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Author SHA1 Message Date
b70384b8b5
remove a duplicated fairytale rule stuffed in equipment
Signed-off-by: Brian S. Stephan <bss@incorporeal.org>
2025-05-29 09:14:28 -05:00
37547e0c3b
remove the fantasy abilities from genres, since they're also in the base abilities
Signed-off-by: Brian S. Stephan <bss@incorporeal.org>
2025-05-29 09:06:18 -05:00
6cd74d009d
remove the superhero powers from genres, since they're also in the base abilities
Signed-off-by: Brian S. Stephan <bss@incorporeal.org>
2025-05-29 08:57:18 -05:00
a660ffed05
more header changes, up through space stuff
Signed-off-by: Brian S. Stephan <bss@incorporeal.org>
2025-05-29 08:33:39 -05:00
e17a1eca86
de-nest some various sections that shouldn't have been made so deep in retrospect
Signed-off-by: Brian S. Stephan <bss@incorporeal.org>
2025-05-29 08:27:23 -05:00
253b40675f
remove some unnecessary deepening of descriptor headings
Signed-off-by: Brian S. Stephan <bss@incorporeal.org>
2025-05-29 00:52:37 -05:00
24b98a7ee3
slight reordering of the gold-based equipment info
Signed-off-by: Brian S. Stephan <bss@incorporeal.org>
2025-05-08 23:58:53 -05:00
caab60ae7c
remove essentially duplicate artifact rules
found this while working on headerizing the fantasy genre section, so
hey, progress!

Signed-off-by: Brian S. Stephan <bss@incorporeal.org>
2025-05-07 13:59:01 -05:00
c5a3489e67
rebuild this patch with -d to clearly only be removals
Signed-off-by: Brian S. Stephan <bss@incorporeal.org>
2025-05-07 08:13:40 -05:00
f07890c305
rebuild this patch to fix offset issues
Signed-off-by: Brian S. Stephan <bss@incorporeal.org>
2025-05-07 08:10:54 -05:00
9 changed files with 7832 additions and 4249 deletions

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+gravity-dispelling ray. If it's a higher level, it wins; if it's a lower level, it loses. If two things of equal level
+oppose each other, there might be a long, drawn-out battle that could go either way.
+
#### ACTION: ATTACK
### ACTION: ATTACK
An attack is anything that you do to someone that they don't want you to do. Slashing a foe with a curved dagger is an
@@ -17321,6 +16740,17 @@
@ -825,7 +825,7 @@
+
+Intellect defense: Used for fending off mental attacks or anything that might affect or influence one's mind.
+
#### ACTION: DO SOMETHING ELSE
### ACTION: DO SOMETHING ELSE
Players can try anything they can think of, although that doesn't mean anything is possible. The GM sets the
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--- _tmp/ccsrd.md 2025-05-07 10:08:35.577006353 -0500
+++ _tmp/ccsrd.new.md 2025-05-07 13:33:04.293461662 -0500
@@ -18390,16 +18388,6 @@
> course of days or weeks. Generally speaking, Effort cannot be applied to any crafting task or subtask that exceeds one
> day
-### ARTIFACT RULES
-
-Artifacts are more powerful than common equipment or cyphers. Each artifact has a level and a rate of power depletion.
-When an artifact is used or activated, the player rolls the designated die (1d6, 1d10, 1d20, or 1d100). If the die shows
-the depletion number(s), the item works, but that is its last use. A depletion entry of "—" means that the artifact
-never depletes, and an entry of "automatic" means that it can be used only once. Depowered artifacts can sometimes be
-recharged using the repair rules, depending on the item's nature. Other special abilities can also repower an expended
-item, but probably for only one use. Powerful magical creatures might be able to recharge artifacts, at least
-temporarily
-
### CRAFTING ARTIFACTS
Crafting an artifact is similar to choosing a new type or focus ability—the character has many to choose from, they
@@ -42688,19 +42676,6 @@
| 99 | Wonder onesie |
| 00 | Your mama's biker jacket |
-Artifact Rules
-
-Artifacts are more powerful than common equipment or cyphers.
-
-Each artifact has a level and a rate of power depletion. When an artifact is used or activated, the player rolls the
-designated die (1d6, 1d10, 1d20, or 1d00). If the die shows the depletion number(s), the item works, but that is its
-last use. A depletion entry of "—" means that the artifact never depletes, and an entry of "automatic" means that it can
-be used only once.
-
-Depowered artifacts can sometimes be recharged using the repair rules, depending on the item's nature. Other special
-abilities can also repower an expended item, but probably for only one use. Powerful magical creatures might be able to
-recharge artifacts, at least temporarily.
-
Example Modern Fantasy Artifacts
Accessories Sold Separately

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--- _tmp/ccsrd.md 2025-05-07 13:58:49.339019024 -0500
+++ _tmp/ccsrd.new.md 2025-05-08 23:54:45.512019961 -0500
@@ -19575,16 +19573,6 @@
| Other Items | Notes |
| Sailing ship (small) | |
-### STARTING GOLD PIECES FOR CHARACTERS
-
-Warrior Starting Equipment: Appropriate clothing and two weapons of your choice, plus 6d6 + 100 gp.
-
-Adept Starting Equipment: Appropriate clothing, plus 3d6 + 80 gp.
-
-Explorer Starting Equipment: Appropriate clothing and a weapon of your choice, plus 3d6 + 90 gp.
-
-Speaker Starting Equipment: Appropriate clothing and a light weapon of your choice, plus 3d6 + 90 gp
-
### MEDIEVAL FANTASY EQUIPMENT
| Category | GP Value |
@@ -19595,6 +19583,16 @@
| Very expensive | 1,00010,000 gp |
| Exorbitant | 10,000+ gp |
+### STARTING GOLD PIECES FOR CHARACTERS
+
+Warrior Starting Equipment: Appropriate clothing and two weapons of your choice, plus 6d6 + 100 gp.
+
+Adept Starting Equipment: Appropriate clothing, plus 3d6 + 80 gp.
+
+Explorer Starting Equipment: Appropriate clothing and a weapon of your choice, plus 3d6 + 90 gp.
