||
-
|
||||
-Nightly lodging is similar, although the bottom end starts out worse. An inexpensive night's lodging is probably a
|
||||
-flea-ridden mat on the floor of a room filled with other lodgers. Typical lodging (a private room with a decent bed) is
|
||||
-probably in the moderately priced range. Very expensive lodging might be a suite of rooms with delicious meals and
|
||||
-personal services (such as massages and grooming) included.
|
||||
-
|
||||
-Inexpensive clothing is just a step up from rags, but moderately priced clothing is decent enough. For a formal party,
|
||||
-you'd want expensive clothing. The very rich likely wear very expensive clothing most of the time, and exorbitant
|
||||
-clothing (and jewelry) when they go to their elite galas.
|
||||
-
|
||||
-Other sorts of miscellaneous items can be found in the Genre chapter.
|
||||
-
|
||||
Fantasy clothing descriptions
|
||||
|
||||
Specific pieces of clothing vary by climate and local custom, but usually include a hat, shirt, belt, pants or skirt,
|
||||
shoes, and underclothes.
|
@ -0,0 +1,52 @@
|
||||
--- _tmp/ccsrd.md 2025-05-07 08:01:29.720525602 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-05-06 20:48:32.213305420 -0500
|
||||
@@ -15595,7 +15595,24 @@
|
||||
System with just this information. The key features here are: character actions, determining task difficulty, and
|
||||
determining modifications.
|
||||
|
||||
-### KEY CONCEPTS
|
||||
+### TAKING ACTION
|
||||
+
|
||||
+Each character gets one turn each round. On a character's turn, they can do one thing—an action. All actions fall into
|
||||
+one of three categories: Might, Speed, or Intellect (just like the three stats). Many actions require die rolls—rolling
|
||||
+a d20.
|
||||
+
|
||||
+Every action performs a task, and every task has a difficulty that determines what number a character must reach or
|
||||
+surpass with a die roll to succeed.
|
||||
+
|
||||
+Most tasks have a difficulty of 0, which means the character succeeds automatically. For example, walking across a room,
|
||||
+opening a door, and throwing a stone into a nearby bucket are all actions, but none of them requires a roll. Actions
|
||||
+that are usually difficult or that become difficult due to the situation (such as shooting at a target in a blizzard)
|
||||
+have a higher difficulty. These actions usually require a roll.
|
||||
+
|
||||
+Some actions require a minimum expenditure of Might, Speed, or Intellect points. If a character cannot spend the minimum
|
||||
+number of points needed to complete the action, they automatically fail at the task.
|
||||
+
|
||||
+#### KEY CONCEPTS
|
||||
|
||||
ACTION: Anything a character does that is significant—punch a foe, leap a chasm, activate a device, use a special power,
|
||||
and so on. Each character can take one action in a round.
|
||||
@@ -15659,23 +15676,6 @@
|
||||
fighting an orc, each round the Warrior takes an action on their turn, the Adept takes an action on their turn, and the
|
||||
orc takes an action on its turn. Some abilities or effects last only one turn, or end when the next turn is started.
|
||||
|
||||
-### TAKING ACTION
|
||||
-
|
||||
-Each character gets one turn each round. On a character's turn, they can do one thing—an action. All actions fall into
|
||||
-one of three categories: Might, Speed, or Intellect (just like the three stats). Many actions require die rolls—rolling
|
||||
-a d20.
|
||||
-
|
||||
-Every action performs a task, and every task has a difficulty that determines what number a character must reach or
|
||||
-surpass with a die roll to succeed.
|
||||
-
|
||||
-Most tasks have a difficulty of 0, which means the character succeeds automatically. For example, walking across a room,
|
||||
-opening a door, and throwing a stone into a nearby bucket are all actions, but none of them requires a roll. Actions
|
||||
-that are usually difficult or that become difficult due to the situation (such as shooting at a target in a blizzard)
|
||||
-have a higher difficulty. These actions usually require a roll.
|
||||
-
|
||||
-Some actions require a minimum expenditure of Might, Speed, or Intellect points. If a character cannot spend the minimum
|
||||
-number of points needed to complete the action, they automatically fail at the task.
|
||||
-
|
||||
### DETERMINING TASK STAT
|
||||
|
||||
Every task relates to one of a character's three stats: Might, Speed, or Intellect. Physical activities that require
|
39
patches/base/022-deduping-general-artifact-rules.patch
Normal file
39
patches/base/022-deduping-general-artifact-rules.patch
Normal file
@ -0,0 +1,39 @@
|
||||
--- _tmp/ccsrd.md 2025-05-07 10:08:35.577006353 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-05-07 13:33:04.293461662 -0500
|
||||
@@ -18390,16 +18388,6 @@
|
||||
> course of days or weeks. Generally speaking, Effort cannot be applied to any crafting task or subtask that exceeds one
|
||||
> day
|
||||
|
||||
-### ARTIFACT RULES
|
||||
-
|
||||
-Artifacts are more powerful than common equipment or cyphers. Each artifact has a level and a rate of power depletion.
|
||||
-When an artifact is used or activated, the player rolls the designated die (1d6, 1d10, 1d20, or 1d100). If the die shows
|
||||
-the depletion number(s), the item works, but that is its last use. A depletion entry of "—" means that the artifact
|
||||
-never depletes, and an entry of "automatic" means that it can be used only once. Depowered artifacts can sometimes be
|
||||
-recharged using the repair rules, depending on the item's nature. Other special abilities can also repower an expended
|
||||
-item, but probably for only one use. Powerful magical creatures might be able to recharge artifacts, at least
|
||||
-temporarily
|
||||
-
|
||||
### CRAFTING ARTIFACTS
|
||||
|
||||
Crafting an artifact is similar to choosing a new type or focus ability—the character has many to choose from, they
|
||||
@@ -42688,19 +42676,6 @@
|
||||
| 99 | Wonder onesie |
|
||||
| 00 | Your mama's biker jacket |
|
||||
|
||||
-Artifact Rules
|
||||
-
|
||||
-Artifacts are more powerful than common equipment or cyphers.
|
||||
-
|
||||
-Each artifact has a level and a rate of power depletion. When an artifact is used or activated, the player rolls the
|
||||
-designated die (1d6, 1d10, 1d20, or 1d00). If the die shows the depletion number(s), the item works, but that is its
|
||||
-last use. A depletion entry of "—" means that the artifact never depletes, and an entry of "automatic" means that it can
|
||||
-be used only once.
|
||||
-
|
||||
-Depowered artifacts can sometimes be recharged using the repair rules, depending on the item's nature. Other special
|
||||
-abilities can also repower an expended item, but probably for only one use. Powerful magical creatures might be able to
|
||||
-recharge artifacts, at least temporarily.
|
||||
-
|
||||
Example Modern Fantasy Artifacts
|
||||
|
||||
Accessories Sold Separately
|
@ -0,0 +1,36 @@
|
||||
--- _tmp/ccsrd.md 2025-05-07 13:58:49.339019024 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-05-08 23:54:45.512019961 -0500
|
||||
@@ -19575,16 +19573,6 @@
|
||||
| Other Items | Notes |
|
||||
| Sailing ship (small) | |
|
||||
|
||||
-### STARTING GOLD PIECES FOR CHARACTERS
|
||||
-
|
||||
-Warrior Starting Equipment: Appropriate clothing and two weapons of your choice, plus 6d6 + 100 gp.
|
||||
-
|
||||
-Adept Starting Equipment: Appropriate clothing, plus 3d6 + 80 gp.
|
||||
-
|
||||
-Explorer Starting Equipment: Appropriate clothing and a weapon of your choice, plus 3d6 + 90 gp.
|
||||
-
|
||||
-Speaker Starting Equipment: Appropriate clothing and a light weapon of your choice, plus 3d6 + 90 gp
|
||||
-
|
||||
### MEDIEVAL FANTASY EQUIPMENT
|
||||
|
||||
| Category | GP Value |
|
||||
@@ -19595,6 +19583,16 @@
|
||||
| Very expensive | 1,000–10,000 gp |
|
||||
| Exorbitant | 10,000+ gp |
|
||||
|
||||
+### STARTING GOLD PIECES FOR CHARACTERS
|
||||
+
|
||||
+Warrior Starting Equipment: Appropriate clothing and two weapons of your choice, plus 6d6 + 100 gp.
|
||||
+
|
||||
+Adept Starting Equipment: Appropriate clothing, plus 3d6 + 80 gp.
|
||||
+
|
||||
+Explorer Starting Equipment: Appropriate clothing and a weapon of your choice, plus 3d6 + 90 gp.
|
||||
+
|
||||
+Speaker Starting Equipment: Appropriate clothing and a light weapon of your choice, plus 3d6 + 90 gp
|
||||
+
|
||||
#### FANTASY ARMOR DESCRIPTIONS
|
||||
|
||||
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
|
6117
patches/base/024-header-fixes-and-4-plus-part-2.patch
Normal file
6117
patches/base/024-header-fixes-and-4-plus-part-2.patch
Normal file
File diff suppressed because it is too large
Load Diff
343
patches/base/025-remove-duplicated-superhero-powers.patch
Normal file
343
patches/base/025-remove-duplicated-superhero-powers.patch
Normal file
@ -0,0 +1,343 @@
|
||||
--- _tmp/ccsrd.md 2025-05-29 08:34:39.111114885 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-05-29 08:56:37.502157310 -0500
|
||||
@@ -28087,340 +28087,6 @@
|
||||
GM Intrusions: Invisibility partially fades, revealing the character's presence. A force field is pierced by an unusual
|
||||
or unexpected attack.
|
||||
|
||||
-### NEW ABILITIES
|
||||
-
|
||||
-The following are new abilities for the Cypher System, most of which are associated with the new foci in this book.
|
||||
-
|
||||
-Advantages of Being Small: You've learned how to leverage your strength and accuracy in proportion to your size. Your
|
||||
-damage is no longer halved when using Shrink, and climbing and jumping tasks are eased. Enabler.
|
||||
-
|
||||
-Ageless: Your body and mind do not age. Unless you are killed by violence (or some outside force such as poison or
|
||||
-infection), you will never die. Enabler.
|
||||
-
|
||||
-Always Tinkering: If you have any tools and materials at all, and you are carrying fewer cyphers than your limit, you
|
||||
-can create a manifest cypher if you have an hour of time to spend. The new cypher is random and always 2 levels lower
|
||||
-than normal (minimum 1). It's also temperamental and fragile. These are called temperamental cyphers. If you give one to
|
||||
-anyone else to use, it falls apart immediately, useless. Action to initiate; one hour to complete.
|
||||
-
|
||||
-Amazing Copying: You can use Copy Power to copy more powerful abilities. In addition to the normal options for using
|
||||
-Effort with Copy Power, if you apply two levels of Effort, the GM chooses a high-tier ability that most closely
|
||||
-resembles that power (instead of a low-tier ability). Enabler.
|
||||
-
|
||||
-Amazing Leap (2 Might points): You leap through the air and land safely some distance away. You can jump up, down, or
|
||||
-across to anywhere you choose within long range if you have a clear and unobstructed path to that location. If you have
|
||||
-three or more power shifts in strength, your leaping range increases to very long. If you have five or more power shifts
|
||||
-in strength, your leaping range increases to 1,000 feet (300 m). Action.
|
||||
-
|
||||
-Animal Scrying (4+ Intellect points): If you know the general location of an animal that is friendly toward you and
|
||||
-within 1 mile (1.5 km) of your location, you can sense through its senses for up to ten minutes. If you are not in
|
||||
-animal form or not in a form similar to that animal, you must apply a level of Effort to use this ability. Action to
|
||||
-establish.
|
||||
-
|
||||
-Automatic Glow: Hard light objects you create with your type and focus abilities shed light, illuminating everything in
|
||||
-immediate range. Whenever you want, your body (entirely or just part of it) sheds light, illuminating everything in
|
||||
-short range. Enabler.
|
||||
-
|
||||
-Beneath Notice: Your decreased size makes it difficult to find you. While Shrink is active on you, all stealth tasks you
|
||||
-attempt are eased. Enabler.
|
||||
-
|
||||
-Body Morph (3+ Intellect points): You alter your facial and bodily features and coloration for one hour, hiding your
|
||||
-identity or impersonating someone. If you apply a level of Effort, you can imitate a specific person accurately enough
|
||||
-to fool someone who knows them well or has observed them closely (including fingerprints and voice prints, but not their
|
||||
-retina print or DNA). You have an asset in all tasks involving disguise (this is in addition to the asset from Face
|
||||
-Morph). You must apply a separate level of Effort to be able to impersonate a different species (such as a human
|
||||
-morphing into a humanoid alien). Action.
|
||||
-
|
||||
- Bolster Illusion (2+ Intellect points): You give one of your visual illusions a limited physical reality that viewers
|
||||
-can smell, taste, hear, and feel. This effect is bound to that illusion and acts appropriate to the illusion itself. For
|
||||
-example, it can make the illusion of a brick wall feel like brick, the illusion of a person smell like perfume and able
|
||||
-to open a door, and the illusion of a fireplace hot to the touch.
|
||||
-
|
||||
-The physical reality provided to your illusion is a level 1 effect with 3 health. If the illusion is used to make
|
||||
-attacks, it inflicts only 1 point of damage (whether this is regular damage like an illusory punch or kick, or ambient
|
||||
-damage like a falling brick wall or a fireplace's flames). You can increase the level of the created effect by applying
|
||||
-levels of Effort to this ability, each level of Effort increasing the effect's level by 1.
|
||||
-
|
||||
-You can activate this ability as part of the action to create an illusion (using whatever ability it is that you use to
|
||||
-create illusions, such as Minor Illusion), or use a separate action to apply it to one of your existing illusions. The
|
||||
-effect ends if the illusion is destroyed, you let the illusion lapse, the effect's health is reduced to 0, or ten
|
||||
-minutes pass. Enabler.
|
||||
-
|
||||
-Boost Manifest Cypher (2 Intellect points): The manifest cypher you activate with your next action functions as if it
|
||||
-were 2 levels higher. Action.
|
||||
-
|
||||
-Boost Manifest Cypher Function (4 Intellect points): Add 3 to the functioning level of a manifest cypher that you
|
||||
-activate with your next action, or change one aspect of its parameters (range, duration, area, etc.) by up to double or
|
||||
-down to one tenth. Action.
|
||||
-
|
||||
-Charge Weapon (2+ Intellect points): As part of making an attack with your enchanted weapon, you charge it with magical
|
||||
-power, inflicting 2 additional points of energy damage. If you make more than one attack on your turn, you choose
|
||||
-whether to spend the cost for this ability before you make each attack. Enabler.
|
||||
-
|
||||
-Command Beast (3+ Intellect points): You can command a nonhostile, nonhuman beast (such as one that you've made calm
|
||||
-with Soothe the Savage) of up to level 3 within short range. If you are successful, for the next minute the beast
|
||||
-follows your verbal commands to the best of its understanding and ability. The GM has final say over what counts as a
|
||||
-nonhuman beast, but unless some kind of deception is at work, you should know whether you can affect a creature before
|
||||
-you attempt to use this ability on it. Aliens, extradimensional entities, very intelligent creatures, and robots never
|
||||
-count.
|
||||
-
|
||||
-In addition to the normal options for using Effort, you can choose to use Effort to increase the maximum level of the
|
||||
-target. Thus, to command a level 5 beast (two levels above the normal limit), you must apply two levels of Effort.
|
||||
-Action to initiate.
|
||||
-
|
||||
-Copy Power (2+ Intellect points): You can copy someone else's superpower
|
||||
-
|
||||
-for an hour, performing it as if it were natural for you. Within the past hour you must have touched the creature whose
|
||||
-power you want to copy (an attack roll) and must have seen that ability used by them. Choose the power you want to copy,
|
||||
-and the GM chooses an appropriate low-tier ability that most closely resembles that power. For example, if you're
|
||||
-battling a supervillain who can create blasts of force, if you copy that ability, you gain a low-tier ability that
|
||||
-creates a blast of force.
|
||||
-
|
||||
-In addition to the point cost of Copy Power, you must pay the Might, Speed, or Intellect cost (if any) of the equivalent
|
||||
-ability that the GM chose. For example, if you want to copy a supervillain's force blast, the GM will probably decide
|
||||
-that's equivalent to Onslaught (167), so you'd pay 2 Intellect points to activate Copy Power and 1 Intellect point to
|
||||
-use Onslaught.
|
||||
-
|
||||
-ou can copy only one power at a time; copying another one ends any other power you're copying with this ability.
|
||||
-
|
||||
-Copy Power doesn't copy effects of a power that permanently adds points to your Pools, such as Enhanced Body (134).
|
||||
-
|
||||
-In addition to the normal options for using Effort, you can choose to use Effort to copy an ability you saw longer than
|
||||
-one hour ago; each level of Effort used in this way extends the time period by one hour. Action.
|
||||
-
|
||||
-Defending Weapon: When using your enchanted weapon, you are trained in Speed defense tasks. Enabler.
|
||||
-
|
||||
-Defensive Blinking (4 Intellect points): You enter a heightened reactive state so that when you are struck hard enough
|
||||
-to take damage, you teleport an immediate distance in a random direction (not up or down) to help evade the brunt of the
|
||||
-attack. Your Speed defense rolls are eased for one minute. Action.
|
||||
-
|
||||
-Dimensional Squeeze (2+ Intellect points): You cram yourself into a transitional dimension, allowing you to
|
||||
-instantaneously appear anywhere you choose within short range if you have a clear and unobstructed path to that
|
||||
-location. You can pass through an intervening barrier if it has an open space that you could easily fit your head
|
||||
-through—about 1 square foot (30 cm by 30 cm square). In addition to the normal options for using Effort, you can choose
|
||||
-to use Effort to pass through a smaller opening in a barrier; each level of Effort used in this way reduces the minimum
|
||||
-opening size by one-fourth. You land safely when you use this ability. Action.
|
||||
-
|
||||
-> Transitional dimension: A dimension where distances are shorter compared to those in other dimensions, so travel
|
||||
-> through it is faster than normal movement.
|
||||
-
|
||||
-Disguise Other (4+ Intellect points): You apply your shapechanging ability to another creature of your size or smaller,
|
||||
-giving them a form that you are able to assume. This lasts for about ten minutes.
|
||||
-
|
||||
-In addition to the normal options for using Effort, you can choose to use Effort to increase the duration; one level of
|
||||
-Effort increases it to an hour, two increases it to a day. A creature can revert to its normal form as an action, but it
|
||||
-cannot then change back into the altered form. Action.
|
||||
-
|
||||
-You probably can't use Disguise Other to disguise a kind of creature that is very different from you, such as a human
|
||||
-disguising a robot, animal, or crystalline alien
|
||||
-
|
||||
-Elastic Grip (3 Might points): Your attack with your stretchy limbs or body is eased. If you hit, you can grab the
|
||||
-target, preventing it from moving on its next turn. While you hold the target, its attacks or attempts to break free are
|
||||
-hindered. If the target attempts to break free instead of attacking, you must succeed at a Might-based task to maintain
|
||||
-your grip. If the target fails to break free, you can continue to hold it each round as your subsequent actions,
|
||||
-automatically inflicting 4 points of damage each round by squeezing. Enabler.
|
||||
-
|
||||
-Enchanted Movement (4+ Intellect points): You use your enchanted weapon to move yourself to any location within a long
|
||||
-distance that you can see, as long as there are no obstacles or barriers in your way. The exact way this happens depends
|
||||
-on your weapon; you might throw your magical hammer and be pulled along after it, shoot an arrow from your bow that
|
||||
-pulls you forward like a grapple line, and so on. In addition to the normal options for using Effort, you can choose to
|
||||
-use Effort to increase the distance traveled; each level of Effort used in this way increases the range by another 100
|
||||
-feet (30 m). If you have another ability (such as from your type) that allows you to cross a long distance, the range of
|
||||
-that ability and this one increases to very long. Action.
|
||||
-
|
||||
-Enchanted Weapon (1 Intellect point): You attune yourself to a physical weapon, such as a sword, hammer, or bow. You
|
||||
-know exactly where it is if it is within a short distance of you, and you know its general direction and distance if
|
||||
-farther away. All of your other focus abilities require you to be holding or wielding this weapon. You can be attuned to
|
||||
-only one weapon at a time; attuning yourself to a second weapon loses the attunement to the first one. Action to
|
||||
-initiate; ten minutes to complete. Enabler.
|
||||
-
|
||||
-Flex Weapon Skill: At the beginning of each day, choose one type of attack: light bashing, light bladed, light ranged,
|
||||
-medium bashing, medium bladed, medium ranged, heavy bashing, heavy bladed, or heavy ranged. For the rest of that day,
|
||||
-you are trained in attacks using that type of weapon. You can't use this ability with an attack skill in which you're
|
||||
-already trained to become specialized. Enabler.
|
||||
-
|
||||
-Flight Exertion (3 Might or 3 Speed points): You can fly up to a short distance as your movement this round. If all you
|
||||
-do is move on your turn, you can fly up to a long distance. Enabler.
|
||||
-
|
||||
-Flying Companion: You gain a level 3 companion creature that can fly at the same speed as you; depending on other
|
||||
-aspects of your character, this might be a trained bird, a machine drone, or a helpful strange creature such as a
|
||||
-familiar. This creature accompanies you and acts as you direct. As a level 3 companion, it has a target number of 9 and
|
||||
-9 health, and it inflicts 3 points of damage. If it's killed or destroyed, it takes you one month to find or create a
|
||||
-suitable replacement. Enabler.
|
||||
-
|
||||
-Harder Light: When you create an object out of hard light, the object is one level higher than normal. Enabler.
|
||||
-
|
||||
-Improved Copying: You can use Copy Power to copy more powerful abilities. In addition to the normal options for using
|
||||
-Effort with Copy Power, if you apply one level of Effort, the GM chooses a mid-tier ability that most closely resembles
|
||||
-that power (instead of a low-tier ability). Enabler.
|
||||
-
|
||||
-When you use Improved Copying, a copied ability must be low, medium, or high tier according to how it is listed in the
|
||||
-ability categories. It doesn't matter if a type or focus makes it available at a lower or higher tier.
|
||||
-
|
||||
-Innate Power: Choose either your Might Pool or your Speed Pool. When spending points to activate your focus abilities,
|
||||
-you can spend points from this Pool instead of your Intellect Pool (in which case you use your Might Edge or Speed Edge
|
||||
-instead of your Intellect Edge, as appropriate). Enabler.
|
||||
-
|
||||
-Lend Animal Shape (6+ Intellect points): You change into an animal, and one willing creature within immediate range also
|
||||
-transforms into an animal of that type (bear, tiger, wolf, and so on) for ten minutes, as if they were using your Animal
|
||||
-Shape ability. For each level of Effort applied,
|
||||
-
|
||||
-you can affect one additional creature. All creatures transforming with you must be your size or smaller. A creature can
|
||||
-revert to its normal form as an action, but it cannot then change back into the animal form. One creature (whether you
|
||||
-or someone else) changing form does not affect any other creature affected with this ability. Action.
|
||||
-
|
||||
-A creature that takes animal form with Lend Animal Shape counts as an animal for the use of Animal Scrying
|
||||
-
|
||||
-Medium Teleportation (5+ Intellect points): You instantly teleport yourself to any location within a long distance that
|
||||
-you can see. In addition to the normal options for using Effort, you can choose to use Effort to increase your range,
|
||||
-teleport to a location you can't see, or bring other people with you. Each additional long distance costs one level of
|
||||
-Effort. Teleporting to
|
||||
-
|
||||
-a destination you can't see costs one level of Effort. Each additional one or two targets brought with you costs one
|
||||
-level of Effort (you must touch any additional targets). These levels of Effort are counted separately, so teleporting
|
||||
-an additional long distance away to a location you can't see with two passengers costs a total of three levels of
|
||||
-Effort. Action.
|
||||
-
|
||||
-If you already have Short Teleportation when you select Medium Teleportation or Teleportation, you may replace Short
|
||||
-Teleportation with another tier 4 type ability.
|
||||
-
|
||||
-Mist Cloud (1+ Intellect points): You create an area of mist an immediate distance across. The cloud lingers for about a
|
||||
-minute unless conditions (such as wind or freezing temperatures) dictate otherwise. In addition to the normal options
|
||||
-for using Effort, you can choose to use Effort to increase the area (one level of Effort to fill a short area, two to
|
||||
-fill a long area, or three to fill a very long area). Action.
|
||||
-
|
||||
-Modify Cyphers: You can take any two manifest cyphers and quickly jury-rig a new manifest cypher of the same level as
|
||||
-the lowest-level cypher. You determine the function of the new cypher, but it must be that of a cypher you have used
|
||||
-before (but not necessarily one you've ever built). The new cypher is a temperamental cypher, like those created with
|
||||
-Always Tinkering. The original two cyphers are consumed in this process. This ability does not function if one or more
|
||||
-of the original cyphers are temperamental cyphers. Action.
|
||||
-
|
||||
-Multiple Copying: When you use Copy Power, you can copy two of the creature's abilities at the same time. In addition to
|
||||
-the normal options for using Effort with Copy Power, you can apply levels of Effort to copy additional abilities, each
|
||||
-level of Effort copying an additional ability beyond the initial two (three for one level of Effort, four for two
|
||||
-levels, and so on). Enabler.
|
||||
-
|
||||
-Multi-Vanish (4+ Intellect points): You turn up to five human-sized creatures or objects invisible for a short amount of
|
||||
-time. The targets you choose must be within an immediate area and within short range of you (if you are in the area, you
|
||||
-can make yourself invisible and don't count toward the limit of five invisible targets). Anything invisible has an asset
|
||||
-on stealth and Speed defense tasks. Affected creatures can see each other in a limited way, and you can see them
|
||||
-clearly.
|
||||
-
|
||||
-The invisibility ends at the end of your next turn. If one of the affected creatures does something to reveal their
|
||||
-presence or position—attacking, using an ability, moving a large object, and so on—the invisibility ends early for that
|
||||
-creature. In addition to the normal options for using Effort, you can choose to use Effort to increase the duration;
|
||||
-each level of Effort used in this way increases the duration by one round (but creatures can still end it early for
|
||||
-themselves). Action.
|
||||
-
|
||||
-Power Crash (3+ Intellect points): You strike your enchanted weapon against
|
||||
-
|
||||
-the ground (or a similar large surface), creating an explosion of energy that affects an area up to immediate range from
|
||||
-that point. (If your enchanted weapon is a ranged weapon, you can instead target a point within close range to be the
|
||||
-center of the explosion.) The blast inflicts 2 points of damage to all creatures or objects within the area (except for
|
||||
-you). Because this is an area attack, adding Effort to increase your damage works differently than it does for
|
||||
-single-target attacks. If you apply a level of Effort to increase the damage, add 2 points of damage for each target,
|
||||
-and even if you fail your attack roll, all targets in the area still take 1 point of damage. Action.
|
||||
-
|
||||
-Power Memory: When you use Copy Power, you only need to have seen the ability used within the past day (instead of the
|
||||
-past hour), and using Effort extends how long ago your copying can reach to one day per level of Effort (instead of one
|
||||
-hour per level). Enabler.
|
||||
-
|
||||
-Quick Switch: You can activate Shrink as part of another action (the ability is now an enabler for you instead of an
|
||||
-action). While the one-minute duration of Shrink is active, on your turn you can change size once before taking an
|
||||
-action and once after taking an action. For example, on your turn you could change to small size, make an attack, and
|
||||
-then return to your normal size, or you could change to your normal size, use your action to move a short distance, and
|
||||
-then return to small size. Enabler.
|
||||
-
|
||||
-Short Teleportation (4+ Intellect points): You instantly teleport to any location within a short distance that you can
|
||||
-see. In addition to the normal options for using Effort, you can choose to use Effort to increase your range, teleport
|
||||
-to a location you can't see, or bring other people with you. Each additional short distance costs one level of Effort.
|
||||
-Teleporting to a destination you can't see costs one level of Effort. Each additional target brought with you costs one
|
||||
-level of Effort (you must touch any additional targets). These levels of Effort are counted separately, so teleporting
|
||||
-an additional short distance away to a location you can't see with one passenger costs a total of three levels of
|
||||
-Effort. Action.
|
||||
-
|
||||
-> If you already have Short Teleportation when you select Medium Teleportation or Teleportation, you may replace Short
|
||||
-> Teleportation with another tier 4 type ability.
|
||||
-
|
||||
-Shrink (1+ Might points): You (and your clothing or suit) become much smaller than your normal size. You become 6 inches
|
||||
-(15 cm) tall and stay that way for about a minute. During this time, you add 4 points to your Speed Pool and add +2 to
|
||||
-your Speed Edge. While you are smaller than normal, your Speed defense rolls are eased, your movement speed is one-tenth
|
||||
-normal, and your attacks inflict half the normal amount of damage (divide the total damage in half after all bonuses,
|
||||
-Effort, and other damage modifiers). You can return to your normal size as part of another action.
|
||||
-
|
||||
-When the effects of Shrink end, your Speed Edge, movement speed, and damage return to normal, and you subtract a number
|
||||
-of points from your Speed Pool equal to the number you gained (if this brings the Pool to 0, subtract the overflow first
|
||||
-from your Might Pool and then, if necessary, from your Intellect Pool). Each additional time you use Shrink before your
|
||||
-next ten-hour recovery roll, you must apply an additional level of Effort (one level of Effort for the second use, two
|
||||
-levels of Effort for the third use, and so on).
|
||||
-
|
||||
-Action to initiate.
|
||||
-
|
||||
-> The increased Effort cost for repeat uses of Shrink between ten-hour recovery rolls only applies to new activations of
|
||||
-> Shrink, not to multiple size changes within one use of Shrink enabled by Quick Switch.
|
||||
-
|
||||
-Shrink Others: You can use Shrink on other willing creatures within an immediate distance. In addition to the normal
|
||||
-options for using Effort, you can choose to use Effort to affect more targets; each level of Effort affects one
|
||||
-additional target. Unless these creatures have an ability to change their size, they remain small until the one-minute
|
||||
-duration of Shrink ends for them. Enabler.
|
||||
-
|
||||
-Small Flight (3+ Intellect points): For the next hour, when using Shrink, you can fly through the air. You might
|
||||
-accomplish this flight by growing wings from your body, extending wings from your suit, calling a tiny creature to carry
|
||||
-you, or "surfing" air currents. When flying, you can move up to a short distance as part of another action or a long
|
||||
-distance if all you do on your turn is move. Action to initiate.
