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Author SHA1 Message Date
4d2bfe9d04
remove a lot of the OG extra content and similar references
these are things that are not included in my version because they're
homebrew, because they are a lot of writing/creativity that I don't feel
comfortable stealing/distributing, or so on

this includes ideas that I like, but either plan to write my
own way in the future, or again I just don't feel comfortable copying
verbatim, especially if, for instance, I have my own process and don't
need to advocate for a different one
2025-07-21 00:56:28 -05:00
995cbf12f7
remove OG-CSRD content that is not replicated here
we have imported only the OG-CSRD and will not be distributing the
drafts of Old Gus's custom content, the player's guide, PDFs, custom
images and the difficulty dial, and other stuff that is very strongly
his unique content, but in addition just doesn't work in the Markdown
file before/after conversion --- this includes the navbar and YouTube
embeds.

basically, this is all stuff that doesn't work anymore and I have no
intention of keeping in order to fix it, so it goes in core rather than
an editorial edition patch set
2025-07-21 00:32:30 -05:00
aa38c90e35
replace the \' in the markdown with '
not sure why Pandoc did what it did
2025-07-21 00:29:05 -05:00
8320accca8
fix the "Permalink" anchor links to something usable w/just HTML 2025-07-21 00:29:05 -05:00
f53269cca6
add some custom styling for sidebars and elements
using OG-CSRD's classes mostly, on the sidebars and whatnot, but also
giving some basic theming to headers and links and such
2025-07-20 23:22:45 -05:00
44 changed files with 4 additions and 3650 deletions

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@ -50,9 +50,6 @@ $(TMPDIR)/%.patch: $(DE_OGCSRD_PATCH_DIR)/%.patch
web: $(CCSRD)
mkdir -p $(WEBDIR)
pandoc $(CCSRD) --data-dir=$(STYLESDIR) --template bss -s -o $(HTML_OUT)
ifdef DEST_FILE
cp $(HTML_OUT) $(DEST_FILE)
endif
# BUILD STEPS

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@ -235,6 +235,10 @@ $endif$
color: #666;
}
.col-12 ul {
column-count: 4;
}
/* BSS STYLES */
a {
font-weight: bold;

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@ -1,80 +0,0 @@
--- _tmp/ccsrd.md 2025-07-21 08:46:41.903479298 -0500
+++ _tmp/ccsrd.new.md 2025-07-21 09:53:11.185424678 -0500
@@ -30504,7 +30504,6 @@
- [Equal Advancement](#equal-advancement) [(240)]{.og-ref}
- [Optional Character Advancements](#optional-character-advancements) [(OG-CSRD)]{.og-ref .og-ref-og}
-- [Starting at Tier 0](#optional-rule-starting-at-tier-0) [(OG-CSRD)]{.og-ref .og-ref-og}
- [XP Advance](#optional-rule-xp-advance) [(OG-CSRD)]{.og-ref .og-ref-og}
Related Sections
@@ -31081,61 +31080,6 @@
These examples are not exhaustive, and might not be appropriate for every game or setting. For more ideas on balancing
an XP advance with a complication, see [Drawbacks and Penalties](#drawbacks-and-penalties) and [Serious Injuries and
Conditions](#horror-rules-serious-injuries-and-conditions).
-
-##### Optional Rule: Starting at Tier 0 [#](#optional-rule-starting-at-tier-0){.og-h-anchor aria-hidden="true"}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-This optional rule allows the GM to start the game with less powerful PCs. If you are playing tier 0 PC, start by
-selecting a [descriptor](#choose-descriptor) and [type](#choose-type) (and perhaps a [flavor](#choose-flavor)) for your
-PC.
-
-- **Stat Pools:** Your starting [Pools](#pool) are determined by your [type](#choose-type):
-
-::: table-responsive
- Stat Adept Explorer Speaker Warrior
- ----------- ------- ---------- --------- ---------
- Might 7 10 8 10
- Speed 9 9 9 10
- Intellect 12 9 11 8
-
- : Tier 0 Stat Pools by Type
-:::
-
-- **Effort:** Your [Effort](#effort) is 0.
-
-- **Edge:** Your [Edge](#edge) for all stats is 0.
-
-- **Cypher Limit:** If you are an [explorer](#type-explorer), [speaker](#type-speaker), or [warrior](#type-warrior),
- you can bear one [cypher](#choose-cyphers) at a time. If you are an [adept](#type-adept), you can bear two.
-
-- **Special Abilities:** You gain two [special abilities](#choose-abilities) available to your [type](#choose-type)
- (or [flavor](#choose-flavor)) at tier 1.
-
-- **Skills and Equipment:** Your starting [skills](#skills) (including with [weapons](#equipment-weapons)) and
- [equipment](#chapter-10-equipment) are identical to those listed for a first-tier PC of your [type](#choose-type).
-
-###### Advancing to Tier 1 [#](#optional-rule-starting-at-tier-0-advancing){.og-h-anchor aria-hidden="true"} {#optional-rule-starting-at-tier-0-advancing}
-
-Advancing to tier 1 involves four steps. Each step costs 4 [XP](#choose-xp). The steps cans be purchased in any order.
-
-- **Increased Pools:** You gain 6 points to add to your [stat](#character-stats) [Pools](#pool). You can allocate the
- points among your Pools however you wish.
-
-- **Increased Edge:** If you are a [warrior](#type-warrior), you add 1 to your [Might](#might) or [Speed](#speed)
- [Edge](#edge) (your choice). If you are an [explorer](#type-explorer), you add 1 to your [Might](#might)
- [Edge](#edge). If you are an [adept](#type-adept) or [speaker](#type-speaker), you add 1 to your
- [Intellect](#intellect) [Edge](#edge).
-
-- **Increased Effort:** Your [Effort](#effort) score increases to 1.
-
-- **Focus:** You gain a [focus](#choose-focus), including any [special abilities](#choose-abilities) it offers to a
- tier 1 PC.
-
-- **Reaching Tier 1:** Once you have purchased all four steps, you reach tier 1, gaining two more [special
- abilities](#choose-abilities) from your [type](#choose-type) (or [flavor](#choose-flavor), and increasing your
- [cypher limit](#cypher-limits) by 1. From now on, you use the standard rules for [character
- advancement](#character-advancement).
:::
------------------------------------------------------------------------------------------------------------------------
@@ -78955,7 +78899,6 @@
- [Equal Advancement](#equal-advancement) [(240)]{.og-ref}
- [Optional Character Advancements](#optional-character-advancements) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Spending XP](#choose-xp) [(OG-CSRD)]{.og-ref .og-ref-og}
-- [Starting at Tier 0](#optional-rule-starting-at-tier-0) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Starting Just Past Tier 1](#starting-just-past-tier-1) [(CTS, 9)]{.og-ref}
- [Tall Tales](#weird-west-tall-tales) [(HNAM, 63)]{.og-ref}
- [XP Advance](#optional-rule-xp-advance) [(232)]{.og-ref}[(OG-CSRD)]{.og-ref .og-ref-og}

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@ -1,131 +0,0 @@
--- _tmp/ccsrd.md 2025-07-21 09:57:22.678013667 -0500
+++ _tmp/ccsrd.new.md 2025-07-21 09:57:16.350973691 -0500
@@ -2641,8 +2641,8 @@
:::
::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
-**Editor's Notes ---** For more drawbacks for PCs, see [harmful mutations](#harmful-mutations) and [XP
-advance](#optional-rule-xp-advance).
+**Editor's Notes ---** For more drawbacks for PCs, see [harmful mutations](#harmful-mutations) and XP
+advance.
:::
------------------------------------------------------------------------------------------------------------------------
@@ -30504,7 +30504,6 @@
- [Equal Advancement](#equal-advancement) [(240)]{.og-ref}
- [Optional Character Advancements](#optional-character-advancements) [(OG-CSRD)]{.og-ref .og-ref-og}
-- [XP Advance](#optional-rule-xp-advance) [(OG-CSRD)]{.og-ref .og-ref-og}
Related Sections
@@ -31005,83 +31004,6 @@
Ultimately, the idea is to make experience points into tools that the players and the GM can use to shape the story and
the characters, not just a bookkeeping hassle.
-::: {.alert .ps-4 .pb-0}
-##### Optional Rule: XP Advance [#](#optional-rule-xp-advance){.og-h-anchor aria-hidden="true"}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-This section is based on *Getting an XP Advance* [(232)]{.og-ref}.
-
-In games where it's not as important if the PCs share the same overall power grade, the GM might give a PC additional
-XP, which they can use to gain additional benefits. The following table provides suggestions for how the GM might assign
-costs for benefits purchased with an XP advance:
-
-::: table-responsive
-+-----------------------------------------------------------+-----------------------------------------------------------+
-| XP Advance | Benefit |
-+===========================================================+===========================================================+
-| 1--2 XP | - Low-tier ability, including [Improved |
-| | Edge](#ability-improved-edge){.og-ability} |
-| | - +2 points to divide among your stat [Pools](#pool) |
-| | however you wish |
-| | - Training in one broad skill (other than attacks or |
-| | defense) |
-| | - Training in two narrow skills (other than attacks or |
-| | defense) |
-| | - [Cantrips](#cantrips) (choose any four) |
-+-----------------------------------------------------------+-----------------------------------------------------------+
-| 3--4 XP | - Mid-tier ability, including [Skill with |
-| | Attacks](#ability-skill-with-attacks){.og-ability} or |
-| | [Skill with |
-| | Defense](#ability-skill-with-defense){.og-ability} |
-| | - Training in a [type](#choose-type) or |
-| | [focus](#choose-focus) ability |
-| | - [Artifact](#choose-artifacts), lair, or |
-| | [vehicle](#choose-vehicles) |
-| | - [Spellcasting](#optional-rule-spellcasting) or |
-| | [psionics](#optional-rule-psionics) |
-| | - [Familiar](#familiars) |
-| | - [Coven](#covens) membership, rank 1 |
-| | - One random mutation from the |
-| | [beneficial](#beneficial-mutations), |
-| | [powerful](#powerful-mutations), or [distinctive |
-| | mutations](#distinctive-mutations) tables (your |
-| | choice) |
-+-----------------------------------------------------------+-----------------------------------------------------------+
-| 5--6 XP | - High-tier ability |
-| | - [Posthuman |
-| | upgrade](#optional-rule-posthuman-upgrades) |
-| | - [Power shift](#optional-rule-power-shifts) |
-| | - [Coven](#covens) membership, rank 2 |
-| | - One [beneficial](#beneficial-mutations), |
-| | [powerful](#powerful-mutations), or [distinctive |
-| | mutation](#distinctive-mutations) of your choice |
-+-----------------------------------------------------------+-----------------------------------------------------------+
-
-: XP Advance Benefits
-:::
-
-A PC using this option usually gains an appropriate complication, which the GM decides is either permanent, or lasts
-until the XP advance is paid off as a debt, or the completion of an appropriate [character arc](#choose-character-arc).
-
-::: table-responsive
- Complication 4--10 XP Advance 11--20 XP Advance
- -------------- ---------------------------------------------------------------------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
- Burden The PC has a [harmful mutation](#harmful-mutations) or complex relationship with another NPC or organization that regularly requires their attention. The PC is constantly accompanied by their troublesome relation, and must frequently attend to them instead of taking other actions.
- Condition Once each session, the GM can make a free [GM intrusion](#gm-intrusion), which the PC cannot pay [XP](#choose-xp) to avoid. The effects last up to an hour. The PC has a [serious injury or condition](#horror-rules-serious-injuries-and-conditions)---for example, they are deaf, blind, have a significant disability, or a debilitating addiction that causes them to accumulate [Stress](#horror-rules-stress).
- Fugitive The PC is wanted by authorities and must avoid unnecessary attention. Powerful NPCs plot to capture or kill the PC, and occasionally show up to do just that.
- Inability The PC gains an inability with an important kind of attack, defense, or movement skill. The PC will die in the course of the story, probably at the worst possible moment.
- Maintenance The PC regularly requires something specific to sustain themselves. If delayed or disrupted, their abilities become unavailable, unreliable, or unpredictable. If the PC doesn't sustain themself, they move down one step on [the damage track](#the-damage-track) (which cannot be ignored by [special abilities](#choose-abilities) like [Ignore the Pain](#ability-ignore-the-pain){.og-ability}).
- Oppression All interaction tasks are hindered, and the PC is sometimes treated with disgust or contempt by NPCs. All combat tasks are also hindered.
-
- : XP Advance Complications
-:::
-
-These examples are not exhaustive, and might not be appropriate for every game or setting. For more ideas on balancing
-an XP advance with a complication, see [Drawbacks and Penalties](#drawbacks-and-penalties) and [Serious Injuries and
-Conditions](#horror-rules-serious-injuries-and-conditions).
-:::
-
------------------------------------------------------------------------------------------------------------------------
#### Sample Character Arcs [#](#sample-character-arcs){.og-h-anchor aria-hidden="true"}
@@ -48616,7 +48538,7 @@
:::
::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
-**Editor's Notes ---** An [XP advance](#optional-rule-xp-advance) can set some PCs even further apart from others.
+**Editor's Notes ---** An XP advance can set some PCs even further apart from others.
:::
##### Suggested Types for a Superhero Game [#](#suggested-types-for-a-superhero-game){.og-h-anchor aria-hidden="true"}
@@ -78901,7 +78823,6 @@
- [Spending XP](#choose-xp) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Starting Just Past Tier 1](#starting-just-past-tier-1) [(CTS, 9)]{.og-ref}
- [Tall Tales](#weird-west-tall-tales) [(HNAM, 63)]{.og-ref}
-- [XP Advance](#optional-rule-xp-advance) [(232)]{.og-ref}[(OG-CSRD)]{.og-ref .og-ref-og}
##### Equipment, Cyphers, Artifacts, and Vehicles [#](#choose-optional-rules-equipment){.og-h-anchor aria-hidden="true"} {#choose-optional-rules-equipment .og-h-small}
@@ -79264,7 +79185,7 @@
- [Choosing a Combat Effect Ahead of Time](#optional-rule-choosing-a-combat-effect-ahead-of-time) [(212)]{.og-ref}
- Faster Initiative [(215)]{.og-ref}
- [Gaining Insight](#optional-rule-gaining-insight) [(231)]{.og-ref}
-- [Getting an XP Advance](#optional-rule-xp-advance) [(232)]{.og-ref}
+- Getting an XP Advance [(232)]{.og-ref}
- Modifying Abilities on the Fly [(419)]{.og-ref}
- Skills from Backgrounds [(235)]{.og-ref}
- Switching Descriptors and Foci After Character Creation [(437)]{.og-ref}

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@ -1,64 +0,0 @@
--- _tmp/ccsrd.md 2025-07-21 09:58:00.952255496 -0500
+++ _tmp/ccsrd.new.md 2025-07-21 09:58:55.091597567 -0500
@@ -26887,7 +26887,6 @@
Optional Rules
-- [Currency and Resource Depletion](#optional-rule-currency-and-resource-depletion) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Lethal Weapons](#optional-rule-lethal-weapons) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Reviving Artifacts](#optional-rule-reviving-artifacts) [(IOM, 95)]{.og-ref}
- [Weapon Properties](#optional-rule-weapon-properties) [(OG-CSRD)]{.og-ref .og-ref-og}
@@ -26998,37 +26997,6 @@
a space station is level 6, made of advanced polymers.
:::
-::: {.alert .ps-4 .pb-0}
-###### Optional Rule: Currency and Resource Depletion [#](#optional-rule-currency-and-resource-depletion){.og-h-anchor aria-hidden="true"}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-- **Purchasing Power:** Each PC counts their purchasing power based on [price
- categories](#equipment-price-categories), up to 15 each. If a category exceeds 15, the PC removes 10, and adds 1 to
- the next highest price category (for example, a purchasing power of 10 inexpensive items is converted to 1
- moderately-priced item). To convert a purchasing power back down into the previous category (for example,
- moderately-priced purchasing to inexpensive purchasing power), roll 1d6 and add the PC's Intellect Edge to the
- result.
-
-- **Currency Depletion:** When a PC makes a purchase of a certain price category and has 10 or fewer purchasing power,
- roll for depletion using a d10 against the category's purchasing power. If the result exceeds the PC\'s purchasing
- power, the purchasing power for that category is reduced by 1. For example, if you have 4 purchasing power in the
- inexpensive category, and you roll a 5 on a purchase, it depletes to 3. If you buy something else and roll a 3, it
- remains at 3. If the PC makes a purchase and has more than 10 purchasing power, the purchasing power is reduced by 1
- (no roll).
-
-- **Income:** PCs might have regular expenses, but also a regular source of income, such as a job. Income adds to a
- PC's purchasing power on a regular basis For example, every two weeks, a PC might earn enough income for 1
- moderately-priced item and 5 inexpensive items. For simplicity's sake, it might be easier to account for income as
- what's disposable---left over after the PC has meets their obligations and usual expenses (for example, rent,
- bills, or feed for a loyal horse companion).
-
-- **Resources:** The GM can also set any [crafting, building, and repairing](#crafting-building-and-repairing)
- resources to other depletion methods, for example, 1 in 1d6, 2 in 1d10, 3 in 1d20, or 42 in 1d100.
-
-- **GM Intrusions:** Depleting finances and resources might be a good source of [GM intrusion](#gm-intrusion).
-:::
-
------------------------------------------------------------------------------------------------------------------------
#### Armor [#](#equipment-armor){.og-h-anchor aria-hidden="true"} {#equipment-armor}
@@ -29551,7 +29519,6 @@
Related Sections
- [Crafting Magic Items](#crafting-magic-items) [(GF, 49)]{.og-ref}[(IOM, 90)]{.og-ref}
-- [Currency and Resource Depletion](#optional-rule-currency-and-resource-depletion) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Equipment Maintenance](#equipment-maintenance) [(RR, 72)]{.og-ref}
- [Faster Crafting in a High-Tech Setting](#superhero-faster-crafting-in-a-high-tech-setting) [(CTS, 65)]{.og-ref}
- [Perilous Venture](#horror-rules-perilous-venture) [(SA, 92)]{.og-ref}
@@ -78828,7 +78795,6 @@
- [Advanced and Alien Tech](#advanced-and-alien-tech) [(RR, 73)]{.og-ref}
- [Crafting Magic Items](#crafting-magic-items) [(GF, 49)]{.og-ref}[(IOM, 90)]{.og-ref}
-- [Currency and Resource Depletion](#optional-rule-currency-and-resource-depletion) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Exceeding Cypher Limits](#optional-rule-exceeding-cypher-limits) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Exceeding Cypher Limits (Modern Fantasy)](#modern-magic-exceeding-cypher-limits) [(IOM, 92)]{.og-ref}
- [Equipment Maintenance](#equipment-maintenance) [(RR, 74)]{.og-ref}

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@ -1,67 +0,0 @@
--- _tmp/ccsrd.md 2025-07-21 09:59:16.271731389 -0500
+++ _tmp/ccsrd.new.md 2025-07-21 10:07:36.718893375 -0500
@@ -26887,7 +26887,6 @@
Optional Rules
-- [Lethal Weapons](#optional-rule-lethal-weapons) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Reviving Artifacts](#optional-rule-reviving-artifacts) [(IOM, 95)]{.og-ref}
- [Weapon Properties](#optional-rule-weapon-properties) [(OG-CSRD)]{.og-ref .og-ref-og}
@@ -27158,39 +27157,6 @@
:::
::: {.alert .ps-4 .pb-0}
-###### Optional Rule: Lethal Weapons [#](#optional-rule-lethal-weapons){.og-h-anchor aria-hidden="true"}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-The GM can use this optional rule to make weapon combat a central---and lethal---feature of the game by doubling the
-base [damage](#rules-damage) of successful weapon [attacks](#action-attack).
-
-- **Light Weapons:** Attacks with light weapons aren't eased, unless it is a special weapon (determined by the GM).
-
-::: table-responsive
- Weapon Attack Damage Cost
- ----------------- -------- ----------- -------------------
- Unarmed strike Eased 2 points ---
- Light --- 4 points Moderately-priced
- Light (special) Eased 4 points Expensive
- Medium --- 8 points Expensive
- Heavy --- 12 points Very expensive
-
- : Lethal Weapons
-:::
-
-When using this optional rule, the GM might want to consider additional modifications to the game appropriate to the
-setting, including:
-
-- **Effective Armor:** The [Armor](#rules-armor) bonus from wearing [physical armor](#equipment-using-armor) is
- doubled.
-
-- **Lethal Abilities:** Damage inflicted by [special abilities](#choose-abilities) and [creatures and
- NPCs](#choose-creatures) are doubled.
-
-- **Martial Supremacy:** PCs can't choose type abilities that deal damage---unless they require the use of a weapon,
- for example, those from [mundane foci](#mundane-foci).
-
###### Optional Rule: Weapon Properties [#](#optional-rule-weapon-properties){.og-h-anchor aria-hidden="true"}
[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
@@ -78800,7 +78766,6 @@
- [Equipment Maintenance](#equipment-maintenance) [(RR, 74)]{.og-ref}
- [Faster Crafting in a High-Tech Setting](#superhero-faster-crafting-in-a-high-tech-setting) [(CTS, 65)]{.og-ref}
- [I Have That!](#optional-rule-i-have-that) [(WAAMH, 70)]{.og-ref}
-- [Lethal Weapons](#optional-rule-lethal-weapons) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Modifying High-Tech Devices](#superhero-modifying-high-tech-devices) [(CTS, 64)]{.og-ref}
- [Normal Cyphers Duplicating Fantastic Effects](#optional-rule-normal-cyphers-duplicating-fantastic-effects)
[(381)]{.og-ref}
@@ -80077,7 +80042,7 @@
::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
**Editor's Notes ---** *VURT* has its own rules for the setting, including:
-- [Lethal Weapons](#optional-rule-lethal-weapons) (with the *Effective Armor* optional rule) [(VURT,
+- Lethal Weapons (with the *Effective Armor* optional rule) [(VURT,
99)]{.og-ref}[(VURT, 101)]{.og-ref}
- Lower Speed Effort Costs for Wearing Armor [(VURT,
139)]{.og-ref}

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@ -1,48 +0,0 @@
--- _tmp/ccsrd.md 2025-07-21 10:10:18.983918680 -0500
+++ _tmp/ccsrd.new.md 2025-07-21 10:10:16.195901055 -0500
@@ -27421,7 +27421,6 @@
Optional Rules
-- [Acting While Under Attack](#optional-rule-acting-while-under-attack) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Additional Cooperative Actions](#optional-rule-additional-cooperative-actions) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Choosing a Combat Effect Ahead of Time](#optional-rule-choosing-a-combat-effect-ahead-of-time) [(OG-CSRD)]{.og-ref
.og-ref-og}
@@ -28893,19 +28892,6 @@
bow and arrow at 500 feet (150 m), much farther than a bow's typical long range.
:::
-::: {.alert .ps-4 .pb-0}
-###### Optional Rule: Acting While Under Attack [#](#optional-rule-acting-while-under-attack){.og-h-anchor aria-hidden="true"}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-This section is based on *Acting While Under Attack* [(426)]{.og-ref} in the [Cypher System
-Rulebook](https://www.montecookgames.com/store/product/cypher-system-rulebook-2/){.og-icon .og-mcg}.
-
-In melee combat, if a PC or NPC takes an action other than to [move](#action-move) or [attack](#action-attack), each foe
-within reach can make an immediate attack against them. This is also a good rule to employ if you enjoy the feel of
-\"opportunity attacks\" from other games.
-:::
-
###### Illumination [#](#attack-modifiers-illumination){.og-h-anchor aria-hidden="true"} {#attack-modifiers-illumination}
[(Cypher System Rulebook, page 220)]{.og-ref}
@@ -78782,8 +78768,6 @@
##### Modifying the Game [#](#choose-optional-rules-modifying-the-game){.og-h-anchor aria-hidden="true"} {#choose-optional-rules-modifying-the-game .og-h-small}
-- [Acting While Under Attack](#optional-rule-acting-while-under-attack) [(426)]{.og-ref}[(OG-CSRD)]{.og-ref
- .og-ref-og}
- [Additional Cooperative Actions](#optional-rule-additional-cooperative-actions) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Choosing a Combat Effect Ahead of Time](#optional-rule-choosing-a-combat-effect-ahead-of-time)
[(212)]{.og-ref}[(OG-CSRD)]{.og-ref .og-ref-og}
@@ -79112,7 +79096,7 @@
Optional Rules
-- [Acting While Under Attack](#optional-rule-acting-while-under-attack) [(426)]{.og-ref}
+- Acting While Under Attack [(426)]{.og-ref}
- [Choosing a Combat Effect Ahead of Time](#optional-rule-choosing-a-combat-effect-ahead-of-time) [(212)]{.og-ref}
- Faster Initiative [(215)]{.og-ref}
- [Gaining Insight](#optional-rule-gaining-insight) [(231)]{.og-ref}

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@ -1,45 +0,0 @@
--- _tmp/ccsrd.md 2025-07-21 10:15:25.350855501 -0500
+++ _tmp/ccsrd.new.md 2025-07-21 10:16:28.758256356 -0500
@@ -27421,7 +27421,6 @@
Optional Rules
-- [Additional Cooperative Actions](#optional-rule-additional-cooperative-actions) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Choosing a Combat Effect Ahead of Time](#optional-rule-choosing-a-combat-effect-ahead-of-time) [(OG-CSRD)]{.og-ref
.og-ref-og}
- [Consciousness Requires Intellect Points](#optional-rule-consciousness-requires-intellect-points)
@@ -29441,26 +29440,6 @@
additional point of damage. A character cannot willingly take more than one attack each round in this way.
:::
-::: {.alert .ps-4 .pb-0}
-###### Optional Rule: Additional Cooperative Actions [#](#optional-rule-additional-cooperative-actions){.og-h-anchor aria-hidden="true"}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-This section has been added by the editor, based on *Cooperative Actions [(211)]{.og-ref} in the 2015 Cypher System
-Rulebook.*
-
-These cooperative actions might not be good blanket rules for every circumtance, but they are still useful to think
-about how players might coordinate their actions, and how the GM might want to modify the game based on circumstance:
-
-- **Cover Fire:** A character can aim near ranged attack near a foe, but narrowly miss on purpose. On a success, the
- attack inflicts no damage, and the foe's next attack is hindered.
-
-- **Double Strike:** If one character makes a melee attack, and another character makes a ranged and both attacks hit
- the same foe, its next task is hindered.
-
-- **Triple Team:** If at least three characters attack the same foe, each gains a +1 bonus to their attack roll.
-:::
-
##### Crafting, Building, and Repairing [#](#crafting-building-and-repairing){.og-h-anchor aria-hidden="true"}
::: {.alert .ps-4 .pb-0 .og-alert}
@@ -78768,7 +78747,6 @@
##### Modifying the Game [#](#choose-optional-rules-modifying-the-game){.og-h-anchor aria-hidden="true"} {#choose-optional-rules-modifying-the-game .og-h-small}
-- [Additional Cooperative Actions](#optional-rule-additional-cooperative-actions) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Choosing a Combat Effect Ahead of Time](#optional-rule-choosing-a-combat-effect-ahead-of-time)
[(212)]{.og-ref}[(OG-CSRD)]{.og-ref .og-ref-og}
- [Consciousness Requires Intellect Points](#optional-rule-consciousness-requires-intellect-points)

