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12
TODO.md
12
TODO.md
@ -7,3 +7,15 @@ Stuff to take care of when I'm not doing the stuff I should be doing first.
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* Control the Savage is essentially the same thing as Command Beast, where Command Beast is not referenced anywhere but
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has an interesting use of Effort tacked on to the end of it. Remove Command Beast but put the Effort usage under
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Control the Savage? Note the difference in costs, though.
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* similar problem for Bound Magic Creature/Familiar, pretty much identical powers, maybe can just change the references
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to one to the other
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* looking randomly at the A list, there's probably some stuff that needs to be resorted
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## Genres - Superheroes
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* Combine the two slightly different versions of power shifts, one has a better description but the other has stuff like
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flight, basically splice it
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## Genres - Fairytale
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* Combine the descriptor sections, the recommended and the new.
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969
patches/base/029-move-modern-magic-abilities-into-core.patch
Normal file
969
patches/base/029-move-modern-magic-abilities-into-core.patch
Normal file
@ -0,0 +1,969 @@
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--- _tmp/ccsrd.md 2025-05-29 10:51:30.789648516 -0500
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+++ _tmp/ccsrd.new.md 2025-05-29 14:20:00.517884876 -0500
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@@ -9983,6 +9983,16 @@
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Effort affects one additional target. You must speak to additional targets to accelerate them, one target per round.
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Action per target to initiate.
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+Access the Broadcast (2+ Intellect points): You create a flat rectangular illusory "screen" within immediate range that
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+can display any broadcast television signal in your area (similar to using a television with an antenna) or any video
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+streams in the area (similar to tapping into a wireless network). The screen is anywhere from 1 to 3 feet (30 cm to 1 m)
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+across, includes stereo sound, and lasts for one hour. As an action, you can change the channel, the volume, or both.
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+The effect ends if you are more than a short distance away from the screen. For each level of Effort you apply to this
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+ability, you can increase the width of the screen by up to 3 feet (1 m). Action.
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+
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+Wireless networks hosting video streams are usually locked or encrypted, which requires you to succeed on an
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+Intellect-based attack roll against the network's level (typically level 4) to watch them.
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+
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Acrobatic Attack (1+ Speed points): You leap into the attack, twisting or flipping through the air. If you roll a
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natural 17 or 18, you can choose to have a minor effect rather than deal extra damage. If you apply Effort to the
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attack, you get a free level of Effort on the task. You can't use this ability if your Speed Effort costs are reduced
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@@ -10166,6 +10176,13 @@
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Animal Senses and Sensibilities: You are trained in listening and spotting things. In addition, most of the time, the GM
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should alert you if you're about to walk into an ambush or a trap that is lower than level 5. Enabler.
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+Annoy Electronics (1 Intellect point): You interfere with the operations of an electronic device. The device must be
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+within short range and you must be able to see it. Your interference is limited to things you could do in a few seconds
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+if you were directly using the device. For example, you could make a person's phone start playing a loud video, type one
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+or two commands on a computer's keyboard, hit a bunch of buttons in an elevator, or change the station or volume on a
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+television screen. You must succeed at an Intellect-based task against the device or its bearer (whichever level is
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+higher). If you have never interacted with the particular device before, the task is hindered by two steps. Action.
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+
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Answering Attack (3 Speed points): If you are struck in melee, you can make an immediate melee attack against that
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attacker once per round. The attack is hindered, and you can still take your normal action during the round. Enabler.
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@@ -10194,6 +10211,17 @@
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rapid-fire weapon, such as a crank crossbow), you can fire your weapon at up to three targets (all next to one another)
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at once. Make a separate attack roll against each target. Each attack is hindered. Action.
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+Arcanaphone (2 Intellect points): You make use of your cellular service to start a telephone call or use text messaging,
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+lasting up to ten minutes. To anyone watching you, you look like you're in "hands free" mode. In all respects, this
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+works as if you were carrying your device with you and using it directly (meaning the network notes your current
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+location as if you were carrying your phone, and you may not have coverage in some areas). The first time you use this
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+ability with your mobile service, you must contact their customer service department to authorize the magic (taking ten
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+to sixty minutes), as if it were a new device. You can't use this ability if you don't have a cellular account. Action
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+to initiate.
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+
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+In modern fantasy settings where most people don't know about magic, connecting your spell to your cellular service
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+probably requires a lot of strange answers and lies about the "device" you're trying to add to your account.
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+
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Arcane Flare (1 Intellect point): You enhance the damage of another attack spell with an extra charge of energy so that
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it deals 1 additional point of damage. Alternatively, you attack a target within long range by projecting a flare of raw
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magic that inflicts 4 points of damage. Enabler for enhancement; action for long-range attack.
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@@ -10263,6 +10291,11 @@
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to use the language to interact with native speakers, your skills improve rapidly, to the point where you might be
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mistaken for a native speaker after just a few hours of speaking the new language. Enabler.
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+Background Music (1+ Intellect points): You create quiet background music in a short area, loud enough to be heard in a
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+room with normal conversation, but not so loud to be distracting or overwhelming. The music repeats through up to ten
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+songs you know, lasting up to an hour. In addition to the normal options for using Effort, you can use Effort to
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+increase the duration; each level of Effort adds one hour to the play time and five songs to the playlist. Action.
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+
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Balance: You are trained in balancing. Enabler.
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Band of Desperados: Your reputation draws a band of six level 2 desperado NPC followers who are completely devoted to
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@@ -10366,6 +10399,11 @@
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body generates) and focus it on a living creature within short range. The target gains a free and immediate one-action
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recovery roll. You can't use this ability again on that creature until after its next ten-hour rest. Action.
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+Blackout (3 Intellect points): You issue a disruptive ripple of energy within short range, creating an area where the
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+electrical power grid fails. All devices relying on being plugged into the grid stop working. Battery‑powered devices
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+still work. Any standby generator connected in this area functions normally, activating emergency power within a few
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+rounds. The blackout otherwise lasts for one minute. Action.
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+
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Blameless: You are trained in one of the following: deception, stealth, or disguise. Enabler.
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Blend In (4 Intellect points): When you blend in, creatures still see you, but they attach no importance to your
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@@ -10435,6 +10473,10 @@
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Blood Fever: When you have no points in one or two Pools, you gain an asset to attacks or defense rolls (your choice).
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Enabler.
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+Blood Magician: When you wish it, you can use points from your Might Pool rather than your Intellect Pool to activate a
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+magical ability (including applying Effort to that ability). If you use your Might Pool this way, you use your Might
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+Edge instead of your Intellect Edge. Enabler.
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+
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Bloodlust (3 Might points): If you take down a foe, you can move a short distance, but only if you move toward another
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foe. You don't need to spend the points until you know that the first foe is down. Enabler.
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@@ -10504,6 +10546,22 @@
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If you lose the bound object, you retain a sense of the direction in which it lies. Action to manifest the magic
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creature.
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+Bound Magic Familiar: You have a magic familiar bound to you through a magical mark on your body (a tattoo, rune, scar,
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+or something as mundane as a freckle or mole). Normally, the familiar remains sleeping in its spiritual form. When you
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+use an action to manifest them, they appear next to you as a creature with a specific form (such as a cat, hawk,
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+homunculus, tiny dragon, or other suitable magical creature) and can communicate with you telepathically. The familiar
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+is friendly toward you but has its own personality determined by the GM. The familiar can remain physically manifested
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+for up to one hour, after which they return to their sleeping spiritual form and cannot manifest again until after your
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+next ten-hour recovery roll. While manifested, they accompany you and follow your instructions. The familiar must remain
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+within an immediate distance of you; if they move farther away, they are yanked back into their magical mark at the end
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+of your following turn and cannot return until after your next ten-hour recovery roll. The familiar doesn't make
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+attacks, but they can use their action to grant you an asset for any one attack you make on your turn. Otherwise, they
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+can take actions on their own (though you'll likely roll for them). If the familiar is reduced to 0 health, they
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+dissipate into their spiritual form and cannot manifest again until 1d6 + 2 days have passed. Action to manifest the
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+familiar.
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+
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+Magic familiar: level 3, Speed defense as level 5 due to size, one knowledge skill as level 4
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+
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Brainwashing (6+ Intellect points): You use trickery, well-spoken lies, and mind-affecting chemicals (or other means,
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like magic or high technology) to make others temporarily do what you want them to do. You control the actions of
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another creature you touch. This effect lasts for one minute. The target must be level 3 or lower. You can allow it to
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@@ -10689,6 +10747,21 @@
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percent less likely to function if said function would cause you harm. Thus, if a foe attempts to detonate a bomb near
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you controlled by a detonator that likes you, there is a 50 percent chance that it won't explode. Action to initiate.
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+Check Status (0+ Intellect points): You can telepathically reach out to up to ten creatures known to you, no matter
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+where they are. The individual creatures must be willing and able to communicate. You immediately know their current
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+status—eating, driving, sleeping, angry, injured, fine, great, frightened, worried, and so on, generally in the form of
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+a short sentence or a few words.
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+
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+These creatures don't have to share anything they don't want to, including acknowledging that you checked on them, but
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+they can't lie through this connection. For example, one person might let you know that they're upset, but that doesn't
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+mean you know why (they're dealing with a recent breakup) or what they're doing about it (drinking to cope).
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+
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+You automatically succeed at using this ability; no roll is required. Only you receive the status information. Other
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+people affected by the spell do not get a sense of each other's statuses, nor do they know who else you're checking on.
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+
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+If you spend 5 Intellect points, you can check on twenty creatures at once, and for every 1 Intellect point you spend
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+above that, you can check on an additional ten creatures. Action.
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+
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Cloak of Opportunity (5 Intellect points): You set small objects from the environment (rocks, broken items, clumps of
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dirt, and so on) swirling about you for up to ten minutes, which grants you +2 Armor. Action to initiate.
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@@ -10726,6 +10799,15 @@
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Combat Prowess: You add +1 damage to one type of weapon attack of your choice: melee weapon attacks or ranged weapon
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attacks. Enabler.
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+Comfort and Encouragement (2+ Intellect points): You speak to a non-hostile creature within short range, telling them
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+exactly what they need to hear to have a better day. You don't know what these words are until you say them, but you
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+know they will help the creature's attitude. If the creature spends a round or two thinking about what you said, they
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+gain an asset on one task of their choosing within one hour. Alternatively, if the creature has an ongoing penalty to
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+tasks (such as having a hangover, sadness from a recent fight with their romantic partner, an injury, or a stressful
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+situation at work), they can ignore that penalty for the next hour. In addition to the normal options for using Effort,
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+you can use Effort to affect more creatures; each level of Effort affects one additional creature. Action to initiate;
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+up to one minute to complete.
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+
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Command (3 Intellect points): Through sheer force of will, you can issue a simple imperative command to a single living
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creature, who then attempts to carry out your command as its next action. The creature must be within short range and
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able to understand you. The command can't inflict direct harm on the creature or its allies, so "Commit suicide" won't
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@@ -10907,6 +10989,15 @@
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damage. Its movement is based on its creature type (avian, swimmer, and so on). If your critter companion dies, you can
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search an urban or wild environment for 1d6 days to find a new one. Enabler.
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+Critter Telekinesis (1 Intellect point): You. telekinetically move a small creature (no larger than a medium dog) an
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+immediate distance in any direction you wish. You must be able to see the creature, which must be your size or smaller,
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+must not be affixed to anything, and must be within short range. The creature safely arrives at your chosen location
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+without any residual force. If the creature knows you and you have a free hand, you can automatically grab the creature
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+as part of the action of using this ability. This ability lacks the fine control to move anything with much speed, so in
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+most situations, it's used to reposition an animal (such as a pet) out of a dangerous or inconvenient location. For
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+example, you could safely pull a scared cat out from under a bed, retrieve a puppy from a storm drain, or relocate a
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+wild bird that got inside your house. Action.
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+
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Crowd Control (6+ Intellect points): You control the actions of up to five creatures in short range. This effect lasts
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for one minute. All targets must be level 2 or lower. Your control is limited to simple verbal commands like "Stop,"
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"Run away," "Follow that guard," "Look over there," or "Get out of my way." All affected creatures respond to the
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@@ -11155,6 +11246,13 @@
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are trained in all tasks involving finding, healing, interacting with, and protecting that character. You can have only
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one ward at a time. Action to initiate.
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+Diagnose Device (2 Intellect points): You ease by two steps the task to diagnose what's wrong with a human-made
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+electronic or mechanical device or system (such as a computer, clothes dryer, or toilet) that is damaged,
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+malfunctioning, or broken. You must touch the device to diagnose it. Typically a successful roll means that you learn
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+the main problem and its cause. For example, you could learn that a bricked phone is infected with malware, a pipe is
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+clogged with "flushable" wipes, or a rattling engine needs motor oil. This ability is unreliable at best when used on
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+alien, high-technology, or other mysterious devices. Action.