+
+Speaker Starting Equipment: Appropriate clothing and a light weapon of your choice, plus 3d6 + 90 gp
+
#### FANTASY ARMOR DESCRIPTIONS
You can wear only one kind of armor at a time (wearing more than one only gives the Armor from the best one and the

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--- _tmp/ccsrd.md 2025-05-29 08:34:39.111114885 -0500
+++ _tmp/ccsrd.new.md 2025-05-29 08:56:37.502157310 -0500
@@ -28087,340 +28087,6 @@
GM Intrusions: Invisibility partially fades, revealing the character's presence. A force field is pierced by an unusual
or unexpected attack.
-### NEW ABILITIES
-
-The following are new abilities for the Cypher System, most of which are associated with the new foci in this book.
-
-Advantages of Being Small: You've learned how to leverage your strength and accuracy in proportion to your size. Your
-damage is no longer halved when using Shrink, and climbing and jumping tasks are eased. Enabler.
-
-Ageless: Your body and mind do not age. Unless you are killed by violence (or some outside force such as poison or
-infection), you will never die. Enabler.
-
-Always Tinkering: If you have any tools and materials at all, and you are carrying fewer cyphers than your limit, you
-can create a manifest cypher if you have an hour of time to spend. The new cypher is random and always 2 levels lower
-than normal (minimum 1). It's also temperamental and fragile. These are called temperamental cyphers. If you give one to
-anyone else to use, it falls apart immediately, useless. Action to initiate; one hour to complete.
-
-Amazing Copying: You can use Copy Power to copy more powerful abilities. In addition to the normal options for using
-Effort with Copy Power, if you apply two levels of Effort, the GM chooses a high-tier ability that most closely
-resembles that power (instead of a low-tier ability). Enabler.
-
-Amazing Leap (2 Might points): You leap through the air and land safely some distance away. You can jump up, down, or
-across to anywhere you choose within long range if you have a clear and unobstructed path to that location. If you have
-three or more power shifts in strength, your leaping range increases to very long. If you have five or more power shifts
-in strength, your leaping range increases to 1,000 feet (300 m). Action.
-
-Animal Scrying (4+ Intellect points): If you know the general location of an animal that is friendly toward you and
-within 1 mile (1.5 km) of your location, you can sense through its senses for up to ten minutes. If you are not in
-animal form or not in a form similar to that animal, you must apply a level of Effort to use this ability. Action to
-establish.
-
-Automatic Glow: Hard light objects you create with your type and focus abilities shed light, illuminating everything in
-immediate range. Whenever you want, your body (entirely or just part of it) sheds light, illuminating everything in
-short range. Enabler.
-
-Beneath Notice: Your decreased size makes it difficult to find you. While Shrink is active on you, all stealth tasks you
-attempt are eased. Enabler.
-
-Body Morph (3+ Intellect points): You alter your facial and bodily features and coloration for one hour, hiding your
-identity or impersonating someone. If you apply a level of Effort, you can imitate a specific person accurately enough
-to fool someone who knows them well or has observed them closely (including fingerprints and voice prints, but not their
-retina print or DNA). You have an asset in all tasks involving disguise (this is in addition to the asset from Face
-Morph). You must apply a separate level of Effort to be able to impersonate a different species (such as a human
-morphing into a humanoid alien). Action.
-
- Bolster Illusion (2+ Intellect points): You give one of your visual illusions a limited physical reality that viewers
-can smell, taste, hear, and feel. This effect is bound to that illusion and acts appropriate to the illusion itself. For
-example, it can make the illusion of a brick wall feel like brick, the illusion of a person smell like perfume and able
-to open a door, and the illusion of a fireplace hot to the touch.
-
-The physical reality provided to your illusion is a level 1 effect with 3 health. If the illusion is used to make
-attacks, it inflicts only 1 point of damage (whether this is regular damage like an illusory punch or kick, or ambient
-damage like a falling brick wall or a fireplace's flames). You can increase the level of the created effect by applying
-levels of Effort to this ability, each level of Effort increasing the effect's level by 1.
-
-You can activate this ability as part of the action to create an illusion (using whatever ability it is that you use to
-create illusions, such as Minor Illusion), or use a separate action to apply it to one of your existing illusions. The
-effect ends if the illusion is destroyed, you let the illusion lapse, the effect's health is reduced to 0, or ten
-minutes pass. Enabler.
-
-Boost Manifest Cypher (2 Intellect points): The manifest cypher you activate with your next action functions as if it
-were 2 levels higher. Action.
-
-Boost Manifest Cypher Function (4 Intellect points): Add 3 to the functioning level of a manifest cypher that you
-activate with your next action, or change one aspect of its parameters (range, duration, area, etc.) by up to double or
-down to one tenth. Action.
-
-Charge Weapon (2+ Intellect points): As part of making an attack with your enchanted weapon, you charge it with magical
-power, inflicting 2 additional points of energy damage. If you make more than one attack on your turn, you choose
-whether to spend the cost for this ability before you make each attack. Enabler.
-
-Command Beast (3+ Intellect points): You can command a nonhostile, nonhuman beast (such as one that you've made calm
-with Soothe the Savage) of up to level 3 within short range. If you are successful, for the next minute the beast
-follows your verbal commands to the best of its understanding and ability. The GM has final say over what counts as a
-nonhuman beast, but unless some kind of deception is at work, you should know whether you can affect a creature before
-you attempt to use this ability on it. Aliens, extradimensional entities, very intelligent creatures, and robots never
-count.
-
-In addition to the normal options for using Effort, you can choose to use Effort to increase the maximum level of the
-target. Thus, to command a level 5 beast (two levels above the normal limit), you must apply two levels of Effort.
-Action to initiate.
-
-Copy Power (2+ Intellect points): You can copy someone else's superpower
-
-for an hour, performing it as if it were natural for you. Within the past hour you must have touched the creature whose
-power you want to copy (an attack roll) and must have seen that ability used by them. Choose the power you want to copy,
-and the GM chooses an appropriate low-tier ability that most closely resembles that power. For example, if you're
-battling a supervillain who can create blasts of force, if you copy that ability, you gain a low-tier ability that
-creates a blast of force.
-
-In addition to the point cost of Copy Power, you must pay the Might, Speed, or Intellect cost (if any) of the equivalent
-ability that the GM chose. For example, if you want to copy a supervillain's force blast, the GM will probably decide
-that's equivalent to Onslaught (167), so you'd pay 2 Intellect points to activate Copy Power and 1 Intellect point to
-use Onslaught.
-
-ou can copy only one power at a time; copying another one ends any other power you're copying with this ability.
