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b9729a7226
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20
patches/base/044-some-organization-fixes.patch
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20
patches/base/044-some-organization-fixes.patch
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@ -0,0 +1,20 @@
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--- _tmp/ccsrd.md 2025-06-04 07:41:31.590049534 -0500
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+++ _tmp/ccsrd.new.md 2025-06-04 07:40:43.336747293 -0500
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@@ -38526,7 +38526,7 @@
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Effect: A successfully targeted creature or object within short range becomes coated with a clinging film of nanotech
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for one minute. While coated, a creature has 2 less Armor than usual (3 less if the cypher is level 5 or 6). While
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coated, an object temporarily moves one step down the object damage track (or two steps down if the cypher is level 5 or
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-### 6).
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+6).
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###### DATA WIPE
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@@ -38720,7 +38720,7 @@
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Depletion: 1 in 1d20
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-### ENVIROSCANNER
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+##### ENVIROSCANNER
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Level: 1d6
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|
1444
patches/base/045-modern-magic-organization-p1.patch
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1444
patches/base/045-modern-magic-organization-p1.patch
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File diff suppressed because it is too large
Load Diff
923
patches/base/046-modern-magic-abilities-move.patch
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923
patches/base/046-modern-magic-abilities-move.patch
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@ -0,0 +1,923 @@
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--- _tmp/ccsrd.md 2025-06-05 20:57:53.285921268 -0500
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+++ _tmp/ccsrd.new.md 2025-06-13 07:32:18.339664588 -0500
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@@ -10198,6 +10198,10 @@
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Apocalyptic Stare: Your demeanor is of someone who shouldn't be trifled with. You are trained in intimidation. Enabler.
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+App Tinkerer: If you spend at least one day tinkering with a magical app in your possession, it functions at one level
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+higher than normal. This applies to all magical apps in your possession, but they retain this bonus only for you.
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+Enabler.
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+
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Applying Your Knowledge: When you help another character undertake any action that you're untrained in, you are treated
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as if you are trained in it. Action.
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@@ -10613,6 +10617,12 @@
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provides you with inherent weaponry. This allows you to fire a blast of energy up to long range that inflicts 5 points
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of damage. There is no cost for you to use this ability. Action.
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+Bullet Jaunt (5 Intellect points): Every Spell Bullet you fire leaves a faint path of magic that you can see and follow.
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+Choose the path of one Spell Bullet within long range that you fired in the past minute; you instantly teleport to any
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+place you want along its path. Alternatively, you can use Spell Bullet to conjure a standard bullet, fire it at a target
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+within gun range, and jaunt as part of the action of firing the bullet. Action to teleport along an existing path or to
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+fire a bullet and teleport along its path.
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+
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Burning Light (3 Intellect points): You send a beam of light at a creature within long range and then tighten the beam
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until it burns, inflicting 5 points of damage. Action.
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@@ -10696,6 +10706,17 @@
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Captivate With Starshine: For as long as you speak, you keep the attention of all level 2 or lower NPCs who can hear
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you. If you also have the Enthrall ability, you can similarly captivate all level 3 NPCs. Action to initiate.
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+Car Magic (3+ Intellect points): You can alter a magical ability you cast so it also affects the vehicle you're driving,
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+as if it were a part of you. For example, if you're driving and you cast Hover on yourself, you and the car begin to
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+float; if you cast Invisibility on yourself, you and the car turn invisible. Spells cast on a car this way tend to last
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+only a few rounds before expiring (although the spell still lasts its full duration on you). The cost of Car Magic is
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+added to the cost of the spell you're casting. In addition to the normal options for using Effort, you can use Effort to
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+affect other creatures within the car; each level of Effort used in this way affects up to two additional creatures in
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+the car. Enabler.
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+
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+The main reason to cast Hover on a moving car is to make awesome-looking jumps that would be impossible without ramps,
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+magic, or Hollywood special effects.
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+
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Car Surfer: You can stand or move about on a moving vehicle (such as on the hood, on the roof, in the open door well,
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etc.) with a reasonable expectation of not falling off. Unless the vehicle veers sharply, stops suddenly, or otherwise
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engages in extreme maneuvers, standing or moving about on a moving vehicle is a routine task for you. If the vehicle
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@@ -10894,6 +10915,10 @@
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of online hackers and regular street criminals. These people are not necessarily your friends and might not be
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trustworthy, but they owe you a favor. You and the GM should work out the details of your contacts. Enabler.
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+Continuous Transfer: When you use either Drain Creature or Tap Currents to drain energy, you can transfer it to another
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+creature within short range, restoring points to their Might or Speed Pools (or health for an NPC). This occurs
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+seamlessly, as part of the same action. Enabler.
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+
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Contortionist (2 Speed points): You can wriggle free from bindings or squeeze through a tight spot. You are trained in
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escaping. When you use an action to escape or move through a tight area, you can immediately use another action. You may
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use this action only to move. Enabler.
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||||
@@ -10962,6 +10987,10 @@
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usually a matter of the character applying quick thinking in the face of immediate danger. The ability doesn't rely on
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supernatural means, but rather a practical act.)
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+Countercharm (5 Intellect points): If you are affected by an unwanted ongoing magical condition or affliction (such as a
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+curse, paralysis spell, withering hex, and so on) that gives you additional rolls to end it early, your rolls to end it
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+early are eased by two steps until you break free. Enabler.
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+
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Countermeasures (4 Intellect points): You immediately end one ongoing effect (such as an effect created by a character
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ability) within immediate range. Alternatively, you can use this as a defense action to cancel any incoming ability
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targeted at you, or you can cancel any device or the effect of any device for 1d6 rounds. You must touch the effect or
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@@ -11119,6 +11148,10 @@
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duration for an additional minute. If you have the Scramble Machine or Disable Mechanisms ability (or an ability that
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works similarly), when you apply a level of Effort to any of them, you gain an additional free level of Effort. Action.
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+Deadeye: You inflict an additional 6 points of damage with any single-target attack spell cast through a firearm using
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+Spell Bullet. If the attack spell doesn't inflict damage, you instead can modify the spell as if you had applied two
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+levels of Intellect Effort to it. If you have the Iron Eye ability, you can exchange it for Trained Guncasting. Enabler.
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+
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Deadly Aim (3 Speed points): For the next minute, all ranged attacks you make inflict 2 additional points of damage.
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Action to initiate.
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@@ -11163,6 +11196,9 @@
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Deep Water Guide: While underwater, any creature you choose that can see you has an asset on swimming tasks. Enabler.
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+Deer in the Headlights: When you cast an attack spell while driving, you can modify the spell as if you had applied two
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+levels of Intellect Effort to it. Enabler.
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+
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Defend All the Innocent: You protect everyone within immediate range whom you have designated as innocent with your
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Designation ability. Speed defense rolls made by such creatures gain an asset. Enabler.
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||||
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@@ -11523,6 +11559,11 @@
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||||
Echolocation: You are especially sensitive to sound and vibration, so much so that you can sense your environment within
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a short distance regardless of your ability to see. Enabler.
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||||
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||||
+Eclipse (2 Intellect points): You drain the light from an immediate area within long range. Bright light (like a sunny
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||||
+day outdoors) becomes dim light, normal light (like inside a well-lit room) becomes very dim light, and anything darker
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||||
+becomes darkness. If you cast this spell on an object, the darkness moves with the object, and can be suppressed if it
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+is enclosed in a light-proof container or wrapping. Action.
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||||
+
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Effective Skill: Choose one noncombat skill when you gain this ability. You get a minor effect with that skill when you
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||||
roll a natural 14 or higher (the d20 shows "14" or more). You get a major effect with that skill when you roll a natural
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||||
19 or higher (the d20 shows "19" or higher). You can select this ability more than once. Each time you select it, you
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||||
@@ -12405,6 +12446,9 @@
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||||
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||||
Hardiness: You are trained in Might defense tasks. Enabler.
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||||
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||||
+Hasty Guncasting: You can make two gun attacks as a single action; one is a spell (using Spell Bullet) and the other is
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||||
+a normal gunshot. You can make these attacks in either order, but the second one is hindered by two steps. Enabler.
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||||
+
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||||
Have Spacesuit, Will Travel: Somehow or another, you became the legal owner of a fully functional and advanced
|
||||
spacesuit. The spacesuit provides +1 Armor and, more important, allows you to survive in the vacuum of space using suit
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||||
reserves for up to twelve hours at a time with enough reaction mass to get around in zero gravity on jets of ionized gas
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||||
@@ -12454,6 +12498,9 @@
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||||
Heroic Monster Bane: When you inflict damage to creatures more than twice as large or massive as you, you inflict 3
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||||
additional points of damage. Enabler.
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||||
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||||
+Heroic Witch Bane: When you inflict damage to witches (or other intelligent creatures who cast spells), you inflict 3
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+additional points of damage. Enabler.
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||||
+
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||||
Hidden Closet: The magic ally from your Bound Magic Creature ability can store items for you within its bound object,
|
||||
including extra sets of clothing, tools, food, and so on. The interior of the object is, in effect, a 10-foot (3 m)
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||||
square pocket dimension that normally only the magic ally can access. Enabler.
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||||
@@ -12647,6 +12694,9 @@
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||||
points. If you roll a natural 20 and choose to deal damage instead of achieve a special major effect, you deal 5 extra
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||||
points of damage. Enabler.
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||||
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||||
+Improved Witch Bane: When you inflict damage to witches (or other intelligent creatures who cast spells), you inflict 3
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||||
+additional points of damage. Enabler.
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||||
+
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||||
Improvise (3 Intellect points): When you perform a task in which you are not trained, you can improvise to gain an asset
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||||
on the task. The asset might be a tool you cobble together, a sudden insight into overcoming a problem, or a rush of
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||||
dumb luck. Enabler. (Improvise can be used on a task a character has an inability in, but instead of gaining an asset,
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||||
@@ -12657,6 +12707,9 @@
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||||
friends would be damaged, you can choose to take up to half the number of points of damage they would otherwise take,
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||||
but only if you're not already impaired or debilitated. Enabler.