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+
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Diamagnetism: You magnetize any nonmetallic object within short range so that it can be affected by your other magnetic
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powers. Thus, with Move Metal, you can move any object. With Repel Metal, you are trained in all Speed defense tasks,
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regardless of whether the incoming attack uses metal. And so on. Enabler.
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@@ -11229,6 +11327,11 @@
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Disincentivize (1 Intellect point): You hinder all actions attempted by any number of targets within short range who can
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understand you. You choose which targets are affected. Affected targets' actions are hindered for one round. Enabler.
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+Dispel Magic (2+ Intellect points): Choose one magical effect within long range. An effect of up to level 3 ends if you
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+succeed on an Intellect-based attack roll against the level of the effect, or against the level of the creature or
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+object the magical effect affects, whichever is higher. In addition to the normal options for using Effort, you can
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+apply Effort to increase the level of the effect that can potentially be dispelled. Action.
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+
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Disrupting Touch (1+ Might points): You can turn your Phase Sprint into a melee attack by purposefully grazing another
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creature as you run. When you do, the touch releases a violent blast of energy that inflicts 2 points of damage to the
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target (ignores Armor). Whether you hit or miss, your movement (and turn) ends immediately, which puts you within
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@@ -11455,6 +11558,18 @@
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attacks and effects that rely on light can affect you, and sudden bursts of light can potentially make you lose your
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next turn. Action to initiate.
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+Emotional Support Pet (3+ Intellect points): You conjure an adorable animal that most people find irresistibly cute,
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+such as a puppy, kitten, or bunny, who is outgoing and friendly and otherwise acts according to its nature. Anyone in
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+short range who can see the animal eases their defense tasks against negative feelings (such as anger, fear, sadness,
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+and worry) for the next hour. Anyone who pets, cuddles, or plays with this animal for at least a round or two (up to
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+four people can do so at once) feels happier for the next hour and adds +1 to any recovery rolls they make during that
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+time. At the end of the spell, the conjured animal curls up, falls asleep, and disappears in a puff of smoke. If the
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+animal is harmed in any way, anyone who saw it happen eases all rolls against the creature responsible for the harm. In
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+addition to the normal options for using Effort, you can conjure three additional animals for each level of Effort you
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+apply to this ability. Action.
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+
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+Adorable Animal: level 1, positive social interactions as level 3
|
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+
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Enable Others: You can use the helping rules to provide a benefit to another character attempting a physical task.
|
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Unlike the normal helping rules, this doesn't require you to use your action helping the other character with the task.
|
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This requires no action on your part. Enabler.
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@@ -11523,6 +11638,11 @@
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example, if you have no experience with a certain kind of extradimensional energy, you can't protect against it. You can
|
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select this ability more than once. Each time you select it, you must choose a different kind of energy. Enabler.
|
||||
|
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+Enhance Athletics (2 Intellect points): You enhance the ability of one creature to perform certain athletic sports
|
||||
+tasks. The creature must be within long range and visible to you. For the next minute, the creature can apply one free
|
||||
+level of Effort to any one task to catch, hit, kick, or throw an object, or to any one climbing, jumping, or running
|
||||
+task. Once this free level of Effort is used, the magic ends. Action.
|
||||
+
|
||||
Enhance Strength (3 Intellect points): For the next ten minutes, you gain an asset on tasks that depend on brute force,
|
||||
such as moving a heavy object, smashing down a door, or hitting someone with a melee weapon. Action to initiate.
|
||||
|
||||
@@ -11702,6 +11822,12 @@
|
||||
tasks involving disguise. You must apply a level of Effort to be able to impersonate a different species (such as a
|
||||
human morphing into a humanoid alien). Action.
|
||||
|
||||
+Facsimile of Life (3 Intellect points): You give an object limited mobility, awareness, and intellect, allowing it to
|
||||
+move about as if it were a small pet. The object must be within immediate distance and no larger than half your size.
|
||||
+When animated, the object can perform tasks for you as if it were a level 1 creature, but otherwise is treated as an
|
||||
+object of its level (for example, it uses the object damage track instead of health). The animation lasts for an hour or
|
||||
+until you and it are at least a long distance apart, at which time the object becomes inert again. Action.
|
||||
+
|
||||
Familiarize: You can familiarize yourself with a new area if you spend at least one hour studying a region up to a long
|
||||
distance across that you are able to directly access and move about in. Once you've familiarized yourself with an area,
|
||||
all your tasks related to perception, navigation, salvaging and scavenging, defense, and moving about the area gain an
|
||||
@@ -12053,6 +12179,21 @@
|
||||
move through solid barriers (but not energy barriers) at a rate of 1 foot (30 cm) per round, and you can perceive while
|
||||
phased within a barrier or object, which allows you to peek through walls. Action to initiate.
|
||||
|
||||
+Ghost Car (4+ Intellect points): You create a level 3 ghostly-looking car that can carry two people and a small amount
|
||||
+of luggage. You or a creature you designate can drive the car as normal. For each level of Effort you apply to this
|
||||
+ability, it can carry two additional passengers and its level increases by 1. The car lasts for an hour, after which it
|
||||
+vanishes. Action.
|
||||
+
|
||||
+Gift of Appeasement (2+ Intellect points): You conjure a trifle that can fit in one hand and will please a creature
|
||||
+within immediate range. The object is impractical and inexpensive, but delightful to the creature. Examples include
|
||||
+their favorite kind of cookie, a small crafted coffee beverage, or a paper origami of their favorite animal. You don't
|
||||
+know what the spell will create, but you know it will please them if you give it as a gift. If the creature spends one
|
||||
+minute appreciating the object (such as eating the cookie, drinking the coffee, or examining the origami), they gain an
|
||||
+asset on one task of their choosing within one hour.
|
||||
+
|
||||
+In addition to the normal options for using Effort, you can use Effort to affect more creatures; each level of Effort
|
||||
+affects one additional creature. Action per target to initiate.
|
||||
+
|
||||
Go Defensive (1 Intellect point): When you wish, while in combat, you can enter a state of heightened awareness of
|
||||
threat. While in this state, you can't use points from your Intellect Pool, but you gain +1 to your Speed Edge and gain
|
||||
two assets to Speed defense tasks. This effect lasts as long as you wish or until you attack a foe or no combat is
|
||||
@@ -12191,6 +12332,13 @@
|
||||
Guild Training: Your type abilities that have durations last twice as long. Your type abilities that have short ranges
|
||||
reach to long range instead. Your type abilities that inflict damage deal 1 additional point of damage. Enabler.
|
||||
|
||||
+Gun Jammer (2+ Intellect points): You can interfere with a firearm so the next time it is used, it jams or misfires. The
|
||||
+weapon must be within short range and you must be able to see it. Make an Intellect-based attack against the weapon or
|
||||
+its bearer (whichever level is higher). If you succeed, the next attack with the firearm fails, and the weapon won't
|
||||
+fire until someone uses an action to correct the problem. If you activate this ability when it isn't your turn, your
|
||||
+attack against the weapon is hindered. In addition to the normal options for using Effort, you can use Effort to affect
|
||||
+more firearms; each level of Effort affects one additional target. Action or enabler.
|
||||
+
|
||||
Gunner: You inflict 1 additional point of damage with guns. Enabler.
|
||||
|
||||
### Abilities --- H
|
||||
@@ -12315,6 +12463,13 @@
|
||||
Hurl Flame (2 Intellect points): While your Shroud of Flame is active, you can reach into your halo and hurl a handful
|
||||
of fire at a target. This is a ranged attack with short range that deals 4 points of fire damage. Action.
|
||||
|
||||
+Hush (1+ Intellect point): You create a transparent bubble within short range that muffles very loud sounds within it,
|
||||
+such as alarms, sirens, leaf blowers, and crying babies. The bubble is about 3 feet (1 m) across and any noise from
|
||||
+within it comes out no louder than a normal speaking voice. The bubble lasts for one minute and moves with the target.
|
||||
+In addition to the normal options for using Effort, you can use Effort to increase the duration; one level of Effort
|
||||
+increases the duration to ten minutes, two levels increases it to an hour, and three levels increases it to ten hours.
|
||||
+Action.
|
||||
+
|
||||
### Abilities --- I
|
||||
|
||||
Ice Armor (1 Intellect point): When you wish it, your body is covered in a sheen of ice for ten minutes that gives you
|
||||
@@ -12740,6 +12895,14 @@
|
||||
and modifiers, except this time you have an asset on the task. If this retry fails, you can't use this ability to retry
|
||||
it again. Enabler.
|
||||
|
||||
+Laundry Day (3+ Intellect points): You select two batches of laundry within immediate range, each large enough for a
|
||||
+typical washing machine or dryer. The laundry agitates and spins in midair for a minute, becoming clean and dry as it
|
||||
+does so, after which it sorts and stacks itself into neat piles or, if you know where it belongs and that's within short
|
||||
+range, putting itself away. Particularly dirty clothes automatically take a few extra minutes to finish cleaning and
|
||||
+drying. The spell doesn't harm delicate items or clothing that needs special care (such as dry cleaning or low
|
||||
+temperature). In addition to the normal options for using Effort, you can use Effort to affect more batches of laundry;
|
||||
+each level of Effort affects two additional batches. Action to initiate; one minute to complete.
|
||||
+
|
||||
Lead by Inquiry: You keep your allies on their toes with occasional questions, jokes, and even mock drills for those who
|
||||
care to join in. After spending 24 hours with you, your allies are treated as if trained in tasks related to perception.
|
||||
This benefit is ongoing while you remain in your allies' company. It ends if you leave, but it resumes if you return to
|
||||
@@ -12885,11 +13048,20 @@
|
||||
Machine Vulnerabilities: You inflict 3 additional points of damage against robots and animate machines of all kinds.
|
||||
Enabler.
|
||||
|
||||
+Mage Clock: You can mentally connect to a universal magical clock, allowing you to know the local time, down to a tenth
|
||||
+of a second. You can have up to three magical timers at once, each of which sounds a mental alarm after an amount of
|
||||
+time you specify or at a specific time (such as nine minutes from now, three hours from now, or 8 o'clock in the
|
||||
+morning). Action.
|
||||
+
|
||||
Magic Shield (1 Intellect point): You gain +1 to Armor for an hour. Action to initiate.
|
||||
|
||||
Magic Training: You are trained in the basics of magic (including the operation of magic artifacts and cyphers) and can
|
||||
attempt to understand and identify its properties. Enabler.
|
||||
|
||||
+Magical Power Current (2+ Intellect points): You provide electricity to a device that runs on standard house current,
|
||||
+such as a laptop computer, circular saw, or microwave oven, allowing it to function as if plugged in for one hour. The
|
||||
+cost is 2 Intellect points plus 1 point per level of the device. Action.
|
||||
+
|
||||
Magical Repertoire: The number of subtle cyphers you can bear at the same time increases by two. If you spend one hour
|
||||
preparing your magic, you can fill any of your open cypher slots with subtle cyphers chosen randomly by the GM (this
|
||||
hour can be part of a one-hour or ten-hour recovery action if you are awake for the entire time). As part of this
|
||||
@@ -12906,6 +13078,12 @@
|
||||
projectile attacks (such as arrows, bullets, a thrown metal knife, and so on) to the ground. You are immune to such
|
||||
attacks for one round. You must be aware of an attack to foil it. Enabler.
|
||||
|
||||
+Magnification (1+ Intellect point): You create a rectangular frame, visible only to you, that doubles the magnification
|
||||
+of whatever you see through it. The frame defaults to hovering in front of your face about an arm's length away, but you
|
||||
+can use your action to move it up, down, or to either side. The frame lasts for ten minutes and grants an asset on
|
||||
+perception tasks at range. For each level of Effort you apply to this ability, you can increase the magnification by
|
||||
+another increment (×3 for one level of Effort, ×4 for two levels of Effort, and so on). Action.
|
||||
+
|
||||
Magnificent Moment: If you make an attack or attempt a task with the immediate action you gain by using Seize the
|
||||
Moment, the attack or task is eased. Enabler.
|
||||
|
||||
@@ -13284,6 +13462,14 @@
|
||||
either the decision goes your way or, if someone else effectively argues a competing point, any associated persuasion or
|
||||
deception task is eased by two steps. Action to initiate, one or more rounds to complete.
|
||||
|
||||
+Network Dead Zone (3 Intellect points): You interfere with radio signals, such as Bluetooth, wifi, cell phone service,
|
||||
+AM/FM radio, ham radio, and walkie-talkies. Choose a short area within immediate range; all such transmissions into or
|
||||
+out of that area are blocked due to a combination of interference and lack of reception. This lasts for one minute.
|
||||
+Action.
|
||||
+
|
||||
+Powerful radio sources, such as a radio station transmitter or a telecommunication satellite, may be able to punch
|
||||
+through a Network Dead Zone spell.