|
||||
-
|
||||
-Smaller: When you use Shrink, you can choose to shrink down to about half an inch (1 cm) high, and you add 3 more
|
||||
-temporary points to your Speed Pool. Enabler.
|
||||
-
|
||||
-Steal Power: When you use Copy Power to copy an ability, the creature you copied it from loses access to that ability
|
||||
-for about a minute. While you have their ability, any attempt by the creature to use their ability requires them to
|
||||
-succeed at a task (Might, Speed, or Intellect, as appropriate to the stolen ability) opposed by your eased Intellect
|
||||
-task. If they succeed, they regain the use of their ability and you lose it. Enabler.
|
||||
-
|
||||
-If you want to make it more difficult for someone to take back their stolen power, become skilled in the Steal Power
|
||||
-ability, or put a power shift in power for it.
|
||||
-
|
||||
-Teleportation Burst (3 Intellect points): You rapidly teleport multiple times in an immediate area, confusing your
|
||||
-opponents and allowing you to make an additional melee attack this round. You can use this ability once per round.
|
||||
-Enabler.
|
||||
-
|
||||
-Teleportive Wound (7+ Intellect points): You touch a creature and, if your attack succeeds, you teleport away (up to
|
||||
-your normal maximum teleportation distance) with a significant portion of their body. If the target is level 2 or lower,
|
||||
-it dies. If the target is level 3 or higher, it takes 6 points of damage and is stunned on its next action. If the
|
||||
-target is a PC of any tier, they move down one step on the damage track. In addition to the normal options for using
|
||||
-Effort, you can choose to use Effort to affect a more powerful target (one level of Effort means a target of up to level
|
||||
-3 dies or a target of level 4 or higher takes damage and is stunned, and so on). Action.
|
||||
-
|
||||
-Temporary Light (2 Intellect points): You create an object of solid light in any shape you can imagine that is your size
|
||||
-or smaller, and it persists for about a minute (or longer, if you concentrate on it after that time). The object appears
|
||||
-in an area adjacent to you, but afterward you can move it up to a short distance each round as part of another action.
|
||||
-It is crude and can have no moving parts, so you can make a sword, a shield, a short ladder,
|
||||
-
|
||||
-and so on. The object has the approximate mass of the real object and is level 2. Action.
|
||||
-
|
||||
-Throw Enchanted Weapon: You can throw your enchanted weapon up to short range as a light ranged weapon. Whether it hits
|
||||
-or misses, it immediately flies back to your hands, and you can automatically catch it or allow it to land at your feet.
|
||||
-Enabler.
|
||||
-
|
||||
-Tiny: When you use Shrink, you can choose to shrink down to about one-sixteenth of an inch (.2 cm). When you do, you add
|
||||
-5 more temporary points to your Speed Pool (plus any from Smaller), and because your attacks are concentrated into a
|
||||
-very small area, you deal an additional 2 points of damage. For each level of Effort you apply to shrink even more, you
|
||||
-become one-tenth as tall (one one-hundredth for two levels of Effort, one one-thousandth for three, and so on) and you
|
||||
-add 1 more point to your Speed Pool. Enabler.
|
||||
-
|
||||
-In campaigns where characters can travel to parallel dimensions, using Tiny to shrink to
|
||||
-
|
||||
-one-thousandth of your normal height may be a means of doing so.
|
||||
-
|
||||
-War Flesh: You can instantly transform your hands and feet into claws, and your human teeth into fangs, or revert to
|
||||
-your normal human appearance. When you make attacks with your claws or fangs, they count as medium weapons instead of
|
||||
-light weapons. Enabler.
|
||||
-
|
||||
-Wildcard Powers: You have a gift with using copied powers in unusual ways. Whenever you try a power stunt and use a
|
||||
-level of Effort on the special roll to modify the ability, you get a free level of Effort on that roll. Enabler.
|
||||
-
|
||||
-Wing Weapons: You can use your wings to make melee attacks (even when flying), leaving your hands and feet free. Your
|
||||
-wings are medium bashing or bladed weapons (your choice). You are practiced with this attack. Enabler.
|
||||
-
|
||||
### POWER SHIFTS
|
||||
Power shifts are an optional rule in the Cypher System Rulebook that represent many of the exceptional things that
|
||||
superheroes can do, like throwing cars, blasting through brick walls, leaping onto speeding trains, and cobbling
|
149
patches/base/026-remove-duplicated-fantasy-powers.patch
Normal file
149
patches/base/026-remove-duplicated-fantasy-powers.patch
Normal file
@ -0,0 +1,149 @@
|
||||
--- _tmp/ccsrd.md 2025-05-29 08:58:25.946821678 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-05-29 09:05:25.062389316 -0500
|
||||
@@ -21582,146 +21582,6 @@
|
||||
|
||||
Tier 6: Deadly Strike or Spin Attack
|
||||
|
||||
-#### NEW ABILITIES
|
||||
-
|
||||
-Animal Scrying (4+ Intellect points): If you know the general location of an animal that is friendly toward you and
|
||||
-within 1 mile (1.5 km) of your location, you can sense through its senses for up to ten minutes. If you are not in
|
||||
-animal form or not in a form similar to that animal, you must apply a level of Effort to use this ability. Action to
|
||||
-establish.
|
||||
-
|
||||
-Charge Weapon (2+ Intellect points): As part of making an attack with your enchanted weapon, you charge it with magical
|
||||
-power, inflicting 2 additional points of energy damage. If you make more than one attack on your turn, you choose
|
||||
-whether to spend the cost for this ability before you make each attack. Enabler.
|
||||
-
|
||||
-Cypher Casting: You can cast any of your subtle cyphers on another creature instead of yourself. You must touch the
|
||||
-creature to affect it. Enabler.
|
||||
-
|
||||
-Cypher Surge: When you use a subtle cypher spell, as part of that action you can expend one other subtle cypher. Instead
|
||||
-of the second cypher's normal effect, you add one free level of Effort to the first cypher spell. Enabler.
|
||||
-
|
||||
-Defending Weapon: When using your enchanted weapon, you are trained in Speed defense tasks. Enabler.
|
||||
-
|
||||
-Dreadwood (6 Intellect points): You manipulate wind, mist, and shadows to embody the primordial fear of mysterious
|
||||
-woods. For the next minute, you gain an asset on intimidation tasks. Creatures within short range may become frightened;
|
||||
-make a separate Intellect attack roll for each creature (if you are larger than normal from using Great Tree or another
|
||||
-source, these rolls are eased). Success means that they are frozen in fear, not moving or taking actions for one minute
|
||||
-or until they are attacked. Some creatures without minds might be immune to this fear. Action.
|
||||
-
|
||||
-Enchanted Movement (4+ Intellect points): You use your enchanted weapon to move yourself to any location within a long
|
||||
-distance that you can see, as long as there are no obstacles or barriers in your way. The exact way this happens depends
|
||||
-on your weapon; you might throw your magical hammer and be pulled along after it, shoot an arrow from your bow that
|
||||
-pulls you forward like a grapple line, and so on. In addition to the normal options for using Effort, you can choose to
|
||||
-use Effort to increase the distance traveled; each level of Effort used in this way increases the range by another 100
|
||||
-feet (30 m). If you have another ability (such as from your type) that allows you to cross a long distance, the range of
|
||||
-that ability and this one increases to very long. Action.
|
||||
-
|
||||
-Enchanted Weapon (1 Intellect point): You attune yourself to a physical weapon, such as a sword, hammer, or bow. You
|
||||
-know exactly where it is if it is within a short distance of you, and you know its general direction and distance if
|
||||
-farther away. All of your other focus abilities require you to be holding or wielding this weapon. You can be attuned to
|
||||
-only one weapon at a time; attuning yourself to a second weapon loses the attunement to the first one. Action to
|
||||
-initiate, ten minutes to complete. Enabler.
|
||||
-
|
||||
-If you attune yourself to a different weapon, come up with a story reason for why you are able to do that and why you
|
||||
-chose this new weapon
|
||||
-
|
||||
-Expanded Repertoire: The number of subtle cyphers you can bear at the same time increases by one. Enabler.
|
||||
-
|
||||
-Faster Wild Magic: If you spend ten minutes preparing your magic, you can fill any of your open cypher slots with subtle
|
||||
-cyphers chosen randomly by the GM (this time can be part of a ten-minute, one-hour, or ten-hour recovery action if you
|
||||
-are awake for the entire time). You can't use this ability again until after you've taken a ten-hour recovery action.
|
||||
-You can still use Magical Repertoire to fill your cypher slots. Action to initiate, ten minutes to complete.
|
||||
-
|
||||
-Great Tree: When you use Wooden Body, you may grow to up to 12 feet (4 m) in height. In this larger form, you add 7
|
||||
-points to your Might Pool and +2 to your Might Edge. If you chose to grow, when Wooden Body ends you subtract 7 points
|
||||
-from your Might Pool (if this brings the Pool to 0, subtract the overflow first from your Speed Pool and then, if
|
||||
-necessary, from your Intellect Pool). When you use Wooden Body, whether or not you choose to grow, instead of looking
|
||||
-like a wooden version of your normal self, you can take on the full appearance of a humanoid tree creature or an actual
|
||||
-tree (including growing additional branches, extra foliage, and so on). This does not affect any of your abilities—in
|
||||
-tree shape, you can use type abilities, other focus abilities, and so on. In tree shape, pretending to be a tree and
|
||||
-hiding among normal trees are eased by two steps. Enabler.
|
||||
-
|
||||
-Innate Power: Choose either your Might Pool or your Speed Pool. When spending points to activate your focus abilities,
|
||||
-you can spend points from this Pool instead of your Intellect Pool (in which case you use your Might Edge or Speed Edge
|
||||
-instead of your Intellect Edge, as appropriate). Enabler
|
||||
-
|
||||
-Lend Animal Shape (6+ Intellect points): You change into an animal, and one willing creature within immediate range also
|
||||
-transforms into an animal of that type (bear, tiger, wolf, and so on) for ten minutes, as if they were using your Animal
|
||||
-Shape ability. For each level of Effort applied, you can affect one additional creature. All creatures transforming with
|
||||
-you must be your size or smaller. A creature can revert to its normal form as an action, but it cannot then change back
|
||||
-into the animal form. One creature (whether you or someone else) changing form does not affect any other creature
|
||||
-affected with this ability. Action.
|
||||
-
|
||||
-A creature that takes animal form with Lend Animal Shape counts as an animal for the use of Animal Scrying.
|
||||
-
|
||||
-A character might be able to take the shape of a creature that is similar to a common animal, such as a unicorn instead
|
||||
-of a horse or a basilisk instead of a lizard, but doing so should require applying at least one level of Effort to the
|
||||
-change, and the character wouldn't gain any of the creature's magical abilities.
|
||||
-
|
||||
-Magical Repertoire: The number of subtle cyphers you can bear at the same time increases by two. If you spend one hour
|
||||
-preparing your magic, you can fill any of your open cypher slots with subtle cyphers chosen randomly by the GM (this
|
||||
-hour can be part of a one-hour or ten-hour recovery action if you are awake for the entire time). As part of this
|
||||
-preparation process, you may discard any number of subtle cyphers you carry to make room for more subtle cyphers.
|
||||
-Enabler.
|
||||
-
|
||||
-If a character has Magical Repertoire, the GM should give the PC frequent opportunities to gain new subtle cyphers,
|
||||
-whether from preparation or by gaining them automatically as explained in the Cyphers chapter
|
||||
-
|
||||
-Magical Training: You are trained in all of your spells. As a result, you ease any task involved in the use of your
|
||||
-spells. Enabler.
|
||||
-
|
||||
-Maximize Cypher: Choose one subtle cypher you bear. Its level becomes the maximum level possible for that cypher. For
|
||||
-example, a meditation aid has a level range of 1d6 + 2, so maximizing that cypher changes its level to 8. You can have
|
||||
-only one maximized subtle cypher at a time. You can't use this ability again until after you've taken a ten-hour
|
||||
-recovery action. Enabler.
|
||||
-
|
||||
-Patient Recovery: You gain an extra ten-minute recovery roll each day. Enabler.
|
||||
-
|
||||
-Power Crash (3 Intellect points): You strike your enchanted weapon against the ground (or a similar large surface),
|
||||
-creating an explosion of energy that affects an area up to immediate range from that point. (If your enchanted weapon is
|
||||
-a ranged weapon, you can instead target a point within close range to be the center of the explosion.) The blast
|
||||
-inflicts 2 points of damage to all creatures or objects within the area (except for you). Because this is an area
|
||||
-attack, adding Effort to increase your damage works differently than it does for single-target attacks. If you apply a
|
||||
-level of Effort to increase the damage, add 2 points of damage for each target, and even if you fail your attack roll,
|
||||
-all targets in the area still take 1 point of damage. Action.
|
||||
-
|
||||
-Restorative Bloom (5 Might points): When Wooden Body or Great Tree is in effect, you produce a flower, acorn, fruit, or
|
||||
-similar plant-based edible item. A creature that eats this food is nourished for a full day and restores their Might
|
||||
-Pool, Speed Pool, and Intellect Pool to their maximum values, as if they were fully rested. Eating a second food
|
||||
-produced by this ability in a day has no effect. If the food is not eaten within ten minutes, it spoils. Action to
|
||||
-produce, action to eat.
|
||||
-
|
||||
-Throw Enchanted Weapon: You can throw your enchanted weapon up to short range as a light ranged weapon. Whether it hits
|
||||
-or misses, it immediately flies back to your hands, and you can automatically catch it or allow it to land at your feet.
|
||||
-Enabler.
|
||||
-
|
||||
-Tree Companion (5+ Intellect points): You animate a tree of approximately your size or smaller, creating a level 3
|
||||
-creature with 1 Armor. The tree follows your verbal commands for one hour, after which it reverts to a normal tree (and
|
||||
-roots itself where it stands). Unless the tree is killed by damage, you can animate it again when the ability duration
|
||||
-expires, but any damage it has carries over to its newly animated state. In addition to the normal options for using
|
||||
-Effort, you can choose to use Effort to affect more trees; each level of Effort used affects one additional tree.
|
||||
-Action.
|
||||
-
|
||||
-Tree Travel (4+ Intellect points): You enter one tree and instantaneously and safely emerge from another one within long
|
||||
-distance. You don't need to specify which tree you're exiting from (if you know there are trees in that direction, you
|
||||
-can decide how far to go and you will step out of a tree in that area). If the starting tree's trunk isn't as large as
|
||||
-your body, you must apply a level of Effort to enter it. You can choose to use Effort to increase the distance you
|
||||
-travel; one level of Effort used in this way increases the range to very long, two levels raise it to one mile (1.5 km),
|
||||
-and each additional level of Effort beyond that increases it by an additional mile. Action.
|
||||
-
|
||||
-Wild Insight: You gain a momentary perfect understanding of the flow of magic around you at this moment. When preparing
|
||||
-your magic, choose one specific subtle cypher and make a magical lore skill roll against level 6. If you succeed, you
|
||||
-gain that subtle cypher (the cypher's level is 6); if you fail, you get a random subtle cypher. If you aren't sure what
|
||||
-specific subtle cypher you want, you can ask for a broad category such as "healing," "movement," or "skill"; this eases
|
||||
-the magical lore task, and if you succeed, the GM chooses a random cypher that fits that category. You can't use this
|
||||
-ability again until after you've taken a ten-hour recovery action. Enabler.
|
||||
-
|
||||
-Wooden Body (1+ Might points): You transform your body into living wood for ten minutes, which grants you several
|
||||
-benefits. You gain +1 to Armor and you are practiced in using your limbs as medium weapons. You need about one-tenth as
|
||||
-much air as a human. Hiding among trees or on a tree is eased. However, in your wooden form you move more stiffly than a
|
||||
-creature of flesh, hindering your Speed defense rolls. Action to change or revert.
|
||||
-
|
||||
-Your wooden body might be smooth like a polished board, rough like tree bark, or a mix of both.
|
||||
-
|
||||
#### FANTASY SPECIES
|
||||
|
||||
For many fantasy worlds, there is a plethora of sapient creatures suitable for player characters. Here we present
|
101
patches/base/027-remove-duplicated-fairytale-rule.patch
Normal file
101
patches/base/027-remove-duplicated-fairytale-rule.patch
Normal file
@ -0,0 +1,101 @@
|
||||
--- _tmp/ccsrd.md 2025-05-29 08:58:25.946821678 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-05-29 09:09:44.195977384 -0500
|
||||
@@ -30025,98 +29885,6 @@
|
||||
However, clothing with additional benefits can be purchased, stolen, found, or earned by completing favors and
|
||||
accomplishing tasks.
|
||||
|
||||
-Optional Rule: I Have That!
|
||||
-
|
||||
-In fairy tales, characters often have exactly the right mundane piece of equipment
|
||||
-
|
||||
-that they need to bypass a story-related obstacle hidden away in a pocket or a bag. Rather than having the PCs stock up
|
||||
-on mundane items like marbles, rope, and breadcrumbs in town, use the I Have That! rule. This means players don't have
|
||||
-to keep exact track of their characters' mundane equipment; instead, they spend an amount to get an unspecified "Pocket
|
||||
-Item" in
|
||||
-
|
||||
-that category. Then, when they're out in the world and realize they could solve a problem with an item, they can just
|
||||
-say, "I have that!" and pull it from their pocket. All Pocket Items are one-use only; after using them, the PC marks off
|
||||
-one of their Pocket Items for the appropriate price category.
|
||||
-
|
||||
-Most Pocket Items are inexpensive, but moderate and expensive Pocket Items exist, and are likely more useful than their
|
||||
-less expensive counterparts.
|
||||
-
|
||||
-The GM has veto power over items that they don't think you could have found or carried.
|
||||
-
|
||||
-Using the I Have That! rule doesn't preclude PCs from also purchasing these items directly. For example, if a character
|
||||
-who sews wants to buy a thimble and an inexpensive Pocket Item, they can. However, they cannot later turn the thimble
|
||||
-into a Pocket Item; it remains a thimble.
|
||||
-
|
||||
-Example Pocket Items
|
||||
-
|
||||
-Inexpensive
|
||||
-
|
||||
-• Apple
|
||||
-
|
||||
-• Ashes (handful)
|
||||
-
|
||||
-• Breadcrumbs
|
||||
-
|
||||
-• Butter
|
||||
-
|
||||
-• Candy
|
||||
-
|
||||
-• Chalk
|
||||
-
|
||||
-• Cricket in a cage
|
||||
-
|
||||
-• Cup
|
||||
-
|
||||
-• Egg
|
||||
-
|
||||
-• Fabric
|
||||
-
|
||||
-• Flyswatter
|
||||
-
|
||||
-• Glass jar
|
||||
-
|
||||
-• Glue
|
||||
-
|
||||
-• Honey
|
||||
-
|
||||
-• Leather
|
||||
-
|
||||
-• Magnets
|
||||
-
|
||||
-• Marbles
|
||||
-
|
||||
-• Nails
|
||||
-
|
||||
-• Needle and thread
|
||||
-
|
||||
-• Paper
|
||||
-
|
||||
-• Plait of hair
|
||||
-
|
||||
-• Pot of fat
|
||||
-
|
||||
-• Pot of grease
|
||||
-
|
||||
-• Ribbon
|
||||
-
|
||||
-• Rice (handful)
|
||||
-
|
||||
-• Straw
|
||||
-
|
||||
-• Tacks
|
||||
-
|
||||
-• Wax
|
||||
-
|
||||
-• Wool
|
||||
-
|
||||
-Moderate
|
||||
-
|
||||
-• Bird in a cage
|
||||
-
|
||||
-• Sewing shears
|
||||
-
|
||||
-• Thimble
|
||||
-
|
||||
### CLOTHING
|
||||
|
||||
Inexpensive
|
72
patches/base/028-remove-duplicated-omni-orbs.patch
Normal file
72
patches/base/028-remove-duplicated-omni-orbs.patch
Normal file
@ -0,0 +1,72 @@
|
||||
--- _tmp/ccsrd.md 2025-05-29 08:58:25.946821678 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-05-29 10:44:31.604064917 -0500
|
||||
@@ -27328,69 +27188,6 @@
|
||||
and see that a teleporter (traveler) cypher can transport one character up to 100 miles per cypher level, so
|
||||
transporting a group of PCs 100 miles is probably within the orb's power
|
||||
|
||||
-### OMNI ORB
|
||||
-
|
||||
-Level: 1d6 + 4
|
||||
-
|
||||
-Form: Glowing, orb-shaped technological device Effect: The user holding the orb imagines
|
||||
-
|
||||
-what they want to happen (similar to using a magical wish), and it happens, within limits. The level of the effect
|
||||
-granted is no greater than the level of the orb, as determined by the GM, who can modify the effect accordingly. (The
|
||||
-larger the desired effect, the more likely the GM will limit
|
||||
-
|
||||
-it.) Activating the omni orb automatically moves the character using it one step down the damage track.
|
||||
-
|
||||
-Depletion: 1 in 1d6 (instead of depleting, a roll of 1 means the user experiences a GM intrusion related to the effect
|
||||
-they created)
|
||||
-
|
||||
-A benchmark for setting an omni orb's limits is to compare it to a cypher of the orb's level—if there is a cypher that
|
||||
-can do what the PC wants, and that cypher is equal to or less than the orb's level, it works. For example, if a team of
|
||||
-superheroes tries to use a level 5 orb to teleport to their base 100 miles away, the GM can look at the list of cyphers
|
||||
-and see that a teleporter (traveler) cypher can transport one character up to 100 miles per cypher level, so
|
||||
-transporting a group of PCs 100 miles is probably within the orb's power
|
||||
-
|
||||
-### OMNI ORB
|
||||
-
|
||||
-Level: 1d6 + 4
|
||||
-
|
||||
-Form: Glowing, orb-shaped technological device Effect: The user holding the orb imagines
|
||||
-
|
||||
-what they want to happen (similar to using a magical wish), and it happens, within limits. The level of the effect
|
||||
-granted is no greater than the level of the orb, as determined by the GM, who can modify the effect accordingly. (The
|
||||
-larger the desired effect, the more likely the GM will limit
|
||||
-
|
||||
-it.) Activating the omni orb automatically moves the character using it one step down the damage track.
|
||||
-
|
||||
-Depletion: 1 in 1d6 (instead of depleting, a roll of 1 means the user experiences a GM intrusion related to the effect
|
||||
-they created)
|
||||
-
|
||||
-A benchmark for setting an omni orb's limits is to compare it to a cypher of the orb's level—if there is a cypher that
|
||||
-can do what the PC wants, and that cypher is equal to or less than the orb's level, it works. For example, if a team of
|
||||
-superheroes tries to use a level 5 orb to teleport to their base 100 miles away, the GM can look at the list of cyphers
|
||||
-and see that a teleporter (traveler) cypher can transport one character up to 100 miles per cypher level, so
|
||||
-transporting a group of PCs 100 miles is probably within the orb's power
|
||||
-
|
||||
-### OMNI ORB
|
||||
-
|
||||
-Level: 1d6 + 4
|
||||
-
|
||||
-Form: Glowing, orb-shaped technological device Effect: The user holding the orb imagines
|
||||
-
|
||||
-what they want to happen (similar to using a magical wish), and it happens, within limits. The level of the effect
|
||||
-granted is no greater than the level of the orb, as determined by the GM, who can modify the effect accordingly. (The
|
||||
-larger the desired effect, the more likely the GM will limit
|
||||
-
|
||||
-it.) Activating the omni orb automatically moves the character using it one step down the damage track.
|
||||
-
|
||||
-Depletion: 1 in 1d6 (instead of depleting, a roll of 1 means the user experiences a GM intrusion related to the effect
|
||||
-they created)
|
||||
-
|
||||
-A benchmark for setting an omni orb's limits is to compare it to a cypher of the orb's level—if there is a cypher that
|
||||
-can do what the PC wants, and that cypher is equal to or less than the orb's level, it works. For example, if a team of
|
||||
-superheroes tries to use a level 5 orb to teleport to their base 100 miles away, the GM can look at the list of cyphers
|
||||
-and see that a teleporter (traveler) cypher can transport one character up to 100 miles per cypher level, so
|
||||
-transporting a group of PCs 100 miles is probably within the orb's power
|
||||
-
|
||||
### SERUM X
|
||||
|
||||
Level: 1d6 + 2
|
969
patches/base/029-move-modern-magic-abilities-into-core.patch
Normal file
969
patches/base/029-move-modern-magic-abilities-into-core.patch
Normal file
@ -0,0 +1,969 @@
|
||||
--- _tmp/ccsrd.md 2025-05-29 10:51:30.789648516 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-05-29 14:20:00.517884876 -0500
|
||||
@@ -9983,6 +9983,16 @@
|
||||
Effort affects one additional target. You must speak to additional targets to accelerate them, one target per round.
|
||||
Action per target to initiate.
|
||||
|
||||
+Access the Broadcast (2+ Intellect points): You create a flat rectangular illusory "screen" within immediate range that
|
||||
+can display any broadcast television signal in your area (similar to using a television with an antenna) or any video
|
||||
+streams in the area (similar to tapping into a wireless network). The screen is anywhere from 1 to 3 feet (30 cm to 1 m)
|
||||
+across, includes stereo sound, and lasts for one hour. As an action, you can change the channel, the volume, or both.
|
||||
+The effect ends if you are more than a short distance away from the screen. For each level of Effort you apply to this
|
||||
+ability, you can increase the width of the screen by up to 3 feet (1 m). Action.
|
||||
+
|
||||
+Wireless networks hosting video streams are usually locked or encrypted, which requires you to succeed on an
|
||||
+Intellect-based attack roll against the network's level (typically level 4) to watch them.
|
||||
+
|
||||
Acrobatic Attack (1+ Speed points): You leap into the attack, twisting or flipping through the air. If you roll a
|
||||
natural 17 or 18, you can choose to have a minor effect rather than deal extra damage. If you apply Effort to the
|
||||
attack, you get a free level of Effort on the task. You can't use this ability if your Speed Effort costs are reduced
|
||||
@@ -10166,6 +10176,13 @@
|
||||
Animal Senses and Sensibilities: You are trained in listening and spotting things. In addition, most of the time, the GM
|
||||
should alert you if you're about to walk into an ambush or a trap that is lower than level 5. Enabler.
|
||||
|
||||
+Annoy Electronics (1 Intellect point): You interfere with the operations of an electronic device. The device must be
|
||||
+within short range and you must be able to see it. Your interference is limited to things you could do in a few seconds
|
||||
+if you were directly using the device. For example, you could make a person's phone start playing a loud video, type one
|
||||
+or two commands on a computer's keyboard, hit a bunch of buttons in an elevator, or change the station or volume on a
|
||||
+television screen. You must succeed at an Intellect-based task against the device or its bearer (whichever level is
|
||||
+higher). If you have never interacted with the particular device before, the task is hindered by two steps. Action.
|
||||
+
|
||||
Answering Attack (3 Speed points): If you are struck in melee, you can make an immediate melee attack against that
|
||||
attacker once per round. The attack is hindered, and you can still take your normal action during the round. Enabler.
|
||||
|
||||
@@ -10194,6 +10211,17 @@
|
||||
rapid-fire weapon, such as a crank crossbow), you can fire your weapon at up to three targets (all next to one another)
|
||||
at once. Make a separate attack roll against each target. Each attack is hindered. Action.
|
||||
|
||||
+Arcanaphone (2 Intellect points): You make use of your cellular service to start a telephone call or use text messaging,
|
||||
+lasting up to ten minutes. To anyone watching you, you look like you're in "hands free" mode. In all respects, this
|
||||
+works as if you were carrying your device with you and using it directly (meaning the network notes your current
|
||||
+location as if you were carrying your phone, and you may not have coverage in some areas). The first time you use this
|
||||
+ability with your mobile service, you must contact their customer service department to authorize the magic (taking ten
|
||||
+to sixty minutes), as if it were a new device. You can't use this ability if you don't have a cellular account. Action
|
||||
+to initiate.
|
||||
+
|
||||
+In modern fantasy settings where most people don't know about magic, connecting your spell to your cellular service
|
||||
+probably requires a lot of strange answers and lies about the "device" you're trying to add to your account.
|
||||
+
|
||||
Arcane Flare (1 Intellect point): You enhance the damage of another attack spell with an extra charge of energy so that
|
||||
it deals 1 additional point of damage. Alternatively, you attack a target within long range by projecting a flare of raw
|
||||
magic that inflicts 4 points of damage. Enabler for enhancement; action for long-range attack.
|
||||
@@ -10263,6 +10291,11 @@
|
||||
to use the language to interact with native speakers, your skills improve rapidly, to the point where you might be
|
||||
mistaken for a native speaker after just a few hours of speaking the new language. Enabler.
|
||||
|
||||
+Background Music (1+ Intellect points): You create quiet background music in a short area, loud enough to be heard in a
|
||||
+room with normal conversation, but not so loud to be distracting or overwhelming. The music repeats through up to ten
|
||||
+songs you know, lasting up to an hour. In addition to the normal options for using Effort, you can use Effort to
|
||||
+increase the duration; each level of Effort adds one hour to the play time and five songs to the playlist. Action.
|
||||
+
|
||||
Balance: You are trained in balancing. Enabler.
|
||||
|
||||
Band of Desperados: Your reputation draws a band of six level 2 desperado NPC followers who are completely devoted to
|
||||
@@ -10366,6 +10399,11 @@
|
||||
body generates) and focus it on a living creature within short range. The target gains a free and immediate one-action
|
||||
recovery roll. You can't use this ability again on that creature until after its next ten-hour rest. Action.
|
||||
|
||||
+Blackout (3 Intellect points): You issue a disruptive ripple of energy within short range, creating an area where the
|
||||
+electrical power grid fails. All devices relying on being plugged into the grid stop working. Battery‑powered devices
|
||||
+still work. Any standby generator connected in this area functions normally, activating emergency power within a few
|
||||
+rounds. The blackout otherwise lasts for one minute. Action.
|
||||
+
|
||||
Blameless: You are trained in one of the following: deception, stealth, or disguise. Enabler.
|
||||
|
||||
Blend In (4 Intellect points): When you blend in, creatures still see you, but they attach no importance to your
|
||||
@@ -10435,6 +10473,10 @@
|
||||
Blood Fever: When you have no points in one or two Pools, you gain an asset to attacks or defense rolls (your choice).
|
||||
Enabler.