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||||
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||||
+Incapacitate (4 Intellect points): You use necromantic magic to make one creature in short range fall prone and be
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||||
+unable to take actions for one round. Action.
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||||
+
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||||
Incomparable Pilot: While on a starcraft you own or have a direct connection with, your Might Edge, Speed Edge, and
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||||
Intellect Edge increase by 1. When you make a recovery roll on a starcraft you're familiar with, you recover 5
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||||
additional points. Enabler.
|
||||
@@ -12835,6 +12888,10 @@
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||||
round, which means that if you use Scratch Existence or Shred Existence, attacking each target along your path is eased
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||||
by two steps. Enabler.
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||||
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||||
+Iron Eye: You inflict an additional 3 points of damage with any single-target attack spell cast through a firearm using
|
||||
+Spell Bullet. If the attack spell doesn't inflict damage, you instead can modify the spell as if you had applied a level
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||||
+of Intellect Effort to it. Enabler.
|
||||
+
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||||
Iron Fist: Your unarmed attacks deal 4 points of damage. Enabler.
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||||
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||||
Iron Punch (5+ Intellect points): You magnetically pick up a metallic heavy object within short range and hurl it at
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||||
@@ -12970,6 +13027,9 @@
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||||
of a horse or a basilisk instead of a lizard, but doing so should require applying at least one level of Effort to the
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||||
change, and the character wouldn't gain any of the creature's magical abilities.
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||||
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||||
+Lend a Hand: If an ally attempts a magical task and fails, they can try again without spending Effort if you help them.
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||||
+You provide this advantage to your friend even if you are not trained in the task that they're retrying. Enabler.
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||||
+
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||||
Lethal Damage: Choose one of your existing attacks that inflicts points of damage (depending on your type and focus,
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||||
this might be a specific weapon, a special ability such as a blast of fire, or your unarmed attacks). When you hit with
|
||||
that attack, you inflict an additional 5 points of damage. Enabler.
|
||||
@@ -12991,8 +13051,16 @@
|
||||
coercion or intimidation. During rests, you put friends and comrades at ease so much that they gain +1 to their recovery
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||||
rolls. Enabler.
|
||||
|
||||
+Library Life: When a problem needs solving, you may not know the solution, but you know where to look. You are trained
|
||||
+in research. Enabler.
|
||||
+
|
||||
Life Lessons: Choose any two noncombat skills. You are trained in those skills. Enabler.
|
||||
|
||||
+Lightning Flash (4+ Intellect points): Lightning strikes within long range, filling an immediate area and inflicting 3
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||||
+points of damage on all affected creatures. Effort applied to one attack counts for all attacks against targets in the
|
||||
+area of the flash. Even on an unsuccessful attack, a creature in the area still takes 1 point of damage. Your attack is
|
||||
+eased against targets wearing, carrying, or made of a significant amount of metal. Action.
|
||||
+
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||||
Like the Back of Your Hand: All tasks directly related to a starcraft that you own or have a direct connection with are
|
||||
eased. Tasks include repair, refueling, finding a breach in the hull, finding a stowaway, and so on. The same goes for
|
||||
any attack or defense rolls you make within the starcraft against enemy boarders, as well as any attack or defense rolls
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||||
@@ -13089,10 +13157,18 @@
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||||
Magic Training: You are trained in the basics of magic (including the operation of magic artifacts and cyphers) and can
|
||||
attempt to understand and identify its properties. Enabler.
|
||||
|
||||
+Magical App Hacker: All magical app cyphers you use function at one level higher than normal. If given a week, you can
|
||||
+tinker with one of your magical app cyphers, transforming it into another magical app cypher of the same type that you
|
||||
+had in the past. The GM and player should collaborate to ensure that the transformation is logical—for example, a
|
||||
+magical app that creates a fiery explosion probably can't be turned into a healing app. Enabler.
|
||||
+
|
||||
Magical Power Current (2+ Intellect points): You provide electricity to a device that runs on standard house current,
|
||||
such as a laptop computer, circular saw, or microwave oven, allowing it to function as if plugged in for one hour. The
|
||||
cost is 2 Intellect points plus 1 point per level of the device. Action.
|
||||
|
||||
+Magical Programmer: You are trained in crafting magical apps and in using (and exploiting) computer software. You know
|
||||
+one or more computer languages well enough to write basic programs, and you are fluent in internet protocol. Enabler.
|
||||
+
|
||||
Magical Repertoire: The number of subtle cyphers you can bear at the same time increases by two. If you spend one hour
|
||||
preparing your magic, you can fill any of your open cypher slots with subtle cyphers chosen randomly by the GM (this
|
||||
hour can be part of a one-hour or ten-hour recovery action if you are awake for the entire time). As part of this
|
||||
@@ -13151,6 +13227,9 @@
|
||||
machine to create the bond, but afterward, there is no range limitation. This bond lasts for one week. You can bond with
|
||||
only one machine at a time. Action to initiate.
|
||||
|
||||
+Master Magical Programmer: You are specialized in crafting magical apps and in using (and exploiting) computer software.
|
||||
+Enabler.
|
||||
+
|
||||
Master of Unarmed Fighting Style: You are specialized in unarmed attacks. If you are already specialized in unarmed
|
||||
attacks, you instead deal 2 additional points of damage with unarmed attacks. Enabler.
|
||||
|
||||
@@ -13231,6 +13310,9 @@
|
||||
addition to the normal options for using Effort, you can choose to use Effort to extend the duration by one hour for
|
||||
each level of Effort applied. Action to initiate.
|
||||
|
||||
+Mental Magic: When attempting a magic-based Might or Speed task, you can instead roll as if it were an Intellect action.
|
||||
+This means that if you apply Effort, you spend points from your Intellect Pool and use your Intellect Edge. Enabler.
|
||||
+
|
||||
Mental Projection (6+ Intellect points): Your mind fully leaves your body and manifests anywhere you choose within
|
||||
immediate range. Your projected mind can remain apart from your body for up to 24 hours. This effect ends early if your
|
||||
Intellect Pool is reduced to 0 or if your projection touches your resting body.
|
||||
@@ -13350,6 +13432,14 @@
|
||||
for using Effort, you can choose to use Effort to increase the area (one level of Effort to fill a short area, two to
|
||||
fill a long area, or three to fill a very long area). Action.
|
||||
|
||||
+Mist Form (4 Intellect points): You change into a cloud of mist for up to ten minutes, filling an immediate area. You
|
||||
+gain an asset to sneaking tasks and Speed defense tasks, but you lose the benefit of any armor you wear. You can pass
|
||||
+through any barrier that allows air to move through it (such as a fence, wire screen, cloth, or pipe), moving up to an
|
||||
+immediate distance each round. You can't affect or be affected by normal matter, but energy attacks (like fire or
|
||||
+explosions) and mental attacks still affect you. You cannot speak but can still use abilities that don't rely on human
|
||||
+speech or affecting physical matter (other than yourself). If large portions of the mist are separated (such as behind a
|
||||
+closed door) when you return to human form, you move one step down the damage track. Action to change or revert.
|
||||
+
|
||||
Mobile Fighter (3 Speed points): As part of your attack, you can leap on or over obstacles, swing from ropes, run along
|
||||
narrow surfaces, or otherwise move around the battlefield at your normal speed as if such tasks were routine (difficulty
|
||||
0). You can't use this ability if your Speed Effort costs are reduced from wearing armor. Enabler.
|
||||
@@ -13401,6 +13491,17 @@
|
||||
Monster Lore: You are trained in the names, habits, suspected lairs, and related topics regarding the monsters of your
|
||||
world. You can make yourself understood in their languages (if they have one). Enabler.
|
||||
|
||||
+Moon Adaptation: You can survive indefinitely in a vacuum environment (such as the moon or space).
|
||||
+
|
||||
+Although Moon Adaptation protects you from the airless environment of the moon, people traveling with you aren't so
|
||||
+lucky—unless you teleport directly to a pressurized location such as a moon base or an abandoned NASA vehicle.
|
||||
+
|
||||
+Moon Portal (6+ Intellect points): You instantaneously transmit yourself to any location on Earth, as long as moonlight
|
||||
+is shining on you and on the spot you want to be. Alternatively, you can instantaneously transport yourself from Earth
|
||||
+to the moon or back again. In addition to the normal options for using Effort, you can use Effort to bring other people
|
||||
+with you; each level of Effort used in this way affects up to three additional targets. You must touch any additional
|
||||
+targets. Action.
|
||||
+
|
||||
Moon Shape (4+ Intellect points): You change into a monstrous natural beast, such as a wolf, bear, or other terrestrial
|
||||
creature, for up to one hour. If you try to change during daylight hours when you are not deep underground (or otherwise
|
||||
away from the daylight), you must apply a level of Effort. In your new form, you add 8 points to your Might Pool, gain
|
||||
@@ -13411,6 +13512,21 @@
|
||||
and eat at least one substantial creature while in beast form, the penalty increases to –2 and affects all your rolls
|
||||
for the next day. Action to change; action to revert.
|
||||
|
||||
+Moonbeam (1+ Intellect point): You emit a cone of pale, cool moonlight from your hand, illuminating up to a short
|
||||
+distance with dim light, lasting for one minute. As your action or as part of the action of activating this ability, you
|
||||
+can tighten the beam so it focuses on one creature, inflicting either 4 points of cold damage or 2 points of Intellect
|
||||
+damage (ignores Armor), which immediately ends the spell. You automatically know if the struck creature is a
|
||||
+shapechanger (such as a werewolf), although this doesn't tell you what kind of shapechanger they are or what their true
|
||||
+form is. Action.