|
||||
+
|
||||
Network Tap (4 Intellect points): You can ask the GM one question and get a very short answer if you succeed on an
|
||||
Intellect roll against a difficulty assigned by the GM. The more obscure the answer, the more difficult the task. On a
|
||||
failed roll, feedback or perhaps some defense from the network you're accessing inflicts 4 points of Intellect damage on
|
||||
@@ -13446,6 +13632,10 @@
|
||||
|
||||
### Abilities --- P
|
||||
|
||||
+Paralyzing Touch (4+ Intellect points): You gather necromantic energy in your fingertip and touch a creature. A target
|
||||
+of level 3 or lower is paralyzed and helpless for an hour. Each level of Effort applied increases the level cap of the
|
||||
+target by 1. Action.
|
||||
+
|
||||
Parry (5 Speed points): You can deflect incoming attacks quickly. When you activate this ability, for the next ten
|
||||
rounds you ease all Speed defense rolls. Enabler.
|
||||
|
||||
@@ -13723,6 +13913,16 @@
|
||||
tasks involving following, understanding, interacting with, or fighting that creature. You can have only one quarry at a
|
||||
time. Action to initiate.
|
||||
|
||||
+Question Past Self (4+ Intellect points): You reach into the past up to a week and mentally ask your past self one or
|
||||
+two questions about something you knew or observed at the chosen time. For example, if you've forgotten an important
|
||||
+phone number or can't remember if a particular person was in a meeting, you can ask your past self about it while it's
|
||||
+still fresh in your past self 's memory. Your past self doesn't perceive this as an intrusive voice—it just seems like
|
||||
+an unexpected moment of reflection about the questions your present self asks. This doesn't allow you to remember things
|
||||
+your past self didn't actually know at the time, but it can sometimes help your present self (in the form of an asset)
|
||||
+learn more about or realize something your past self wasn't really paying attention to at the time (such as seeing part
|
||||
+of a password or noting whether there was a red delivery truck nearby). For each level of Effort you apply to this
|
||||
+ability, you can reach an additional week further into the past. Action.
|
||||
+
|
||||
Question the Spirits (2 Intellect points): You can call a spirit to you and petition it to answer a few questions
|
||||
(usually no more than three before the spirit fades).
|
||||
|
||||
@@ -13870,6 +14070,13 @@
|
||||
you roll a total of three successes before rolling a total of two failures. However, all such tasks are hindered by at
|
||||
least two steps due to hardened spacecraft electronic security.)
|
||||
|
||||
+Remote Slap (3 Intellect points): You use an active telephone, cellular, internet, or closed-circuit video connection to
|
||||
+slap a creature. The target must be actively using a device making use of this connection, such as being on the other
|
||||
+end of a phone call or text message, browsing the same social media website or app you're using, or monitoring a
|
||||
+closed-circuit camera that is recording you. Make an Intellect-based attack against the creature; success means the
|
||||
+creature takes 1 point of damage, as if they had been telekinetically slapped in the face by the device they're using.
|
||||
+Each additional remote slap against that creature is hindered by an additional step (resetting after one hour). Action.
|
||||
+
|
||||
Remote Viewing (6 Intellect points): Distance is an illusion, as all space is one space. With great concentration, you
|
||||
can see another place. This ability can be used in one of two ways:
|
||||
|
||||
@@ -13889,6 +14096,13 @@
|
||||
the damage track (for example, a debilitated PC becomes impaired, and an impaired one becomes hale). Alternatively, if
|
||||
you use this ability on a PC during a rest, you grant them a +2 bonus to their recovery roll. Action.
|
||||
|
||||
+Repair Machine (3+ Intellect points): You automatically repair one broken device of up to level 4 that you touch,
|
||||
+restoring it to full working condition. This ability works only if at least 80 percent of the original device is still
|
||||
+on hand. The device may still need fuel, oil, or other substances that aid its operation but are not part of the
|
||||
+electronics or mechanism. This ability only reliably works on human-crafted devices and tends to fail when used on
|
||||
+alien, high-technology, or otherwise mysterious machines. In addition to the normal options for using Effort, you can
|
||||
+use Effort to increase the target level that can be affected by 1. Action.
|
||||
+
|
||||
Repel Metal: By manipulating magnetism, you are trained in Speed defense tasks against any incoming attack that uses
|
||||
metal. Enabler.
|
||||
|
||||
@@ -14054,6 +14268,9 @@
|
||||
|
||||
Safe Fall: You reduce the damage from a fall by 5 points. Enabler.
|
||||
|
||||
+Safe Sex (2 Intellect points): One creature you touch can have sexual encounters with no chance of causing pregnancy or
|
||||
+transmitting an STI. This protection lasts for ten hours. Action.
|
||||
+
|
||||
Sailor: You are trained in tasks related to sailing and trained in the geography of islands and coastlines. Enabler.
|
||||
|
||||
Salvage and Comfort (2 Intellect points): You're familiar with open space. If you spend an hour using your spacecraft's
|
||||
@@ -14195,6 +14412,12 @@
|
||||
Share Defense: If your training in a defense task is greater than that of an ally within short range, your advice and
|
||||
insight allow them to substitute your training for that defense task. Enabler.
|
||||
|
||||
+Share Memory (3 Intellect points): You share a memory of your choice with a willing creature you touch. The length of
|
||||
+the shared memory can be no longer than about five minutes, but you can summarize longer memories (such as how you met,
|
||||
+courted, and married your partner) with a "montage" that covers the most important details and underlying sentiment. The
|
||||
+target experiences the memory as an instantaneous vision, and is aware that it is your memory rather than their own
|
||||
+memory or experience. The memory is as vivid and accurate as you personally remember it. Action.
|
||||
+
|
||||
Share the Power: When you use Drain Creature or Drain Machine to drain energy, you can transfer it to another creature,
|
||||
restoring points to their Might or Speed Pools (or health for an NPC) instead of yourself. You can spend points from
|
||||
your Siphon Pool (from the Store Energy ability) in the same way. You must touch the creature you want to heal, unless
|
||||
@@ -14367,6 +14590,45 @@
|
||||
deception is at work, you should know whether you can affect a creature before you attempt to use this ability on it.
|
||||
Aliens, extradimensional entities, very intelligent creatures, and robots never count. Action.
|
||||
|
||||
+Soul Familiar: You have a soul familiar who accompanies you and follows your instructions. Your soul and their soul are
|
||||
+interconnected (or the familiar might actually be a physical manifestation of your soul). The familiar loves and cares
|
||||
+for you like the best combination of a pet and a close friend.
|
||||
+
|
||||
+The familiar is no larger than a large cat (about 20 pounds, or 9 kg); a typical soul familiar looks like a bird, cat,
|
||||
+rat, lizard, snake, or toad, but more unusual forms (such as a tiny demon, dragon, elemental, fey creature, or floating
|
||||
+skull) are also possible. You and the GM must work out the details of your familiar, and you'll probably make rolls for
|
||||
+them in combat or when they take actions. The familiar acts on your turn. Their movement is based on their creature type
|
||||
+(avian, swimmer, and so on).
|
||||
+
|
||||
+You and your familiar can communicate telepathically within long range, or empathically within very long range. Beyond
|
||||
+this range, you can only sense each other's general level of well-being.
|
||||
+
|
||||
+Your familiar's presence within short range counts as an asset for magical tasks that require at least one minute to
|
||||
+activate or maintain.
|
||||
+
|
||||
+If your familiar is within an immediate distance of you, you can roll any defense task for them, gaining the benefit of
|
||||
+your skills, assets, and Effort (the familiar's Speed defense tasks are eased by two steps due to their size). While
|
||||
+within this distance, your familiar also gains the benefit of any ongoing spell you cast on yourself (for example, if
|
||||
+you cast a spell on yourself that lets you breathe water, your familiar can breathe water).
|
||||
+
|
||||
+Foes can use your soul familiar's connection to you against you. If a foe is holding or restraining your familiar (or
|
||||
+touching it while it is held or restrained by another creature or a device, such as manacles or a cage), the foe's
|
||||
+attacks and defenses against you are eased.
|
||||
+
|
||||
+If an attack against your familiar would reduce their health to 0, you can magically intervene so their health is
|
||||
+instead reduced to 1 and you move one step down the damage track. If your familiar dies, you move one step down the
|
||||
+damage track. If you die, your familiar instantly dies.
|
||||
+
|
||||
+You can replace a dead familiar (or revive them, if you have their remains) by performing a magical ritual that takes
|
||||
+1d6 days.
|
||||
+
|
||||
+Enabler.
|
||||
+
|
||||
+Soul familiar: level 2, Speed defense as level 4 due to size
|
||||
+
|
||||
+A soul familiar with an animal form looks like a normal animal—there's nothing obvious about them to indicate they're
|
||||
+anything other than what they appear to be.
|
||||
+
|
||||
Soul Interrogation (5 Intellect points): You determine the weaknesses, vulnerabilities, qualities, and mannerisms of a
|
||||
single creature within long range. The GM should reveal the creature's level, basic abilities, and obvious weaknesses
|
||||
(if any). All actions you attempt that affect that creature—attack, defense, interaction, and so on—are eased for a few
|
||||
@@ -14404,6 +14666,12 @@
|
||||
|
||||
Specialized Throwing: You are specialized in attacks with all weapons that you throw. Enabler.
|
||||
|
||||
+Spectral Servant (2 Intellect points): You conjure a spectral servant, a semi-real magical construct that resembles the
|
||||
+vague nonthreatening outline of a person. It is more of an extension of your will than a separate being, and it
|
||||
+automatically assists you in simple tasks like bringing drinks to houseguests and dealing with chores. It cannot attack
|
||||
+or defend, and it vanishes if you are ever more than a short distance from it. The servant lasts for one hour before
|
||||
+disappearing. Action.
|
||||
+
|
||||
Speed Burst (4 Speed points): You can take two separate actions in this round. In the following round, all actions are
|
||||
hindered. You cannot use this ability two rounds in a row. Enabler.
|
||||
|
||||
@@ -14411,6 +14679,16 @@
|
||||
range who is able to understand you. When they make a recovery roll, they must spend only half the normal amount of time
|
||||
required to do so (minimum one action). Action.
|
||||
|
||||
+Spellpay (1 Intellect point): You initiate a transaction with another person or business cashier within short range,
|
||||
+giving them an amount of money that you specify. The currency comes from cash in your possession, money in your account,
|
||||
+or a mix of both; the recipient receives this money in the same form as it came from you. For example, if you send
|
||||
+someone \$150, \$50 of which is cash in your wallet and \$100 of which comes from your bank account, they suddenly have
|
||||
+\$50 cash on hand and \$100 in their bank account. Instead of a transaction between two people, you can instead use this
|
||||
+ability to access your account, withdrawing or depositing cash as if using a teller machine. Action.
|
||||
+
|
||||
+Spellpay can access any monetary account you use, such as a checking or savings account through a bank or credit union,
|
||||
+or a mobile payment service such as Apple Pay, PayPal, or Venmo
|
||||
+
|
||||
Spin Attack (5+ Speed points): You stand still and make attacks against up to five foes, all as part of the same action
|
||||
in one round. All of the attacks have to be the same sort of attack (melee or ranged). Make a separate attack roll for
|
||||
each foe. You remain limited by the amount of Effort you can apply on one action. Anything that modifies your attack or
|
||||
@@ -14459,6 +14737,12 @@
|
||||
Spring Away (5 Speed points): Whenever you succeed on a Speed defense roll, you can immediately move up to a short
|
||||
distance. You cannot use this ability more than once in a given round. Enabler.
|
||||
|
||||
+Spring Cleaning (3+ Intellect points): You choose a short area, such as a typical room in a house, two rooms in a small
|
||||
+apartment, or two automobiles. Over the next few minutes, the area is thoroughly cleaned—floors are swept, vacuumed, or
|
||||
+mopped; surfaces like countertops and sinks are wiped down with a gentle soap and disinfectant; and so on. In addition
|
||||
+to the normal options for using Effort, you can use Effort to increase the area or clean more quickly; each level of
|
||||
+Effort affects an additional short area or reduces the cleaning time from minutes to rounds. Action.
|
||||
+
|
||||
Sprint and Grab (2 Speed points): You can run a short distance and make a melee attack to grab a foe of your size or
|
||||
smaller. A successful attack means you grab the foe and bring it to a halt if it was moving (this can be treated as a
|
||||
tackle, if appropriate). Action.
|
||||
@@ -14480,6 +14764,12 @@
|
||||
moving or acting for one minute, as if frozen solid. You must be able to see the target, and it must be within short
|
||||
range. While in stasis, the target is impervious to harm, cannot be moved, and is immune to all effects. Action.