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@ -1,56 +0,0 @@
--- _tmp/ccsrd.md 2025-07-21 10:18:01.570843106 -0500
+++ _tmp/ccsrd.new.md 2025-07-21 10:20:17.044699557 -0500
@@ -27421,8 +27421,6 @@
Optional Rules
-- [Choosing a Combat Effect Ahead of Time](#optional-rule-choosing-a-combat-effect-ahead-of-time) [(OG-CSRD)]{.og-ref
- .og-ref-og}
- [Consciousness Requires Intellect Points](#optional-rule-consciousness-requires-intellect-points)
[(OG-CSRD)]{.og-ref .og-ref-og}
- [Damage Dice](#optional-rule-damage-dice) [(OG-CSRD)]{.og-ref .og-ref-og}
@@ -28001,26 +27999,6 @@
As with minor effects, usually the GM just has the desired major effect occur, but sometimes the GM might require an
extra roll if the major effect is unusual or unlikely.
-::: {.alert .ps-4 .pb-0}
-##### Optional Rule: Choosing a Combat Effect Ahead of Time [#](#optional-rule-choosing-a-combat-effect-ahead-of-time){.og-h-anchor aria-hidden="true"} {#optional-rule-choosing-a-combat-effect-ahead-of-time .og-h-small}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-This section is based on *Choosing a Combat Effect Ahead of Time* [(212)]{.og-ref}.
-
-The following are only guidelines and examples, and the GM will probably want to modifying these rules to taste in
-practice---for example, PCs might need specific foreknowledge of their opponent to use these options, or that a PC has a
-minimum amount of training in their attack or defense task, or they might work more like [power
-stunts](#superhero-power-stunts). The GM might also assign an [initial cost](#rules-initial-cost) for using them.
-
-- **Attack Rolls:** When making an [attack](#action-attack), the PC can choose an effect they wish to apply to their
- attacker, and the GM hinders the attack roll one or more steps. If they succeed, the effect takes hold.
-
-- **Defense Rolls:** When making a [defense roll](#action-defend), a PC can describe an effect they wish to apply to
- their attacker, and the GM hinders the PC's defense roll an appropriate number of steps. If they succeed, the
- effect takes hold. The GM might require that applying certain effects also requires the use of the PC's next
- action.
-
##### Optional Rule: Trading Damage for Effect [#](#optional-rule-trading-damage-for-effect){.og-h-anchor aria-hidden="true"} {#optional-rule-trading-damage-for-effect .og-h-small}
[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
@@ -78747,8 +78725,6 @@
##### Modifying the Game [#](#choose-optional-rules-modifying-the-game){.og-h-anchor aria-hidden="true"} {#choose-optional-rules-modifying-the-game .og-h-small}
-- [Choosing a Combat Effect Ahead of Time](#optional-rule-choosing-a-combat-effect-ahead-of-time)
- [(212)]{.og-ref}[(OG-CSRD)]{.og-ref .og-ref-og}
- [Consciousness Requires Intellect Points](#optional-rule-consciousness-requires-intellect-points)
[(OG-CSRD)]{.og-ref .og-ref-og}
- [Creating Creatures and NPCs](#creating-creatures-and-npcs) [(OG-CSRD)]{.og-ref .og-ref-og}
@@ -79075,7 +79051,7 @@
Optional Rules
- Acting While Under Attack [(426)]{.og-ref}
-- [Choosing a Combat Effect Ahead of Time](#optional-rule-choosing-a-combat-effect-ahead-of-time) [(212)]{.og-ref}
+- Choosing a Combat Effect Ahead of Time [(212)]{.og-ref}
- Faster Initiative [(215)]{.og-ref}
- [Gaining Insight](#optional-rule-gaining-insight) [(231)]{.og-ref}
- Getting an XP Advance [(232)]{.og-ref}

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@ -1,45 +0,0 @@
--- _tmp/ccsrd.md 2025-07-21 10:24:33.554321184 -0500
+++ _tmp/ccsrd.new.md 2025-07-21 10:25:02.789506008 -0500
@@ -27421,8 +27421,6 @@
Optional Rules
-- [Consciousness Requires Intellect Points](#optional-rule-consciousness-requires-intellect-points)
- [(OG-CSRD)]{.og-ref .og-ref-og}
- [Damage Dice](#optional-rule-damage-dice) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Damage to Pool Maximums](#optional-rule-damage-to-pool-maximums) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Drowning and Suffocation](#optional-rule-drowning-and-suffocation) [(OG-CSRD)]{.og-ref .og-ref-og}
@@ -28602,24 +28600,6 @@
:::
::: {.alert .ps-4 .pb-0}
-###### Optional Rule: Consciousness Requires Intellect Points [#](#optional-rule-consciousness-requires-intellect-points){.og-h-anchor aria-hidden="true"}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-Using this rule, a PC down one or more steps on [the damage track](#the-damage-track) requires at least 1 point in their
-Intellect Pool to remain conscious. Most unconscious PCs can't take any actions other than to make a [recovery
-roll](#recovery-rolls).
-
-The GM might also consider pairing this rule with the [Fragility](#horror-rules-fragility) module. Here are two possible
-options:
-
-- **Debilitated:** If a debilitated PC's Intellect Pool is 0, they fall unconscious until they recover at least 1
- Intellect point.
-
-- **Impaired:** If an impaired PC's Intellect Pool is 0, they must succeed on a [Might](#might) [defense
- roll](#action-defend) equal to the damage sustained, and again each time they take damage. On a failure, the PC
- falls unconscious until they recover at least 1 Intellect point.
-
###### Optional Rule: Damage to Pool Maximums [#](#optional-rule-damage-to-pool-maximums){.og-h-anchor aria-hidden="true"}
[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
@@ -78725,8 +78705,6 @@
##### Modifying the Game [#](#choose-optional-rules-modifying-the-game){.og-h-anchor aria-hidden="true"} {#choose-optional-rules-modifying-the-game .og-h-small}
-- [Consciousness Requires Intellect Points](#optional-rule-consciousness-requires-intellect-points)
- [(OG-CSRD)]{.og-ref .og-ref-og}
- [Creating Creatures and NPCs](#creating-creatures-and-npcs) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Creatures with Multiple Parts](#optional-rule-creatures-with-multiple-parts) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Curses](#weird-west-curses) [(HNAM, 60)]{.og-ref}

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@ -1,143 +0,0 @@
--- _tmp/ccsrd.md 2025-07-21 10:25:32.073691138 -0500
+++ _tmp/ccsrd.new.md 2025-07-21 10:33:32.476735396 -0500
@@ -60694,7 +60694,6 @@
- [Balancing Encounters](#balancing-encounters) [(434)]{.og-ref}
- [Creating Challenging Encounters](#creating-challenging-encounters) [(OG-CSRD)]{.og-ref .og-ref-og}
-- [Creating Creatures and NPCs](#creating-creatures-and-npcs) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Modifying Creatures](#choose-modifying-creatures) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Familiars](#familiars) [(IOM, 94)]{.og-ref}
- [Followers](#followers) [(233)]{.og-ref}
@@ -61222,7 +61221,7 @@
fight---in a Cypher System game and gives their stats. The variety of creatures that populate the possible settings and
genres is so great that this chapter only scratches the surface. It does, however, provide examples of kinds of
inhabitants---bestial and civilized, living and undead, organic and inorganic---so that you can easily extrapolate and
-[create your own](#creating-creatures-and-npcs).
+create your own.
::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
**Editor's Notes ---** The editor has moved some creatures in the [Cypher System
@@ -75621,7 +75620,6 @@
GM Preparation
- [Campaign Design Checklist](#campaign-design-checklist) [(OG-CSRD)]{.og-ref .og-ref-og}
-- [Creating Creatures and NPCs](#creating-creatures-and-npcs) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Session Preparation](#session-preparation) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Teaching the Rules](#teaching-the-rules) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Using the Rules: Making Meaning](#making-meaning) [(OG-CSRD)]{.og-ref .og-ref-og}
@@ -76580,7 +76578,7 @@
level. But these examples go against type. Generally, smaller creatures have less health and are less terrifying in
combat than larger ones.
-The Cypher System has no system for [building creatures](#creating-creatures-and-npcs). There is no rule that says a
+The Cypher System has no system for building creatures. There is no rule that says a
creature with a certain ability should be a given level, and there is no rule dictating how many abilities a creature of
a given level should have. But keep the spirit of the system in mind. Lower-level creatures are less dangerous. A level
1 creature could be poisonous, but its venom should inflict a few points of damage at most. The venom of a level 6
@@ -76597,7 +76595,6 @@
::: {.alert .ps-4 .pb-0 .og-alert}
###### Quick Reference: Modifying Creatures [#](#choose-modifying-creatures){.og-h-anchor aria-hidden="true"} {#choose-modifying-creatures .og-border}
-- [Creating Creatures and NPCs](#creating-creatures-and-npcs) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Creating Challenging Encounters](#creating-challenging-encounters) [(OG-CSRD)]{.og-ref .og-ref-og}
Creature Templates
@@ -76793,53 +76790,6 @@
------------------------------------------------------------------------------------------------------------------------
-#### Creating Creatures and NPCs [#](#creating-creatures-and-npcs){.og-h-anchor aria-hidden="true"}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-This section is based on *NPC Game Stats* [(422)]{.og-ref} and [Make a Cypher System Creature in Ten Minutes or
-Less](https://www.montecookgames.com/make-a-creature-in-10-minutes-or-less-2/){.og-icon .og-mcg} by Charles Ryan.
-
-It doesn't take a lot of preparation to create a memorable creature or NPC. You don\'t have to follow all of the
-following steps, but if you find yourself more time and energy, take the next step on the checklist:
-
-::: {.alert .ps-4 .pb-0}
-- **Level, Motive, and Combat:** Decide on the [level](#understanding-the-listings), motive, and general tactics and
- key behaviors of the NPC.
-
-- **Movement, Modifications and Interaction:** Decide what is most important about the NPC for your purposes. This
- might be defining its movement, tasks it is particularly skilled with, or weaknesses it might have with certain
- tasks. Refer back to the creature's motive and refine how thinks and behaves---especially if the PCs might try to
- interact with it, and if it requires any signature combat tactics or special abilities. Describing for players what
- the creature does is important---describing *how the NPC does it* is equally important. If it's supposed to be
- creepy, detail that creepiness.
-
-- **GM Intrusion:** Consider what might happens if a player triggers a [GM intrusion](#gm-intrusion), or create a
- twist you'd like to be able to propose in an encounter.
-
-- **Health:** A creature's health dictates how long it will survive in combat. A party of four tier 1--2 characters
- typically inflict 10 points of damage each round. Tier 3--4 characters typically inflict 16 points of damage, and
- tier 5--6 characters typically inflict 22 points per round.
-
-- **Armor:** [Armor](#rules-armor) reduces how quickly an NPC's health is depleted. One point of Armor is typically
- equivalent to adding 6--7 points of health.
-
-- **Damage Inflicted:** You can increase damage inflicted if necessary. Even low-level creatures inflict at least 2--3
- points of damage. During combat, creatures typically damage the PCs twice.
-
-- **Special Damage:** Decide if the creature can inflict any kind of [special damage](#special-damage)---venom,
- entanglement, stun, mental control, temporary reductions to [Pools](#pool), even moving characters down [the damage
- track](#the-damage-track) without depleting their Pools. If employing such effects, decide on what conditions that
- alleviate them, for example, a successful [Might](#might) [defense roll](#action-defend) made each hour, a
- successful [healing](#action-healing) task against the level of a poison, or completing a ten-hour [recovery
- roll](#recovery-rolls). These effects can certainly make an NPC more interesting, but don't overuse them.
-
-- **Use and Loot:** Describe at least one way the party might be likely to discover or encounter the creature. If the
- creature is likely to have any useful loot, such as a cypher, equipment, or part of its body, note that, too.
-:::
-
-------------------------------------------------------------------------------------------------------------------------
-
#### Balancing Encounters [#](#balancing-encounters){.og-h-anchor aria-hidden="true"}
[(Cypher System Rulebook, page 434)]{.og-ref}
@@ -77072,8 +77022,8 @@
:::
If a powerful creature or NPC is central to the scenario, it can be wise to spend a few minutes to [choose creatures and
-NPCs](#choose-creatures), and review their characteristics to determine if they need modification, or [creating new
-creatures or NPCs](#creating-creatures-and-npcs).
+NPCs](#choose-creatures), and review their characteristics to determine if they need modification, or creating new
+creatures or NPCs.
##### A Scenario Summary [#](#session-preparation-summary){.og-h-anchor aria-hidden="true"} {#session-preparation-summary .og-h-small}
@@ -78510,7 +78460,7 @@
::: {#faq-creatures-use .collapse}
There's no wrong way to do things when it comes to [creatures](#choose-creatures), but it\'s worth thinking through
-your approach. [Creating creatures and NPCs](#creating-creatures-and-npcs) can be as simple as [assigning it a level and
+your approach. Creating creatures and NPCs can be as simple as [assigning it a level and
a few modifications](#understanding-the-listings). You can even decide on these as you go.
In the Cypher System, the most memorable best NPCs aren't just bags of health that the players whack into nothingness.
@@ -78705,7 +78655,6 @@
##### Modifying the Game [#](#choose-optional-rules-modifying-the-game){.og-h-anchor aria-hidden="true"} {#choose-optional-rules-modifying-the-game .og-h-small}
-- [Creating Creatures and NPCs](#creating-creatures-and-npcs) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Creatures with Multiple Parts](#optional-rule-creatures-with-multiple-parts) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Curses](#weird-west-curses) [(HNAM, 60)]{.og-ref}
- [Damage Dice](#optional-rule-damage-dice) [(OG-CSRD)]{.og-ref .og-ref-og}
@@ -78769,7 +78718,6 @@
- [Calling for Rolls](#calling-for-rolls) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Creating Challenging Encounters](#creating-challenging-encounters) [(OG-CSRD)]{.og-ref .og-ref-og}
-- [Creating Creatures and NPCs](#creating-creatures-and-npcs) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Difficulty, Graduated](#graduated-difficulty) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Difficulty, Passive](#passive-difficulty) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Difficulty, Vague](#vague-difficulty) [(OG-CSRD)]{.og-ref .og-ref-og}
@@ -79057,7 +79005,7 @@
- [Skills and Other Abilities](#running-the-game-skills-and-other-abilities) [(421)]{.og-ref}
- Character Arcs [(421)]{.og-ref}
- [Handling NPCs](#encouraging-play) [(422)]{.og-ref}
-- [NPC Game Stats](#creating-creatures-and-npcs) [(422)]{.og-ref}
+- NPC Game Stats [(422)]{.og-ref}
- [NPCs and Death](#npcs-and-death) [(424)]{.og-ref}
- Interactions [(424)]{.og-ref}
- Languages [(425)]{.og-ref}

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@ -1,43 +0,0 @@
--- _tmp/ccsrd.md 2025-07-21 10:37:29.946241108 -0500
+++ _tmp/ccsrd.new.md 2025-07-21 10:57:59.224995107 -0500
@@ -76607,7 +76607,6 @@
Optional Rules
- [Effort for NPCs](#optional-rule-effort-for-npcs) [(OG-CSRD)]{.og-ref .og-ref-og}
-- [Creatures with Multiple Parts](#optional-rule-creatures-with-multiple-parts) [(OG-CSRD)]{.og-ref .og-ref-og}
Related Sections
@@ -76768,24 +76767,6 @@
**Multiple Levels of Effort**. Each werewolf might use their four levels of Effort differently: one level of Effort
four times, two levels of Effort twice, or four levels of Effort just once (or some other combination). The point is
that where, when, and how each werewolf uses their Effort becomes a source of drama within the story.
-
-##### Optional Rule: Creatures with Multiple Parts [#](#optional-rule-creatures-with-multiple-parts){.og-h-anchor aria-hidden="true"}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-It's a simple trick to use a [GM intrusion](#gm-intrusion) to change one creature into another---for example, a
-[Goblin](#npc-goblin) gaining drinking a potion that causes it to become an [Orc](#npc-orc) with the [Beefed
-Up](#template-beefed-up) template, or a dying [Child](npc-child) revealing its true form as host to a
-[Demon](#creature-demon), but you can also create a single, powerful creature made up of smaller parts, each with its
-own [modifications](#understanding-the-listing) and capable of performing an [action](#rules-taking-action) each round.
-
-For example, a kraken might have a number of specialized tentacles that need to be driven off individually. In another
-example, an ancient wyrm might use multiple creatures to represent its many heads, wings, claws, and tail.
-
-Creatures with multiple parts don't typically die if one of their parts is reduced to 0 health, but that part can\'t
-take actions or be used, for example, a wyrm whose wings are reduced to 0 health might not be able to fly. You could
-also design creatures with a well-defended but vulernable points that hinders Attack rolls, but if reduced to 0 health,
-causes the creature's remaining parts to die.
:::
------------------------------------------------------------------------------------------------------------------------
@@ -78655,7 +78636,6 @@
##### Modifying the Game [#](#choose-optional-rules-modifying-the-game){.og-h-anchor aria-hidden="true"} {#choose-optional-rules-modifying-the-game .og-h-small}
-- [Creatures with Multiple Parts](#optional-rule-creatures-with-multiple-parts) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Curses](#weird-west-curses) [(HNAM, 60)]{.og-ref}
- [Damage Dice](#optional-rule-damage-dice) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Damage to Pool Maximums](#optional-rule-damage-to-pool-maximums) [(OG-CSRD)]{.og-ref .og-ref-og}

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@ -1,61 +0,0 @@
--- _tmp/ccsrd.md 2025-07-21 10:58:17.219108314 -0500
+++ _tmp/ccsrd.new.md 2025-07-21 11:02:30.463700209 -0500
@@ -27421,7 +27421,6 @@
Optional Rules
-- [Damage Dice](#optional-rule-damage-dice) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Damage to Pool Maximums](#optional-rule-damage-to-pool-maximums) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Drowning and Suffocation](#optional-rule-drowning-and-suffocation) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Gaining Insight](#optional-rule-gaining-insight) [(OG-CSRD)]{.og-ref .og-ref-og}
@@ -28354,42 +28353,6 @@
:::
::: {.alert .ps-4 .pb-0}
-###### Optional Rule: Damage Dice [#](#optional-rule-damage-dice){.og-h-anchor aria-hidden="true"}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-Here a few more ideas for making damage a little less predictable. Most of these rules favor the PCs, especially against
-low level [creatures](#chapter-22-creatures). Rolling dice and calculating totals can slow down a game, so the GM should
-use these rules only if the players are happy rolling more dice and doing a little extra maths.
-
-- **Weapon Die:** Additional polyhedral dice can be used instead of static [weapon](#equipment-weapons) damage.
-
-- **Weapon Dice Pools:** Some of the following forumlas use \"kh\" for \"keep highest\". For example, \"3d6kh1\" means
- rolling three d6s, and keeping one result---the highest of the three.
-
-::: table-responsive
- Weapon Die Dice Pool Notes
- ------------------- ------ ------------ --------------------
- Light 1d4 1d6 attack eased
- Medium 1d8 2d6kh1 + 1 ---
- Heavy 2d6 3d6kh1 + 2 requires two hands
- Heavy (alternate) 1d12 --- requires two hands
-
- : Weapon Dice (Polyhedral)
-:::
-
-- **Attack Rolls:** For every 3 an [attack roll](#action-attack) result shows in excess of the target number, the
- attack inflicts 1 additional damage. For example, if a PC attacks a level 2 foe with a target number of 6 and rolls
- a 16, they inflict 3 additional damage to the target. Additional damage from [special rolls](#rules-special-rolls)
- still applies as normal.
-
-- **Defense Rolls:** For every 3 a [defense roll](#action-defend) result shows in deficit of the target number, the
- attack inflicts 1 additional damage. For example, a PC making a Speed defense roll in response to level 5 foe with a
- target number of 15 and rolls and 9, they take 2 additional damage from the attack.
-
-- **Effort Dice:** Applying a level of [Effort](#modifying-the-difficulty-effort) to damage increases amount of damage
- inflicted by the attack by 1d6 (instead of the usual 3).
-
###### Optional Rule: Ultimate Damage [#](#optional-rule-ultimate-damage){.og-h-anchor aria-hidden="true"}
[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
@@ -78637,7 +78600,6 @@
##### Modifying the Game [#](#choose-optional-rules-modifying-the-game){.og-h-anchor aria-hidden="true"} {#choose-optional-rules-modifying-the-game .og-h-small}
- [Curses](#weird-west-curses) [(HNAM, 60)]{.og-ref}
-- [Damage Dice](#optional-rule-damage-dice) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Damage to Pool Maximums](#optional-rule-damage-to-pool-maximums) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Deck as d20](#weird-west-deck-as-d20) [(HNAM, 58)]{.og-ref}
- [Dehydration](#dehydration) [(RR, 63)]{.og-ref}

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@ -1,52 +0,0 @@
--- _tmp/ccsrd.md 2025-07-21 11:02:47.548807306 -0500
+++ _tmp/ccsrd.new.md 2025-07-21 11:04:27.167431805 -0500
@@ -27421,7 +27421,6 @@
Optional Rules
-- [Damage to Pool Maximums](#optional-rule-damage-to-pool-maximums) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Drowning and Suffocation](#optional-rule-drowning-and-suffocation) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Gaining Insight](#optional-rule-gaining-insight) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Healing Limitations](#optional-rule-healing-limitations) [(OG-CSRD)]{.og-ref .og-ref-og}
@@ -28562,33 +28561,6 @@
[Serious Injuries and Conditions](#horror-rules-serious-injuries-and-conditions).
:::
-::: {.alert .ps-4 .pb-0}
-###### Optional Rule: Damage to Pool Maximums [#](#optional-rule-damage-to-pool-maximums){.og-h-anchor aria-hidden="true"}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-This optional rule creates additional risk for PCs taking damage or using powerful [special
-abilities](#choose-abilities) with lots of [Effort](#effort). Either situation creates lasting injuries that take longer
-to recover from.
-
-- **Damage:** When damage reduces a PC's [stat](#character-stats) [Pool](#pool) to 0, the remainder is temporarily
- subtracted from that stat's Pool maximum. The remainder (and any further damage) are also applied to another stat
- Pool, as described under [The Effects of Taking Damage](#the-effects-of-taking-damage). This effect is in addition
- to going down one step on [the damage track](#the-damage-track) as normal.
-
-- **Using Abilities:** When a PC uses a [special ability](#choose-abilities) with a [Pool](#pool) point cost they
- can't pay, the remainder is instead temporarily subtracted from their maximum Pool points for that stat.
-
-- **Recovering Pool Maximums:** A PC can recover temporary reductions to their [stat](#character-stats) [Pool](#pool)
- maximums by filling the Pool to its temporary maximum. While at the temporary maximum, [healing](#action-healing),
- [special abilities](#choose-abilities), [cyphers](#choose-cyphers), and [artifacts](#choose-artifacts) (but not
- [recovery rolls](#recovery-rolls)) restore lost points to a stat Pool's maximum.
-
-- **Pool Maximums Reaching Zero:** If any stat's Pool maximum is reduced to 0, the GM decides how best to proceed.
- For example, a PC might gain a permanent inability, permanently reduce a [stat](#character-stats) [Pool](#pool)
- maximum by 3, or die.
-:::
-
##### Recovering Points in a Pool [#](#recovery-rolls){.og-h-anchor aria-hidden="true"} {#recovery-rolls}
[(Cypher System Rulebook, page 218)]{.og-ref}
@@ -78600,7 +78572,6 @@
##### Modifying the Game [#](#choose-optional-rules-modifying-the-game){.og-h-anchor aria-hidden="true"} {#choose-optional-rules-modifying-the-game .og-h-small}
- [Curses](#weird-west-curses) [(HNAM, 60)]{.og-ref}
-- [Damage to Pool Maximums](#optional-rule-damage-to-pool-maximums) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Deck as d20](#weird-west-deck-as-d20) [(HNAM, 58)]{.og-ref}
- [Dehydration](#dehydration) [(RR, 63)]{.og-ref}
- [Drowning and Suffocation](#optional-rule-drowning-and-suffocation) [(OG-CSRD)]{.og-ref .og-ref-og}

View File

@ -1,57 +0,0 @@
--- _tmp/ccsrd.md 2025-07-21 11:04:55.741610928 -0500
+++ _tmp/ccsrd.new.md 2025-07-21 11:05:38.260877459 -0500
@@ -27421,7 +27421,6 @@
Optional Rules
-- [Drowning and Suffocation](#optional-rule-drowning-and-suffocation) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Gaining Insight](#optional-rule-gaining-insight) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Healing Limitations](#optional-rule-healing-limitations) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Making Recovery Rolls in Any Order](#optional-rule-making-recovery-rolls-in-any-order) [(OG-CSRD)]{.og-ref
@@ -28433,7 +28432,6 @@
Optional Rules
- [Dehydration](#dehydration) [(RR, 63)]{.og-ref}
-- [Drowning and Suffocation](#optional-rule-drowning-and-suffocation) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Exposure](#exposure) [(RR, 62)]{.og-ref}
- [Radiation in the Real World](#radiation-in-the-real-world) [(RR, 63)]{.og-ref}
- [Really Impossible Tasks](#really-impossible-tasks) [(293)]{.og-ref}[(CTS, 61)]{.og-ref}
@@ -28847,19 +28845,6 @@
are reduced by one category; very-long-range weapons work only to long range, long-range weapons work only to short
range, and short-range weapons work only to immediate range.
-::: {.alert .ps-4 .pb-0}
-###### Optional Rule: Drowning and Suffocation [#](#optional-rule-drowning-and-suffocation){.og-h-anchor aria-hidden="true"}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-- **Struggling for Air:** Struggling for air (for example, drowning, but near the surface) is a difficulty 4 Might
- check.
-
-- **Running out of Air:** After a number rounds with no air equal to 3 plus the PC's tier plus the PC\'s
- [Might](#might) [Edge](#edge), the PC must suceeed on a Might task with a difficulty equal to 4 plus 1 for every 30
- feet (10 m) of depth from the surface, or descend one step on [the damage track](#the-damage-track).
-:::
-
###### Moving Targets [#](#attack-modifiers-moving-targets){.og-h-anchor aria-hidden="true"} {#attack-modifiers-moving-targets}
[(Cypher System Rulebook, page 222)]{.og-ref}
@@ -46633,8 +46618,8 @@
Stress simulates the deleterious effects of high-pressure situations on a PC's performance. Stress can be physical or
mental (spiritual or psychological). Depending on the setting, sources of Stress might include:
-- Unmet biological needs (for example, [dehydration](#dehydration), [drowning and
- suffocation](#optional-rule-drowning-and-suffocation), [exposure](#exposure), or [starvation](#starvation))
+- Unmet biological needs (for example, [dehydration](#dehydration), drowning and
+ suffocation, [exposure](#exposure), or [starvation](#starvation))
- Psychological trauma (for example, [hysteria](#horror-rules-hysteria), [madness](#horror-rules-madness), [mind
control](#horror-rules-mind-control), [panic](#horror-rules-instant-panic), [possession](#horror-rules-possession),
or [shock](#horror-rules-shock))
@@ -78574,7 +78559,6 @@
- [Curses](#weird-west-curses) [(HNAM, 60)]{.og-ref}
- [Deck as d20](#weird-west-deck-as-d20) [(HNAM, 58)]{.og-ref}
- [Dehydration](#dehydration) [(RR, 63)]{.og-ref}
-- [Drowning and Suffocation](#optional-rule-drowning-and-suffocation) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Effort for NPCs](#optional-rule-effort-for-npcs) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Exposure](#exposure) [(RR, 62)]{.og-ref}
- [Fairy Tale Rules](#choose-fairy-tale) [(WAAMH, 48)]{.og-ref}