|
||||
|
||||
+Blood Magician: When you wish it, you can use points from your Might Pool rather than your Intellect Pool to activate a
|
||||
+magical ability (including applying Effort to that ability). If you use your Might Pool this way, you use your Might
|
||||
+Edge instead of your Intellect Edge. Enabler.
|
||||
+
|
||||
Bloodlust (3 Might points): If you take down a foe, you can move a short distance, but only if you move toward another
|
||||
foe. You don't need to spend the points until you know that the first foe is down. Enabler.
|
||||
|
||||
@@ -10504,6 +10546,22 @@
|
||||
If you lose the bound object, you retain a sense of the direction in which it lies. Action to manifest the magic
|
||||
creature.
|
||||
|
||||
+Bound Magic Familiar: You have a magic familiar bound to you through a magical mark on your body (a tattoo, rune, scar,
|
||||
+or something as mundane as a freckle or mole). Normally, the familiar remains sleeping in its spiritual form. When you
|
||||
+use an action to manifest them, they appear next to you as a creature with a specific form (such as a cat, hawk,
|
||||
+homunculus, tiny dragon, or other suitable magical creature) and can communicate with you telepathically. The familiar
|
||||
+is friendly toward you but has its own personality determined by the GM. The familiar can remain physically manifested
|
||||
+for up to one hour, after which they return to their sleeping spiritual form and cannot manifest again until after your
|
||||
+next ten-hour recovery roll. While manifested, they accompany you and follow your instructions. The familiar must remain
|
||||
+within an immediate distance of you; if they move farther away, they are yanked back into their magical mark at the end
|
||||
+of your following turn and cannot return until after your next ten-hour recovery roll. The familiar doesn't make
|
||||
+attacks, but they can use their action to grant you an asset for any one attack you make on your turn. Otherwise, they
|
||||
+can take actions on their own (though you'll likely roll for them). If the familiar is reduced to 0 health, they
|
||||
+dissipate into their spiritual form and cannot manifest again until 1d6 + 2 days have passed. Action to manifest the
|
||||
+familiar.
|
||||
+
|
||||
+Magic familiar: level 3, Speed defense as level 5 due to size, one knowledge skill as level 4
|
||||
+
|
||||
Brainwashing (6+ Intellect points): You use trickery, well-spoken lies, and mind-affecting chemicals (or other means,
|
||||
like magic or high technology) to make others temporarily do what you want them to do. You control the actions of
|
||||
another creature you touch. This effect lasts for one minute. The target must be level 3 or lower. You can allow it to
|
||||
@@ -10689,6 +10747,21 @@
|
||||
percent less likely to function if said function would cause you harm. Thus, if a foe attempts to detonate a bomb near
|
||||
you controlled by a detonator that likes you, there is a 50 percent chance that it won't explode. Action to initiate.
|
||||
|
||||
+Check Status (0+ Intellect points): You can telepathically reach out to up to ten creatures known to you, no matter
|
||||
+where they are. The individual creatures must be willing and able to communicate. You immediately know their current
|
||||
+status—eating, driving, sleeping, angry, injured, fine, great, frightened, worried, and so on, generally in the form of
|
||||
+a short sentence or a few words.
|
||||
+
|
||||
+These creatures don't have to share anything they don't want to, including acknowledging that you checked on them, but
|
||||
+they can't lie through this connection. For example, one person might let you know that they're upset, but that doesn't
|
||||
+mean you know why (they're dealing with a recent breakup) or what they're doing about it (drinking to cope).
|
||||
+
|
||||
+You automatically succeed at using this ability; no roll is required. Only you receive the status information. Other
|
||||
+people affected by the spell do not get a sense of each other's statuses, nor do they know who else you're checking on.
|
||||
+
|
||||
+If you spend 5 Intellect points, you can check on twenty creatures at once, and for every 1 Intellect point you spend
|
||||
+above that, you can check on an additional ten creatures. Action.
|
||||
+
|
||||
Cloak of Opportunity (5 Intellect points): You set small objects from the environment (rocks, broken items, clumps of
|
||||
dirt, and so on) swirling about you for up to ten minutes, which grants you +2 Armor. Action to initiate.
|
||||
|
||||
@@ -10726,6 +10799,15 @@
|
||||
Combat Prowess: You add +1 damage to one type of weapon attack of your choice: melee weapon attacks or ranged weapon
|
||||
attacks. Enabler.
|
||||
|
||||
+Comfort and Encouragement (2+ Intellect points): You speak to a non-hostile creature within short range, telling them
|
||||
+exactly what they need to hear to have a better day. You don't know what these words are until you say them, but you
|
||||
+know they will help the creature's attitude. If the creature spends a round or two thinking about what you said, they
|
||||
+gain an asset on one task of their choosing within one hour. Alternatively, if the creature has an ongoing penalty to
|
||||
+tasks (such as having a hangover, sadness from a recent fight with their romantic partner, an injury, or a stressful
|
||||
+situation at work), they can ignore that penalty for the next hour. In addition to the normal options for using Effort,
|
||||
+you can use Effort to affect more creatures; each level of Effort affects one additional creature. Action to initiate;
|
||||
+up to one minute to complete.
|
||||
+
|
||||
Command (3 Intellect points): Through sheer force of will, you can issue a simple imperative command to a single living
|
||||
creature, who then attempts to carry out your command as its next action. The creature must be within short range and
|
||||
able to understand you. The command can't inflict direct harm on the creature or its allies, so "Commit suicide" won't
|
||||
@@ -10907,6 +10989,15 @@
|
||||
damage. Its movement is based on its creature type (avian, swimmer, and so on). If your critter companion dies, you can
|
||||
search an urban or wild environment for 1d6 days to find a new one. Enabler.
|
||||
|
||||
+Critter Telekinesis (1 Intellect point): You. telekinetically move a small creature (no larger than a medium dog) an
|
||||
+immediate distance in any direction you wish. You must be able to see the creature, which must be your size or smaller,
|
||||
+must not be affixed to anything, and must be within short range. The creature safely arrives at your chosen location
|
||||
+without any residual force. If the creature knows you and you have a free hand, you can automatically grab the creature
|
||||
+as part of the action of using this ability. This ability lacks the fine control to move anything with much speed, so in
|
||||
+most situations, it's used to reposition an animal (such as a pet) out of a dangerous or inconvenient location. For
|
||||
+example, you could safely pull a scared cat out from under a bed, retrieve a puppy from a storm drain, or relocate a
|
||||
+wild bird that got inside your house. Action.
|
||||
+
|
||||
Crowd Control (6+ Intellect points): You control the actions of up to five creatures in short range. This effect lasts
|
||||
for one minute. All targets must be level 2 or lower. Your control is limited to simple verbal commands like "Stop,"
|
||||
"Run away," "Follow that guard," "Look over there," or "Get out of my way." All affected creatures respond to the
|
||||
@@ -11155,6 +11246,13 @@
|
||||
are trained in all tasks involving finding, healing, interacting with, and protecting that character. You can have only
|
||||
one ward at a time. Action to initiate.
|
||||
|
||||
+Diagnose Device (2 Intellect points): You ease by two steps the task to diagnose what's wrong with a human-made
|
||||
+electronic or mechanical device or system (such as a computer, clothes dryer, or toilet) that is damaged,
|
||||
+malfunctioning, or broken. You must touch the device to diagnose it. Typically a successful roll means that you learn
|
||||
+the main problem and its cause. For example, you could learn that a bricked phone is infected with malware, a pipe is
|
||||
+clogged with "flushable" wipes, or a rattling engine needs motor oil. This ability is unreliable at best when used on
|
||||
+alien, high-technology, or other mysterious devices. Action.
|
||||
+
|
||||
Diamagnetism: You magnetize any nonmetallic object within short range so that it can be affected by your other magnetic
|
||||
powers. Thus, with Move Metal, you can move any object. With Repel Metal, you are trained in all Speed defense tasks,
|
||||
regardless of whether the incoming attack uses metal. And so on. Enabler.
|
||||
@@ -11229,6 +11327,11 @@
|
||||
Disincentivize (1 Intellect point): You hinder all actions attempted by any number of targets within short range who can
|
||||
understand you. You choose which targets are affected. Affected targets' actions are hindered for one round. Enabler.
|
||||
|
||||
+Dispel Magic (2+ Intellect points): Choose one magical effect within long range. An effect of up to level 3 ends if you
|
||||
+succeed on an Intellect-based attack roll against the level of the effect, or against the level of the creature or
|
||||
+object the magical effect affects, whichever is higher. In addition to the normal options for using Effort, you can
|
||||
+apply Effort to increase the level of the effect that can potentially be dispelled. Action.
|
||||
+
|
||||
Disrupting Touch (1+ Might points): You can turn your Phase Sprint into a melee attack by purposefully grazing another
|
||||
creature as you run. When you do, the touch releases a violent blast of energy that inflicts 2 points of damage to the
|
||||
target (ignores Armor). Whether you hit or miss, your movement (and turn) ends immediately, which puts you within
|
||||
@@ -11455,6 +11558,18 @@
|
||||
attacks and effects that rely on light can affect you, and sudden bursts of light can potentially make you lose your
|
||||
next turn. Action to initiate.
|
||||
|
||||
+Emotional Support Pet (3+ Intellect points): You conjure an adorable animal that most people find irresistibly cute,
|
||||
+such as a puppy, kitten, or bunny, who is outgoing and friendly and otherwise acts according to its nature. Anyone in
|
||||
+short range who can see the animal eases their defense tasks against negative feelings (such as anger, fear, sadness,
|
||||
+and worry) for the next hour. Anyone who pets, cuddles, or plays with this animal for at least a round or two (up to
|
||||
+four people can do so at once) feels happier for the next hour and adds +1 to any recovery rolls they make during that
|
||||
+time. At the end of the spell, the conjured animal curls up, falls asleep, and disappears in a puff of smoke. If the
|
||||
+animal is harmed in any way, anyone who saw it happen eases all rolls against the creature responsible for the harm. In
|
||||
+addition to the normal options for using Effort, you can conjure three additional animals for each level of Effort you
|
||||
+apply to this ability. Action.
|
||||
+
|
||||
+Adorable Animal: level 1, positive social interactions as level 3
|
||||
+
|
||||
Enable Others: You can use the helping rules to provide a benefit to another character attempting a physical task.
|
||||
Unlike the normal helping rules, this doesn't require you to use your action helping the other character with the task.
|
||||
This requires no action on your part. Enabler.
|
||||
@@ -11523,6 +11638,11 @@
|
||||
example, if you have no experience with a certain kind of extradimensional energy, you can't protect against it. You can
|
||||
select this ability more than once. Each time you select it, you must choose a different kind of energy. Enabler.
|
||||
|
||||
+Enhance Athletics (2 Intellect points): You enhance the ability of one creature to perform certain athletic sports
|
||||
+tasks. The creature must be within long range and visible to you. For the next minute, the creature can apply one free
|
||||
+level of Effort to any one task to catch, hit, kick, or throw an object, or to any one climbing, jumping, or running
|
||||
+task. Once this free level of Effort is used, the magic ends. Action.
|
||||
+
|
||||
Enhance Strength (3 Intellect points): For the next ten minutes, you gain an asset on tasks that depend on brute force,
|
||||
such as moving a heavy object, smashing down a door, or hitting someone with a melee weapon. Action to initiate.
|
||||
|
||||
@@ -11702,6 +11822,12 @@
|
||||
tasks involving disguise. You must apply a level of Effort to be able to impersonate a different species (such as a
|
||||
human morphing into a humanoid alien). Action.
|
||||
|
||||
+Facsimile of Life (3 Intellect points): You give an object limited mobility, awareness, and intellect, allowing it to
|
||||
+move about as if it were a small pet. The object must be within immediate distance and no larger than half your size.
|
||||
+When animated, the object can perform tasks for you as if it were a level 1 creature, but otherwise is treated as an
|
||||
+object of its level (for example, it uses the object damage track instead of health). The animation lasts for an hour or
|
||||
+until you and it are at least a long distance apart, at which time the object becomes inert again. Action.
|
||||
+
|
||||
Familiarize: You can familiarize yourself with a new area if you spend at least one hour studying a region up to a long
|
||||
distance across that you are able to directly access and move about in. Once you've familiarized yourself with an area,
|
||||
all your tasks related to perception, navigation, salvaging and scavenging, defense, and moving about the area gain an
|
||||
@@ -12053,6 +12179,21 @@
|
||||
move through solid barriers (but not energy barriers) at a rate of 1 foot (30 cm) per round, and you can perceive while
|
||||
phased within a barrier or object, which allows you to peek through walls. Action to initiate.
|
||||
|
||||
+Ghost Car (4+ Intellect points): You create a level 3 ghostly-looking car that can carry two people and a small amount
|
||||
+of luggage. You or a creature you designate can drive the car as normal. For each level of Effort you apply to this
|
||||
+ability, it can carry two additional passengers and its level increases by 1. The car lasts for an hour, after which it
|
||||
+vanishes. Action.
|
||||
+
|
||||
+Gift of Appeasement (2+ Intellect points): You conjure a trifle that can fit in one hand and will please a creature
|
||||
+within immediate range. The object is impractical and inexpensive, but delightful to the creature. Examples include
|
||||
+their favorite kind of cookie, a small crafted coffee beverage, or a paper origami of their favorite animal. You don't
|
||||
+know what the spell will create, but you know it will please them if you give it as a gift. If the creature spends one
|
||||
+minute appreciating the object (such as eating the cookie, drinking the coffee, or examining the origami), they gain an
|
||||
+asset on one task of their choosing within one hour.
|
||||
+
|
||||
+In addition to the normal options for using Effort, you can use Effort to affect more creatures; each level of Effort
|
||||
+affects one additional creature. Action per target to initiate.
|
||||
+
|
||||
Go Defensive (1 Intellect point): When you wish, while in combat, you can enter a state of heightened awareness of
|
||||
threat. While in this state, you can't use points from your Intellect Pool, but you gain +1 to your Speed Edge and gain
|
||||
two assets to Speed defense tasks. This effect lasts as long as you wish or until you attack a foe or no combat is
|
||||
@@ -12191,6 +12332,13 @@
|
||||
Guild Training: Your type abilities that have durations last twice as long. Your type abilities that have short ranges
|
||||
reach to long range instead. Your type abilities that inflict damage deal 1 additional point of damage. Enabler.
|
||||
|
||||
+Gun Jammer (2+ Intellect points): You can interfere with a firearm so the next time it is used, it jams or misfires. The
|
||||
+weapon must be within short range and you must be able to see it. Make an Intellect-based attack against the weapon or
|
||||
+its bearer (whichever level is higher). If you succeed, the next attack with the firearm fails, and the weapon won't
|
||||
+fire until someone uses an action to correct the problem. If you activate this ability when it isn't your turn, your
|
||||
+attack against the weapon is hindered. In addition to the normal options for using Effort, you can use Effort to affect
|
||||
+more firearms; each level of Effort affects one additional target. Action or enabler.
|
||||
+
|
||||
Gunner: You inflict 1 additional point of damage with guns. Enabler.
|
||||
|
||||
### Abilities --- H
|
||||
@@ -12315,6 +12463,13 @@
|
||||
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.
|
||||
|
||||
+Hush (1+ Intellect point): You create a transparent bubble within short range that muffles very loud sounds within it,
|
||||
+such as alarms, sirens, leaf blowers, and crying babies. The bubble is about 3 feet (1 m) across and any noise from
|
||||
+within it comes out no louder than a normal speaking voice. The bubble lasts for one minute and moves with the target.
|
||||
+In addition to the normal options for using Effort, you can use Effort to increase the duration; one level of Effort
|
||||
+increases the duration to ten minutes, two levels increases it to an hour, and three levels increases it to ten hours.
|
||||
+Action.
|
||||
+
|
||||
### Abilities --- I
|
||||
|
||||
Ice Armor (1 Intellect point): When you wish it, your body is covered in a sheen of ice for ten minutes that gives you
|
||||
@@ -12740,6 +12895,14 @@
|
||||
and modifiers, except this time you have an asset on the task. If this retry fails, you can't use this ability to retry
|
||||
it again. Enabler.
|
||||
|
||||
+Laundry Day (3+ Intellect points): You select two batches of laundry within immediate range, each large enough for a
|
||||
+typical washing machine or dryer. The laundry agitates and spins in midair for a minute, becoming clean and dry as it
|
||||
+does so, after which it sorts and stacks itself into neat piles or, if you know where it belongs and that's within short
|
||||
+range, putting itself away. Particularly dirty clothes automatically take a few extra minutes to finish cleaning and
|
||||
+drying. The spell doesn't harm delicate items or clothing that needs special care (such as dry cleaning or low
|
||||
+temperature). In addition to the normal options for using Effort, you can use Effort to affect more batches of laundry;
|
||||
+each level of Effort affects two additional batches. Action to initiate; one minute to complete.
|
||||
+
|
||||
Lead by Inquiry: You keep your allies on their toes with occasional questions, jokes, and even mock drills for those who
|
||||
care to join in. After spending 24 hours with you, your allies are treated as if trained in tasks related to perception.
|
||||
This benefit is ongoing while you remain in your allies' company. It ends if you leave, but it resumes if you return to
|
||||
@@ -12885,11 +13048,20 @@
|
||||
Machine Vulnerabilities: You inflict 3 additional points of damage against robots and animate machines of all kinds.
|
||||
Enabler.
|
||||
|
||||
+Mage Clock: You can mentally connect to a universal magical clock, allowing you to know the local time, down to a tenth
|
||||
+of a second. You can have up to three magical timers at once, each of which sounds a mental alarm after an amount of
|
||||
+time you specify or at a specific time (such as nine minutes from now, three hours from now, or 8 o'clock in the
|
||||
+morning). Action.
|
||||
+
|
||||
Magic Shield (1 Intellect point): You gain +1 to Armor for an hour. Action to initiate.
|
||||
|
||||
Magic Training: You are trained in the basics of magic (including the operation of magic artifacts and cyphers) and can
|
||||
attempt to understand and identify its properties. Enabler.
|
||||
|
||||
+Magical Power Current (2+ Intellect points): You provide electricity to a device that runs on standard house current,
|
||||
+such as a laptop computer, circular saw, or microwave oven, allowing it to function as if plugged in for one hour. The
|
||||
+cost is 2 Intellect points plus 1 point per level of the device. Action.
|
||||
+
|
||||
Magical Repertoire: The number of subtle cyphers you can bear at the same time increases by two. If you spend one hour
|
||||
preparing your magic, you can fill any of your open cypher slots with subtle cyphers chosen randomly by the GM (this
|
||||
hour can be part of a one-hour or ten-hour recovery action if you are awake for the entire time). As part of this
|
||||
@@ -12906,6 +13078,12 @@
|
||||
projectile attacks (such as arrows, bullets, a thrown metal knife, and so on) to the ground. You are immune to such
|
||||
attacks for one round. You must be aware of an attack to foil it. Enabler.
|
||||
|
||||
+Magnification (1+ Intellect point): You create a rectangular frame, visible only to you, that doubles the magnification
|
||||
+of whatever you see through it. The frame defaults to hovering in front of your face about an arm's length away, but you
|
||||
+can use your action to move it up, down, or to either side. The frame lasts for ten minutes and grants an asset on
|
||||
+perception tasks at range. For each level of Effort you apply to this ability, you can increase the magnification by
|
||||
+another increment (×3 for one level of Effort, ×4 for two levels of Effort, and so on). Action.
|
||||
+
|
||||
Magnificent Moment: If you make an attack or attempt a task with the immediate action you gain by using Seize the
|
||||
Moment, the attack or task is eased. Enabler.
|
||||
|
||||
@@ -13284,6 +13462,14 @@
|
||||
either the decision goes your way or, if someone else effectively argues a competing point, any associated persuasion or
|
||||
deception task is eased by two steps. Action to initiate, one or more rounds to complete.
|
||||
|
||||
+Network Dead Zone (3 Intellect points): You interfere with radio signals, such as Bluetooth, wifi, cell phone service,
|
||||
+AM/FM radio, ham radio, and walkie-talkies. Choose a short area within immediate range; all such transmissions into or
|
||||
+out of that area are blocked due to a combination of interference and lack of reception. This lasts for one minute.
|
||||
+Action.
|
||||
+
|
||||
+Powerful radio sources, such as a radio station transmitter or a telecommunication satellite, may be able to punch
|
||||
+through a Network Dead Zone spell.
|
||||
+
|
||||
Network Tap (4 Intellect points): You can ask the GM one question and get a very short answer if you succeed on an
|
||||
Intellect roll against a difficulty assigned by the GM. The more obscure the answer, the more difficult the task. On a
|
||||
failed roll, feedback or perhaps some defense from the network you're accessing inflicts 4 points of Intellect damage on
|
||||
@@ -13446,6 +13632,10 @@
|
||||
|
||||
### Abilities --- P
|
||||
|
||||
+Paralyzing Touch (4+ Intellect points): You gather necromantic energy in your fingertip and touch a creature. A target
|
||||
+of level 3 or lower is paralyzed and helpless for an hour. Each level of Effort applied increases the level cap of the
|
||||
+target by 1. Action.
|
||||
+
|
||||
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.
|
||||
|
||||
@@ -13723,6 +13913,16 @@
|
||||
tasks involving following, understanding, interacting with, or fighting that creature. You can have only one quarry at a
|
||||
time. Action to initiate.
|
||||
|
||||
+Question Past Self (4+ Intellect points): You reach into the past up to a week and mentally ask your past self one or
|
||||
+two questions about something you knew or observed at the chosen time. For example, if you've forgotten an important
|
||||
+phone number or can't remember if a particular person was in a meeting, you can ask your past self about it while it's
|
||||
+still fresh in your past self 's memory. Your past self doesn't perceive this as an intrusive voice—it just seems like
|
||||
+an unexpected moment of reflection about the questions your present self asks. This doesn't allow you to remember things
|
||||
+your past self didn't actually know at the time, but it can sometimes help your present self (in the form of an asset)
|
||||
+learn more about or realize something your past self wasn't really paying attention to at the time (such as seeing part
|
||||
+of a password or noting whether there was a red delivery truck nearby). For each level of Effort you apply to this
|
||||
+ability, you can reach an additional week further into the past. Action.
|
||||
+
|
||||
Question the Spirits (2 Intellect points): You can call a spirit to you and petition it to answer a few questions
|
||||
(usually no more than three before the spirit fades).
|
||||
|
||||
@@ -13870,6 +14070,13 @@
|
||||
you roll a total of three successes before rolling a total of two failures. However, all such tasks are hindered by at
|
||||
least two steps due to hardened spacecraft electronic security.)
|
||||
|
||||
+Remote Slap (3 Intellect points): You use an active telephone, cellular, internet, or closed-circuit video connection to
|
||||
+slap a creature. The target must be actively using a device making use of this connection, such as being on the other
|
||||
+end of a phone call or text message, browsing the same social media website or app you're using, or monitoring a
|
||||
+closed-circuit camera that is recording you. Make an Intellect-based attack against the creature; success means the
|
||||
+creature takes 1 point of damage, as if they had been telekinetically slapped in the face by the device they're using.
|
||||
+Each additional remote slap against that creature is hindered by an additional step (resetting after one hour). Action.
|
||||
+
|
||||
Remote Viewing (6 Intellect points): Distance is an illusion, as all space is one space. With great concentration, you
|
||||
can see another place. This ability can be used in one of two ways:
|
||||
|
||||
@@ -13889,6 +14096,13 @@
|
||||
the damage track (for example, a debilitated PC becomes impaired, and an impaired one becomes hale). Alternatively, if
|
||||
you use this ability on a PC during a rest, you grant them a +2 bonus to their recovery roll. Action.
|
||||
|
||||
+Repair Machine (3+ Intellect points): You automatically repair one broken device of up to level 4 that you touch,
|
||||
+restoring it to full working condition. This ability works only if at least 80 percent of the original device is still
|
||||
+on hand. The device may still need fuel, oil, or other substances that aid its operation but are not part of the
|
||||
+electronics or mechanism. This ability only reliably works on human-crafted devices and tends to fail when used on
|
||||
+alien, high-technology, or otherwise mysterious machines. In addition to the normal options for using Effort, you can
|
||||
+use Effort to increase the target level that can be affected by 1. Action.
|
||||
+
|
||||
Repel Metal: By manipulating magnetism, you are trained in Speed defense tasks against any incoming attack that uses
|
||||
metal. Enabler.
|
||||
|
||||
@@ -14054,6 +14268,9 @@
|
||||
|
||||
Safe Fall: You reduce the damage from a fall by 5 points. Enabler.
|
||||
|
||||
+Safe Sex (2 Intellect points): One creature you touch can have sexual encounters with no chance of causing pregnancy or
|
||||
+transmitting an STI. This protection lasts for ten hours. Action.
|
||||
+
|
||||
Sailor: You are trained in tasks related to sailing and trained in the geography of islands and coastlines. Enabler.
|
||||
|
||||
Salvage and Comfort (2 Intellect points): You're familiar with open space. If you spend an hour using your spacecraft's
|
||||
@@ -14195,6 +14412,12 @@
|
||||
Share Defense: If your training in a defense task is greater than that of an ally within short range, your advice and
|
||||
insight allow them to substitute your training for that defense task. Enabler.
|
||||
|
||||
+Share Memory (3 Intellect points): You share a memory of your choice with a willing creature you touch. The length of
|
||||
+the shared memory can be no longer than about five minutes, but you can summarize longer memories (such as how you met,
|
||||
+courted, and married your partner) with a "montage" that covers the most important details and underlying sentiment. The
|
||||
+target experiences the memory as an instantaneous vision, and is aware that it is your memory rather than their own
|
||||
+memory or experience. The memory is as vivid and accurate as you personally remember it. Action.
|
||||
+
|
||||
Share the Power: When you use Drain Creature or Drain Machine to drain energy, you can transfer it to another creature,
|
||||
restoring points to their Might or Speed Pools (or health for an NPC) instead of yourself. You can spend points from
|
||||
your Siphon Pool (from the Store Energy ability) in the same way. You must touch the creature you want to heal, unless
|
||||
@@ -14367,6 +14590,45 @@
|
||||
deception is at work, you should know whether you can affect a creature before you attempt to use this ability on it.
|
||||
Aliens, extradimensional entities, very intelligent creatures, and robots never count. Action.
|
||||
|
||||
+Soul Familiar: You have a soul familiar who accompanies you and follows your instructions. Your soul and their soul are
|
||||
+interconnected (or the familiar might actually be a physical manifestation of your soul). The familiar loves and cares
|
||||
+for you like the best combination of a pet and a close friend.
|
||||
+
|
||||
+The familiar is no larger than a large cat (about 20 pounds, or 9 kg); a typical soul familiar looks like a bird, cat,
|
||||
+rat, lizard, snake, or toad, but more unusual forms (such as a tiny demon, dragon, elemental, fey creature, or floating
|
||||
+skull) are also possible. You and the GM must work out the details of your familiar, and you'll probably make rolls for
|
||||
+them in combat or when they take actions. The familiar acts on your turn. Their movement is based on their creature type
|
||||
+(avian, swimmer, and so on).
|
||||
+
|
||||
+You and your familiar can communicate telepathically within long range, or empathically within very long range. Beyond
|
||||
+this range, you can only sense each other's general level of well-being.
|
||||
+
|
||||
+Your familiar's presence within short range counts as an asset for magical tasks that require at least one minute to
|
||||
+activate or maintain.
|
||||
+
|
||||
+If your familiar is within an immediate distance of you, you can roll any defense task for them, gaining the benefit of
|
||||
+your skills, assets, and Effort (the familiar's Speed defense tasks are eased by two steps due to their size). While
|
||||
+within this distance, your familiar also gains the benefit of any ongoing spell you cast on yourself (for example, if
|
||||
+you cast a spell on yourself that lets you breathe water, your familiar can breathe water).
|
||||
+
|
||||
+Foes can use your soul familiar's connection to you against you. If a foe is holding or restraining your familiar (or
|
||||
+touching it while it is held or restrained by another creature or a device, such as manacles or a cage), the foe's
|
||||
+attacks and defenses against you are eased.
|
||||
+
|
||||
+If an attack against your familiar would reduce their health to 0, you can magically intervene so their health is
|
||||
+instead reduced to 1 and you move one step down the damage track. If your familiar dies, you move one step down the
|
||||
+damage track. If you die, your familiar instantly dies.
|
||||
+
|
||||
+You can replace a dead familiar (or revive them, if you have their remains) by performing a magical ritual that takes
|
||||
+1d6 days.
|
||||
+
|
||||
+Enabler.
|
||||
+
|
||||
+Soul familiar: level 2, Speed defense as level 4 due to size
|
||||
+
|
||||
+A soul familiar with an animal form looks like a normal animal—there's nothing obvious about them to indicate they're
|
||||
+anything other than what they appear to be.
|
||||
+
|
||||
Soul Interrogation (5 Intellect points): You determine the weaknesses, vulnerabilities, qualities, and mannerisms of a
|
||||
single creature within long range. The GM should reveal the creature's level, basic abilities, and obvious weaknesses
|
||||
(if any). All actions you attempt that affect that creature—attack, defense, interaction, and so on—are eased for a few
|
||||
@@ -14404,6 +14666,12 @@
|
||||
|
||||
Specialized Throwing: You are specialized in attacks with all weapons that you throw. Enabler.
|
||||
|
||||
+Spectral Servant (2 Intellect points): You conjure a spectral servant, a semi-real magical construct that resembles the
|
||||
+vague nonthreatening outline of a person. It is more of an extension of your will than a separate being, and it
|
||||
+automatically assists you in simple tasks like bringing drinks to houseguests and dealing with chores. It cannot attack
|
||||
+or defend, and it vanishes if you are ever more than a short distance from it. The servant lasts for one hour before
|
||||
+disappearing. Action.
|
||||
+
|
||||
Speed Burst (4 Speed points): You can take two separate actions in this round. In the following round, all actions are
|
||||
hindered. You cannot use this ability two rounds in a row. Enabler.
|
||||
|
||||
@@ -14411,6 +14679,16 @@
|
||||
range who is able to understand you. When they make a recovery roll, they must spend only half the normal amount of time
|
||||
required to do so (minimum one action). Action.