|
||||
+
|
||||
+Moonlight Barrage (4+ Intellect points): You call down dozens of rays of moonlight into an adjacent short area. All
|
||||
+within the area take 4 points of damage from mystical cold and glow with faint moonlight equivalent to a candle for one
|
||||
+minute (a creature can end this glow early as an action or by entering an area that moonlight cannot penetrate, such as
|
||||
+a deep cave or a room with no windows). You automatically know if any creature in the area is a shapechanger (such as a
|
||||
+werewolf), although this doesn't tell you what kind of shapechanger they are or what their true form is. If you apply
|
||||
+Effort to increase the damage rather than to ease the task, you deal 2 additional points of damage per level of Effort
|
||||
+(instead of 3 points); targets in the area take 1 point of damage even if you fail the attack roll. Action.
|
||||
+
|
||||
Mount: A level 3 creature serves you as a mount and follows your instructions. While you're mounted on it, the creature
|
||||
can move and you can attack on your turn, which provides an asset to your attack. You and the GM must work out the
|
||||
details of the creature, and you'll probably make rolls for it when it takes noncombat actions. The mount acts on your
|
||||
@@ -13583,6 +13699,8 @@
|
||||
a creature to boost yourself over something. If an obstacle would normally require a Might or Speed task to overcome,
|
||||
such as swinging on a rope, balancing on a rope, or jumping over a hole, you are trained in that task. Enabler.
|
||||
|
||||
+One Hand on the Wheel: As an action, you can cast a one-action spell and attempt a driving task. Enabler.
|
||||
+
|
||||
One With the Wild (6 Intellect points): For the next hour, natural animals and plants within long range will not
|
||||
knowingly harm you or those you designate. In addition, your Might Edge, Speed Edge, and Intellect Edge increase by 1,
|
||||
and if you make any recovery rolls during this period, you recover twice as many points. Action to initiate.
|
||||
@@ -13680,6 +13798,13 @@
|
||||
Perfect Control: You no longer need to make a roll to use Beast Form or change into your normal form. You can change
|
||||
back and forth as your action. When you return to your normal form, you no longer take a penalty to your rolls. Enabler.
|
||||
|
||||
+Perfect Parking Space (3 Intellect points): You can send your car into a pocket dimension that moves with you and is
|
||||
+just large enough to hold it. Nobody other than you can perceive or access this space unless they have the ability to
|
||||
+interact with transdimensional areas. The space is a part of you, so you can't use it to store the car if you and the
|
||||
+car have more cyphers than your limit, a detonation cypher activated inside the car while it's in the space harms you,
|
||||
+and so on. Storing or retrieving the car happens over one minute as it slowly (and visibly) vanishes or reappears; you
|
||||
+can reduce this time to just one round if you succeed at a level 4 Intellect task. Action to initiate.
|
||||
+
|
||||
Perfect Speed Burst (6 Speed points): You can take two separate actions this round. Enabler.
|
||||
|
||||
Perfect Stranger (3 Intellect points): You alter your posture and way of speaking and make a small but real alteration
|
||||
@@ -13698,6 +13823,14 @@
|
||||
action, but others must expend exceptional ingenuity to prevent the illusion from regenerating even if it has apparently
|
||||
been dispersed. Enabler.
|
||||
|
||||
+Petrify (6+ Intellect points): You slowly transform a creature within short range into lifeless stone. The target must
|
||||
+be level 2 or lower. If your attack succeeds, the creature takes 6 points of damage and moves one step down the damage
|
||||
+track as their flesh begins to mineralize. If the transformation is not interrupted by the end of your next turn, the
|
||||
+creature fully becomes a harmless stone statue. You can cast this spell to restore a petrified target back into their
|
||||
+living self. In addition to the normal options for using Effort, you can use Effort to increase the maximum level of the
|
||||
+target. Thus, to petrify a level 6 target (four levels above the normal limit), you must apply four levels of Effort.
|
||||
+Action.
|
||||
+
|
||||
Phase Detonation (2+ Might points): When you use Phase Sprint or Walk Through Walls, you can choose to significantly
|
||||
damage normal matter around you with a blast of transdimensional energy when you first go into or come out of phase
|
||||
(your choice). This detonation inflicts 4 points of damage that ignores Armor to all creatures and objects within
|
||||
@@ -13764,6 +13897,9 @@
|
||||
or something just as extreme, you are now immune to poisons, toxins, or any kind of particulate threat. You are not
|
||||
immune to viruses, bacteria, or radiation. Enabler.
|
||||
|
||||
+Poison Touch (2 Intellect points): You touch a creature and lines of poison crawl through their skin. They take 3 points
|
||||
+of Speed damage (ignores Armor) and are hindered on their next turn. Action.
|
||||
+
|
||||
Post-Apocalyptic Survivor: You are trained in stealth and Might defense tasks. Enabler.
|
||||
|
||||
Power Strike (3+ Might points): If you successfully attack a target, you knock it prone in addition to inflicting
|
||||
@@ -13875,6 +14011,14 @@
|
||||
movements, and any sounds you make for the next ten minutes. Anyone present at the location can see and hear you as if
|
||||
you were there. However, you do not perceive through your projection. Action to initiate.
|
||||
|
||||
+Protective Instincts (6+ Might, Speed, or Intellect points): When engaging in combat to defend your coven or home, you
|
||||
+can attack up to five different foes with a single action as long as they are within immediate range of each other. All
|
||||
+the attacks must be the same sort of attack (melee, ranged, or spell), and the point cost of this ability is deducted
|
||||
+from whichever Pool the attack uses. Pay the costs (if any) separately for each attack, and make a separate attack roll
|
||||
+for each foe. Anything that modifies your attack or damage applies to all attacks. You remain limited by the amount of
|
||||
+Effort you can apply to one action. In addition to the normal options for using Effort, you can use Effort to increase
|
||||
+the number of foes you can attack, with one additional foe per level of Effort. Enabler.
|
||||
+
|
||||
Protective Wall (6+ Might points): When engaging in combat that directly relates to defending a community you are
|
||||
associated with, you can attack up to five different foes as a single action as long as they are all within immediate
|
||||
range. If you hit an attacker, they are pushed back an immediate distance. All of the attacks have to be the same sort
|
||||
@@ -14071,6 +14215,16 @@
|
||||
Read the Signs (4 Intellect points): You examine an area and learn precise, useful details about the past (if any
|
||||
exist). You can ask the GM up to four questions about the immediate area; each requires its own roll. Action.
|
||||
|
||||
+Reading Decomposition (3 Intellect points): You gain knowledge about an area by reading energy released by decomposition
|
||||
+and decay. You can ask the GM a single, matter-of-fact question about the location and get an answer if you succeed on
|
||||
+the Intellect roll. "What was the last ritual performed in this room?" is a good example of a simple question. "Why was
|
||||
+this room used for a ritual?" is not an appropriate question, because it has more to do with the mindset of whoever
|
||||
+performed the ritual than with qualities of the room. Simple questions usually have a difficulty of 2, but technical
|
||||
+questions or those that involve facts meant to be kept secret can have a much higher difficulty. Action.
|
||||
+
|
||||
+Unless an environment is absolutely sterilized, there are enough microbes, fungal spores, and other organic debris in an
|
||||
+area to allow you to use Reading Decomposition.
|
||||
+
|
||||
Reading the Room (3 Intellect points): You gain knowledge about an area by speaking with dead spirits or reading
|
||||
residual energies from the past. You can ask the GM a single, matter-of-fact question about the location and get an
|
||||
answer if you succeed on the Intellect roll. "What killed the cattle in this barn?" is a good example of a simple
|
||||
@@ -14159,6 +14313,9 @@
|
||||
alien, high-technology, or otherwise mysterious machines. In addition to the normal options for using Effort, you can
|
||||
use Effort to increase the target level that can be affected by 1. Action.
|
||||
|
||||
+Repeated Rituals: If you've successfully completed a ritual in the past, tasks for performing that ritual again are
|
||||
+eased by two steps. Enabler
|
||||
+
|
||||
Repel Metal: By manipulating magnetism, you are trained in Speed defense tasks against any incoming attack that uses
|
||||
metal. Enabler.
|
||||
|
||||
@@ -14261,6 +14418,10 @@
|
||||
using Effort, you can choose to use Effort to affect more targets; each level of Effort applied affects two additional
|
||||
targets. You must touch additional targets to affect them. Action to initiate.
|
||||
|
||||
+Rewind Rot: Your grasp on life and death energy means that you can heal—even from death—as long as your head, heart, and
|
||||
+hands remain intact. One minute after descending a step on the damage track, you regain 2 Pool points. However, if you
|
||||
+return from death, it is with a permanent 2-point reduction in your Intellect Pool. Enabler.
|
||||
+
|
||||
Ribbons of Dark Matter (2 Intellect points): For the next minute, dark matter condenses within an area within long range
|
||||
that is no bigger than an immediate distance in diameter, manifesting as swirling ribbons. All tasks attempted by
|
||||
creatures in the area are hindered, and leaving the area requires a creature's entire action to move. You can dismiss
|
||||
@@ -14268,6 +14429,9 @@
|
||||
|
||||
Rider: You are trained in riding any kind of creature that serves as a mount, such as a noble warhorse. Enabler.
|
||||
|
||||
+Ritual Guidance: When you participate in a magical ritual with two or more members of your coven, ritual tasks for all
|
||||
+participants are eased by two steps. Enabler.
|
||||
+
|
||||
Roaming Third Eye (3 Intellect points): When you use your Third Eye ability, you can place the sensor anywhere within
|
||||
long range. In addition, until that ability ends, you can use an action to move the sensor anywhere within short range
|
||||
of its starting position. Enabler.
|
||||
@@ -14743,6 +14907,19 @@
|
||||
range who is able to understand you. When they make a recovery roll, they must spend only half the normal amount of time
|
||||
required to do so (minimum one action). Action.