View File

@ -1,660 +0,0 @@
--- _tmp/ccsrd.md 2025-07-21 11:06:11.523085969 -0500
+++ _tmp/ccsrd.new.md 2025-07-21 12:47:23.209969048 -0500
@@ -1260,7 +1260,7 @@
[Quest Portal](https://www.questportal.com/) includes a mobile-friendly Cypher System characer sheet, and you can import
a copy of [OrangeAsp's The Magnus Archives Character
Sheet](https://app.questportal.com/template/The-Magnus-Archives-yo6jido2kvwe) for use if your game uses the optional
-[Stress](#horror-rules-stress) rule.
+Stress rule.
:::
:::
@@ -2747,7 +2747,7 @@
[Adept](#type-adept) analogues.
- *First-Tier Elocutionist* [(TMA, 44)]{.og-ref}. Unlike most [Speaker](#type-speaker) analogues, the Elocutionist
doesn't start with an inability with medium weapons.
-- Using supernatural abilities can cause a PC to accumulate [Stress](#horror-rules-stress).
+- Using supernatural abilities can cause a PC to accumulate Stress.
:::
##### Mystery Flesh Pit National Park --- Types[[]{.og-icon .og-shop .ms-1 toggle="tooltip" title="Purchase from Third Party"}](https://www.drivethrurpg.com/en/product/498633/mystery-flesh-pit-national-park-the-rpg){aria-label="Purchase Mystery Flesh Pit National Park"} [#](#mystery-flesh-pit-types){.og-h-anchor aria-hidden="true"} {#mystery-flesh-pit-types .og-h-small .og-h-small-icon .og-border}
@@ -6079,7 +6079,7 @@
::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
**Editor's Notes ---** *The Magnus Archives* includes its own method of [Customizing
Descriptors](#customizing-descriptors). The No-Nonsense and Sturdy descriptors include an analogue of the
-[Resolute](#ability-stress-resolute){.og-ability} ability, which helps them deal with [Stress](#horror-rules-stress)
+[Resolute](#ability-stress-resolute){.og-ability} ability, which helps them deal with Stress
accumulation.
:::
@@ -12510,7 +12510,6 @@
- [Social](#abilities-category-social) [(103)]{.og-ref}
- [Special Attack](#abilities-category-special-attack) [(104)]{.og-ref}
- [Stats](#abilities-category-stats) [(OC-CSRD)]{.og-ref}
-- [Stress](#horror-rules-stress-abilities) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Support](#abilities-category-support) [(105)]{.og-ref}
- [Task](#abilities-category-task) [(106)]{.og-ref}
- [Transform](#abilities-category-transform) [(107)]{.og-ref}
@@ -12553,7 +12552,6 @@
- [Psionics](#optional-rule-psionics) [(SF, 50)]{.og-ref}
- [Skills and Other Abilities](#running-the-game-skills-and-other-abilities) [(421)]{.og-ref}
- [Spellcasting](#optional-rule-spellcasting) [(259)]{.og-ref}
-- [Stress](#horror-rules-stress) [(OG-CSRD)]{.og-ref .og-ref-og}
:::
[(Cypher System Rulebook, page 95)]{.og-ref}
@@ -13188,8 +13186,7 @@
This category lists abilities from the the 2015 Cypher Sytem Rulebook that were renamed, altered, or deprecated in the
[Cypher System Rulebook](https://www.montecookgames.com/store/product/cypher-system-rulebook-2/){.og-icon .og-mcg}, and
abilities updated in the CSRD since that time. It also includes abilities with identical names, and variant abilities
-original to the OG-CSRD (except for those related to
-[Stress](#horror-rules-stress-abilities)).
+original to the OG-CSRD.
You can use this category to reconcile products based on the 2015 Cypher Rulebook, including [Gods of the
Fall](https://www.montecookgames.com/store/product/gods-of-the-fall/){.og-icon .og-mcg},
@@ -28345,11 +28342,6 @@
increase the damage. For example, a PC can apply [Effort](#modifying-the-difficulty-effort) to deal 3 additional points
of damage, and [rolling a natural 17 on the attack roll](#rules-special-rolls) deals 1 additional point of damage.
-::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
-**Editor's Notes ---** For an alternate method of handling damage to PCs, see [Stress](#horror-rules-stress) and
-[Optional Rule: Stress as Damage](#horror-rules-stress-damage).
-:::
-
::: {.alert .ps-4 .pb-0}
###### Optional Rule: Ultimate Damage [#](#optional-rule-ultimate-damage){.og-h-anchor aria-hidden="true"}
@@ -28436,7 +28428,6 @@
- [Radiation in the Real World](#radiation-in-the-real-world) [(RR, 63)]{.og-ref}
- [Really Impossible Tasks](#really-impossible-tasks) [(293)]{.og-ref}[(CTS, 61)]{.og-ref}
- [Serious Injuries and Conditions](#horror-rules-serious-injuries-and-conditions) [(OG-CSRD)]{.og-ref .og-ref-og}
-- [Stress as Damage: Hazards](#horror-rules-stress-damage-hazards) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Starvation](#starvation) [(RR, 63)]{.og-ref}
:::
@@ -41155,10 +41146,6 @@
- [First Psi Ability](#first-psi-ability) [(SF, 50)]{.og-ref}
- [Psions and the Optional Latent Psionics Rule](#psions-and-the-optional-latent-psionics-rule) [(SF, 51)]{.og-ref}
- [More Powerful Psionics](#more-powerful-psionics) [(SF, 51)]{.og-ref}
-
-Related Sections
-
-- [Stress](#horror-rules-stress) [(OG-CSRD)]{.og-ref .og-ref-og}
:::
[(The Stars are Fire, page 50)]{.og-ref}
@@ -45662,7 +45649,6 @@
- [Secret Twist](#horror-rules-secret-twist) [(SA, 97)]{.og-ref}
- [Serious Injuries and Conditions](#horror-rules-serious-injuries-and-conditions) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Shock](#horror-rules-shock) [(282)]{.og-ref}[(SA, 98)]{.og-ref}
-- [Stress](#horror-rules-stress) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Unease](#horror-rules-unease) [(SA, 99)]{.og-ref}
Related Sections
@@ -46457,7 +46443,7 @@
[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-Some injuries linger---for example, those gained from accumulated [Stress](#horror-rules-stress), [special
+Some injuries linger---for example, those gained from accumulated stress, [special
damage](#special-damage), or a [GM intrusion](#gm-intrusion) triggered by a player [rolling a
1](#intrusion-through-player-rolls) on a risky task. When this happens, the GM might assign a PC a serious injury or
condition.
@@ -46598,487 +46584,6 @@
: Shock Levels
:::
-##### Stress [#](#horror-rules-stress){.og-h-anchor aria-hidden="true"} {#horror-rules-stress}
-
-::: {.alert .ps-4 .pb-0 .og-alert}
-###### Quick Reference: Stress [#](#choose-stress){.og-h-anchor aria-hidden="true"} {#choose-stress .og-h-small .og-border}
-
-- [Stress Points](#horror-rules-stress-points) [(OG-CSRD)]{.og-ref .og-ref-og}
-- [Stress Levels](#horror-rules-stress-levels) [(OG-CSRD)]{.og-ref .og-ref-og}
-- [Stress Relief](#horror-rules-stress-relief) [(OG-CSRD)]{.og-ref .og-ref-og}
-- [Stress as Damage](#horror-rules-stress-damage) [(OG-CSRD)]{.og-ref .og-ref-og}
-- [Stress as Damage: Armor](#horror-rules-stress-damage-armor) [(OG-CSRD)]{.og-ref .og-ref-og}
-- [Stress as Damage: Hazards](#horror-rules-stress-damage-hazards) [(OG-CSRD)]{.og-ref .og-ref-og}
-- [Stress and the Supernatural](#horror-rules-stress-supernatural) [(OG-CSRD)]{.og-ref .og-ref-og}
-- [Ability Category: Stress](#horror-rules-stress-abilities) [(OG-CSRD)]{.og-ref .og-ref-og}
-:::
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-Stress simulates the deleterious effects of high-pressure situations on a PC's performance. Stress can be physical or
-mental (spiritual or psychological). Depending on the setting, sources of Stress might include:
-
-- Unmet biological needs (for example, [dehydration](#dehydration), drowning and
- suffocation, [exposure](#exposure), or [starvation](#starvation))
-- Psychological trauma (for example, [hysteria](#horror-rules-hysteria), [madness](#horror-rules-madness), [mind
- control](#horror-rules-mind-control), [panic](#horror-rules-instant-panic), [possession](#horror-rules-possession),
- or [shock](#horror-rules-shock))
-- Encountering or activating [the supernatural](#horror-rules-stress-supernatural) (for example
- [abilities](#choose-abilities), [artifacts](#choose-artifacts), [creatures](#choose-creatures), entities, or
- phenomena)
-- An [initial cost](#rules-initial-cost) for a strenuous task (for example, lifting a heavy object off a fallen ally)
-- Failing a consequential task (for example, during a [perilous venture](#horror-rules-perilous-venture), or
- [character arc](#choose-character-arc))
-- Taking [damage](#rules-damage) or [special damage](#special-damage) (alternatively, use the [Stress as
- Damage](#horror-rules-stress-damage) option)
-
-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
-If you enjoy this rules module, consider purchasing [The Magnus
-Archives](https://www.montecookgames.com/store/product/the-magnus-archives-roleplaying-game/){.og-icon .og-mcg}.
-:::
-
-###### Stress Points [#](#horror-rules-stress-points){.og-h-anchor aria-hidden="true"} {#horror-rules-stress-points}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-An increase in [Stress](#horror-rules-stress) is called accumulating Stress points. A decrease in Stress points is
-called [relieving Stress](#horror-rules-stress-relief). The GM decides when a PC accumulates 1--3 Stress points in
-response to appropriate events in the story, for example:
-
-::: table-responsive
-+-----------------------------------------------------------+-----------------------------------------------------------+
-| Stress Accumulated | Examples |
-+===========================================================+===========================================================+
-| 1 Stress points | - Inconvenience (public failure or humliation) |
-| | - Punched in arm, cut on hand |
-| | - Ambushed |
-| | - Discover human remains |
-| | - Close call (near miss with a vehicle, gun to your |
-| | head) |
-| | - Loved one in danger |
-| | - Witness supernatural from a distance (hovering alien |
-| | spaceship) |
-+-----------------------------------------------------------+-----------------------------------------------------------+
-| 2 Stress points | - Minor setback (romantic rejection) |
-| | - Punched in gut, cut on face, fall down steps |
-| | - Discover mutilated remains |
-| | - Loved one seriously injured |
-| | - Witness supernatural up close (werewolf |
-| | transformation) |
-+-----------------------------------------------------------+-----------------------------------------------------------+
-| 3 Stress points | - Major setback (job loss) |
-| | - Nasty cut on leg, bullet graze |
-| | - Hunted by a supernatural being |
-| | - Loved one dies |
-| | - Incomprehensible experience or paradigm shifting |
-| | event (a literal portal to hell opens) |
-+-----------------------------------------------------------+-----------------------------------------------------------+
-
-: Examples of Stress Point Accumulation
-:::
-
-- **Avoiding Stress:** The GM might allow a PC to avoid accumulating physical Stress with a successful (usually
- [Speed](#speed) or [Might](#might)) [defense task](#action-defend). The GM might allow a PC to avoid accumulating
- mental Stress with a successful (usually [Intellect](#intellect)) [defense task](#action-defend).
-
-- **Duress:** PCs might accumulate Stress points as a function of time---for example, going without vital medication,
- addiction withdrawal, or just not knowing the fate of a loved one can cause a PC to gain 1 Stress point each hour,
- or prevent them from benefiting from sources of [stress relief](#horror-rules-stress-relief).
-
-- **NPCs and Stress:** Until relieved, subtract any accumulated Stress points from an NPC's current and maximum
- [Health](#understanding-the-listings).
-
-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
-The GM might allow PCs to gain certain [special abilities related to Stress](#horror-rules-stress-abilities), allowing
-them to better resist, manage, relieve, or even use [Stress](#horror-rules-stress) productively.
-:::
-
-###### Stress Levels [#](#horror-rules-stress-levels){.og-h-anchor aria-hidden="true"} {#horror-rules-stress-levels}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-As shown in the following table, each time a PC accumulates 3 [Stress points](#horror-rules-stress-points), they gain 1
-Stress Level. Each Stress Level hinders the PC's actions one additional step. After accumulating 4 Stress Levels, each
-additional Stress Level also sends the PC down one step on [the damage track](#the-damage-track)---thus,
-[Stress](#horror-rules-stress) has a lethal limit.
-
-::: table-responsive
- Stress Points Stress Levels (Steps Hindered) Target Number Task Success Rate Steps Down The Damage Track
- --------------- -------------------------------- --------------- ------------------- ------------------------------
- 0--2 0 --- --- ---
- 3--5 1 (+3) 15% ---
- 6--8 2 (+6) 30% ---
- 9--11 3 (+9) 45% ---
- 12--14 4 (+12) 60% ---
- 15--17 5 (+15) 75% One
- 18--20 6 (+18) 90% Two
- 21--23 7 (+21) 105% Three (almost certain death)
- 24--26 8 (+24) 120% Four
- 27--29 9 (+27) 135% Five
- 30--32 10 (+30) 150% Six
-
- : Stress Points and Levels
-:::
-
-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
-The GM might pair a step down [the damage track](#the-damage-track) due to [Stress](#horror-rules-stress) with a
-[serious injury or condition](#horror-rules-serious-injuries-and-conditions). Depening on the specifics, dying from
-Stress by atypical, for example, a permanent loss of control of the PC to
-[supernatural](#horror-rules-stress-supernatural) forces, or a horrific transformation.
-:::
-
-###### Stress Relief [#](#horror-rules-stress-relief){.og-h-anchor aria-hidden="true"} {#horror-rules-stress-relief}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-As PCs accumulate [Stress points](#horror-rules-stress-points) and [Stress Levels](#horror-rules-stress-levels), they
-will eventually need ways of relieving [Stress](#horror-rules-stress).
-
-- **Providing Stress Relief:** A PC can remove another PC's Stress by succeeding on an appropriate task---for
- example, providing first aid, friendly conversation, a relaxing massage, or music. The PC decides how many points of
- Stress to relieve, and must succeed a task with a difficulty equal to that number (for example, relieving 3 Stress
- points is a difficulty 3 task). The PC must rest for one hour before their Stress can be relieved in this way again.
-
-- **Stress Relieving Activities:** Events in everyday life also relieve Stress, and some can happen simultaneously.
- Stress relieving activities might include:
-
-::: table-responsive
- Activity Stress Relieved
- --------------------------------------------------------------- ---------------------------------------------
- Nourishment (eating, drinking, other biological needs) 3 Stress points (one action, once per day)
- Sleeping or relaxing in a safe place 3 Stress points per hour
- Soothing activity (prayer, meditation, hobbies, or exercise) 1 Stress point per hour
- Quality time (with a pet, therapist, loved one, or confidant) 1 Stress point per hour
- Vice (drinking, drugs, debauchery, or gambling) 1 Stress point per hour
-
- : Stress Relieving Activities
-:::
-
-::: {.alert .ps-4 .pb-0}
-###### Optional Rule: Stress as Damage [#](#horror-rules-stress-damage){.og-h-anchor aria-hidden="true"} {#horror-rules-stress-damage}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-[Stress](#horror-rules-stress) can serve as the primary method the GM uses to inflict [damage](#rules-damage) to PCs.
-Doing so means PCs are less likely to go down [the damage track](#the-damage-track) unless they accumulate at least 5
-Stress Levels. It also means their [Might](#might), [Speed](#speed), and [Intellect](#intellect) points are more readily
-available to pay the cost of [abilities](#choose-abilities) and [Effort](#effort). The GM might even decide PCs don't
-descend a step on the damage track due to a stat [Pool](#pool) reaching 0.
-
-When using this optional rule, the Stress inflicted by a creature, NPC, or effect is based on its
-[level](#key-concepts), for example:
-
-::: table-responsive
- Level Damage Inflicted
- ------- -----------------------------------------------------------------------------------------------------------------------------------------------
- 1 1 Stress point
- 2 2 Stress points
- 3 3 Stress points
- ≥4 One step down [the damage track](#the-damage-track) (possible a [serious injury or condition](#horror-rules-serious-injuries-and-conditions))
-
- : Stress Points as Damage
-:::
-
-###### Stress as Damage: Armor [#](#horror-rules-stress-damage-armor){.og-h-anchor aria-hidden="true"} {#horror-rules-stress-damage-armor}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-The [Stress as Damage](#horror-rules-stress-damage) optional rule works best in settings where effective
-[Armor](#rules-armor) against the types of threats the PCs face is rare. Here are some suggested accommodations:
-
-- **Encumbrance:** The [Speed Effort cost](#equipment-armor-speed-effort-cost-per-level-of-effort-used) for wearing
- [physical armor](#equipment-armor) is waived. Instead, wearing physical armor hinders all [Speed](#speed) tasks.
-
-- **Sundered Defenses:** [Armor](#rules-armor) stats for PCs are mostly ignored. A PC with an appropriate source of
- [Armor](#rules-armor) can sacrifice it to avoid going down [the damage track](#the-damage-track) or acquiring a
- [serious injury or condition](#horror-rules-serious-injuries-and-conditions). The GM decides if doing this damages
- or destroys physical armor. If the sacrificed source of Armor is a natural trait or [special
- ability](#choose-abilities)---for example, the [Thick Hide](#ability-mutation-beneficial-thick-hide){.og-ability}
- mutation or [Ward](#ability-ward){.og-ability} ability---it has no effect until the PC finishes a one-hour or
- ten-hour [recovery roll](#recovery-roll) (determined by the GM).
-
-- **Tough Types:** All instances of the [Ignore the Pain](#ability-ignore-the-pain){.og-ability} ability are replaced
- with the [Glutton for Punishment](#ability-stress-glutton-for-punishment){.og-ability} ability instead.
- [Warriors](#type-warrior) can choose this ability at tier 2. [Explorers](#type-explorer) and PCs with [combat
- flavor](#flavor-combat) can choose it at tier 3.
-
-###### Stress as Damage: Hazards [#](#horror-rules-stress-damage-hazards){.og-h-anchor aria-hidden="true"} {#horror-rules-stress-damage-hazards}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-The GM might also want to assign appropriate [Stress](#horror-rules-stress) accumulation for [hazards](#choose-hazards)
-or dangerous situations, for example:
-
-::: table-responsive
- Source Damage Notes
- --------------- -------------------------------------------------------------------------------------------------------------------------------------------------------- ---------------------------------------
- Falling 2 Stress points per 10 feet (3 m) fallen ---
- Minor fire 3 Stress points per round Torch
- Major fire One step down [the damage track](#the-damage-track) (possible [serious injury or condition](#horror-rules-serious-injuries-and-conditions)) each round Engulfed in flames; lava
- Acid splash 2 Stress points per round ---
- Acid bath One step down [the damage track](#the-damage-track) (possible [serious injury or condition](#horror-rules-serious-injuries-and-conditions)) each round Immersed in acid
- Cold 1 Stress point per minute Below freezing temperatures
- Severe cold One step down [the damage track](#the-damage-track) (possible [serious injury or condition](#horror-rules-serious-injuries-and-conditions)) each round Liquid nitrogen
- Shock 1 Stress point per round Often involves losing next action
- Electrocution One step down [the damage track](#the-damage-track) (possible [serious injury or condition](#horror-rules-serious-injuries-and-conditions)) each round Often involves losing next action
- Crush 3 Stress points Object or creature falls on character
- Huge crush One step down [the damage track](#the-damage-track) (possible [serious injury or condition](#horror-rules-serious-injuries-and-conditions)) Roof collapse; cave-in
- Collision One step down [the damage track](#the-damage-track) (possible [serious injury or condition](#horror-rules-serious-injuries-and-conditions)) Large, fast object strikes character
-
- : Stress Damage from Hazards
-:::
-:::
-
-###### Stress and the Supernatural [#](#horror-rules-stress-supernatural){.og-h-anchor aria-hidden="true"} {#horror-rules-stress-supernatural}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-Designating certain actions, events and experiences---including a PC's own [special abilities](#choose-abilities)---as
-\"supernatural\" sources of [Stress](#horror-rules-stress) accumulation---or relief---can make for an interesting story.
-
-- **Defining the Supernatural:** The specifics inevitably vary by setting, but here are a few things to consider:
-
- - *Type.* In general, [Warrior](#type-warrior), [Explorer](#type-explorer), and [Speaker](#type-speaker) abilities
- are mundane. At tier 3 and higher, a few might be supernatural. [Adept](#type-adept) abilities include
- supernatural effects at tier 1. Abilities gained from a magical [flavor](#choose-flavor) are probably
- supernatural.
-
- - *Focus.* Abilities gained from [mundane foci](#mundane-foci) are almost always mundane. Other foci are not so
- easy---for example, a PC with the [Bears a Halo of Fire](#focus-bears-a-halo-of-fire) focus might be a
- pyrokinetic child (supernatural), or a grizzled mercenary with a high-tech flamethrower (mundane)---depending on
- the setting and the [story behind the focus](#focus-story-behind-the-focus).
-
- - *Supernatural Abilities.* [Spellcasting](#choose-spellcasting) and [psionics](#choose-psionics) are almost
- always supernatural---but making certain types of magic supernaturally stressful could be interesting in the
- right setting.
-
- - *Superpowers.* Superheroes present an interesting challenge---they might be fantastic but ultimately mundane, or
- they might originate from a central supernatural element within the setting. Ultimately, the GM decides what is
- meaningfully \"supernatural\" when it comes to Stress. For example, using superpowers might be stressful when
- they are first acquired, but become less stressful over time. Accumulating Stress while attempting [power
- stunts](#superhero-power-stunts) is also a reasonable idea.
-
- - *Artifacts, Creatures, and Effects.* Encounters with the supernatural can also be stressful, for example,
- activating a powerful [artifact](#choose-artifacts), or encountering something unthinkable for the first
- time---like a [xenoparasite](#creature-xenoparasite) or [Death](#npc-death) itself.
-
-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
-Take a moment to appreciate how flexible the definition of \"supernatural\" can be. For example, in Scooby-Doo, The gang
-spends an awful lot of time driving around in the Mystery Machine and chasing down would-be ghosts in haunted
-mansions---only to find perfectly mundane explanations for seemingly supernatural events. These very same people see
-absolutely nothing supernatural about the talking dog in their midst. Neither does anybody else. For more on internal
-logic, see [Making Meaning](#making-meaning).
-:::
-
-- **Encountering the Supernatural:** Once a PC has accumulated a minimum amount of Stress---for example, a total of 10
- Stress Levels in the course of a campaign---the PC might gain access to new supernatural abilities, or be directly
- contacted by an otherworldly entity. The GM determines which abilities are supernatural, and whether using those
- abilities accumulates or relieves Stress:
-
- - *Supernatural Abilities Cause Stress.* Using this option, the GM assigns the accumulation of 1--3 [Stress
- points](#horror-rules-stress-points) when a PC activates a supernatural ability. This can be in place of---or in
- addition to---its normal activation cost. For example, using the [Shatter](#ability-shatter){.og-ability}
- ability might cause the PC to accumulate 3 Stress points.
-
- - *Stress Fuels Supernatural Abilities.* Using this option, PCs relieve [Stress](#horror-rules-stress) when
- activating supernatural abilities---especially powerful, dangerous, or destructive ones. When using this option,
- Stress is relieved before any task roll prompted by the ability's use. In some cases, the GM might allow Stress
- relief in place of paying the ability's usual activation cost (potentially requiring the PC to accumulate a
- minimum amount of Stress in order to use them), for example:
-
-::: table-responsive
- Ability Power Grade Stress Relieved
- --------------------- ------------------
- Low-tier 3 Stress points
- Mid-tier 6 Stress points
- High-tier 9 Stress points
-
- : Stress Fuels Supernatural Abilities
-:::
-
-::: {.alert .ps-4 .pb-0}
-###### Ability Category: Stress [#](#horror-rules-stress-abilities){.og-h-anchor aria-hidden="true"} {#horror-rules-stress-abilities}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-The GM might introduce new abilities that help PCs deal with the accumulation of [Stress](#horror-rules-stress), or
-allow them to accumulate or relieve Stress in interesting ways, for example:
-
-Low-Tier
-
-- [Body Block](#ability-stress-body-block) [(OG-CSRD)]{.og-ref .og-ref-og}
-- [Devil's Gambit](#ability-stress-devils-gambit) [(OG-CSRD)]{.og-ref .og-ref-og}
-- [Frantic Effort](#ability-stress-frantic-effort) [(OG-CSRD)]{.og-ref .og-ref-og}
-- [Glutton for Punishment](#ability-stress-glutton-for-punishment) [(OG-CSRD)]{.og-ref .og-ref-og}
-- [Resolute](#ability-stress-resolute) [(OG-CSRD)]{.og-ref .og-ref-og}
-- [Small Talk](#ability-stress-small-talk) [(OG-CSRD)]{.og-ref .og-ref-og}
-- [Strained Effort](#ability-stress-strained-effort) [(OG-CSRD)]{.og-ref .og-ref-og}
-
-Mid-Tier
-
-- [Indolent Body](#ability-stress-indolent-body) [(OG-CSRD)]{.og-ref .og-ref-og}
-- [Indolent Mind](#ability-stress-indolent-mind) [(OG-CSRD)]{.og-ref .og-ref-og}
-- [Stratagem](#ability-stress-stratagem) [(OG-CSRD)]{.og-ref .og-ref-og}
-- [Supernatural Conductor](#ability-stress-supernatural-conductor) [(OG-CSRD)]{.og-ref .og-ref-og}
-
-High-Tier
-
-- [Backup Plan](#ability-stress-backup-plan) [(OG-CSRD)]{.og-ref .og-ref-og}
-- [Clear Mind](#ability-stress-clear-mind) [(OG-CSRD)]{.og-ref .og-ref-og}
-- [Grievous Words](#ability-stress-grievous-words) [(OG-CSRD)]{.og-ref .og-ref-og}
-- [Impart Tranquility](#ability-stress-impart-tranquility) [(OG-CSRD)]{.og-ref .og-ref-og}
-- [Nerves of Steel](#ability-stress-nerves-of-steel) [(OG-CSRD)]{.og-ref .og-ref-og}
-- [Seen It All](#ability-stress-seen-it-all) [(OG-CSRD)]{.og-ref .og-ref-og}
-- [Supernatural Conduit](#ability-stress-supernatural-conduit) [(OG-CSRD)]{.og-ref .og-ref-og}
-- [True Sight](#ability-stress-true-sight) [(OG-CSRD)]{.og-ref .og-ref-og}
-:::
-
-Stress Abilities in Alphabetical Order
-
-- ::: {#ability-stress-backup-plan}
- **Backup Plan (4 Speed points):** If a PC within immediate distance of you fails a Might or Speed task, you can
- reroll the die. If your roll also fails, you gain 1 [Stress point](#horror-rules-stress-points). Enabler.
- [(OG-CSRD)]{.og-ref .og-ref-og}
- :::
-
-- ::: {#ability-stress-body-block}
- **Body Block (2 Might points):** When an ally within immediate range of you fails a [defense task](#action-defend)
- against an attack or effect, you can cause it to inflict 3 [Stress points](#horror-rules-stress-points) to you
- instead. Enabler. [(OG-CSRD)]{.og-ref .og-ref-og}
- :::
-
-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
-[Body Block](ability-stress-body-block){.og-ability} works best with the [Stress as Damage](#horror-rules-stress-damage)
-optional rule in use.
-:::
-
-- ::: {#ability-stress-clear-mind}
- **Clear Mind (8 Intellect points):** For each minute you spend clearing your mind, you relieve 3 [Stress
- points](#horror-rules-stress-points). Action to initiate. [(OG-CSRD)]{.og-ref .og-ref-og}
- :::
-
-- ::: {#ability-stress-devils-gambit}
- **Devil's Gambit:** With the GM\'s approval, you relieve 3 [Stress points](#horror-rules-stress-points) and ease a
- task, instead of hindering it to the extent your Stress levels usually would. After the task is resolved, the GM
- makes a free [GM intrusion](#gm-intrusion). Enabler. [(OG-CSRD)]{.og-ref .og-ref-og}
- :::
-
-- ::: {#ability-stress-frantic-effort}
- **Frantic Effort:** You can relieve 3 [Stress points](#horror-rules-stress-points) to pay for a level of
- [Effort](#effort), and raise your [GM intrusion](#gm-intrusion) rate by 1 until after your next ten-hour [recovery
- roll](#recovery-roll). You can exceed your Effort score, so long as the excess is paid in this way (up to the
- six-step limit for easing a task). Enabler. [(OG-CSRD)]{.og-ref .og-ref-og}
- :::
-
-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
-The [Devil's Gambit](#ability-stress-devils-gambit){.og-ability} and [Frantic
-Effort](#ability-stress-frantic-effort){.og-ability} abilities allow players to relieve [Stress](#horror-rules-stress)
-in exchange for additional [GM intrusions](#gm-intrusion). The GM should probably only offer one ability or the other,
-depending on what is most appropriate for the setting.
-:::
-
-- ::: {#ability-stress-glutton-for-punishment}
- **Glutton for Punishment:** You have an additional step on [the damage track](#the-damage-track) between hale and
- impaired: hurt. While hurt, your injuries are clearly visible to others, but don't otherwise affect you. Enabler.
- [(OG-CSRD)]{.og-ref .og-ref-og}
- :::
-
-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
-If using the [Stress as Damage](#horror-rules-stress-damage) optional rule, [Glutton for
-Punishment](#ability-stress-glutton-for-punishment){.og-ability} replaces the low-tier [Ignore the
-Pain](#ability-ignore-the-pain){.og-ability} ability---a feature of the [Never Says Die](#focus-never-says-die),
-[Raids](#focus-raids), [Sailed Beneath the Jolly Roger](#focus-sailed-beneath-the-jolly-roger), and [Walks the
-Wasteland](#focus-walks-the-wasteland) foci. It also enhances the [Tough as Nails](#ability-tough-as-nails){.og-ability}
-ability.
-
-If using the [Serious Injuries and Conditions](#horror-rules-serious-injuries-and-conditions) optional rule, restoring
-the damage track from hurt works the same way as impaired.
-:::
-
-- ::: {#ability-stress-grievous-words}
- **Grievous Words (5 Intellect points):** You unleash a devastating commentary upon your foes. Up to five targets
- within short range who can hear and gain 3 [Stress points](#horror-rules-stress-points) (or 4 points of damage).
- Make a separate attack roll for each target. Action. [(OG-CSRD)]{.og-ref .og-ref-og}
- :::
-
-- ::: {#ability-stress-impart-tranquility}
- **Impart Tranquility (6 Intellect points):** A target that can hear you loses all accumulated [Stress
- points](#horror-rules-stress-points). Action to initiate, ten minutes to complete. [(OG-CSRD)]{.og-ref .og-ref-og}
- :::
-
-- ::: {#ability-stress-indolent-body}
- **Indolent Body:** When you are physically injured, you accumulate 1 less [Stress
- point](#horror-rules-stress-points) than you otherwise would. Enabler. [(OG-CSRD)]{.og-ref .og-ref-og}
- :::
-
-- ::: {#ability-stress-indolent-mind}
- **Indolent Mind:** When you are mentally or spiritually injured, you accumulate 1 less [Stress
- point](#horror-rules-stress-points) than you otherwise would. Enabler. [(OG-CSRD)]{.og-ref .og-ref-og}
- :::
-
-- ::: {#ability-stress-nerves-of-steel}
- **Nerves of Steel:** You treat your [Stress Levels](#horror-rules-stress-levels) as if they were 1 lower (to a
- minimum of 0). For example, if you have 9 Stress points, your tasks are hindered by only two steps. Enabler.
- [(OG-CSRD)]{.og-ref .og-ref-og}
- :::
-
-- ::: {#ability-stress-resolute}
- **Resolute:** After a ten-hour [recovery roll](#recovery-rolls), you ignore the first 3 points of
- [Stress](#horror-rules-stress) you accumulate. Enabler. [(OG-CSRD)]{.og-ref .og-ref-og}
- :::
-
-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
-[Resolute](#ability-stress-resolute){.og-ability} is good option to consider when [customizing
-descriptors](#customizing-descriptors) like [Calm](#descriptor-calm), [Foolish](#descriptor-foolish),
-[Resilient](#descriptor-resilient), and [Strong Willed](#descriptor-strong-willed).
-:::
-
-- ::: {#ability-stress-seen-it-all}
- **Seen It All:** You don't accumulate [Stress points](#horror-rules-stress-points) from witnessing supernatural
- creatures or events. Enabler. [(OG-CSRD)]{.og-ref .og-ref-og}
- :::
-
-- ::: {#ability-stress-small-talk}
- **Small Talk (1 Intellect point):** If you spend at least an hour in idle conversation with a friendly creature, you
- both relieve 1 additional [Stress point](#horror-rules-stress-points) than you otherwise would. Enabler.
- [(OG-CSRD)]{.og-ref .og-ref-og}
- :::
-
-- ::: {#ability-stress-stratagem}
- **Stratagem: (3 Intellect points)** You devise a set of strategies related to a location you have reliable
- information about. Choose three of the following benefits for you and up to five allies to gain while there:
-
- - Ease the first [perception](#action-looking-or-listening) task
- - Ease the first [interaction](#action-interacting-with-creatures) task
- - Ease the first [initiative](#rules-encounters-rounds-and-initiative) task
- - Ease the first [defense](#action-defend) task
- - Ease the first task to [run away or escape](#movement-chase) the area
- - Ignore the first [Stress point](#horror-rules-stress-points) accumulated
-
- Action to initiate; one hour to complete.
- :::
-
-- ::: {#ability-stress-strained-effort}
- **Strained Effort:** You can pay for a level of [Effort](#effort) by accumulating 3 [Stress
- points](#horror-rules-stress-points). You can exceed your Effort score, so long as the excess is paid for with
- Stress accumulation (up to the six-step limit for easing a task). Enabler. [(OG-CSRD)]{.og-ref .og-ref-og}
- :::
-
-- ::: {#ability-stress-supernatural-conductor}
- **Supernatural Conductor:** When activating a supernatural [artifact](#choose-artifact), you ignore the first
- [Stress point](#horror-rules-stress-points) you accumulate. Enabler. [(OG-CSRD)]{.og-ref .og-ref-og}
- :::
-
-- ::: {#ability-stress-supernatural-conduit}
- **Supernatural Conduit:** When activating a supernatural ability, you ignore the first [Stress
- point](#horror-rules-stress-points) you accumulate. Enabler. [(OG-CSRD)]{.og-ref .og-ref-og}
- :::
-
-- ::: {#ability-stress-true-sight}
- **True Sight:** You automatically see the truth beneath illusions and other supernatural guises. The truth is not
- always kind, and can be a source of [Stress](horror-rules-stress). Enabler. [(OG-CSRD)]{.og-ref .og-ref-og}
- :::
-
##### Unease [#](#horror-rules-unease){.og-h-anchor aria-hidden="true"} {#horror-rules-unease}
[(Stay Alive!, page 99)]{.og-ref}
@@ -76760,8 +76265,8 @@
If PCs are breezing through encounters, try some of the following ideas:
- **Gritty Realism:** If the game requires a little more \"gritty realism\", employ [optional
- rules](#choose-optional-rules) like [Fragility](#horror-rules-fragility), [Ironman](#horror-rules-ironman), or
- [Stress](#horror-rules-stress) to dial up the threat.
+ rules](#choose-optional-rules) like [Fragility](#horror-rules-fragility) or [Ironman](#horror-rules-ironman)
+ to dial up the threat.
- **Templates:** [Modify creatures](#modifying-creatures) to create new and more challenging variants of creatures or
NPCs.
@@ -78381,7 +77886,7 @@
Encounters](#creating-challenging-encounters), dial up the challenge with [GM intrusions](#gm-intrusion) with [Horror
Mode](#horror-rules-horror-mode) optional rule.
-The optional [Fragility](#horror-rules-fragility), [Ironman](#horror-rules-ironman), or [Stress](#horror-rules-stress)
+The optional [Fragility](#horror-rules-fragility) or [Ironman](#horror-rules-ironman)
rules are also an excellent way of making a game feel a bit more dangerous at the baseline.
:::
@@ -78584,7 +78089,6 @@
- [Serious Injuries and Conditions](#horror-rules-serious-injuries-and-conditions) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Showdown](#weird-west-showdown-optional-rule) [(HNAM, 59)]{.og-ref}
- [Starvation](#starvation) [(RR, 63)]{.og-ref}
-- [Stress](#horror-rules-stress) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Survival](#weird-west-curses) [(HNAM, 62)]{.og-ref}
- [Task and Fate Dice Resolution](#optional-rule-task-and-fate-dice-resolution) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Trading Damage for Effect](#optional-rule-trading-damage-for-effect) [(OG-CSRD)]{.og-ref .og-ref-og}
@@ -78634,7 +78138,6 @@
- [Ability Category: Recovery](#abilities-category-recovery) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Ability Category: Roll](#abilities-category-roll) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Ability Category: Stats](#abilities-category-stats) [(OG-CSRD)]{.og-ref .og-ref-og}
-- [Ability Category: Stress](#horror-rules-stress-abilities) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Campaign Design Checklist](#campaign-design-checklist) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Character Creation Checklist](#character-creation-checklist) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Character Sheets](#og-cscs) [(OG-CSRD)]{.og-ref .og-ref-og}
@@ -79206,7 +78709,7 @@
- Option: Choose a Second Descriptor Skill [(TMA, 18)]{.og-ref}
- [Horror Mode](#horror-rules-horror-mode) [(TMA, 122)]{.og-ref}
- The Ramificatons of Death [(TMA, 136)]{.og-ref}
-- [Stress](#horror-rules-stress) [(TMA, 12)]{.og-ref}[(TMA, 128)]{.og-ref}[(TMA, 135)]{.og-ref}[(TMA, 304)]{.og-ref}
+- Stress [(TMA, 12)]{.og-ref}[(TMA, 128)]{.og-ref}[(TMA, 135)]{.og-ref}[(TMA, 304)]{.og-ref}
- [Serious Injuries](#horror-rules-serious-injuries-and-conditions) [(TMA, 307)]{.og-ref}
Running the Game
@@ -79221,7 +78724,7 @@
- Cyphers [(TMA, 105)]{.og-ref}
- Rules of the Game [(TMA, 114)]{.og-ref}
- [Key Concepts](#key-concepts) [(TMA, 116)]{.og-ref}
-- [Damage from Hazards](#horror-rules-stress-damage-hazards) [(TMA, 133)]{.og-ref}
+- Damage from Hazards [(TMA, 133)]{.og-ref}
- The Ramifications of Death [(TMA, 136)]{.og-ref}
- Time Requires for Actions [(TMA, 139)]{.og-ref}
- Character Arcs and Advancement [(TMA, 140)]{.og-ref}
@@ -79248,10 +78751,10 @@
- PCs can [customize their descriptor](#customizing-descriptors) by choosing one additional [skill](#skills) in
exchange for an appropriate [inability](#key-concepts) [(TMA, 18)]{.og-ref}
-- [Stress](#horror-rules-stress) [(TMA, 12)]{.og-ref}[(TMA, 128)]{.og-ref}
-- [Stress as Damage](#horror-rules-stress-damage) [(TMA, 12)]{.og-ref}[(TMA, 131)]{.og-ref}[(TMA, 304)]{.og-ref}
-- *Supernatural Abilities* with the *Supernatural Abilities Cause Stress*, as described under [Stress and the
- Supernatural](#horror-rules-stress-supernatural) [(TMA, 12)]{.og-ref}[(TMA, 27)]{.og-ref}[(TMA, 130)]{.og-ref}
+- Stress [(TMA, 12)]{.og-ref}[(TMA, 128)]{.og-ref}
+- Stress as Damage [(TMA, 12)]{.og-ref}[(TMA, 131)]{.og-ref}[(TMA, 304)]{.og-ref}
+- *Supernatural Abilities* with the *Supernatural Abilities Cause Stress*, as described under Stress and the
+ Supernatural [(TMA, 12)]{.og-ref}[(TMA, 27)]{.og-ref}[(TMA, 130)]{.og-ref}
- *Serious Injuries*, as described under [Serious Injuries and Conditions](#horror-rules-serious-injuries) [(TMA,
12)]{.og-ref}[(TMA, 132)]{.og-ref}
:::