|
||||
|
||||
+Spellpay (1 Intellect point): You initiate a transaction with another person or business cashier within short range,
|
||||
+giving them an amount of money that you specify. The currency comes from cash in your possession, money in your account,
|
||||
+or a mix of both; the recipient receives this money in the same form as it came from you. For example, if you send
|
||||
+someone \$150, \$50 of which is cash in your wallet and \$100 of which comes from your bank account, they suddenly have
|
||||
+\$50 cash on hand and \$100 in their bank account. Instead of a transaction between two people, you can instead use this
|
||||
+ability to access your account, withdrawing or depositing cash as if using a teller machine. Action.
|
||||
+
|
||||
+Spellpay can access any monetary account you use, such as a checking or savings account through a bank or credit union,
|
||||
+or a mobile payment service such as Apple Pay, PayPal, or Venmo
|
||||
+
|
||||
Spin Attack (5+ Speed points): You stand still and make attacks against up to five foes, all as part of the same action
|
||||
in one round. All of the attacks have to be the same sort of attack (melee or ranged). Make a separate attack roll for
|
||||
each foe. You remain limited by the amount of Effort you can apply on one action. Anything that modifies your attack or
|
||||
@@ -14459,6 +14737,12 @@
|
||||
Spring Away (5 Speed points): Whenever you succeed on a Speed defense roll, you can immediately move up to a short
|
||||
distance. You cannot use this ability more than once in a given round. Enabler.
|
||||
|
||||
+Spring Cleaning (3+ Intellect points): You choose a short area, such as a typical room in a house, two rooms in a small
|
||||
+apartment, or two automobiles. Over the next few minutes, the area is thoroughly cleaned—floors are swept, vacuumed, or
|
||||
+mopped; surfaces like countertops and sinks are wiped down with a gentle soap and disinfectant; and so on. In addition
|
||||
+to the normal options for using Effort, you can use Effort to increase the area or clean more quickly; each level of
|
||||
+Effort affects an additional short area or reduces the cleaning time from minutes to rounds. Action.
|
||||
+
|
||||
Sprint and Grab (2 Speed points): You can run a short distance and make a melee attack to grab a foe of your size or
|
||||
smaller. A successful attack means you grab the foe and bring it to a halt if it was moving (this can be treated as a
|
||||
tackle, if appropriate). Action.
|
||||
@@ -14480,6 +14764,12 @@
|
||||
moving or acting for one minute, as if frozen solid. You must be able to see the target, and it must be within short
|
||||
range. While in stasis, the target is impervious to harm, cannot be moved, and is immune to all effects. Action.
|
||||
|
||||
+Statue Stasis (3 Intellect points): You transform into a lifelike bronze or stone statue of yourself for a specific
|
||||
+period of time (one minute, one hour, ten hours, or twenty-four hours). When in statue form, you are in stasis; you
|
||||
+don't age, can take no actions (other than making recovery rolls while you "sleep"), and gain +10 to Armor against all
|
||||
+forms of damage, including damage not normally affected by Armor. If you take enough damage to get through your armor,
|
||||
+the stasis effect immediately ends. Action.
|
||||
+
|
||||
Stay the Course (5 Intellect points): When your companions are flagging, you can help inspire them with a well-timed
|
||||
word or two. Any ally (except you) within immediate range can make a recovery roll that is not an action and does not
|
||||
count toward their daily limit. Action.
|
||||
@@ -15022,6 +15312,11 @@
|
||||
you can use it only on a willing or helpless creature. If the creature takes enough damage to knock it unconscious or
|
||||
kill it, it crumbles into ash, dust, or some other inert material. Action to initiate.
|
||||
|
||||
+Unstealable Charm (3+ Intellect points): An object you are holding, touching, or wearing becomes more difficult to
|
||||
+steal; attempts to remove it from your person without your knowledge or permission are hindered. In addition to the
|
||||
+normal options for using Effort, you can apply Effort to hinder such attempts by an additional step. The charm lasts for
|
||||
+twenty-four hours. Action.
|
||||
+
|
||||
Untouchable (6 Intellect points): You change your phase state for the next minute so that you can't affect or be
|
||||
affected by normal matter or energy. Only mental attacks and special transdimensional energies, devices, or abilities
|
||||
can affect you, but likewise you can't attack, touch, or otherwise affect anything. Action to initiate.
|
||||
@@ -40446,10 +40741,7 @@
|
||||
|
||||
Tier 1:
|
||||
|
||||
-Background Music (1+ Intellect points): You create quiet background music in a short area, loud enough to be heard in a
|
||||
-room with normal conversation, but not so loud to be distracting or overwhelming. The music repeats through up to ten
|
||||
-songs you know, lasting up to an hour. In addition to the normal options for using Effort, you can use Effort to
|
||||
-increase the duration; each level of Effort adds one hour to the play time and five songs to the playlist. Action.
|
||||
+Background Music
|
||||
|
||||
Fast Talk
|
||||
|
||||
@@ -40514,64 +40806,19 @@
|
||||
|
||||
Advice From A Friend
|
||||
|
||||
-Check Status (0+ Intellect points): You can telepathically reach out to up to ten creatures known to you, no matter
|
||||
-where they are. The individual creatures must be willing and able to communicate. You immediately know their current
|
||||
-status—eating, driving, sleeping, angry, injured, fine, great, frightened, worried, and so on, generally in the form of
|
||||
-a short sentence or a few words.
|
||||
-
|
||||
-These creatures don't have to share anything they don't want to, including acknowledging that you checked on them, but
|
||||
-they can't lie through this connection. For example, one person might let you know that they're upset, but that doesn't
|
||||
-mean you know why (they're dealing with a recent breakup) or what they're doing about it (drinking to cope).
|
||||
-
|
||||
-You automatically succeed at using this ability; no roll is required. Only you receive the status information. Other
|
||||
-people affected by the spell do not get a sense of each other's statuses, nor do they know who else you're checking on.
|
||||
-
|
||||
-If you spend 5 Intellect points, you can check on twenty creatures at once, and for every 1 Intellect point you spend
|
||||
-above that, you can check on an additional ten creatures. Action.
|
||||
-
|
||||
-Comfort and Encouragement (2+ Intellect points): You speak to a non-hostile creature within short range, telling them
|
||||
-exactly what they need to hear to have a better day. You don't know what these words are until you say them, but you
|
||||
-know they will help the creature's attitude. If the creature spends a round or two thinking about what you said, they
|
||||
-gain an asset on one task of their choosing within one hour. Alternatively, if the creature has an ongoing penalty to
|
||||
-tasks (such as having a hangover, sadness from a recent fight with their romantic partner, an injury, or a stressful
|
||||
-situation at work), they can ignore that penalty for the next hour. In addition to the normal options for using Effort,
|
||||
-you can use Effort to affect more creatures; each level of Effort affects one additional creature. Action to initiate;
|
||||
-up to one minute to complete.
|
||||
+Check Status
|
||||
|
||||
-Gift of Appeasement (2+ Intellect points): You conjure a trifle that can fit in one hand and will please a creature
|
||||
-within immediate range. The object is impractical and inexpensive, but delightful to the creature. Examples include
|
||||
-their favorite kind of cookie, a small crafted coffee beverage, or a paper origami of their favorite animal. You don't
|
||||
-know what the spell will create, but you know it will please them if you give it as a gift. If the creature spends one
|
||||
-minute appreciating the object (such as eating the cookie, drinking the coffee, or examining the origami), they gain an
|
||||
-asset on one task of their choosing within one hour.
|
||||
+Comfort and Encouragement
|
||||
|
||||
-In addition to the normal options for using Effort, you can use Effort to affect more creatures; each level of Effort
|
||||
-affects one additional creature. Action per target to initiate.
|
||||
+Gift of Appeasment
|
||||
|
||||
Tier 2:
|
||||
|
||||
-Emotional Support Pet (3+ Intellect points): You conjure an adorable animal that most people find irresistibly cute,
|
||||
-such as a puppy, kitten, or bunny, who is outgoing and friendly and otherwise acts according to its nature. Anyone in
|
||||
-short range who can see the animal eases their defense tasks against negative feelings (such as anger, fear, sadness,
|
||||
-and worry) for the next hour. Anyone who pets, cuddles, or plays with this animal for at least a round or two (up to
|
||||
-four people can do so at once) feels happier for the next hour and adds +1 to any recovery rolls they make during that
|
||||
-time. At the end of the spell, the conjured animal curls up, falls asleep, and disappears in a puff of smoke. If the
|
||||
-animal is harmed in any way, anyone who saw it happen eases all rolls against the creature responsible for the harm. In
|
||||
-addition to the normal options for using Effort, you can conjure three additional animals for each level of Effort you
|
||||
-apply to this ability. Action.
|
||||
-
|
||||
-Adorable Animal: level 1, positive social interactions as level 3
|
||||
-
|
||||
Fetch
|
||||
|
||||
-Safe Sex (2 Intellect points): One creature you touch can have sexual encounters with no chance of causing pregnancy or
|
||||
-transmitting an STI. This protection lasts for ten hours. Action.
|
||||
+Safe Sex
|
||||
|
||||
-Spectral Servant (2 Intellect points): You conjure a spectral servant, a semi-real magical construct that resembles the
|
||||
-vague nonthreatening outline of a person. It is more of an extension of your will than a separate being, and it
|
||||
-automatically assists you in simple tasks like bringing drinks to houseguests and dealing with chores. It cannot attack
|
||||
-or defend, and it vanishes if you are ever more than a short distance from it. The servant lasts for one hour before
|
||||
-disappearing. Action.
|
||||
+Spectral Servant
|
||||
|
||||
Telepathic
|
||||
|
||||
@@ -40579,19 +40826,9 @@
|
||||
|
||||
Informer
|
||||
|
||||
-Laundry Day (3+ Intellect points): You select two batches of laundry within immediate range, each large enough for a
|
||||
-typical washing machine or dryer. The laundry agitates and spins in midair for a minute, becoming clean and dry as it
|
||||
-does so, after which it sorts and stacks itself into neat piles or, if you know where it belongs and that's within short
|
||||
-range, putting itself away. Particularly dirty clothes automatically take a few extra minutes to finish cleaning and
|
||||
-drying. The spell doesn't harm delicate items or clothing that needs special care (such as dry cleaning or low
|
||||
-temperature). In addition to the normal options for using Effort, you can use Effort to affect more batches of laundry;
|
||||
-each level of Effort affects two additional batches. Action to initiate; one minute to complete.
|
||||
+Laundry Day
|
||||
|
||||
-Spring Cleaning (3+ Intellect points): You choose a short area, such as a typical room in a house, two rooms in a small
|
||||
-apartment, or two automobiles. Over the next few minutes, the area is thoroughly cleaned—floors are swept, vacuumed, or
|
||||
-mopped; surfaces like countertops and sinks are wiped down with a gentle soap and disinfectant; and so on. In addition
|
||||
-to the normal options for using Effort, you can use Effort to increase the area or clean more quickly; each level of
|
||||
-Effort affects an additional short area or reduces the cleaning time from minutes to rounds. Action.
|
||||
+Spring Cleaning
|
||||
|
||||
Tier 4:
|
||||
|
||||
@@ -40630,12 +40867,7 @@
|
||||
|
||||
Tier 2:
|
||||
|
||||
-Diagnose Device (2 Intellect points): You ease by two steps the task to diagnose what's wrong with a human-made
|
||||
-electronic or mechanical device or system (such as a computer, clothes dryer, or toilet) that is damaged,
|
||||
-malfunctioning, or broken. You must touch the device to diagnose it. Typically a successful roll means that you learn
|
||||
-the main problem and its cause. For example, you could learn that a bricked phone is infected with malware, a pipe is
|
||||
-clogged with "flushable" wipes, or a rattling engine needs motor oil. This ability is unreliable at best when used on
|
||||
-alien, high-technology, or other mysterious devices. Action.
|
||||
+Diagnose Device
|
||||
|
||||
Mind Reading
|
||||
|
||||
@@ -40651,15 +40883,7 @@
|
||||
|
||||
Device Insight
|
||||
|
||||
-Question Past Self (4+ Intellect points): You reach into the past up to a week and mentally ask your past self one or
|
||||
-two questions about something you knew or observed at the chosen time. For example, if you've forgotten an important
|
||||
-phone number or can't remember if a particular person was in a meeting, you can ask your past self about it while it's
|
||||
-still fresh in your past self 's memory. Your past self doesn't perceive this as an intrusive voice—it just seems like
|
||||
-an unexpected moment of reflection about the questions your present self asks. This doesn't allow you to remember things
|
||||
-your past self didn't actually know at the time, but it can sometimes help your present self (in the form of an asset)
|
||||
-learn more about or realize something your past self wasn't really paying attention to at the time (such as seeing part
|
||||
-of a password or noting whether there was a red delivery truck nearby). For each level of Effort you apply to this
|
||||
-ability, you can reach an additional week further into the past. Action.
|
||||
+Question Past Self
|
||||
|
||||
Retrieve Memories
|
||||
|
||||
@@ -40694,43 +40918,15 @@
|
||||
|
||||
Cantrips (choose any four)
|
||||
|
||||
-Annoy Electronics (1 Intellect point): You interfere with the operations of an electronic device. The device must be
|
||||
-within short range and you must be able to see it. Your interference is limited to things you could do in a few seconds
|
||||
-if you were directly using the device. For example, you could make a person's phone start playing a loud video, type one
|
||||
-or two commands on a computer's keyboard, hit a bunch of buttons in an elevator, or change the station or volume on a
|
||||
-television screen. You must succeed at an Intellect-based task against the device or its bearer (whichever level is
|
||||
-higher). If you have never interacted with the particular device before, the task is hindered by two steps. Action.
|
||||
-
|
||||
-Arcanaphone (2 Intellect points): You make use of your cellular service to start a telephone call or use text messaging,
|
||||
-lasting up to ten minutes. To anyone watching you, you look like you're in "hands free" mode. In all respects, this
|
||||
-works as if you were carrying your device with you and using it directly (meaning the network notes your current
|
||||
-location as if you were carrying your phone, and you may not have coverage in some areas). The first time you use this
|
||||
-ability with your mobile service, you must contact their customer service department to authorize the magic (taking ten
|
||||
-to sixty minutes), as if it were a new device. You can't use this ability if you don't have a cellular account. Action
|
||||
-to initiate.
|
||||
-
|
||||
-In modern fantasy settings where most people don't know about magic, connecting your spell to your cellular service
|
||||
-probably requires a lot of strange answers and lies about the "device" you're trying to add to your account.
|
||||
+Annoy Electronics
|
||||
|
||||
-Enhance Athletics (2 Intellect points): You enhance the ability of one creature to perform certain athletic sports
|
||||
-tasks. The creature must be within long range and visible to you. For the next minute, the creature can apply one free
|
||||
-level of Effort to any one task to catch, hit, kick, or throw an object, or to any one climbing, jumping, or running
|
||||
-task. Once this free level of Effort is used, the magic ends. Action.
|
||||
+Arcanaphone
|
||||
|
||||
-Mage Clock: You can mentally connect to a universal magical clock, allowing you to know the local time, down to a tenth
|
||||
-of a second. You can have up to three magical timers at once, each of which sounds a mental alarm after an amount of
|
||||
-time you specify or at a specific time (such as nine minutes from now, three hours from now, or 8 o'clock in the
|
||||
-morning). Action.
|
||||
+Enhance Athletics
|
||||
|
||||
-Spellpay (1 Intellect point): You initiate a transaction with another person or business cashier within short range,
|
||||
-giving them an amount of money that you specify. The currency comes from cash in your possession, money in your account,
|
||||
-or a mix of both; the recipient receives this money in the same form as it came from you. For example, if you send
|
||||
-someone \$150, \$50 of which is cash in your wallet and \$100 of which comes from your bank account, they suddenly have
|
||||
-\$50 cash on hand and \$100 in their bank account. Instead of a transaction between two people, you can instead use this
|
||||
-ability to access your account, withdrawing or depositing cash as if using a teller machine. Action.
|
||||
+Mage Clock
|
||||
|
||||
-Spellpay can access any monetary account you use, such as a checking or savings account through a bank or credit union,
|
||||
-or a mobile payment service such as Apple Pay, PayPal, or Venmo
|
||||
+Spellpay
|
||||
|
||||
Ward
|
||||
|
||||
@@ -40738,37 +40934,21 @@
|
||||
|
||||
Charm Machine
|
||||
|
||||
-Dispel Magic (2+ Intellect points): Choose one magical effect within long range. An effect of up to level 3 ends if you
|
||||
-succeed on an Intellect-based attack roll against the level of the effect, or against the level of the creature or
|
||||
-object the magical effect affects, whichever is higher. In addition to the normal options for using Effort, you can
|
||||
-apply Effort to increase the level of the effect that can potentially be dispelled. Action.
|
||||
+Dispel Magic
|
||||
|
||||
-Gun Jammer (2+ Intellect points): You can interfere with a firearm so the next time it is used, it jams or misfires. The
|
||||
-weapon must be within short range and you must be able to see it. Make an Intellect-based attack against the weapon or
|
||||
-its bearer (whichever level is higher). If you succeed, the next attack with the firearm fails, and the weapon won't
|
||||
-fire until someone uses an action to correct the problem. If you activate this ability when it isn't your turn, your
|
||||
-attack against the weapon is hindered. In addition to the normal options for using Effort, you can use Effort to affect
|
||||
-more firearms; each level of Effort affects one additional target. Action or enabler.
|
||||
+Gun Jammer
|
||||
|
||||
-Magical Power Current (2+ Intellect points): You provide electricity to a device that runs on standard house current,
|
||||
-such as a laptop computer, circular saw, or microwave oven, allowing it to function as if plugged in for one hour. The
|
||||
-cost is 2 Intellect points plus 1 point per level of the device. Action.
|
||||
+Magical Power Current
|
||||
|
||||
Safe Fall
|
||||
|
||||
-Safe Sex (2 Intellect points): One creature you touch can have sexual encounters with no chance of causing pregnancy or
|
||||
-transmitting an STI. This protection lasts for ten hours. Action.
|
||||
+Safe Sex
|
||||
|
||||
Third Eye
|
||||
|
||||
Tier 3:
|
||||
|
||||
-Diagnose Device (2 Intellect points): You ease by two steps the task to diagnose what's wrong with a human-made
|
||||
-electronic or mechanical device or system (such as a computer, clothes dryer, or toilet) that is damaged,
|
||||
-malfunctioning, or broken. You must touch the device to diagnose it. Typically a successful roll means that you learn
|
||||
-the main problem and its cause. For example, you could learn that a bricked phone is infected with malware, a pipe is
|
||||
-clogged with "flushable" wipes, or a rattling engine needs motor oil. This ability is unreliable at best when used on
|
||||
-alien, high-technology, or other mysterious devices. Action.
|
||||
+Diagnose Device
|
||||
|
||||
Network Tap
|
||||
|
||||
@@ -40776,12 +40956,7 @@
|
||||
|
||||
Tier 4:
|
||||
|
||||
-Repair Machine (3+ Intellect points): You automatically repair one broken device of up to level 4 that you touch,
|
||||
-restoring it to full working condition. This ability works only if at least 80 percent of the original device is still
|
||||
-on hand. The device may still need fuel, oil, or other substances that aid its operation but are not part of the
|
||||
-electronics or mechanism. This ability only reliably works on human-crafted devices and tends to fail when used on
|
||||
-alien, high-technology, or otherwise mysterious machines. In addition to the normal options for using Effort, you can
|
||||
-use Effort to increase the target level that can be affected by 1. Action.
|
||||
+Repair Machine
|
||||
|
||||
Soothe the Savage
|
||||
|
||||
@@ -40812,8 +40987,7 @@
|
||||
|
||||
Tier 2:
|
||||
|
||||
-Safe Sex (2 Intellect points): One creature you touch can have sexual encounters with no chance of causing pregnancy or
|
||||
-transmitting an STI. This protection lasts for ten hours. Action.
|
||||
+Safe Sex
|
||||
|
||||
Trained Without Armor
|
||||
|
||||
@@ -40825,10 +40999,7 @@
|
||||
|
||||
Force Field Barrier
|
||||
|
||||
-Unstealable Charm (3+ Intellect points): An object you are holding, touching, or wearing becomes more difficult to
|
||||
-steal; attempts to remove it from your person without your knowledge or permission are hindered. In addition to the
|
||||
-normal options for using Effort, you can apply Effort to hinder such attempts by an additional step. The charm lasts for
|
||||
-twenty-four hours. Action.
|
||||
+Unstealable Charm
|
||||
|
||||
Tier 4:
|
||||
|
||||
@@ -43216,12 +43387,7 @@
|
||||
|
||||
Tier 2:
|
||||
|
||||
-Gun Jammer (2+ Intellect points): You can interfere with a firearm so the next time it is used, it jams or misfires. The
|
||||
-weapon must be within short range and you must be able to see it. Make an Intellect-based attack against the weapon or
|
||||
-its bearer (whichever level is higher). If you succeed, the next attack with the firearm fails, and the weapon won't
|
||||
-fire until someone uses an action to correct the problem. If you activate this ability when it isn't your turn, your
|
||||
-attack against the weapon is hindered. In addition to the normal options for using Effort, you can use Effort to affect
|
||||
-more firearms; each level of Effort affects one additional target. Action or enabler.
|
||||
+Gun Jammer
|
||||
|
||||
Tier 3:
|
||||
|
||||
@@ -43891,151 +44057,6 @@
|
||||
|
||||
Word of Death
|
||||
|
||||
-### NEW ABILITIES (MODERN MAGIC)
|
||||
-
|
||||
-Access the Broadcast (2+ Intellect points): You create a flat rectangular illusory "screen" within immediate range that
|
||||
-can display any broadcast television signal in your area (similar to using a television with an antenna) or any video
|
||||
-streams in the area (similar to tapping into a wireless network). The screen is anywhere from 1 to 3 feet (30 cm to 1 m)
|
||||
-across, includes stereo sound, and lasts for one hour. As an action, you can change the channel, the volume, or both.
|
||||
-The effect ends if you are more than a short distance away from the screen. For each level of Effort you apply to this
|
||||
-ability, you can increase the width of the screen by up to 3 feet (1 m). Action.
|
||||
-
|
||||
-Wireless networks hosting video streams are usually locked or encrypted, which requires you to succeed on an
|
||||
-Intellect-based attack roll against the network's level (typically level 4) to watch them.
|
||||
-
|
||||
-Background Music (1+ Intellect points): You create quiet background music in a short area, loud enough to be heard in a
|
||||
-room with normal conversation, but not so loud to be distracting or overwhelming. The music repeats through up to ten
|
||||
-songs you know, lasting up to an hour. In addition to the normal options for using Effort, you can use Effort to
|
||||
-increase the duration; each level of Effort adds one hour to the play time and five songs to the playlist. Action.
|
||||
-
|
||||
-Blackout (3 Intellect points): You issue a disruptive ripple of energy within short range, creating an area where the
|
||||
-electrical power grid fails. All devices relying on being plugged into the grid stop working. Battery‑powered devices
|
||||
-still work. Any standby generator connected in this area functions normally, activating emergency power within a few
|
||||
-rounds. The blackout otherwise lasts for one minute. Action.
|
||||
-
|
||||
-Blood Magician: When you wish it, you can use points from your Might Pool rather than your Intellect Pool to activate a
|
||||
-magical ability (including applying Effort to that ability). If you use your Might Pool this way, you use your Might
|
||||
-Edge instead of your Intellect Edge. Enabler.
|
||||
-
|
||||
-Bound Magic Familiar: You have a magic familiar bound to you through a magical mark on your body (a tattoo, rune, scar,
|
||||
-or something as mundane as a freckle or mole). Normally, the familiar remains sleeping in its spiritual form. When you
|
||||
-use an action to manifest them, they appear next to you as a creature with a specific form (such as a cat, hawk,
|
||||
-homunculus, tiny dragon, or other suitable magical creature) and can communicate with you telepathically. The familiar
|
||||
-is friendly toward you but has its own personality determined by the GM. The familiar can remain physically manifested
|
||||
-for up to one hour, after which they return to their sleeping spiritual form and cannot manifest again until after your
|
||||
-next ten-hour recovery roll. While manifested, they accompany you and follow your instructions. The familiar must remain
|
||||
-within an immediate distance of you; if they move farther away, they are yanked back into their magical mark at the end
|
||||
-of your following turn and cannot return until after your next ten-hour recovery roll. The familiar doesn't make
|
||||
-attacks, but they can use their action to grant you an asset for any one attack you make on your turn. Otherwise, they
|
||||
-can take actions on their own (though you'll likely roll for them). If the familiar is reduced to 0 health, they
|
||||
-dissipate into their spiritual form and cannot manifest again until 1d6 + 2 days have passed. Action to manifest the
|
||||
-familiar.
|
||||
-
|
||||
-Magic familiar: level 3, Speed defense as level 5 due to size, one knowledge skill as level 4
|
||||
-
|
||||
-Critter Telekinesis (1 Intellect point): You. telekinetically move a small creature (no larger than a medium dog) an
|
||||
-immediate distance in any direction you wish. You must be able to see the creature, which must be your size or smaller,
|
||||
-must not be affixed to anything, and must be within short range. The creature safely arrives at your chosen location
|
||||
-without any residual force. If the creature knows you and you have a free hand, you can automatically grab the creature
|
||||
-as part of the action of using this ability. This ability lacks the fine control to move anything with much speed, so in
|
||||
-most situations, it's used to reposition an animal (such as a pet) out of a dangerous or inconvenient location. For
|
||||
-example, you could safely pull a scared cat out from under a bed, retrieve a puppy from a storm drain, or relocate a
|
||||
-wild bird that got inside your house. Action.
|
||||
-
|
||||
-Facsimile of Life (3 Intellect points): You give an object limited mobility, awareness, and intellect, allowing it to
|
||||
-move about as if it were a small pet. The object must be within immediate distance and no larger than half your size.
|
||||
-When animated, the object can perform tasks for you as if it were a level 1 creature, but otherwise is treated as an
|
||||
-object of its level (for example, it uses the object damage track instead of health). The animation lasts for an hour or
|
||||
-until you and it are at least a long distance apart, at which time the object becomes inert again. Action.
|
||||
-
|
||||
-Ghost Car (4+ Intellect points): You create a level 3 ghostly-looking car that can carry two people and a small amount
|
||||
-of luggage. You or a creature you designate can drive the car as normal. For each level of Effort you apply to this
|
||||
-ability, it can carry two additional passengers and its level increases by 1. The car lasts for an hour, after which it
|
||||
-vanishes. Action.
|
||||
-
|
||||
-Hush (1+ Intellect point): You create a transparent bubble within short range that muffles very loud sounds within it,
|
||||
-such as alarms, sirens, leaf blowers, and crying babies. The bubble is about 3 feet (1 m) across and any noise from
|
||||
-within it comes out no louder than a normal speaking voice. The bubble lasts for one minute and moves with the target.
|
||||
-In addition to the normal options for using Effort, you can use Effort to increase the duration; one level of Effort
|
||||
-increases the duration to ten minutes, two levels increases it to an hour, and three levels increases it to ten hours.
|
||||
-Action.
|
||||
-
|
||||
-Magnification (1+ Intellect point): You create a rectangular frame, visible only to you, that doubles the magnification
|
||||
-of whatever you see through it. The frame defaults to hovering in front of your face about an arm's length away, but you
|
||||
-can use your action to move it up, down, or to either side. The frame lasts for ten minutes and grants an asset on
|
||||
-perception tasks at range. For each level of Effort you apply to this ability, you can increase the magnification by
|
||||
-another increment (×3 for one level of Effort, ×4 for two levels of Effort, and so on). Action.
|
||||
-
|
||||
-Network Dead Zone (3 Intellect points): You interfere with radio signals, such as Bluetooth, wifi, cell phone service,
|
||||
-AM/FM radio, ham radio, and walkie-talkies. Choose a short area within immediate range; all such transmissions into or
|
||||
-out of that area are blocked due to a combination of interference and lack of reception. This lasts for one minute.
|
||||
-Action.
|
||||
-
|
||||
-Powerful radio sources, such as a radio station transmitter or a telecommunication satellite, may be able to punch
|
||||
-through a Network Dead Zone spell.
|
||||
-
|
||||
-Paralyzing Touch (4+ Intellect points): You gather necromantic energy in your fingertip and touch a creature. A target
|
||||
-of level 3 or lower is paralyzed and helpless for an hour. Each level of Effort applied increases the level cap of the
|
||||
-target by 1. Action.
|
||||
-
|
||||
-Remote Slap (3 Intellect points): You use an active telephone, cellular, internet, or closed-circuit video connection to
|
||||
-slap a creature. The target must be actively using a device making use of this connection, such as being on the other
|
||||
-end of a phone call or text message, browsing the same social media website or app you're using, or monitoring a
|
||||
-closed-circuit camera that is recording you. Make an Intellect-based attack against the creature; success means the
|
||||
-creature takes 1 point of damage, as if they had been telekinetically slapped in the face by the device they're using.
|
||||
-Each additional remote slap against that creature is hindered by an additional step (resetting after one hour). Action.
|
||||
-
|
||||
-Share Memory (3 Intellect points): You share a memory of your choice with a willing creature you touch. The length of
|
||||
-the shared memory can be no longer than about five minutes, but you can summarize longer memories (such as how you met,
|
||||
-courted, and married your partner) with a "montage" that covers the most important details and underlying sentiment. The
|
||||
-target experiences the memory as an instantaneous vision, and is aware that it is your memory rather than their own
|
||||
-memory or experience. The memory is as vivid and accurate as you personally remember it. Action.
|
||||
-
|
||||
-Soul Familiar: You have a soul familiar who accompanies you and follows your instructions. Your soul and their soul are
|
||||
-interconnected (or the familiar might actually be a physical manifestation of your soul). The familiar loves and cares
|
||||
-for you like the best combination of a pet and a close friend.
|
||||
-
|
||||
-The familiar is no larger than a large cat (about 20 pounds, or 9 kg); a typical soul familiar looks like a bird, cat,
|
||||
-rat, lizard, snake, or toad, but more unusual forms (such as a tiny demon, dragon, elemental, fey creature, or floating
|
||||
-skull) are also possible. You and the GM must work out the details of your familiar, and you'll probably make rolls for
|
||||
-them in combat or when they take actions. The familiar acts on your turn. Their movement is based on their creature type
|
||||
-(avian, swimmer, and so on).
|
||||
-
|
||||
-You and your familiar can communicate telepathically within long range, or empathically within very long range. Beyond
|
||||
-this range, you can only sense each other's general level of well-being.
|
||||
-
|
||||
-Your familiar's presence within short range counts as an asset for magical tasks that require at least one minute to
|
||||
-activate or maintain.