|
||||
|
||||
+Spell Bullet: In your hands, a typical handgun or rifle never needs to be loaded because you can automatically conjure a
|
||||
+standard bullet for it as part of your attack action with that weapon.
|
||||
+
|
||||
+Alternatively, instead of casting a spell in the normal manner, you can channel it through your handgun, firing it like
|
||||
+a bullet. This is as loud as firing a normal bullet and uses the handgun's range (typically long) if that is longer than
|
||||
+the spell's normal range. If the spell is an attack spell, instead of making an Intellect-based attack you make a
|
||||
+Speed-based attack; assets and skill with guns apply to the attack, and you use your Speed Pool if you apply Effort to
|
||||
+ease the attack. This means you use Intellect to cast the spell (and for applying Effort for additional effects or extra
|
||||
+damage) and Speed for the attack roll (using Intellect Edge and Speed Edge for their respective Pools). Enabler.
|
||||
+
|
||||
+You can use Spell Bullet to cast a spell that affects multiple targets. This might look like you're firing multiple
|
||||
+times or the one shot is passing through or ricocheting off each target.
|
||||
+
|
||||
Spellpay (1 Intellect point): You initiate a transaction with another person or business cashier within short range,
|
||||
giving them an amount of money that you specify. The currency comes from cash in your possession, money in your account,
|
||||
or a mix of both; the recipient receives this money in the same form as it came from you. For example, if you send
|
||||
@@ -14753,6 +14930,15 @@
|
||||
Spellpay can access any monetary account you use, such as a checking or savings account through a bank or credit union,
|
||||
or a mobile payment service such as Apple Pay, PayPal, or Venmo
|
||||
|
||||
+Spells Have No Speed Limit: Any car you have driven for at least a minute responds to you like a well-trained robot,
|
||||
+allowing you to mentally give it orders from a long distance away. This control includes any aspect of driving the car
|
||||
+(such as steering, accelerating, and braking) and any moveable parts on the car (such as opening or closing the doors,
|
||||
+hood, or trunk). The car takes actions on your turn, and you make rolls for it in combat or when it takes actions. You
|
||||
+can only control one car at a time with this ability (although you could manually drive one car and magically control
|
||||
+another car at the same time). If you are driving the car you're controlling with this ability, your driving tasks and
|
||||
+extreme tricks with the car (such as jumping a ravine or other vehicle, spinning in the air, landing safely on another
|
||||
+vehicle, and so on) are eased. Enabler.
|
||||
+
|
||||
Spin Attack (5+ Speed points): You stand still and make attacks against up to five foes, all as part of the same action
|
||||
in one round. All of the attacks have to be the same sort of attack (melee or ranged). Make a separate attack roll for
|
||||
each foe. You remain limited by the amount of Effort you can apply on one action. Anything that modifies your attack or
|
||||
@@ -14788,6 +14974,11 @@
|
||||
creature can pass through solid matter without hindrance, but solid energy barriers, such as magical fields of force,
|
||||
keep it at bay.)
|
||||
|
||||
+Spore Cloud (1 Intellect point): You throw a handful of mushrooms that speed toward a target within long range. The
|
||||
+attack inflicts 3 points of damage and envelops the target in a haze of toxic spores, which inflicts 1 additional point
|
||||
+of damage per round (ignores Armor) for the next minute or until the target uses an action to wash the spores away.
|
||||
+Action.
|
||||
+
|
||||
Spot Weakness: If a creature that you can see has a special weakness, such as a vulnerability to fire, a negative
|
||||
modification to perception, or so on, you know what it is. (Ask and the GM will tell you.) Enabler.
|
||||
|
||||
@@ -14999,6 +15190,12 @@
|
||||
witnessed in your life that's so over the top yet so convincing that, if you are successful, the foe is dazed for one
|
||||
minute, during which time its tasks are hindered. Action.
|
||||
|
||||
+Tap Currents: You can draw energy from the earth itself into your body. If you concentrate and don't move from where
|
||||
+you're standing for one minute, you restore 3 points to your Might or Speed Pool. Once you use this ability, you can't
|
||||
+use it again until you've made a ten-hour recovery roll. If you have the Store Energy ability, you can instead use Tap
|
||||
+Currents to add 3 points to your Siphon Pool. (This use of this ability is not limited to one use per ten-hour recovery
|
||||
+roll.) Action to initiate.
|
||||
+
|
||||
Targeting Eye: You are trained in any physical ranged attack that is a character ability or comes from a device. For
|
||||
example, you are trained when using an Onslaught force blast because it's a physical attack, but not when using an
|
||||
Onslaught mindslice because it's a mental attack. Enabler.
|
||||
@@ -15253,6 +15450,8 @@
|
||||
Trained for Toughing It: Choose one noncombat skill that would be helpful for surviving after the apocalypse, such as
|
||||
hunting, tracking, carpentry, or stealth. You are trained in that skill. Enabler.
|
||||
|
||||
+Trained Guncasting: You are trained in using guns (whether firing normal bullets or Spell Bullets). Enabler.
|
||||
+
|
||||
Trained Gunner: You can choose from one of two benefits. Either you are trained in using guns, or you have the Spray
|
||||
ability (which costs 2 Speed points): If a weapon has the ability to fire rapid shots without reloading (usually called
|
||||
a rapid-fire weapon, such as an automatic pistol), you can spray multiple shots around your target to increase the
|
||||
@@ -15655,6 +15854,13 @@
|
||||
solid surface) and can't move from their location until they use an action to break free. The target can still attack
|
||||
and defend. Action for touch; enabler for weapon.
|
||||
|
||||
+Witch Bane: You inflict 1 additional point of damage with weapons. When you inflict damage to witches (or other
|
||||
+intelligent creatures who cast spells), you inflict 3 additional points of damage. Enabler.
|
||||
+
|
||||
+Witch Lore: You are trained in the traditional names, habits, suspected lairs, and related topics regarding the witches
|
||||
+of your world. You know enough of at least one quasi-magical language (such as Latin or Ancient Greek) that you can make
|
||||
+yourself understood to them. Enabler.
|
||||
+
|
||||
Wooden Body (1+ Might points): You transform your body into living wood for ten minutes, which grants you several
|
||||
benefits. You gain +1 to Armor and you are practiced in using your limbs as medium weapons. You need about one-tenth as
|
||||
much air as a human. Hiding among trees or on a tree is eased. However, in your wooden form you move more stiffly than a
|
||||
@@ -43304,14 +43510,11 @@
|
||||
|
||||
Tier 1:
|
||||
|
||||
-Magical Programmer: You are trained in crafting magical apps and in using (and exploiting) computer software. You know
|
||||
-one or more computer languages well enough to write basic programs, and you are fluent in internet protocol. Enabler.
|
||||
+Magical Programmer
|
||||
|
||||
Tier 2:
|
||||
|
||||
-App Tinkerer: If you spend at least one day tinkering with a magical app in your possession, it functions at one level
|
||||
-higher than normal. This applies to all magical apps in your possession, but they retain this bonus only for you.
|
||||
-Enabler.
|
||||
+App Tinkerer
|
||||
|
||||
Connected
|
||||
|
||||
@@ -43321,15 +43524,11 @@
|
||||
|
||||
Confidence Artist
|
||||
|
||||
-Master Magical Programmer: You are specialized in crafting magical apps and in using (and exploiting) computer software.
|
||||
-Enabler.
|
||||
+Master Magical Programmer
|
||||
|
||||
Tier 4:
|
||||
|
||||
-Magical App Hacker: All magical app cyphers you use function at one level higher than normal. If given a week, you can
|
||||
-tinker with one of your magical app cyphers, transforming it into another magical app cypher of the same type that you
|
||||
-had in the past. The GM and player should collaborate to ensure that the transformation is logical—for example, a
|
||||
-magical app that creates a fiery explosion probably can't be turned into a healing app. Enabler.
|
||||
+Magical App Hacker
|
||||
|
||||
Tier 5:
|
||||
|
||||
@@ -43377,18 +43576,7 @@
|
||||
|
||||
Practiced With Guns
|
||||
|
||||
-Spell Bullet: In your hands, a typical handgun or rifle never needs to be loaded because you can automatically conjure a
|
||||
-standard bullet for it as part of your attack action with that weapon.
|
||||
-
|
||||
-Alternatively, instead of casting a spell in the normal manner, you can channel it through your handgun, firing it like
|
||||
-a bullet. This is as loud as firing a normal bullet and uses the handgun's range (typically long) if that is longer than
|
||||
-the spell's normal range. If the spell is an attack spell, instead of making an Intellect-based attack you make a
|
||||
-Speed-based attack; assets and skill with guns apply to the attack, and you use your Speed Pool if you apply Effort to
|
||||
-ease the attack. This means you use Intellect to cast the spell (and for applying Effort for additional effects or extra
|
||||
-damage) and Speed for the attack roll (using Intellect Edge and Speed Edge for their respective Pools). Enabler.
|
||||
-
|
||||
-You can use Spell Bullet to cast a spell that affects multiple targets. This might look like you're firing multiple
|
||||
-times or the one shot is passing through or ricocheting off each target.
|
||||
+Spell Bullet
|
||||
|
||||
Tier 2:
|
||||
|
||||
@@ -43398,36 +43586,27 @@
|
||||
|
||||
Ability Choice: Choose either Iron Eye or Trained Guncasting as your tier 3 ability.
|
||||
|
||||
-Iron Eye: You inflict an additional 3 points of damage with any single-target attack spell cast through a firearm using
|
||||
-Spell Bullet. If the attack spell doesn't inflict damage, you instead can modify the spell as if you had applied a level
|
||||
-of Intellect Effort to it. Enabler.
|
||||
+Iron Eye
|
||||
|
||||
-Trained Guncasting: You are trained in using guns (whether firing normal bullets or Spell Bullets). Enabler.
