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@ -807,7 +807,7 @@
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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
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+oppose each other, there might be a long, drawn-out battle that could go either way.
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+
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#### ACTION: ATTACK
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### ACTION: ATTACK
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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
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@@ -17321,6 +16740,17 @@
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@ -825,7 +825,7 @@
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+
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+Intellect defense: Used for fending off mental attacks or anything that might affect or influence one's mind.
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+
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#### ACTION: DO SOMETHING ELSE
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### ACTION: DO SOMETHING ELSE
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Players can try anything they can think of, although that doesn't mean anything is possible. The GM sets the
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@@ -17744,8 +17174,6 @@
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|
39
patches/base/022-deduping-general-artifact-rules.patch
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39
patches/base/022-deduping-general-artifact-rules.patch
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@ -0,0 +1,39 @@
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||||
--- _tmp/ccsrd.md 2025-05-07 10:08:35.577006353 -0500
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+++ _tmp/ccsrd.new.md 2025-05-07 13:33:04.293461662 -0500
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@@ -18390,16 +18388,6 @@
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> course of days or weeks. Generally speaking, Effort cannot be applied to any crafting task or subtask that exceeds one
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> day
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-### ARTIFACT RULES
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-
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-Artifacts are more powerful than common equipment or cyphers. Each artifact has a level and a rate of power depletion.
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-When an artifact is used or activated, the player rolls the designated die (1d6, 1d10, 1d20, or 1d100). If the die shows
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-the depletion number(s), the item works, but that is its last use. A depletion entry of "—" means that the artifact
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-never depletes, and an entry of "automatic" means that it can be used only once. Depowered artifacts can sometimes be
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-recharged using the repair rules, depending on the item's nature. Other special abilities can also repower an expended
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-item, but probably for only one use. Powerful magical creatures might be able to recharge artifacts, at least
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-temporarily
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-
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### CRAFTING ARTIFACTS
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Crafting an artifact is similar to choosing a new type or focus ability—the character has many to choose from, they
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@@ -42688,19 +42676,6 @@
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| 99 | Wonder onesie |
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| 00 | Your mama's biker jacket |
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-Artifact Rules
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-
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-Artifacts are more powerful than common equipment or cyphers.
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-
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-Each artifact has a level and a rate of power depletion. When an artifact is used or activated, the player rolls the
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-designated die (1d6, 1d10, 1d20, or 1d00). If the die shows the depletion number(s), the item works, but that is its
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-last use. A depletion entry of "—" means that the artifact never depletes, and an entry of "automatic" means that it can
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-be used only once.
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-
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-Depowered artifacts can sometimes be recharged using the repair rules, depending on the item's nature. Other special
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-abilities can also repower an expended item, but probably for only one use. Powerful magical creatures might be able to
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-recharge artifacts, at least temporarily.
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-
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Example Modern Fantasy Artifacts
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||||
|
||||
Accessories Sold Separately
|
@ -0,0 +1,36 @@
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--- _tmp/ccsrd.md 2025-05-07 13:58:49.339019024 -0500
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+++ _tmp/ccsrd.new.md 2025-05-08 23:54:45.512019961 -0500
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@@ -19575,16 +19573,6 @@
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| Other Items | Notes |
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| Sailing ship (small) | |
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-### STARTING GOLD PIECES FOR CHARACTERS
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-
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||||
-Warrior Starting Equipment: Appropriate clothing and two weapons of your choice, plus 6d6 + 100 gp.
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-
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||||
-Adept Starting Equipment: Appropriate clothing, plus 3d6 + 80 gp.
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-
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||||
-Explorer Starting Equipment: Appropriate clothing and a weapon of your choice, plus 3d6 + 90 gp.
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-
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-Speaker Starting Equipment: Appropriate clothing and a light weapon of your choice, plus 3d6 + 90 gp
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-
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||||
### MEDIEVAL FANTASY EQUIPMENT
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||||
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||||
| Category | GP Value |
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@@ -19595,6 +19583,16 @@
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| Very expensive | 1,000–10,000 gp |
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| Exorbitant | 10,000+ gp |
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||||
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+### STARTING GOLD PIECES FOR CHARACTERS
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||||
+
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+Warrior Starting Equipment: Appropriate clothing and two weapons of your choice, plus 6d6 + 100 gp.
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+
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+Adept Starting Equipment: Appropriate clothing, plus 3d6 + 80 gp.
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+
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+Explorer Starting Equipment: Appropriate clothing and a weapon of your choice, plus 3d6 + 90 gp.
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+
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+Speaker Starting Equipment: Appropriate clothing and a light weapon of your choice, plus 3d6 + 90 gp
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+
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#### FANTASY ARMOR DESCRIPTIONS
|
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|
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You can wear only one kind of armor at a time (wearing more than one only gives the Armor from the best one and the
|
6117
patches/base/024-header-fixes-and-4-plus-part-2.patch
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6117
patches/base/024-header-fixes-and-4-plus-part-2.patch
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343
patches/base/025-remove-duplicated-superhero-powers.patch
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343
patches/base/025-remove-duplicated-superhero-powers.patch
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@ -0,0 +1,343 @@
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--- _tmp/ccsrd.md 2025-05-29 08:34:39.111114885 -0500
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+++ _tmp/ccsrd.new.md 2025-05-29 08:56:37.502157310 -0500
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@@ -28087,340 +28087,6 @@
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GM Intrusions: Invisibility partially fades, revealing the character's presence. A force field is pierced by an unusual
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or unexpected attack.