|
||||
-
|
||||
-If your familiar is within an immediate distance of you, you can roll any defense task for them, gaining the benefit of
|
||||
-your skills, assets, and Effort (the familiar's Speed defense tasks are eased by two steps due to their size). While
|
||||
-within this distance, your familiar also gains the benefit of any ongoing spell you cast on yourself (for example, if
|
||||
-you cast a spell on yourself that lets you breathe water, your familiar can breathe water).
|
||||
-
|
||||
-Foes can use your soul familiar's connection to you against you. If a foe is holding or restraining your familiar (or
|
||||
-touching it while it is held or restrained by another creature or a device, such as manacles or a cage), the foe's
|
||||
-attacks and defenses against you are eased.
|
||||
-
|
||||
-If an attack against your familiar would reduce their health to 0, you can magically intervene so their health is
|
||||
-instead reduced to 1 and you move one step down the damage track. If your familiar dies, you move one step down the
|
||||
-damage track. If you die, your familiar instantly dies.
|
||||
-
|
||||
-You can replace a dead familiar (or revive them, if you have their remains) by performing a magical ritual that takes
|
||||
-1d6 days.
|
||||
-
|
||||
-Enabler.
|
||||
-
|
||||
-Soul familiar: level 2, Speed defense as level 4 due to size
|
||||
-
|
||||
-A soul familiar with an animal form looks like a normal animal—there's nothing obvious about them to indicate they're
|
||||
-anything other than what they appear to be.
|
||||
-
|
||||
-Statue Stasis (3 Intellect points): You transform into a lifelike bronze or stone statue of yourself for a specific
|
||||
-period of time (one minute, one hour, ten hours, or twenty-four hours). When in statue form, you are in stasis; you
|
||||
-don't age, can take no actions (other than making recovery rolls while you "sleep"), and gain +10 to Armor against all
|
||||
-forms of damage, including damage not normally affected by Armor. If you take enough damage to get through your armor,
|
||||
-the stasis effect immediately ends. Action.
|
||||
-
|
||||
## Creatures
|
||||
|
||||
This chapter describes many common and uncommon creatures that the characters might meet—and fight—in a Cypher System
|
37
patches/base/039-remove-duplicate-fantasy-creatures.patch
Normal file
37
patches/base/039-remove-duplicate-fantasy-creatures.patch
Normal file
@ -0,0 +1,37 @@
|
||||
--- _tmp/ccsrd.md 2025-05-29 14:21:52.436576657 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-05-31 01:16:32.289713299 -0500
|
||||
@@ -18575,34 +18575,6 @@
|
||||
| Warrior mage | Warrior flavored with magic |
|
||||
| Bard | Speaker |
|
||||
|
||||
-#### Basic CREATURES AND NPCs FOR A FANTASY GAME
|
||||
-
|
||||
-Bat: level 1
|
||||
-
|
||||
-Dog: level 2, perception as level 3
|
||||
-
|
||||
-Dog, guard: level 3, attacks and perception as level 4
|
||||
-
|
||||
-Hawk: level 2; flies a long distance each round
|
||||
-
|
||||
-Horse: level 3; moves a long distance each round
|
||||
-
|
||||
-Rat: level 1
|
||||
-
|
||||
-Viper: level 2; bite inflicts 3 points of Speed damage (ignores Armor)
|
||||
-
|
||||
-Warhorse: level 4; moves a long distance each round
|
||||
-
|
||||
-Wolf: level 3, perception as level 4
|
||||
-
|
||||
-Blacksmith: level 2, metalworking as level 4; health 8
|
||||
-
|
||||
-Farmer: level 2, animal handling as level 3; health 8
|
||||
-
|
||||
-Merchant: level 2, haggling and assessment tasks as level 3
|
||||
-
|
||||
-Villager: level 2
|
||||
-
|
||||
#### CRAFTING MAGIC ITEMS
|
||||
|
||||
Potions, scrolls, and other one-use items are cyphers, and longer-lasting items are generally artifacts.
|
2094
patches/base/040-more-organization-through-into-fairytale.patch
Normal file
2094
patches/base/040-more-organization-through-into-fairytale.patch
Normal file
File diff suppressed because it is too large
Load Diff
3379
patches/base/041-more-organization-through-into-apocalyptic.patch
Normal file
3379
patches/base/041-more-organization-through-into-apocalyptic.patch
Normal file
File diff suppressed because it is too large
Load Diff
437
patches/base/042-move-apocalyptic-abilities.patch
Normal file
437
patches/base/042-move-apocalyptic-abilities.patch
Normal file
@ -0,0 +1,437 @@
|
||||
--- _tmp/ccsrd.md 2025-06-04 07:11:39.219825827 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-06-04 07:11:15.585677686 -0500
|
||||
@@ -10196,6 +10196,8 @@
|
||||
immediate range. Whenever you want, your body (entirely or just part of it) sheds light, illuminating everything in
|
||||
short range. Enabler.
|
||||
|
||||
+Apocalyptic Stare: Your demeanor is of someone who shouldn't be trifled with. You are trained in intimidation. Enabler.
|
||||
+
|
||||
Applying Your Knowledge: When you help another character undertake any action that you're untrained in, you are treated
|
||||
as if you are trained in it. Action.
|
||||
|
||||
@@ -10256,6 +10258,10 @@
|
||||
can hear and understand you so forcefully that they are unable to take any action, including attacks, for one round.
|
||||
Whether you succeed or fail, the next action the target takes is hindered. Action.
|
||||
|
||||
+Assisted Sight (3 Intellect points): You can activate a visual overlay that helps you analyze threats and boons in your
|
||||
+environment. When you trigger this ability, you gain an asset on one attack or defense roll of any type, due to your
|
||||
+knowledge about the situation. Enabler.
|
||||
+
|
||||
Assume Control (6+ Intellect points): You control the actions of another creature you have interacted with or studied
|
||||
for at least a round. This effect lasts for ten minutes. The target must be level 2 or lower. Once you have assumed
|
||||
control, the target acts as if it wants to accomplish your desire to the best of its ability, freely using its own best
|
||||
@@ -10701,6 +10707,8 @@
|
||||
increase your gun damage. Each level of Effort adds 3 points of damage to a successful attack, and if you spend a turn
|
||||
lining up your shot, each level of Effort instead adds 5 points of damage to a successful attack. Enabler.
|
||||
|
||||
+Careful Tracker: You are trained in stealth and tracking tasks. Enabler.
|
||||
+
|
||||
Cast Illusion: You can increase the range at which you create and maintain your
|
||||
immediate-range illusions (such as from Minor Illusion) to anywhere within short range that you can perceive. Enabler.
|
||||
|
||||
@@ -11717,6 +11725,11 @@
|
||||
Escape Plan: When you kill a foe, you can attempt a stealth task to immediately hide from anyone around, assuming that a
|
||||
suitable hiding place is nearby. Enabler.
|
||||
|
||||
+Escape the Ruins (6 Intellect points): While in any area containing ruins from before the apocalypse, you find or create
|
||||
+a significant shortcut, secret entrance, or emergency escape route where it looked like none existed. Doing so requires
|
||||
+that you succeed on an Intellect action whose difficulty is set by the GM based on the situation. You and the GM should
|
||||
+work out the details. Action.
|
||||
+
|
||||
Evanesce (3 Speed points): You step into shadows or behind cover, and everyone who was observing you completely loses
|
||||
track of you. Although you're not invisible, you can't be seen until you reveal yourself again by moving out of the
|
||||
shadows or from behind cover (or by making an attack). Action.
|
||||
@@ -11946,6 +11959,10 @@
|
||||
|
||||
Fists of Fury: You inflict 2 additional points of damage with unarmed attacks. Enabler.
|
||||
|
||||
+Fixer: You've learned enough of the past that you are trained in tasks to repair and build before‑times equipment, or
|
||||
+equipment made with before‑times parts. In addition, repairing and building tasks take you about 20% less time to
|
||||
+complete. Enabler.
|
||||
+
|
||||
Flamboyant Boast (1 Intellect point): You boastfully describe an act that you will accomplish, and then as part of the
|
||||
same action, you attempt it. If an average person would find the action difficult (or impossible) and you succeed on it,
|
||||
creatures who witnessed it who are not your allies are potentially dazed on their next turn, and all tasks they attempt
|
||||
@@ -12108,6 +12125,13 @@
|
||||
of damage. Alternatively, you can use this ability on a weapon, and for ten minutes, it inflicts 1 additional point of
|
||||
damage from the cold. Action for touch; enabler for weapon.
|
||||
|
||||
+Fruitfully Pass the Time (4 Intellect points): You are trained in one performance skill, such as singing; playing a
|
||||
+fiddle, harmonica, or other instrument; or something else that others would enjoy watching or hearing you do. When you
|
||||
+perform with the skill gained through this ability for one minute and you succeed on a difficulty 3 performance roll,
|
||||
+you and all allies within short range who can hear and see you immediately gain a one‑action recovery roll. You can't
|
||||
+use this on someone again until you use a one‑hour or ten‑hour recovery roll. Action to initiate, one minute to
|
||||
+complete.
|
||||
+
|
||||
Further Mathematics: You are specialized in higher mathematics. If you are already specialized, choose some other sphere
|
||||
of knowledge to become trained in. Enabler.
|
||||
|
||||
@@ -12375,6 +12399,8 @@
|
||||
Hard-Won Resilience: In your explorations of dark places, you've been exposed to all sorts of terrible things and are
|
||||
developing a general resistance. You gain +1 to Armor and are trained in Might defense tasks. Enabler.
|
||||
|
||||
+Hardened by the End: You're trained in Might defense tasks.
|
||||
+
|
||||
Harder Light: When you create an object out of hard light, the object is one level higher than normal. Enabler.
|
||||
|
||||
Hardiness: You are trained in Might defense tasks. Enabler.
|
||||
@@ -12858,6 +12884,11 @@
|
||||
associated with a roll, but in certain cases the GM may decide that there is a chance for you not to know. In these
|
||||
cases, you are specialized in knowing creature weaknesses. Enabler.
|
||||
|
||||
+Know the Way: You are familiar with before‑times buildings and other structures, which extends to ruins of the same. You
|
||||
+are trained in tasks related to getting around inside those buildings quickly, finding alternate routes, finding places
|
||||
+to hide, and other tasks associated with gaining a benefit by being able to picture a likely floor plan of any given
|
||||
+building. Enabler.
|
||||
+
|
||||
Know Where to Look: Whenever the GM obtains a result for you on the Useful Stuff table, you get two results instead of
|
||||
one. If the GM is using some other method to generate rewards for finding valuables, you should gain double the result
|
||||
you would otherwise obtain. Enabler.
|
||||
@@ -13769,6 +13800,10 @@
|
||||
from wearing armor. You reduce the Speed cost for wearing armor by 1. You start the game with a type of armor of your
|
||||
choice. Enabler.
|
||||
|
||||
+Practiced in Light Armor: You can wear light armor for long periods of time without tiring and can compensate for slowed
|
||||
+reactions from wearing light armor. You reduce the Speed cost for wearing light armor by 1. You start the game with a
|
||||
+type of light armor available in the area, such as a leather jacket. Enabler.
|
||||
+
|
||||
Practiced With All Weapons: You become practiced with light, medium, and heavy weapons and suffer no penalty when using
|
||||
any kind of weapon. Enabler.
|
||||
|
||||
@@ -13811,6 +13846,22 @@
|
||||
you designate. Alternatively, you can choose to learn a creature's level; however, if you do so, you cannot learn
|
||||
anything else about it later with this ability. Action.
|
||||
|
||||
+Prepared Caches: You have a prepped secret hideout with shelter and basic supplies capable of seeing you through a year
|
||||
+or more, or up to six people through about three months. In addition, you have knowledge of three different secret
|
||||
+supply caches you put together and hid before everything fell apart, chosen from the following. The caches are located
|
||||
+no closer than about 5 miles (8 km) from each other.
|
||||
+
|
||||
+• Food cache (enough food for six people for twelve weeks)
|
||||
+
|
||||
+• Water cache (enough clean water for six people for twelve weeks)
|
||||
+
|
||||
+• Ammunition cache (400 shells or bullets for four different weapons)
|
||||
+
|
||||
+• Firearm cache (six firearms; a mix of light, medium, and heavy weapons, each usually found with about ten bullets or
|
||||
+shells)
|
||||
+
|
||||
+Enabler.
|
||||
+
|
||||
Preternatural Senses: While you are conscious and able to use an action, you cannot be surprised. In addition, you are
|
||||
trained in initiative actions. Enabler.
|
||||
|
||||
@@ -13981,6 +14032,11 @@
|
||||
|
||||
### Abilities --- R
|
||||
|
||||
+Raider Follower: You gain a level 3 follower (initiative, stealth, and defense as level 4). The follower does as you say
|
||||
+and, generally speaking, isn't someone who makes the other PCs in your group feel uncomfortable because of their
|
||||
+
|
||||
+presence. Enabler.
|
||||
+
|
||||
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
|
||||
next few rounds gain one asset on any one attack or defense task within the next hour that you suggest, such as "Hold
|
||||
@@ -14147,6 +14203,14 @@
|
||||
and so on). However, you are dazed for a round afterward yourself, during which time all your tasks are hindered. If you
|
||||
have the Move Mountains ability, both abilities cost 3 fewer Intellect points to use. Action.
|
||||
|
||||
+Resource Seeker (3+ Intellect points): When you are looking for a specific inexpensive item you'd like to scavenge from
|
||||
+nearby ruins, such as a candle, an aspirin, or a can of preserved chili, you can focus your attention on it so that you
|
||||
+are more likely to find it. For the next ten minutes, if what you are seeking is within long range, you find it if you
|
||||
+succeed on a difficulty 2 Intellect roll. Each time you use this ability again in the same area, the difficulty is
|
||||
+hindered by one additional step. For each level of Effort you apply, you can attempt to find an object of one higher
|
||||
+expense category, but the base difficulty of the Intellect roll also increases by 1 per higher expense category. Action
|
||||
+to initiate.
|
||||
+
|
||||
Restful Presence: Creatures who make a recovery roll within short range of you add +1 to their roll. Enabler.
|
||||
|
||||
Restore Life (9+ Intellect points): You can attempt to restore life to a dead creature of up to level 3, as long as the
|
||||
@@ -14760,6 +14824,11 @@
|
||||
Stare Them Down: One doesn't play games of chicken with other maniac drivers without gaining mental strength. You're
|
||||
trained in Intellect defense tasks. Enabler.
|
||||
|
||||
+Stashed Vehicle: You track down where you or a fellow prepper stashed a vehicle, pristinely stored to remain in working
|
||||
+order with minimal repairs required. The vehicle has a viable power source (such as hundreds of gallons of gasoline
|
||||
+treated to resist decomposition, or a rechargeable battery with options for solar or wind recharging). The vehicle could
|
||||
+be an all‑terrain vehicle (ATV), a truck, or something else; work with your GM to figure out the particulars. Enabler
|
||||
+
|
||||
Stasis (3 Intellect points): You surround a foe of your size or smaller with scintillating energy, keeping it from
|
||||
moving or acting for one minute, as if frozen solid. You must be able to see the target, and it must be within short
|
||||
range. While in stasis, the target is impervious to harm, cannot be moved, and is immune to all effects. Action.
|
||||
@@ -14905,6 +14974,10 @@
|
||||
Surprise Attack: If attacking from a hidden vantage, with surprise, or before your opponent has acted, you get an asset
|
||||
on the attack. On a successful hit, you inflict 2 additional points of damage. Enabler.
|
||||
|
||||
+Surviving the Wasteland: Given about half a day of walking and scavenging, you find enough edible food and potable water
|
||||
+in the ruins or surrounding wasteland for you and up to one other person for one day. The resources might be scavenged
|
||||
+from before‑times supplies, living flora and fauna, and uncontaminated water sources. Enabler.
|
||||
+
|
||||
Swim (1+ Intellect points): You can swim like a fish through water and similar liquid for one hour. For each level of
|
||||
Effort applied, you can extend the duration by one hour. You swim about 10 miles (16 km) per hour, and you are not
|
||||
affected by currents in the water. Action to initiate.
|
||||
@@ -15145,6 +15218,9 @@
|
||||
|
||||
one-thousandth of your normal height may be a means of doing so.
|
||||
|
||||
+Tolerance: This hard life has built up your resistance over time, so you are trained in resisting the effects of natural
|
||||
+poisons (such as those from plants or living creatures) and radiation. You're also immune to natural diseases. Enabler.
|
||||
+
|
||||
Tool Mastery: When you have an asset from using a tool, the time required to perform the task is cut in half (minimum
|
||||
one round). Enabler.
|
||||
|
||||
@@ -15174,6 +15250,9 @@
|
||||
|
||||
Trained Excavator: You are trained in perception, climbing, and salvaging tasks. Enabler.
|
||||
|
||||
+Trained for Toughing It: Choose one noncombat skill that would be helpful for surviving after the apocalypse, such as
|
||||
+hunting, tracking, carpentry, or stealth. You are trained in that skill. Enabler.
|
||||
+
|
||||
Trained Gunner: You can choose from one of two benefits. Either you are trained in using guns, or you have the Spray
|
||||
ability (which costs 2 Speed points): If a weapon has the ability to fire rapid shots without reloading (usually called
|
||||
a rapid-fire weapon, such as an automatic pistol), you can spray multiple shots around your target to increase the
|
||||
@@ -15331,6 +15410,13 @@
|
||||
(about 2,000 feet each round) for up to ten minutes (about 35 miles), after which you must stop and make a recovery
|
||||
roll. (Move up to 322 kph \[about 600 m each round\] for up to ten minutes \[about 56 km\].) Enabler.
|
||||
|
||||
+Use the Network (5 Intellect points): With a few minutes of looking around and preparing, you can access remnants of the
|
||||
+before‑times internet and satellite network (or an active network on which AIs who are not immediately dangerous
|
||||
+reside). The GM may decide there is no such connection in the area, but if there is, you can ask one basic question
|
||||
+about anything happening within 10 miles (16 km) and receive a simple answer. For example, you could ask about the
|
||||
+location of a specific creature or individual, and if they are within the range of this ability, you'll learn about it
|
||||
+from a still‑functioning camera feed, satellite feed, or AI interaction. Action to initiate.
|
||||
+
|
||||
Use Senses of Others (4 Intellect points): You can see, hear, smell, touch, and taste through the senses of anyone with
|
||||
whom you have telepathic contact by using Telepathic or similar abilities. You can attempt to use this ability on a
|
||||
willing or unwilling target within long range; an unwilling target can try to resist. You don't need to see the target,
|
||||
@@ -15410,6 +15496,14 @@
|
||||
|
||||
Warding Shield: You have +1 to Armor while you are using a shield. Enabler.
|
||||
|
||||
+Wasteland Camouflage (5+ Speed or Intellect points): By drawing your clothing about you just so and using various tricks
|
||||
+and your deep knowledge of your surroundings, you become invisible for ten minutes in any landscape that contains ruins
|
||||
+of the before‑times. (You may also attempt this in a purely wilderness setting, but if you do, you must spend 1
|
||||
+additional point from Speed or Intellect, whichever Pool you activated this power with.) While you are invisible, this
|
||||
+asset eases your stealth and Speed defense tasks by two steps. This effect ends if you do something to reveal your
|
||||
+presence or position—attacking, using an ability, moving a large object, and so on. If this occurs, you can regain the
|
||||
+remaining invisibility effect by taking an action to focus on hiding your position. Action to initiate or reinitiate.
|
||||
+
|
||||
Water Adaptation: You can breathe water as easily as you breathe air. Enabler.
|
||||
|
||||
Weapon and Body (5 Speed points): After making a melee weapon or ranged weapon attack, you follow up with a punch or
|
||||
@@ -15424,6 +15518,9 @@
|
||||
|
||||
Weapon Defense: While your chosen weapon is in your hand(s), you are trained in Speed defense rolls. Enabler.
|
||||
|
||||
+Weapon at Hand: You're practiced with all weapons. To gain this benefit with a weapon you've never used before, you must
|
||||
+spend at least ten minutes practicing with it first. Enabler.
|
||||
+
|
||||
Weapon Master: You inflict an additional 1 point of damage with your chosen weapon. Enabler.
|
||||
|
||||
Weaponization: One light or medium melee weapon of your choice is built into your body, and you are trained in using it.
|
||||
@@ -39380,9 +39477,7 @@
|
||||
|
||||
Ability Choice: Choose either Assisted Sight or Machine Telepathy as your tier 4 ability.
|
||||
|
||||
-Assisted Sight (3 Intellect points): You can activate a visual overlay that helps you analyze threats and boons in your
|
||||
-environment. When you trigger this ability, you gain an asset on one attack or defense roll of any type, due to your
|
||||
-knowledge about the situation. Enabler.
|
||||
+Assisted Sight
|
||||
|
||||
Machine Telepathy
|
||||
|
||||
@@ -39437,28 +39532,11 @@
|
||||
|
||||
Tier 1:P
|
||||
|
||||
-Practiced in Light Armor: You can wear light armor for long periods of time without tiring and can compensate for slowed
|
||||
-reactions from wearing light armor. You reduce the Speed cost for wearing light armor by 1. You start the game with a
|
||||
-type of light armor available in the area, such as a leather jacket. Enabler.
|
||||
-
|
||||
-Prepared Caches: You have a prepped secret hideout with shelter and basic supplies capable of seeing you through a year
|
||||
-or more, or up to six people through about three months. In addition, you have knowledge of three different secret
|
||||
-supply caches you put together and hid before everything fell apart, chosen from the following. The caches are located
|
||||
-no closer than about 5 miles (8 km) from each other.
|
||||
-
|
||||
-• Food cache (enough food for six people for twelve weeks)
|
||||
-
|
||||
-• Water cache (enough clean water for six people for twelve weeks)
|
||||
-
|
||||
-• Ammunition cache (400 shells or bullets for four different weapons)
|
||||
-
|
||||
-• Firearm cache (six firearms; a mix of light, medium, and heavy weapons, each usually found with about ten bullets or
|
||||
-shells)
|
||||
+Practiced in Light Armor
|
||||
|
||||
-Enabler.
|
||||
+Prepared Caches
|
||||
|
||||
-Trained for Toughing It: Choose one noncombat skill that would be helpful for surviving after the apocalypse, such as
|
||||
-hunting, tracking, carpentry, or stealth. You are trained in that skill. Enabler.
|
||||
+Trained for Toughing It
|
||||
|
||||
Tier 2:
|
||||
|
||||
@@ -39470,23 +39548,13 @@
|
||||
|
||||
Ability Choice: Choose either Fruitfully Pass the Time or Stashed Vehicle as your tier 3 ability.
|
||||
|
||||
-Fruitfully Pass the Time (4 Intellect points): You are trained in one performance skill, such as singing; playing a
|
||||
-fiddle, harmonica, or other instrument; or something else that others would enjoy watching or hearing you do. When you
|
||||
-perform with the skill gained through this ability for one minute and you succeed on a difficulty 3 performance roll,
|
||||
-you and all allies within short range who can hear and see you immediately gain a one‑action recovery roll. You can't
|
||||
-use this on someone again until you use a one‑hour or ten‑hour recovery roll. Action to initiate, one minute to
|
||||
-complete.
|
||||
+Fruitfully Pass the Time
|
||||
|
||||
-Stashed Vehicle: You track down where you or a fellow prepper stashed a vehicle, pristinely stored to remain in working
|
||||
-order with minimal repairs required. The vehicle has a viable power source (such as hundreds of gallons of gasoline
|
||||
-treated to resist decomposition, or a rechargeable battery with options for solar or wind recharging). The vehicle could
|
||||
-be an all‑terrain vehicle (ATV), a truck, or something else; work with your GM to figure out the particulars. Enabler
|
||||
+Stashed Vehicle
|
||||
|
||||
Tier 4:
|
||||
|
||||
-Know Where to Look: Whenever the GM obtains a result for you on the Useful Stuff table, you get two results instead of
|
||||
-one. If the GM is using some other method to generate rewards for finding valuables, you gain double the result you
|
||||
-would otherwise obtain. Enabler.
|
||||
+Know Where to Look
|
||||
|
||||
Tier 5:
|
||||
|
||||
@@ -39498,10 +39566,7 @@
|
||||
|
||||
Discipline of Watchfulness
|
||||
|
||||
-Escape the Ruins (6 Intellect points): While in any area containing ruins from before the apocalypse, you find or create
|
||||
-a significant shortcut, secret entrance, or emergency escape route where it looked like none existed. Doing so requires
|
||||
-that you succeed on an Intellect action whose difficulty is set by the GM based on the situation. You and the GM should
|
||||
-work out the details. Action.
|
||||
+Escape the Ruins
|
||||
|
||||
Raids
|
||||
|
||||
@@ -39540,7 +39605,7 @@
|
||||
|
||||
Tier 2:
|
||||
|
||||
-Careful Tracker: You are trained in stealth and tracking tasks. Enabler.
|
||||
+Careful Tracker
|
||||
|
||||
Fearsome Reputation
|
||||
|
||||
@@ -39548,10 +39613,7 @@
|
||||
|
||||
Ability Choice: Choose either Raider Follower or Grand Deception as your tier 3 ability.
|
||||
|
||||
-Raider Follower: You gain a level 3 follower (initiative, stealth, and defense as level 4). The follower does as you say
|
||||
-and, generally speaking, isn't someone who makes the other PCs in your group feel uncomfortable because of their
|
||||
-
|
||||
-presence. Enabler.
|
||||
+Raider Follower
|
||||
|
||||
Grand Deception
|
||||
|
||||
@@ -39603,33 +39665,21 @@
|
||||
|
||||
Tier 1:
|
||||
|
||||
-Ruin Lore: You are trained in scavenging, which means you're more likely to find useful things (and junk that can
|
||||
-potentially be turned into useful things) in the ruins of what came before. Enabler.
|
||||
+Ruin Lore
|
||||
|
||||
Knowledge Skills
|
||||
|
||||
Tier 2:
|
||||
|
||||
-Fixer: You've learned enough of the past that you are trained in tasks to repair and build before‑times equipment, or
|
||||
-equipment made with before‑times parts. In addition, repairing and building tasks take you about 20% less time to
|
||||
-complete. Enabler.
|
||||
+Fixer
|
||||
|
||||
-Know the Way: You are familiar with before‑times buildings and other structures, which extends to ruins of the same. You
|
||||
-are trained in tasks related to getting around inside those buildings quickly, finding alternate routes, finding places
|
||||
-to hide, and other tasks associated with gaining a benefit by being able to picture a likely floor plan of any given
|
||||
-building. Enabler.
|
||||
+Know the Way
|
||||
|
||||
Tier 3:
|
||||
|
||||
Ability Choice: Choose either Disable Mechanisms or Resource Seeker as your tier 3 ability. Disable Mechanisms
|
||||
|
||||
-Resource Seeker (3+ Intellect points): When you are looking for a specific inexpensive item you'd like to scavenge from
|
||||
-nearby ruins, such as a candle, an aspirin, or a can of preserved chili, you can focus your attention on it so that you
|
||||
-are more likely to find it. For the next ten minutes, if what you are seeking is within long range, you find it if you
|
||||
-succeed on a difficulty 2 Intellect roll. Each time you use this ability again in the same area, the difficulty is
|
||||
-hindered by one additional step. For each level of Effort you apply, you can attempt to find an object of one higher
|
||||
-expense category, but the base difficulty of the Intellect roll also increases by 1 per higher expense category. Action
|
||||
-to initiate.
|
||||
+Resource Seeker
|
||||
|
||||
Tier 4:
|
||||
|
||||
@@ -39647,12 +39697,7 @@
|
||||
|
||||
Skill With Defense
|
||||
|
||||
-Use the Network (5 Intellect points): With a few minutes of looking around and preparing, you can access remnants of the
|
||||
-before‑times internet and satellite network (or an active network on which AIs who are not immediately dangerous
|
||||
-reside). The GM may decide there is no such connection in the area, but if there is, you can ask one basic question
|
||||
-about anything happening within 10 miles (16 km) and receive a simple answer. For example, you could ask about the
|
||||
-location of a specific creature or individual, and if they are within the range of this ability, you'll learn about it
|
||||
-from a still‑functioning camera feed, satellite feed, or AI interaction. Action to initiate.
|
||||
+Use the Network
|
||||
|
||||
Walks the Wasteland
|
||||
|
||||
@@ -39693,21 +39738,17 @@
|
||||
|
||||
Tier 1:
|
||||
|
||||
-Surviving the Wasteland: Given about half a day of walking and scavenging, you find enough edible food and potable water
|
||||
-in the ruins or surrounding wasteland for you and up to one other person for one day. The resources might be scavenged
|
||||
-from before‑times supplies, living flora and fauna, and uncontaminated water sources. Enabler.
|
||||
+Surviving the Wasteland
|
||||
|
||||
-Tolerance: This hard life has built up your resistance over time, so you are trained in resisting the effects of natural
|
||||
-poisons (such as those from plants or living creatures) and radiation. You're also immune to natural diseases. Enabler.
|
||||
+Tolerance
|
||||
|
||||
-Weapon at Hand: You're practiced with all weapons. To gain this benefit with a weapon you've never used before, you must
|
||||
-spend at least ten minutes practicing with it first. Enabler.
|
||||
+Weapon at Hand
|
||||
|
||||
Tier 2:
|
||||
|
||||
Devoted Defender
|
||||
|
||||
-Hardened by the End: You're trained in Might defense tasks.
|
||||
+Hardened by the End
|
||||
|
||||
Tier 3:
|
||||
|
||||
@@ -39718,7 +39759,7 @@
|
||||
|
||||
Rapid Attack
|
||||
|
||||
-Apocalyptic Stare: Your demeanor is of someone who shouldn't be trifled with. You are trained in intimidation. Enabler.
|
||||
+Apocalyptic Stare
|
||||
|
||||
Tier 4:
|
||||
|
||||
@@ -39736,13 +39777,7 @@
|
||||
|
||||
Using What's Available
|
||||
|
||||
-Wasteland Camouflage (5+ Speed or Intellect points): By drawing your clothing about you just so and using various tricks
|
||||
-and your deep knowledge of your surroundings, you become invisible for ten minutes in any landscape that contains ruins
|
||||
-of the before‑times. (You may also attempt this in a purely wilderness setting, but if you do, you must spend 1
|
||||
-additional point from Speed or Intellect, whichever Pool you activated this power with.) While you are invisible, this
|
||||
-asset eases your stealth and Speed defense tasks by two steps. This effect ends if you do something to reveal your
|
||||
-presence or position—attacking, using an ability, moving a large object, and so on. If this occurs, you can regain the
|
||||
-remaining invisibility effect by taking an action to focus on hiding your position. Action to initiate or reinitiate.