|
||||
+Trained Guncasting
|
||||
|
||||
Tier 4:
|
||||
|
||||
-Hasty Guncasting: You can make two gun attacks as a single action; one is a spell (using Spell Bullet) and the other is
|
||||
-a normal gunshot. You can make these attacks in either order, but the second one is hindered by two steps. Enabler.
|
||||
+Hasty Guncasting
|
||||
|
||||
Tier 5:
|
||||
|
||||
-Bullet Jaunt (5 Intellect points): Every Spell Bullet you fire leaves a faint path of magic that you can see and follow.
|
||||
-Choose the path of one Spell Bullet within long range that you fired in the past minute; you instantly teleport to any
|
||||
-place you want along its path. Alternatively, you can use Spell Bullet to conjure a standard bullet, fire it at a target
|
||||
-within gun range, and jaunt as part of the action of firing the bullet. Action to teleport along an existing path or to
|
||||
-fire a bullet and teleport along its path.
|
||||
+Bullet Jaunt
|
||||
|
||||
Tier 6:
|
||||
|
||||
Ability Choice: Choose either Deadeye or Special Shot as your tier 6 ability.
|
||||
|
||||
-Deadeye: You inflict an additional 6 points of damage with any single-target attack spell cast through a firearm using
|
||||
-Spell Bullet. If the attack spell doesn't inflict damage, you instead can modify the spell as if you had applied two
|
||||
-levels of Intellect Effort to it. If you have the Iron Eye ability, you can exchange it for Trained Guncasting. Enabler.
|
||||
+Deadeye
|
||||
|
||||
Special Shot
|
||||
|
||||
Hunts Witches
|
||||
|
||||
You know enough about magic to mistrust anyone who uses it, especially witches—people who study ancient rituals, make
|
||||
pacts with evil creatures, and use their power for personal gain. Warped by their abilities, they are dangerous threats
|
||||
@@ -43465,12 +43644,9 @@
|
||||
|
||||
Tier 1:
|
||||
|
||||
-Witch Bane: You inflict 1 additional point of damage with weapons. When you inflict damage to witches (or other
|
||||
-intelligent creatures who cast spells), you inflict 3 additional points of damage. Enabler.
|
||||
+Witch Bane
|
||||
|
||||
-Witch Lore: You are trained in the traditional names, habits, suspected lairs, and related topics regarding the witches
|
||||
-of your world. You know enough of at least one quasi-magical language (such as Latin or Ancient Greek) that you can make
|
||||
-yourself understood to them. Enabler.
|
||||
+Witch Lore
|
||||
|
||||
Tier 2:
|
||||
|
||||
@@ -43480,16 +43656,13 @@
|
||||
|
||||
Ability Choice: Choose either Improved Witch Bane or Misdirect as your tier 3 ability.
|
||||
|
||||
-Improved Witch Bane: When you inflict damage to witches (or other intelligent creatures who cast spells), you inflict 3
|
||||
-additional points of damage. Enabler.
|
||||
+Improved Witch Bane
|
||||
|
||||
Misdirect
|
||||
|
||||
Tier 4:
|
||||
|
||||
-Countercharm (5 Intellect points): If you are affected by an unwanted ongoing magical condition or affliction (such as a
|
||||
-curse, paralysis spell, withering hex, and so on) that gives you additional rolls to end it early, your rolls to end it
|
||||
-early are eased by two steps until you break free. Enabler.
|
||||
+Countercharm
|
||||
|
||||
Tier 5:
|
||||
|
||||
@@ -43501,10 +43674,9 @@
|
||||
|
||||
Hard to Kill
|
||||
|
||||
-Heroic Witch Bane: When you inflict damage to witches (or other intelligent creatures who cast spells), you inflict 3
|
||||
-additional points of damage. Enabler.
|
||||
+Heroic Witch Bane
|
||||
|
||||
Inks Spells on Skin
|
||||
|
||||
Your enchanted heritage is etched upon you. Studying strange formulas, mystic runes, and magical glyphs to learn spells
|
||||
is one thing. Making spells truly a part of you is another, but that's exactly what you do when you apply magical inks
|
||||
@@ -43547,23 +43719,13 @@
|
||||
|
||||
Fleet of Foot
|
||||
|
||||
-Poison Touch (2 Intellect points): You touch a creature and lines of poison crawl through their skin. They take 3 points
|
||||
-of Speed damage (ignores Armor) and are hindered on their next turn. Action.
|
||||
+Poison Touch
|
||||
|
||||
Tier 2:
|
||||
|
||||
-Eclipse (2 Intellect points): You drain the light from an immediate area within long range. Bright light (like a sunny
|
||||
-day outdoors) becomes dim light, normal light (like inside a well-lit room) becomes very dim light, and anything darker
|
||||
-becomes darkness. If you cast this spell on an object, the darkness moves with the object, and can be suppressed if it
|
||||
-is enclosed in a light-proof container or wrapping. Action.
|
||||
+Eclipse
|
||||
|
||||
-Mist Form (4 Intellect points): You change into a cloud of mist for up to ten minutes, filling an immediate area. You
|
||||
-gain an asset to sneaking tasks and Speed defense tasks, but you lose the benefit of any armor you wear. You can pass
|
||||
-through any barrier that allows air to move through it (such as a fence, wire screen, cloth, or pipe), moving up to an
|
||||
-immediate distance each round. You can't affect or be affected by normal matter, but energy attacks (like fire or
|
||||
-explosions) and mental attacks still affect you. You cannot speak but can still use abilities that don't rely on human
|
||||
-speech or affecting physical matter (other than yourself). If large portions of the mist are separated (such as behind a
|
||||
-closed door) when you return to human form, you move one step down the damage track. Action to change or revert.
|
||||
+Mist Form
|
||||
|
||||
Tier 3:
|
||||
|
||||
@@ -43571,10 +43733,7 @@
|
||||
|
||||
Command
|
||||
|
||||
-Lightning Flash (4+ Intellect points): Lightning strikes within long range, filling an immediate area and inflicting 3
|
||||
-points of damage on all affected creatures. Effort applied to one attack counts for all attacks against targets in the
|
||||
-area of the flash. Even on an unsuccessful attack, a creature in the area still takes 1 point of damage. Your attack is
|
||||
-eased against targets wearing, carrying, or made of a significant amount of metal. Action.
|
||||
+Lightning Flash
|
||||
|
||||
Outwit
|
||||
|
||||
@@ -43582,8 +43741,7 @@
|
||||
|
||||
Elemental Protection
|
||||
|
||||
-Incapacitate (4 Intellect points): You use necromantic magic to make one creature in short range fall prone and be
|
||||
-unable to take actions for one round. Action.
|
||||
+Incapacitate
|
||||
|
||||
Tier 5:
|
||||
|
||||
@@ -43597,17 +43755,11 @@
|
||||
|
||||
Divide Your Mind
|
||||
|
||||
-Petrify (6+ Intellect points): You slowly transform a creature within short range into lifeless stone. The target must
|
||||
-be level 2 or lower. If your attack succeeds, the creature takes 6 points of damage and moves one step down the damage
|
||||
-track as their flesh begins to mineralize. If the transformation is not interrupted by the end of your next turn, the
|
||||
-creature fully becomes a harmless stone statue. You can cast this spell to restore a petrified target back into their
|
||||
-living self. In addition to the normal options for using Effort, you can use Effort to increase the maximum level of the
|
||||
-target. Thus, to petrify a level 6 target (four levels above the normal limit), you must apply four levels of Effort.
|
||||
-Action.
|
||||
+Petrify
|
||||
|
||||
Summon Demon
|
||||
|
||||
Is A Car Wizard
|
||||
|
||||
Your skill behind the wheel is legendary, combining natural talent and specialized magic to perform stunts and tricks
|
||||
that are impossible for regular people. Nothing beats the feel of wind in your hair, except maybe the intense purr of a
|
||||
@@ -43643,18 +43795,9 @@
|
||||
|
||||
Tier 2:
|
||||
|
||||
-One Hand on the Wheel: As an action, you can cast a one-action spell and attempt a driving task. Enabler.
|
||||
-
|
||||
-Car Magic (3+ Intellect points): You can alter a magical ability you cast so it also affects the vehicle you're driving,
|
||||
-as if it were a part of you. For example, if you're driving and you cast Hover on yourself, you and the car begin to
|
||||
-float; if you cast Invisibility on yourself, you and the car turn invisible. Spells cast on a car this way tend to last
|
||||
-only a few rounds before expiring (although the spell still lasts its full duration on you). The cost of Car Magic is
|
||||
-added to the cost of the spell you're casting. In addition to the normal options for using Effort, you can use Effort to
|
||||
-affect other creatures within the car; each level of Effort used in this way affects up to two additional creatures in
|
||||
-the car. Enabler.
|
||||
+One Hand on the Wheel
|
||||
|
||||
-The main reason to cast Hover on a moving car is to make awesome-looking jumps that would be impossible without ramps,
|
||||
-magic, or Hollywood special effects.
|
||||
+Car Magic
|
||||
|
||||
Tier 3:
|
||||
|
||||
@@ -43662,14 +43805,7 @@
|
||||
|
||||
Expert Driver
|
||||
|
||||
-1Perfect Parking Space (3 Intellect points):
|
||||
-
|
||||
-You can send your car into a pocket dimension that moves with you and is just large enough to hold it. Nobody other than
|
||||
-you can perceive or access this space unless they have the ability to interact with transdimensional areas. The space is
|
||||
-a part of you, so you can't use it to store the car if you and the car have more cyphers than your limit, a detonation
|
||||
-cypher activated inside the car while it's in the space harms you, and so on. Storing or retrieving the car happens over
|
||||
-one minute as it slowly (and visibly) vanishes or reappears; you can reduce this time to just one round if you succeed
|
||||
-at a level 4 Intellect task. Action to initiate.