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-### NEW ABILITIES
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||||
-
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-The following are new abilities for the Cypher System, most of which are associated with the new foci in this book.
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||||
-
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||||
-Advantages of Being Small: You've learned how to leverage your strength and accuracy in proportion to your size. Your
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-damage is no longer halved when using Shrink, and climbing and jumping tasks are eased. Enabler.
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-
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-Ageless: Your body and mind do not age. Unless you are killed by violence (or some outside force such as poison or
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-infection), you will never die. Enabler.
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-
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-Always Tinkering: If you have any tools and materials at all, and you are carrying fewer cyphers than your limit, you
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-can create a manifest cypher if you have an hour of time to spend. The new cypher is random and always 2 levels lower
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-than normal (minimum 1). It's also temperamental and fragile. These are called temperamental cyphers. If you give one to
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-anyone else to use, it falls apart immediately, useless. Action to initiate; one hour to complete.
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||||
-
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||||
-Amazing Copying: You can use Copy Power to copy more powerful abilities. In addition to the normal options for using
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||||
-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.
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||||
-
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||||
-Amazing Leap (2 Might points): You leap through the air and land safely some distance away. You can jump up, down, or
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||||
-across to anywhere you choose within long range if you have a clear and unobstructed path to that location. If you have
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||||
-three or more power shifts in strength, your leaping range increases to very long. If you have five or more power shifts
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||||
-in strength, your leaping range increases to 1,000 feet (300 m). Action.
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||||
-
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||||
-Animal Scrying (4+ Intellect points): If you know the general location of an animal that is friendly toward you and
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||||
-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
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||||
-animal form or not in a form similar to that animal, you must apply a level of Effort to use this ability. Action to
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||||
-establish.
|
||||
-
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||||
-Automatic Glow: Hard light objects you create with your type and focus abilities shed light, illuminating everything in
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||||
-immediate range. Whenever you want, your body (entirely or just part of it) sheds light, illuminating everything in
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||||
-short range. Enabler.
|
||||
-
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||||
-Beneath Notice: Your decreased size makes it difficult to find you. While Shrink is active on you, all stealth tasks you
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||||
-attempt are eased. Enabler.
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||||
-
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||||
-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
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||||
-to fool someone who knows them well or has observed them closely (including fingerprints and voice prints, but not their
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||||
-retina print or DNA). You have an asset in all tasks involving disguise (this is in addition to the asset from Face
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||||
-Morph). You must apply a separate level of Effort to be able to impersonate a different species (such as a human
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||||
-morphing into a humanoid alien). Action.
|
||||
-
|
||||
- Bolster Illusion (2+ Intellect points): You give one of your visual illusions a limited physical reality that viewers
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||||
-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.
|
||||
-
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||||
-The physical reality provided to your illusion is a level 1 effect with 3 health. If the illusion is used to make
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||||
-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.
|
||||
-
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||||
-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
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||||
-minutes pass. Enabler.
|
||||
-
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||||
-Boost Manifest Cypher (2 Intellect points): The manifest cypher you activate with your next action functions as if it
|
||||
-were 2 levels higher. Action.
|
||||
-
|
||||
-Boost Manifest Cypher Function (4 Intellect points): Add 3 to the functioning level of a manifest cypher that you
|
||||
-activate with your next action, or change one aspect of its parameters (range, duration, area, etc.) by up to double or
|
||||
-down to one tenth. Action.
|
||||
-
|
||||
-Charge Weapon (2+ Intellect points): As part of making an attack with your enchanted weapon, you charge it with magical
|
||||
-power, inflicting 2 additional points of energy damage. If you make more than one attack on your turn, you choose
|
||||
-whether to spend the cost for this ability before you make each attack. Enabler.
|
||||
-
|
||||
-Command Beast (3+ Intellect points): You can command a nonhostile, nonhuman beast (such as one that you've made calm
|
||||
-with Soothe the Savage) of up to level 3 within short range. If you are successful, for the next minute the beast
|
||||
-follows your verbal commands to the best of its understanding and ability. The GM has final say over what counts as a
|
||||
-nonhuman beast, but unless some kind of deception is at work, you should know whether you can affect a creature before
|
||||
-you attempt to use this ability on it. Aliens, extradimensional entities, very intelligent creatures, and robots never
|
||||
-count.
|
||||
-
|
||||
-In addition to the normal options for using Effort, you can choose to use Effort to increase the maximum level of the
|
||||
-target. Thus, to command a level 5 beast (two levels above the normal limit), you must apply two levels of Effort.
|
||||
-Action to initiate.
|
||||
-
|
||||
-Copy Power (2+ Intellect points): You can copy someone else's superpower
|
||||
-
|
||||
-for an hour, performing it as if it were natural for you. Within the past hour you must have touched the creature whose
|
||||
-power you want to copy (an attack roll) and must have seen that ability used by them. Choose the power you want to copy,
|
||||
-and the GM chooses an appropriate low-tier ability that most closely resembles that power. For example, if you're
|
||||
-battling a supervillain who can create blasts of force, if you copy that ability, you gain a low-tier ability that
|
||||
-creates a blast of force.