|
||||
+Wasteland Camouflage
|
||||
|
||||
### Historical
|
||||
|
83
patches/base/043-more-organization-through-historical.patch
Normal file
83
patches/base/043-more-organization-through-historical.patch
Normal file
@ -0,0 +1,83 @@
|
||||
--- _tmp/ccsrd.md 2025-06-04 07:12:07.311001894 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-06-04 07:27:21.454728657 -0500
|
||||
@@ -39500,7 +39500,7 @@
|
||||
|
||||
Merges Mind With Machine is a focus designed for use with the Radio Quiet setting.
|
||||
|
||||
-Prepped for the End
|
||||
+##### Prepped for the End
|
||||
|
||||
You prepared for ultimate disaster, unlike most of the sheeple. Which means you stashed away food, water, and other
|
||||
survival gear when things were still okay. You trained yourself for harsh conditions, for basic machine and electronic
|
||||
@@ -39568,7 +39568,7 @@
|
||||
|
||||
Escape the Ruins
|
||||
|
||||
-Raids
|
||||
+##### Raids
|
||||
|
||||
When civilization fell, you did what you had to do to stay alive. Did you kill innocent people? Probably, insofar as
|
||||
anyone who survived the end can really be considered "innocent." You figured they'd have done the same to you. But
|
||||
@@ -39633,7 +39633,7 @@
|
||||
|
||||
Twisting the Knife
|
||||
|
||||
-Remembers the Past
|
||||
+##### Remembers the Past
|
||||
|
||||
You are a student of the before‑times. Maybe that's because you grew up in the ruins of an old library and read
|
||||
everything as your hobby, you found a friendly AI archivist who taught you about how things once were, you're long‑lived
|
||||
@@ -39699,7 +39699,7 @@
|
||||
|
||||
Use the Network
|
||||
|
||||
-Walks the Wasteland
|
||||
+##### Walks the Wasteland
|
||||
|
||||
Most people want to hide from the devastation or just curl up and die rather than face a hostile world. Not you. You're
|
||||
determined to see what's out there, to survive, and, more than that, to thrive. It's that or let the radioactive rats—or
|
||||
@@ -39785,7 +39785,7 @@
|
||||
ancient Greece or feudal Japan, for example, probably makes it more like fantasy without all the orcs and magic
|
||||
(although a game set in feudal Japan with orcs and magic could be fascinating).
|
||||
|
||||
-### SUGGESTED TYPES FOR A HISTORICAL GAME
|
||||
+#### SUGGESTED TYPES FOR A HISTORICAL GAME
|
||||
|
||||
| | |
|
||||
|-------------------------------|---------------------------------------------------------------------|
|
||||
@@ -39802,7 +39802,7 @@
|
||||
| Explorer | Explorer |
|
||||
| Priest | Speaker |
|
||||
|
||||
-Basic CREATURES AND NPCs FOR A HISTORICAL GAME
|
||||
+#### Basic CREATURES AND NPCs FOR A HISTORICAL GAME
|
||||
|
||||
Cat: level 1, Speed defense as level 3
|
||||
|
||||
@@ -39827,7 +39827,7 @@
|
||||
|
||||
Warhorse: level 4; moves a long distance each round
|
||||
|
||||
-creating a historical adventure
|
||||
+#### creating a historical adventure
|
||||
|
||||
One of the draws of playing in a historical adventure is the thrill of "being there" when something important happens.
|
||||
Thus, in many cases, historical adventures in RPGs shouldn't be designed as campaigns, but instead serve as short-term
|
||||
@@ -39865,7 +39865,7 @@
|
||||
a skewed version of events and culture. Be willing to go deeper than *Braveheart* or *The Last Samurai*, or maybe choose
|
||||
a different genre.
|
||||
|
||||
-### RUNNING A HISTORICAL GAME
|
||||
+#### RUNNING A HISTORICAL GAME
|
||||
|
||||
Preparation is important in a historical game, and most of that entails choosing a historical period—or a specific
|
||||
historical event—as the setting. Given that all of history can serve, you won't lack for resources. Below are a few
|
||||
@@ -39886,7 +39886,7 @@
|
||||
prehistory, classical antiquity, ancient Egypt, the American revolution, ancient China, World War II, Edo Period Japan,
|
||||
Medieval Europe, and the American Old West.
|
||||
|
||||
-### HISTORICAL ARTIFACTS
|
||||
+#### HISTORICAL ARTIFACTS
|
||||
|
||||
The concept of artifacts is probably inappropriate for a historical setting without some kind of supernatural,
|
||||
fantastical, or science fiction element. That said, objects of mystery such as the Antikythera mechanism (an ancient
|
20
patches/base/044-some-organization-fixes.patch
Normal file
20
patches/base/044-some-organization-fixes.patch
Normal file
@ -0,0 +1,20 @@
|
||||
--- _tmp/ccsrd.md 2025-06-04 07:41:31.590049534 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-06-04 07:40:43.336747293 -0500
|
||||
@@ -38526,7 +38526,7 @@
|
||||
Effect: A successfully targeted creature or object within short range becomes coated with a clinging film of nanotech
|
||||
for one minute. While coated, a creature has 2 less Armor than usual (3 less if the cypher is level 5 or 6). While
|
||||
coated, an object temporarily moves one step down the object damage track (or two steps down if the cypher is level 5 or
|
||||
-### 6).
|
||||
+6).
|
||||
|
||||
###### DATA WIPE
|
||||
|
||||
@@ -38720,7 +38720,7 @@
|
||||
|
||||
Depletion: 1 in 1d20
|
||||
|
||||
-### ENVIROSCANNER
|
||||
+##### ENVIROSCANNER
|
||||
|
||||
Level: 1d6
|
||||
|
1444
patches/base/045-modern-magic-organization-p1.patch
Normal file
1444
patches/base/045-modern-magic-organization-p1.patch
Normal file
File diff suppressed because it is too large
Load Diff
923
patches/base/046-modern-magic-abilities-move.patch
Normal file
923
patches/base/046-modern-magic-abilities-move.patch
Normal file
@ -0,0 +1,923 @@
|
||||
--- _tmp/ccsrd.md 2025-06-05 20:57:53.285921268 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-06-13 07:32:18.339664588 -0500
|
||||
@@ -10198,6 +10198,10 @@
|
||||
|
||||
Apocalyptic Stare: Your demeanor is of someone who shouldn't be trifled with. You are trained in intimidation. Enabler.
|
||||
|
||||
+App Tinkerer: If you spend at least one day tinkering with a magical app in your possession, it functions at one level
|
||||
+higher than normal. This applies to all magical apps in your possession, but they retain this bonus only for you.
|
||||
+Enabler.
|
||||
+
|
||||
Applying Your Knowledge: When you help another character undertake any action that you're untrained in, you are treated
|
||||
as if you are trained in it. Action.
|
||||
|
||||
@@ -10613,6 +10617,12 @@
|
||||
provides you with inherent weaponry. This allows you to fire a blast of energy up to long range that inflicts 5 points
|
||||
of damage. There is no cost for you to use this ability. Action.
|
||||
|
||||
+Bullet Jaunt (5 Intellect points): Every Spell Bullet you fire leaves a faint path of magic that you can see and follow.
|
||||
+Choose the path of one Spell Bullet within long range that you fired in the past minute; you instantly teleport to any
|
||||
+place you want along its path. Alternatively, you can use Spell Bullet to conjure a standard bullet, fire it at a target
|
||||
+within gun range, and jaunt as part of the action of firing the bullet. Action to teleport along an existing path or to
|
||||
+fire a bullet and teleport along its path.
|
||||
+
|
||||
Burning Light (3 Intellect points): You send a beam of light at a creature within long range and then tighten the beam
|
||||
until it burns, inflicting 5 points of damage. Action.
|
||||
|
||||
@@ -10696,6 +10706,17 @@
|
||||
Captivate With Starshine: For as long as you speak, you keep the attention of all level 2 or lower NPCs who can hear
|
||||
you. If you also have the Enthrall ability, you can similarly captivate all level 3 NPCs. Action to initiate.
|
||||
|
||||
+Car Magic (3+ Intellect points): You can alter a magical ability you cast so it also affects the vehicle you're driving,
|
||||
+as if it were a part of you. For example, if you're driving and you cast Hover on yourself, you and the car begin to
|
||||
+float; if you cast Invisibility on yourself, you and the car turn invisible. Spells cast on a car this way tend to last
|
||||
+only a few rounds before expiring (although the spell still lasts its full duration on you). The cost of Car Magic is
|
||||
+added to the cost of the spell you're casting. In addition to the normal options for using Effort, you can use Effort to
|
||||
+affect other creatures within the car; each level of Effort used in this way affects up to two additional creatures in
|
||||
+the car. Enabler.
|
||||
+
|
||||
+The main reason to cast Hover on a moving car is to make awesome-looking jumps that would be impossible without ramps,
|
||||
+magic, or Hollywood special effects.
|
||||
+
|
||||
Car Surfer: You can stand or move about on a moving vehicle (such as on the hood, on the roof, in the open door well,
|
||||
etc.) with a reasonable expectation of not falling off. Unless the vehicle veers sharply, stops suddenly, or otherwise
|
||||
engages in extreme maneuvers, standing or moving about on a moving vehicle is a routine task for you. If the vehicle
|
||||
@@ -10894,6 +10915,10 @@
|
||||
of online hackers and regular street criminals. These people are not necessarily your friends and might not be
|
||||
trustworthy, but they owe you a favor. You and the GM should work out the details of your contacts. Enabler.
|
||||
|
||||
+Continuous Transfer: When you use either Drain Creature or Tap Currents to drain energy, you can transfer it to another
|
||||
+creature within short range, restoring points to their Might or Speed Pools (or health for an NPC). This occurs
|
||||
+seamlessly, as part of the same action. Enabler.
|
||||
+
|
||||
Contortionist (2 Speed points): You can wriggle free from bindings or squeeze through a tight spot. You are trained in
|
||||
escaping. When you use an action to escape or move through a tight area, you can immediately use another action. You may
|
||||
use this action only to move. Enabler.
|
||||
@@ -10962,6 +10987,10 @@
|
||||
usually a matter of the character applying quick thinking in the face of immediate danger. The ability doesn't rely on
|
||||
supernatural means, but rather a practical act.)
|
||||
|
||||
+Countercharm (5 Intellect points): If you are affected by an unwanted ongoing magical condition or affliction (such as a
|
||||
+curse, paralysis spell, withering hex, and so on) that gives you additional rolls to end it early, your rolls to end it
|
||||
+early are eased by two steps until you break free. Enabler.
|
||||
+
|
||||
Countermeasures (4 Intellect points): You immediately end one ongoing effect (such as an effect created by a character
|
||||
ability) within immediate range. Alternatively, you can use this as a defense action to cancel any incoming ability
|
||||
targeted at you, or you can cancel any device or the effect of any device for 1d6 rounds. You must touch the effect or
|
||||
@@ -11119,6 +11148,10 @@
|
||||
duration for an additional minute. If you have the Scramble Machine or Disable Mechanisms ability (or an ability that
|
||||
works similarly), when you apply a level of Effort to any of them, you gain an additional free level of Effort. Action.
|
||||
|
||||
+Deadeye: You inflict an additional 6 points of damage with any single-target attack spell cast through a firearm using
|
||||
+Spell Bullet. If the attack spell doesn't inflict damage, you instead can modify the spell as if you had applied two
|
||||
+levels of Intellect Effort to it. If you have the Iron Eye ability, you can exchange it for Trained Guncasting. Enabler.
|
||||
+
|
||||
Deadly Aim (3 Speed points): For the next minute, all ranged attacks you make inflict 2 additional points of damage.
|
||||
Action to initiate.
|
||||
|
||||
@@ -11163,6 +11196,9 @@
|
||||
|
||||
Deep Water Guide: While underwater, any creature you choose that can see you has an asset on swimming tasks. Enabler.
|
||||
|
||||
+Deer in the Headlights: When you cast an attack spell while driving, you can modify the spell as if you had applied two
|
||||
+levels of Intellect Effort to it. Enabler.
|
||||
+
|
||||
Defend All the Innocent: You protect everyone within immediate range whom you have designated as innocent with your
|
||||
Designation ability. Speed defense rolls made by such creatures gain an asset. Enabler.
|
||||
|
||||
@@ -11523,6 +11559,11 @@
|
||||
Echolocation: You are especially sensitive to sound and vibration, so much so that you can sense your environment within
|
||||
a short distance regardless of your ability to see. Enabler.
|
||||
|
||||
+Eclipse (2 Intellect points): You drain the light from an immediate area within long range. Bright light (like a sunny
|
||||
+day outdoors) becomes dim light, normal light (like inside a well-lit room) becomes very dim light, and anything darker
|
||||
+becomes darkness. If you cast this spell on an object, the darkness moves with the object, and can be suppressed if it
|
||||
+is enclosed in a light-proof container or wrapping. Action.
|
||||
+
|
||||
Effective Skill: Choose one noncombat skill when you gain this ability. You get a minor effect with that skill when you
|
||||
roll a natural 14 or higher (the d20 shows "14" or more). You get a major effect with that skill when you roll a natural
|
||||
19 or higher (the d20 shows "19" or higher). You can select this ability more than once. Each time you select it, you
|
||||
@@ -12405,6 +12446,9 @@
|
||||
|
||||
Hardiness: You are trained in Might defense tasks. Enabler.
|
||||
|
||||
+Hasty Guncasting: You can make two gun attacks as a single action; one is a spell (using Spell Bullet) and the other is
|
||||
+a normal gunshot. You can make these attacks in either order, but the second one is hindered by two steps. Enabler.
|
||||
+
|
||||
Have Spacesuit, Will Travel: Somehow or another, you became the legal owner of a fully functional and advanced
|
||||
spacesuit. The spacesuit provides +1 Armor and, more important, allows you to survive in the vacuum of space using suit
|
||||
reserves for up to twelve hours at a time with enough reaction mass to get around in zero gravity on jets of ionized gas
|
||||
@@ -12454,6 +12498,9 @@
|
||||
Heroic Monster Bane: When you inflict damage to creatures more than twice as large or massive as you, you inflict 3
|
||||
additional points of damage. Enabler.
|
||||
|
||||
+Heroic Witch Bane: When you inflict damage to witches (or other intelligent creatures who cast spells), you inflict 3
|
||||
+additional points of damage. Enabler.
|
||||
+
|
||||
Hidden Closet: The magic ally from your Bound Magic Creature ability can store items for you within its bound object,
|
||||
including extra sets of clothing, tools, food, and so on. The interior of the object is, in effect, a 10-foot (3 m)
|
||||
square pocket dimension that normally only the magic ally can access. Enabler.
|
||||
@@ -12647,6 +12694,9 @@
|
||||
points. If you roll a natural 20 and choose to deal damage instead of achieve a special major effect, you deal 5 extra
|
||||
points of damage. Enabler.
|
||||
|
||||
+Improved Witch Bane: When you inflict damage to witches (or other intelligent creatures who cast spells), you inflict 3
|
||||
+additional points of damage. Enabler.
|
||||
+
|
||||
Improvise (3 Intellect points): When you perform a task in which you are not trained, you can improvise to gain an asset
|
||||
on the task. The asset might be a tool you cobble together, a sudden insight into overcoming a problem, or a rush of
|
||||
dumb luck. Enabler. (Improvise can be used on a task a character has an inability in, but instead of gaining an asset,
|
||||
@@ -12657,6 +12707,9 @@
|
||||
friends would be damaged, you can choose to take up to half the number of points of damage they would otherwise take,
|
||||
but only if you're not already impaired or debilitated. Enabler.
|
||||
|
||||
+Incapacitate (4 Intellect points): You use necromantic magic to make one creature in short range fall prone and be
|
||||
+unable to take actions for one round. Action.
|
||||
+
|
||||
Incomparable Pilot: While on a starcraft you own or have a direct connection with, your Might Edge, Speed Edge, and
|
||||
Intellect Edge increase by 1. When you make a recovery roll on a starcraft you're familiar with, you recover 5
|
||||
additional points. Enabler.
|
||||
@@ -12835,6 +12888,10 @@
|
||||
round, which means that if you use Scratch Existence or Shred Existence, attacking each target along your path is eased
|
||||
by two steps. Enabler.
|
||||
|
||||
+Iron Eye: You inflict an additional 3 points of damage with any single-target attack spell cast through a firearm using
|
||||
+Spell Bullet. If the attack spell doesn't inflict damage, you instead can modify the spell as if you had applied a level
|
||||
+of Intellect Effort to it. Enabler.
|
||||
+
|
||||
Iron Fist: Your unarmed attacks deal 4 points of damage. Enabler.
|
||||
|
||||
Iron Punch (5+ Intellect points): You magnetically pick up a metallic heavy object within short range and hurl it at
|
||||
@@ -12970,6 +13027,9 @@
|
||||
of a horse or a basilisk instead of a lizard, but doing so should require applying at least one level of Effort to the
|
||||
change, and the character wouldn't gain any of the creature's magical abilities.
|
||||
|
||||
+Lend a Hand: If an ally attempts a magical task and fails, they can try again without spending Effort if you help them.
|
||||
+You provide this advantage to your friend even if you are not trained in the task that they're retrying. Enabler.
|
||||
+
|
||||
Lethal Damage: Choose one of your existing attacks that inflicts points of damage (depending on your type and focus,
|
||||
this might be a specific weapon, a special ability such as a blast of fire, or your unarmed attacks). When you hit with
|
||||
that attack, you inflict an additional 5 points of damage. Enabler.
|
||||
@@ -12991,8 +13051,16 @@
|
||||
coercion or intimidation. During rests, you put friends and comrades at ease so much that they gain +1 to their recovery
|
||||
rolls. Enabler.
|
||||
|
||||
+Library Life: When a problem needs solving, you may not know the solution, but you know where to look. You are trained
|
||||
+in research. Enabler.
|
||||
+
|
||||
Life Lessons: Choose any two noncombat skills. You are trained in those skills. Enabler.
|
||||
|
||||
+Lightning Flash (4+ Intellect points): Lightning strikes within long range, filling an immediate area and inflicting 3
|
||||
+points of damage on all affected creatures. Effort applied to one attack counts for all attacks against targets in the
|
||||
+area of the flash. Even on an unsuccessful attack, a creature in the area still takes 1 point of damage. Your attack is
|
||||
+eased against targets wearing, carrying, or made of a significant amount of metal. Action.
|
||||
+
|
||||
Like the Back of Your Hand: All tasks directly related to a starcraft that you own or have a direct connection with are
|
||||
eased. Tasks include repair, refueling, finding a breach in the hull, finding a stowaway, and so on. The same goes for
|
||||
any attack or defense rolls you make within the starcraft against enemy boarders, as well as any attack or defense rolls
|
||||
@@ -13089,10 +13157,18 @@
|
||||
Magic Training: You are trained in the basics of magic (including the operation of magic artifacts and cyphers) and can
|
||||
attempt to understand and identify its properties. Enabler.
|
||||
|
||||
+Magical App Hacker: All magical app cyphers you use function at one level higher than normal. If given a week, you can
|
||||
+tinker with one of your magical app cyphers, transforming it into another magical app cypher of the same type that you
|
||||
+had in the past. The GM and player should collaborate to ensure that the transformation is logical—for example, a
|
||||
+magical app that creates a fiery explosion probably can't be turned into a healing app. Enabler.
|
||||
+
|
||||
Magical Power Current (2+ Intellect points): You provide electricity to a device that runs on standard house current,
|
||||
such as a laptop computer, circular saw, or microwave oven, allowing it to function as if plugged in for one hour. The
|
||||
cost is 2 Intellect points plus 1 point per level of the device. Action.
|
||||
|
||||
+Magical Programmer: You are trained in crafting magical apps and in using (and exploiting) computer software. You know
|
||||
+one or more computer languages well enough to write basic programs, and you are fluent in internet protocol. Enabler.
|
||||
+
|
||||
Magical Repertoire: The number of subtle cyphers you can bear at the same time increases by two. If you spend one hour
|
||||
preparing your magic, you can fill any of your open cypher slots with subtle cyphers chosen randomly by the GM (this
|
||||
hour can be part of a one-hour or ten-hour recovery action if you are awake for the entire time). As part of this
|
||||
@@ -13151,6 +13227,9 @@
|
||||
machine to create the bond, but afterward, there is no range limitation. This bond lasts for one week. You can bond with
|
||||
only one machine at a time. Action to initiate.
|
||||
|
||||
+Master Magical Programmer: You are specialized in crafting magical apps and in using (and exploiting) computer software.
|
||||
+Enabler.
|
||||
+
|
||||
Master of Unarmed Fighting Style: You are specialized in unarmed attacks. If you are already specialized in unarmed
|
||||
attacks, you instead deal 2 additional points of damage with unarmed attacks. Enabler.
|
||||
|
||||
@@ -13231,6 +13310,9 @@
|
||||
addition to the normal options for using Effort, you can choose to use Effort to extend the duration by one hour for
|
||||
each level of Effort applied. Action to initiate.
|
||||
|
||||
+Mental Magic: When attempting a magic-based Might or Speed task, you can instead roll as if it were an Intellect action.
|
||||
+This means that if you apply Effort, you spend points from your Intellect Pool and use your Intellect Edge. Enabler.
|
||||
+
|
||||
Mental Projection (6+ Intellect points): Your mind fully leaves your body and manifests anywhere you choose within
|
||||
immediate range. Your projected mind can remain apart from your body for up to 24 hours. This effect ends early if your
|
||||
Intellect Pool is reduced to 0 or if your projection touches your resting body.
|
||||
@@ -13350,6 +13432,14 @@
|
||||
for using Effort, you can choose to use Effort to increase the area (one level of Effort to fill a short area, two to
|
||||
fill a long area, or three to fill a very long area). Action.
|
||||
|
||||
+Mist Form (4 Intellect points): You change into a cloud of mist for up to ten minutes, filling an immediate area. You
|
||||
+gain an asset to sneaking tasks and Speed defense tasks, but you lose the benefit of any armor you wear. You can pass
|
||||
+through any barrier that allows air to move through it (such as a fence, wire screen, cloth, or pipe), moving up to an
|
||||
+immediate distance each round. You can't affect or be affected by normal matter, but energy attacks (like fire or
|
||||
+explosions) and mental attacks still affect you. You cannot speak but can still use abilities that don't rely on human
|
||||
+speech or affecting physical matter (other than yourself). If large portions of the mist are separated (such as behind a
|
||||
+closed door) when you return to human form, you move one step down the damage track. Action to change or revert.
|
||||
+
|
||||
Mobile Fighter (3 Speed points): As part of your attack, you can leap on or over obstacles, swing from ropes, run along
|
||||
narrow surfaces, or otherwise move around the battlefield at your normal speed as if such tasks were routine (difficulty
|
||||
0). You can't use this ability if your Speed Effort costs are reduced from wearing armor. Enabler.
|
||||
@@ -13401,6 +13491,17 @@
|
||||
Monster Lore: You are trained in the names, habits, suspected lairs, and related topics regarding the monsters of your
|
||||
world. You can make yourself understood in their languages (if they have one). Enabler.
|
||||
|
||||
+Moon Adaptation: You can survive indefinitely in a vacuum environment (such as the moon or space).
|
||||
+
|
||||
+Although Moon Adaptation protects you from the airless environment of the moon, people traveling with you aren't so
|
||||
+lucky—unless you teleport directly to a pressurized location such as a moon base or an abandoned NASA vehicle.
|
||||
+
|
||||
+Moon Portal (6+ Intellect points): You instantaneously transmit yourself to any location on Earth, as long as moonlight
|
||||
+is shining on you and on the spot you want to be. Alternatively, you can instantaneously transport yourself from Earth
|
||||
+to the moon or back again. In addition to the normal options for using Effort, you can use Effort to bring other people
|
||||
+with you; each level of Effort used in this way affects up to three additional targets. You must touch any additional
|
||||
+targets. Action.
|
||||
+
|
||||
Moon Shape (4+ Intellect points): You change into a monstrous natural beast, such as a wolf, bear, or other terrestrial
|
||||
creature, for up to one hour. If you try to change during daylight hours when you are not deep underground (or otherwise
|
||||
away from the daylight), you must apply a level of Effort. In your new form, you add 8 points to your Might Pool, gain
|
||||
@@ -13411,6 +13512,21 @@
|
||||
and eat at least one substantial creature while in beast form, the penalty increases to –2 and affects all your rolls
|
||||
for the next day. Action to change; action to revert.
|
||||
|
||||
+Moonbeam (1+ Intellect point): You emit a cone of pale, cool moonlight from your hand, illuminating up to a short
|
||||
+distance with dim light, lasting for one minute. As your action or as part of the action of activating this ability, you
|
||||
+can tighten the beam so it focuses on one creature, inflicting either 4 points of cold damage or 2 points of Intellect
|
||||
+damage (ignores Armor), which immediately ends the spell. You automatically know if the struck creature is a
|
||||
+shapechanger (such as a werewolf), although this doesn't tell you what kind of shapechanger they are or what their true
|
||||
+form is. Action.
|
||||
+
|
||||
+Moonlight Barrage (4+ Intellect points): You call down dozens of rays of moonlight into an adjacent short area. All
|
||||
+within the area take 4 points of damage from mystical cold and glow with faint moonlight equivalent to a candle for one
|
||||
+minute (a creature can end this glow early as an action or by entering an area that moonlight cannot penetrate, such as
|
||||
+a deep cave or a room with no windows). You automatically know if any creature in the area is a shapechanger (such as a
|
||||
+werewolf), although this doesn't tell you what kind of shapechanger they are or what their true form is. If you apply
|
||||
+Effort to increase the damage rather than to ease the task, you deal 2 additional points of damage per level of Effort
|
||||
+(instead of 3 points); targets in the area take 1 point of damage even if you fail the attack roll. Action.
|
||||
+
|
||||
Mount: A level 3 creature serves you as a mount and follows your instructions. While you're mounted on it, the creature
|
||||
can move and you can attack on your turn, which provides an asset to your attack. You and the GM must work out the
|
||||
details of the creature, and you'll probably make rolls for it when it takes noncombat actions. The mount acts on your
|
||||
@@ -13583,6 +13699,8 @@
|
||||
a creature to boost yourself over something. If an obstacle would normally require a Might or Speed task to overcome,
|
||||
such as swinging on a rope, balancing on a rope, or jumping over a hole, you are trained in that task. Enabler.
|
||||
|
||||
+One Hand on the Wheel: As an action, you can cast a one-action spell and attempt a driving task. Enabler.
|
||||
+
|
||||
One With the Wild (6 Intellect points): For the next hour, natural animals and plants within long range will not
|
||||
knowingly harm you or those you designate. In addition, your Might Edge, Speed Edge, and Intellect Edge increase by 1,
|
||||
and if you make any recovery rolls during this period, you recover twice as many points. Action to initiate.
|
||||
@@ -13680,6 +13798,13 @@
|
||||
Perfect Control: You no longer need to make a roll to use Beast Form or change into your normal form. You can change
|
||||
back and forth as your action. When you return to your normal form, you no longer take a penalty to your rolls. Enabler.
|
||||
|
||||
+Perfect Parking Space (3 Intellect points): You can send your car into a pocket dimension that moves with you and is
|
||||
+just large enough to hold it. Nobody other than you can perceive or access this space unless they have the ability to
|
||||
+interact with transdimensional areas. The space is a part of you, so you can't use it to store the car if you and the
|
||||
+car have more cyphers than your limit, a detonation cypher activated inside the car while it's in the space harms you,
|
||||
+and so on. Storing or retrieving the car happens over one minute as it slowly (and visibly) vanishes or reappears; you
|
||||
+can reduce this time to just one round if you succeed at a level 4 Intellect task. Action to initiate.
|
||||
+
|
||||
Perfect Speed Burst (6 Speed points): You can take two separate actions this round. Enabler.
|
||||
|
||||
Perfect Stranger (3 Intellect points): You alter your posture and way of speaking and make a small but real alteration
|
||||
@@ -13698,6 +13823,14 @@
|
||||
action, but others must expend exceptional ingenuity to prevent the illusion from regenerating even if it has apparently
|
||||
been dispersed. Enabler.
|
||||
|
||||
+Petrify (6+ Intellect points): You slowly transform a creature within short range into lifeless stone. The target must
|
||||
+be level 2 or lower. If your attack succeeds, the creature takes 6 points of damage and moves one step down the damage
|
||||
+track as their flesh begins to mineralize. If the transformation is not interrupted by the end of your next turn, the
|
||||
+creature fully becomes a harmless stone statue. You can cast this spell to restore a petrified target back into their
|
||||
+living self. In addition to the normal options for using Effort, you can use Effort to increase the maximum level of the
|
||||
+target. Thus, to petrify a level 6 target (four levels above the normal limit), you must apply four levels of Effort.
|
||||
+Action.
|
||||
+
|
||||
Phase Detonation (2+ Might points): When you use Phase Sprint or Walk Through Walls, you can choose to significantly
|
||||
damage normal matter around you with a blast of transdimensional energy when you first go into or come out of phase
|
||||
(your choice). This detonation inflicts 4 points of damage that ignores Armor to all creatures and objects within
|
||||
@@ -13764,6 +13897,9 @@
|
||||
or something just as extreme, you are now immune to poisons, toxins, or any kind of particulate threat. You are not
|
||||
immune to viruses, bacteria, or radiation. Enabler.
|
||||
|
||||
+Poison Touch (2 Intellect points): You touch a creature and lines of poison crawl through their skin. They take 3 points
|
||||
+of Speed damage (ignores Armor) and are hindered on their next turn. Action.
|
||||
+
|
||||
Post-Apocalyptic Survivor: You are trained in stealth and Might defense tasks. Enabler.
|
||||
|
||||
Power Strike (3+ Might points): If you successfully attack a target, you knock it prone in addition to inflicting
|
||||
@@ -13875,6 +14011,14 @@
|
||||
movements, and any sounds you make for the next ten minutes. Anyone present at the location can see and hear you as if
|
||||
you were there. However, you do not perceive through your projection. Action to initiate.