View File

@ -1,78 +0,0 @@
--- _tmp/ccsrd.md 2025-07-21 12:47:49.461140950 -0500
+++ _tmp/ccsrd.new.md 2025-07-21 12:56:29.555546690 -0500
@@ -27418,7 +27418,6 @@
Optional Rules
-- [Gaining Insight](#optional-rule-gaining-insight) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Healing Limitations](#optional-rule-healing-limitations) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Making Recovery Rolls in Any Order](#optional-rule-making-recovery-rolls-in-any-order) [(OG-CSRD)]{.og-ref
.og-ref-og}
@@ -29717,24 +29716,6 @@
Completely lost knowledge
-::: {.alert .ps-4 .pb-0}
-###### Optional Rule: Gaining Insight [#](#optional-rule-gaining-insight){.og-h-anchor aria-hidden="true"}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-This section is based on *Gaining Insight* [(231)]{.og-ref}.
-
-If a PC is planning something complex, or spending time to gain more information about a situation, they can spend 3
-Intellect points and one [action](#rules-actions) to gain additional, reliable information, which the GM provides in the
-form of a useful clue. The clue might provide foreknowledge of events, allowing the PC to recognize something, someone,
-or a pattern of behavior on the part of one or more NPCs. The GM decides what insight is gained, and ensures the
-information is useful and reliable. Gaining insight should never be used to \"trap\" a PC.
-
-Additionally, the GM can notify players that insights are available without revealing what they are, but allow PCs to
-purchase them with 1 [XP](#choose-xp) as a [player intrusion](#choose-player-intrusions), or 2 XP as a [short-term
-benefit](#experience-points-short-and-medium-term-benefits).
-:::
-
##### Vehicular Movement [#](#action-vehicular-movement){.og-h-anchor aria-hidden="true"} {#action-vehicular-movement}
[(Cypher System Rulebook, page 230)]{.og-ref}
@@ -30305,7 +30286,7 @@
- **Short- or Medium-term Benefits:** Gain a temporary or situational [skill or
ability](#experience-points-short-and-medium-term-benefits) with a story-based purpose. [(239)]{.og-ref}
-- **Gaining Insight:** [Gain insight](#optional-rule-gaining-insight) about your situation. If you do this as a
+- **Gaining Insight:** Gain insight about your situation. If you do this as a
[player intrusion](#running-the-game-player-intrusions), the cost is 1 XP instead. [(231)]{.og-ref}
- **Cantrips:** Learn two [cantrips](#cantrips). [(IOM, 82)]{.og-ref}
@@ -75810,7 +75791,6 @@
Optional Rules
- [Fairy Tale Player Intrusions](#fairy-tale-player-intrusions) [(WAAMH, 58)]{.og-ref}
-- [Gaining Insight](#optional-rule-gaining-insight) [(231)]{.og-ref}[(OG-CSRD)]{.og-ref .og-ref-og}
- [Requesting a Subtle Cypher](#player-intrusion-subtle-cypher) [(379)]{.og-ref}
Related Sections
@@ -76602,7 +76582,7 @@
- **Player Intrusions:** Some players who aren't used to having more narrative control might be reluctant to propose
a [player intrusion](#choose-player-intrusions). If no one is using player intrusions, try proposing a few you think
- they'd like, or using the [Gaining Insight](#optional-rule-gaining-insight) optional rule. Devise a few proposed
+ they'd like, or using the Gaining Insight optional rule. Devise a few proposed
player intrusions for each PC---you can make it something only they could---or would---think of. Once players see a
few examples, they'll be more prepared to start proposing their own intrusions.
@@ -78069,7 +78049,6 @@
- [Fairy Tale Rules](#choose-fairy-tale) [(WAAMH, 48)]{.og-ref}
- [Fantasy Rules](#choose-fantasy) [(WAAMH, 48)]{.og-ref}
- [Fragility](#horror-rules-fragility) [(SA, 87)]{.og-ref}[(RR, 73)]{.og-ref}
-- [Gaining Insight](#optional-rule-gaining-insight) [(231)]{.og-ref}[(OG-CSRD)]{.og-ref .og-ref-og}
- [Healing Limitations](#optional-rule-healing-limitations) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Horror Rules](#choose-horror) [(SA, 84)]{.og-ref}
- [Incredible Mutations](#incredible-mutations) [(RR, 75)]{.og-ref}
@@ -78379,7 +78358,7 @@
- Acting While Under Attack [(426)]{.og-ref}
- Choosing a Combat Effect Ahead of Time [(212)]{.og-ref}
- Faster Initiative [(215)]{.og-ref}
-- [Gaining Insight](#optional-rule-gaining-insight) [(231)]{.og-ref}
+- Gaining Insight [(231)]{.og-ref}
- Getting an XP Advance [(232)]{.og-ref}
- Modifying Abilities on the Fly [(419)]{.og-ref}
- Skills from Backgrounds [(235)]{.og-ref}

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@ -1,34 +0,0 @@
--- _tmp/ccsrd.md 2025-07-21 12:56:58.469736036 -0500
+++ _tmp/ccsrd.new.md 2025-07-21 12:57:27.571926609 -0500
@@ -27418,7 +27418,6 @@
Optional Rules
-- [Healing Limitations](#optional-rule-healing-limitations) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Making Recovery Rolls in Any Order](#optional-rule-making-recovery-rolls-in-any-order) [(OG-CSRD)]{.og-ref
.og-ref-og}
- [Object Level, Health, and Armor](#optional-rule-object-level-health-and-armor) [(OG-CSRD)]{.og-ref .og-ref-og}
@@ -29456,15 +29455,6 @@
then make an Intellect action with a difficulty equal to that number. For example, if you want to heal someone for 3
points, that's a difficulty 3 task with a target number of 9.
-::: {.alert .ps-4 .pb-0}
-###### Optional Rule: Healing Limitations [#](#optional-rule-healing-limitations){.og-h-anchor aria-hidden="true"}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-Each time anyone attempts to heal the same creature, the task is hindered by an additional step. The difficulty resets
-after that creature rests for ten hours.
-:::
-
::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
**Editor's Notes ---** For more on healing, see [Special Damage](#special-damage) and [Serious Injuries and
Conditions](#horror-rules-serious-injuries-and-conditions).
@@ -78049,7 +78039,6 @@
- [Fairy Tale Rules](#choose-fairy-tale) [(WAAMH, 48)]{.og-ref}
- [Fantasy Rules](#choose-fantasy) [(WAAMH, 48)]{.og-ref}
- [Fragility](#horror-rules-fragility) [(SA, 87)]{.og-ref}[(RR, 73)]{.og-ref}
-- [Healing Limitations](#optional-rule-healing-limitations) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Horror Rules](#choose-horror) [(SA, 84)]{.og-ref}
- [Incredible Mutations](#incredible-mutations) [(RR, 75)]{.og-ref}
- [Infatuation](#optional-rule-infatuation) [(287)]{.og-ref}

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@ -1,84 +0,0 @@
--- _tmp/ccsrd.md 2025-07-21 12:58:42.987420456 -0500
+++ _tmp/ccsrd.new.md 2025-07-21 13:02:05.035743548 -0500
@@ -18563,8 +18563,8 @@
::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
**Editor's Notes ---** The [Fling](#ability-fling){.og-ability} ability first appeared in [In Translation: The Strange
Character Options](https://www.montecookgames.com/store/product/in-translation-the-strange-character-options/){.og-icon
-.og-mcg} [(TSCO, 10)]{.og-ref}. This setting uses [Lbject Level, Health, and
-Armor](#optional-rule-object-level-health-and-armor) optional rule instead of the usual rules for [attacking
+.og-mcg} [(TSCO, 10)]{.og-ref}. This setting uses Object Level, Health, and
+Armor optional rule instead of the usual rules for [attacking
objects](#special-situation-attacking-objects).
:::
@@ -18649,8 +18649,8 @@
::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
**Editor's Notes ---** The CSRD clarifies the [Force Field](#ability-force-field){.og-ability} ability\'s interactions
with [attacking objects](#special-situation-attacking-objects). This change is also present in deluxe editions of the
-Cypher System Rulebook. The prior wording for the ability---which assumed the use of the [Object Level, Health, and
-Armor](#optional-rule-object-level-health-and-armor) optional rule instead of the usual rules for [attacking
+Cypher System Rulebook. The prior wording for the ability---which assumed the use of the Object Level, Health, and
+Armor optional rule instead of the usual rules for [attacking
objects](#special-situation-attacking-objects)---and was worded as follows:
- ::: {#ability-force-field-2019}
@@ -27420,7 +27420,6 @@
- [Making Recovery Rolls in Any Order](#optional-rule-making-recovery-rolls-in-any-order) [(OG-CSRD)]{.og-ref
.og-ref-og}
-- [Object Level, Health, and Armor](#optional-rule-object-level-health-and-armor) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Task and Fate Dice Resolution](#optional-rule-task-and-fate-dice-resolution) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Trading Damage for Effect](#optional-rule-trading-damage-for-effect) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Ultimate Damage](#optional-rule-ultimate-damage) [(OG-CSRD)]{.og-ref .og-ref-og}
@@ -28983,25 +28982,6 @@
flammable object.
:::
-::: {.alert .ps-4 .pb-0}
-###### Optional Rule: Object Level, Health, and Armor [#](#optional-rule-object-level-health-and-armor){.og-h-anchor aria-hidden="true"}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-Using this optional rule, [attacking an object](#special-situation-attacking-objects) is a [Might](#might) action with a
-difficulty equal to the object's level, similar to how [creature have levels and target
-numbers](#understanding-the-listings). Objects have health equal to their target number, and---depending on their
-construction---up to to 3 [Armor](#rules-armor). An object is destroyed if reduced to 0 health.
-
-It can be easier to resolve the [Fling](#ability-fling){.og-ability}, [Force Field](#ability-force-field){.og-ability}
-(as printed in the [Cypher System
-Rulebook](https://www.montecookgames.com/store/product/cypher-system-rulebook-2/){.og-icon .og-mcg}), and [Force Field
-Barrier](#ability-force-field-barrier){.og-ability} using this framework instead. However, other abilities like
-[Breaker](#ability-breaker){.og-ability}, [Destroyer](#ability-destroyer){.og-ability}, and [Field of
-Destruction](#ability-field-of-destruction){.og-ability} abilities assume the use of the [object damage
-track](#special-situation-attacking-objects).
-:::
-
------------------------------------------------------------------------------------------------------------------------
#### Action: Activate a Special Ability [#](#action-activate-a-special-ability){.og-h-anchor aria-hidden="true"}
@@ -78047,7 +78027,6 @@
.og-ref-og}
- [Modifying Creatures](#choose-modifying-creatures) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Mutated Creatures, Plants, and NPCs](#mutated-creatures-plants-and-npcs) [(RR, 75)]{.og-ref}
-- [Object Level, Health, and Armor](#optional-rule-object-level-health-and-armor) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Playing Poker](#weird-west-playing-poker) [(HNAM, 54)]{.og-ref}
- [Post-Apocalyptic Rules](#choose-post-apocalyptic) [(RR, 61)]{.og-ref}
- [Relationship Levels](#optional-rule-relationship-levels) [(288)]{.og-ref}
@@ -78853,7 +78832,7 @@
- *Numenera Discovery* (2019) uses Lower Speed Effort Costs for Wearing
Armor. [(NDIS, 95)]{.og-ref}
- *Numenera* (2014) uses Alternative Armor Encumbrance [(NUM,
- 79)]{.og-ref} and [Object Level, Health, and Armor](#optional-rule-object-level-health-and-armor) [(NUM,
+ 79)]{.og-ref} and Object Level, Health, and Armor [(NUM,
98)]{.og-ref}
:::
@@ -79192,7 +79171,7 @@
**Editor's Notes ---** *The Strange* has its own rules for the setting, including:
- Alternative Armor Encumbrance [(TS, 86)]{.og-ref}
-- [Object Level, Health, and Armor](#optional-rule-object-level-health-and-armor) [(TS, 113)]{.og-ref}
+- Object Level, Health, and Armor [(TS, 113)]{.og-ref}
:::
##### Unmasked --- What's in the Book?[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/unmasked/){aria-label="Purchase Unmasked"} [#](#unmasked-product){.og-h-anchor aria-hidden="true"} {#unmasked-product .og-h-small .og-h-small-icon .og-border}