|
||||
-
|
||||
-In addition to the point cost of Copy Power, you must pay the Might, Speed, or Intellect cost (if any) of the equivalent
|
||||
-ability that the GM chose. For example, if you want to copy a supervillain's force blast, the GM will probably decide
|
||||
-that's equivalent to Onslaught (167), so you'd pay 2 Intellect points to activate Copy Power and 1 Intellect point to
|
||||
-use Onslaught.
|
||||
-
|
||||
-ou can copy only one power at a time; copying another one ends any other power you're copying with this ability.
|
||||
-
|
||||
-Copy Power doesn't copy effects of a power that permanently adds points to your Pools, such as Enhanced Body (134).
|
||||
-
|
||||
-In addition to the normal options for using Effort, you can choose to use Effort to copy an ability you saw longer than
|
||||
-one hour ago; each level of Effort used in this way extends the time period by one hour. Action.
|
||||
-
|
||||
-Defending Weapon: When using your enchanted weapon, you are trained in Speed defense tasks. Enabler.
|
||||
-
|
||||
-Defensive Blinking (4 Intellect points): You enter a heightened reactive state so that when you are struck hard enough
|
||||
-to take damage, you teleport an immediate distance in a random direction (not up or down) to help evade the brunt of the
|
||||
-attack. Your Speed defense rolls are eased for one minute. Action.
|
||||
-
|
||||
-Dimensional Squeeze (2+ Intellect points): You cram yourself into a transitional dimension, allowing you to
|
||||
-instantaneously appear anywhere you choose within short range if you have a clear and unobstructed path to that
|
||||
-location. You can pass through an intervening barrier if it has an open space that you could easily fit your head
|
||||
-through—about 1 square foot (30 cm by 30 cm square). In addition to the normal options for using Effort, you can choose
|
||||
-to use Effort to pass through a smaller opening in a barrier; each level of Effort used in this way reduces the minimum
|
||||
-opening size by one-fourth. You land safely when you use this ability. Action.
|
||||
-
|
||||
-> Transitional dimension: A dimension where distances are shorter compared to those in other dimensions, so travel
|
||||
-> through it is faster than normal movement.
|
||||
-
|
||||
-Disguise Other (4+ Intellect points): You apply your shapechanging ability to another creature of your size or smaller,
|
||||
-giving them a form that you are able to assume. This lasts for about ten minutes.
|
||||
-
|
||||
-In addition to the normal options for using Effort, you can choose to use Effort to increase the duration; one level of
|
||||
-Effort increases it to an hour, two increases it to a day. A creature can revert to its normal form as an action, but it
|
||||
-cannot then change back into the altered form. Action.
|
||||
-
|
||||
-You probably can't use Disguise Other to disguise a kind of creature that is very different from you, such as a human
|
||||
-disguising a robot, animal, or crystalline alien
|
||||
-
|
||||
-Elastic Grip (3 Might points): Your attack with your stretchy limbs or body is eased. If you hit, you can grab the
|
||||
-target, preventing it from moving on its next turn. While you hold the target, its attacks or attempts to break free are
|
||||
-hindered. If the target attempts to break free instead of attacking, you must succeed at a Might-based task to maintain
|
||||
-your grip. If the target fails to break free, you can continue to hold it each round as your subsequent actions,
|
||||
-automatically inflicting 4 points of damage each round by squeezing. Enabler.
|
||||
-
|
||||
-Enchanted Movement (4+ Intellect points): You use your enchanted weapon to move yourself to any location within a long
|
||||
-distance that you can see, as long as there are no obstacles or barriers in your way. The exact way this happens depends
|
||||
-on your weapon; you might throw your magical hammer and be pulled along after it, shoot an arrow from your bow that
|
||||
-pulls you forward like a grapple line, and so on. In addition to the normal options for using Effort, you can choose to
|
||||
-use Effort to increase the distance traveled; each level of Effort used in this way increases the range by another 100
|
||||
-feet (30 m). If you have another ability (such as from your type) that allows you to cross a long distance, the range of
|
||||
-that ability and this one increases to very long. Action.
|
||||
-
|
||||
-Enchanted Weapon (1 Intellect point): You attune yourself to a physical weapon, such as a sword, hammer, or bow. You
|
||||
-know exactly where it is if it is within a short distance of you, and you know its general direction and distance if
|
||||
-farther away. All of your other focus abilities require you to be holding or wielding this weapon. You can be attuned to
|
||||
-only one weapon at a time; attuning yourself to a second weapon loses the attunement to the first one. Action to
|
||||
-initiate; ten minutes to complete. Enabler.
|
||||
-
|
||||
-Flex Weapon Skill: At the beginning of each day, choose one type of attack: light bashing, light bladed, light ranged,
|
||||
-medium bashing, medium bladed, medium ranged, heavy bashing, heavy bladed, or heavy ranged. For the rest of that day,
|
||||
-you are trained in attacks using that type of weapon. You can't use this ability with an attack skill in which you're
|
||||
-already trained to become specialized. Enabler.
|
||||
-
|
||||
-Flight Exertion (3 Might or 3 Speed points): You can fly up to a short distance as your movement this round. If all you
|
||||
-do is move on your turn, you can fly up to a long distance. Enabler.