|
||||
|
||||
+Protective Instincts (6+ Might, Speed, or Intellect points): When engaging in combat to defend your coven or home, you
|
||||
+can attack up to five different foes with a single action as long as they are within immediate range of each other. All
|
||||
+the attacks must be the same sort of attack (melee, ranged, or spell), and the point cost of this ability is deducted
|
||||
+from whichever Pool the attack uses. Pay the costs (if any) separately for each attack, and make a separate attack roll
|
||||
+for each foe. Anything that modifies your attack or damage applies to all attacks. You remain limited by the amount of
|
||||
+Effort you can apply to one action. In addition to the normal options for using Effort, you can use Effort to increase
|
||||
+the number of foes you can attack, with one additional foe per level of Effort. Enabler.
|
||||
+
|
||||
Protective Wall (6+ Might points): When engaging in combat that directly relates to defending a community you are
|
||||
associated with, you can attack up to five different foes as a single action as long as they are all within immediate
|
||||
range. If you hit an attacker, they are pushed back an immediate distance. All of the attacks have to be the same sort
|
||||
@@ -14071,6 +14215,16 @@
|
||||
Read the Signs (4 Intellect points): You examine an area and learn precise, useful details about the past (if any
|
||||
exist). You can ask the GM up to four questions about the immediate area; each requires its own roll. Action.
|
||||
|
||||
+Reading Decomposition (3 Intellect points): You gain knowledge about an area by reading energy released by decomposition
|
||||
+and decay. You can ask the GM a single, matter-of-fact question about the location and get an answer if you succeed on
|
||||
+the Intellect roll. "What was the last ritual performed in this room?" is a good example of a simple question. "Why was
|
||||
+this room used for a ritual?" is not an appropriate question, because it has more to do with the mindset of whoever
|
||||
+performed the ritual than with qualities of the room. Simple questions usually have a difficulty of 2, but technical
|
||||
+questions or those that involve facts meant to be kept secret can have a much higher difficulty. Action.
|
||||
+
|
||||
+Unless an environment is absolutely sterilized, there are enough microbes, fungal spores, and other organic debris in an
|
||||
+area to allow you to use Reading Decomposition.
|
||||
+
|
||||
Reading the Room (3 Intellect points): You gain knowledge about an area by speaking with dead spirits or reading
|
||||
residual energies from the past. You can ask the GM a single, matter-of-fact question about the location and get an
|
||||
answer if you succeed on the Intellect roll. "What killed the cattle in this barn?" is a good example of a simple
|
||||
@@ -14159,6 +14313,9 @@
|
||||
alien, high-technology, or otherwise mysterious machines. In addition to the normal options for using Effort, you can
|
||||
use Effort to increase the target level that can be affected by 1. Action.
|
||||
|
||||
+Repeated Rituals: If you've successfully completed a ritual in the past, tasks for performing that ritual again are
|
||||
+eased by two steps. Enabler
|
||||
+
|
||||
Repel Metal: By manipulating magnetism, you are trained in Speed defense tasks against any incoming attack that uses
|
||||
metal. Enabler.
|
||||
|
||||
@@ -14261,6 +14418,10 @@
|
||||
using Effort, you can choose to use Effort to affect more targets; each level of Effort applied affects two additional
|
||||
targets. You must touch additional targets to affect them. Action to initiate.
|
||||
|
||||
+Rewind Rot: Your grasp on life and death energy means that you can heal—even from death—as long as your head, heart, and
|
||||
+hands remain intact. One minute after descending a step on the damage track, you regain 2 Pool points. However, if you
|
||||
+return from death, it is with a permanent 2-point reduction in your Intellect Pool. Enabler.
|
||||
+
|
||||
Ribbons of Dark Matter (2 Intellect points): For the next minute, dark matter condenses within an area within long range
|
||||
that is no bigger than an immediate distance in diameter, manifesting as swirling ribbons. All tasks attempted by
|
||||
creatures in the area are hindered, and leaving the area requires a creature's entire action to move. You can dismiss
|
||||
@@ -14268,6 +14429,9 @@
|
||||
|
||||
Rider: You are trained in riding any kind of creature that serves as a mount, such as a noble warhorse. Enabler.
|
||||
|
||||
+Ritual Guidance: When you participate in a magical ritual with two or more members of your coven, ritual tasks for all
|
||||
+participants are eased by two steps. Enabler.
|
||||
+
|
||||
Roaming Third Eye (3 Intellect points): When you use your Third Eye ability, you can place the sensor anywhere within
|
||||
long range. In addition, until that ability ends, you can use an action to move the sensor anywhere within short range
|
||||
of its starting position. Enabler.
|
||||
@@ -14743,6 +14907,19 @@
|
||||
range who is able to understand you. When they make a recovery roll, they must spend only half the normal amount of time
|
||||
required to do so (minimum one action). Action.
|
||||
|
||||
+Spell Bullet: In your hands, a typical handgun or rifle never needs to be loaded because you can automatically conjure a
|
||||
+standard bullet for it as part of your attack action with that weapon.
|
||||
+
|
||||
+Alternatively, instead of casting a spell in the normal manner, you can channel it through your handgun, firing it like
|
||||
+a bullet. This is as loud as firing a normal bullet and uses the handgun's range (typically long) if that is longer than
|
||||
+the spell's normal range. If the spell is an attack spell, instead of making an Intellect-based attack you make a
|
||||
+Speed-based attack; assets and skill with guns apply to the attack, and you use your Speed Pool if you apply Effort to
|
||||
+ease the attack. This means you use Intellect to cast the spell (and for applying Effort for additional effects or extra
|
||||
+damage) and Speed for the attack roll (using Intellect Edge and Speed Edge for their respective Pools). Enabler.
|
||||
+
|
||||
+You can use Spell Bullet to cast a spell that affects multiple targets. This might look like you're firing multiple
|
||||
+times or the one shot is passing through or ricocheting off each target.
|
||||
+
|
||||
Spellpay (1 Intellect point): You initiate a transaction with another person or business cashier within short range,
|
||||
giving them an amount of money that you specify. The currency comes from cash in your possession, money in your account,
|
||||
or a mix of both; the recipient receives this money in the same form as it came from you. For example, if you send
|
||||
@@ -14753,6 +14930,15 @@
|
||||
Spellpay can access any monetary account you use, such as a checking or savings account through a bank or credit union,
|
||||
or a mobile payment service such as Apple Pay, PayPal, or Venmo
|
||||
|
||||
+Spells Have No Speed Limit: Any car you have driven for at least a minute responds to you like a well-trained robot,
|
||||
+allowing you to mentally give it orders from a long distance away. This control includes any aspect of driving the car
|
||||
+(such as steering, accelerating, and braking) and any moveable parts on the car (such as opening or closing the doors,
|
||||
+hood, or trunk). The car takes actions on your turn, and you make rolls for it in combat or when it takes actions. You
|
||||
+can only control one car at a time with this ability (although you could manually drive one car and magically control
|
||||
+another car at the same time). If you are driving the car you're controlling with this ability, your driving tasks and
|
||||
+extreme tricks with the car (such as jumping a ravine or other vehicle, spinning in the air, landing safely on another
|
||||
+vehicle, and so on) are eased. Enabler.
|
||||
+
|
||||
Spin Attack (5+ Speed points): You stand still and make attacks against up to five foes, all as part of the same action
|
||||
in one round. All of the attacks have to be the same sort of attack (melee or ranged). Make a separate attack roll for
|
||||
each foe. You remain limited by the amount of Effort you can apply on one action. Anything that modifies your attack or
|
||||
@@ -14788,6 +14974,11 @@
|
||||
creature can pass through solid matter without hindrance, but solid energy barriers, such as magical fields of force,
|
||||
keep it at bay.)
|
||||
|
||||
+Spore Cloud (1 Intellect point): You throw a handful of mushrooms that speed toward a target within long range. The
|
||||
+attack inflicts 3 points of damage and envelops the target in a haze of toxic spores, which inflicts 1 additional point
|
||||
+of damage per round (ignores Armor) for the next minute or until the target uses an action to wash the spores away.
|
||||
+Action.
|
||||
+
|
||||
Spot Weakness: If a creature that you can see has a special weakness, such as a vulnerability to fire, a negative
|
||||
modification to perception, or so on, you know what it is. (Ask and the GM will tell you.) Enabler.
|
||||
|
||||
@@ -14999,6 +15190,12 @@
|
||||
witnessed in your life that's so over the top yet so convincing that, if you are successful, the foe is dazed for one
|
||||
minute, during which time its tasks are hindered. Action.
|
||||
|
||||
+Tap Currents: You can draw energy from the earth itself into your body. If you concentrate and don't move from where
|
||||
+you're standing for one minute, you restore 3 points to your Might or Speed Pool. Once you use this ability, you can't
|
||||
+use it again until you've made a ten-hour recovery roll. If you have the Store Energy ability, you can instead use Tap
|
||||
+Currents to add 3 points to your Siphon Pool. (This use of this ability is not limited to one use per ten-hour recovery
|
||||
+roll.) Action to initiate.
|
||||
+
|
||||
Targeting Eye: You are trained in any physical ranged attack that is a character ability or comes from a device. For
|
||||
example, you are trained when using an Onslaught force blast because it's a physical attack, but not when using an
|
||||
Onslaught mindslice because it's a mental attack. Enabler.
|
||||
@@ -15253,6 +15450,8 @@
|
||||
Trained for Toughing It: Choose one noncombat skill that would be helpful for surviving after the apocalypse, such as
|
||||
hunting, tracking, carpentry, or stealth. You are trained in that skill. Enabler.
|
||||
|
||||
+Trained Guncasting: You are trained in using guns (whether firing normal bullets or Spell Bullets). Enabler.
|
||||
+
|
||||
Trained Gunner: You can choose from one of two benefits. Either you are trained in using guns, or you have the Spray
|
||||
ability (which costs 2 Speed points): If a weapon has the ability to fire rapid shots without reloading (usually called
|
||||
a rapid-fire weapon, such as an automatic pistol), you can spray multiple shots around your target to increase the
|
||||
@@ -15655,6 +15854,13 @@
|
||||
solid surface) and can't move from their location until they use an action to break free. The target can still attack
|
||||
and defend. Action for touch; enabler for weapon.
|
||||
|
||||
+Witch Bane: You inflict 1 additional point of damage with weapons. When you inflict damage to witches (or other
|
||||
+intelligent creatures who cast spells), you inflict 3 additional points of damage. Enabler.
|
||||
+
|
||||
+Witch Lore: You are trained in the traditional names, habits, suspected lairs, and related topics regarding the witches
|
||||
+of your world. You know enough of at least one quasi-magical language (such as Latin or Ancient Greek) that you can make
|
||||
+yourself understood to them. Enabler.
|
||||
+
|
||||
Wooden Body (1+ Might points): You transform your body into living wood for ten minutes, which grants you several
|
||||
benefits. You gain +1 to Armor and you are practiced in using your limbs as medium weapons. You need about one-tenth as
|
||||
much air as a human. Hiding among trees or on a tree is eased. However, in your wooden form you move more stiffly than a
|
||||
@@ -43304,14 +43510,11 @@
|
||||
|
||||
Tier 1:
|
||||
|
||||
-Magical Programmer: You are trained in crafting magical apps and in using (and exploiting) computer software. You know
|
||||
-one or more computer languages well enough to write basic programs, and you are fluent in internet protocol. Enabler.
|
||||
+Magical Programmer
|
||||
|
||||
Tier 2:
|
||||
|
||||
-App Tinkerer: If you spend at least one day tinkering with a magical app in your possession, it functions at one level
|
||||
-higher than normal. This applies to all magical apps in your possession, but they retain this bonus only for you.
|
||||
-Enabler.
|
||||
+App Tinkerer
|
||||
|
||||
Connected
|
||||
|
||||
@@ -43321,15 +43524,11 @@
|
||||
|
||||
Confidence Artist
|
||||
|
||||
-Master Magical Programmer: You are specialized in crafting magical apps and in using (and exploiting) computer software.
|
||||
-Enabler.
|
||||
+Master Magical Programmer
|
||||
|
||||
Tier 4:
|
||||
|
||||
-Magical App Hacker: All magical app cyphers you use function at one level higher than normal. If given a week, you can
|
||||
-tinker with one of your magical app cyphers, transforming it into another magical app cypher of the same type that you
|
||||
-had in the past. The GM and player should collaborate to ensure that the transformation is logical—for example, a
|
||||
-magical app that creates a fiery explosion probably can't be turned into a healing app. Enabler.
|
||||
+Magical App Hacker
|
||||
|
||||
Tier 5:
|
||||
|
||||
@@ -43377,18 +43576,7 @@
|
||||
|
||||
Practiced With Guns
|
||||
|
||||
-Spell Bullet: In your hands, a typical handgun or rifle never needs to be loaded because you can automatically conjure a
|
||||
-standard bullet for it as part of your attack action with that weapon.
|
||||
-
|
||||
-Alternatively, instead of casting a spell in the normal manner, you can channel it through your handgun, firing it like
|
||||
-a bullet. This is as loud as firing a normal bullet and uses the handgun's range (typically long) if that is longer than
|
||||
-the spell's normal range. If the spell is an attack spell, instead of making an Intellect-based attack you make a
|
||||
-Speed-based attack; assets and skill with guns apply to the attack, and you use your Speed Pool if you apply Effort to
|
||||
-ease the attack. This means you use Intellect to cast the spell (and for applying Effort for additional effects or extra
|
||||
-damage) and Speed for the attack roll (using Intellect Edge and Speed Edge for their respective Pools). Enabler.
|
||||
-
|
||||
-You can use Spell Bullet to cast a spell that affects multiple targets. This might look like you're firing multiple
|
||||
-times or the one shot is passing through or ricocheting off each target.
|
||||
+Spell Bullet
|
||||
|
||||
Tier 2:
|
||||
|
||||
@@ -43398,36 +43586,27 @@
|
||||
|
||||
Ability Choice: Choose either Iron Eye or Trained Guncasting as your tier 3 ability.
|
||||
|
||||
-Iron Eye: You inflict an additional 3 points of damage with any single-target attack spell cast through a firearm using
|
||||
-Spell Bullet. If the attack spell doesn't inflict damage, you instead can modify the spell as if you had applied a level
|
||||
-of Intellect Effort to it. Enabler.
|
||||
+Iron Eye
|
||||
|
||||
-Trained Guncasting: You are trained in using guns (whether firing normal bullets or Spell Bullets). Enabler.
|
||||
+Trained Guncasting
|
||||
|
||||
Tier 4:
|
||||
|
||||
-Hasty Guncasting: You can make two gun attacks as a single action; one is a spell (using Spell Bullet) and the other is
|
||||
-a normal gunshot. You can make these attacks in either order, but the second one is hindered by two steps. Enabler.
|
||||
+Hasty Guncasting
|
||||
|
||||
Tier 5:
|
||||
|
||||
-Bullet Jaunt (5 Intellect points): Every Spell Bullet you fire leaves a faint path of magic that you can see and follow.
|
||||
-Choose the path of one Spell Bullet within long range that you fired in the past minute; you instantly teleport to any
|
||||
-place you want along its path. Alternatively, you can use Spell Bullet to conjure a standard bullet, fire it at a target
|
||||
-within gun range, and jaunt as part of the action of firing the bullet. Action to teleport along an existing path or to
|
||||
-fire a bullet and teleport along its path.
|
||||
+Bullet Jaunt
|
||||
|
||||
Tier 6:
|
||||
|
||||
Ability Choice: Choose either Deadeye or Special Shot as your tier 6 ability.
|
||||
|
||||
-Deadeye: You inflict an additional 6 points of damage with any single-target attack spell cast through a firearm using
|
||||
-Spell Bullet. If the attack spell doesn't inflict damage, you instead can modify the spell as if you had applied two
|
||||
-levels of Intellect Effort to it. If you have the Iron Eye ability, you can exchange it for Trained Guncasting. Enabler.
|
||||
+Deadeye
|
||||
|
||||
Special Shot
|
||||
|
||||
Hunts Witches
|
||||
|
||||
You know enough about magic to mistrust anyone who uses it, especially witches—people who study ancient rituals, make
|
||||
pacts with evil creatures, and use their power for personal gain. Warped by their abilities, they are dangerous threats
|
||||
@@ -43465,12 +43644,9 @@
|
||||
|
||||
Tier 1:
|
||||
|
||||
-Witch Bane: You inflict 1 additional point of damage with weapons. When you inflict damage to witches (or other
|
||||
-intelligent creatures who cast spells), you inflict 3 additional points of damage. Enabler.
|
||||
+Witch Bane
|
||||
|
||||
-Witch Lore: You are trained in the traditional names, habits, suspected lairs, and related topics regarding the witches
|
||||
-of your world. You know enough of at least one quasi-magical language (such as Latin or Ancient Greek) that you can make
|
||||
-yourself understood to them. Enabler.
|
||||
+Witch Lore
|
||||
|
||||
Tier 2:
|
||||
|
||||
@@ -43480,16 +43656,13 @@
|
||||
|
||||
Ability Choice: Choose either Improved Witch Bane or Misdirect as your tier 3 ability.
|
||||
|
||||
-Improved Witch Bane: When you inflict damage to witches (or other intelligent creatures who cast spells), you inflict 3
|
||||
-additional points of damage. Enabler.
|
||||
+Improved Witch Bane
|
||||
|
||||
Misdirect
|
||||
|
||||
Tier 4:
|
||||
|
||||
-Countercharm (5 Intellect points): If you are affected by an unwanted ongoing magical condition or affliction (such as a
|
||||
-curse, paralysis spell, withering hex, and so on) that gives you additional rolls to end it early, your rolls to end it
|
||||
-early are eased by two steps until you break free. Enabler.
|
||||
+Countercharm
|
||||
|
||||
Tier 5:
|
||||
|
||||
@@ -43501,10 +43674,9 @@
|
||||
|
||||
Hard to Kill
|
||||
|
||||
-Heroic Witch Bane: When you inflict damage to witches (or other intelligent creatures who cast spells), you inflict 3
|
||||
-additional points of damage. Enabler.
|
||||
+Heroic Witch Bane
|
||||
|
||||
Inks Spells on Skin
|
||||
|
||||
Your enchanted heritage is etched upon you. Studying strange formulas, mystic runes, and magical glyphs to learn spells
|
||||
is one thing. Making spells truly a part of you is another, but that's exactly what you do when you apply magical inks
|
||||
@@ -43547,23 +43719,13 @@
|
||||
|
||||
Fleet of Foot
|
||||
|
||||
-Poison Touch (2 Intellect points): You touch a creature and lines of poison crawl through their skin. They take 3 points
|
||||
-of Speed damage (ignores Armor) and are hindered on their next turn. Action.
|
||||
+Poison Touch
|
||||
|
||||
Tier 2:
|
||||
|
||||
-Eclipse (2 Intellect points): You drain the light from an immediate area within long range. Bright light (like a sunny
|
||||
-day outdoors) becomes dim light, normal light (like inside a well-lit room) becomes very dim light, and anything darker
|
||||
-becomes darkness. If you cast this spell on an object, the darkness moves with the object, and can be suppressed if it
|
||||
-is enclosed in a light-proof container or wrapping. Action.
|
||||
+Eclipse
|
||||
|
||||
-Mist Form (4 Intellect points): You change into a cloud of mist for up to ten minutes, filling an immediate area. You
|
||||
-gain an asset to sneaking tasks and Speed defense tasks, but you lose the benefit of any armor you wear. You can pass
|
||||
-through any barrier that allows air to move through it (such as a fence, wire screen, cloth, or pipe), moving up to an
|
||||
-immediate distance each round. You can't affect or be affected by normal matter, but energy attacks (like fire or
|
||||
-explosions) and mental attacks still affect you. You cannot speak but can still use abilities that don't rely on human
|
||||
-speech or affecting physical matter (other than yourself). If large portions of the mist are separated (such as behind a
|
||||
-closed door) when you return to human form, you move one step down the damage track. Action to change or revert.
|
||||
+Mist Form
|
||||
|
||||
Tier 3:
|
||||
|
||||
@@ -43571,10 +43733,7 @@
|
||||
|
||||
Command
|
||||
|
||||
-Lightning Flash (4+ Intellect points): Lightning strikes within long range, filling an immediate area and inflicting 3
|
||||
-points of damage on all affected creatures. Effort applied to one attack counts for all attacks against targets in the
|
||||
-area of the flash. Even on an unsuccessful attack, a creature in the area still takes 1 point of damage. Your attack is
|
||||
-eased against targets wearing, carrying, or made of a significant amount of metal. Action.
|
||||
+Lightning Flash
|
||||
|
||||
Outwit
|
||||
|
||||
@@ -43582,8 +43741,7 @@
|
||||
|
||||
Elemental Protection
|
||||
|
||||
-Incapacitate (4 Intellect points): You use necromantic magic to make one creature in short range fall prone and be
|
||||
-unable to take actions for one round. Action.
|
||||
+Incapacitate
|
||||
|
||||
Tier 5:
|
||||
|
||||
@@ -43597,17 +43755,11 @@
|
||||
|
||||
Divide Your Mind
|
||||
|
||||
-Petrify (6+ Intellect points): You slowly transform a creature within short range into lifeless stone. The target must
|
||||
-be level 2 or lower. If your attack succeeds, the creature takes 6 points of damage and moves one step down the damage
|
||||
-track as their flesh begins to mineralize. If the transformation is not interrupted by the end of your next turn, the
|
||||
-creature fully becomes a harmless stone statue. You can cast this spell to restore a petrified target back into their
|
||||
-living self. In addition to the normal options for using Effort, you can use Effort to increase the maximum level of the
|
||||
-target. Thus, to petrify a level 6 target (four levels above the normal limit), you must apply four levels of Effort.
|
||||
-Action.
|
||||
+Petrify
|
||||
|
||||
Summon Demon
|
||||
|
||||
Is A Car Wizard
|
||||
|
||||
Your skill behind the wheel is legendary, combining natural talent and specialized magic to perform stunts and tricks
|
||||
that are impossible for regular people. Nothing beats the feel of wind in your hair, except maybe the intense purr of a
|
||||
@@ -43643,18 +43795,9 @@
|
||||
|
||||
Tier 2:
|
||||
|
||||
-One Hand on the Wheel: As an action, you can cast a one-action spell and attempt a driving task. Enabler.
|
||||
-
|
||||
-Car Magic (3+ Intellect points): You can alter a magical ability you cast so it also affects the vehicle you're driving,
|
||||
-as if it were a part of you. For example, if you're driving and you cast Hover on yourself, you and the car begin to
|
||||
-float; if you cast Invisibility on yourself, you and the car turn invisible. Spells cast on a car this way tend to last
|
||||
-only a few rounds before expiring (although the spell still lasts its full duration on you). The cost of Car Magic is
|
||||
-added to the cost of the spell you're casting. In addition to the normal options for using Effort, you can use Effort to
|
||||
-affect other creatures within the car; each level of Effort used in this way affects up to two additional creatures in
|
||||
-the car. Enabler.
|
||||
+One Hand on the Wheel
|
||||
|
||||
-The main reason to cast Hover on a moving car is to make awesome-looking jumps that would be impossible without ramps,
|
||||
-magic, or Hollywood special effects.
|
||||
+Car Magic
|
||||
|
||||
Tier 3:
|
||||
|
||||
@@ -43662,14 +43805,7 @@
|
||||
|
||||
Expert Driver
|
||||
|
||||
-1Perfect Parking Space (3 Intellect points):
|
||||
-
|
||||
-You can send your car into a pocket dimension that moves with you and is just large enough to hold it. Nobody other than
|
||||
-you can perceive or access this space unless they have the ability to interact with transdimensional areas. The space is
|
||||
-a part of you, so you can't use it to store the car if you and the car have more cyphers than your limit, a detonation
|
||||
-cypher activated inside the car while it's in the space harms you, and so on. Storing or retrieving the car happens over
|
||||
-one minute as it slowly (and visibly) vanishes or reappears; you can reduce this time to just one round if you succeed
|
||||
-at a level 4 Intellect task. Action to initiate.
|
||||
+Perfect Parking Space
|
||||
|
||||
Tier 4:
|
||||
|
||||
@@ -43677,28 +43813,17 @@
|
||||
|
||||
Tier 5:
|
||||
|
||||
-Deer in the Headlights: When you cast an attack spell while driving, you can modify the spell as if you had applied two
|
||||
-levels of Intellect Effort to it. Enabler.
|
||||
+Deer in the Headlights
|
||||
|
||||
Tier 6:
|
||||
|
||||
Ability Choice: Choose either Spells Have No Speed Limit or Trick Driver as your tier 6 ability.
|
||||
|
||||
-Spells Have No Speed Limit: Any car you have driven for at least a minute responds to you like a well-trained robot,
|
||||
-allowing you to mentally give it orders from a long distance away. This control
|
||||
-
|
||||
-includes any aspect of driving the car (such as steering, accelerating, and braking) and any moveable parts on the car
|
||||
-(such as opening or closing the doors, hood, or trunk). The car takes actions on your turn, and you make rolls for it in
|
||||
-combat or when it takes actions. You can only control one car at a time with this ability (although you could manually
|
||||
-drive one car and magically
|
||||
-
|
||||
-control another car at the same time). If you are driving the car you're controlling with this ability, your driving
|
||||
-tasks and extreme tricks with the car (such as jumping a ravine or other vehicle, spinning in the air, landing safely on
|
||||
-another vehicle, and so on) are eased. Enabler.
|
||||
+Spells Have No Speed Limit
|
||||
|
||||
Trick Driver
|
||||
|
||||
Learned From the Classics
|
||||
|
||||
Magic comes intuitively to some people, but you've always had to work a bit harder. Luckily, you find that research
|
||||
comes naturally. You know what questions to ask; you know which books, websites, or professionals will have the answers.
|
||||
@@ -43726,8 +43851,7 @@
|
||||
|
||||
Enhanced Intellect
|
||||
|
||||
-Library Life: When a problem needs solving, you may not know the solution, but you know where to look. You are trained
|
||||
-in research. Enabler.
|
||||
+Library Life
|
||||
|
||||
Tier 2:
|
||||
|
||||
@@ -43739,8 +43863,7 @@
|
||||
|
||||
Enhanced Intellect Edge
|
||||
|
||||
-Repeated Rituals: If you've successfully completed a ritual in the past, tasks for performing that ritual again are
|
||||
-eased by two steps. Enabler
|
||||
+Repeated Rituals
|
||||
|
||||
Tier 4:
|
||||
|
||||
@@ -43756,10 +43879,9 @@
|
||||
|
||||
Greater Enhanced Intellect
|
||||
|
||||
-Mental Magic: When attempting a magic-based Might or Speed task, you can instead roll as if it were an Intellect action.
|
||||
-This means that if you apply Effort, you spend points from your Intellect Pool and use your Intellect Edge. Enabler.
|
||||
+Mental Magic
|
||||
|
||||
Practices Moon Magic
|
||||
|
||||
The moon is a powerful force on the world, in terms of both science and magic. She hangs overhead like a watchful eye,
|
||||
makes creatures act strangely, represents cycles of time, and causes the ebb and flow of the tides. To you, she is a
|
||||
@@ -43792,12 +43914,7 @@
|
||||
|
||||
Tier 1:
|
||||
|
||||
-Moonbeam (1+ Intellect point): You emit a cone of pale, cool moonlight from your hand, illuminating up to a short
|
||||
-distance with dim light, lasting for one minute. As your action or as part of the action of activating this ability, you
|
||||
-can tighten the beam so it focuses on one creature, inflicting either 4 points of cold damage or 2 points of Intellect
|
||||
-damage (ignores Armor), which immediately ends the spell. You automatically know if the struck creature is a
|
||||
-shapechanger (such as a werewolf), although this doesn't tell you what kind of shapechanger they are or what their true
|
||||
-form is. Action.
|
||||
+Moonbeam
|
||||
|
||||
Tier 2:
|
||||
|
||||
@@ -43814,29 +43931,15 @@
|
||||
|
||||
Spur Effort
|
||||
|
||||
-Moon Adaptation: You can survive indefinitely in a vacuum environment (such as the moon or space).
|
||||
-
|
||||
-Although Moon Adaptation protects you from the airless environment of the moon, people traveling with you aren't so
|
||||
-lucky—unless you teleport directly to a pressurized location such as a moon base or an abandoned NASA vehicle.
|
||||
+Moon Adaptation
|
||||
|
||||
Tier 4:
|
||||
|
||||
-Moonlight Barrage (4+ Intellect points): You call down dozens of rays of moonlight into an adjacent short area. All
|
||||
-within the area take 4 points of damage from mystical cold and glow with faint moonlight equivalent to a candle for one
|
||||
-minute (a creature can end this glow early as an action or by entering an area that moonlight cannot penetrate, such as
|
||||
-a deep cave or a room with no windows). You automatically know if any creature in the area is a shapechanger (such as a
|
||||
-
|
||||
-werewolf), although this doesn't tell you what kind of shapechanger they are or what their true form is. If you apply
|
||||
-Effort to increase the damage rather than to ease the task, you deal 2 additional points of damage per level of Effort
|
||||
-(instead of 3 points); targets in the area take 1 point of damage even if you fail the attack roll. Action.
|
||||
+Moonlight Barrage
|
||||
|
||||
Tier 5:
|
||||
|
||||
-Moon Portal (6+ Intellect points): You instantaneously transmit yourself to any location on Earth, as long as moonlight
|
||||
-is shining on you and on the spot you want to be. Alternatively, you can instantaneously transport yourself from Earth
|
||||
-to the moon or back again. In addition to the normal options for using Effort, you can use Effort to bring other people
|
||||
-with you; each level of Effort used in this way affects up to three additional targets. You must touch any additional
|
||||
-targets. Action.
|
||||
+Moon Portal
|
||||
|
||||
Tier 6:
|
||||
|
||||
@@ -43894,18 +43997,11 @@
|
||||
|
||||
Tier 4:
|
||||
|
||||
-Ritual Guidance: When you participate in a magical ritual with two or more members of your coven, ritual tasks for all
|
||||
-participants are eased by two steps. Enabler
|
||||
+Ritual Guidance
|
||||
|
||||
Tier 5:
|
||||
|
||||
-Protective Instincts (6+ Might, Speed, or Intellect points): When engaging in combat to defend your coven or home, you
|
||||
-can attack up to five different foes with a single action as long as they are within immediate range of each other. All
|
||||
-the attacks must be the same sort of attack (melee, ranged, or spell), and the point cost of this ability is deducted
|
||||
-from whichever Pool the attack uses. Pay the costs (if any) separately for each attack, and make a separate attack roll
|
||||
-for each foe. Anything that modifies your attack or damage applies to all attacks. You remain limited by the amount of
|
||||
-Effort you can apply to one action. In addition to the normal options for using Effort, you can use Effort to increase
|
||||
-the number of foes you can attack, with one additional foe per level of Effort. Enabler.