View File

@ -1,167 +0,0 @@
--- _tmp/ccsrd.md 2025-07-21 13:02:29.199901784 -0500
+++ _tmp/ccsrd.new.md 2025-07-21 13:49:37.303250349 -0500
@@ -28424,7 +28424,6 @@
- [Exposure](#exposure) [(RR, 62)]{.og-ref}
- [Radiation in the Real World](#radiation-in-the-real-world) [(RR, 63)]{.og-ref}
- [Really Impossible Tasks](#really-impossible-tasks) [(293)]{.og-ref}[(CTS, 61)]{.og-ref}
-- [Serious Injuries and Conditions](#horror-rules-serious-injuries-and-conditions) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Starvation](#starvation) [(RR, 63)]{.og-ref}
:::
@@ -28543,8 +28542,7 @@
:::
::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
-**Editor's Notes ---** For more on the damage track, see [Special Damage](#special-damage) and the optional rules for
-[Serious Injuries and Conditions](#horror-rules-serious-injuries-and-conditions).
+**Editor's Notes ---** For more on the damage track, see [Special Damage](#special-damage).
:::
##### Recovering Points in a Pool [#](#recovery-rolls){.og-h-anchor aria-hidden="true"} {#recovery-rolls}
@@ -28652,8 +28650,8 @@
::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
**Editor's Notes ---** For more on the special damage, see [Creatures and NPCs with Special
Damage](#creatures-special-damage), [Modifying Creatures](#modifying-creatures), [Common Trap
-Poisons](#dungeons-castles-and-keeps-traps-common-trap-poisons), [Serious Injuries and
-Conditions](#horror-rules-serious-injuries-and-conditions), [Radiation Sickness](#disease-radiation-sickness), and
+Poisons](#dungeons-castles-and-keeps-traps-common-trap-poisons),
+[Radiation Sickness](#disease-radiation-sickness), and
[Creating Challenging Encounters](#creating-challenging-encounters). Additionally, [We Are All Mad
Here](https://www.montecookgames.com/store/product/we-are-all-mad-here/){.og-icon .og-mcg} contains a section on Mental
Health in Games [(WAAMH, 159)]{.og-ref}.
@@ -29436,8 +29434,7 @@
points, that's a difficulty 3 task with a target number of 9.
::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
-**Editor's Notes ---** For more on healing, see [Special Damage](#special-damage) and [Serious Injuries and
-Conditions](#horror-rules-serious-injuries-and-conditions).
+**Editor's Notes ---** For more on healing, see [Special Damage](#special-damage).
:::
##### Interacting with Creatures [#](#action-interacting-with-creatures){.og-h-anchor aria-hidden="true"} {#action-interacting-with-creatures}
@@ -34393,7 +34390,6 @@
Related Sections
- [Hazards](#choose-hazards) [(217)]{.og-ref}
-- [Serious Injuries and Conditions](#horror-rules-serious-injuries-and-conditions) [(OG-CSRD)]{.og-ref .og-ref-og}
:::
[(Godforsaken, page 76)]{.og-ref}
@@ -45598,7 +45594,6 @@
- [Poor Choices](#horror-rules-poor-choices) [(SA, 94)]{.og-ref}
- [Possession](#horror-rules-possession) [(GF, 69)]{.og-ref}[(SA, 95)]{.og-ref}
- [Secret Twist](#horror-rules-secret-twist) [(SA, 97)]{.og-ref}
-- [Serious Injuries and Conditions](#horror-rules-serious-injuries-and-conditions) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Shock](#horror-rules-shock) [(282)]{.og-ref}[(SA, 98)]{.og-ref}
- [Unease](#horror-rules-unease) [(SA, 99)]{.og-ref}
@@ -46390,109 +46385,6 @@
separate notes about what the original and the duplicate know.
:::
-##### Serious Injuries and Conditions [#](#horror-rules-serious-injuries-and-conditions){.og-h-anchor aria-hidden="true"} {#horror-rules-serious-injuries-and-conditions}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-Some injuries linger---for example, those gained from accumulated stress, [special
-damage](#special-damage), or a [GM intrusion](#gm-intrusion) triggered by a player [rolling a
-1](#intrusion-through-player-rolls) on a risky task. When this happens, the GM might assign a PC a serious injury or
-condition.
-
-- **Serious Injuries:** When PC descends on [the damage track](#the-damage-track) and gains a serious injury, they
- can't just use a [recovery roll](#recovery-roll) to restore the damage track.
-
- - *Impaired.* Healing a serious injury and restoring an impaired PC on the damage track requires 1 hour for the
- attempt, and a successful [healing](#action-healing) task with a suggested baseline difficulty of 6. An impaired
- PC attempting to heal their own serious injury is hindered. On a failure, the injured PC must rest for at least
- an hour before another attempt. Medical care---for example, the services of qualified personnel with special
- equipment found in a hospital, hall of healing, or starship med-bay---bypasses the need for a roll. After a
- successful healing task or receiving medical care, once the impaired PC has recovered all available
- [Pool](#pool) points, they can use their next ten-hour [recovery roll](#recovery-roll) to move up [the damage
- track](#the-damage-track).
-
- - *Debilitated.* A debilitated PC with a serious injury probably requires medical care to recover. If a
- debilitated PC has recovered all available [Pool](#pool) points, they might be able to move up [the damage
- track](#the-damage-track) in as little as two days of rest (determined by the GM). Medical care halves the
- amount of recovery time needed.
-
-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
-Some players will retire a PC who is affected by a serious injury for an extended length of time. If the GM wishes to
-include serious injuries in the game, they should gain [consent](#horror-rules-consent) from players before narrating
-any gory details.
-:::
-
-- **Conditions:** The GM determines a condition's effects on the PC, and how---or if---the condition can be
- [removed](#removing-conditions). The GM might allow a PC to temporarily ignore a condition by succeeding on a task
- assigned by the GM, [spending 1 XP](#choose-xp) as a [player intrusion](#choose-player-intrusions), or through
- [special abilities](#choose-abilities) like [Ignore the Pain](#ability-ignore-the-pain){.og-ability}.
-
-::: table-responsive
- d10 Condition Effects Examples
- ----- ------------ -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
- 1 Atrophied Ongoing damage inflicted to Might, Speed, or Intellect [Pools](#pool) that ignores [Armor](#rules-armor)---once each turn, once every minute, once every ten minutes, once each hour, or once each day Bleeding, disease, poison, gas, extreme temperatures, brain swelling, neural degeneration---acid, disintegration, hypoxia, hyperoxia, psychic disease
- 2 Disabled Specific [skill](#modifying-the-difficulty-skills) tasks hindered by one or more steps Sprained ankle, light concussion, macular degeneration, hearing loss---blindness, deafness
- 3 Disrupted Specific [type](#choose-type) or [focus](#choose-focus) abilities are hindered by one or more steps Medical care might be able to remove this condition immediately---the condition might be physical or spiritual in nature
- 4 Hindered Might, Speed, or Intellect tasks hindered by one or more steps One stat for disease, poison, or venom---two stats for severe burns or frostbite, tissue damage due, irradiation---three stats for toxic exposure
- 5 Imperiled [GM intrusion](#gm-intrusion) rate increased by 1 or more---perhaps for only Might, Speed, or Intellect tasks Allergies, seizures, curses---the PC's consciousness might leave their body, experience visions, or perform only certain tasks---another entity might gain control of the PC
- 6 Reduced [Effort](#effort) score reduced by 1 or more Addiction, depression, iron deficiency---rapid aging (or de-aging), desiccation, loss of mojo, ethereality, shrinking
- 7 Restricted Movement speed, one or more movement or physical attack tasks hindered by one or more steps---the PC might need to succeed on a Might, Speed, or Intellect task in order to perform certain actions Broken bone, torn ligament, nerve damage---paralysis, petrification, slow, concussion, electrocution
- 8 Vulnerable Might, Speed, or Intellect [defense tasks](#action-defend-defense-tasks) hindered by one or more steps Drugs, sensory overload, stun---charms, hallucinations, psychic drain
- 9 Weakened Might, Speed, or Intellect [Edge](#edge) reduced by 1 or more (can cause [weakness](#drawbacks-and-penalties)) Potent toxins, tuberculosis, radiation sickness---exposure to vacuum, wandering sickness
- 10 Withered Might, Speed, or Intellect [Pool](#pool) maximums reduced by 1 or more points Dehydration, malnutrition---magical drain
-
- : Conditions
-:::
-
-::: {.alert .ps-4 .pb-0}
-###### Removing Conditions [#](#removing-conditions){.og-h-anchor aria-hidden="true"}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-Some conditions heal on their own, and some require medical care. If the condition isn't too serious, a PC can use a
-[recovery roll](#recovery-rolls) of a minimum length (determined by the GM) to end a condition instead of regaining
-[Pool](#pool) points. Here are a few other options for more serious conditions:
-
-- **Natural:** The condition ends on its own after a number of [recovery rolls](#recovery-rolls) or days. For example,
- a sprained ankle might hinder a PC's movement tasks by two steps until after their next one-hour recovery roll, and
- still hinder such tasks for one step until after their next ten-hour recovery roll and succeed on a difficulty 3
- Might [defense task](#action-defend-defense-tasks).
-
-- **Interventionist:** The condition requires a successful [healing](#action-healing) task by the PC or an ally. For
- example, a PC might be able to pop their own dislocated shoulder back in with a successful difficulty 5 Might task.
- Removing a piece of shrapnel embedded in the heart might require someone else perform a difficulty 10 healing
- task---likely requiring [skill](#modifying-the-difficulty-skills), [assets](#modifying-the-difficulty-assets) like
- capable assistance and sterile facilities and surgical equipment, and uninterrupted time and
- [Effort](#modifying-the-difficulty-effort).
-
-- **Supernatural:** The condition requires a healing task that is impossible without the aid of specific assets---a
- [Catholicon](#cypher-catholicon) cypher, a [high-tech device](#superhero-modifying-high-tech-devices), otherworldly
- [artifact](#choose-artifacts), [ritual magic](#ritual-magic), or [Divine
- Intervention](#ability-divine-intervention){.og-ability}.
-
-- **Lengthy:** If the condition reduced multiple values from Pool points, Effort score, or hindered tasks by more than
- one step, the recovery might be incremental. The PC might pursue the [Recover from a Wound (or
- Trauma)](#arc-recover-from-a-wound-or-trauma) or [Develop Coping Strategies](#arc-develop-coping-strategies)
- character arcs.
-
-###### Injury and Disability [#](#injury-and-disability){.og-h-anchor aria-hidden="true"}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-PCs or NPCs might have congenital conditions, or gain a condition over the course of their lives---the ravages of age,
-if nothing else. As is outlined in the [drawbacks and penalties](#drawbacks-and-penalties) section of [Chapter 4:
-Creating Your Character](#chapter-4-creating-your-character), consider pairing inabilities---or disabilities---with
-strengths in new and different [skills](#skills). For example, a congenitally blind PC might have a well-developed sense
-of hearing they use to navigate the world---developing a special ability like
-[Echolocation](#ability-echolocation){.og-ability}. Other conditions can be mitigated with specific
-[equipment](#choose-equipment) or [artifacts](#choose-artifacts)---glasses, hearing aids, prosthetics, and wheelchairs
-are just a few [modern](#chapter-14-modern) examples.
-
-Many conditions don't affect a person all the time or even every day, making them ill-suited to applying the effects
-above. Chronic conditions---especially those with acute effects, including angina, anxiety, asthma, diabetes,
-lupus---are probably best realized through the occasional [GM intrusion](#gm-intrusion) instead.
-:::
-
##### Shock [#](#horror-rules-shock){.og-h-anchor aria-hidden="true"} {#horror-rules-shock}
[(Stay Alive!, page 98)]{.og-ref}

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@ -1,90 +0,0 @@
--- _tmp/ccsrd.md 2025-07-21 13:52:48.662487886 -0500
+++ _tmp/ccsrd.new.md 2025-07-21 13:54:07.237995892 -0500
@@ -27420,7 +27420,6 @@
- [Making Recovery Rolls in Any Order](#optional-rule-making-recovery-rolls-in-any-order) [(OG-CSRD)]{.og-ref
.og-ref-og}
-- [Task and Fate Dice Resolution](#optional-rule-task-and-fate-dice-resolution) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Trading Damage for Effect](#optional-rule-trading-damage-for-effect) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Ultimate Damage](#optional-rule-ultimate-damage) [(OG-CSRD)]{.og-ref .og-ref-og}
@@ -27850,59 +27849,6 @@
or other effects can raise the [GM intrusion](#gm-intrusion) rate.
:::
-::: {.alert .ps-4 .pb-0}
-###### Optional Rule: Task and Fate Dice Resolution [#](#optional-rule-task-and-fate-dice-resolution){.og-h-anchor aria-hidden="true"}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-Using this rule, the process PCs use to roll for tasks is changed. Instead of a d20, players roll 2d6---one is assigned
-to be the \"Task Die\", and the other is the \"Fate Die\".
-
-::: row
-::: {.col .col-md-6}
-Task Die
-
-Take the result, and add 1 for each applicable [skill](#modifying-the-difficulty-skills) and
-[asset](#modifying-the-difficulty-assets), and 1 for each level of [Effort](#modifying-the-difficulty-effort) used to
-ease the task. If the total equals or exceeds the difficulty, the PC succeeds at the task.
-:::
-
-::: {.col .col-md-6}
-Fate Die
-
-The fate die's effects are independent of the task die\'s---they occur whether the PC succeeds or not.
-
-- If the result is a 1, the GM can make a free [GM intrusion](#gm-intrusion). Effects that increase the [GM intrusion
- rate](#intrusion-through-player-rolls) apply to the fate die's results.
-
-- If the result is a 6, the PC gains a [major effect](#rules-special-rolls).
-:::
-:::
-
-Effects on Gameplay
-
-Using this rule, some elements of gameplay will feel different:
-
-- **Succeeding Tasks:** PCs will suceed at tasks at about the same rate, but most difficulty 1 tasks become
- [routine](#routine-actions)---unless the PC is hindered, for example, due to an [inability](#key-concepts) or some
- other circumstance.
-
-- **Special Rolls:** [Special rolls](#rules-special-rolls) other than major effects are mostly eliminated, but major
- effects occur more frequently.
-
-- **GM Intrusions:** The [GM intrusion](#gm-intrusion) rate starts higher, and effects that increase it---for example,
- [Horror Mode](#horror-rules-horror-mode)---have considerably more dramatic effects.
-
-- **Abilities and Effects:** The GM might need to make a few other alterations for certain effects that still assume
- task resolution is handled by rolling a d20, for example, those granted by the [Increased
- Effects](#ability-increased-effects){.og-ability} ability (for example, allowing a [minor
- effect](#rules-special-rolls) on a roll of 5 on the fate die).
-
-- **Other Sizes of Fate Die:** Alternatively, the GM can assign the fate die to a different die instead, for example,
- the fate die could be set to a d10, triggering a GM intrusion on a 1, a minor effect on a 9, and a major effect on
- a 10. The fate die could even be a d20, and trigger [special rolls](#rules-special-rolls) normally.
-:::
-
##### GM Intrusion [#](#special-rolls-gm-intrusion){.og-h-anchor aria-hidden="true"} {#special-rolls-gm-intrusion}
[(Cypher System Rulebook, page 210)]{.og-ref}
@@ -77462,11 +77408,6 @@
modifications are completed, multiply the difficulty by 3 to get the target number and [roll the
die](#rules-rolling-the-die). Avoid going back and forth between the number types, you'll only get yourself---or
other---confused.
-
-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
-It's possible to change the d20 roll to something else, as described under [Task and Fate Dice
-Resolution](#optional-rule-task-and-fate-dice-resolution).
-:::
:::
##### [This ability seems like a task anyone could attempt---what gives?](#faq-abilities-redundant){.collapsed bs-toggle="collapse" role="button" aria-expanded="false" aria-controls="faq-abilities-redundant"} {#this-ability-seems-like-a-task-anyone-could-attemptwhat-gives .og-tab .pb-2 .pt-2 .og-h-faq}
@@ -77929,7 +77870,6 @@
- [Showdown](#weird-west-showdown-optional-rule) [(HNAM, 59)]{.og-ref}
- [Starvation](#starvation) [(RR, 63)]{.og-ref}
- [Survival](#weird-west-curses) [(HNAM, 62)]{.og-ref}
-- [Task and Fate Dice Resolution](#optional-rule-task-and-fate-dice-resolution) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Trading Damage for Effect](#optional-rule-trading-damage-for-effect) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Ultimate Damage](#optional-rule-ultimate-damage) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Using Other Pools to Pay Cost Remainders](#optional-rule-using-other-pools-to-pay-cost-remainders)

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@ -1,53 +0,0 @@
--- _tmp/ccsrd.md 2025-07-21 13:54:22.194091695 -0500
+++ _tmp/ccsrd.new.md 2025-07-21 13:55:00.810339053 -0500
@@ -27420,7 +27420,6 @@
- [Making Recovery Rolls in Any Order](#optional-rule-making-recovery-rolls-in-any-order) [(OG-CSRD)]{.og-ref
.og-ref-og}
-- [Trading Damage for Effect](#optional-rule-trading-damage-for-effect) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Ultimate Damage](#optional-rule-ultimate-damage) [(OG-CSRD)]{.og-ref .og-ref-og}
Related Sections
@@ -27934,34 +27933,6 @@
As with minor effects, usually the GM just has the desired major effect occur, but sometimes the GM might require an
extra roll if the major effect is unusual or unlikely.
-##### Optional Rule: Trading Damage for Effect [#](#optional-rule-trading-damage-for-effect){.og-h-anchor aria-hidden="true"} {#optional-rule-trading-damage-for-effect .og-h-small}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-This section is based on *Trading Damage for Effect* in the 2015 Cypher System Rulebook [(224)]{.og-ref}.
-
-A PC can trade [damage](#rules-damage) inflicted from a single attack for an effect. When trading damage, consult the
-following table, and add target's level. For example, a \"called shot\"---striking a specific body part of a [level 4
-creature](#understanding-the-listings)---requires a trade of 6 points of damage (2 for the effect, plus 4 for the
-creature's level). The attack must inflict at least 1 damage after making the trade or the effect doesn\'t take hold.
-
-::: table-responsive
- Damage [Traded]{.d-block} Effect Applied
- --------------------------- --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
- 1 **Distract:** For one round, all of the foe's tasks are hindered.
- 2 **Strike a specific body part:** The attacker strikes a specific spot on the defender's body. The GM rules what special effect, if any, results. For example, hitting a creature\'s tentacle that is wrapped around an ally might make it easier for the ally to escape. Hitting a foe in the eye might blind it for one round. Hitting a creature in its one vulnerable spot might ignore [Armor](#rules-armor).
- 3 **Knock back:** The foe is knocked or forced back a few feet. Most of the time, this doesn't matter much, but if the fight takes place on a ledge or next to a pit of lava, the effect can be significant.
- 3 **Move past:** The character can move a short distance at the end of the attack. This effect is useful to get past a foe guarding a door, for example.
- 3 **Damage object:** Instead of striking the foe, the attack strikes what the foe is holding. If the attack hits, the character makes a Might roll with a difficulty equal to the object's level. On a success, the object moves one or more steps down the [object damage track](#special-situation-attacking-objects).
- 4 **Knock down:** The foe is knocked prone. It can get up on its turn.
- 7 **Disarm:** The foe drops one object that it is holding.
- 7 **Impair:** For the rest of the combat, all tasks the foe attempts are hindered.
- 8 **Stun:** The foe loses its next action.
-
- : Trading Damage for Effect
-:::
-:::
-
------------------------------------------------------------------------------------------------------------------------
#### Retrying a Task after Failure [#](#rules-retrying-a-task-after-failure){.og-h-anchor aria-hidden="true"} {#rules-retrying-a-task-after-failure}
@@ -77870,7 +77841,6 @@
- [Showdown](#weird-west-showdown-optional-rule) [(HNAM, 59)]{.og-ref}
- [Starvation](#starvation) [(RR, 63)]{.og-ref}
- [Survival](#weird-west-curses) [(HNAM, 62)]{.og-ref}
-- [Trading Damage for Effect](#optional-rule-trading-damage-for-effect) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Ultimate Damage](#optional-rule-ultimate-damage) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Using Other Pools to Pay Cost Remainders](#optional-rule-using-other-pools-to-pay-cost-remainders)
[(OG-CSRD)]{.og-ref .og-ref-og}

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@ -1,50 +0,0 @@
--- _tmp/ccsrd.md 2025-07-21 13:55:54.977271838 -0500
+++ _tmp/ccsrd.new.md 2025-07-21 13:56:36.759953684 -0500
@@ -16768,8 +16768,7 @@
ease the attack, and pays 2 [Might](#might) points to use the ability---the same cost as using another level of Effort.
Effectively, this ability allows the PC to exceed their Effort score in one way: dealing damage with weapon attacks.
This is a powerful ability at lower tiers, but when reaching higher tiers, this ability might be best exchanged for a
-different low-tier [Warrior](#type-warrior) ability. This ability also would have no place in games using optional rules
-like [Ultimate Damage](#optional-rule-ultimate-damage).
+different low-tier [Warrior](#type-warrior) ability.
The 2015 Cypher System Rulebook [(25--26)]{.og-ref} presents two similar abilities---[Chop](#ability-chop){.og-ability}
and [Crush](#ability-crush){.og-ability}---that depend on the type of weapon:
@@ -27420,7 +27419,6 @@
- [Making Recovery Rolls in Any Order](#optional-rule-making-recovery-rolls-in-any-order) [(OG-CSRD)]{.og-ref
.og-ref-og}
-- [Ultimate Damage](#optional-rule-ultimate-damage) [(OG-CSRD)]{.og-ref .og-ref-og}
Related Sections
@@ -28256,21 +28254,6 @@
increase the damage. For example, a PC can apply [Effort](#modifying-the-difficulty-effort) to deal 3 additional points
of damage, and [rolling a natural 17 on the attack roll](#rules-special-rolls) deals 1 additional point of damage.
-::: {.alert .ps-4 .pb-0}
-###### Optional Rule: Ultimate Damage [#](#optional-rule-ultimate-damage){.og-h-anchor aria-hidden="true"}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-This optional rule is based on [Cypher Unlimited's Neon Rain One-Shot with Lead Designer Sean K.
-Reynolds](https://www.youtube.com/watch?v=BCRXDKuQV0w), and can be useful for games with a deadly, gritty, or risky
-feel.
-
-When making an [attack](#action-attack), PCs can use as much [Effort](#effort) for [damage](#rules-damage) as they like
-to increase the damage of an attack. For example, if you are brand new tier 1 PC, you could use one level of Effort to
-ease the attack---reaching your Effort score's limit of 1---and still go on to use up to additional levels of Effort to
-increase damage.
-:::
-
##### Armor [#](#rules-armor){.og-h-anchor aria-hidden="true"} {#rules-armor}
[(Cypher System Rulebook, page 217)]{.og-ref}
@@ -77841,7 +77824,6 @@
- [Showdown](#weird-west-showdown-optional-rule) [(HNAM, 59)]{.og-ref}
- [Starvation](#starvation) [(RR, 63)]{.og-ref}
- [Survival](#weird-west-curses) [(HNAM, 62)]{.og-ref}
-- [Ultimate Damage](#optional-rule-ultimate-damage) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Using Other Pools to Pay Cost Remainders](#optional-rule-using-other-pools-to-pay-cost-remainders)
[(OG-CSRD)]{.og-ref .og-ref-og}
- [Void Rules](#void-rules) [(SF, 35)]{.og-ref}

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@ -1,116 +0,0 @@
--- _tmp/ccsrd.md 2025-07-21 13:57:05.625138591 -0500
+++ _tmp/ccsrd.new.md 2025-07-21 14:17:10.806854617 -0500
@@ -28589,8 +28562,7 @@
**Editor's Notes ---** Special situations are just that---*special*. Using rules \"because they are the rules\" is not
a good idea. Shooting a lumbering ogre at [point-blank range](#attack-modifiers-range) is an entirely different matter
from shooting a psionic ninja or skittering demon spider. [Creatures](#choose-creatures) will require unwritten
-modifications in order to behave believably. For more, see [False Precision](#false-precision) and [Using the Rules:
-Making Meaning](#making-meaning).
+modifications in order to behave believably. For more, see [False Precision](#false-precision).
:::
###### Cover [#](#attack-modifiers-cover){.og-h-anchor aria-hidden="true"} {#attack-modifiers-cover}
@@ -28767,7 +28739,7 @@
::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
**Editor's Notes ---** Don\'t get hung up on the numbers here---the most important thing when adjudicating interactions
-between NPCs is that they seem [logical and consistent](#making-meaning) with the setting and the story, so be holistic
+between NPCs is that they seem logical and consistent with the setting and the story, so be holistic
when deciding what happens. The optional rules for [Effort for NPCs](#optional-rule-effort-for-npcs) can also affect
outcomes between NPCs in combat.
:::
@@ -74790,7 +74762,6 @@
- [Campaign Design Checklist](#campaign-design-checklist) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Session Preparation](#session-preparation) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Teaching the Rules](#teaching-the-rules) [(OG-CSRD)]{.og-ref .og-ref-og}
-- [Using the Rules: Making Meaning](#making-meaning) [(OG-CSRD)]{.og-ref .og-ref-og}
Optional Rules
@@ -76376,43 +76347,6 @@
------------------------------------------------------------------------------------------------------------------------
-#### Using the Rules: Making Meaning [#](#making-meaning){.og-h-anchor aria-hidden="true"} {#making-meaning}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-This section is based on *The Rules Versus the Story* [(403)]{.og-ref}, *Consistency* [(405)]{.og-ref}, *Adjudicating*
-[(412)]{.og-ref}, *Logic* [(413)]{.og-ref}, *Dice Rolling* [(414)]{.og-ref}, *Dealing with Character Abilities*
-[(418)]{.og-ref}, *Encouraging Player Creativity* [(420)]{.og-ref}, *Character Arcs* [(421)]{.og-ref}, *Handling NPCs*
-[(422)]{.og-ref}, *Pacing* [(428)]{.og-ref}, *Description* [(430)]{.og-ref}, and *Handling the Players*
-[(433)]{.og-ref}.
-
-While the advice in this section will talk about some Cypher System specifics, the basic principles can be applied to
-playing what I call \"the game\"---regardless of the system or rules you use to play. \"The game\" in this case is
-called *Make-Believe*. That's important: you want to *make the players want to believe* in the world and the setting,
-and they want to *make you want to believe* in their PCs---even though we all know the story isn't real, the point is
-to make is as believable---and furthermore, as meaningful---as possible. When we succeed at *Make-Believe*, and everyone
-is having a good time, the game is being \"won\", to the extent that it ever can be.
-
-The rules of any given game system are there to set up certain boundaries for our imagination. They determine what
-counts (in terms of maths), what is possible, and what is not---at least, at a baseline. In the Cypher System, there
-only a few important mechanics that can't be easily changed. PC [stats](#character-stats), [Pool](#pool),
-[Effort](#effort), and [XP](#choose-xp) are foundational to the Cypher System's mechanics, but you can change almost
-anything else---and maybe you should. Your [choices](#campaign-design-checklist) will help you define the exact
-[genre](#part-3-genres) of the game---at least at first. They determine what defines \"believable\" within
-*Make-Believe*. For example, in a fantasy setting, magic is perfectly believable. In a post-apocalyptic setting caused
-by nuclear war, magic may not be very believable---but it could still be interesting. What's believable can also change
-dramatically over the course of a story---many great stories are based around the very idea of discovering new aspects
-of existence, and the Cypher System is---at its core---[about discovery](#experience-points-gm-awards).
-
-A key feature in the game of *Make-Believe* is that everything in the story has some amount of \"meaningfulness\".
-Meaningfulness defines what matters in the story, and separates what is important from what is not. Without sufficient
-meaningfulness, a story is \"just a bunch of stuff that happens\". When something is meaningful in a story, it creates a
-kind of gravitational force that pulls other parts of the story toward itself---making a near pass of one another,
-entering a kind of orbital relationship, shearing something apart in a terrible gravitation tide, or causing a dramatic
-impact. Without this meaningful kind of gravity, everything just floats around independently before scattering into
-oblivion. Building good, meaningful gravity in the game is essential. The rest of this section explores things you can
-do to build good meaningful gravity---enough to eventually slingshot your game on to new worlds.
-
##### Logical, Interesting, and Story-Based [#](#logical-interesting-and-story-based){.og-h-anchor aria-hidden="true"} {#logical-interesting-and-story-based .og-h-small}
[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
@@ -76551,7 +76485,7 @@
some good ways to think about your role in making meaning during the game:
::: {.alert .ps-4 .pb-0}
-- **Maintain belief and make meaning:** As I mentioned previously, [meaningfulness is like gravity](#making-meaning),
+- **Maintain belief and make meaning:** As I mentioned previously, meaningfulness is like gravity,
and that gravity must be respected. It grounds the story, and helps define what's at stake in the story.
Contradicting yourself for arbitrary reasons will sabotage players' belief in the story and in you, and this kind
of mistrust is corrosive to the game of *Make-Believe*. That isn't to say you have to be rigid and make the same
@@ -77463,7 +77397,7 @@
[faerie](#creature-faerie) is level 3, and its Speed defense is level 5, so if a player rolls for it, it adds +6 to the
result.
-The most important thing is to do what [make sense](#making-meaning) in the setting and story. For example, a standard
+The most important thing is to do what make sense in the setting and story. For example, a standard
level 2 hound dog probably can't pick a level 2 lock---unless the setting includes cartoon logic or a certain amount of
whimsy.
@@ -77859,7 +77791,6 @@
- [Modifying Creatures](#choose-modifying-creatures) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Superhero Archetypes in Claim the Sky](#superhero-archetypes-in-claim-the-sky) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Teaching the Rules](#teaching-the-rules) [(OG-CSRD)]{.og-ref .og-ref-og}
-- [Using the Rules: Making Meaning](#making-meaning) [(OG-CSRD)]{.og-ref .og-ref-og}
##### Tools [#](#choose-pdfs){.og-h-anchor aria-hidden="true"} {#choose-pdfs .og-h-small}
@@ -78119,13 +78050,13 @@
Running the Game
-- [The Rules Versus the Story](#making-meaning) [(403)]{.og-ref}
+- The Rules Versus the Story [(403)]{.og-ref}
- Consistency [(405)]{.og-ref}
- Mistakes [(405)]{.og-ref}
- Player-Awarded Experience Points [(408)]{.og-ref}
- The Rest of the Rules [(412)]{.og-ref}
-- [Adjudicating](#making-meaning) [(412)]{.og-ref}
-- [Logic](#making-meaning) [(413)]{.og-ref}
+- Adjudicating [(412)]{.og-ref}
+- Logic [(413)]{.og-ref}
- [Dice Rolling](#making-rulings-and-pacing) [(414)]{.og-ref}
- [The Flow of Information](#passive-difficulty) [(416)]{.og-ref}
- [Failure to Notice](#passive-difficulty) [(417)]{.og-ref}