|
||||
|
||||
+Statue Stasis (3 Intellect points): You transform into a lifelike bronze or stone statue of yourself for a specific
|
||||
+period of time (one minute, one hour, ten hours, or twenty-four hours). When in statue form, you are in stasis; you
|
||||
+don't age, can take no actions (other than making recovery rolls while you "sleep"), and gain +10 to Armor against all
|
||||
+forms of damage, including damage not normally affected by Armor. If you take enough damage to get through your armor,
|
||||
+the stasis effect immediately ends. Action.
|
||||
+
|
||||
Stay the Course (5 Intellect points): When your companions are flagging, you can help inspire them with a well-timed
|
||||
word or two. Any ally (except you) within immediate range can make a recovery roll that is not an action and does not
|
||||
count toward their daily limit. Action.
|
||||
@@ -15022,6 +15312,11 @@
|
||||
you can use it only on a willing or helpless creature. If the creature takes enough damage to knock it unconscious or
|
||||
kill it, it crumbles into ash, dust, or some other inert material. Action to initiate.
|
||||
|
||||
+Unstealable Charm (3+ Intellect points): An object you are holding, touching, or wearing becomes more difficult to
|
||||
+steal; attempts to remove it from your person without your knowledge or permission are hindered. In addition to the
|
||||
+normal options for using Effort, you can apply Effort to hinder such attempts by an additional step. The charm lasts for
|
||||
+twenty-four hours. Action.
|
||||
+
|
||||
Untouchable (6 Intellect points): You change your phase state for the next minute so that you can't affect or be
|
||||
affected by normal matter or energy. Only mental attacks and special transdimensional energies, devices, or abilities
|
||||
can affect you, but likewise you can't attack, touch, or otherwise affect anything. Action to initiate.
|
||||
@@ -40446,10 +40741,7 @@
|
||||
|
||||
Tier 1:
|
||||
|
||||
-Background Music (1+ Intellect points): You create quiet background music in a short area, loud enough to be heard in a
|
||||
-room with normal conversation, but not so loud to be distracting or overwhelming. The music repeats through up to ten
|
||||
-songs you know, lasting up to an hour. In addition to the normal options for using Effort, you can use Effort to
|
||||
-increase the duration; each level of Effort adds one hour to the play time and five songs to the playlist. Action.
|
||||
+Background Music
|
||||
|
||||
Fast Talk
|
||||
|
||||
@@ -40514,64 +40806,19 @@
|
||||
|
||||
Advice From A Friend
|
||||
|
||||
-Check Status (0+ Intellect points): You can telepathically reach out to up to ten creatures known to you, no matter
|
||||
-where they are. The individual creatures must be willing and able to communicate. You immediately know their current
|
||||
-status—eating, driving, sleeping, angry, injured, fine, great, frightened, worried, and so on, generally in the form of
|
||||
-a short sentence or a few words.
|
||||
-
|
||||
-These creatures don't have to share anything they don't want to, including acknowledging that you checked on them, but
|
||||
-they can't lie through this connection. For example, one person might let you know that they're upset, but that doesn't
|
||||
-mean you know why (they're dealing with a recent breakup) or what they're doing about it (drinking to cope).
|
||||
-
|
||||
-You automatically succeed at using this ability; no roll is required. Only you receive the status information. Other
|
||||
-people affected by the spell do not get a sense of each other's statuses, nor do they know who else you're checking on.
|
||||
-
|
||||
-If you spend 5 Intellect points, you can check on twenty creatures at once, and for every 1 Intellect point you spend
|
||||
-above that, you can check on an additional ten creatures. Action.
|
||||
-
|
||||
-Comfort and Encouragement (2+ Intellect points): You speak to a non-hostile creature within short range, telling them
|
||||
-exactly what they need to hear to have a better day. You don't know what these words are until you say them, but you
|
||||
-know they will help the creature's attitude. If the creature spends a round or two thinking about what you said, they
|
||||
-gain an asset on one task of their choosing within one hour. Alternatively, if the creature has an ongoing penalty to
|
||||
-tasks (such as having a hangover, sadness from a recent fight with their romantic partner, an injury, or a stressful
|
||||
-situation at work), they can ignore that penalty for the next hour. In addition to the normal options for using Effort,
|
||||
-you can use Effort to affect more creatures; each level of Effort affects one additional creature. Action to initiate;
|
||||
-up to one minute to complete.
|
||||
+Check Status
|
||||
|
||||
-Gift of Appeasement (2+ Intellect points): You conjure a trifle that can fit in one hand and will please a creature
|
||||
-within immediate range. The object is impractical and inexpensive, but delightful to the creature. Examples include
|
||||
-their favorite kind of cookie, a small crafted coffee beverage, or a paper origami of their favorite animal. You don't
|
||||
-know what the spell will create, but you know it will please them if you give it as a gift. If the creature spends one
|
||||
-minute appreciating the object (such as eating the cookie, drinking the coffee, or examining the origami), they gain an
|
||||
-asset on one task of their choosing within one hour.
|
||||
+Comfort and Encouragement
|
||||
|
||||
-In addition to the normal options for using Effort, you can use Effort to affect more creatures; each level of Effort
|
||||
-affects one additional creature. Action per target to initiate.
|
||||
+Gift of Appeasment
|
||||
|
||||
Tier 2:
|
||||
|
||||
-Emotional Support Pet (3+ Intellect points): You conjure an adorable animal that most people find irresistibly cute,
|
||||
-such as a puppy, kitten, or bunny, who is outgoing and friendly and otherwise acts according to its nature. Anyone in
|
||||
-short range who can see the animal eases their defense tasks against negative feelings (such as anger, fear, sadness,
|
||||
-and worry) for the next hour. Anyone who pets, cuddles, or plays with this animal for at least a round or two (up to
|
||||
-four people can do so at once) feels happier for the next hour and adds +1 to any recovery rolls they make during that
|
||||
-time. At the end of the spell, the conjured animal curls up, falls asleep, and disappears in a puff of smoke. If the
|
||||
-animal is harmed in any way, anyone who saw it happen eases all rolls against the creature responsible for the harm. In
|
||||
-addition to the normal options for using Effort, you can conjure three additional animals for each level of Effort you
|
||||
-apply to this ability. Action.
|
||||
-
|
||||
-Adorable Animal: level 1, positive social interactions as level 3
|
||||
-
|
||||
Fetch
|
||||
|
||||
-Safe Sex (2 Intellect points): One creature you touch can have sexual encounters with no chance of causing pregnancy or
|
||||
-transmitting an STI. This protection lasts for ten hours. Action.
|
||||
+Safe Sex
|
||||
|
||||
-Spectral Servant (2 Intellect points): You conjure a spectral servant, a semi-real magical construct that resembles the
|
||||
-vague nonthreatening outline of a person. It is more of an extension of your will than a separate being, and it
|
||||
-automatically assists you in simple tasks like bringing drinks to houseguests and dealing with chores. It cannot attack
|
||||
-or defend, and it vanishes if you are ever more than a short distance from it. The servant lasts for one hour before
|
||||
-disappearing. Action.
|
||||
+Spectral Servant
|
||||
|
||||
Telepathic
|
||||
|
||||
@@ -40579,19 +40826,9 @@
|
||||
|
||||
Informer
|
||||
|
||||
-Laundry Day (3+ Intellect points): You select two batches of laundry within immediate range, each large enough for a
|
||||
-typical washing machine or dryer. The laundry agitates and spins in midair for a minute, becoming clean and dry as it
|
||||
-does so, after which it sorts and stacks itself into neat piles or, if you know where it belongs and that's within short
|
||||
-range, putting itself away. Particularly dirty clothes automatically take a few extra minutes to finish cleaning and
|
||||
-drying. The spell doesn't harm delicate items or clothing that needs special care (such as dry cleaning or low
|
||||
-temperature). In addition to the normal options for using Effort, you can use Effort to affect more batches of laundry;
|
||||
-each level of Effort affects two additional batches. Action to initiate; one minute to complete.
|
||||
+Laundry Day
|
||||
|
||||
-Spring Cleaning (3+ Intellect points): You choose a short area, such as a typical room in a house, two rooms in a small
|
||||
-apartment, or two automobiles. Over the next few minutes, the area is thoroughly cleaned—floors are swept, vacuumed, or
|
||||
-mopped; surfaces like countertops and sinks are wiped down with a gentle soap and disinfectant; and so on. In addition
|
||||
-to the normal options for using Effort, you can use Effort to increase the area or clean more quickly; each level of
|
||||
-Effort affects an additional short area or reduces the cleaning time from minutes to rounds. Action.
|
||||
+Spring Cleaning
|
||||
|
||||
Tier 4:
|
||||
|
||||
@@ -40630,12 +40867,7 @@
|
||||
|
||||
Tier 2:
|
||||
|
||||
-Diagnose Device (2 Intellect points): You ease by two steps the task to diagnose what's wrong with a human-made
|
||||
-electronic or mechanical device or system (such as a computer, clothes dryer, or toilet) that is damaged,
|
||||
-malfunctioning, or broken. You must touch the device to diagnose it. Typically a successful roll means that you learn
|
||||
-the main problem and its cause. For example, you could learn that a bricked phone is infected with malware, a pipe is
|
||||
-clogged with "flushable" wipes, or a rattling engine needs motor oil. This ability is unreliable at best when used on
|
||||
-alien, high-technology, or other mysterious devices. Action.
|
||||
+Diagnose Device
|
||||
|
||||
Mind Reading
|
||||
|
||||
@@ -40651,15 +40883,7 @@
|
||||
|
||||
Device Insight
|
||||
|
||||
-Question Past Self (4+ Intellect points): You reach into the past up to a week and mentally ask your past self one or
|
||||
-two questions about something you knew or observed at the chosen time. For example, if you've forgotten an important
|
||||
-phone number or can't remember if a particular person was in a meeting, you can ask your past self about it while it's
|
||||
-still fresh in your past self 's memory. Your past self doesn't perceive this as an intrusive voice—it just seems like
|
||||
-an unexpected moment of reflection about the questions your present self asks. This doesn't allow you to remember things
|
||||
-your past self didn't actually know at the time, but it can sometimes help your present self (in the form of an asset)
|
||||
-learn more about or realize something your past self wasn't really paying attention to at the time (such as seeing part
|
||||
-of a password or noting whether there was a red delivery truck nearby). For each level of Effort you apply to this
|
||||
-ability, you can reach an additional week further into the past. Action.
|
||||
+Question Past Self
|
||||
|
||||
Retrieve Memories
|
||||
|
||||
@@ -40694,43 +40918,15 @@
|
||||
|
||||
Cantrips (choose any four)
|
||||
|
||||
-Annoy Electronics (1 Intellect point): You interfere with the operations of an electronic device. The device must be
|
||||
-within short range and you must be able to see it. Your interference is limited to things you could do in a few seconds
|
||||
-if you were directly using the device. For example, you could make a person's phone start playing a loud video, type one
|
||||
-or two commands on a computer's keyboard, hit a bunch of buttons in an elevator, or change the station or volume on a
|
||||
-television screen. You must succeed at an Intellect-based task against the device or its bearer (whichever level is
|
||||
-higher). If you have never interacted with the particular device before, the task is hindered by two steps. Action.
|
||||
-
|
||||
-Arcanaphone (2 Intellect points): You make use of your cellular service to start a telephone call or use text messaging,
|
||||
-lasting up to ten minutes. To anyone watching you, you look like you're in "hands free" mode. In all respects, this
|
||||
-works as if you were carrying your device with you and using it directly (meaning the network notes your current
|
||||
-location as if you were carrying your phone, and you may not have coverage in some areas). The first time you use this
|
||||
-ability with your mobile service, you must contact their customer service department to authorize the magic (taking ten
|
||||
-to sixty minutes), as if it were a new device. You can't use this ability if you don't have a cellular account. Action
|
||||
-to initiate.
|
||||
-
|
||||
-In modern fantasy settings where most people don't know about magic, connecting your spell to your cellular service
|
||||
-probably requires a lot of strange answers and lies about the "device" you're trying to add to your account.
|
||||
+Annoy Electronics
|
||||
|
||||
-Enhance Athletics (2 Intellect points): You enhance the ability of one creature to perform certain athletic sports
|
||||
-tasks. The creature must be within long range and visible to you. For the next minute, the creature can apply one free
|
||||
-level of Effort to any one task to catch, hit, kick, or throw an object, or to any one climbing, jumping, or running
|
||||
-task. Once this free level of Effort is used, the magic ends. Action.
|
||||
+Arcanaphone
|
||||
|
||||
-Mage Clock: You can mentally connect to a universal magical clock, allowing you to know the local time, down to a tenth
|
||||
-of a second. You can have up to three magical timers at once, each of which sounds a mental alarm after an amount of
|
||||
-time you specify or at a specific time (such as nine minutes from now, three hours from now, or 8 o'clock in the
|
||||
-morning). Action.