-
-Copy Power doesn't copy effects of a power that permanently adds points to your Pools, such as Enhanced Body (134).
-
-In addition to the normal options for using Effort, you can choose to use Effort to copy an ability you saw longer than
-one hour ago; each level of Effort used in this way extends the time period by one hour. Action.
-
-Defending Weapon: When using your enchanted weapon, you are trained in Speed defense tasks. Enabler.
-
-Defensive Blinking (4 Intellect points): You enter a heightened reactive state so that when you are struck hard enough
-to take damage, you teleport an immediate distance in a random direction (not up or down) to help evade the brunt of the
-attack. Your Speed defense rolls are eased for one minute. Action.
-
-Dimensional Squeeze (2+ Intellect points): You cram yourself into a transitional dimension, allowing you to
-instantaneously appear anywhere you choose within short range if you have a clear and unobstructed path to that
-location. You can pass through an intervening barrier if it has an open space that you could easily fit your head
-through—about 1 square foot (30 cm by 30 cm square). In addition to the normal options for using Effort, you can choose
-to use Effort to pass through a smaller opening in a barrier; each level of Effort used in this way reduces the minimum
-opening size by one-fourth. You land safely when you use this ability. Action.
-
-> Transitional dimension: A dimension where distances are shorter compared to those in other dimensions, so travel
-> through it is faster than normal movement.
-
-Disguise Other (4+ Intellect points): You apply your shapechanging ability to another creature of your size or smaller,
-giving them a form that you are able to assume. This lasts for about ten minutes.
-
-In addition to the normal options for using Effort, you can choose to use Effort to increase the duration; one level of
-Effort increases it to an hour, two increases it to a day. A creature can revert to its normal form as an action, but it
-cannot then change back into the altered form. Action.
-
-You probably can't use Disguise Other to disguise a kind of creature that is very different from you, such as a human
-disguising a robot, animal, or crystalline alien
-
-Elastic Grip (3 Might points): Your attack with your stretchy limbs or body is eased. If you hit, you can grab the
-target, preventing it from moving on its next turn. While you hold the target, its attacks or attempts to break free are
-hindered. If the target attempts to break free instead of attacking, you must succeed at a Might-based task to maintain
-your grip. If the target fails to break free, you can continue to hold it each round as your subsequent actions,
-automatically inflicting 4 points of damage each round by squeezing. Enabler.
-
-Enchanted Movement (4+ Intellect points): You use your enchanted weapon to move yourself to any location within a long
-distance that you can see, as long as there are no obstacles or barriers in your way. The exact way this happens depends
-on your weapon; you might throw your magical hammer and be pulled along after it, shoot an arrow from your bow that
-pulls you forward like a grapple line, and so on. In addition to the normal options for using Effort, you can choose to
-use Effort to increase the distance traveled; each level of Effort used in this way increases the range by another 100
-feet (30 m). If you have another ability (such as from your type) that allows you to cross a long distance, the range of
-that ability and this one increases to very long. Action.
-
-Enchanted Weapon (1 Intellect point): You attune yourself to a physical weapon, such as a sword, hammer, or bow. You
-know exactly where it is if it is within a short distance of you, and you know its general direction and distance if
-farther away. All of your other focus abilities require you to be holding or wielding this weapon. You can be attuned to
-only one weapon at a time; attuning yourself to a second weapon loses the attunement to the first one. Action to
-initiate; ten minutes to complete. Enabler.
-
-Flex Weapon Skill: At the beginning of each day, choose one type of attack: light bashing, light bladed, light ranged,
-medium bashing, medium bladed, medium ranged, heavy bashing, heavy bladed, or heavy ranged. For the rest of that day,
-you are trained in attacks using that type of weapon. You can't use this ability with an attack skill in which you're
-already trained to become specialized. Enabler.
-
-Flight Exertion (3 Might or 3 Speed points): You can fly up to a short distance as your movement this round. If all you
-do is move on your turn, you can fly up to a long distance. Enabler.
-
-Flying Companion: You gain a level 3 companion creature that can fly at the same speed as you; depending on other
-aspects of your character, this might be a trained bird, a machine drone, or a helpful strange creature such as a
-familiar. This creature accompanies you and acts as you direct. As a level 3 companion, it has a target number of 9 and
-9 health, and it inflicts 3 points of damage. If it's killed or destroyed, it takes you one month to find or create a
-suitable replacement. Enabler.
-
-Harder Light: When you create an object out of hard light, the object is one level higher than normal. Enabler.
-
-Improved Copying: You can use Copy Power to copy more powerful abilities. In addition to the normal options for using
-Effort with Copy Power, if you apply one level of Effort, the GM chooses a mid-tier ability that most closely resembles
-that power (instead of a low-tier ability). Enabler.
-
-When you use Improved Copying, a copied ability must be low, medium, or high tier according to how it is listed in the
-ability categories. It doesn't matter if a type or focus makes it available at a lower or higher tier.
-
-Innate Power: Choose either your Might Pool or your Speed Pool. When spending points to activate your focus abilities,
-you can spend points from this Pool instead of your Intellect Pool (in which case you use your Might Edge or Speed Edge
-instead of your Intellect Edge, as appropriate). Enabler.
-
-Lend Animal Shape (6+ Intellect points): You change into an animal, and one willing creature within immediate range also
-transforms into an animal of that type (bear, tiger, wolf, and so on) for ten minutes, as if they were using your Animal
-Shape ability. For each level of Effort applied,
-
-you can affect one additional creature. All creatures transforming with you must be your size or smaller. A creature can
-revert to its normal form as an action, but it cannot then change back into the animal form. One creature (whether you
-or someone else) changing form does not affect any other creature affected with this ability. Action.
-
-A creature that takes animal form with Lend Animal Shape counts as an animal for the use of Animal Scrying
-
-Medium Teleportation (5+ Intellect points): You instantly teleport yourself to any location within a long distance that
-you can see. In addition to the normal options for using Effort, you can choose to use Effort to increase your range,
-teleport to a location you can't see, or bring other people with you. Each additional long distance costs one level of
-Effort. Teleporting to
-
-a destination you can't see costs one level of Effort. Each additional one or two targets brought with you costs one
-level of Effort (you must touch any additional targets). These levels of Effort are counted separately, so teleporting
-an additional long distance away to a location you can't see with two passengers costs a total of three levels of
-Effort. Action.