|
||||
-
|
||||
-Flying Companion: You gain a level 3 companion creature that can fly at the same speed as you; depending on other
|
||||
-aspects of your character, this might be a trained bird, a machine drone, or a helpful strange creature such as a
|
||||
-familiar. This creature accompanies you and acts as you direct. As a level 3 companion, it has a target number of 9 and
|
||||
-9 health, and it inflicts 3 points of damage. If it's killed or destroyed, it takes you one month to find or create a
|
||||
-suitable replacement. Enabler.
|
||||
-
|
||||
-Harder Light: When you create an object out of hard light, the object is one level higher than normal. Enabler.
|
||||
-
|
||||
-Improved Copying: You can use Copy Power to copy more powerful abilities. In addition to the normal options for using
|
||||
-Effort with Copy Power, if you apply one level of Effort, the GM chooses a mid-tier ability that most closely resembles
|
||||
-that power (instead of a low-tier ability). Enabler.
|
||||
-
|
||||
-When you use Improved Copying, a copied ability must be low, medium, or high tier according to how it is listed in the
|
||||
-ability categories. It doesn't matter if a type or focus makes it available at a lower or higher tier.
|
||||
-
|
||||
-Innate Power: Choose either your Might Pool or your Speed Pool. When spending points to activate your focus abilities,
|
||||
-you can spend points from this Pool instead of your Intellect Pool (in which case you use your Might Edge or Speed Edge
|
||||
-instead of your Intellect Edge, as appropriate). Enabler.
|
||||
-
|
||||
-Lend Animal Shape (6+ Intellect points): You change into an animal, and one willing creature within immediate range also
|
||||
-transforms into an animal of that type (bear, tiger, wolf, and so on) for ten minutes, as if they were using your Animal
|
||||
-Shape ability. For each level of Effort applied,
|
||||
-
|
||||
-you can affect one additional creature. All creatures transforming with you must be your size or smaller. A creature can
|
||||
-revert to its normal form as an action, but it cannot then change back into the animal form. One creature (whether you
|
||||
-or someone else) changing form does not affect any other creature affected with this ability. Action.
|
||||
-
|
||||
-A creature that takes animal form with Lend Animal Shape counts as an animal for the use of Animal Scrying
|
||||
-
|
||||
-Medium Teleportation (5+ Intellect points): You instantly teleport yourself to any location within a long distance that
|
||||
-you can see. In addition to the normal options for using Effort, you can choose to use Effort to increase your range,
|
||||
-teleport to a location you can't see, or bring other people with you. Each additional long distance costs one level of
|
||||
-Effort. Teleporting to
|
||||
-
|
||||
-a destination you can't see costs one level of Effort. Each additional one or two targets brought with you costs one
|
||||
-level of Effort (you must touch any additional targets). These levels of Effort are counted separately, so teleporting
|
||||
-an additional long distance away to a location you can't see with two passengers costs a total of three levels of
|
||||
-Effort. Action.
|
||||
-
|
||||
-If you already have Short Teleportation when you select Medium Teleportation or Teleportation, you may replace Short
|
||||
-Teleportation with another tier 4 type ability.
|
||||
-
|
||||
-Mist Cloud (1+ Intellect points): You create an area of mist an immediate distance across. The cloud lingers for about a
|
||||
-minute unless conditions (such as wind or freezing temperatures) dictate otherwise. In addition to the normal options
|
||||
-for using Effort, you can choose to use Effort to increase the area (one level of Effort to fill a short area, two to
|
||||
-fill a long area, or three to fill a very long area). Action.
|
||||
-
|
||||
-Modify Cyphers: You can take any two manifest cyphers and quickly jury-rig a new manifest cypher of the same level as
|
||||
-the lowest-level cypher. You determine the function of the new cypher, but it must be that of a cypher you have used
|
||||
-before (but not necessarily one you've ever built). The new cypher is a temperamental cypher, like those created with
|
||||
-Always Tinkering. The original two cyphers are consumed in this process. This ability does not function if one or more
|
||||
-of the original cyphers are temperamental cyphers. Action.
|
||||
-
|
||||
-Multiple Copying: When you use Copy Power, you can copy two of the creature's abilities at the same time. In addition to
|
||||
-the normal options for using Effort with Copy Power, you can apply levels of Effort to copy additional abilities, each
|
||||
-level of Effort copying an additional ability beyond the initial two (three for one level of Effort, four for two
|
||||
-levels, and so on). Enabler.
|
||||
-
|
||||
-Multi-Vanish (4+ Intellect points): You turn up to five human-sized creatures or objects invisible for a short amount of
|
||||
-time. The targets you choose must be within an immediate area and within short range of you (if you are in the area, you
|
||||
-can make yourself invisible and don't count toward the limit of five invisible targets). Anything invisible has an asset
|
||||
-on stealth and Speed defense tasks. Affected creatures can see each other in a limited way, and you can see them
|
||||
-clearly.
|
||||
-
|
||||
-The invisibility ends at the end of your next turn. If one of the affected creatures does something to reveal their
|
||||
-presence or position—attacking, using an ability, moving a large object, and so on—the invisibility ends early for that
|
||||
-creature. In addition to the normal options for using Effort, you can choose to use Effort to increase the duration;
|
||||
-each level of Effort used in this way increases the duration by one round (but creatures can still end it early for
|
||||
-themselves). Action.