|
||||
+Enhance Athletics
|
||||
|
||||
-Spellpay (1 Intellect point): You initiate a transaction with another person or business cashier within short range,
|
||||
-giving them an amount of money that you specify. The currency comes from cash in your possession, money in your account,
|
||||
-or a mix of both; the recipient receives this money in the same form as it came from you. For example, if you send
|
||||
-someone \$150, \$50 of which is cash in your wallet and \$100 of which comes from your bank account, they suddenly have
|
||||
-\$50 cash on hand and \$100 in their bank account. Instead of a transaction between two people, you can instead use this
|
||||
-ability to access your account, withdrawing or depositing cash as if using a teller machine. Action.
|
||||
+Mage Clock
|
||||
|
||||
-Spellpay can access any monetary account you use, such as a checking or savings account through a bank or credit union,
|
||||
-or a mobile payment service such as Apple Pay, PayPal, or Venmo
|
||||
+Spellpay
|
||||
|
||||
Ward
|
||||
|
||||
@@ -40738,37 +40934,21 @@
|
||||
|
||||
Charm Machine
|
||||
|
||||
-Dispel Magic (2+ Intellect points): Choose one magical effect within long range. An effect of up to level 3 ends if you
|
||||
-succeed on an Intellect-based attack roll against the level of the effect, or against the level of the creature or
|
||||
-object the magical effect affects, whichever is higher. In addition to the normal options for using Effort, you can
|
||||
-apply Effort to increase the level of the effect that can potentially be dispelled. Action.
|
||||
+Dispel Magic
|
||||
|
||||
-Gun Jammer (2+ Intellect points): You can interfere with a firearm so the next time it is used, it jams or misfires. The
|
||||
-weapon must be within short range and you must be able to see it. Make an Intellect-based attack against the weapon or
|
||||
-its bearer (whichever level is higher). If you succeed, the next attack with the firearm fails, and the weapon won't
|
||||
-fire until someone uses an action to correct the problem. If you activate this ability when it isn't your turn, your
|
||||
-attack against the weapon is hindered. In addition to the normal options for using Effort, you can use Effort to affect
|
||||
-more firearms; each level of Effort affects one additional target. Action or enabler.
|
||||
+Gun Jammer
|
||||
|
||||
-Magical Power Current (2+ Intellect points): You provide electricity to a device that runs on standard house current,
|
||||
-such as a laptop computer, circular saw, or microwave oven, allowing it to function as if plugged in for one hour. The
|
||||
-cost is 2 Intellect points plus 1 point per level of the device. Action.
|
||||
+Magical Power Current
|
||||
|
||||
Safe Fall
|
||||
|
||||
-Safe Sex (2 Intellect points): One creature you touch can have sexual encounters with no chance of causing pregnancy or
|
||||
-transmitting an STI. This protection lasts for ten hours. Action.
|
||||
+Safe Sex
|
||||
|
||||
Third Eye
|
||||
|
||||
Tier 3:
|
||||
|
||||
-Diagnose Device (2 Intellect points): You ease by two steps the task to diagnose what's wrong with a human-made
|
||||
-electronic or mechanical device or system (such as a computer, clothes dryer, or toilet) that is damaged,
|
||||
-malfunctioning, or broken. You must touch the device to diagnose it. Typically a successful roll means that you learn
|
||||
-the main problem and its cause. For example, you could learn that a bricked phone is infected with malware, a pipe is
|
||||
-clogged with "flushable" wipes, or a rattling engine needs motor oil. This ability is unreliable at best when used on
|
||||
-alien, high-technology, or other mysterious devices. Action.
|
||||
+Diagnose Device
|
||||
|
||||
Network Tap
|
||||
|
||||
@@ -40776,12 +40956,7 @@
|
||||
|
||||
Tier 4:
|
||||
|
||||
-Repair Machine (3+ Intellect points): You automatically repair one broken device of up to level 4 that you touch,
|
||||
-restoring it to full working condition. This ability works only if at least 80 percent of the original device is still
|
||||
-on hand. The device may still need fuel, oil, or other substances that aid its operation but are not part of the
|
||||
-electronics or mechanism. This ability only reliably works on human-crafted devices and tends to fail when used on
|
||||
-alien, high-technology, or otherwise mysterious machines. In addition to the normal options for using Effort, you can
|
||||
-use Effort to increase the target level that can be affected by 1. Action.
|
||||
+Repair Machine
|
||||
|
||||
Soothe the Savage
|
||||
|
||||
@@ -40812,8 +40987,7 @@
|
||||
|
||||
Tier 2:
|
||||
|
||||
-Safe Sex (2 Intellect points): One creature you touch can have sexual encounters with no chance of causing pregnancy or
|
||||
-transmitting an STI. This protection lasts for ten hours. Action.
|
||||
+Safe Sex
|
||||
|
||||
Trained Without Armor
|
||||
|
||||
@@ -40825,10 +40999,7 @@
|
||||
|
||||
Force Field Barrier
|
||||
|
||||
-Unstealable Charm (3+ Intellect points): An object you are holding, touching, or wearing becomes more difficult to
|
||||
-steal; attempts to remove it from your person without your knowledge or permission are hindered. In addition to the
|
||||
-normal options for using Effort, you can apply Effort to hinder such attempts by an additional step. The charm lasts for
|
||||
-twenty-four hours. Action.
|
||||
+Unstealable Charm
|
||||
|
||||
Tier 4:
|
||||
|
||||
@@ -43216,12 +43387,7 @@
|
||||
|
||||
Tier 2:
|
||||
|
||||
-Gun Jammer (2+ Intellect points): You can interfere with a firearm so the next time it is used, it jams or misfires. The
|
||||
-weapon must be within short range and you must be able to see it. Make an Intellect-based attack against the weapon or
|
||||
-its bearer (whichever level is higher). If you succeed, the next attack with the firearm fails, and the weapon won't
|
||||
-fire until someone uses an action to correct the problem. If you activate this ability when it isn't your turn, your
|
||||
-attack against the weapon is hindered. In addition to the normal options for using Effort, you can use Effort to affect
|
||||
-more firearms; each level of Effort affects one additional target. Action or enabler.
|
||||
+Gun Jammer
|
||||
|
||||
Tier 3:
|
||||
|
||||
@@ -43891,151 +44057,6 @@
|
||||
|
||||
Word of Death
|
||||
|
||||
-### NEW ABILITIES (MODERN MAGIC)
|
||||
-
|
||||
-Access the Broadcast (2+ Intellect points): You create a flat rectangular illusory "screen" within immediate range that
|
||||
-can display any broadcast television signal in your area (similar to using a television with an antenna) or any video
|
||||
-streams in the area (similar to tapping into a wireless network). The screen is anywhere from 1 to 3 feet (30 cm to 1 m)
|
||||
-across, includes stereo sound, and lasts for one hour. As an action, you can change the channel, the volume, or both.
|
||||
-The effect ends if you are more than a short distance away from the screen. For each level of Effort you apply to this
|
||||
-ability, you can increase the width of the screen by up to 3 feet (1 m). Action.
|
||||
-
|
||||
-Wireless networks hosting video streams are usually locked or encrypted, which requires you to succeed on an
|
||||
-Intellect-based attack roll against the network's level (typically level 4) to watch them.
|
||||
-
|
||||
-Background Music (1+ Intellect points): You create quiet background music in a short area, loud enough to be heard in a
|
||||
-room with normal conversation, but not so loud to be distracting or overwhelming. The music repeats through up to ten
|
||||
-songs you know, lasting up to an hour. In addition to the normal options for using Effort, you can use Effort to
|
||||
-increase the duration; each level of Effort adds one hour to the play time and five songs to the playlist. Action.
|
||||
-
|
||||
-Blackout (3 Intellect points): You issue a disruptive ripple of energy within short range, creating an area where the
|
||||
-electrical power grid fails. All devices relying on being plugged into the grid stop working. Battery‑powered devices
|
||||
-still work. Any standby generator connected in this area functions normally, activating emergency power within a few
|
||||
-rounds. The blackout otherwise lasts for one minute. Action.
|
||||
-
|
||||
-Blood Magician: When you wish it, you can use points from your Might Pool rather than your Intellect Pool to activate a
|
||||
-magical ability (including applying Effort to that ability). If you use your Might Pool this way, you use your Might
|
||||
-Edge instead of your Intellect Edge. Enabler.
|
||||
-
|
||||
-Bound Magic Familiar: You have a magic familiar bound to you through a magical mark on your body (a tattoo, rune, scar,
|
||||
-or something as mundane as a freckle or mole). Normally, the familiar remains sleeping in its spiritual form. When you
|
||||
-use an action to manifest them, they appear next to you as a creature with a specific form (such as a cat, hawk,
|
||||
-homunculus, tiny dragon, or other suitable magical creature) and can communicate with you telepathically. The familiar
|
||||
-is friendly toward you but has its own personality determined by the GM. The familiar can remain physically manifested
|
||||
-for up to one hour, after which they return to their sleeping spiritual form and cannot manifest again until after your
|
||||
-next ten-hour recovery roll. While manifested, they accompany you and follow your instructions. The familiar must remain
|
||||
-within an immediate distance of you; if they move farther away, they are yanked back into their magical mark at the end
|
||||
-of your following turn and cannot return until after your next ten-hour recovery roll. The familiar doesn't make
|
||||
-attacks, but they can use their action to grant you an asset for any one attack you make on your turn. Otherwise, they
|
||||
-can take actions on their own (though you'll likely roll for them). If the familiar is reduced to 0 health, they
|
||||
-dissipate into their spiritual form and cannot manifest again until 1d6 + 2 days have passed. Action to manifest the
|
||||
-familiar.
|
||||
-
|
||||
-Magic familiar: level 3, Speed defense as level 5 due to size, one knowledge skill as level 4
|
||||
-
|
||||
-Critter Telekinesis (1 Intellect point): You. telekinetically move a small creature (no larger than a medium dog) an
|
||||
-immediate distance in any direction you wish. You must be able to see the creature, which must be your size or smaller,
|
||||
-must not be affixed to anything, and must be within short range. The creature safely arrives at your chosen location
|
||||
-without any residual force. If the creature knows you and you have a free hand, you can automatically grab the creature
|
||||
-as part of the action of using this ability. This ability lacks the fine control to move anything with much speed, so in
|
||||
-most situations, it's used to reposition an animal (such as a pet) out of a dangerous or inconvenient location. For
|
||||
-example, you could safely pull a scared cat out from under a bed, retrieve a puppy from a storm drain, or relocate a
|
||||
-wild bird that got inside your house. Action.
|
||||
-
|
||||
-Facsimile of Life (3 Intellect points): You give an object limited mobility, awareness, and intellect, allowing it to
|
||||
-move about as if it were a small pet. The object must be within immediate distance and no larger than half your size.
|
||||
-When animated, the object can perform tasks for you as if it were a level 1 creature, but otherwise is treated as an
|
||||
-object of its level (for example, it uses the object damage track instead of health). The animation lasts for an hour or
|
||||
-until you and it are at least a long distance apart, at which time the object becomes inert again. Action.
|
||||
-
|
||||
-Ghost Car (4+ Intellect points): You create a level 3 ghostly-looking car that can carry two people and a small amount
|
||||
-of luggage. You or a creature you designate can drive the car as normal. For each level of Effort you apply to this
|
||||
-ability, it can carry two additional passengers and its level increases by 1. The car lasts for an hour, after which it
|
||||
-vanishes. Action.
|
||||
-
|
||||
-Hush (1+ Intellect point): You create a transparent bubble within short range that muffles very loud sounds within it,
|
||||
-such as alarms, sirens, leaf blowers, and crying babies. The bubble is about 3 feet (1 m) across and any noise from
|
||||
-within it comes out no louder than a normal speaking voice. The bubble lasts for one minute and moves with the target.
|
||||
-In addition to the normal options for using Effort, you can use Effort to increase the duration; one level of Effort
|
||||
-increases the duration to ten minutes, two levels increases it to an hour, and three levels increases it to ten hours.
|
||||
-Action.
|
||||
-
|
||||
-Magnification (1+ Intellect point): You create a rectangular frame, visible only to you, that doubles the magnification
|
||||
-of whatever you see through it. The frame defaults to hovering in front of your face about an arm's length away, but you
|
||||
-can use your action to move it up, down, or to either side. The frame lasts for ten minutes and grants an asset on
|
||||
-perception tasks at range. For each level of Effort you apply to this ability, you can increase the magnification by
|
||||
-another increment (×3 for one level of Effort, ×4 for two levels of Effort, and so on). Action.
|
||||
-
|
||||
-Network Dead Zone (3 Intellect points): You interfere with radio signals, such as Bluetooth, wifi, cell phone service,
|
||||
-AM/FM radio, ham radio, and walkie-talkies. Choose a short area within immediate range; all such transmissions into or
|
||||
-out of that area are blocked due to a combination of interference and lack of reception. This lasts for one minute.
|
||||
-Action.