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@ -1,94 +0,0 @@
--- _tmp/ccsrd.md 2025-07-21 14:17:32.441992956 -0500
+++ _tmp/ccsrd.new.md 2025-07-21 14:19:03.337574123 -0500
@@ -76476,63 +76476,6 @@
PCs' stories move through time, ask yourself: \"What is going on everywhere else that matters?\"
:::
-##### Making Rulings and Pacing the Game [#](#making-rulings-and-pacing){.og-h-anchor aria-hidden="true"} {#making-rulings-and-pacing .og-h-small}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-In many systems, the GM is given power---and responsibility---to choose ways or times the rules can be applied, bent, or
-broken---that's still the case in the Cypher System. It\'s a good idea to be judicious about these powers. Here are
-some good ways to think about your role in making meaning during the game:
-
-::: {.alert .ps-4 .pb-0}
-- **Maintain belief and make meaning:** As I mentioned previously, meaningfulness is like gravity,
- and that gravity must be respected. It grounds the story, and helps define what's at stake in the story.
- Contradicting yourself for arbitrary reasons will sabotage players' belief in the story and in you, and this kind
- of mistrust is corrosive to the game of *Make-Believe*. That isn't to say you have to be rigid and make the same
- rulings all the time---in fact, quite the opposite. Instead, try to make your rulings for the specific situation you
- are in based on what is meaningful about that specific situation.
-
-- **Describe phenomena:** Without you, the PCs don't really have senses. You must provide their sight, sound, smell,
- touch, taste, temperature, and humidity. To a certain extent also control what PCs know about the world, what they
- would immediately recognize, or might infer given their experiences. This is tricky---generally, you want to avoid
- dictating what a player thinks, believes, or feels. You also don't want to produce a feeling of betrayal by lying
- to a player about the nature of their experiences. That kind of mistrust is corrosive to belief. You can avoid lying
- to players by describing not what things *are*, but what things *are like*. For example, if the party enters a dark
- cavern, you might tell the PCS that they notice an uptick in the humidity, a downtick in the temperature, and a
- gentle white noise far off in the distance. Whether the source of those phenomena end up being a completely natural
- waterfall, a raging [water elemental](#creature-elemental-water), or something else entirely, you have avoided lying
- to the players by equipping them to make their own assumptions about nature of their experiences, and encouraged
- them to make discoveries as a result of their own choices and actions.
-
-- **Call for fewer, more meaningful dice rolls:** When PCs are making relatively inconsequential actions---especially
- those that are in their character's wheelhouse---into [routine actions](#routine-actions) that require no roll.
- This requires you to know something about the PC and what's on their character sheet, but you will learn those
- things in a longer-form game. Only call for a roll when the outcomes would be interesting. Allowing players to
- proceed confidently with their PC and abilities helps them take more bold or decisive actions rooted in their
- character, rather than second-guessing each course of action they might Take.
-
-- **Let players try things:** Do not fear player actions or dice! If players are being creative with their abilities,
- that's a good thing---it means they\'ve decided they are meaningful. If you have an outcome you\'d like to see in
- the game, don't call for a roll and then force it even if the outcome wasn\'t what you wanted. Don\'t call for roll
- at all, and propose a [GM intrusion](#gm-intrusion) instead.
-
-- **Keep the story moving forward:** One trap GMs fall into too frequently is to assume that a failed roll results in
- nothing happening. \"Nothing happens\" can provide a great occasional dramatic (or comedic) beat---but if you use
- this as a device too often, the game will slow down to a crawl. Creating meaningful consequences for the results of
- a roll is usually more interesting than \"nothing happens\", because it prompts the PCs to take additional action
- rather than wallow in any negative feelings that came from a \"bad roll\". If things have slowed down too much,
- devise and propose a [GM intrusion](#gm-intrusion) that revitalizes the game's pace or direction.
-
-- **Let encounters resolve:** Sometimes players will use a [cypher](#choose-cyphers) or [special
- ability](#choose-abilities) that causes an encounter to end too quickly for your taste. Take heart---even a foe who
- has been knocked off a cliff might later claw their way back to the top, reappearing as a [GM
- intrusion](#gm-intrusion). But it is wise to for the moment that doing this will be most meaningful in the story.
-
-- **Be a team player:** While you are usually playing the role of a creature or situation that is antagonistic to the
- PCs, be sure you make some time to also be their head cheerleader---and a fellow player. Don't make yourself an
- adversary---celebrate their victories, and agonize in their defeats, too. When they have good ideas, tell them so!
-:::
-
##### Handling Players and PCs [#](#handling-players-and-pcs){.og-h-anchor aria-hidden="true"} {#handling-players-and-pcs .og-h-small}
[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
@@ -78057,7 +78000,7 @@
- The Rest of the Rules [(412)]{.og-ref}
- Adjudicating [(412)]{.og-ref}
- Logic [(413)]{.og-ref}
-- [Dice Rolling](#making-rulings-and-pacing) [(414)]{.og-ref}
+- Dice Rolling [(414)]{.og-ref}
- [The Flow of Information](#passive-difficulty) [(416)]{.og-ref}
- [Failure to Notice](#passive-difficulty) [(417)]{.og-ref}
- [Graduated Success](#graduated-difficulty) [(417)]{.og-ref}
@@ -78077,15 +78020,15 @@
- The First Few Sessions [(427)]{.og-ref}
- Running Cypher System Combats [(427)]{.og-ref}
- Crafting Stories [(428)]{.og-ref}
-- [Pacing](#making-rulings-and-pacing) [(428)]{.og-ref}
-- [Description](#making-rulings-and-pacing) [(430)]{.og-ref}
+- Pacing [(428)]{.og-ref}
+- Description [(430)]{.og-ref}
- [Preparing for the Game Session](#session-preparation) [(431)]{.og-ref}
- [Handling the Players](#handling-players-and-pcs) [(433)]{.og-ref}
- [Mature Themes](#horror-rules-consent) [(434)]{.og-ref}
- Designing Encounters [(434)]{.og-ref}
- Complex Encounters [(434)]{.og-ref}
- [Balancing Encounters](#balancing-encounters) [(434)]{.og-ref}
-- [Resolving Encounters](#making-rulings-and-pacing) [(435)]{.og-ref}
+- Resolving Encounters [(435)]{.og-ref}
- [Challenging Characters](#creating-challenging-encounters) [(435)]{.og-ref}
- Higher-Tier Characters [(436)]{.og-ref}
- Character Death [(436)]{.og-ref}

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@ -1,66 +0,0 @@
--- _tmp/ccsrd.md 2025-07-21 14:21:00.277321833 -0500
+++ _tmp/ccsrd.new.md 2025-07-21 14:20:56.534297903 -0500
@@ -29352,10 +29352,6 @@
roll. If it's a creature, its level determines the difficulty of your roll. If it\'s something else, the GM determines
the difficulty of your roll.
-::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
-**Editor's Notes ---** For more on \"passive perception\", see [Passive Difficulty](#passive-difficulty).
-:::
-
##### Moving a Heavy Object [#](#action-moving-a-heavy-object){.og-h-anchor aria-hidden="true"} {#action-moving-a-heavy-object}
[(Cypher System Rulebook, page 229)]{.og-ref}
@@ -75097,33 +75093,6 @@
: Graduated Difficulty Effects
:::
-
-##### Passive Difficulty [#](#passive-difficulty){.og-h-anchor aria-hidden="true"} {#passive-difficulty .og-h-small}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-This section is based on *The Flow of Information* [(416)]{.og-ref} and *Failure to Notice* [(417)]{.og-ref}.
-
-Because [the player always rolls](#rules-the-player-always-rolls), it can be unclear how the GM should proceed if the
-PCs are unaware of important aspects of their situation. The GM can prompt a PC for a roll without telling them anything
-about what it's for, but this might arouse unwanted suspicion. Instead, the GM can compare the PC\'s tier to the
-[difficulty](#rules-task-difficulty) of the task, and add 1 for each of the PC's applicable
-[skills](#modifying-the-difficulty-skills) and [assets](#modifying-the-difficulty-assets). Any ties are decided in the
-PC's favor.
-
-For example, a tier 3 PC is [specialized](#key-concepts) in tracking and has a[Beast
-Companion](#ability-beast-companion){.og-ability}---a faithful bloodhound, whose [modification](#followers) that
-provides an asset to tracking tasks. This make's the PC\'s passive total 3 (tier) plus 2 (skills) plus 1 (asset) equals
-6. So, the PC would detect the presence of a dangerous level 6 creature before it pounced upon a fellow party
-member---as almost a passive [routine action](#routine-actions).
-
-Passive difficulty provides the GM with a way to think about providing directly to PCs' unique senses, knowledges,
-abilities, skills, and personal pasts---honoring of all the choices the player made whilst creating their character, and
-since the start of the game. The GM should strive to be generous with information---after all, information and answers
-are two very different things, and a well-informed party can make more compelling choices about what they do next.
-Events like ambushes, or a PC discovering they have been pickpocketed can easily be introduced via [GM
-intrusion](#gm-intrusion), so it's best to describe the situation in a way that invites further action from the PCs
-rather than withhold critical information.
:::
------------------------------------------------------------------------------------------------------------------------
@@ -77726,7 +77695,6 @@
- [Calling for Rolls](#calling-for-rolls) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Creating Challenging Encounters](#creating-challenging-encounters) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Difficulty, Graduated](#graduated-difficulty) [(OG-CSRD)]{.og-ref .og-ref-og}
-- [Difficulty, Passive](#passive-difficulty) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Difficulty, Vague](#vague-difficulty) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Encouraging Players to Spend XP](#encouraging-players-to-spend-xp) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Encouraging Players to Use Cyphers](#encouraging-players-to-use-cyphers) [(OG-CSRD)]{.og-ref .og-ref-og}
@@ -78001,8 +77969,8 @@
- Adjudicating [(412)]{.og-ref}
- Logic [(413)]{.og-ref}
- Dice Rolling [(414)]{.og-ref}
-- [The Flow of Information](#passive-difficulty) [(416)]{.og-ref}
-- [Failure to Notice](#passive-difficulty) [(417)]{.og-ref}
+- The Flow of Information [(416)]{.og-ref}
+- Failure to Notice [(417)]{.og-ref}
- [Graduated Success](#graduated-difficulty) [(417)]{.og-ref}
- [Dealing with Character Abilities](#handling-players-and-pcs) [(418)]{.og-ref}
- [Encouraging Player Creativity](#encouraging-play) [(420)]{.og-ref}

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@ -1,55 +0,0 @@
--- _tmp/ccsrd.md 2025-07-21 14:21:51.391648654 -0500
+++ _tmp/ccsrd.new.md 2025-07-21 14:21:43.583598722 -0500
@@ -75064,35 +75064,6 @@
: Vague Difficulty
:::
-
-##### Graduated Difficulty [#](#graduated-difficulty){.og-h-anchor aria-hidden="true"} {#graduated-difficulty .og-h-small}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-This section is based on *Graduated Success* [(417)]{.og-ref}.
-
-In some instances, the GM might not assign a [difficulty](#rules-task-difficulty) at all, and simply ask for a roll.
-This is useful for tasks related to perception, social interaction, sensing motives, [understanding, identifying, or
-remembering](#action-understanding-identifying-or-remembering). These tasks might allow for different outcomes at
-several difficulties, and so might benefit from lacking an assigned numerical difficulty. With each additional
-difficulty the roll succeeds against, the GM might provide additional relevant information or appropriate other
-benefits.
-
-Alternatively, consider setting a difficulty and employ appropriate results based on how many steps above or below the
-difficulty the roll succeeds against:
-
-::: table-responsive
- d20 Roll Result Narrative Effect
- ---------------------------------------- ----------------- ---------------------------------------------
- 1 \"No, and...\" [GM intrusion](#gm-intrusion)
- 2 or more levels below task difficulty \"No...\" ---
- 1 level below task difficulty \"Yes, but...\" ---
- Success \"Yes...\" ---
- 19 \"Yes, and...\" [Minor effect](#special-rolls-minor-effect)
- 20 \"Yes, and...\" [Major effect](#special-rolls-major-effect)
-
- : Graduated Difficulty Effects
-:::
:::
------------------------------------------------------------------------------------------------------------------------
@@ -77694,7 +77665,6 @@
- [Calling for Rolls](#calling-for-rolls) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Creating Challenging Encounters](#creating-challenging-encounters) [(OG-CSRD)]{.og-ref .og-ref-og}
-- [Difficulty, Graduated](#graduated-difficulty) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Difficulty, Vague](#vague-difficulty) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Encouraging Players to Spend XP](#encouraging-players-to-spend-xp) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Encouraging Players to Use Cyphers](#encouraging-players-to-use-cyphers) [(OG-CSRD)]{.og-ref .og-ref-og}
@@ -77971,7 +77941,7 @@
- Dice Rolling [(414)]{.og-ref}
- The Flow of Information [(416)]{.og-ref}
- Failure to Notice [(417)]{.og-ref}
-- [Graduated Success](#graduated-difficulty) [(417)]{.og-ref}
+- Graduated Success [(417)]{.og-ref}
- [Dealing with Character Abilities](#handling-players-and-pcs) [(418)]{.og-ref}
- [Encouraging Player Creativity](#encouraging-play) [(420)]{.og-ref}
- [Artifacts](#running-the-game-artifacts) [(421)]{.og-ref}

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@ -1,77 +0,0 @@
--- _tmp/ccsrd.md 2025-07-21 14:22:04.240730816 -0500
+++ _tmp/ccsrd.new.md 2025-07-21 14:23:17.554199605 -0500
@@ -76416,47 +76416,6 @@
PCs' stories move through time, ask yourself: \"What is going on everywhere else that matters?\"
:::
-##### Handling Players and PCs [#](#handling-players-and-pcs){.og-h-anchor aria-hidden="true"} {#handling-players-and-pcs .og-h-small}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-In the Cypher System, who the players choose for their PCs to be defines the gameplay you can expect to see and find
-meaning in. For example, a PC with the [Drives Like a Maniac](#focus-drives-like-a-maniac) focus requires some kind of a
-[vehicle](#choose-vehicles)---maybe more than one. Driving a sports car is great---but so is driving a dump truck or an
-interdimensional tunneler. But if there's nothing to drive, at all, a player has a right to wonder why you allowed them
-to choose this focus in the first place. A driver with nothing to drive is robbed of meaning, and the player of
-contributions that would bring meaning to the story.
-
-In the Cypher System, Tier 1 PCs are broadly capable, and some can be incredibly specialized for certain tasks. A PCs'
-[skills](#modifying-the-difficulty-skills), [assets](#modifying-the-difficulty-assets), and
-[Effort](#modifying-the-difficulty-effort) quite literally [make the impossible possible](#the-difficulty-dial). For
-example, you've told players to be prepared for tough combat challenges ahead. In response, a player creates a PC who
-begins the game with 6 [Armor](#rules-armor):
-
-- +1 Armor from the [Tough](#descriptor-tough) descriptor;
-- +1 Armor from the [Adept](#type-adept) type's[Ward](#ability-ward){.og-ability} ability, and a
- [shield](#equipment-armor-shields) as one of their pieces of equipment, granting them an
- [asset](#modifying-the-difficulty) on [Speed](#speed) [defense rolls](#action-defend);
-- +4 Armor from the [Stands Like a Bastion](#focus-stands-like-a-bastion) focus, gaining a set of [heavy
- armor](#equipment-armor) from the[Practiced in Armor](#ability-practiced-in-armor){.og-ability} ability, and an
- additional bonus for wearing it from the[Experienced Defender](#ability-experienced-defender){.og-ability} ability.
-
-Obviously, this PC a defensive powerhouse against conventional attacks---their abilities will only grow as [character
-advancement](#character-advancement) occurs. That's okay. A PC like this provides an interesting space for you to
-create dynamic situations only they can withstand. It also creates space for complex encounters that can't be won by
-fighting so much as endurance, or that require solutions that lean into other PCs' unique talents---or
-[cyphers](#choose-cyphers)---can create solutions for. The point is: if a character creates a specialist, don't be
-afraid to let that specialization shine. There are many ways to challenge a PC---and you always have [GM
-intrusion](#gm-intrusion) at your disposal. In a Cypher System campaign, you will be required to create challenges based
-on the PCs' choices and [character arcs](#choose-character-arc).
-
-Moreover, any specialist will have weak points---for example, a character like this needs both hands to [use Adept
-abilities and hold their shield](#first-tier-adept), and every PC is equally vulnerable to [GM
-intrusion](#gm-intrusion). Learning to customize your game for the desired genre, tone, and party composition might mean
-revisiting the use of some [optional rules](#choose-optional-rules). For example, if the game requires a little more
-\"gritty realism\", employ [optional rules](#choose-optional-rules) like [Fragility](#horror-rules-fragility) and
-[Ironman](#horror-rules-ironman) to dial up the threat.
-
##### Telling Stories Together [#](#telling-stories-together){.og-h-anchor aria-hidden="true"} {#telling-stories-together .og-h-small}
[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
@@ -77436,7 +77395,7 @@
##### [What if the PCs find challenges and encounters too easy?](#faq-challenge){.collapsed bs-toggle="collapse" role="button" aria-expanded="false" aria-controls="faq-challenge"} {#what-if-the-pcs-find-challenges-and-encounters-too-easy .og-tab .pb-2 .pt-2 .og-h-faq}
::: {#faq-challenge .collapse}
-In addition to the strategies listed in [Handling Players and PCs](#handling-players-and-pcs) and [Creating Challenging
+In addition to the strategies listed in Handling Players and PCs and [Creating Challenging
Encounters](#creating-challenging-encounters), dial up the challenge with [GM intrusions](#gm-intrusion) with [Horror
Mode](#horror-rules-horror-mode) optional rule.
@@ -77942,7 +77901,7 @@
- The Flow of Information [(416)]{.og-ref}
- Failure to Notice [(417)]{.og-ref}
- Graduated Success [(417)]{.og-ref}
-- [Dealing with Character Abilities](#handling-players-and-pcs) [(418)]{.og-ref}
+- Dealing with Character Abilities [(418)]{.og-ref}
- [Encouraging Player Creativity](#encouraging-play) [(420)]{.og-ref}
- [Artifacts](#running-the-game-artifacts) [(421)]{.og-ref}
- [Skills and Other Abilities](#running-the-game-skills-and-other-abilities) [(421)]{.og-ref}
@@ -77961,7 +77920,7 @@
- Pacing [(428)]{.og-ref}
- Description [(430)]{.og-ref}
- [Preparing for the Game Session](#session-preparation) [(431)]{.og-ref}
-- [Handling the Players](#handling-players-and-pcs) [(433)]{.og-ref}
+- Handling the Players [(433)]{.og-ref}
- [Mature Themes](#horror-rules-consent) [(434)]{.og-ref}
- Designing Encounters [(434)]{.og-ref}
- Complex Encounters [(434)]{.og-ref}

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@ -1,109 +0,0 @@
--- _tmp/ccsrd.md 2025-07-21 14:23:43.229363765 -0500
+++ _tmp/ccsrd.new.md 2025-07-21 14:25:34.508075295 -0500
@@ -76330,92 +76330,6 @@
some excellent advice applicable to the Cypher System.
:::
-##### Encouraging Play: Unclench Your Butt\! [#](#encouraging-play){.og-h-anchor aria-hidden="true"} {#encouraging-play .og-h-small}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-Once you know what makes things believable within the setting, it's time to turn the players loose within it. PCs will
-already bring a good amount of their own meaningfulness to the game---they are the main characters, after all. Who the
-players and PCs are: their personalities, [descriptors](#chapter-7-descriptor), [abilities](#choose-abilities), and
-[character arcs](#character-arcs) are certainly going to have an impact on the story. This will inevitably disturb some
-parts of the setting, and when this happens, you might occasionally feel a small clench forming in your posterior. This
-is normal. Take a deep breath. Let it out, and unclench your butt. The whole point of having players in the world is
-precisely so that they can act upon it and bring some element of change to it. Otherwise, there's no story. There\'s
-\"just a bunch of stuff that happens\".
-
-Before, during or after a session, players will tell you what is meaningful to them about the PCs, locations, creatures,
-NPCs, and other aspects of the game in a few ways. For example, if you hear a player say things like the following, they
-are expressing some measure of meaningfulness about something:
-
-- \"I hope...\"
-- \"I want...\"
-- \"I love...\"
-- \"I bet...\"
-- \"What if...\"
-- \"Ugh, I hate...\"
-- \"We have got to...\"
-- \"I have a plan.\"
-- \"That was cool.\"
-
-Take note when this happens. Sometimes, the best idea is to find a way to make something a player said---no matter how
-offhandedly---become true.
-
-Players also express their sense of meaningfulness through Cypher System mechanics. If a player spends [Pool](#pool)
-points to use [Effort](#effort), or [spends 1 XP to reroll the die](#experience-points-immediate-benefits), you have an
-indicator that what happened meant something to the player---enough to spend something on it. Finding ways to honor
-those expenditures players engaged with the game, even when the dice---or you---are saying no to something.
-
-In the Cypher System, there are two important ways the game ensures that some amount of narrative power and
-meaning-making are a shared enterprise: [GM intrusions](#gm-intrusion) and [player
-intrusions](#choose-player-intrusions). Intrusions allow either party to grab a hold of the narrative for a moment. The
-difference between them is that players must pay 1 XP to avoid your GM intrusion, and they only gain XP if you provide
-it. You can be generous here---after all, you have an infinite amount of XP to give. But don't underestimate the value
-of give-and-take in *Make-Believe*. It's the original gameplay mechanic: rolling a ball back and forth, playing catch,
-and learning to share. Ensuring pool points and XP are flowing in and out of the PCs at an acceptable rate is one of the
-fundamental heartbeats of the Cypher System.
-
-It's not wrong for players to refuse a player intrusion---sometimes you must. But if you\'re on the fence, consider
-throwing a little caution to the wind, and finding out what is on the other side of saying yes. Doing so can yield its
-own reward, and having some narrative responsibility taken off your shoulders can be very freeing, and allow you to be
-more playful.
-
-Here are a few other strategies to create a sense of shared meaning with players in a campaign:
-
-::: {.alert .ps-4 .pb-0}
-- **Question Players:** Ask the players what features of adventures they enjoy---combat, exploration, social
- interaction, and puzzle-solving are common answers, but they may have other good ideas for features of gameplay you
- haven't thought about. When the story reaches a natural stopping point, take some time to ask again.
-
-- **Explore Relationships:** Involve the PCs' personal lives, NPCs they know and care about, and address their
- [character arcs](#character-arcs) when you can.
-
-- **Choices Matter:** Ensure the PCs' choices and outcomes have a meaningful impact on the story.
-
-- **Tonal Variance:** Tell more than one kind of story. If every session is a dungeon-dive to retrieve one of eight
- macguffins that ends in a dramatic monster battle, some players might love it. Some will get bored, seeing only
- slight variations on a theme. Try to vary the length of adventures. Some might take eight sessions, some three, and
- some might resolve in one.
-
-- **Altering Scope:** Depth and meaning in a setting should be examined from several angles. It's a good idea to
- change your scope and stakes between adventures, too. Addressing some character arcs might be intimate and personal,
- some are epic and decisive. Avoid threatening the world or all of existence repeatedly, or dwelling on minutiae.
-
-- **Make Allowances:** Sometimes the best way to subvert player expectations is to let things proceed exactly as the
- PCs hoped they would.
-
-- **Beginner's Mind:** Embrace a spirit of not-knowing: this goes both for the players and for GMs. It\'s not
- important to have all the answers all the time. The ones you really need will reveal themselves in time, but it's
- good to preserve a little mystery for another day. Don't overdo this, though---players need a good amount of
- information to understand and develop good traction with a story.
-
-- **Full Being:** Invest each NPC with as much life as you can. They should have real feelings and desires---including
- a will to survive. Not all of them will survive, and it's okay to feel sad when they don\'t. GMs are players too,
- so enjoy every NPC, creature, and gust of wind you become in the course of play.
-
-- **Reflect on Things:** When the time is right, revisit those mysteries and unconcluded stories from the past. As the
- PCs' stories move through time, ask yourself: \"What is going on everywhere else that matters?\"
-:::
-
##### Telling Stories Together [#](#telling-stories-together){.og-h-anchor aria-hidden="true"} {#telling-stories-together .og-h-small}
[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
@@ -77902,11 +77816,11 @@
- Failure to Notice [(417)]{.og-ref}
- Graduated Success [(417)]{.og-ref}
- Dealing with Character Abilities [(418)]{.og-ref}
-- [Encouraging Player Creativity](#encouraging-play) [(420)]{.og-ref}
+- Encouraging Player Creativity [(420)]{.og-ref}
- [Artifacts](#running-the-game-artifacts) [(421)]{.og-ref}
- [Skills and Other Abilities](#running-the-game-skills-and-other-abilities) [(421)]{.og-ref}
- Character Arcs [(421)]{.og-ref}
-- [Handling NPCs](#encouraging-play) [(422)]{.og-ref}
+- Handling NPCs [(422)]{.og-ref}
- NPC Game Stats [(422)]{.og-ref}
- [NPCs and Death](#npcs-and-death) [(424)]{.og-ref}
- Interactions [(424)]{.og-ref}

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@ -1,56 +0,0 @@
--- _tmp/ccsrd.md 2025-07-21 16:29:35.235054809 -0500
+++ _tmp/ccsrd.new.md 2025-07-21 16:37:26.167060145 -0500
@@ -74784,7 +74784,6 @@
- [Campaign Design Checklist](#campaign-design-checklist) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Session Preparation](#session-preparation) [(OG-CSRD)]{.og-ref .og-ref-og}
-- [Teaching the Rules](#teaching-the-rules) [(OG-CSRD)]{.og-ref .og-ref-og}
Optional Rules
@@ -76187,28 +76186,6 @@
------------------------------------------------------------------------------------------------------------------------
-#### Teaching the Rules [#](#teaching-the-rules){.og-h-anchor aria-hidden="true"}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-This section has been added by the editor based on Teaching The Rules [(426)]{.og-ref} [Cypher System
-Rulebook](https://www.montecookgames.com/store/product/cypher-system-rulebook-2/){.og-icon .og-mcg}. It explores some
-collected advice on streamlining the process of teaching new players. It's generally a good idea to get players to read
-through [Chapter 3: How to Play the Cypher System](#chapter-3-how-to-play-the-cypher-system), the [Cypher System
-Reference Rules Primer](https://www.montecookgames.com/store/product/cypher-system-rules-primer/){.og-icon .og-mcg}. You
-might also want to go over Monte Cook Games' [Consent in
-Gaming](https://www.montecookgames.com/store/product/consent-in-gaming/){.og-icon .og-mcg} checklist individually with
-each player.
-
-It's common for players to take a little while to learn the Cypher System\'s vocabulary for game mechanics, especially
-if they've already played other games that have a different vocabulary. When you mention a game mechanic like [recovery
-rolls](#recovery-rolls) or [the damage track](#the-damage-track), take a moment to define those terms, and point out
-where that information is located on the PC's [character sheets](#og-cscs).
-
-It's also a good idea to let players know a little bit about what to expect about the game\'s genre and setting. The
-[Campaign Design Checklist](#campaign-design-checklist) can help you organize your thoughts and communicate them to
-players. This helps players know who their PC is, and a little bit about what kinds of stories to expect.
-
##### Calling for Rolls [#](#calling-for-rolls){.og-h-anchor aria-hidden="true"} {#calling-for-rolls .og-h-small}
[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
@@ -77573,7 +77550,6 @@
- [Externalizing GM Intrusion Through Player Rolls](#externalizing-gm-intrusion) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Modifying Creatures](#choose-modifying-creatures) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Superhero Archetypes in Claim the Sky](#superhero-archetypes-in-claim-the-sky) [(OG-CSRD)]{.og-ref .og-ref-og}
-- [Teaching the Rules](#teaching-the-rules) [(OG-CSRD)]{.og-ref .og-ref-og}
##### Tools [#](#choose-pdfs){.og-h-anchor aria-hidden="true"} {#choose-pdfs .og-h-small}
@@ -77856,7 +77832,7 @@
- Languages [(425)]{.og-ref}
- NPC Allies [(425)]{.og-ref}
- [Creatures](#running-the-game-creatures) [(425)]{.og-ref}
-- [Teaching the Rules](#teaching-the-rules) [(426)]{.og-ref}
+- Teaching the Rules [(426)]{.og-ref}
- The First Few Sessions [(427)]{.og-ref}
- Running Cypher System Combats [(427)]{.og-ref}
- Crafting Stories [(428)]{.og-ref}