|
||||
+Perfect Parking Space
|
||||
|
||||
Tier 4:
|
||||
|
||||
@@ -43677,28 +43813,17 @@
|
||||
|
||||
Tier 5:
|
||||
|
||||
-Deer in the Headlights: When you cast an attack spell while driving, you can modify the spell as if you had applied two
|
||||
-levels of Intellect Effort to it. Enabler.
|
||||
+Deer in the Headlights
|
||||
|
||||
Tier 6:
|
||||
|
||||
Ability Choice: Choose either Spells Have No Speed Limit or Trick Driver as your tier 6 ability.
|
||||
|
||||
-Spells Have No Speed Limit: Any car you have driven for at least a minute responds to you like a well-trained robot,
|
||||
-allowing you to mentally give it orders from a long distance away. This control
|
||||
-
|
||||
-includes any aspect of driving the car (such as steering, accelerating, and braking) and any moveable parts on the car
|
||||
-(such as opening or closing the doors, hood, or trunk). The car takes actions on your turn, and you make rolls for it in
|
||||
-combat or when it takes actions. You can only control one car at a time with this ability (although you could manually
|
||||
-drive one car and magically
|
||||
-
|
||||
-control another car at the same time). If you are driving the car you're controlling with this ability, your driving
|
||||
-tasks and extreme tricks with the car (such as jumping a ravine or other vehicle, spinning in the air, landing safely on
|
||||
-another vehicle, and so on) are eased. Enabler.
|
||||
+Spells Have No Speed Limit
|
||||
|
||||
Trick Driver
|
||||
|
||||
Learned From the Classics
|
||||
|
||||
Magic comes intuitively to some people, but you've always had to work a bit harder. Luckily, you find that research
|
||||
comes naturally. You know what questions to ask; you know which books, websites, or professionals will have the answers.
|
||||
@@ -43726,8 +43851,7 @@
|
||||
|
||||
Enhanced Intellect
|
||||
|
||||
-Library Life: When a problem needs solving, you may not know the solution, but you know where to look. You are trained
|
||||
-in research. Enabler.
|
||||
+Library Life
|
||||
|
||||
Tier 2:
|
||||
|
||||
@@ -43739,8 +43863,7 @@
|
||||
|
||||
Enhanced Intellect Edge
|
||||
|
||||
-Repeated Rituals: If you've successfully completed a ritual in the past, tasks for performing that ritual again are
|
||||
-eased by two steps. Enabler
|
||||
+Repeated Rituals
|
||||
|
||||
Tier 4:
|
||||
|
||||
@@ -43756,10 +43879,9 @@
|
||||
|
||||
Greater Enhanced Intellect
|
||||
|
||||
-Mental Magic: When attempting a magic-based Might or Speed task, you can instead roll as if it were an Intellect action.
|
||||
-This means that if you apply Effort, you spend points from your Intellect Pool and use your Intellect Edge. Enabler.
|
||||
+Mental Magic
|
||||
|
||||
Practices Moon Magic
|
||||
|
||||
The moon is a powerful force on the world, in terms of both science and magic. She hangs overhead like a watchful eye,
|
||||
makes creatures act strangely, represents cycles of time, and causes the ebb and flow of the tides. To you, she is a
|
||||
@@ -43792,12 +43914,7 @@
|
||||
|
||||
Tier 1:
|
||||
|
||||
-Moonbeam (1+ Intellect point): You emit a cone of pale, cool moonlight from your hand, illuminating up to a short
|
||||
-distance with dim light, lasting for one minute. As your action or as part of the action of activating this ability, you
|
||||
-can tighten the beam so it focuses on one creature, inflicting either 4 points of cold damage or 2 points of Intellect
|
||||
-damage (ignores Armor), which immediately ends the spell. You automatically know if the struck creature is a
|
||||
-shapechanger (such as a werewolf), although this doesn't tell you what kind of shapechanger they are or what their true
|
||||
-form is. Action.
|
||||
+Moonbeam
|
||||
|
||||
Tier 2:
|
||||
|
||||
@@ -43814,29 +43931,15 @@
|
||||
|
||||
Spur Effort
|
||||
|
||||
-Moon Adaptation: You can survive indefinitely in a vacuum environment (such as the moon or space).
|
||||
-
|
||||
-Although Moon Adaptation protects you from the airless environment of the moon, people traveling with you aren't so
|
||||
-lucky—unless you teleport directly to a pressurized location such as a moon base or an abandoned NASA vehicle.
|
||||
+Moon Adaptation
|
||||
|
||||
Tier 4:
|
||||
|
||||
-Moonlight Barrage (4+ Intellect points): You call down dozens of rays of moonlight into an adjacent short area. All
|
||||
-within the area take 4 points of damage from mystical cold and glow with faint moonlight equivalent to a candle for one
|
||||
-minute (a creature can end this glow early as an action or by entering an area that moonlight cannot penetrate, such as
|
||||
-a deep cave or a room with no windows). You automatically know if any creature in the area is a shapechanger (such as a
|
||||
-
|
||||
-werewolf), although this doesn't tell you what kind of shapechanger they are or what their true form is. If you apply
|
||||
-Effort to increase the damage rather than to ease the task, you deal 2 additional points of damage per level of Effort
|
||||
-(instead of 3 points); targets in the area take 1 point of damage even if you fail the attack roll. Action.
|
||||
+Moonlight Barrage
|
||||
|
||||
Tier 5:
|
||||
|
||||
-Moon Portal (6+ Intellect points): You instantaneously transmit yourself to any location on Earth, as long as moonlight
|
||||
-is shining on you and on the spot you want to be. Alternatively, you can instantaneously transport yourself from Earth
|
||||
-to the moon or back again. In addition to the normal options for using Effort, you can use Effort to bring other people
|
||||
-with you; each level of Effort used in this way affects up to three additional targets. You must touch any additional
|
||||
-targets. Action.
|
||||
+Moon Portal
|
||||
|
||||
Tier 6:
|
||||
|
||||
@@ -43894,18 +43997,11 @@
|
||||
|
||||
Tier 4:
|
||||
|
||||
-Ritual Guidance: When you participate in a magical ritual with two or more members of your coven, ritual tasks for all
|
||||
-participants are eased by two steps. Enabler
|
||||
+Ritual Guidance
|
||||
|
||||
Tier 5:
|
||||
|
||||
-Protective Instincts (6+ Might, Speed, or Intellect points): When engaging in combat to defend your coven or home, you
|
||||
-can attack up to five different foes with a single action as long as they are within immediate range of each other. All
|
||||
-the attacks must be the same sort of attack (melee, ranged, or spell), and the point cost of this ability is deducted
|
||||
-from whichever Pool the attack uses. Pay the costs (if any) separately for each attack, and make a separate attack roll
|
||||
-for each foe. Anything that modifies your attack or damage applies to all attacks. You remain limited by the amount of
|
||||
-Effort you can apply to one action. In addition to the normal options for using Effort, you can use Effort to increase
|
||||
-the number of foes you can attack, with one additional foe per level of Effort. Enabler.
|
||||
+Protective Instincts
|
||||
|
||||
Tier 6:
|
||||
|
||||
@@ -43942,8 +44038,7 @@
|
||||
|
||||
Tier 1:
|
||||
|
||||
-Lend a Hand: If an ally attempts a magical task and fails, they can try again without spending Effort if you help them.
|
||||
-You provide this advantage to your friend even if you are not trained in the task that they're retrying. Enabler.
|
||||
+Lend a Hand
|
||||
|
||||
Tier 2:
|
||||
|
||||
@@ -43955,11 +44050,7 @@
|
||||
|
||||
Buddy System
|
||||
|
||||
-Tap Currents: You can draw energy from the earth itself into your body. If you concentrate and don't move from where
|
||||
-you're standing for one minute, you restore 3 points to your Might or Speed Pool. Once you use this ability, you can't
|
||||
-use it again until you've made a ten-hour recovery roll. If you have the Store Energy ability, you can instead use Tap
|
||||
-Currents to add 3 points to your Siphon Pool. (This use of this ability is not limited to one use per ten-hour recovery
|
||||
-roll.) Action to initiate.
|
||||
+Tap Currents
|
||||
|
||||
Tier 4:
|
||||
|
||||
@@ -43975,13 +44066,11 @@
|
||||
|
||||
Explosive Release
|
||||
|
||||
-Continuous Transfer: When you use either Drain Creature or Tap Currents to drain energy, you can transfer it to another
|
||||
-creature within short range, restoring points to their Might or Speed Pools (or health for an NPC). This occurs
|
||||
-seamlessly, as part of the same action. Enabler.
|
||||
+Continuous Transfer
|
||||
|
||||
Drain at a Distance
|
||||
|
||||
Turns Decay to Growth
|
||||
|
||||
You're comfortable with decomposition: the bacteria and fungi that break down organic material are living creatures, and
|
||||
you coax magic from the interplay of life and death. To you, rot isn't cause for revulsion—it's an opportunity to build
|
||||
@@ -44012,10 +44101,7 @@
|
||||
|
||||
Wilderness Lore
|
||||
|
||||
-Spore Cloud (1 Intellect point): You throw a handful of mushrooms that speed toward a target within long range. The
|
||||
-attack inflicts 3 points of damage and envelops the target in a haze of toxic spores, which inflicts 1 additional point
|
||||
-of damage per round (ignores Armor) for the next minute or until the target uses an action to wash the spores away.
|
||||
-Action.
|
||||
+Spore Cloud
|
||||
|
||||
Tier 2:
|
||||
|
||||
@@ -44025,15 +44111,7 @@
|
||||
|
||||
Ability Choice: Choose either Reading Decomposition or both Grasping Foliage and Necromancy at tier 3.