|
||||
-
|
||||
-Powerful radio sources, such as a radio station transmitter or a telecommunication satellite, may be able to punch
|
||||
-through a Network Dead Zone spell.
|
||||
-
|
||||
-Paralyzing Touch (4+ Intellect points): You gather necromantic energy in your fingertip and touch a creature. A target
|
||||
-of level 3 or lower is paralyzed and helpless for an hour. Each level of Effort applied increases the level cap of the
|
||||
-target by 1. Action.
|
||||
-
|
||||
-Remote Slap (3 Intellect points): You use an active telephone, cellular, internet, or closed-circuit video connection to
|
||||
-slap a creature. The target must be actively using a device making use of this connection, such as being on the other
|
||||
-end of a phone call or text message, browsing the same social media website or app you're using, or monitoring a
|
||||
-closed-circuit camera that is recording you. Make an Intellect-based attack against the creature; success means the
|
||||
-creature takes 1 point of damage, as if they had been telekinetically slapped in the face by the device they're using.
|
||||
-Each additional remote slap against that creature is hindered by an additional step (resetting after one hour). Action.
|
||||
-
|
||||
-Share Memory (3 Intellect points): You share a memory of your choice with a willing creature you touch. The length of
|
||||
-the shared memory can be no longer than about five minutes, but you can summarize longer memories (such as how you met,
|
||||
-courted, and married your partner) with a "montage" that covers the most important details and underlying sentiment. The
|
||||
-target experiences the memory as an instantaneous vision, and is aware that it is your memory rather than their own
|
||||
-memory or experience. The memory is as vivid and accurate as you personally remember it. Action.
|
||||
-
|
||||
-Soul Familiar: You have a soul familiar who accompanies you and follows your instructions. Your soul and their soul are
|
||||
-interconnected (or the familiar might actually be a physical manifestation of your soul). The familiar loves and cares
|
||||
-for you like the best combination of a pet and a close friend.
|
||||
-
|
||||
-The familiar is no larger than a large cat (about 20 pounds, or 9 kg); a typical soul familiar looks like a bird, cat,
|
||||
-rat, lizard, snake, or toad, but more unusual forms (such as a tiny demon, dragon, elemental, fey creature, or floating
|
||||
-skull) are also possible. You and the GM must work out the details of your familiar, and you'll probably make rolls for
|
||||
-them in combat or when they take actions. The familiar acts on your turn. Their movement is based on their creature type
|
||||
-(avian, swimmer, and so on).
|
||||
-
|
||||
-You and your familiar can communicate telepathically within long range, or empathically within very long range. Beyond
|
||||
-this range, you can only sense each other's general level of well-being.
|
||||
-
|
||||
-Your familiar's presence within short range counts as an asset for magical tasks that require at least one minute to
|
||||
-activate or maintain.
|
||||
-
|
||||
-If your familiar is within an immediate distance of you, you can roll any defense task for them, gaining the benefit of
|
||||
-your skills, assets, and Effort (the familiar's Speed defense tasks are eased by two steps due to their size). While
|
||||
-within this distance, your familiar also gains the benefit of any ongoing spell you cast on yourself (for example, if
|
||||
-you cast a spell on yourself that lets you breathe water, your familiar can breathe water).
|
||||
-
|
||||
-Foes can use your soul familiar's connection to you against you. If a foe is holding or restraining your familiar (or
|
||||
-touching it while it is held or restrained by another creature or a device, such as manacles or a cage), the foe's
|
||||
-attacks and defenses against you are eased.
|
||||
-
|
||||
-If an attack against your familiar would reduce their health to 0, you can magically intervene so their health is
|
||||
-instead reduced to 1 and you move one step down the damage track. If your familiar dies, you move one step down the
|
||||
-damage track. If you die, your familiar instantly dies.
|
||||
-
|
||||
-You can replace a dead familiar (or revive them, if you have their remains) by performing a magical ritual that takes
|
||||
-1d6 days.
|
||||
-
|
||||
-Enabler.
|
||||
-
|
||||
-Soul familiar: level 2, Speed defense as level 4 due to size
|
||||
-
|
||||
-A soul familiar with an animal form looks like a normal animal—there's nothing obvious about them to indicate they're
|
||||
-anything other than what they appear to be.
|
||||
-
|
||||
-Statue Stasis (3 Intellect points): You transform into a lifelike bronze or stone statue of yourself for a specific
|
||||
-period of time (one minute, one hour, ten hours, or twenty-four hours). When in statue form, you are in stasis; you
|
||||
-don't age, can take no actions (other than making recovery rolls while you "sleep"), and gain +10 to Armor against all
|
||||
-forms of damage, including damage not normally affected by Armor. If you take enough damage to get through your armor,
|
||||
-the stasis effect immediately ends. Action.
|
||||
-
|
||||
## Creatures
|
||||
|
||||
This chapter describes many common and uncommon creatures that the characters might meet—and fight—in a Cypher System
|
37
patches/base/039-remove-duplicate-fantasy-creatures.patch
Normal file
37
patches/base/039-remove-duplicate-fantasy-creatures.patch
Normal file
@ -0,0 +1,37 @@
|
||||
--- _tmp/ccsrd.md 2025-05-29 14:21:52.436576657 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-05-31 01:16:32.289713299 -0500
|
||||
@@ -18575,34 +18575,6 @@
|
||||
| Warrior mage | Warrior flavored with magic |
|
||||
| Bard | Speaker |
|
||||
|
||||
-#### Basic CREATURES AND NPCs FOR A FANTASY GAME
|
||||
-
|
||||
-Bat: level 1
|
||||
-
|
||||
-Dog: level 2, perception as level 3
|
||||
-
|
||||
-Dog, guard: level 3, attacks and perception as level 4
|
||||
-
|
||||
-Hawk: level 2; flies a long distance each round
|
||||
-
|
||||
-Horse: level 3; moves a long distance each round
|
||||
-
|
||||
-Rat: level 1
|
||||
-
|
||||
-Viper: level 2; bite inflicts 3 points of Speed damage (ignores Armor)
|
||||
-
|
||||
-Warhorse: level 4; moves a long distance each round
|
||||
-
|
||||
-Wolf: level 3, perception as level 4
|
||||
-
|
||||
-Blacksmith: level 2, metalworking as level 4; health 8
|
||||
-
|
||||
-Farmer: level 2, animal handling as level 3; health 8
|
||||
-
|
||||
-Merchant: level 2, haggling and assessment tasks as level 3
|
||||
-
|
||||
-Villager: level 2
|
||||
-
|
||||
#### CRAFTING MAGIC ITEMS
|
||||
|
||||
Potions, scrolls, and other one-use items are cyphers, and longer-lasting items are generally artifacts.
|
2094
patches/base/040-more-organization-through-into-fairytale.patch
Normal file
2094
patches/base/040-more-organization-through-into-fairytale.patch
Normal file
File diff suppressed because it is too large
Load Diff
3379
patches/base/041-more-organization-through-into-apocalyptic.patch
Normal file
3379
patches/base/041-more-organization-through-into-apocalyptic.patch
Normal file
File diff suppressed because it is too large
Load Diff
437
patches/base/042-move-apocalyptic-abilities.patch
Normal file
437
patches/base/042-move-apocalyptic-abilities.patch
Normal file
@ -0,0 +1,437 @@
|
||||
--- _tmp/ccsrd.md 2025-06-04 07:11:39.219825827 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-06-04 07:11:15.585677686 -0500
|
||||
@@ -10196,6 +10196,8 @@
|
||||
immediate range. Whenever you want, your body (entirely or just part of it) sheds light, illuminating everything in
|
||||
short range. Enabler.
|
||||
|
||||
+Apocalyptic Stare: Your demeanor is of someone who shouldn't be trifled with. You are trained in intimidation. Enabler.
|
||||
+
|
||||
Applying Your Knowledge: When you help another character undertake any action that you're untrained in, you are treated
|
||||
as if you are trained in it. Action.
|
||||
|
||||
@@ -10256,6 +10258,10 @@
|
||||
can hear and understand you so forcefully that they are unable to take any action, including attacks, for one round.
|
||||
Whether you succeed or fail, the next action the target takes is hindered. Action.
|
||||
|
||||
+Assisted Sight (3 Intellect points): You can activate a visual overlay that helps you analyze threats and boons in your
|
||||
+environment. When you trigger this ability, you gain an asset on one attack or defense roll of any type, due to your
|
||||
+knowledge about the situation. Enabler.
|
||||
+
|
||||
Assume Control (6+ Intellect points): You control the actions of another creature you have interacted with or studied
|
||||
for at least a round. This effect lasts for ten minutes. The target must be level 2 or lower. Once you have assumed
|
||||
control, the target acts as if it wants to accomplish your desire to the best of its ability, freely using its own best
|
||||
@@ -10701,6 +10707,8 @@
|
||||
increase your gun damage. Each level of Effort adds 3 points of damage to a successful attack, and if you spend a turn
|
||||
lining up your shot, each level of Effort instead adds 5 points of damage to a successful attack. Enabler.
|
||||
|
||||
+Careful Tracker: You are trained in stealth and tracking tasks. Enabler.
|
||||
+
|
||||
Cast Illusion: You can increase the range at which you create and maintain your
|
||||
immediate-range illusions (such as from Minor Illusion) to anywhere within short range that you can perceive. Enabler.
|
||||
|
||||
@@ -11717,6 +11725,11 @@
|
||||
Escape Plan: When you kill a foe, you can attempt a stealth task to immediately hide from anyone around, assuming that a
|
||||
suitable hiding place is nearby. Enabler.
|
||||
|
||||
+Escape the Ruins (6 Intellect points): While in any area containing ruins from before the apocalypse, you find or create
|
||||
+a significant shortcut, secret entrance, or emergency escape route where it looked like none existed. Doing so requires
|
||||
+that you succeed on an Intellect action whose difficulty is set by the GM based on the situation. You and the GM should
|
||||
+work out the details. Action.
|
||||
+
|
||||
Evanesce (3 Speed points): You step into shadows or behind cover, and everyone who was observing you completely loses
|
||||
track of you. Although you're not invisible, you can't be seen until you reveal yourself again by moving out of the
|
||||
shadows or from behind cover (or by making an attack). Action.
|
||||
@@ -11946,6 +11959,10 @@
|
||||
|
||||
Fists of Fury: You inflict 2 additional points of damage with unarmed attacks. Enabler.
|
||||
|
||||
+Fixer: You've learned enough of the past that you are trained in tasks to repair and build before‑times equipment, or
|
||||
+equipment made with before‑times parts. In addition, repairing and building tasks take you about 20% less time to
|
||||
+complete. Enabler.
|
||||
+
|
||||
Flamboyant Boast (1 Intellect point): You boastfully describe an act that you will accomplish, and then as part of the
|
||||
same action, you attempt it. If an average person would find the action difficult (or impossible) and you succeed on it,
|
||||
creatures who witnessed it who are not your allies are potentially dazed on their next turn, and all tasks they attempt
|
||||
@@ -12108,6 +12125,13 @@
|
||||
of damage. Alternatively, you can use this ability on a weapon, and for ten minutes, it inflicts 1 additional point of
|
||||
damage from the cold. Action for touch; enabler for weapon.
|
||||
|
||||
+Fruitfully Pass the Time (4 Intellect points): You are trained in one performance skill, such as singing; playing a
|
||||
+fiddle, harmonica, or other instrument; or something else that others would enjoy watching or hearing you do. When you
|
||||
+perform with the skill gained through this ability for one minute and you succeed on a difficulty 3 performance roll,
|
||||
+you and all allies within short range who can hear and see you immediately gain a one‑action recovery roll. You can't
|
||||
+use this on someone again until you use a one‑hour or ten‑hour recovery roll. Action to initiate, one minute to
|
||||
+complete.
|
||||
+
|
||||
Further Mathematics: You are specialized in higher mathematics. If you are already specialized, choose some other sphere
|
||||
of knowledge to become trained in. Enabler.
|
||||
|
||||
@@ -12375,6 +12399,8 @@
|
||||
Hard-Won Resilience: In your explorations of dark places, you've been exposed to all sorts of terrible things and are
|
||||
developing a general resistance. You gain +1 to Armor and are trained in Might defense tasks. Enabler.
|
||||
|
||||
+Hardened by the End: You're trained in Might defense tasks.
|
||||
+
|
||||
Harder Light: When you create an object out of hard light, the object is one level higher than normal. Enabler.
|
||||
|
||||
Hardiness: You are trained in Might defense tasks. Enabler.
|
||||
@@ -12858,6 +12884,11 @@
|
||||
associated with a roll, but in certain cases the GM may decide that there is a chance for you not to know. In these
|
||||
cases, you are specialized in knowing creature weaknesses. Enabler.