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@ -1,171 +0,0 @@
--- _tmp/ccsrd.md 2025-07-21 16:37:52.844230384 -0500
+++ _tmp/ccsrd.new.md 2025-07-21 16:39:56.297018217 -0500
@@ -74783,7 +74783,6 @@
GM Preparation
- [Campaign Design Checklist](#campaign-design-checklist) [(OG-CSRD)]{.og-ref .og-ref-og}
-- [Session Preparation](#session-preparation) [(OG-CSRD)]{.og-ref .og-ref-og}
Optional Rules
@@ -75388,7 +75387,7 @@
::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
**Editor's Notes ---** GM intrusions are an integral part of Cypher System design. Most [creatures](#choose-creatures)
and [traps](#choose-fantasy-traps) include at least one GM intrusion. GM intrusions are a crucial source of [Experience
-Points (XP)](#experience-points-gm-intrusion)---so make them a part of your [session preparation](#session-preparation)!
+Points (XP)](#experience-points-gm-intrusion)---so make them a part of your session preparation!
:::
###### Bad Luck [#](#gm-intrusion-bad-luck){.og-h-anchor aria-hidden="true"} {#gm-intrusion-bad-luck}
@@ -76067,125 +76066,6 @@
------------------------------------------------------------------------------------------------------------------------
-#### Session Preparation [#](#session-preparation){.og-h-anchor aria-hidden="true"}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-This section is based on *Preparing for the Game Session* [(431)]{.og-ref}.
-
-In the Cypher System, there aren't too many [rules](#this-is-how-you-play-the-cypher-system) you have to memorize to
-run the game. Instead, the Cypher System is designed to allow the GM and players to allow the game to proceed without
-the need for a lot pre-planned content. Allowing the game to unfold on its own means anything the GM plans might not get
-used, or might get used differently than planned for. The GM should leave themself some room to be flexible, filling in
-blanks and details as the game proceeds. Remember that since [the player always rolls](#rules-the-player-always-rolls),
-use your time and brainpower to examine the players actions and moods, the unfolding story, and keep track where the
-trajectory of the game is headed.
-
-The [campaign design checklist](#campaign-design-checklist) can help you define certain things about the setting, but
-all you really need to be prepared are a list of names, a scenario summary, and a list of ideas.
-
-##### A List of Names [#](#session-preparation-names){.og-h-anchor aria-hidden="true"} {#session-preparation-names .og-h-small}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-A list of names appropriate to the game's setting is useful for creating NPCs in the moment. Having a little extra room
-on the list to add a level, a modification, and a quick note next to a name is a good way of recording which names have
-become NPCs, and who they are. A useful set of notes for an NPC might include their level, important
-[modifications](#understanding-the-listings), their motive (what they want), and means (how they intend to get it), or
-anything else that will help you remember them later.
-
-::: table-responsive
- Name Details
- ---------------------- --------------------------------------------------------------------------------------
- Ourmand Armstay ---
- Gwendolyn Goodnoodle ---
- Sandy Sugarbottom ---
- Brampton Underrug *Halfling; nervous disposition; general goods merchant; level 2, haggles as level 5*
- Sigourney Otherbeef ---
-
- : Example Fairy Tale NPC Names and Notes
-:::
-
-If a powerful creature or NPC is central to the scenario, it can be wise to spend a few minutes to [choose creatures and
-NPCs](#choose-creatures), and review their characteristics to determine if they need modification, or creating new
-creatures or NPCs.
-
-##### A Scenario Summary [#](#session-preparation-summary){.og-h-anchor aria-hidden="true"} {#session-preparation-summary .og-h-small}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-A scenario summary sets up the general situation the PCs will be involved in, but doesn't assume anything what the
-players will do about it---players will always do unexpected things.
-
-Knowing just a little bit about how things are connected will allow the players to interact with the scenario
-organically (as opposed to in an order and manner of your design). You might want to refer back to that list of names
-and come up with something on the fly. The PCs might investigate the situation on their own, or decide that there are
-other things they'd rather be doing than looking for missing shoes or people.
-
-::: {.alert .ps-4 .pb-0}
-###### Example Scenario Summary: A Skeleton Stole My Shoes\! [#](#session-preparation-summary-example){.og-h-anchor aria-hidden="true"} {#session-preparation-summary-example}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-In a fantasy world, the PCs are traveling through a forest of thick, tall, trees, and happen upon Bamwich---a cozy
-hamlet inhabited mostly by gentle moss dwarves. There is a chill in the air, but an inviting column of smoke rises from
-a nearby tavern with doors fit for a human.
-
-- **Old Gus** *(the oldest dwarf in town; level 1; local history as level 4)* loudly complains to anyone who will
- listen that a skeleton has stolen his favorite pair of shoes. Gus is eager to get the PCs to help him by retrieving
- them, and could be convinced to offer a reward for their safe return.
-
-- **Lil' Mama and Large Marge** *(tavern proprietors; level 2)* are hiding an infestation of rats---including two
- [giant rats](#creature-giant-rat)---in the tavern's underground larder.
-
-- **Renengil** *(a skilled blacksmith; level 3)* hasn't heard from her cousin Herferlun in a week. Herferlun is the
- foreman at an iron mine in the nearby woods. In addition to dwindling supplies, she is worried about her cousin. She
- would investigate the matter herself, but is busy with her work.
-
-- **Hamish Wormworthy** *(an incompetent [Necromancer](#npc-necromancer); all tasks hindered)* has sent forth his
- [Skeleton](#creature-skeleton) minions to \"collect the souls of the living\", but his incompetence has them seeking
- out the *soles* of the living instead---causing the skeletons to steal people's shoes instead of killing them. His
- cavernous lair is becoming increasingly littered with footwear.
-
-- **Dwarven miners** *(level 2)* are captured by Hamish, and are being turned into skeletons by the necromancer.
- Renengil's cousin, Herferlun is among the survivors.
-:::
-
-##### A List of Ideas [#](#session-preparation-ideas){.og-h-anchor aria-hidden="true"} {#session-preparation-ideas .og-h-small}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-A list of ideas provides you with a box of toys you can interject into the game. They might provide useful tonal clues,
-a striking sensory description, or possible clues or side plots. It can also be a good idea prepare a few [GM
-intrusions](#gm-intrusion) for a session. Coming up with one GM intrusion each for important locations, creatures, NPCs,
-situations, or the PCs' character arcs can provide you with the vocabulary you need to be ready when a PC [rolls a
-1](#intrusion-through-player-rolls), or to have something ready to propose that would be good for the story or game.
-Additionally, Monte Cook Games' [GM Intrusion
-Deck](https://www.montecookgames.com/store/product/gm-intrusion-deck/){.og-icon .og-mcg} that includes a wealth of
-possible GM intrusions.
-
-For *A Skeleton Stole My Shoes!*, a list of ideas might include:
-
-- Someone's food or drink in the tavern is served with a large, wiry hair in it.
-- A [ravage bear](#creature-ravage-bear) caught in a hunter's trap is actually a fey being.
-- A [skeleton](#creature-skeleton) missing its skull stumbles through the woods.
-- A ghostly green torchlight increases skeletons' level by 1.
-- An [artifact](#choose-artifacts) of great power is rumored to be held in an ancient shrine to a fallen hero
- somewhere deep in the woods.
-
-Lastly, it can also be a good idea to choose a few [cyphers](#choose-cyphers) appropriate to the setting.
-For *A Skeleton Took My Shoes*,
-potential cyphers might include:
-
-- [Anathema Siren](#horror-cypher-anathema-siren) (undead)
-- [Curative](#cypher-curative)
-- [Friction Reducer](#cypher-friction-reducer)
-- [Sleep Inducer](#cypher-sleep-inducer)
-- [Trick Embedder](#cypher-trick-embedder)
-- [Undead Ward](#fantasy-cypher-undead-ward)
-
-------------------------------------------------------------------------------------------------------------------------
-
##### Calling for Rolls [#](#calling-for-rolls){.og-h-anchor aria-hidden="true"} {#calling-for-rolls .og-h-small}
[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
@@ -77264,8 +77144,6 @@
- **Original Campaign:** The [Campaign Design Checklist](#campaign-design-checklist) is a good guide to selecting
character options, cyphers, and optional rules to help shape your setting.
-
-- **Session Preparation:** Some ideas for [Session Preparation](#session-preparation) are also provided.
:::
##### [Cyphers don't seem to \"work\" for my game---what should I do?](#faq-cyphers){.collapsed bs-toggle="collapse" role="button" aria-expanded="false" aria-controls="faq-cyphers"} {#cyphers-dont-seem-to-work-for-my-gamewhat-should-i-do .og-tab .pb-2 .pt-2 .og-h-faq}
@@ -77570,7 +77448,6 @@
- [Foci, Psionic](#psionic-foci) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Foci, Science Fiction](#science-fiction-foci) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Foci, Superhero](#superhero-foci) [(OG-CSRD)]{.og-ref .og-ref-og}
-- [Session Preparation](#session-preparation) [(OG-CSRD)]{.og-ref .og-ref-og}
- [What's In The Book?](#choose-products) [(OG-CSRD)]{.og-ref .og-ref-og}
------------------------------------------------------------------------------------------------------------------------
@@ -77838,7 +77715,7 @@
- Crafting Stories [(428)]{.og-ref}
- Pacing [(428)]{.og-ref}
- Description [(430)]{.og-ref}
-- [Preparing for the Game Session](#session-preparation) [(431)]{.og-ref}
+- Preparing for the Game Session [(431)]{.og-ref}
- Handling the Players [(433)]{.og-ref}
- [Mature Themes](#horror-rules-consent) [(434)]{.og-ref}
- Designing Encounters [(434)]{.og-ref}

View File

@ -1,187 +0,0 @@
--- _tmp/ccsrd.md 2025-07-21 16:40:17.258151981 -0500
+++ _tmp/ccsrd.new.md 2025-07-21 16:46:54.149684103 -0500
@@ -28550,9 +28550,9 @@
::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
**Editor's Notes ---** For more on the special damage, see [Creatures and NPCs with Special
Damage](#creatures-special-damage), [Modifying Creatures](#modifying-creatures), [Common Trap
-Poisons](#dungeons-castles-and-keeps-traps-common-trap-poisons),
-[Radiation Sickness](#disease-radiation-sickness), and
-[Creating Challenging Encounters](#creating-challenging-encounters). Additionally, [We Are All Mad
+Poisons](#dungeons-castles-and-keeps-traps-common-trap-poisons), and
+[Radiation Sickness](#disease-radiation-sickness).
+Additionally, [We Are All Mad
Here](https://www.montecookgames.com/store/product/we-are-all-mad-here/){.og-icon .og-mcg} contains a section on Mental
Health in Games [(WAAMH, 159)]{.og-ref}.
:::
@@ -33077,8 +33077,8 @@
- **Roles:** Chanting, restraining the subject of the ritual
-- **Side Effects:** [Lasting damage](#creating-challenging-encounters), [permanent
- damage](#creating-challenging-encounters), scarring
+- **Side Effects:** Lasting damage, permanent
+ damage, scarring
- **Reagents:** Silver knife, silver vessel
@@ -33130,8 +33130,8 @@
- **Roles:** Applying reagents, chanting, prayers, shielding the corpse from hostile entities
-- **Side Effects:** Creature moves a step down [the damage track](#the-damage-track), enmity of a death god, [lasting
- damage](#creating-challenging-encounters), scarring, sympathetic damage
+- **Side Effects:** Creature moves a step down [the damage track](#the-damage-track), enmity of a death god, lasting
+ damage, scarring, sympathetic damage
- **Reagents:** Deceased's corpse, healing ointment, items of emotional significance (such as devotion, hope, or
regret), items of importance to the deceased, parchment extolling the deceased's history and deeds,
@@ -34525,11 +34525,11 @@
Another variant is a needle trap attached to a small peephole or spyhole in a door or wall. The trap springs when the
character touches the area around the hole (even a slight touch with their face as they look is sufficient), inflicting
-[lasting damage](#creating-challenging-encounters) to the character's eye and partially blinding them. A gentler
+lasting damage to the character's eye and partially blinding them. A gentler
variant traps the character's limb in glue instead of inflicting damage. The character\'s extremity might be glued to
the hole, or they may be able to pull free but have a glue pot stuck on their hand or foot.
-- **Damage Inflicted:** 3 points, plus [lasting damage](#creating-challenging-encounters)
+- **Damage Inflicted:** 3 points, plus lasting damage
- **Modifications:** Stealth as level 4
@@ -54255,8 +54255,8 @@
- **Form:** Vial, pot, or jar of liquid
-- **Effect:** Removes any [ongoing damage](#creating-challenging-encounters), [lasting
- damage](#creating-challenging-encounters), or [permanent damage](#creating-challenging-encounters) the character
+- **Effect:** Removes any ongoing damage, lasting
+ damage, or permanent damage the character
has. However, the character has a permanent 3-point reduction in their maximum Might Pool.
When [dead water](#fairy-tale-cypher-dead-water) and living water cyphers are used together, a dead character can be
@@ -59856,7 +59856,6 @@
Related Sections
- [Balancing Encounters](#balancing-encounters) [(434)]{.og-ref}
-- [Creating Challenging Encounters](#creating-challenging-encounters) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Modifying Creatures](#choose-modifying-creatures) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Familiars](#familiars) [(IOM, 94)]{.og-ref}
- [Followers](#followers) [(233)]{.og-ref}
@@ -72375,8 +72374,8 @@
attack](#special-situation-area-attacks) roll against each target's [level](#understanding-the-listings) (including any
modifications). If the attack succeeds against all targets, the troll must use an action to break free from the webbing,
but succeeds since their level---6---is higher than the cypher's effect level---4. Since the wolves are only level 3,
-they will struggle for longer---unless the troll frees them sooner, or if they [work
-together](#creating-challenging-encounters) to free themselves. The entire process could even longer if the GM treats
+they will struggle for longer---unless the troll frees them sooner, or if they work
+together to free themselves. The entire process could even longer if the GM treats
removing webs like [attacking objects](#special-situation-attacking-objects) due to the object damage track.
Sometimes, cyphers might resolve an encounter quickly---a good thing---but if the encounter would benefit from a little
@@ -75698,8 +75697,6 @@
::: {.alert .ps-4 .pb-0 .og-alert}
###### Quick Reference: Modifying Creatures [#](#choose-modifying-creatures){.og-h-anchor aria-hidden="true"} {#choose-modifying-creatures .og-border}
-- [Creating Challenging Encounters](#creating-challenging-encounters) [(OG-CSRD)]{.og-ref .og-ref-og}
-
Creature Templates
- [Beefed Up](#template-beefed-up) [(OG-CSRD)]{.og-ref .og-ref-og}
@@ -75933,54 +75930,6 @@
you can use to kick things up a notch if the PCs are having too easy a time.
:::
-::: {.alert .ps-4 .pb-0}
-##### Creating Challenging Encounters [#](#creating-challenging-encounters){.og-h-anchor aria-hidden="true"}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-This section is based on *Challenging Characters* [(435)]{.og-ref}.
-
-If PCs are breezing through encounters, try some of the following ideas:
-
-- **Gritty Realism:** If the game requires a little more \"gritty realism\", employ [optional
- rules](#choose-optional-rules) like [Fragility](#horror-rules-fragility) or [Ironman](#horror-rules-ironman)
- to dial up the threat.
-
-- **Templates:** [Modify creatures](#modifying-creatures) to create new and more challenging variants of creatures or
- NPCs.
-
-- **Damage Track:** An attack or effect immediately moves a PC one step down [the damage track](#the-damage-track).
-
-- **Ongoing Damage:** An attack or effect inflicts additional damage each round until PCs find a way to counteract it.
-
-- **Lasting Damage:** A PC gains an injury, which reduces the maximum number of points in one or more of their
- [Pools](#pool). The PC can regain 1 point to their maximum each day they spend resting, or 1 point every three days
- of regular activity. Until their Pool point maximum is fully restored, any tasks appropriate to the injury are
- hindered by one or more steps (determined by the GM). The section on [Serious Injuries and
- Conditions](#horror-rules-serious-injuries-and-conditions) contains a number of potential injury frameworks.
-
-- **Permanent Damage:** Permanent injuries should be used sparingly, but can be interesting. Even a permanent damage
- might one day be counteracted by appropriate technology, magic, or completion of a [character
- arc](#sample-character-arcs) like [Recover From a Wound (or Trauma)](#arc-recover-from-a-wound-or-trauma).
-
-- **Damaging Abilities or Equipment:** An attack temporarily hinders the use of, nullifies---or in rare instances,
- completely destroys---a PC's [special ability](#choose-abilities), [cypher](#choose-cyphers), or
- [artifact](#choose-artifacts).
-
-- **Enemies Working in Concert:** If four creatures work together, add +1 to the highest level creature, and +2
- additional points of damage. A level 4 mafia cap with three level 3 triggermen could team up and attack as a level 5
- NPC, dealing 6 damage instead of 4. This is a useful way of pooling enemies who normally can't overcome a PC\'s
- [Armor](#rules-armor).
-
-- **Swarms of Creatures:** The GM can combine six to ten creatures and have them act as one creature that is two
- levels higher and inflicts double the creature's normal damage. A group of thirty [berserkers](#npc-berserker)
- might be handled as three level 5 creatures with 30 Health each, inflicting 8 point of damage.
-
-- **Dangerous Environs:** Unstable terrain, [hazards](#damage-from-hazards), or extreme weather can all be realized
- through the [Horror Mode](#horror-rules-horror-mode) rule, causing more frequent [GM intrusions](#gm-intrusion)
- triggered in response to player rolls.
-:::
-
------------------------------------------------------------------------------------------------------------------------
#### Campaign Design Checklist [#](#campaign-design-checklist){.og-h-anchor aria-hidden="true"}
@@ -77087,13 +77036,6 @@
:::
:::
-##### [How do I combine weaker creatures into a \"swarm\"?](#faq-creature-swarm){.collapsed bs-toggle="collapse" role="button" aria-expanded="false" aria-controls="faq-creature-swarm"} {#how-do-i-combine-weaker-creatures-into-a-swarm .og-tab .pb-2 .pt-2 .og-h-faq}
-
-::: {#faq-creature-swarm .collapse}
-[Creating Challenging Encounters](#creating-challenging-encounters) includes methods for *Enemies Working in Concert*
-and *Swarms of Creatures*.
-:::
-
##### [How do I resolve a \"PVP\" scenario?](#faq-pvp){.collapsed bs-toggle="collapse" role="button" aria-expanded="false" aria-controls="faq-pvp"} {#how-do-i-resolve-a-pvp-scenario .og-tab .pb-2 .pt-2 .og-h-faq}
::: {#faq-pvp .collapse}
@@ -77191,8 +77133,8 @@
##### [What if the PCs find challenges and encounters too easy?](#faq-challenge){.collapsed bs-toggle="collapse" role="button" aria-expanded="false" aria-controls="faq-challenge"} {#what-if-the-pcs-find-challenges-and-encounters-too-easy .og-tab .pb-2 .pt-2 .og-h-faq}
::: {#faq-challenge .collapse}
-In addition to the strategies listed in Handling Players and PCs and [Creating Challenging
-Encounters](#creating-challenging-encounters), dial up the challenge with [GM intrusions](#gm-intrusion) with [Horror
+In addition to the strategies listed in Handling Players and PCs and Creating Challenging
+Encounters, dial up the challenge with [GM intrusions](#gm-intrusion) with [Horror
Mode](#horror-rules-horror-mode) optional rule.
The optional [Fragility](#horror-rules-fragility) or [Ironman](#horror-rules-ironman)
@@ -77421,7 +77363,6 @@
##### Running the Game [#](#choose-edrule-running-the-game){.og-h-anchor aria-hidden="true"} {#choose-edrule-running-the-game .og-h-small}
- [Calling for Rolls](#calling-for-rolls) [(OG-CSRD)]{.og-ref .og-ref-og}
-- [Creating Challenging Encounters](#creating-challenging-encounters) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Difficulty, Vague](#vague-difficulty) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Encouraging Players to Spend XP](#encouraging-players-to-spend-xp) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Encouraging Players to Use Cyphers](#encouraging-players-to-use-cyphers) [(OG-CSRD)]{.og-ref .og-ref-og}
@@ -77722,7 +77663,7 @@
- Complex Encounters [(434)]{.og-ref}
- [Balancing Encounters](#balancing-encounters) [(434)]{.og-ref}
- Resolving Encounters [(435)]{.og-ref}
-- [Challenging Characters](#creating-challenging-encounters) [(435)]{.og-ref}
+- Challenging Characters [(435)]{.og-ref}
- Higher-Tier Characters [(436)]{.og-ref}
- Character Death [(436)]{.og-ref}

View File

@ -1,22 +0,0 @@
--- _tmp/ccsrd.md 2025-07-21 16:47:17.858834657 -0500
+++ _tmp/ccsrd.new.md 2025-07-21 16:49:00.045483509 -0500
@@ -58903,19 +58903,6 @@
: Weird West Artifacts
:::
-
-::: {.alert .ps-4 .pb-0}
-###### Alien Artifacts [#](#weird-west-alien-artifacts){.og-h-anchor aria-hidden="true"} {#weird-west-alien-artifacts}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-Alien artifacts have their effects marked with **(Alien)**.
-
-- **Indentification:** Alien artifacts must be identified with a successful difficulty 5 Intellect task before
- activation.
-
-- **Notoriety:** Activating alien artifacts might draw unwanted attention.
-:::
:::
::: {.col .col-md-6}

View File

@ -1,64 +0,0 @@
--- _tmp/ccsrd.md 2025-07-21 16:49:19.807608994 -0500
+++ _tmp/ccsrd.new.md 2025-07-21 16:51:19.557369387 -0500
@@ -27453,8 +27453,8 @@
modifications reduce the difficulty to less than 1, the action is routine (and therefore works with no roll needed).
5. If the action still isn't routine, the GM uses its difficulty to determine the target number---how high the player
must roll to succeed at the action (see the [Task Difficulty table](#rules-determining-task-difficulty)). The GM
- doesn't have to tell the player what the target number is, but they can [give the player a
- hint](#vague-difficulty), especially if the character would reasonably know if the action was easy, average,
+ doesn't have to tell the player what the target number is, but they can give the player a
+ hint, especially if the character would reasonably know if the action was easy, average,
difficult, or impossible.
6. The player [rolls a d20](#rules-rolling-the-die). If they roll equal to or higher than the target number, the
character succeeds.
@@ -75050,33 +75050,6 @@
devoted to guiding the story.
:::
-::: {.alert .ps-4 .pb-0}
-##### Vague Difficulty [#](#vague-difficulty){.og-h-anchor aria-hidden="true"} {#vague-difficulty .og-h-small}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-When players are new to the game, it is a good idea to tell them the [difficulty](#rules-task-difficulty) of the task
-ahead. Doing so lets them make informed decisions about whether or not to use [Effort](#effort) to ease a task.
-
-This table can be used when a GM wants to withhold exact difficulty, for example, in a situation perhaps the players
-don't know what they are doing, or are not in the position to fully understand the circumstances---or witness the
-results---of their attempted task. In such instances, the GM can provide a vague sense of how difficult the PC
-*believes* the task will be.
-
-::: table-responsive
- Difficulty Vague Description
- ------------ --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
- 0 Routine (succeeds with no roll required)
- 1--2 Easy
- 3--4 Average
- 5--6 Difficult
- 7--10 Impossible (only those with [skills](#modifying-the-difficulty-skills), [assets](#modifying-the-difficulty-assets), or who use [Effort](#modifying-the-difficulty-effort) will succeed)
- 11--15 [Really Impossible](#really-impossible-tasks) (only high-tier characters, those with [cyphers](#choose-cyphers) that ease tasks, or [power shifts](#optional-rule-power-shifts) will succeed, and even that might require some luck)
-
- : Vague Difficulty
-:::
-:::
-
------------------------------------------------------------------------------------------------------------------------
#### GM Intrusion [#](#gm-intrusion){.og-h-anchor aria-hidden="true"} {#gm-intrusion}
@@ -76022,7 +75995,7 @@
- **Inform the Player:** Tell the player which stat the task will test, and the difficulty---but don't mention the
target number yet. For clarity's sake, the less conversion between those two different number sets, the better. You
- can withhold or be [vague](#vague-difficulty) about difficulty if you like, but new players tend to benefit from
+ can withhold or be vague about difficulty if you like, but new players tend to benefit from
knowing the difficulty until they get the hang of things.
- **Modify the Difficulty:** Guide the player through [modifying the difficulty](#modifying-the-difficulty) using
@@ -77350,7 +77323,6 @@
##### Running the Game [#](#choose-edrule-running-the-game){.og-h-anchor aria-hidden="true"} {#choose-edrule-running-the-game .og-h-small}
- [Calling for Rolls](#calling-for-rolls) [(OG-CSRD)]{.og-ref .og-ref-og}
-- [Difficulty, Vague](#vague-difficulty) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Encouraging Players to Spend XP](#encouraging-players-to-spend-xp) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Encouraging Players to Use Cyphers](#encouraging-players-to-use-cyphers) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Externalizing GM Intrusion Through Player Rolls](#externalizing-gm-intrusion) [(OG-CSRD)]{.og-ref .og-ref-og}