-
-If you already have Short Teleportation when you select Medium Teleportation or Teleportation, you may replace Short
-Teleportation with another tier 4 type ability.
-
-Mist Cloud (1+ Intellect points): You create an area of mist an immediate distance across. The cloud lingers for about a
-minute unless conditions (such as wind or freezing temperatures) dictate otherwise. In addition to the normal options
-for using Effort, you can choose to use Effort to increase the area (one level of Effort to fill a short area, two to
-fill a long area, or three to fill a very long area). Action.
-
-Modify Cyphers: You can take any two manifest cyphers and quickly jury-rig a new manifest cypher of the same level as
-the lowest-level cypher. You determine the function of the new cypher, but it must be that of a cypher you have used
-before (but not necessarily one you've ever built). The new cypher is a temperamental cypher, like those created with
-Always Tinkering. The original two cyphers are consumed in this process. This ability does not function if one or more
-of the original cyphers are temperamental cyphers. Action.
-
-Multiple Copying: When you use Copy Power, you can copy two of the creature's abilities at the same time. In addition to
-the normal options for using Effort with Copy Power, you can apply levels of Effort to copy additional abilities, each
-level of Effort copying an additional ability beyond the initial two (three for one level of Effort, four for two
-levels, and so on). Enabler.
-
-Multi-Vanish (4+ Intellect points): You turn up to five human-sized creatures or objects invisible for a short amount of
-time. The targets you choose must be within an immediate area and within short range of you (if you are in the area, you
-can make yourself invisible and don't count toward the limit of five invisible targets). Anything invisible has an asset
-on stealth and Speed defense tasks. Affected creatures can see each other in a limited way, and you can see them
-clearly.
-
-The invisibility ends at the end of your next turn. If one of the affected creatures does something to reveal their
-presence or position—attacking, using an ability, moving a large object, and so on—the invisibility ends early for that
-creature. In addition to the normal options for using Effort, you can choose to use Effort to increase the duration;
-each level of Effort used in this way increases the duration by one round (but creatures can still end it early for
-themselves). Action.
-
-Power Crash (3+ Intellect points): You strike your enchanted weapon against
-
-the ground (or a similar large surface), creating an explosion of energy that affects an area up to immediate range from
-that point. (If your enchanted weapon is a ranged weapon, you can instead target a point within close range to be the
-center of the explosion.) The blast inflicts 2 points of damage to all creatures or objects within the area (except for
-you). Because this is an area attack, adding Effort to increase your damage works differently than it does for
-single-target attacks. If you apply a level of Effort to increase the damage, add 2 points of damage for each target,
-and even if you fail your attack roll, all targets in the area still take 1 point of damage. Action.
-
-Power Memory: When you use Copy Power, you only need to have seen the ability used within the past day (instead of the
-past hour), and using Effort extends how long ago your copying can reach to one day per level of Effort (instead of one
-hour per level). Enabler.
-
-Quick Switch: You can activate Shrink as part of another action (the ability is now an enabler for you instead of an
-action). While the one-minute duration of Shrink is active, on your turn you can change size once before taking an
-action and once after taking an action. For example, on your turn you could change to small size, make an attack, and
-then return to your normal size, or you could change to your normal size, use your action to move a short distance, and
-then return to small size. Enabler.
-
-Short Teleportation (4+ Intellect points): You instantly teleport to any location within a short distance that you can
-see. In addition to the normal options for using Effort, you can choose to use Effort to increase your range, teleport
-to a location you can't see, or bring other people with you. Each additional short distance costs one level of Effort.
-Teleporting to a destination you can't see costs one level of Effort. Each additional target brought with you costs one
-level of Effort (you must touch any additional targets). These levels of Effort are counted separately, so teleporting
-an additional short distance away to a location you can't see with one passenger costs a total of three levels of
-Effort. Action.
-
-> If you already have Short Teleportation when you select Medium Teleportation or Teleportation, you may replace Short
-> Teleportation with another tier 4 type ability.
-
-Shrink (1+ Might points): You (and your clothing or suit) become much smaller than your normal size. You become 6 inches
-(15 cm) tall and stay that way for about a minute. During this time, you add 4 points to your Speed Pool and add +2 to
-your Speed Edge. While you are smaller than normal, your Speed defense rolls are eased, your movement speed is one-tenth
-normal, and your attacks inflict half the normal amount of damage (divide the total damage in half after all bonuses,
-Effort, and other damage modifiers). You can return to your normal size as part of another action.
-
-When the effects of Shrink end, your Speed Edge, movement speed, and damage return to normal, and you subtract a number
-of points from your Speed Pool equal to the number you gained (if this brings the Pool to 0, subtract the overflow first
-from your Might Pool and then, if necessary, from your Intellect Pool). Each additional time you use Shrink before your
-next ten-hour recovery roll, you must apply an additional level of Effort (one level of Effort for the second use, two
-levels of Effort for the third use, and so on).
-
-Action to initiate.
-
-> The increased Effort cost for repeat uses of Shrink between ten-hour recovery rolls only applies to new activations of
-> Shrink, not to multiple size changes within one use of Shrink enabled by Quick Switch.
-
-Shrink Others: You can use Shrink on other willing creatures within an immediate distance. In addition to the normal
-options for using Effort, you can choose to use Effort to affect more targets; each level of Effort affects one
-additional target. Unless these creatures have an ability to change their size, they remain small until the one-minute
-duration of Shrink ends for them. Enabler.
-
-Small Flight (3+ Intellect points): For the next hour, when using Shrink, you can fly through the air. You might
-accomplish this flight by growing wings from your body, extending wings from your suit, calling a tiny creature to carry
-you, or "surfing" air currents. When flying, you can move up to a short distance as part of another action or a long
-distance if all you do on your turn is move. Action to initiate.
-
-Smaller: When you use Shrink, you can choose to shrink down to about half an inch (1 cm) high, and you add 3 more
-temporary points to your Speed Pool. Enabler.
-
-Steal Power: When you use Copy Power to copy an ability, the creature you copied it from loses access to that ability
-for about a minute. While you have their ability, any attempt by the creature to use their ability requires them to
-succeed at a task (Might, Speed, or Intellect, as appropriate to the stolen ability) opposed by your eased Intellect
-task. If they succeed, they regain the use of their ability and you lose it. Enabler.