|
||||
-
|
||||
-Power Crash (3+ Intellect points): You strike your enchanted weapon against
|
||||
-
|
||||
-the ground (or a similar large surface), creating an explosion of energy that affects an area up to immediate range from
|
||||
-that point. (If your enchanted weapon is a ranged weapon, you can instead target a point within close range to be the
|
||||
-center of the explosion.) The blast inflicts 2 points of damage to all creatures or objects within the area (except for
|
||||
-you). Because this is an area attack, adding Effort to increase your damage works differently than it does for
|
||||
-single-target attacks. If you apply a level of Effort to increase the damage, add 2 points of damage for each target,
|
||||
-and even if you fail your attack roll, all targets in the area still take 1 point of damage. Action.
|
||||
-
|
||||
-Power Memory: When you use Copy Power, you only need to have seen the ability used within the past day (instead of the
|
||||
-past hour), and using Effort extends how long ago your copying can reach to one day per level of Effort (instead of one
|
||||
-hour per level). Enabler.
|
||||
-
|
||||
-Quick Switch: You can activate Shrink as part of another action (the ability is now an enabler for you instead of an
|
||||
-action). While the one-minute duration of Shrink is active, on your turn you can change size once before taking an
|
||||
-action and once after taking an action. For example, on your turn you could change to small size, make an attack, and
|
||||
-then return to your normal size, or you could change to your normal size, use your action to move a short distance, and
|
||||
-then return to small size. Enabler.
|
||||
-
|
||||
-Short Teleportation (4+ Intellect points): You instantly teleport to any location within a short distance that you can
|
||||
-see. In addition to the normal options for using Effort, you can choose to use Effort to increase your range, teleport
|
||||
-to a location you can't see, or bring other people with you. Each additional short distance costs one level of Effort.
|
||||
-Teleporting to a destination you can't see costs one level of Effort. Each additional target brought with you costs one
|
||||
-level of Effort (you must touch any additional targets). These levels of Effort are counted separately, so teleporting
|
||||
-an additional short distance away to a location you can't see with one passenger costs a total of three levels of
|
||||
-Effort. Action.
|
||||
-
|
||||
-> If you already have Short Teleportation when you select Medium Teleportation or Teleportation, you may replace Short
|
||||
-> Teleportation with another tier 4 type ability.
|
||||
-
|
||||
-Shrink (1+ Might points): You (and your clothing or suit) become much smaller than your normal size. You become 6 inches
|
||||
-(15 cm) tall and stay that way for about a minute. During this time, you add 4 points to your Speed Pool and add +2 to
|
||||
-your Speed Edge. While you are smaller than normal, your Speed defense rolls are eased, your movement speed is one-tenth
|
||||
-normal, and your attacks inflict half the normal amount of damage (divide the total damage in half after all bonuses,
|
||||
-Effort, and other damage modifiers). You can return to your normal size as part of another action.
|
||||
-
|
||||
-When the effects of Shrink end, your Speed Edge, movement speed, and damage return to normal, and you subtract a number
|
||||
-of points from your Speed Pool equal to the number you gained (if this brings the Pool to 0, subtract the overflow first
|
||||
-from your Might Pool and then, if necessary, from your Intellect Pool). Each additional time you use Shrink before your
|
||||
-next ten-hour recovery roll, you must apply an additional level of Effort (one level of Effort for the second use, two
|
||||
-levels of Effort for the third use, and so on).
|
||||
-
|
||||
-Action to initiate.
|
||||
-
|
||||
-> The increased Effort cost for repeat uses of Shrink between ten-hour recovery rolls only applies to new activations of
|
||||
-> Shrink, not to multiple size changes within one use of Shrink enabled by Quick Switch.
|
||||
-
|
||||
-Shrink Others: You can use Shrink on other willing creatures within an immediate distance. In addition to the normal
|
||||
-options for using Effort, you can choose to use Effort to affect more targets; each level of Effort affects one
|
||||
-additional target. Unless these creatures have an ability to change their size, they remain small until the one-minute
|
||||
-duration of Shrink ends for them. Enabler.
|
||||
-
|
||||
-Small Flight (3+ Intellect points): For the next hour, when using Shrink, you can fly through the air. You might
|
||||
-accomplish this flight by growing wings from your body, extending wings from your suit, calling a tiny creature to carry
|
||||
-you, or "surfing" air currents. When flying, you can move up to a short distance as part of another action or a long
|
||||
-distance if all you do on your turn is move. Action to initiate.
|
||||
-
|
||||
-Smaller: When you use Shrink, you can choose to shrink down to about half an inch (1 cm) high, and you add 3 more
|
||||
-temporary points to your Speed Pool. Enabler.
|
||||
-
|
||||
-Steal Power: When you use Copy Power to copy an ability, the creature you copied it from loses access to that ability
|
||||
-for about a minute. While you have their ability, any attempt by the creature to use their ability requires them to
|
||||
-succeed at a task (Might, Speed, or Intellect, as appropriate to the stolen ability) opposed by your eased Intellect
|
||||
-task. If they succeed, they regain the use of their ability and you lose it. Enabler.
|
||||
-
|
||||
-If you want to make it more difficult for someone to take back their stolen power, become skilled in the Steal Power
|
||||
-ability, or put a power shift in power for it.