|
||||
|
||||
-Reading Decomposition (3 Intellect points): You gain knowledge about an area by reading energy released by decomposition
|
||||
-and decay. You can ask the GM a single, matter-of-fact question about the location and get an answer if you succeed on
|
||||
-the Intellect roll. "What was the last ritual performed in this room?" is a good example of a simple question. "Why was
|
||||
-this room used for a ritual?" is not an appropriate question, because it has more to do with the mindset of whoever
|
||||
-performed the ritual than with qualities of the room. Simple questions usually have a difficulty of 2, but technical
|
||||
-questions or those that involve facts meant to be kept secret can have a much higher difficulty. Action.
|
||||
-
|
||||
-Unless an environment is absolutely sterilized, there are enough microbes, fungal spores, and other organic debris in an
|
||||
-area to allow you to use Reading Decomposition.
|
||||
+Reading Decomposition
|
||||
|
||||
Grasping Foliage
|
||||
|
||||
@@ -44046,9 +44124,7 @@
|
||||
|
||||
Greater Necromancy
|
||||
|
||||
-Rewind Rot: Your grasp on life and death energy means that you can heal—even from death—as long as your head, heart, and
|
||||
-hands remain intact. One minute after descending a step on the damage track, you regain 2 Pool points. However, if you
|
||||
-return from death, it is with a permanent 2-point reduction in your Intellect Pool. Enabler.
|
||||
+Rewind Rot
|
||||
|
||||
Tier 5:
|
||||
|
100
patches/base/047-modern-magic-organization-p2.patch
Normal file
100
patches/base/047-modern-magic-organization-p2.patch
Normal file
@ -0,0 +1,100 @@
|
||||
--- _tmp/ccsrd.md 2025-06-13 07:37:54.173702204 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-06-13 07:32:18.339664588 -0500
|
||||
@@ -43472,14 +43472,14 @@
|
||||
|
||||
4\. You volunteered because you knew your inherent resistance to magic would be useful to the group.
|
||||
|
||||
-### FOCI AND CHARACTER ABILITIES
|
||||
+##### FOCI AND CHARACTER ABILITIES
|
||||
|
||||
This section presents new foci that can be used as-is in most modern fantasy campaigns. Each of them has an expanded
|
||||
description with more story details than the foci in the Cypher System Rulebook (which have short, broad descriptions
|
||||
suitable for other genres). The GM and player should adjust these details to suit the specific campaign they'll be
|
||||
playing.
|
||||
|
||||
-Codes Magic Apps
|
||||
+###### Codes Magic Apps
|
||||
|
||||
You are a maker, a crafter, but you use a unique combination of code and magic instead of wood, steel, or circuit
|
||||
boards. Like anyone who's spent a lot of time working on a computer, you've learned some strange secrets, not all of
|
||||
@@ -43542,7 +43542,7 @@
|
||||
|
||||
Usurp Cypher
|
||||
|
||||
-Conjures Bullets
|
||||
+###### Conjures Bullets
|
||||
|
||||
You blend sorcery and firearms into an amazing mix of magic and technology. Bullets and spells are almost
|
||||
interchangeable to you; your magic has a firearm motif and you cast using your gun. You might be a trick-shot sorcerer,
|
||||
@@ -43606,7 +43606,7 @@
|
||||
|
||||
Special Shot
|
||||
|
||||
-Hunts Witches
|
||||
+###### Hunts Witches
|
||||
|
||||
You know enough about magic to mistrust anyone who uses it, especially witches—people who study ancient rituals, make
|
||||
pacts with evil creatures, and use their power for personal gain. Warped by their abilities, they are dangerous threats
|
||||
@@ -43676,7 +43676,7 @@
|
||||
|
||||
Heroic Witch Bane
|
||||
|
||||
-Inks Spells on Skin
|
||||
+###### Inks Spells on Skin
|
||||
|
||||
Your enchanted heritage is etched upon you. Studying strange formulas, mystic runes, and magical glyphs to learn spells
|
||||
is one thing. Making spells truly a part of you is another, but that's exactly what you do when you apply magical inks
|
||||
@@ -43759,7 +43759,7 @@
|
||||
|
||||
Summon Demon
|
||||
|
||||
-Is A Car Wizard
|
||||
+###### Is A Car Wizard
|
||||
|
||||
Your skill behind the wheel is legendary, combining natural talent and specialized magic to perform stunts and tricks
|
||||
that are impossible for regular people. Nothing beats the feel of wind in your hair, except maybe the intense purr of a
|
||||
@@ -43823,7 +43823,7 @@
|
||||
|
||||
Trick Driver
|
||||
|
||||
-Learned From the Classics
|
||||
+###### Learned From the Classics
|
||||
|
||||
Magic comes intuitively to some people, but you've always had to work a bit harder. Luckily, you find that research
|
||||
comes naturally. You know what questions to ask; you know which books, websites, or professionals will have the answers.
|
||||
@@ -43881,7 +43881,7 @@
|
||||
|
||||
Mental Magic
|
||||
|
||||
-Practices Moon Magic
|
||||
+###### Practices Moon Magic
|
||||
|
||||
The moon is a powerful force on the world, in terms of both science and magic. She hangs overhead like a watchful eye,
|
||||
makes creatures act strangely, represents cycles of time, and causes the ebb and flow of the tides. To you, she is a
|
||||
@@ -43949,7 +43949,7 @@
|
||||
|
||||
True Senses
|
||||
|
||||
-Steers The Coven
|
||||
+###### Steers The Coven
|
||||
|
||||
Magic is strongest when wielded by a community. The strength of a community is derived from the strength of its leader,
|
||||
and you've taken on the role. Maybe you were chosen, or maybe you volunteered. Maybe you have an official title and
|
||||
@@ -44011,7 +44011,7 @@
|
||||
|
||||
Drawing on Life's Experiences
|
||||
|
||||
-Transmits Energy
|
||||
+###### Transmits Energy
|
||||
|
||||
Magic is often compared to electromagnetism: it's an invisible and ubiquitous force that holds everything together.
|
||||
Magic runs through every living creature, the ground, and even the air around us. You can sense—and influence—the flow
|
||||
@@ -44070,7 +44070,7 @@
|
||||
|
||||
Drain at a Distance
|
||||
|
||||
-Turns Decay to Growth
|
||||
+###### Turns Decay to Growth
|
||||
|
||||
You're comfortable with decomposition: the bacteria and fungi that break down organic material are living creatures, and
|
||||
you coax magic from the interplay of life and death. To you, rot isn't cause for revulsion—it's an opportunity to build
|
1795
patches/base/048-finish-header-organization.patch
Normal file
1795
patches/base/048-finish-header-organization.patch
Normal file
File diff suppressed because it is too large
Load Diff
327
patches/base/060-remove-stray-whitespace.patch
Normal file
327
patches/base/060-remove-stray-whitespace.patch
Normal file
@ -0,0 +1,327 @@
|
||||
--- _tmp/ccsrd.md 2025-06-13 08:17:50.099270702 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-06-13 08:44:51.451717294 -0500
|
||||
@@ -10510,7 +10510,7 @@
|
||||
rather than to ease the task, you deal 2 additional points of damage per level of Effort (instead of 3 points); targets
|
||||
in the area take 1 point of damage even if you fail the attack roll. Action.
|
||||
|
||||
- Bolster Illusion (2+ Intellect points): You give one of your visual illusions a limited physical reality that viewers
|
||||
+Bolster Illusion (2+ Intellect points): You give one of your visual illusions a limited physical reality that viewers
|
||||
can smell, taste, hear, and feel. This effect is bound to that illusion and acts appropriate to the illusion itself. For
|
||||
example, it can make the illusion of a brick wall feel like brick, the illusion of a person smell like perfume and able
|
||||
to open a door, and the illusion of a fireplace hot to the touch.
|
||||
@@ -19791,7 +19791,7 @@
|
||||
falls from a higher position onto the character. Sometimes the falling block is made to exactly fit a trapped corridor
|
||||
so that triggering the trap makes the area impassible.
|
||||
|
||||
- A less lethal variant drops a large amount of sand or dirt, inflicting 3 points of ambient damage (ignores Armor).
|
||||
+A less lethal variant drops a large amount of sand or dirt, inflicting 3 points of ambient damage (ignores Armor).
|
||||
Another variant releases oil (perhaps burning) or marbles, inflicting 3 points of ambient damage and making the area
|
||||
difficult terrain.
|
||||
|
||||
@@ -19852,7 +19852,7 @@
|
||||
A floor variant is a small trapdoor over a closed compartment, which mangles the character's foot when they step on the
|
||||
trapdoor, reducing their movement speed by half.
|
||||
|
||||
- Another variant is a needle trap attached to a small peephole or spyhole in a door or wall. The trap springs when the
|
||||
+Another variant is a needle trap attached to a small peephole or spyhole in a door or wall. The trap springs when the
|
||||
character touches the area around the hole (even a slight touch with their face as they look is sufficient), inflicting
|
||||
lasting damage to the character's eye and partially blinding them. A gentler variant traps the character's limb in glue
|
||||
instead of inflicting damage. The character's extremity might be glued to the hole, or they may be able to pull free but
|
||||
@@ -21204,7 +21204,7 @@
|
||||
These modifiers are cumulative, so trying to view a level 4 target who the user knows only by name (+1 step), is
|
||||
unwilling (+1 step), and is 20 miles away (+2 steps) is a difficulty 8 task.
|
||||
|
||||
- The crystal shows the creature or area for one minute before the image becomes muddled and the artifact must be
|
||||
+The crystal shows the creature or area for one minute before the image becomes muddled and the artifact must be
|
||||
activated again.