View File

@ -1,132 +0,0 @@
--- _tmp/ccsrd.md 2025-07-21 16:51:44.261526249 -0500
+++ _tmp/ccsrd.new.md 2025-07-21 17:05:41.491836684 -0500
@@ -1219,8 +1219,8 @@
[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-Available character options and the use of any [optional rules](#choose-optional-rules) are [determined by the
-GM](#campaign-design-checklist).
+Available character options and the use of any [optional rules](#choose-optional-rules) are determined by the
+GM.
1. Choose a [descriptor](#chapter-7-descriptor) and [focus](#chapter-8-focus) first. These are the core parts of your
character's identity.
@@ -74766,10 +74766,6 @@
- [Creatures](#running-the-game-creatures) [(425)]{.og-ref}
- [Balancing Encounters](#balancing-encounters) [(434)]{.og-ref}
-GM Preparation
-
-- [Campaign Design Checklist](#campaign-design-checklist) [(OG-CSRD)]{.og-ref .og-ref-og}
-
Optional Rules
- [Effort for NPCs](#optional-rule-effort-for-npcs) [(OG-CSRD)]{.og-ref .og-ref-og}
@@ -75892,89 +75888,6 @@
------------------------------------------------------------------------------------------------------------------------
-#### Campaign Design Checklist [#](#campaign-design-checklist){.og-h-anchor aria-hidden="true"}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-This campaign design checklist guides you---the GM---in establishing the game setting, preparing players to create PCs
-ahead of the first session. You don't have to perform every step on the list, and you don\'t have all the answers right
-now. Oftentimes, discussing things with players will help you with answers you don't have, and in a longer campaign,
-you will almost certainly revise your answers as time goes on. You can use this process to fill out the official
-Campaign Design Worksheet included in Monte Cook Games' [Cypher System Character Portfolios and Character
-Sheets](https://www.montecookgames.com/store/product/cypher-system-character-and-campaign-sheets/){.og-icon .og-mcg}.
-
-##### Establishing Campaign Basics [#](#campaign-design-checklist-establishing-campaign-basics){.og-h-anchor aria-hidden="true"} {#campaign-design-checklist-establishing-campaign-basics .og-h-small}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-- **Name of the Game:** Name your campaign something evocative and exciting. You might already be hinting at the kinds
- of adventures, mysteries, genres, locations or other important aspects of setting---including the kinds of
- characters PCs should expect to create.
-
-- **GM Contact:** Make sure your players know how to get in touch with you to talk about the game.
-
-- **Select Genre(s):** Make note of the informing [genres](#part-3-genres) the game will operate in.
-
-##### Defining the Genre for Players [#](#campaign-design-checklist-defining-the-genre-for-players){.og-h-anchor aria-hidden="true"} {#campaign-design-checklist-defining-the-genre-for-players .og-h-small}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-- **Define Skills:** Make a list of useful [skills](#skills) for the setting and genre. Add any new skills that are
- needed, including languages.
-
-- **Define Types:** Establish the [types](#chapter-5-type) PCs can play. You might also want to define a new type with
- a [flavor](#chapter-6-flavor), including any [further customization](#further-customization) you make.
-
-- **Suggest Descriptors:** Create a list of suggested [descriptors](#chapter-7-descriptor). With so many descriptors
- available, limiting the number of choices is not necessarily a bad thing: the goal is to spotlight the descriptors
- that will be most meaningful to the kinds of stories the genre or setting will make most rewarding to play. Now is
- also a good time to think about if and how the game will use [species as descriptor](#species-as-descriptor), or if
- you want to [customize descriptors](#customizing-descriptors).
-
-- **Suggest Foci:** Provide a list of suggested [foci](#chapter-8-focus), just as you did for the descriptors. Each
- [genre](#part-3-genres) contains a list of suggested foci to help you with this step. You can also [customize a
- focus](#focus-customizing-foci) or [create a new focus](#focus-creating-new-foci) at this time.
-
-- **Choose Cyphers:** Create a list of appropriate [cyphers](#choose-cyphers) to provide to the players. Think about
- where, when, and how players will gain cyphers---this might look different depending on if you are using primarily
- [subtle cyphers](#subtle-cyphers) or [manifest cyphers](#manifest-cyphers).
-
-- **Select Optional Rules:** Create a list of [optional rules](#choose-optional-rules) you want players to know about,
- and where to find them.
-
-- **Something's Still Missing!:** If you\'re adapting a setting to the Cypher System, there are often game mechanics
- that don't seem like they quite fit in. Some things might be best harnessed as a Use for
- [XP](#choose-xp)---including new [character advancement](#character-advancement) options, or [player
- intrusions](#running-the-game-player-intrusions) that provide a vocabulary for the kinds of cool \"moves\" a player
- can make on a limited basis that aren't addressed by character creation. Don\'t
- worry if you don't know how to do it all right now: if there are mechanics you aren\'t sure about, implement them
- as [cyphers](#choose-cyphers) at first---this is a good test bed because cyphers can only be used once. Don't worry
- too much about game mechanics when writing these, just use own plain language. After the cypher is used, if it's
- something you'd like to see more of, you can reintroduce the cypher, or refine it into an
- [artifact](#choose-artifacts) (which deplete randomly). When the artifact depletes, you can always provide the PCs
- with a way (for example, spending 3 [XP](#choose-xp)) to recharge the artifact, or allow them to gain its effects
- permanently as a [special ability](#choose-abilities) with an appropriate [initial cost](#rules-initial-cost) for
- its effects.
-
-##### Wrapping Up [#](#campaign-design-checklist-defining-genre-for-pcs){.og-h-anchor aria-hidden="true"} {#campaign-design-checklist-defining-genre-for-pcs .og-h-small}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-- **Write the Pitch:** There's no wrong way to write a campaign pitch. You might write out your idea for the game in
- the style of a movie trailer, provide reference a list of influential media, or write a few paragraphs of relevant
- world history. Whatever you decide, be sure your pitch communicates any expectations you have for the kinds of
- people the PCs will portray, and what kinds of activities they game will center upon. Leave some room in the idea so
- that players can bring their own ideas to the table.
-
-- **Set Boundaries:** Work through the [Consent in
- Gaming](https://www.montecookgames.com/store/product/consent-in-gaming/){.og-icon .og-mcg} tool from Monte Cook
- Games, or other campaign safety tool of your choice with the players.
-
-- **Take Notes:** Throughout this process, make note of questions to be answered later, and things you'd like to
- discuss with players, or anything else that excites you about the PCs the players create.
-
-------------------------------------------------------------------------------------------------------------------------
-
##### Calling for Rolls [#](#calling-for-rolls){.og-h-anchor aria-hidden="true"} {#calling-for-rolls .og-h-small}
[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
@@ -77043,9 +76956,6 @@
sale from [Cypher System Reference Rules
Primer](https://www.montecookgames.com/store/product/cypher-system-rules-primer/){.og-icon .og-mcg} and on
storefronts like [DriveThruRPG](https://www.drivethrurpg.com/en/browse?ruleSystem=45193-cypher-system).
-
-- **Original Campaign:** The [Campaign Design Checklist](#campaign-design-checklist) is a good guide to selecting
- character options, cyphers, and optional rules to help shape your setting.
:::
##### [Cyphers don't seem to \"work\" for my game---what should I do?](#faq-cyphers){.collapsed bs-toggle="collapse" role="button" aria-expanded="false" aria-controls="faq-cyphers"} {#cyphers-dont-seem-to-work-for-my-gamewhat-should-i-do .og-tab .pb-2 .pt-2 .og-h-faq}
@@ -77337,7 +77247,6 @@
- [Ability Category: Recovery](#abilities-category-recovery) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Ability Category: Roll](#abilities-category-roll) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Ability Category: Stats](#abilities-category-stats) [(OG-CSRD)]{.og-ref .og-ref-og}
-- [Campaign Design Checklist](#campaign-design-checklist) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Character Creation Checklist](#character-creation-checklist) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Character Sheets](#og-cscs) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Fantasy Character Options](#choose-fantasy-character-options) [(GF, 20)]{.og-ref}[(OG-CSRD)]{.og-ref .og-ref-og}

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@ -1,65 +0,0 @@
--- _tmp/ccsrd.md 2025-07-21 17:06:02.377968328 -0500
+++ _tmp/ccsrd.new.md 2025-07-21 17:07:09.253389864 -0500
@@ -572,10 +572,6 @@
- [Using Other Pools to Pay Cost Remainders](#optional-rule-using-other-pools-to-pay-cost-remainders)
[(OG-CSRD)]{.og-ref .og-ref-og}
-PDFs
-
-- [Character Sheets](#og-cscs) [(OG-CSRD)]{.og-ref .og-ref-og}
-
Related Sections
- [Character Advancement](#character-advancement) [(240)]{.og-ref}
@@ -1273,14 +1269,6 @@
The following PDF files can help you organize your game, especially if you are playing in person. A great place to start
is the official [Cypher System Rules
Primer](https://www.montecookgames.com/store/product/cypher-system-rules-primer/){.og-icon .og-mcg}.
-
-###### Character Sheets [#](#og-cscs){.og-h-anchor aria-hidden="true"} {#og-cscs}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-Official PDF [Cypher System Character Portfolios and Character
-Sheets](https://www.montecookgames.com/store/product/cypher-system-character-portfolios-and-character-sheets/){.og-icon
-.og-mcg} are available for free from Monte Cook Games.
:::
:::
@@ -26913,7 +26901,7 @@
The GM can figure out what those things mean in their setting. In a fantasy setting, an inexpensive item might be 1 or 2
copper pennies, while an expensive item might require gold on the table. The exact amount can vary, and in many
campaigns, the exact amount will matter. The GM will develop a detailed price list for their setting, and players will
-track their money on their [character sheets](#og-cscs) to determine what they can afford, often ignoring the terms
+track their money on their character sheets to determine what they can afford, often ignoring the terms
inexpensive, moderately priced, and so on.
But some GMs might want to keep things simple and use only the general terms, indicating currency just as flavor now and
@@ -75497,8 +75485,8 @@
should find at least that many cyphers in a given adventure.
If your players are typical, they will use combat-related cyphers liberally but hold onto their utility cyphers. A ray
-emitter or defensive shield will be used, but a suspensor belt or phasing module will linger longer on their [character
-sheets](#og-cscs).
+emitter or defensive shield will be used, but a suspensor belt or phasing module will linger longer on their character
+sheets.
As with everything else in the game, it's intentionally very easy for the GM to create new cyphers. Just think of the
effect and how to express it as a game advantage. Two kinds of cyphers exist when it comes to effect: those that allow
@@ -76142,7 +76130,7 @@
This is the role the character will have in the story. Types will likely change from genre to genre, particularly the
type names. So in this section, we'll talk about them in terms of the general role the character will have in the
-story, not what players will write on their [character sheet](#og-cscs) (although a few example suggestions are
+story, not what players will write on their character sheet (although a few example suggestions are
provided).
::: row
@@ -77248,7 +77236,6 @@
- [Ability Category: Roll](#abilities-category-roll) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Ability Category: Stats](#abilities-category-stats) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Character Creation Checklist](#character-creation-checklist) [(OG-CSRD)]{.og-ref .og-ref-og}
-- [Character Sheets](#og-cscs) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Fantasy Character Options](#choose-fantasy-character-options) [(GF, 20)]{.og-ref}[(OG-CSRD)]{.og-ref .og-ref-og}
- [Foci, Fantasy](#fantasy-foci) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Foci, Horror](#horror-foci) [(OG-CSRD)]{.og-ref .og-ref-og}

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@ -1,21 +0,0 @@
--- _tmp/ccsrd.md 2025-07-21 17:07:27.895507375 -0500
+++ _tmp/ccsrd.new.md 2025-07-21 17:07:55.181679359 -0500
@@ -1260,18 +1260,6 @@
:::
:::
-##### PDFs [#](#pdfs){.og-h-anchor aria-hidden="true"} {#pdfs .og-border}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-::: row
-::: {.col .col-md-6}
-The following PDF files can help you organize your game, especially if you are playing in person. A great place to start
-is the official [Cypher System Rules
-Primer](https://www.montecookgames.com/store/product/cypher-system-rules-primer/){.og-icon .og-mcg}.
-:::
-:::
-
------------------------------------------------------------------------------------------------------------------------
### [Chapter 5]{.og-chap} Type

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@ -1,56 +0,0 @@
--- _tmp/ccsrd.md 2025-07-21 17:08:19.495832614 -0500
+++ _tmp/ccsrd.new.md 2025-07-21 17:08:54.988056328 -0500
@@ -75864,45 +75864,6 @@
------------------------------------------------------------------------------------------------------------------------
-##### Calling for Rolls [#](#calling-for-rolls){.og-h-anchor aria-hidden="true"} {#calling-for-rolls .og-h-small}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-When it comes to [rolling the die](#rules-rolling-the-die), players will learn the game faster if the GM calls for rolls
-using a consistent approach. Remind players that any [action](#rules-actions) PC's take is [resolved the same
-way](#this-is-how-you-play-the-cypher-system). Here are a few steps you can take to smooth out calling for rolls and
-resolving them with players:
-
-- **Tie the Action to a Stat:** [determine which stat](#tying-actions-to-stats) is being tested: [Might](#might),
- [Speed](#speed), or [Intellect](#intellect). If you're not sure which to use, ask the player *how* their PC is
- doing what they are doing.
-
-- **Set the Difficulty:** Select a [task difficulty](#running-task-difficulty)---usually between 0--10, and decide if
- any modifications are required---these might come from a creature's listed modifications, or external circumstances
- that might ease or hinder the task by one or more step (for example, a strong wind interfering with---or aiding---a
- PC's jump across a wide chasm).
-
-- **Inform the Player:** Tell the player which stat the task will test, and the difficulty---but don't mention the
- target number yet. For clarity's sake, the less conversion between those two different number sets, the better. You
- can withhold or be vague about difficulty if you like, but new players tend to benefit from
- knowing the difficulty until they get the hang of things.
-
-- **Modify the Difficulty:** Guide the player through [modifying the difficulty](#modifying-the-difficulty) using
- their [skills](#modifying-the-difficulty-skills), [assets](#modifying-the-difficulty-assets), and
- [Effort](#modifying-the-difficulty-effort). It's good to set a few low difficulties players can modify all the way
- to 0, becoming a [routine action](#routine-actions), and succeed without a roll. If you are setting an impossible
- difficulty---7 or higher---inform the player that the task can't succeed unless they modify the difficulty in their
- favor. You might need to remind them about applicable skills, any assets they possess, and to use Effort at first.
- If another player wants to use their action to [help](#cooperative-actions), that's a good thing!
-
-- **Announce the Target Number:** Multiply the final difficulty by 3, inform the player of the target number, and
- prompt them to roll the die.
-
-- **Resolve the Action:** Narrate the results of the roll. If the PC used a [special ability](#choose-abilities) or
- [Effort](#effort), total all [Pool](#pool) point costs, then subtract their [Edge](#edge) in the task stat from the
- total. Some players will use Effort on every roll at first. If players mention their [Pool](#pool) points are
- running low, remind them that their first [recovery roll](#recovery-rolls) takes only one action to use.
-
##### Keeping Track of Numbers [#](#keeping-track-of-numbers){.og-h-anchor aria-hidden="true"} {#keeping-track-of-numbers .og-h-small}
[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
@@ -77208,7 +77169,6 @@
##### Running the Game [#](#choose-edrule-running-the-game){.og-h-anchor aria-hidden="true"} {#choose-edrule-running-the-game .og-h-small}
-- [Calling for Rolls](#calling-for-rolls) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Encouraging Players to Spend XP](#encouraging-players-to-spend-xp) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Encouraging Players to Use Cyphers](#encouraging-players-to-use-cyphers) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Externalizing GM Intrusion Through Player Rolls](#externalizing-gm-intrusion) [(OG-CSRD)]{.og-ref .og-ref-og}

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@ -1,20 +0,0 @@
--- _tmp/ccsrd.md 2025-07-21 17:09:16.229190212 -0500
+++ _tmp/ccsrd.new.md 2025-07-21 17:09:31.470286280 -0500
@@ -75864,17 +75864,6 @@
------------------------------------------------------------------------------------------------------------------------
-##### Keeping Track of Numbers [#](#keeping-track-of-numbers){.og-h-anchor aria-hidden="true"} {#keeping-track-of-numbers .og-h-small}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-The GM might use tokens---for example, [XP Deck
-cards](https://www.montecookgames.com/store/product/cypher-system-xp-deck/){.og-icon .og-mcg} or colored poker
-chips---to represent [Might](#might), [Speed](#speed), and [Intellect](#intellect) [Pools](#pool). This can make
-counting out points lost due to using [special abilities](#choose-abilities) and [Effort](#effort), or
-[damage](#rules-damage) easier for some players. Once a player counts out their total costs, remind them to refund
-points due to [Edge](#edge) or [Armor](#rules-armor).
-
##### Encouraging Players to Spend XP [#](#encouraging-players-to-spend-xp){.og-h-anchor aria-hidden="true"} {#encouraging-players-to-spend-xp .og-h-small}
[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}

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@ -1,54 +0,0 @@
--- _tmp/ccsrd.md 2025-07-21 17:09:48.608394309 -0500
+++ _tmp/ccsrd.new.md 2025-07-21 17:10:15.476563673 -0500
@@ -75864,43 +75864,6 @@
------------------------------------------------------------------------------------------------------------------------
-##### Encouraging Players to Spend XP [#](#encouraging-players-to-spend-xp){.og-h-anchor aria-hidden="true"} {#encouraging-players-to-spend-xp .og-h-small}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-It is a common struggle to get players to look past [character advancement](#character-advancement) and start [spending
-experience points](#spending-experience-points) for short-, medium- or long-term benefits and [player
-intrusions](#choose-player-intrusions). Here are a few ways a GM can use to encourage players to spend (and earn) more
-XP, which is intended to be given, received, and spent with some frequency. In fact, if the Cypher System has a
-heartbeat, this is it.
-
-- **XP Cards or Tokens:** Using a physical object as an XP token---for example, coins, [XP Deck
- cards](https://www.montecookgames.com/store/product/cypher-system-xp-deck/){.og-icon .og-mcg}, poker chips, or a
- carefully aligned d10---can be a good way to formalize the fundamentally transactional nature of XP. As a side
- benefit, accounting for XP this way also means less accounting by erasing and rewriting numbers on a paper character
- sheet.
-
-- **GM Intrusions:** [GM intrusions](#gm-intrusion) generate a lot of [XP](choose-xp), so if you are the GM, use
- them---and if you are a player, accept them! The GM might even consider granting XP even when a GM intrusion is the
- result of a player rolling a 1 on the die. GMs should aim to offer at least one GM intrusion to each player every
- session.
-
-- **Player Intrusions:** Some players who aren't used to having more narrative control might be reluctant to propose
- a [player intrusion](#choose-player-intrusions). If no one is using player intrusions, try proposing a few you think
- they'd like, or using the Gaining Insight optional rule. Devise a few proposed
- player intrusions for each PC---you can make it something only they could---or would---think of. Once players see a
- few examples, they'll be more prepared to start proposing their own intrusions.
-
-- **Attendance:** Offering 1--2 consistent XP at the start of the session just for showing up makes it easier to spend
- some.
-
-- **Character Arcs:** Reserve some time at the end of each session to discuss the PC's [character
- arcs](#character-arcs), and assign a XP value for any steps completed.
-
-- **Equal Advancement:** If using [Equal Advancement](#equal-advancement), consider a house rule where any XP earned
- in the session must be spent in the same session---establish a limit on the amount of XP a PC can hoard, or inform
- players their unspent XP expires at the start of the next session.
-
##### Encouraging Players to Use Cyphers [#](#encouraging-players-to-use-cyphers){.og-h-anchor aria-hidden="true"} {#encouraging-players-to-use-cyphers .og-h-small}
[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
@@ -77158,7 +77121,6 @@
##### Running the Game [#](#choose-edrule-running-the-game){.og-h-anchor aria-hidden="true"} {#choose-edrule-running-the-game .og-h-small}
-- [Encouraging Players to Spend XP](#encouraging-players-to-spend-xp) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Encouraging Players to Use Cyphers](#encouraging-players-to-use-cyphers) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Externalizing GM Intrusion Through Player Rolls](#externalizing-gm-intrusion) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Modifying Creatures](#choose-modifying-creatures) [(OG-CSRD)]{.og-ref .og-ref-og}

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@ -1,46 +0,0 @@
--- _tmp/ccsrd.md 2025-07-21 17:10:35.117687464 -0500
+++ _tmp/ccsrd.new.md 2025-07-21 17:11:04.417872137 -0500
@@ -71942,8 +71942,8 @@
can't use an enduring shield cypher on a friend.
Cyphers are a game mechanic designed for frequent discovery and use. PCs can have only a small number of cyphers at any
-given time, and since they're always finding more, they\'re [encouraged to use
-them](#encouraging-players-to-use-cyphers) at a steady pace.
+given time, and since they're always finding more, they\'re encouraged to use
+them at a steady pace.
In theory, the cyphers gained by the PCs are determined randomly. However, the GM can allow PCs to acquire or find them
intentionally as well. Cyphers are gained with such regularity that the PCs should feel that they can use them freely.
@@ -75864,24 +75864,6 @@
------------------------------------------------------------------------------------------------------------------------
-##### Encouraging Players to Use Cyphers [#](#encouraging-players-to-use-cyphers){.og-h-anchor aria-hidden="true"} {#encouraging-players-to-use-cyphers .og-h-small}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-The [cypher limit](#cypher-limits) is a social contract between the GM and the players. The GM provides useful cyphers
-that allow PCs to perform amazing abilities, and the players agree to use them, then the GM provides new cyphers, and so
-on. Having a fresh set of cyphers to distribute and use keeps gameplay fresh and allows each character to engage each
-situation differently than the last. It can be wise to provide cyphers in caches of 1d6 cyphers at a time, and allow
-players to discard cyphers in their possession that do not seem immediately useful.
-
-Another option is to ask the players to review their cyphers at the start of the session, and cause cyphers to
-\"expire\". This runs the risk of coming off as punitive, but it might also provide the motivation some players need to
-use their cyphers, search for new ones, or to use a [player intrusion](#running-the-game-player-intrusions) to [request
-a subtle cypher](#player-intrusion-subtle-cypher), or to prevent a manifest cypher they'd been saving for a specific
-purpose from expiring.
-
-------------------------------------------------------------------------------------------------------------------------
-
##### Logical, Interesting, and Story-Based [#](#logical-interesting-and-story-based){.og-h-anchor aria-hidden="true"} {#logical-interesting-and-story-based .og-h-small}
[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
@@ -77121,7 +77103,6 @@
##### Running the Game [#](#choose-edrule-running-the-game){.og-h-anchor aria-hidden="true"} {#choose-edrule-running-the-game .og-h-small}
-- [Encouraging Players to Use Cyphers](#encouraging-players-to-use-cyphers) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Externalizing GM Intrusion Through Player Rolls](#externalizing-gm-intrusion) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Modifying Creatures](#choose-modifying-creatures) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Superhero Archetypes in Claim the Sky](#superhero-archetypes-in-claim-the-sky) [(OG-CSRD)]{.og-ref .og-ref-og}

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@ -1,46 +0,0 @@
--- _tmp/ccsrd.md 2025-07-21 17:11:20.352972578 -0500
+++ _tmp/ccsrd.new.md 2025-07-21 17:12:50.212538995 -0500
@@ -75218,35 +75218,6 @@
GM intrusions per game session, depending on the length of the session, or about one intrusion per hour of game play.
This is in addition to any intrusions that are triggered by players rolling a 1.
-::: {.alert .ps-4 .pb-0}
-###### Externalizing GM Intrusion Through Player Rolls [#](#externalizing-gm-intrusion){.og-h-anchor aria-hidden="true"} {#externalizing-gm-intrusion}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-One of the keys to understanding GM intrusions is right there in the name---*intrusion*---even in response to a player
-rolling a 1. As noted in many of the example GM intrusions below, these moments don't have to be rooted in a PC
-failure, but instead can be something unexpected, undiscovered, and entirely external to the PC---something rooted in
-the world, situation, or opposition they are facing. It is an unfortunate fact that many players have had experience
-with games and GMs who respond to rolling a 1 by humiliating the PC, or preventing them from taking an action, but
-usually all this manages to do is bring the game to a halt. In the Cypher System, a good GM intrusion is revelatory: it
-reveals something about the world and invites further action in response. For example:
-
-- If a PC is attempting to ask a prospective NPC romance out on a date and [rolls a
- 1](#intrusion-through-player-rolls), you could have them make a fool out of themself---spilling their drink on the
- person, and completely ruining any chance to pursue that romance in the future. That's certainly an option, but it
- might not be the best one. Instead, you could reveal that the object of their affection already has a significant
- other---a jealous one, or perhaps an overprotective parent or sibling.
-
-- If a PC is picking a lock in a dungeon, you could just have the PC fumble and break their lockpick, leaving the door
- shut forever. Or instead, the door could be yanked open---destroying the lockpick, and revealing a gaggle of angry
- orcs on the other side.
-
-Whether they are triggered by a player rolling 1 or not, GM intrusions are there to help you be flexible: they can
-create corrective measures for the game pacing's or direction, make an important statement, or reveal a complication
-rooted in something the players overlooked, or bring something from the background of the story toward the center of it.
-In the end, the best GM intrusions don't delay the action, but help move the story forward.
-:::
-
##### Intrusion Through Player Rolls [#](#intrusion-through-player-rolls){.og-h-anchor aria-hidden="true"}
[(Cypher System Rulebook, page 410)]{.og-ref}
@@ -77103,7 +77074,6 @@
##### Running the Game [#](#choose-edrule-running-the-game){.og-h-anchor aria-hidden="true"} {#choose-edrule-running-the-game .og-h-small}
-- [Externalizing GM Intrusion Through Player Rolls](#externalizing-gm-intrusion) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Modifying Creatures](#choose-modifying-creatures) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Superhero Archetypes in Claim the Sky](#superhero-archetypes-in-claim-the-sky) [(OG-CSRD)]{.og-ref .og-ref-og}

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@ -1,41 +0,0 @@
--- _tmp/ccsrd.md 2025-07-21 17:14:08.734033898 -0500
+++ _tmp/ccsrd.new.md 2025-07-21 17:14:05.524013664 -0500
@@ -75602,7 +75602,6 @@
Creature Templates
-- [Beefed Up](#template-beefed-up) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Bigger and Tougher](#template-bigger-and-tougher) [(GF, 97)]{.og-ref}
- [Blighted](#template-blighted) [(RR, 94)]{.og-ref}
- [Celebrity](#template-celebrity) [(HNAM, 77)]{.og-ref}
@@ -75622,30 +75621,6 @@
- [Special Damage](#special-damage) [(219)]{.og-ref}
:::
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-You can use the following creature templates to create stronger or more interesting versions of creatures:
-
-###### Beefed Up [#](#template-beefed-up){.og-h-anchor aria-hidden="true"} {#template-beefed-up .og-tab}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-Apply the following stat adjustments to a beefed up creature.
-
-- +1 level
-- +10 health
-- +1 Armor
-- +3 damage inflicted
-
-**Multiple Boosts:** If you need a really beefed up foe, you can boost a creature more than once.
-
-::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
-**Editor's Notes ---** This example template is based on Challenging Characters [(435)]{.og-ref} in the [Cypher System
-Rulebook](https://www.montecookgames.com/store/product/cypher-system-rulebook-2/){.og-icon .og-mcg}, and provides a
-basic \"boost package\"---for example, turning a [goblin](#npc-goblin) into a more powerful \"hobgoblin\" variant. It
-also gives you an idea on how to start creating your own templates.
-:::
-
###### Bigger and Tougher [#](#template-bigger-and-tougher){.og-h-anchor aria-hidden="true"} {#template-bigger-and-tougher .og-tab}
[(Godforsaken, page 97)]{.og-ref}

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@ -1,41 +0,0 @@
--- _tmp/ccsrd.md 2025-07-21 17:14:22.258119143 -0500
+++ _tmp/ccsrd.new.md 2025-07-21 17:18:25.071649648 -0500
@@ -565,7 +565,6 @@
- [Special Abilities](#special-abilities) [(18)]{.og-ref}
- [Skills](#skills) [(19)]{.og-ref}
- [Character Creation Checklist](#character-creation-checklist) [(OG-CSRD)]{.og-ref .og-ref-og}
-- [Online Character Sheets](#character-sheets-virtual-tabletops) [(OG-CSRD)]{.og-ref .og-ref-og}
Optional Rules
@@ -1235,30 +1234,6 @@
:::
:::
-::: {.col .col-md-6}
-##### Online Character Sheets [#](#character-sheets-virtual-tabletops){.og-h-anchor aria-hidden="true"} {#character-sheets-virtual-tabletops .og-border}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-The official [Cypher System Character Builder](https://tools.cypher-system.com/){.og-icon .og-mcg} can create and share
-character sheets quickly, and exports characters to:
-
-- PDF
-- [Cypher System by mrkwnzl](https://foundryvtt.com/packages/cyphersystem) for [Foundry VTT](https://foundryvtt.com/)
- (see the optional [Cypher SRD Compendium](https://foundryvtt.com/packages/cyphersystem-compendium/) module and
- [Cypher System Community Content](https://foundryvtt.com/packages/cyphersystem-community-module) modules)
-- [Fantasy Grounds](https://forge.fantasygrounds.com/shop/items/2030/view)
-:::
-
-[Roll20](https://app.roll20.net/) provides free Cypher System implementation, and a free version of the [Cypher System
-Reference Rules Primer](https://www.montecookgames.com/store/product/cypher-system-rules-primer/){.og-icon .og-mcg}.
-
-[Quest Portal](https://www.questportal.com/) includes a mobile-friendly Cypher System characer sheet, and you can import
-a copy of [OrangeAsp's The Magnus Archives Character
-Sheet](https://app.questportal.com/template/The-Magnus-Archives-yo6jido2kvwe) for use if your game uses the optional
-Stress rule.
-:::
-:::
------------------------------------------------------------------------------------------------------------------------