|
||||
+Protective Instincts
|
||||
|
||||
Tier 6:
|
||||
|
||||
@@ -43942,8 +44038,7 @@
|
||||
|
||||
Tier 1:
|
||||
|
||||
-Lend a Hand: If an ally attempts a magical task and fails, they can try again without spending Effort if you help them.
|
||||
-You provide this advantage to your friend even if you are not trained in the task that they're retrying. Enabler.
|
||||
+Lend a Hand
|
||||
|
||||
Tier 2:
|
||||
|
||||
@@ -43955,11 +44050,7 @@
|
||||
|
||||
Buddy System
|
||||
|
||||
-Tap Currents: You can draw energy from the earth itself into your body. If you concentrate and don't move from where
|
||||
-you're standing for one minute, you restore 3 points to your Might or Speed Pool. Once you use this ability, you can't
|
||||
-use it again until you've made a ten-hour recovery roll. If you have the Store Energy ability, you can instead use Tap
|
||||
-Currents to add 3 points to your Siphon Pool. (This use of this ability is not limited to one use per ten-hour recovery
|
||||
-roll.) Action to initiate.
|
||||
+Tap Currents
|
||||
|
||||
Tier 4:
|
||||
|
||||
@@ -43975,13 +44066,11 @@
|
||||
|
||||
Explosive Release
|
||||
|
||||
-Continuous Transfer: When you use either Drain Creature or Tap Currents to drain energy, you can transfer it to another
|
||||
-creature within short range, restoring points to their Might or Speed Pools (or health for an NPC). This occurs
|
||||
-seamlessly, as part of the same action. Enabler.
|
||||
+Continuous Transfer
|
||||
|
||||
Drain at a Distance
|
||||
|
||||
Turns Decay to Growth
|
||||
|
||||
You're comfortable with decomposition: the bacteria and fungi that break down organic material are living creatures, and
|
||||
you coax magic from the interplay of life and death. To you, rot isn't cause for revulsion—it's an opportunity to build
|
||||
@@ -44012,10 +44101,7 @@
|
||||
|
||||
Wilderness Lore
|
||||
|
||||
-Spore Cloud (1 Intellect point): You throw a handful of mushrooms that speed toward a target within long range. The
|
||||
-attack inflicts 3 points of damage and envelops the target in a haze of toxic spores, which inflicts 1 additional point
|
||||
-of damage per round (ignores Armor) for the next minute or until the target uses an action to wash the spores away.
|
||||
-Action.
|
||||
+Spore Cloud
|
||||
|
||||
Tier 2:
|
||||
|
||||
@@ -44025,15 +44111,7 @@
|
||||
|
||||
Ability Choice: Choose either Reading Decomposition or both Grasping Foliage and Necromancy at tier 3.
|
||||
|
||||
-Reading Decomposition (3 Intellect points): You gain knowledge about an area by reading energy released by decomposition
|
||||
-and decay. You can ask the GM a single, matter-of-fact question about the location and get an answer if you succeed on
|
||||
-the Intellect roll. "What was the last ritual performed in this room?" is a good example of a simple question. "Why was
|
||||
-this room used for a ritual?" is not an appropriate question, because it has more to do with the mindset of whoever
|
||||
-performed the ritual than with qualities of the room. Simple questions usually have a difficulty of 2, but technical
|
||||
-questions or those that involve facts meant to be kept secret can have a much higher difficulty. Action.
|
||||
-
|
||||
-Unless an environment is absolutely sterilized, there are enough microbes, fungal spores, and other organic debris in an
|
||||
-area to allow you to use Reading Decomposition.
|
||||
+Reading Decomposition
|
||||
|
||||
Grasping Foliage
|
||||
|
||||
@@ -44046,9 +44124,7 @@
|
||||
|
||||
Greater Necromancy
|
||||
|
||||
-Rewind Rot: Your grasp on life and death energy means that you can heal—even from death—as long as your head, heart, and
|
||||
-hands remain intact. One minute after descending a step on the damage track, you regain 2 Pool points. However, if you
|
||||
-return from death, it is with a permanent 2-point reduction in your Intellect Pool. Enabler.
|
||||
+Rewind Rot
|
||||
|
||||
Tier 5:
|
||||
|
100
patches/base/047-modern-magic-organization-p2.patch
Normal file
100
patches/base/047-modern-magic-organization-p2.patch
Normal file
@ -0,0 +1,100 @@
|
||||
--- _tmp/ccsrd.md 2025-06-13 07:37:54.173702204 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-06-13 07:32:18.339664588 -0500
|
||||
@@ -43472,14 +43472,14 @@
|
||||
|
||||
4\. You volunteered because you knew your inherent resistance to magic would be useful to the group.
|
||||
|
||||
-### FOCI AND CHARACTER ABILITIES
|
||||
+##### FOCI AND CHARACTER ABILITIES
|
||||
|
||||
This section presents new foci that can be used as-is in most modern fantasy campaigns. Each of them has an expanded
|
||||
description with more story details than the foci in the Cypher System Rulebook (which have short, broad descriptions
|
||||
suitable for other genres). The GM and player should adjust these details to suit the specific campaign they'll be
|
||||
playing.
|
||||
|
||||
-Codes Magic Apps
|
||||
+###### Codes Magic Apps
|
||||
|
||||
You are a maker, a crafter, but you use a unique combination of code and magic instead of wood, steel, or circuit
|
||||
boards. Like anyone who's spent a lot of time working on a computer, you've learned some strange secrets, not all of
|
||||
@@ -43542,7 +43542,7 @@
|
||||
|
||||
Usurp Cypher
|
||||
|
||||
-Conjures Bullets
|
||||
+###### Conjures Bullets
|
||||
|
||||
You blend sorcery and firearms into an amazing mix of magic and technology. Bullets and spells are almost
|
||||
interchangeable to you; your magic has a firearm motif and you cast using your gun. You might be a trick-shot sorcerer,
|
||||
@@ -43606,7 +43606,7 @@
|
||||
|
||||
Special Shot
|
||||
|
||||
-Hunts Witches
|
||||
+###### Hunts Witches
|
||||
|
||||
You know enough about magic to mistrust anyone who uses it, especially witches—people who study ancient rituals, make
|
||||
pacts with evil creatures, and use their power for personal gain. Warped by their abilities, they are dangerous threats
|
||||
@@ -43676,7 +43676,7 @@
|
||||
|
||||
Heroic Witch Bane
|
||||
|
||||
-Inks Spells on Skin
|
||||
+###### Inks Spells on Skin
|
||||
|
||||
Your enchanted heritage is etched upon you. Studying strange formulas, mystic runes, and magical glyphs to learn spells
|
||||
is one thing. Making spells truly a part of you is another, but that's exactly what you do when you apply magical inks
|
||||
@@ -43759,7 +43759,7 @@
|
||||
|
||||
Summon Demon
|
||||
|
||||
-Is A Car Wizard
|
||||
+###### Is A Car Wizard
|
||||
|
||||
Your skill behind the wheel is legendary, combining natural talent and specialized magic to perform stunts and tricks
|
||||
that are impossible for regular people. Nothing beats the feel of wind in your hair, except maybe the intense purr of a
|
||||
@@ -43823,7 +43823,7 @@
|
||||
|
||||
Trick Driver
|
||||
|
||||
-Learned From the Classics
|
||||
+###### Learned From the Classics
|
||||
|
||||
Magic comes intuitively to some people, but you've always had to work a bit harder. Luckily, you find that research
|
||||
comes naturally. You know what questions to ask; you know which books, websites, or professionals will have the answers.
|
||||
@@ -43881,7 +43881,7 @@
|
||||
|
||||
Mental Magic
|
||||
|
||||
-Practices Moon Magic
|
||||
+###### Practices Moon Magic
|
||||
|
||||
The moon is a powerful force on the world, in terms of both science and magic. She hangs overhead like a watchful eye,
|
||||
makes creatures act strangely, represents cycles of time, and causes the ebb and flow of the tides. To you, she is a
|
||||
@@ -43949,7 +43949,7 @@
|
||||
|
||||
True Senses
|
||||
|
||||
-Steers The Coven
|
||||
+###### Steers The Coven
|
||||
|
||||
Magic is strongest when wielded by a community. The strength of a community is derived from the strength of its leader,
|
||||
and you've taken on the role. Maybe you were chosen, or maybe you volunteered. Maybe you have an official title and
|
||||
@@ -44011,7 +44011,7 @@
|
||||
|
||||
Drawing on Life's Experiences
|
||||
|
||||
-Transmits Energy
|
||||
+###### Transmits Energy
|
||||
|
||||
Magic is often compared to electromagnetism: it's an invisible and ubiquitous force that holds everything together.
|
||||
Magic runs through every living creature, the ground, and even the air around us. You can sense—and influence—the flow
|
||||
@@ -44070,7 +44070,7 @@
|
||||
|
||||
Drain at a Distance
|
||||
|
||||
-Turns Decay to Growth
|
||||
+###### Turns Decay to Growth
|
||||
|
||||
You're comfortable with decomposition: the bacteria and fungi that break down organic material are living creatures, and
|
||||
you coax magic from the interplay of life and death. To you, rot isn't cause for revulsion—it's an opportunity to build
|
1795
patches/base/048-finish-header-organization.patch
Normal file
1795
patches/base/048-finish-header-organization.patch
Normal file
File diff suppressed because it is too large
Load Diff
327
patches/base/060-remove-stray-whitespace.patch
Normal file
327
patches/base/060-remove-stray-whitespace.patch
Normal file
@ -0,0 +1,327 @@
|
||||
--- _tmp/ccsrd.md 2025-06-13 08:17:50.099270702 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-06-13 08:44:51.451717294 -0500
|
||||
@@ -10510,7 +10510,7 @@
|
||||
rather than to ease the task, you deal 2 additional points of damage per level of Effort (instead of 3 points); targets
|
||||
in the area take 1 point of damage even if you fail the attack roll. Action.
|
||||
|
||||
- Bolster Illusion (2+ Intellect points): You give one of your visual illusions a limited physical reality that viewers
|
||||
+Bolster Illusion (2+ Intellect points): You give one of your visual illusions a limited physical reality that viewers
|
||||
can smell, taste, hear, and feel. This effect is bound to that illusion and acts appropriate to the illusion itself. For
|
||||
example, it can make the illusion of a brick wall feel like brick, the illusion of a person smell like perfume and able
|
||||
to open a door, and the illusion of a fireplace hot to the touch.
|
||||
@@ -19791,7 +19791,7 @@
|
||||
falls from a higher position onto the character. Sometimes the falling block is made to exactly fit a trapped corridor
|
||||
so that triggering the trap makes the area impassible.
|
||||
|
||||
- A less lethal variant drops a large amount of sand or dirt, inflicting 3 points of ambient damage (ignores Armor).
|
||||
+A less lethal variant drops a large amount of sand or dirt, inflicting 3 points of ambient damage (ignores Armor).
|
||||
Another variant releases oil (perhaps burning) or marbles, inflicting 3 points of ambient damage and making the area
|
||||
difficult terrain.
|
||||
|
||||
@@ -19852,7 +19852,7 @@
|
||||
A floor variant is a small trapdoor over a closed compartment, which mangles the character's foot when they step on the
|
||||
trapdoor, reducing their movement speed by half.
|
||||
|
||||
- Another variant is a needle trap attached to a small peephole or spyhole in a door or wall. The trap springs when the
|
||||
+Another variant is a needle trap attached to a small peephole or spyhole in a door or wall. The trap springs when the
|
||||
character touches the area around the hole (even a slight touch with their face as they look is sufficient), inflicting
|
||||
lasting damage to the character's eye and partially blinding them. A gentler variant traps the character's limb in glue
|
||||
instead of inflicting damage. The character's extremity might be glued to the hole, or they may be able to pull free but
|
||||
@@ -21204,7 +21204,7 @@
|
||||
These modifiers are cumulative, so trying to view a level 4 target who the user knows only by name (+1 step), is
|
||||
unwilling (+1 step), and is 20 miles away (+2 steps) is a difficulty 8 task.
|
||||
|
||||
- The crystal shows the creature or area for one minute before the image becomes muddled and the artifact must be
|
||||
+The crystal shows the creature or area for one minute before the image becomes muddled and the artifact must be
|
||||
activated again.
|
||||
|
||||
In addition to the normal options for using Effort, the user can choose to apply a level of Effort to open two-way
|
||||
@@ -21290,7 +21290,7 @@
|
||||
|
||||
Form: Burlap bag containing a handful of large reptilian teeth
|
||||
|
||||
- Effect: If a tooth is drawn from the bag and cast upon the earth, a dragontooth warrior appears, ready to fight for the
|
||||
+Effect: If a tooth is drawn from the bag and cast upon the earth, a dragontooth warrior appears, ready to fight for the
|
||||
user for up to ten minutes before going their own way. The user can draw several teeth at once from the bag, but each
|
||||
tooth drawn requires a separate depletion roll.
|
||||
|
||||
@@ -24073,7 +24073,7 @@
|
||||
|
||||
###### Graser array
|
||||
|
||||
- level 5 (15)
|
||||
+level 5 (15)
|
||||
|
||||
Exorbitant
|
||||
|
||||
@@ -24512,7 +24512,7 @@
|
||||
|
||||
level 4 (12)
|
||||
|
||||
- Very Expensive
|
||||
+Very Expensive
|
||||
|
||||
Not armor; belt generates an almost transparent force field to surround the user for up to one hour, providing +1 Armor.
|
||||
Once used, must be recharged for several hours.
|
||||
@@ -24598,7 +24598,7 @@
|
||||
|
||||
level 1 (3)
|
||||
|
||||
- Inexpensive
|
||||
+Inexpensive
|
||||
|
||||
Provides light where pointed within short range for a few hours before requiring new batteries/a charge.
|
||||
|
||||
@@ -25112,7 +25112,7 @@
|
||||
|
||||
###### Auton
|
||||
|
||||
- level 1 (3)
|
||||
+level 1 (3)
|
||||
|
||||
Moderate
|
||||
|
||||
@@ -25128,7 +25128,7 @@
|
||||
|
||||
level 2 (6)
|
||||
|
||||
- Expensive
|
||||
+Expensive
|
||||
|
||||
Treat as a level 2 follower, which allows the auton modifications in up to two tasks, depending on the particular aide.
|
||||
|
||||
@@ -25163,7 +25163,7 @@
|
||||
|
||||
Exorbitant
|
||||
|
||||
- As auton, but one modification is always in attacks, which means when helping a target to make an attack, the target
|
||||
+As auton, but one modification is always in attacks, which means when helping a target to make an attack, the target
|
||||
eases the task by two steps. However, warrior autons usually attack autonomously as level 3 entities with a ranged or
|
||||
melee weapon that inflicts 5 points of damage.
|
||||
|
||||
@@ -25523,7 +25523,7 @@
|
||||
|
||||
###### Shotgun
|
||||
|
||||
- level 3 (9)
|
||||
+level 3 (9)
|
||||
|
||||
Expensive
|
||||
|
||||
@@ -25533,7 +25533,7 @@
|
||||
|
||||
level 3 (9)
|
||||
|
||||
- Very Expensive
|
||||
+Very Expensive
|
||||
|
||||
Heavy weapon (6 damage, both hands), long range.
|
||||
|
||||
@@ -25567,7 +25567,7 @@
|
||||
|
||||
level 3 (9)
|
||||
|
||||
- Very Expensive
|
||||
+Very Expensive
|
||||
|
||||
Handheld device that fires attached probe at target within 9 m (30 feet); medium weapon (4 points of electrical damage
|
||||
and on a failed Might defense roll, target is stunned for 1 round, losing their next action).
|
||||
@@ -25594,7 +25594,7 @@
|
||||
|
||||
###### Laser/photon pistol
|
||||
|
||||
- level 3 (9)
|
||||
+level 3 (9)
|
||||
|
||||
Expensive
|
||||
|
||||
@@ -25620,7 +25620,7 @@
|
||||
|
||||
###### Vacuum rifle, assault
|
||||
|
||||
- level 3 (9)
|
||||
+level 3 (9)
|
||||
|
||||
Very Expensive
|
||||
|
||||
@@ -25944,7 +25944,7 @@
|
||||
|
||||
##### DRIVERLESS VEHICLES
|
||||
|
||||
- If the rider, driver, or pilot activates self-driving as part of another action, riding, driving, and piloting tasks
|
||||
+If the rider, driver, or pilot activates self-driving as part of another action, riding, driving, and piloting tasks
|
||||
are automatically completed (or failed) according to the vehicle's level, though all such self-driving tasks are
|
||||
hindered. However, the pilot is free to engage in other actions as the vehicle maneuvers to the best of its ability.
|
||||
|
||||
@@ -25954,7 +25954,7 @@
|
||||
|
||||
##### LOOKING FOR MORE VEHICLE OPTIONS
|
||||
|
||||
- A representative cross section of vehicles is provided. If you're looking for something that isn't noted, use something
|
||||
+A representative cross section of vehicles is provided. If you're looking for something that isn't noted, use something
|
||||
close and adapt the listing.
|
||||
|
||||
Also note that unless a particular listing is already indicated as a luxury or sport version, most vehicles can be
|
||||
@@ -26157,7 +26157,7 @@
|
||||
|
||||
level 5 (15)
|
||||
|
||||
- Exorbitant
|
||||
+Exorbitant
|
||||
|
||||
Treaded, all-terrain wheels support a completely enclosed interior habitat with five to ten interior chambers arranged
|
||||
either to house one or more families, support scientific research, exploration, spying, or configured for some other
|
||||
@@ -26510,7 +26510,7 @@
|
||||
|
||||
###### Tank
|
||||
|
||||
- level 4 (12)
|
||||
+level 4 (12)
|
||||
|
||||
Exorbitant
|
||||
|
||||
@@ -26890,7 +26890,7 @@
|
||||
|
||||
level 5 (15)
|
||||
|
||||
- Priceless As corvette spacecraft, but four times as large, allowing four times the crew and ten weapon systems
|
||||
+Priceless As corvette spacecraft, but four times as large, allowing four times the crew and ten weapon systems
|
||||
(including two superior weapon systems). Possesses superior defenses. Often utilized to escort larger vessels in a space
|
||||
fleet or battle group and defend them against swarms of smaller attackers. Includes bays for two fireteams of six
|
||||
microcapsule fighters (darts).
|
||||
@@ -26962,7 +26962,7 @@
|
||||
|
||||
level 2 (6)
|
||||
|
||||
- Exorbitant
|
||||
+Exorbitant
|
||||
|
||||
A small double-occupant starship with two weapon systems that fire blasters. Minimum size vehicle capable of FTL
|
||||
travel.
|
||||
@@ -27485,12 +27485,12 @@
|
||||
Immediate Posthuman Upgrades: As part of character creation, PCs are given the options presented hereafter because the
|
||||
setting demands it. Narrative options include (but are not limited to):
|
||||
|
||||
- • PCs are part of a program designed to adapt them to being able to survive and thrive in conditions other than the 1
|
||||
+• PCs are part of a program designed to adapt them to being able to survive and thrive in conditions other than the 1
|
||||
G, 1 atmosphere, oxygenated, Goldilocks environment of the Earth.
|
||||
|
||||
• PCs begin their career as super-soldiers to fight aliens or to serve as corporate spies.
|
||||
|
||||
- • PCs serve as long-lived guardians to watch over a generation ship hurtling at slower-than-light speeds between the
|
||||
+• PCs serve as long-lived guardians to watch over a generation ship hurtling at slower-than-light speeds between the
|
||||
stars.
|
||||
|
||||
• PCs are children of a far-future civilization that routinely upgrades its citizens.
|
||||
@@ -27505,7 +27505,7 @@
|
||||
• PCs are kidnapped by aliens or conglomerate operatives, and upgraded—with some command-andcontrol circuits also
|
||||
installed—to serve some specific purpose.
|
||||
|
||||
- • PCs learn a "new science," allowing them to tap cosmic energies other creatures are unaware of.
|
||||
+• PCs learn a "new science," allowing them to tap cosmic energies other creatures are unaware of.
|
||||
|
||||
##### POSTHUMAN PACKAGES
|
||||
|
||||
@@ -29816,7 +29816,7 @@
|
||||
|
||||
• Stands Like a Bastion
|
||||
|
||||
- • Throws With Deadly Accuracy
|
||||
+• Throws With Deadly Accuracy
|
||||
|
||||
• Travels Through Time
|
||||
|
||||
@@ -30406,7 +30406,7 @@
|
||||
|
||||
###### Very Expensive
|
||||
|
||||
- Elegant cloak or coat
|
||||
+Elegant cloak or coat
|
||||
|
||||
Royal ensemble
|
||||
|
||||
@@ -45068,7 +45068,7 @@
|
||||
|
||||
A corrupt mage knows many spells, such as the following:
|
||||
|
||||
- • Armor: Covers a creature with ugly scales, granting them +3 to Armor for an hour.
|
||||
+• Armor: Covers a creature with ugly scales, granting them +3 to Armor for an hour.
|
||||
|
||||
• Madness: Wracks the brain of one creature within short range for one hour, reducing them to a babbling catatonic state
|
||||
in which they can't recognize friend or foe. If disturbed or harmed, the creature is likely to lash out with lethal
|
||||
@@ -45183,7 +45183,7 @@
|
||||
focuses on a single target, treat the attack as a level 10 attack that inflicts 14 points of damage, or 6 points even on
|
||||
a successful Speed defense roll.
|
||||
|
||||
- Self-repair mechanisms allow the creature to regain 2 points of health per round.
|
||||
+Self-repair mechanisms allow the creature to regain 2 points of health per round.
|
||||
|
||||
Interaction: If communication can be opened up through a cybrid's haze of pain, it might be possible to temporarily wake
|
||||
the consciousness of the human remnant inside. However, that remnant consciousness might not be happy to discover what
|
||||
@@ -45505,7 +45505,7 @@
|
||||
They can also call on a variety of other magical abilities that mimic the effect of any cypher of level 5 or
|
||||
lower—usually destructive, painful, and transformative effects.
|
||||
|
||||
- A demon lord automatically regains 3 points of health per round. They typically have the following abilities:
|
||||
+A demon lord automatically regains 3 points of health per round. They typically have the following abilities:
|
||||
|
||||
• Change Shape: The demon lord can take the form of a human or similar humanoid as its action, or return to its regular
|
||||
shape. When so changed, its disguise is nearly impenetrable without special knowledge. As a human, the demon lord is a
|
||||
@@ -47604,7 +47604,7 @@
|
||||
or make a Might defense roll. On a failure, they take 5 points of ambient damage as their flesh partly mineralizes. If
|
||||
the character is killed by this damage, they are turned to stone.
|
||||
|
||||
- Some gorgons carry a couple of cyphers and perhaps an artifact that they can use in combat.
|
||||
+Some gorgons carry a couple of cyphers and perhaps an artifact that they can use in combat.
|
||||
|
||||
Interaction: Bitterness consumes gorgons. They lead lonely lives, cut off from everyone they have loved. Negotiating
|
||||
with one would be something of a feat.
|
||||
@@ -48131,7 +48131,7 @@
|
||||
through the crumbling structure at a considerable distance, waiting for them to take a rest or become otherwise
|
||||
distracted before attacking.
|
||||
|
||||
- Loot: Hydras sometimes collect cyphers and artifacts in their lair, or failing that, they guard something of value.
|
||||
+Loot: Hydras sometimes collect cyphers and artifacts in their lair, or failing that, they guard something of value.
|
||||
|
||||
GM intrusion: The character reacts poorly to the poison in the air or a bite and goes intonhelpless convulsions for one
|
||||
round if they fail a Might defense task.
|
||||
@@ -48688,10 +48688,10 @@
|
||||
Combat: A lich can shoot blasts of necromantic energy that inflict 8 points of damage on a target and 4 points on any
|
||||
creature within immediate range of the target. A lich knows many spells, such as the following:
|
||||
|
||||
- • Animate guards: Animate ten corpses as skeletons or zombies, which obey the lich for one hour before turning back
|
||||
+• Animate guards: Animate ten corpses as skeletons or zombies, which obey the lich for one hour before turning back
|
||||
into corpses.
|
||||
|
||||
- • Armor: Gain +5 Armor for one hour.
|
||||
+• Armor: Gain +5 Armor for one hour.
|
||||
|
||||
• Death: Inflict 8 points of damage on a creature within short range; if the creature fails a Might defense roll, it
|
||||
also moves two steps down the damage track.
|
||||
@@ -52733,7 +52733,7 @@
|
||||
of crafty bandits has managed to train a couple of wyverns as mounts and use them as flying cavalry for their troops on
|
||||
the ground.
|
||||
|
||||
- Loot: Wyverns do not collect treasure, but their nest might have a few cyphers from previous victims. If carefully
|
||||
+Loot: Wyverns do not collect treasure, but their nest might have a few cyphers from previous victims. If carefully
|
||||
extracted, an intact venom gland from a dead wyvern can be used to poison one weapon (if sold, it is the equivalent of
|
||||
an expensive item).
|
||||
|
||||
@@ -53214,7 +53214,7 @@
|
||||
relying on strength (such as climbing and jumping) are eased by two steps. However, their Speed defense is hindered. A
|
||||
raging berserker fights only with melee weapons and won't retreat from battle.
|
||||
|
||||
- Interaction: Berserkers are the elites of some warrior cultures and enjoy physical competitions such as wrestling,
|
||||
+Interaction: Berserkers are the elites of some warrior cultures and enjoy physical competitions such as wrestling,
|
||||
throwing heavy items, and feasting. They dislike weak and cowardly folk, and do not tolerate insults to their strength
|
||||
or honor.
|
||||
|
||||
@@ -53569,7 +53569,7 @@
|
||||
|
||||
Dwarf leaders are usually officers or priests.
|
||||
|
||||
- Interaction: Dwarves are proud and hardworking, but they tend to be stubborn, gruff, and unforgiving of offenses to
|
||||
+Interaction: Dwarves are proud and hardworking, but they tend to be stubborn, gruff, and unforgiving of offenses to
|
||||
them or their clan. It takes time to gain their trust, but they respect a fair deal, a hard bargain, a sharp axe, and a
|
||||
sturdy hammer.
|
||||
|
11
patches/web/001-table-of-contents.patch
Normal file
11
patches/web/001-table-of-contents.patch
Normal file
@ -0,0 +1,11 @@
|
||||
--- _tmp/ccsrd.md 2025-04-04 10:29:10.675133282 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-04-04 10:55:38.788141182 -0500
|
||||
@@ -2,6 +2,8 @@
|
||||
|
||||
Compatible with the Cypher System. Based on the Cypher System Reference Document, 2024-07-02.
|
||||
|
||||
+[TOC]
|
||||
+
|
||||
## How to Play the Cypher System
|
||||
|
||||
The rules of the Cypher System are quite straightforward at their heart, as all of gameplay is based around a few core
|
9
scripts/base/010-strip-terminal-whitespace.sh
Executable file
9
scripts/base/010-strip-terminal-whitespace.sh
Executable file
@ -0,0 +1,9 @@
|
||||
#!/bin/sh
|
||||
# Remove extra whitespace from the end of lines, since it throws off some further
|
||||
# formatting cleanups. There's no real pattern to when this happens; I think it's
|
||||
# just a copy and paste problem in the source doc, so there's no real ability to
|
||||
# make further improvements --- just remove the spaces and let other things clean
|
||||
# it up.
|
||||
# Also convert some non-breaking spaces and that kind of thing in there randomly.
|
||||
sed -E 's/\xc2\xa0/ /g' _tmp/ccsrd.md > _tmp/ccsrd.new.md
|
||||
sed -E 's/\s+$//' -i _tmp/ccsrd.new.md
|
7
scripts/base/012-de-fancy-marks.sh
Executable file
7
scripts/base/012-de-fancy-marks.sh
Executable file
@ -0,0 +1,7 @@
|
||||
#!/bin/sh
|
||||
# Remove fancy marks like “. They can be readded by the Markdown processor output later,
|
||||
# but right now they just complicate further cleanups.
|
||||
sed -E 's/“/"/g' _tmp/ccsrd.md > _tmp/ccsrd.new.md
|
||||
sed -E 's/”/"/g' -i _tmp/ccsrd.new.md
|
||||
sed -E "s/‘/'/g" -i _tmp/ccsrd.new.md
|
||||
sed -E "s/’/'/g" -i _tmp/ccsrd.new.md
|
12
scripts/base/013-level-3-headers.sh
Executable file
12
scripts/base/013-level-3-headers.sh
Executable file
@ -0,0 +1,12 @@
|
||||
#!/bin/sh
|
||||
# The source seems to use level 3 headers in ALL CAPS, so make those markdown level
|
||||
# 3 headers, noting that some parts seem to put things intending to be level 4 in
|
||||
# ALL CAPS too, so this will need some human post processing
|
||||
|
||||
# clean up some typos and similar
|
||||
sed -E 's/ACTION: Activate a Special Ability/ACTION: ACTIVATE A SPECIAL ABILITY/' _tmp/ccsrd.md > _tmp/ccsrd.new.md
|
||||
sed -E 's/FIFTH-TIER SKILLS ANd KNOWLEDGE ABILITIES/FIFTH-TIER SKILLS AND KNOWLEDGE ABILITIES/' -i _tmp/ccsrd.new.md
|
||||
sed -E 's/FANTASy/FANTASY/' -i _tmp/ccsrd.new.md
|
||||
|
||||
# s is here because e.g. "NPCs" is a common occurrence
|
||||
sed -E "s/^[A-Z0-9s ()@'?&.,:\/-]+$/### \0/" -i _tmp/ccsrd.new.md
|
BIN
srd/Cypher-System-Reference-Document-2024-09-26.docx
Normal file
BIN
srd/Cypher-System-Reference-Document-2024-09-26.docx
Normal file
Binary file not shown.
BIN
srd/Cypher-System-Reference-Document-2025-05-05-fixed.docx
Normal file
BIN
srd/Cypher-System-Reference-Document-2025-05-05-fixed.docx
Normal file
Binary file not shown.
Loading…
x
Reference in New Issue
Block a user