|
||||
-
|
||||
-Teleportation Burst (3 Intellect points): You rapidly teleport multiple times in an immediate area, confusing your
|
||||
-opponents and allowing you to make an additional melee attack this round. You can use this ability once per round.
|
||||
-Enabler.
|
||||
-
|
||||
-Teleportive Wound (7+ Intellect points): You touch a creature and, if your attack succeeds, you teleport away (up to
|
||||
-your normal maximum teleportation distance) with a significant portion of their body. If the target is level 2 or lower,
|
||||
-it dies. If the target is level 3 or higher, it takes 6 points of damage and is stunned on its next action. If the
|
||||
-target is a PC of any tier, they move down one step on the damage track. In addition to the normal options for using
|
||||
-Effort, you can choose to use Effort to affect a more powerful target (one level of Effort means a target of up to level
|
||||
-3 dies or a target of level 4 or higher takes damage and is stunned, and so on). Action.
|
||||
-
|
||||
-Temporary Light (2 Intellect points): You create an object of solid light in any shape you can imagine that is your size
|
||||
-or smaller, and it persists for about a minute (or longer, if you concentrate on it after that time). The object appears
|
||||
-in an area adjacent to you, but afterward you can move it up to a short distance each round as part of another action.
|
||||
-It is crude and can have no moving parts, so you can make a sword, a shield, a short ladder,
|
||||
-
|
||||
-and so on. The object has the approximate mass of the real object and is level 2. Action.
|
||||
-
|
||||
-Throw Enchanted Weapon: You can throw your enchanted weapon up to short range as a light ranged weapon. Whether it hits
|
||||
-or misses, it immediately flies back to your hands, and you can automatically catch it or allow it to land at your feet.
|
||||
-Enabler.
|
||||
-
|
||||
-Tiny: When you use Shrink, you can choose to shrink down to about one-sixteenth of an inch (.2 cm). When you do, you add
|
||||
-5 more temporary points to your Speed Pool (plus any from Smaller), and because your attacks are concentrated into a
|
||||
-very small area, you deal an additional 2 points of damage. For each level of Effort you apply to shrink even more, you
|
||||
-become one-tenth as tall (one one-hundredth for two levels of Effort, one one-thousandth for three, and so on) and you
|
||||
-add 1 more point to your Speed Pool. Enabler.
|
||||
-
|
||||
-In campaigns where characters can travel to parallel dimensions, using Tiny to shrink to
|
||||
-
|
||||
-one-thousandth of your normal height may be a means of doing so.
|
||||
-
|
||||
-War Flesh: You can instantly transform your hands and feet into claws, and your human teeth into fangs, or revert to
|
||||
-your normal human appearance. When you make attacks with your claws or fangs, they count as medium weapons instead of
|
||||
-light weapons. Enabler.
|
||||
-
|
||||
-Wildcard Powers: You have a gift with using copied powers in unusual ways. Whenever you try a power stunt and use a
|
||||
-level of Effort on the special roll to modify the ability, you get a free level of Effort on that roll. Enabler.
|
||||
-
|
||||
-Wing Weapons: You can use your wings to make melee attacks (even when flying), leaving your hands and feet free. Your
|
||||
-wings are medium bashing or bladed weapons (your choice). You are practiced with this attack. Enabler.
|
||||
-
|
||||
### POWER SHIFTS
|
||||
Power shifts are an optional rule in the Cypher System Rulebook that represent many of the exceptional things that
|
||||
superheroes can do, like throwing cars, blasting through brick walls, leaping onto speeding trains, and cobbling
|
149
patches/base/026-remove-duplicated-fantasy-powers.patch
Normal file
149
patches/base/026-remove-duplicated-fantasy-powers.patch
Normal file
@ -0,0 +1,149 @@
|
||||
--- _tmp/ccsrd.md 2025-05-29 08:58:25.946821678 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-05-29 09:05:25.062389316 -0500
|
||||
@@ -21582,146 +21582,6 @@
|
||||
|
||||
Tier 6: Deadly Strike or Spin Attack
|
||||
|
||||
-#### NEW ABILITIES
|
||||
-
|
||||
-Animal Scrying (4+ Intellect points): If you know the general location of an animal that is friendly toward you and
|
||||
-within 1 mile (1.5 km) of your location, you can sense through its senses for up to ten minutes. If you are not in
|
||||
-animal form or not in a form similar to that animal, you must apply a level of Effort to use this ability. Action to
|
||||
-establish.
|
||||
-
|
||||
-Charge Weapon (2+ Intellect points): As part of making an attack with your enchanted weapon, you charge it with magical
|
||||
-power, inflicting 2 additional points of energy damage. If you make more than one attack on your turn, you choose
|
||||
-whether to spend the cost for this ability before you make each attack. Enabler.
|
||||
-
|
||||
-Cypher Casting: You can cast any of your subtle cyphers on another creature instead of yourself. You must touch the
|
||||
-creature to affect it. Enabler.
|
||||
-
|
||||
-Cypher Surge: When you use a subtle cypher spell, as part of that action you can expend one other subtle cypher. Instead
|
||||
-of the second cypher's normal effect, you add one free level of Effort to the first cypher spell. Enabler.
|
||||
-
|
||||
-Defending Weapon: When using your enchanted weapon, you are trained in Speed defense tasks. Enabler.