-
-If you want to make it more difficult for someone to take back their stolen power, become skilled in the Steal Power
-ability, or put a power shift in power for it.
-
-Teleportation Burst (3 Intellect points): You rapidly teleport multiple times in an immediate area, confusing your
-opponents and allowing you to make an additional melee attack this round. You can use this ability once per round.
-Enabler.
-
-Teleportive Wound (7+ Intellect points): You touch a creature and, if your attack succeeds, you teleport away (up to
-your normal maximum teleportation distance) with a significant portion of their body. If the target is level 2 or lower,
-it dies. If the target is level 3 or higher, it takes 6 points of damage and is stunned on its next action. If the
-target is a PC of any tier, they move down one step on the damage track. In addition to the normal options for using
-Effort, you can choose to use Effort to affect a more powerful target (one level of Effort means a target of up to level
-3 dies or a target of level 4 or higher takes damage and is stunned, and so on). Action.
-
-Temporary Light (2 Intellect points): You create an object of solid light in any shape you can imagine that is your size
-or smaller, and it persists for about a minute (or longer, if you concentrate on it after that time). The object appears
-in an area adjacent to you, but afterward you can move it up to a short distance each round as part of another action.
-It is crude and can have no moving parts, so you can make a sword, a shield, a short ladder,
-
-and so on. The object has the approximate mass of the real object and is level 2. Action.
-
-Throw Enchanted Weapon: You can throw your enchanted weapon up to short range as a light ranged weapon. Whether it hits
-or misses, it immediately flies back to your hands, and you can automatically catch it or allow it to land at your feet.
-Enabler.
-
-Tiny: When you use Shrink, you can choose to shrink down to about one-sixteenth of an inch (.2 cm). When you do, you add
-5 more temporary points to your Speed Pool (plus any from Smaller), and because your attacks are concentrated into a
-very small area, you deal an additional 2 points of damage. For each level of Effort you apply to shrink even more, you
-become one-tenth as tall (one one-hundredth for two levels of Effort, one one-thousandth for three, and so on) and you
-add 1 more point to your Speed Pool. Enabler.
-
-In campaigns where characters can travel to parallel dimensions, using Tiny to shrink to
-
-one-thousandth of your normal height may be a means of doing so.
-
-War Flesh: You can instantly transform your hands and feet into claws, and your human teeth into fangs, or revert to
-your normal human appearance. When you make attacks with your claws or fangs, they count as medium weapons instead of
-light weapons. Enabler.
-
-Wildcard Powers: You have a gift with using copied powers in unusual ways. Whenever you try a power stunt and use a
-level of Effort on the special roll to modify the ability, you get a free level of Effort on that roll. Enabler.
-
-Wing Weapons: You can use your wings to make melee attacks (even when flying), leaving your hands and feet free. Your
-wings are medium bashing or bladed weapons (your choice). You are practiced with this attack. Enabler.
-
### POWER SHIFTS
Power shifts are an optional rule in the Cypher System Rulebook that represent many of the exceptional things that
superheroes can do, like throwing cars, blasting through brick walls, leaping onto speeding trains, and cobbling

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@ -0,0 +1,149 @@
--- _tmp/ccsrd.md 2025-05-29 08:58:25.946821678 -0500
+++ _tmp/ccsrd.new.md 2025-05-29 09:05:25.062389316 -0500
@@ -21582,146 +21582,6 @@
Tier 6: Deadly Strike or Spin Attack
-#### NEW ABILITIES
-
-Animal Scrying (4+ Intellect points): If you know the general location of an animal that is friendly toward you and
-within 1 mile (1.5 km) of your location, you can sense through its senses for up to ten minutes. If you are not in
-animal form or not in a form similar to that animal, you must apply a level of Effort to use this ability. Action to
-establish.
-
-Charge Weapon (2+ Intellect points): As part of making an attack with your enchanted weapon, you charge it with magical
-power, inflicting 2 additional points of energy damage. If you make more than one attack on your turn, you choose
-whether to spend the cost for this ability before you make each attack. Enabler.
-
-Cypher Casting: You can cast any of your subtle cyphers on another creature instead of yourself. You must touch the
-creature to affect it. Enabler.
-
-Cypher Surge: When you use a subtle cypher spell, as part of that action you can expend one other subtle cypher. Instead
-of the second cypher's normal effect, you add one free level of Effort to the first cypher spell. Enabler.
-
-Defending Weapon: When using your enchanted weapon, you are trained in Speed defense tasks. Enabler.
-
-Dreadwood (6 Intellect points): You manipulate wind, mist, and shadows to embody the primordial fear of mysterious
-woods. For the next minute, you gain an asset on intimidation tasks. Creatures within short range may become frightened;
-make a separate Intellect attack roll for each creature (if you are larger than normal from using Great Tree or another
-source, these rolls are eased). Success means that they are frozen in fear, not moving or taking actions for one minute
-or until they are attacked. Some creatures without minds might be immune to this fear. Action.
-
-Enchanted Movement (4+ Intellect points): You use your enchanted weapon to move yourself to any location within a long
-distance that you can see, as long as there are no obstacles or barriers in your way. The exact way this happens depends
-on your weapon; you might throw your magical hammer and be pulled along after it, shoot an arrow from your bow that
-pulls you forward like a grapple line, and so on. In addition to the normal options for using Effort, you can choose to
-use Effort to increase the distance traveled; each level of Effort used in this way increases the range by another 100
-feet (30 m). If you have another ability (such as from your type) that allows you to cross a long distance, the range of
-that ability and this one increases to very long. Action.
-
-Enchanted Weapon (1 Intellect point): You attune yourself to a physical weapon, such as a sword, hammer, or bow. You
-know exactly where it is if it is within a short distance of you, and you know its general direction and distance if
-farther away. All of your other focus abilities require you to be holding or wielding this weapon. You can be attuned to
-only one weapon at a time; attuning yourself to a second weapon loses the attunement to the first one. Action to
-initiate, ten minutes to complete. Enabler.
-
-If you attune yourself to a different weapon, come up with a story reason for why you are able to do that and why you
-chose this new weapon
-
-Expanded Repertoire: The number of subtle cyphers you can bear at the same time increases by one. Enabler.
-
-Faster Wild Magic: If you spend ten minutes preparing your magic, you can fill any of your open cypher slots with subtle
-cyphers chosen randomly by the GM (this time can be part of a ten-minute, one-hour, or ten-hour recovery action if you
-are awake for the entire time). You can't use this ability again until after you've taken a ten-hour recovery action.