|
||||
|
||||
+Know the Way: You are familiar with before‑times buildings and other structures, which extends to ruins of the same. You
|
||||
+are trained in tasks related to getting around inside those buildings quickly, finding alternate routes, finding places
|
||||
+to hide, and other tasks associated with gaining a benefit by being able to picture a likely floor plan of any given
|
||||
+building. Enabler.
|
||||
+
|
||||
Know Where to Look: Whenever the GM obtains a result for you on the Useful Stuff table, you get two results instead of
|
||||
one. If the GM is using some other method to generate rewards for finding valuables, you should gain double the result
|
||||
you would otherwise obtain. Enabler.
|
||||
@@ -13769,6 +13800,10 @@
|
||||
from wearing armor. You reduce the Speed cost for wearing armor by 1. You start the game with a type of armor of your
|
||||
choice. Enabler.
|
||||
|
||||
+Practiced in Light Armor: You can wear light armor for long periods of time without tiring and can compensate for slowed
|
||||
+reactions from wearing light armor. You reduce the Speed cost for wearing light armor by 1. You start the game with a
|
||||
+type of light armor available in the area, such as a leather jacket. Enabler.
|
||||
+
|
||||
Practiced With All Weapons: You become practiced with light, medium, and heavy weapons and suffer no penalty when using
|
||||
any kind of weapon. Enabler.
|
||||
|
||||
@@ -13811,6 +13846,22 @@
|
||||
you designate. Alternatively, you can choose to learn a creature's level; however, if you do so, you cannot learn
|
||||
anything else about it later with this ability. Action.
|
||||
|
||||
+Prepared Caches: You have a prepped secret hideout with shelter and basic supplies capable of seeing you through a year
|
||||
+or more, or up to six people through about three months. In addition, you have knowledge of three different secret
|
||||
+supply caches you put together and hid before everything fell apart, chosen from the following. The caches are located
|
||||
+no closer than about 5 miles (8 km) from each other.
|
||||
+
|
||||
+• Food cache (enough food for six people for twelve weeks)
|
||||
+
|
||||
+• Water cache (enough clean water for six people for twelve weeks)
|
||||
+
|
||||
+• Ammunition cache (400 shells or bullets for four different weapons)
|
||||
+
|
||||
+• Firearm cache (six firearms; a mix of light, medium, and heavy weapons, each usually found with about ten bullets or
|
||||
+shells)
|
||||
+
|
||||
+Enabler.
|
||||
+
|
||||
Preternatural Senses: While you are conscious and able to use an action, you cannot be surprised. In addition, you are
|
||||
trained in initiative actions. Enabler.
|
||||
|
||||
@@ -13981,6 +14032,11 @@
|
||||
|
||||
### Abilities --- R
|
||||
|
||||
+Raider Follower: You gain a level 3 follower (initiative, stealth, and defense as level 4). The follower does as you say
|
||||
+and, generally speaking, isn't someone who makes the other PCs in your group feel uncomfortable because of their
|
||||
+
|
||||
+presence. Enabler.
|
||||
+
|
||||
Rally to Me (2 Intellect points): You cry out, blow a battle horn, or otherwise signal to everyone within very long
|
||||
range that you require aid. All allied creatures who respond by moving to within an immediate distance of you within the
|
||||
next few rounds gain one asset on any one attack or defense task within the next hour that you suggest, such as "Hold
|
||||
@@ -14147,6 +14203,14 @@
|
||||
and so on). However, you are dazed for a round afterward yourself, during which time all your tasks are hindered. If you
|
||||
have the Move Mountains ability, both abilities cost 3 fewer Intellect points to use. Action.
|
||||
|
||||
+Resource Seeker (3+ Intellect points): When you are looking for a specific inexpensive item you'd like to scavenge from
|
||||
+nearby ruins, such as a candle, an aspirin, or a can of preserved chili, you can focus your attention on it so that you
|
||||
+are more likely to find it. For the next ten minutes, if what you are seeking is within long range, you find it if you
|
||||
+succeed on a difficulty 2 Intellect roll. Each time you use this ability again in the same area, the difficulty is
|
||||
+hindered by one additional step. For each level of Effort you apply, you can attempt to find an object of one higher
|
||||
+expense category, but the base difficulty of the Intellect roll also increases by 1 per higher expense category. Action
|
||||
+to initiate.
|
||||
+
|
||||
Restful Presence: Creatures who make a recovery roll within short range of you add +1 to their roll. Enabler.
|
||||
|
||||
Restore Life (9+ Intellect points): You can attempt to restore life to a dead creature of up to level 3, as long as the
|
||||
@@ -14760,6 +14824,11 @@
|
||||
Stare Them Down: One doesn't play games of chicken with other maniac drivers without gaining mental strength. You're
|
||||
trained in Intellect defense tasks. Enabler.
|
||||
|
||||
+Stashed Vehicle: You track down where you or a fellow prepper stashed a vehicle, pristinely stored to remain in working
|
||||
+order with minimal repairs required. The vehicle has a viable power source (such as hundreds of gallons of gasoline
|
||||
+treated to resist decomposition, or a rechargeable battery with options for solar or wind recharging). The vehicle could
|
||||
+be an all‑terrain vehicle (ATV), a truck, or something else; work with your GM to figure out the particulars. Enabler
|
||||
+
|
||||
Stasis (3 Intellect points): You surround a foe of your size or smaller with scintillating energy, keeping it from
|
||||
moving or acting for one minute, as if frozen solid. You must be able to see the target, and it must be within short
|
||||
range. While in stasis, the target is impervious to harm, cannot be moved, and is immune to all effects. Action.
|
||||
@@ -14905,6 +14974,10 @@
|
||||
Surprise Attack: If attacking from a hidden vantage, with surprise, or before your opponent has acted, you get an asset
|
||||
on the attack. On a successful hit, you inflict 2 additional points of damage. Enabler.
|
||||
|
||||
+Surviving the Wasteland: Given about half a day of walking and scavenging, you find enough edible food and potable water
|
||||
+in the ruins or surrounding wasteland for you and up to one other person for one day. The resources might be scavenged
|
||||
+from before‑times supplies, living flora and fauna, and uncontaminated water sources. Enabler.
|
||||
+
|
||||
Swim (1+ Intellect points): You can swim like a fish through water and similar liquid for one hour. For each level of
|
||||
Effort applied, you can extend the duration by one hour. You swim about 10 miles (16 km) per hour, and you are not
|
||||
affected by currents in the water. Action to initiate.
|
||||
@@ -15145,6 +15218,9 @@
|
||||
|
||||
one-thousandth of your normal height may be a means of doing so.
|
||||
|
||||
+Tolerance: This hard life has built up your resistance over time, so you are trained in resisting the effects of natural
|
||||
+poisons (such as those from plants or living creatures) and radiation. You're also immune to natural diseases. Enabler.
|
||||
+
|
||||
Tool Mastery: When you have an asset from using a tool, the time required to perform the task is cut in half (minimum
|
||||
one round). Enabler.
|
||||
|
||||
@@ -15174,6 +15250,9 @@
|
||||
|
||||
Trained Excavator: You are trained in perception, climbing, and salvaging tasks. Enabler.
|
||||
|
||||
+Trained for Toughing It: Choose one noncombat skill that would be helpful for surviving after the apocalypse, such as
|
||||
+hunting, tracking, carpentry, or stealth. You are trained in that skill. Enabler.
|
||||
+
|
||||
Trained Gunner: You can choose from one of two benefits. Either you are trained in using guns, or you have the Spray
|
||||
ability (which costs 2 Speed points): If a weapon has the ability to fire rapid shots without reloading (usually called
|
||||
a rapid-fire weapon, such as an automatic pistol), you can spray multiple shots around your target to increase the
|
||||
@@ -15331,6 +15410,13 @@
|
||||
(about 2,000 feet each round) for up to ten minutes (about 35 miles), after which you must stop and make a recovery
|
||||
roll. (Move up to 322 kph \[about 600 m each round\] for up to ten minutes \[about 56 km\].) Enabler.
|
||||
|
||||
+Use the Network (5 Intellect points): With a few minutes of looking around and preparing, you can access remnants of the
|
||||
+before‑times internet and satellite network (or an active network on which AIs who are not immediately dangerous
|
||||
+reside). The GM may decide there is no such connection in the area, but if there is, you can ask one basic question
|
||||
+about anything happening within 10 miles (16 km) and receive a simple answer. For example, you could ask about the
|
||||
+location of a specific creature or individual, and if they are within the range of this ability, you'll learn about it
|
||||
+from a still‑functioning camera feed, satellite feed, or AI interaction. Action to initiate.
|
||||
+
|
||||
Use Senses of Others (4 Intellect points): You can see, hear, smell, touch, and taste through the senses of anyone with
|
||||
whom you have telepathic contact by using Telepathic or similar abilities. You can attempt to use this ability on a
|
||||
willing or unwilling target within long range; an unwilling target can try to resist. You don't need to see the target,
|
||||
@@ -15410,6 +15496,14 @@
|
||||
|
||||
Warding Shield: You have +1 to Armor while you are using a shield. Enabler.
|
||||
|
||||
+Wasteland Camouflage (5+ Speed or Intellect points): By drawing your clothing about you just so and using various tricks
|
||||
+and your deep knowledge of your surroundings, you become invisible for ten minutes in any landscape that contains ruins
|
||||
+of the before‑times. (You may also attempt this in a purely wilderness setting, but if you do, you must spend 1
|
||||
+additional point from Speed or Intellect, whichever Pool you activated this power with.) While you are invisible, this
|
||||
+asset eases your stealth and Speed defense tasks by two steps. This effect ends if you do something to reveal your
|
||||
+presence or position—attacking, using an ability, moving a large object, and so on. If this occurs, you can regain the
|
||||
+remaining invisibility effect by taking an action to focus on hiding your position. Action to initiate or reinitiate.
|
||||
+
|
||||
Water Adaptation: You can breathe water as easily as you breathe air. Enabler.
|
||||
|
||||
Weapon and Body (5 Speed points): After making a melee weapon or ranged weapon attack, you follow up with a punch or
|
||||
@@ -15424,6 +15518,9 @@
|
||||
|
||||
Weapon Defense: While your chosen weapon is in your hand(s), you are trained in Speed defense rolls. Enabler.
|
||||
|
||||
+Weapon at Hand: You're practiced with all weapons. To gain this benefit with a weapon you've never used before, you must
|
||||
+spend at least ten minutes practicing with it first. Enabler.
|
||||
+
|
||||
Weapon Master: You inflict an additional 1 point of damage with your chosen weapon. Enabler.
|
||||
|
||||
Weaponization: One light or medium melee weapon of your choice is built into your body, and you are trained in using it.
|
||||
@@ -39380,9 +39477,7 @@
|
||||
|
||||
Ability Choice: Choose either Assisted Sight or Machine Telepathy as your tier 4 ability.
|
||||
|
||||
-Assisted Sight (3 Intellect points): You can activate a visual overlay that helps you analyze threats and boons in your
|
||||
-environment. When you trigger this ability, you gain an asset on one attack or defense roll of any type, due to your
|
||||
-knowledge about the situation. Enabler.
|
||||
+Assisted Sight
|
||||
|
||||
Machine Telepathy
|
||||
|
||||
@@ -39437,28 +39532,11 @@
|
||||
|
||||
Tier 1:P
|
||||
|
||||
-Practiced in Light Armor: You can wear light armor for long periods of time without tiring and can compensate for slowed
|
||||
-reactions from wearing light armor. You reduce the Speed cost for wearing light armor by 1. You start the game with a
|
||||
-type of light armor available in the area, such as a leather jacket. Enabler.
|
||||
-
|
||||
-Prepared Caches: You have a prepped secret hideout with shelter and basic supplies capable of seeing you through a year
|
||||
-or more, or up to six people through about three months. In addition, you have knowledge of three different secret
|
||||
-supply caches you put together and hid before everything fell apart, chosen from the following. The caches are located
|
||||
-no closer than about 5 miles (8 km) from each other.
|
||||
-
|
||||
-• Food cache (enough food for six people for twelve weeks)
|
||||
-
|
||||
-• Water cache (enough clean water for six people for twelve weeks)
|
||||
-
|
||||
-• Ammunition cache (400 shells or bullets for four different weapons)
|
||||
-
|
||||
-• Firearm cache (six firearms; a mix of light, medium, and heavy weapons, each usually found with about ten bullets or
|
||||
-shells)
|
||||
+Practiced in Light Armor
|
||||
|
||||
-Enabler.
|
||||
+Prepared Caches
|
||||
|
||||
-Trained for Toughing It: Choose one noncombat skill that would be helpful for surviving after the apocalypse, such as
|
||||
-hunting, tracking, carpentry, or stealth. You are trained in that skill. Enabler.
|
||||
+Trained for Toughing It
|
||||
|
||||
Tier 2:
|
||||
|
||||
@@ -39470,23 +39548,13 @@
|
||||
|
||||
Ability Choice: Choose either Fruitfully Pass the Time or Stashed Vehicle as your tier 3 ability.