|
||||
-
|
||||
-Dreadwood (6 Intellect points): You manipulate wind, mist, and shadows to embody the primordial fear of mysterious
|
||||
-woods. For the next minute, you gain an asset on intimidation tasks. Creatures within short range may become frightened;
|
||||
-make a separate Intellect attack roll for each creature (if you are larger than normal from using Great Tree or another
|
||||
-source, these rolls are eased). Success means that they are frozen in fear, not moving or taking actions for one minute
|
||||
-or until they are attacked. Some creatures without minds might be immune to this fear. Action.
|
||||
-
|
||||
-Enchanted Movement (4+ Intellect points): You use your enchanted weapon to move yourself to any location within a long
|
||||
-distance that you can see, as long as there are no obstacles or barriers in your way. The exact way this happens depends
|
||||
-on your weapon; you might throw your magical hammer and be pulled along after it, shoot an arrow from your bow that
|
||||
-pulls you forward like a grapple line, and so on. In addition to the normal options for using Effort, you can choose to
|
||||
-use Effort to increase the distance traveled; each level of Effort used in this way increases the range by another 100
|
||||
-feet (30 m). If you have another ability (such as from your type) that allows you to cross a long distance, the range of
|
||||
-that ability and this one increases to very long. Action.
|
||||
-
|
||||
-Enchanted Weapon (1 Intellect point): You attune yourself to a physical weapon, such as a sword, hammer, or bow. You
|
||||
-know exactly where it is if it is within a short distance of you, and you know its general direction and distance if
|
||||
-farther away. All of your other focus abilities require you to be holding or wielding this weapon. You can be attuned to
|
||||
-only one weapon at a time; attuning yourself to a second weapon loses the attunement to the first one. Action to
|
||||
-initiate, ten minutes to complete. Enabler.
|
||||
-
|
||||
-If you attune yourself to a different weapon, come up with a story reason for why you are able to do that and why you
|
||||
-chose this new weapon
|
||||
-
|
||||
-Expanded Repertoire: The number of subtle cyphers you can bear at the same time increases by one. Enabler.
|
||||
-
|
||||
-Faster Wild Magic: If you spend ten minutes preparing your magic, you can fill any of your open cypher slots with subtle
|
||||
-cyphers chosen randomly by the GM (this time can be part of a ten-minute, one-hour, or ten-hour recovery action if you
|
||||
-are awake for the entire time). You can't use this ability again until after you've taken a ten-hour recovery action.
|
||||
-You can still use Magical Repertoire to fill your cypher slots. Action to initiate, ten minutes to complete.
|
||||
-
|
||||
-Great Tree: When you use Wooden Body, you may grow to up to 12 feet (4 m) in height. In this larger form, you add 7
|
||||
-points to your Might Pool and +2 to your Might Edge. If you chose to grow, when Wooden Body ends you subtract 7 points
|
||||
-from your Might Pool (if this brings the Pool to 0, subtract the overflow first from your Speed Pool and then, if
|
||||
-necessary, from your Intellect Pool). When you use Wooden Body, whether or not you choose to grow, instead of looking
|
||||
-like a wooden version of your normal self, you can take on the full appearance of a humanoid tree creature or an actual
|
||||
-tree (including growing additional branches, extra foliage, and so on). This does not affect any of your abilities—in
|
||||
-tree shape, you can use type abilities, other focus abilities, and so on. In tree shape, pretending to be a tree and
|
||||
-hiding among normal trees are eased by two steps. Enabler.
|
||||
-
|
||||
-Innate Power: Choose either your Might Pool or your Speed Pool. When spending points to activate your focus abilities,
|
||||
-you can spend points from this Pool instead of your Intellect Pool (in which case you use your Might Edge or Speed Edge
|
||||
-instead of your Intellect Edge, as appropriate). Enabler
|
||||
-
|
||||
-Lend Animal Shape (6+ Intellect points): You change into an animal, and one willing creature within immediate range also
|
||||
-transforms into an animal of that type (bear, tiger, wolf, and so on) for ten minutes, as if they were using your Animal
|
||||
-Shape ability. For each level of Effort applied, you can affect one additional creature. All creatures transforming with
|
||||
-you must be your size or smaller. A creature can revert to its normal form as an action, but it cannot then change back
|
||||
-into the animal form. One creature (whether you or someone else) changing form does not affect any other creature
|
||||
-affected with this ability. Action.
|
||||
-
|
||||
-A creature that takes animal form with Lend Animal Shape counts as an animal for the use of Animal Scrying.
|
||||
-
|
||||
-A character might be able to take the shape of a creature that is similar to a common animal, such as a unicorn instead
|
||||
-of a horse or a basilisk instead of a lizard, but doing so should require applying at least one level of Effort to the
|
||||
-change, and the character wouldn't gain any of the creature's magical abilities.
|
||||
-
|
||||
-Magical Repertoire: The number of subtle cyphers you can bear at the same time increases by two. If you spend one hour
|
||||
-preparing your magic, you can fill any of your open cypher slots with subtle cyphers chosen randomly by the GM (this
|
||||
-hour can be part of a one-hour or ten-hour recovery action if you are awake for the entire time). As part of this
|
||||
-preparation process, you may discard any number of subtle cyphers you carry to make room for more subtle cyphers.
|
||||
-Enabler.