-You can still use Magical Repertoire to fill your cypher slots. Action to initiate, ten minutes to complete.
-
-Great Tree: When you use Wooden Body, you may grow to up to 12 feet (4 m) in height. In this larger form, you add 7
-points to your Might Pool and +2 to your Might Edge. If you chose to grow, when Wooden Body ends you subtract 7 points
-from your Might Pool (if this brings the Pool to 0, subtract the overflow first from your Speed Pool and then, if
-necessary, from your Intellect Pool). When you use Wooden Body, whether or not you choose to grow, instead of looking
-like a wooden version of your normal self, you can take on the full appearance of a humanoid tree creature or an actual
-tree (including growing additional branches, extra foliage, and so on). This does not affect any of your abilities—in
-tree shape, you can use type abilities, other focus abilities, and so on. In tree shape, pretending to be a tree and
-hiding among normal trees are eased by two steps. Enabler.
-
-Innate Power: Choose either your Might Pool or your Speed Pool. When spending points to activate your focus abilities,
-you can spend points from this Pool instead of your Intellect Pool (in which case you use your Might Edge or Speed Edge
-instead of your Intellect Edge, as appropriate). Enabler
-
-Lend Animal Shape (6+ Intellect points): You change into an animal, and one willing creature within immediate range also
-transforms into an animal of that type (bear, tiger, wolf, and so on) for ten minutes, as if they were using your Animal
-Shape ability. For each level of Effort applied, you can affect one additional creature. All creatures transforming with
-you must be your size or smaller. A creature can revert to its normal form as an action, but it cannot then change back
-into the animal form. One creature (whether you or someone else) changing form does not affect any other creature
-affected with this ability. Action.
-
-A creature that takes animal form with Lend Animal Shape counts as an animal for the use of Animal Scrying.
-
-A character might be able to take the shape of a creature that is similar to a common animal, such as a unicorn instead
-of a horse or a basilisk instead of a lizard, but doing so should require applying at least one level of Effort to the
-change, and the character wouldn't gain any of the creature's magical abilities.
-
-Magical Repertoire: The number of subtle cyphers you can bear at the same time increases by two. If you spend one hour
-preparing your magic, you can fill any of your open cypher slots with subtle cyphers chosen randomly by the GM (this
-hour can be part of a one-hour or ten-hour recovery action if you are awake for the entire time). As part of this
-preparation process, you may discard any number of subtle cyphers you carry to make room for more subtle cyphers.
-Enabler.
-
-If a character has Magical Repertoire, the GM should give the PC frequent opportunities to gain new subtle cyphers,
-whether from preparation or by gaining them automatically as explained in the Cyphers chapter
-
-Magical Training: You are trained in all of your spells. As a result, you ease any task involved in the use of your
-spells. Enabler.
-
-Maximize Cypher: Choose one subtle cypher you bear. Its level becomes the maximum level possible for that cypher. For
-example, a meditation aid has a level range of 1d6 + 2, so maximizing that cypher changes its level to 8. You can have
-only one maximized subtle cypher at a time. You can't use this ability again until after you've taken a ten-hour
-recovery action. Enabler.
-
-Patient Recovery: You gain an extra ten-minute recovery roll each day. Enabler.
-
-Power Crash (3 Intellect points): You strike your enchanted weapon against the ground (or a similar large surface),
-creating an explosion of energy that affects an area up to immediate range from that point. (If your enchanted weapon is
-a ranged weapon, you can instead target a point within close range to be the center of the explosion.) The blast
-inflicts 2 points of damage to all creatures or objects within the area (except for you). Because this is an area
-attack, adding Effort to increase your damage works differently than it does for single-target attacks. If you apply a
-level of Effort to increase the damage, add 2 points of damage for each target, and even if you fail your attack roll,
-all targets in the area still take 1 point of damage. Action.
-
-Restorative Bloom (5 Might points): When Wooden Body or Great Tree is in effect, you produce a flower, acorn, fruit, or
-similar plant-based edible item. A creature that eats this food is nourished for a full day and restores their Might
-Pool, Speed Pool, and Intellect Pool to their maximum values, as if they were fully rested. Eating a second food
-produced by this ability in a day has no effect. If the food is not eaten within ten minutes, it spoils. Action to
-produce, action to eat.
-
-Throw Enchanted Weapon: You can throw your enchanted weapon up to short range as a light ranged weapon. Whether it hits
-or misses, it immediately flies back to your hands, and you can automatically catch it or allow it to land at your feet.
-Enabler.
-
-Tree Companion (5+ Intellect points): You animate a tree of approximately your size or smaller, creating a level 3
-creature with 1 Armor. The tree follows your verbal commands for one hour, after which it reverts to a normal tree (and
-roots itself where it stands). Unless the tree is killed by damage, you can animate it again when the ability duration
-expires, but any damage it has carries over to its newly animated state. In addition to the normal options for using
-Effort, you can choose to use Effort to affect more trees; each level of Effort used affects one additional tree.
-Action.
-
-Tree Travel (4+ Intellect points): You enter one tree and instantaneously and safely emerge from another one within long
-distance. You don't need to specify which tree you're exiting from (if you know there are trees in that direction, you
-can decide how far to go and you will step out of a tree in that area). If the starting tree's trunk isn't as large as
-your body, you must apply a level of Effort to enter it. You can choose to use Effort to increase the distance you
-travel; one level of Effort used in this way increases the range to very long, two levels raise it to one mile (1.5 km),
-and each additional level of Effort beyond that increases it by an additional mile. Action.
-
-Wild Insight: You gain a momentary perfect understanding of the flow of magic around you at this moment. When preparing
-your magic, choose one specific subtle cypher and make a magical lore skill roll against level 6. If you succeed, you
-gain that subtle cypher (the cypher's level is 6); if you fail, you get a random subtle cypher. If you aren't sure what
-specific subtle cypher you want, you can ask for a broad category such as "healing," "movement," or "skill"; this eases
-the magical lore task, and if you succeed, the GM chooses a random cypher that fits that category. You can't use this
-ability again until after you've taken a ten-hour recovery action. Enabler.