|
||||
|
||||
-Fruitfully Pass the Time (4 Intellect points): You are trained in one performance skill, such as singing; playing a
|
||||
-fiddle, harmonica, or other instrument; or something else that others would enjoy watching or hearing you do. When you
|
||||
-perform with the skill gained through this ability for one minute and you succeed on a difficulty 3 performance roll,
|
||||
-you and all allies within short range who can hear and see you immediately gain a one‑action recovery roll. You can't
|
||||
-use this on someone again until you use a one‑hour or ten‑hour recovery roll. Action to initiate, one minute to
|
||||
-complete.
|
||||
+Fruitfully Pass the Time
|
||||
|
||||
-Stashed Vehicle: You track down where you or a fellow prepper stashed a vehicle, pristinely stored to remain in working
|
||||
-order with minimal repairs required. The vehicle has a viable power source (such as hundreds of gallons of gasoline
|
||||
-treated to resist decomposition, or a rechargeable battery with options for solar or wind recharging). The vehicle could
|
||||
-be an all‑terrain vehicle (ATV), a truck, or something else; work with your GM to figure out the particulars. Enabler
|
||||
+Stashed Vehicle
|
||||
|
||||
Tier 4:
|
||||
|
||||
-Know Where to Look: Whenever the GM obtains a result for you on the Useful Stuff table, you get two results instead of
|
||||
-one. If the GM is using some other method to generate rewards for finding valuables, you gain double the result you
|
||||
-would otherwise obtain. Enabler.
|
||||
+Know Where to Look
|
||||
|
||||
Tier 5:
|
||||
|
||||
@@ -39498,10 +39566,7 @@
|
||||
|
||||
Discipline of Watchfulness
|
||||
|
||||
-Escape the Ruins (6 Intellect points): While in any area containing ruins from before the apocalypse, you find or create
|
||||
-a significant shortcut, secret entrance, or emergency escape route where it looked like none existed. Doing so requires
|
||||
-that you succeed on an Intellect action whose difficulty is set by the GM based on the situation. You and the GM should
|
||||
-work out the details. Action.
|
||||
+Escape the Ruins
|
||||
|
||||
Raids
|
||||
|
||||
@@ -39540,7 +39605,7 @@
|
||||
|
||||
Tier 2:
|
||||
|
||||
-Careful Tracker: You are trained in stealth and tracking tasks. Enabler.
|
||||
+Careful Tracker
|
||||
|
||||
Fearsome Reputation
|
||||
|
||||
@@ -39548,10 +39613,7 @@
|
||||
|
||||
Ability Choice: Choose either Raider Follower or Grand Deception as your tier 3 ability.
|
||||
|
||||
-Raider Follower: You gain a level 3 follower (initiative, stealth, and defense as level 4). The follower does as you say
|
||||
-and, generally speaking, isn't someone who makes the other PCs in your group feel uncomfortable because of their
|
||||
-
|
||||
-presence. Enabler.
|
||||
+Raider Follower
|
||||
|
||||
Grand Deception
|
||||
|
||||
@@ -39603,33 +39665,21 @@
|
||||
|
||||
Tier 1:
|
||||
|
||||
-Ruin Lore: You are trained in scavenging, which means you're more likely to find useful things (and junk that can
|
||||
-potentially be turned into useful things) in the ruins of what came before. Enabler.
|
||||
+Ruin Lore
|
||||
|
||||
Knowledge Skills
|
||||
|
||||
Tier 2:
|
||||
|
||||
-Fixer: You've learned enough of the past that you are trained in tasks to repair and build before‑times equipment, or
|
||||
-equipment made with before‑times parts. In addition, repairing and building tasks take you about 20% less time to
|
||||
-complete. Enabler.
|
||||
+Fixer
|
||||
|
||||
-Know the Way: You are familiar with before‑times buildings and other structures, which extends to ruins of the same. You
|
||||
-are trained in tasks related to getting around inside those buildings quickly, finding alternate routes, finding places
|
||||
-to hide, and other tasks associated with gaining a benefit by being able to picture a likely floor plan of any given
|
||||
-building. Enabler.
|
||||
+Know the Way
|
||||
|
||||
Tier 3:
|
||||
|
||||
Ability Choice: Choose either Disable Mechanisms or Resource Seeker as your tier 3 ability. Disable Mechanisms
|
||||
|
||||
-Resource Seeker (3+ Intellect points): When you are looking for a specific inexpensive item you'd like to scavenge from
|
||||
-nearby ruins, such as a candle, an aspirin, or a can of preserved chili, you can focus your attention on it so that you
|
||||
-are more likely to find it. For the next ten minutes, if what you are seeking is within long range, you find it if you
|
||||
-succeed on a difficulty 2 Intellect roll. Each time you use this ability again in the same area, the difficulty is
|
||||
-hindered by one additional step. For each level of Effort you apply, you can attempt to find an object of one higher
|
||||
-expense category, but the base difficulty of the Intellect roll also increases by 1 per higher expense category. Action
|
||||
-to initiate.
|
||||
+Resource Seeker
|
||||
|
||||
Tier 4:
|
||||
|
||||
@@ -39647,12 +39697,7 @@
|
||||
|
||||
Skill With Defense
|
||||
|
||||
-Use the Network (5 Intellect points): With a few minutes of looking around and preparing, you can access remnants of the
|
||||
-before‑times internet and satellite network (or an active network on which AIs who are not immediately dangerous
|
||||
-reside). The GM may decide there is no such connection in the area, but if there is, you can ask one basic question
|
||||
-about anything happening within 10 miles (16 km) and receive a simple answer. For example, you could ask about the
|
||||
-location of a specific creature or individual, and if they are within the range of this ability, you'll learn about it
|
||||
-from a still‑functioning camera feed, satellite feed, or AI interaction. Action to initiate.
|
||||
+Use the Network
|
||||
|
||||
Walks the Wasteland
|
||||
|
||||
@@ -39693,21 +39738,17 @@
|
||||
|
||||
Tier 1:
|
||||
|
||||
-Surviving the Wasteland: Given about half a day of walking and scavenging, you find enough edible food and potable water
|
||||
-in the ruins or surrounding wasteland for you and up to one other person for one day. The resources might be scavenged
|
||||
-from before‑times supplies, living flora and fauna, and uncontaminated water sources. Enabler.
|
||||
+Surviving the Wasteland
|
||||
|
||||
-Tolerance: This hard life has built up your resistance over time, so you are trained in resisting the effects of natural
|
||||
-poisons (such as those from plants or living creatures) and radiation. You're also immune to natural diseases. Enabler.
|
||||
+Tolerance
|
||||
|
||||
-Weapon at Hand: You're practiced with all weapons. To gain this benefit with a weapon you've never used before, you must
|
||||
-spend at least ten minutes practicing with it first. Enabler.
|
||||
+Weapon at Hand
|
||||
|
||||
Tier 2:
|
||||
|
||||
Devoted Defender
|
||||
|
||||
-Hardened by the End: You're trained in Might defense tasks.
|
||||
+Hardened by the End
|
||||
|
||||
Tier 3:
|
||||
|
||||
@@ -39718,7 +39759,7 @@
|
||||
|
||||
Rapid Attack
|
||||
|
||||
-Apocalyptic Stare: Your demeanor is of someone who shouldn't be trifled with. You are trained in intimidation. Enabler.
|
||||
+Apocalyptic Stare
|
||||
|
||||
Tier 4:
|
||||
|
||||
@@ -39736,13 +39777,7 @@
|
||||
|
||||
Using What's Available
|
||||
|
||||
-Wasteland Camouflage (5+ Speed or Intellect points): By drawing your clothing about you just so and using various tricks
|
||||
-and your deep knowledge of your surroundings, you become invisible for ten minutes in any landscape that contains ruins
|
||||
-of the before‑times. (You may also attempt this in a purely wilderness setting, but if you do, you must spend 1
|
||||
-additional point from Speed or Intellect, whichever Pool you activated this power with.) While you are invisible, this
|
||||
-asset eases your stealth and Speed defense tasks by two steps. This effect ends if you do something to reveal your
|
||||
-presence or position—attacking, using an ability, moving a large object, and so on. If this occurs, you can regain the
|
||||
-remaining invisibility effect by taking an action to focus on hiding your position. Action to initiate or reinitiate.
|
||||
+Wasteland Camouflage
|
||||
|
||||
### Historical
|
||||
|
83
patches/base/043-more-organization-through-historical.patch
Normal file
83
patches/base/043-more-organization-through-historical.patch
Normal file
@ -0,0 +1,83 @@
|
||||
--- _tmp/ccsrd.md 2025-06-04 07:12:07.311001894 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-06-04 07:27:21.454728657 -0500
|
||||
@@ -39500,7 +39500,7 @@
|
||||
|
||||
Merges Mind With Machine is a focus designed for use with the Radio Quiet setting.
|
||||
|
||||
-Prepped for the End
|
||||
+##### Prepped for the End
|
||||
|
||||
You prepared for ultimate disaster, unlike most of the sheeple. Which means you stashed away food, water, and other
|
||||
survival gear when things were still okay. You trained yourself for harsh conditions, for basic machine and electronic
|
||||
@@ -39568,7 +39568,7 @@
|
||||
|
||||
Escape the Ruins
|
||||
|
||||
-Raids
|
||||
+##### Raids
|
||||
|
||||
When civilization fell, you did what you had to do to stay alive. Did you kill innocent people? Probably, insofar as
|
||||
anyone who survived the end can really be considered "innocent." You figured they'd have done the same to you. But
|
||||
@@ -39633,7 +39633,7 @@
|
||||
|
||||
Twisting the Knife
|
||||
|
||||
-Remembers the Past
|
||||
+##### Remembers the Past
|
||||
|
||||
You are a student of the before‑times. Maybe that's because you grew up in the ruins of an old library and read
|
||||
everything as your hobby, you found a friendly AI archivist who taught you about how things once were, you're long‑lived
|
||||
@@ -39699,7 +39699,7 @@
|
||||
|
||||
Use the Network
|
||||
|
||||
-Walks the Wasteland
|
||||
+##### Walks the Wasteland
|
||||
|
||||
Most people want to hide from the devastation or just curl up and die rather than face a hostile world. Not you. You're
|
||||
determined to see what's out there, to survive, and, more than that, to thrive. It's that or let the radioactive rats—or
|
||||
@@ -39785,7 +39785,7 @@
|
||||
ancient Greece or feudal Japan, for example, probably makes it more like fantasy without all the orcs and magic
|
||||
(although a game set in feudal Japan with orcs and magic could be fascinating).
|
||||
|
||||
-### SUGGESTED TYPES FOR A HISTORICAL GAME
|
||||
+#### SUGGESTED TYPES FOR A HISTORICAL GAME
|
||||
|
||||
| | |
|
||||
|-------------------------------|---------------------------------------------------------------------|
|
||||
@@ -39802,7 +39802,7 @@
|
||||
| Explorer | Explorer |
|
||||
| Priest | Speaker |
|
||||
|
||||
-Basic CREATURES AND NPCs FOR A HISTORICAL GAME
|
||||
+#### Basic CREATURES AND NPCs FOR A HISTORICAL GAME
|
||||
|
||||
Cat: level 1, Speed defense as level 3
|
||||
|
||||
@@ -39827,7 +39827,7 @@
|
||||
|
||||
Warhorse: level 4; moves a long distance each round
|
||||
|
||||
-creating a historical adventure
|
||||
+#### creating a historical adventure
|
||||
|
||||
One of the draws of playing in a historical adventure is the thrill of "being there" when something important happens.
|
||||
Thus, in many cases, historical adventures in RPGs shouldn't be designed as campaigns, but instead serve as short-term
|
||||
@@ -39865,7 +39865,7 @@
|
||||
a skewed version of events and culture. Be willing to go deeper than *Braveheart* or *The Last Samurai*, or maybe choose
|
||||
a different genre.
|
||||
|
||||
-### RUNNING A HISTORICAL GAME
|
||||
+#### RUNNING A HISTORICAL GAME
|
||||
|
||||
Preparation is important in a historical game, and most of that entails choosing a historical period—or a specific
|
||||
historical event—as the setting. Given that all of history can serve, you won't lack for resources. Below are a few
|
||||
@@ -39886,7 +39886,7 @@
|
||||
prehistory, classical antiquity, ancient Egypt, the American revolution, ancient China, World War II, Edo Period Japan,
|
||||
Medieval Europe, and the American Old West.
|
||||
|
||||
-### HISTORICAL ARTIFACTS
|
||||
+#### HISTORICAL ARTIFACTS
|
||||
|
||||
The concept of artifacts is probably inappropriate for a historical setting without some kind of supernatural,
|
||||
fantastical, or science fiction element. That said, objects of mystery such as the Antikythera mechanism (an ancient
|
Loading…
x
Reference in New Issue
Block a user