|
||||
-
|
||||
-If a character has Magical Repertoire, the GM should give the PC frequent opportunities to gain new subtle cyphers,
|
||||
-whether from preparation or by gaining them automatically as explained in the Cyphers chapter
|
||||
-
|
||||
-Magical Training: You are trained in all of your spells. As a result, you ease any task involved in the use of your
|
||||
-spells. Enabler.
|
||||
-
|
||||
-Maximize Cypher: Choose one subtle cypher you bear. Its level becomes the maximum level possible for that cypher. For
|
||||
-example, a meditation aid has a level range of 1d6 + 2, so maximizing that cypher changes its level to 8. You can have
|
||||
-only one maximized subtle cypher at a time. You can't use this ability again until after you've taken a ten-hour
|
||||
-recovery action. Enabler.
|
||||
-
|
||||
-Patient Recovery: You gain an extra ten-minute recovery roll each day. Enabler.
|
||||
-
|
||||
-Power Crash (3 Intellect points): You strike your enchanted weapon against the ground (or a similar large surface),
|
||||
-creating an explosion of energy that affects an area up to immediate range from that point. (If your enchanted weapon is
|
||||
-a ranged weapon, you can instead target a point within close range to be the center of the explosion.) The blast
|
||||
-inflicts 2 points of damage to all creatures or objects within the area (except for you). Because this is an area
|
||||
-attack, adding Effort to increase your damage works differently than it does for single-target attacks. If you apply a
|
||||
-level of Effort to increase the damage, add 2 points of damage for each target, and even if you fail your attack roll,
|
||||
-all targets in the area still take 1 point of damage. Action.
|
||||
-
|
||||
-Restorative Bloom (5 Might points): When Wooden Body or Great Tree is in effect, you produce a flower, acorn, fruit, or
|
||||
-similar plant-based edible item. A creature that eats this food is nourished for a full day and restores their Might
|
||||
-Pool, Speed Pool, and Intellect Pool to their maximum values, as if they were fully rested. Eating a second food
|
||||
-produced by this ability in a day has no effect. If the food is not eaten within ten minutes, it spoils. Action to
|
||||
-produce, action to eat.
|
||||
-
|
||||
-Throw Enchanted Weapon: You can throw your enchanted weapon up to short range as a light ranged weapon. Whether it hits
|
||||
-or misses, it immediately flies back to your hands, and you can automatically catch it or allow it to land at your feet.
|
||||
-Enabler.
|
||||
-
|
||||
-Tree Companion (5+ Intellect points): You animate a tree of approximately your size or smaller, creating a level 3
|
||||
-creature with 1 Armor. The tree follows your verbal commands for one hour, after which it reverts to a normal tree (and
|
||||
-roots itself where it stands). Unless the tree is killed by damage, you can animate it again when the ability duration
|
||||
-expires, but any damage it has carries over to its newly animated state. In addition to the normal options for using
|
||||
-Effort, you can choose to use Effort to affect more trees; each level of Effort used affects one additional tree.
|
||||
-Action.
|
||||
-
|
||||
-Tree Travel (4+ Intellect points): You enter one tree and instantaneously and safely emerge from another one within long
|
||||
-distance. You don't need to specify which tree you're exiting from (if you know there are trees in that direction, you
|
||||
-can decide how far to go and you will step out of a tree in that area). If the starting tree's trunk isn't as large as
|
||||
-your body, you must apply a level of Effort to enter it. You can choose to use Effort to increase the distance you
|
||||
-travel; one level of Effort used in this way increases the range to very long, two levels raise it to one mile (1.5 km),
|
||||
-and each additional level of Effort beyond that increases it by an additional mile. Action.
|
||||
-
|
||||
-Wild Insight: You gain a momentary perfect understanding of the flow of magic around you at this moment. When preparing
|
||||
-your magic, choose one specific subtle cypher and make a magical lore skill roll against level 6. If you succeed, you
|
||||
-gain that subtle cypher (the cypher's level is 6); if you fail, you get a random subtle cypher. If you aren't sure what
|
||||
-specific subtle cypher you want, you can ask for a broad category such as "healing," "movement," or "skill"; this eases
|
||||
-the magical lore task, and if you succeed, the GM chooses a random cypher that fits that category. You can't use this
|
||||
-ability again until after you've taken a ten-hour recovery action. Enabler.
|
||||
-
|
||||
-Wooden Body (1+ Might points): You transform your body into living wood for ten minutes, which grants you several
|
||||
-benefits. You gain +1 to Armor and you are practiced in using your limbs as medium weapons. You need about one-tenth as
|
||||
-much air as a human. Hiding among trees or on a tree is eased. However, in your wooden form you move more stiffly than a
|
||||
-creature of flesh, hindering your Speed defense rolls. Action to change or revert.
|
||||
-
|
||||
-Your wooden body might be smooth like a polished board, rough like tree bark, or a mix of both.
|
||||
-
|
||||
#### FANTASY SPECIES
|
||||
|
||||
For many fantasy worlds, there is a plethora of sapient creatures suitable for player characters. Here we present
|
248
patches/base/027-remove-duplicated-fairytale-rule.patch
Normal file
248
patches/base/027-remove-duplicated-fairytale-rule.patch
Normal file
@ -0,0 +1,248 @@
|
||||
--- _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
|
Loading…
x
Reference in New Issue
Block a user