-
-Wooden Body (1+ Might points): You transform your body into living wood for ten minutes, which grants you several
-benefits. You gain +1 to Armor and you are practiced in using your limbs as medium weapons. You need about one-tenth as
-much air as a human. Hiding among trees or on a tree is eased. However, in your wooden form you move more stiffly than a
-creature of flesh, hindering your Speed defense rolls. Action to change or revert.
-
-Your wooden body might be smooth like a polished board, rough like tree bark, or a mix of both.
-
#### FANTASY SPECIES
For many fantasy worlds, there is a plethora of sapient creatures suitable for player characters. Here we present

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--- _tmp/ccsrd.md 2025-05-29 08:58:25.946821678 -0500
+++ _tmp/ccsrd.new.md 2025-05-29 09:09:44.195977384 -0500
@@ -21582,146 +21582,6 @@
Tier 6: Deadly Strike or Spin Attack
-#### NEW ABILITIES
-
-Animal Scrying (4+ Intellect points): If you know the general location of an animal that is friendly toward you and
-within 1 mile (1.5 km) of your location, you can sense through its senses for up to ten minutes. If you are not in
-animal form or not in a form similar to that animal, you must apply a level of Effort to use this ability. Action to
-establish.
-
-Charge Weapon (2+ Intellect points): As part of making an attack with your enchanted weapon, you charge it with magical
-power, inflicting 2 additional points of energy damage. If you make more than one attack on your turn, you choose
-whether to spend the cost for this ability before you make each attack. Enabler.
-
-Cypher Casting: You can cast any of your subtle cyphers on another creature instead of yourself. You must touch the
-creature to affect it. Enabler.
-
-Cypher Surge: When you use a subtle cypher spell, as part of that action you can expend one other subtle cypher. Instead
-of the second cypher's normal effect, you add one free level of Effort to the first cypher spell. Enabler.
-
-Defending Weapon: When using your enchanted weapon, you are trained in Speed defense tasks. Enabler.
-
-Dreadwood (6 Intellect points): You manipulate wind, mist, and shadows to embody the primordial fear of mysterious
-woods. For the next minute, you gain an asset on intimidation tasks. Creatures within short range may become frightened;
-make a separate Intellect attack roll for each creature (if you are larger than normal from using Great Tree or another
-source, these rolls are eased). Success means that they are frozen in fear, not moving or taking actions for one minute
-or until they are attacked. Some creatures without minds might be immune to this fear. Action.
-
-Enchanted Movement (4+ Intellect points): You use your enchanted weapon to move yourself to any location within a long
-distance that you can see, as long as there are no obstacles or barriers in your way. The exact way this happens depends
-on your weapon; you might throw your magical hammer and be pulled along after it, shoot an arrow from your bow that
-pulls you forward like a grapple line, and so on. In addition to the normal options for using Effort, you can choose to
-use Effort to increase the distance traveled; each level of Effort used in this way increases the range by another 100
-feet (30 m). If you have another ability (such as from your type) that allows you to cross a long distance, the range of
-that ability and this one increases to very long. Action.
-
-Enchanted Weapon (1 Intellect point): You attune yourself to a physical weapon, such as a sword, hammer, or bow. You
-know exactly where it is if it is within a short distance of you, and you know its general direction and distance if
-farther away. All of your other focus abilities require you to be holding or wielding this weapon. You can be attuned to
-only one weapon at a time; attuning yourself to a second weapon loses the attunement to the first one. Action to
-initiate, ten minutes to complete. Enabler.
-
-If you attune yourself to a different weapon, come up with a story reason for why you are able to do that and why you
-chose this new weapon
-
-Expanded Repertoire: The number of subtle cyphers you can bear at the same time increases by one. Enabler.
-
-Faster Wild Magic: If you spend ten minutes preparing your magic, you can fill any of your open cypher slots with subtle
-cyphers chosen randomly by the GM (this time can be part of a ten-minute, one-hour, or ten-hour recovery action if you
-are awake for the entire time). You can't use this ability again until after you've taken a ten-hour recovery action.
-You can still use Magical Repertoire to fill your cypher slots. Action to initiate, ten minutes to complete.
-
-Great Tree: When you use Wooden Body, you may grow to up to 12 feet (4 m) in height. In this larger form, you add 7
-points to your Might Pool and +2 to your Might Edge. If you chose to grow, when Wooden Body ends you subtract 7 points
-from your Might Pool (if this brings the Pool to 0, subtract the overflow first from your Speed Pool and then, if
-necessary, from your Intellect Pool). When you use Wooden Body, whether or not you choose to grow, instead of looking
-like a wooden version of your normal self, you can take on the full appearance of a humanoid tree creature or an actual
-tree (including growing additional branches, extra foliage, and so on). This does not affect any of your abilities—in
-tree shape, you can use type abilities, other focus abilities, and so on. In tree shape, pretending to be a tree and
-hiding among normal trees are eased by two steps. Enabler.
-
-Innate Power: Choose either your Might Pool or your Speed Pool. When spending points to activate your focus abilities,
-you can spend points from this Pool instead of your Intellect Pool (in which case you use your Might Edge or Speed Edge
-instead of your Intellect Edge, as appropriate). Enabler
-
-Lend Animal Shape (6+ Intellect points): You change into an animal, and one willing creature within immediate range also
-transforms into an animal of that type (bear, tiger, wolf, and so on) for ten minutes, as if they were using your Animal
-Shape ability. For each level of Effort applied, you can affect one additional creature. All creatures transforming with
-you must be your size or smaller. A creature can revert to its normal form as an action, but it cannot then change back
-into the animal form. One creature (whether you or someone else) changing form does not affect any other creature
-affected with this ability. Action.
-
-A creature that takes animal form with Lend Animal Shape counts as an animal for the use of Animal Scrying.
-
-A character might be able to take the shape of a creature that is similar to a common animal, such as a unicorn instead
-of a horse or a basilisk instead of a lizard, but doing so should require applying at least one level of Effort to the
-change, and the character wouldn't gain any of the creature's magical abilities.
-
-Magical Repertoire: The number of subtle cyphers you can bear at the same time increases by two. If you spend one hour
-preparing your magic, you can fill any of your open cypher slots with subtle cyphers chosen randomly by the GM (this
-hour can be part of a one-hour or ten-hour recovery action if you are awake for the entire time). As part of this
-preparation process, you may discard any number of subtle cyphers you carry to make room for more subtle cyphers.
-Enabler.
-
-If a character has Magical Repertoire, the GM should give the PC frequent opportunities to gain new subtle cyphers,
-whether from preparation or by gaining them automatically as explained in the Cyphers chapter
-
-Magical Training: You are trained in all of your spells. As a result, you ease any task involved in the use of your
-spells. Enabler.
-
-Maximize Cypher: Choose one subtle cypher you bear. Its level becomes the maximum level possible for that cypher. For
-example, a meditation aid has a level range of 1d6 + 2, so maximizing that cypher changes its level to 8. You can have
-only one maximized subtle cypher at a time. You can't use this ability again until after you've taken a ten-hour
-recovery action. Enabler.
-
-Patient Recovery: You gain an extra ten-minute recovery roll each day. Enabler.
-
-Power Crash (3 Intellect points): You strike your enchanted weapon against the ground (or a similar large surface),
-creating an explosion of energy that affects an area up to immediate range from that point. (If your enchanted weapon is
-a ranged weapon, you can instead target a point within close range to be the center of the explosion.) The blast
-inflicts 2 points of damage to all creatures or objects within the area (except for you). Because this is an area
-attack, adding Effort to increase your damage works differently than it does for single-target attacks. If you apply a
-level of Effort to increase the damage, add 2 points of damage for each target, and even if you fail your attack roll,
-all targets in the area still take 1 point of damage. Action.
-
-Restorative Bloom (5 Might points): When Wooden Body or Great Tree is in effect, you produce a flower, acorn, fruit, or
-similar plant-based edible item. A creature that eats this food is nourished for a full day and restores their Might
-Pool, Speed Pool, and Intellect Pool to their maximum values, as if they were fully rested. Eating a second food
-produced by this ability in a day has no effect. If the food is not eaten within ten minutes, it spoils. Action to
-produce, action to eat.
-
-Throw Enchanted Weapon: You can throw your enchanted weapon up to short range as a light ranged weapon. Whether it hits
-or misses, it immediately flies back to your hands, and you can automatically catch it or allow it to land at your feet.
-Enabler.
-
-Tree Companion (5+ Intellect points): You animate a tree of approximately your size or smaller, creating a level 3
-creature with 1 Armor. The tree follows your verbal commands for one hour, after which it reverts to a normal tree (and
-roots itself where it stands). Unless the tree is killed by damage, you can animate it again when the ability duration
-expires, but any damage it has carries over to its newly animated state. In addition to the normal options for using
-Effort, you can choose to use Effort to affect more trees; each level of Effort used affects one additional tree.
-Action.
-
-Tree Travel (4+ Intellect points): You enter one tree and instantaneously and safely emerge from another one within long
-distance. You don't need to specify which tree you're exiting from (if you know there are trees in that direction, you
-can decide how far to go and you will step out of a tree in that area). If the starting tree's trunk isn't as large as
-your body, you must apply a level of Effort to enter it. You can choose to use Effort to increase the distance you
-travel; one level of Effort used in this way increases the range to very long, two levels raise it to one mile (1.5 km),
-and each additional level of Effort beyond that increases it by an additional mile. Action.
-
-Wild Insight: You gain a momentary perfect understanding of the flow of magic around you at this moment. When preparing
-your magic, choose one specific subtle cypher and make a magical lore skill roll against level 6. If you succeed, you
-gain that subtle cypher (the cypher's level is 6); if you fail, you get a random subtle cypher. If you aren't sure what
-specific subtle cypher you want, you can ask for a broad category such as "healing," "movement," or "skill"; this eases
-the magical lore task, and if you succeed, the GM chooses a random cypher that fits that category. You can't use this
-ability again until after you've taken a ten-hour recovery action. Enabler.
-
-Wooden Body (1+ Might points): You transform your body into living wood for ten minutes, which grants you several
-benefits. You gain +1 to Armor and you are practiced in using your limbs as medium weapons. You need about one-tenth as
-much air as a human. Hiding among trees or on a tree is eased. However, in your wooden form you move more stiffly than a
-creature of flesh, hindering your Speed defense rolls. Action to change or revert.
-
-Your wooden body might be smooth like a polished board, rough like tree bark, or a mix of both.
-
#### FANTASY SPECIES
For many fantasy worlds, there is a plethora of sapient creatures suitable for player characters. Here we present
@@ -30025,98 +29885,6 @@
However, clothing with additional benefits can be purchased, stolen, found, or earned by completing favors and
accomplishing tasks.
-Optional Rule: I Have That!
-
-In fairy tales, characters often have exactly the right mundane piece of equipment
-
-that they need to bypass a story-related obstacle hidden away in a pocket or a bag. Rather than having the PCs stock up
-on mundane items like marbles, rope, and breadcrumbs in town, use the I Have That! rule. This means players don't have
-to keep exact track of their characters' mundane equipment; instead, they spend an amount to get an unspecified "Pocket
-Item" in
-
-that category. Then, when they're out in the world and realize they could solve a problem with an item, they can just
-say, "I have that!" and pull it from their pocket. All Pocket Items are one-use only; after using them, the PC marks off
-one of their Pocket Items for the appropriate price category.
-
-Most Pocket Items are inexpensive, but moderate and expensive Pocket Items exist, and are likely more useful than their
-less expensive counterparts.
-
-The GM has veto power over items that they don't think you could have found or carried.
-
-Using the I Have That! rule doesn't preclude PCs from also purchasing these items directly. For example, if a character
-who sews wants to buy a thimble and an inexpensive Pocket Item, they can. However, they cannot later turn the thimble
-into a Pocket Item; it remains a thimble.
-
-Example Pocket Items
-
-Inexpensive
-
-• Apple
-
-• Ashes (handful)
-
-• Breadcrumbs
-
-• Butter
-
-• Candy
-
-• Chalk
-
-• Cricket in a cage
-
-• Cup
-
-• Egg
-
-• Fabric
-
-• Flyswatter
-
-• Glass jar
-
-• Glue
-
-• Honey
-
-• Leather
-
-• Magnets
-
-• Marbles
-
-• Nails
-
-• Needle and thread
-
-• Paper
-
-• Plait of hair
-
-• Pot of fat
-
-• Pot of grease
-
-• Ribbon
-
-• Rice (handful)
-
-• Straw
-
-• Tacks
-
-• Wax
-
-• Wool
-
-Moderate
-
-• Bird in a cage
-
-• Sewing shears
-
-• Thimble
-
### CLOTHING
Inexpensive