|
||||
|
||||
In addition to the normal options for using Effort, the user can choose to apply a level of Effort to open two-way
|
||||
@@ -21290,7 +21290,7 @@
|
||||
|
||||
Form: Burlap bag containing a handful of large reptilian teeth
|
||||
|
||||
- Effect: If a tooth is drawn from the bag and cast upon the earth, a dragontooth warrior appears, ready to fight for the
|
||||
+Effect: If a tooth is drawn from the bag and cast upon the earth, a dragontooth warrior appears, ready to fight for the
|
||||
user for up to ten minutes before going their own way. The user can draw several teeth at once from the bag, but each
|
||||
tooth drawn requires a separate depletion roll.
|
||||
|
||||
@@ -24073,7 +24073,7 @@
|
||||
|
||||
###### Graser array
|
||||
|
||||
- level 5 (15)
|
||||
+level 5 (15)
|
||||
|
||||
Exorbitant
|
||||
|
||||
@@ -24512,7 +24512,7 @@
|
||||
|
||||
level 4 (12)
|
||||
|
||||
- Very Expensive
|
||||
+Very Expensive
|
||||
|
||||
Not armor; belt generates an almost transparent force field to surround the user for up to one hour, providing +1 Armor.
|
||||
Once used, must be recharged for several hours.
|
||||
@@ -24598,7 +24598,7 @@
|
||||
|
||||
level 1 (3)
|
||||
|
||||
- Inexpensive
|
||||
+Inexpensive
|
||||
|
||||
Provides light where pointed within short range for a few hours before requiring new batteries/a charge.
|
||||
|
||||
@@ -25112,7 +25112,7 @@
|
||||
|
||||
###### Auton
|
||||
|
||||
- level 1 (3)
|
||||
+level 1 (3)
|
||||
|
||||
Moderate
|
||||
|
||||
@@ -25128,7 +25128,7 @@
|
||||
|
||||
level 2 (6)
|
||||
|
||||
- Expensive
|
||||
+Expensive
|
||||
|
||||
Treat as a level 2 follower, which allows the auton modifications in up to two tasks, depending on the particular aide.
|
||||
|
||||
@@ -25163,7 +25163,7 @@
|
||||
|
||||
Exorbitant
|
||||
|
||||
- As auton, but one modification is always in attacks, which means when helping a target to make an attack, the target
|
||||
+As auton, but one modification is always in attacks, which means when helping a target to make an attack, the target
|
||||
eases the task by two steps. However, warrior autons usually attack autonomously as level 3 entities with a ranged or
|
||||
melee weapon that inflicts 5 points of damage.
|
||||
|
||||
@@ -25523,7 +25523,7 @@
|
||||
|
||||
###### Shotgun
|
||||
|
||||
- level 3 (9)
|
||||
+level 3 (9)
|
||||
|
||||
Expensive
|
||||
|
||||
@@ -25533,7 +25533,7 @@
|
||||
|
||||
level 3 (9)
|
||||
|
||||
- Very Expensive
|
||||
+Very Expensive
|
||||
|
||||
Heavy weapon (6 damage, both hands), long range.
|
||||
|
||||
@@ -25567,7 +25567,7 @@
|
||||
|
||||
level 3 (9)
|
||||
|
||||
- Very Expensive
|
||||
+Very Expensive
|
||||
|
||||
Handheld device that fires attached probe at target within 9 m (30 feet); medium weapon (4 points of electrical damage
|
||||
and on a failed Might defense roll, target is stunned for 1 round, losing their next action).
|
||||
@@ -25594,7 +25594,7 @@
|
||||
|
||||
###### Laser/photon pistol
|
||||
|
||||
- level 3 (9)
|
||||
+level 3 (9)
|
||||
|
||||
Expensive
|
||||
|
||||
@@ -25620,7 +25620,7 @@
|
||||
|
||||
###### Vacuum rifle, assault
|
||||
|
||||
- level 3 (9)
|
||||
+level 3 (9)
|
||||
|
||||
Very Expensive
|
||||
|
||||
@@ -25944,7 +25944,7 @@
|
||||
|
||||
##### DRIVERLESS VEHICLES
|
||||
|
||||
- If the rider, driver, or pilot activates self-driving as part of another action, riding, driving, and piloting tasks
|
||||
+If the rider, driver, or pilot activates self-driving as part of another action, riding, driving, and piloting tasks
|
||||
are automatically completed (or failed) according to the vehicle's level, though all such self-driving tasks are
|
||||
hindered. However, the pilot is free to engage in other actions as the vehicle maneuvers to the best of its ability.
|
||||
|
||||
@@ -25954,7 +25954,7 @@
|
||||
|
||||
##### LOOKING FOR MORE VEHICLE OPTIONS
|
||||
|
||||
- A representative cross section of vehicles is provided. If you're looking for something that isn't noted, use something
|
||||
+A representative cross section of vehicles is provided. If you're looking for something that isn't noted, use something
|
||||
close and adapt the listing.
|
||||
|
||||
Also note that unless a particular listing is already indicated as a luxury or sport version, most vehicles can be
|
||||
@@ -26157,7 +26157,7 @@
|
||||
|
||||
level 5 (15)
|
||||
|
||||
- Exorbitant
|
||||
+Exorbitant
|
||||
|
||||
Treaded, all-terrain wheels support a completely enclosed interior habitat with five to ten interior chambers arranged
|
||||
either to house one or more families, support scientific research, exploration, spying, or configured for some other
|
||||
@@ -26510,7 +26510,7 @@
|
||||
|
||||
###### Tank
|
||||
|
||||
- level 4 (12)
|
||||
+level 4 (12)
|
||||
|
||||
Exorbitant
|
||||
|
||||
@@ -26890,7 +26890,7 @@
|
||||
|
||||
level 5 (15)
|
||||
|
||||
- Priceless As corvette spacecraft, but four times as large, allowing four times the crew and ten weapon systems
|
||||
+Priceless As corvette spacecraft, but four times as large, allowing four times the crew and ten weapon systems
|
||||
(including two superior weapon systems). Possesses superior defenses. Often utilized to escort larger vessels in a space
|
||||
fleet or battle group and defend them against swarms of smaller attackers. Includes bays for two fireteams of six
|
||||
microcapsule fighters (darts).
|
||||
@@ -26962,7 +26962,7 @@
|
||||
|
||||
level 2 (6)
|
||||
|
||||
- Exorbitant
|
||||
+Exorbitant
|
||||
|
||||
A small double-occupant starship with two weapon systems that fire blasters. Minimum size vehicle capable of FTL
|
||||
travel.
|
||||
@@ -27485,12 +27485,12 @@
|
||||
Immediate Posthuman Upgrades: As part of character creation, PCs are given the options presented hereafter because the
|
||||
setting demands it. Narrative options include (but are not limited to):
|
||||
|
||||
- • PCs are part of a program designed to adapt them to being able to survive and thrive in conditions other than the 1
|
||||
+• PCs are part of a program designed to adapt them to being able to survive and thrive in conditions other than the 1
|
||||
G, 1 atmosphere, oxygenated, Goldilocks environment of the Earth.
|
||||
|
||||
• PCs begin their career as super-soldiers to fight aliens or to serve as corporate spies.
|
||||
|
||||
- • PCs serve as long-lived guardians to watch over a generation ship hurtling at slower-than-light speeds between the
|
||||
+• PCs serve as long-lived guardians to watch over a generation ship hurtling at slower-than-light speeds between the
|
||||
stars.
|
||||
|
||||
• PCs are children of a far-future civilization that routinely upgrades its citizens.
|
||||
@@ -27505,7 +27505,7 @@
|
||||
• PCs are kidnapped by aliens or conglomerate operatives, and upgraded—with some command-andcontrol circuits also
|
||||
installed—to serve some specific purpose.
|
||||
|
||||
- • PCs learn a "new science," allowing them to tap cosmic energies other creatures are unaware of.
|
||||
+• PCs learn a "new science," allowing them to tap cosmic energies other creatures are unaware of.
|
||||
|
||||
##### POSTHUMAN PACKAGES
|
||||
|
||||
@@ -29816,7 +29816,7 @@
|
||||
|
||||
• Stands Like a Bastion
|
||||
|
||||
- • Throws With Deadly Accuracy
|
||||
+• Throws With Deadly Accuracy
|
||||
|
||||
• Travels Through Time
|
||||
|
||||
@@ -30406,7 +30406,7 @@
|
||||
|
||||
###### Very Expensive
|
||||
|
||||
- Elegant cloak or coat
|
||||
+Elegant cloak or coat
|
||||
|
||||
Royal ensemble
|
||||
|
||||
@@ -45068,7 +45068,7 @@
|
||||
|
||||
A corrupt mage knows many spells, such as the following:
|
||||
|
||||
- • Armor: Covers a creature with ugly scales, granting them +3 to Armor for an hour.
|
||||
+• Armor: Covers a creature with ugly scales, granting them +3 to Armor for an hour.
|
||||
|
||||
• Madness: Wracks the brain of one creature within short range for one hour, reducing them to a babbling catatonic state
|
||||
in which they can't recognize friend or foe. If disturbed or harmed, the creature is likely to lash out with lethal
|
||||
@@ -45183,7 +45183,7 @@
|
||||
focuses on a single target, treat the attack as a level 10 attack that inflicts 14 points of damage, or 6 points even on
|
||||
a successful Speed defense roll.
|
||||
|
||||
- Self-repair mechanisms allow the creature to regain 2 points of health per round.
|
||||
+Self-repair mechanisms allow the creature to regain 2 points of health per round.
|
||||
|
||||
Interaction: If communication can be opened up through a cybrid's haze of pain, it might be possible to temporarily wake
|
||||
the consciousness of the human remnant inside. However, that remnant consciousness might not be happy to discover what
|
||||
@@ -45505,7 +45505,7 @@
|
||||
They can also call on a variety of other magical abilities that mimic the effect of any cypher of level 5 or
|
||||
lower—usually destructive, painful, and transformative effects.
|
||||
|
||||
- A demon lord automatically regains 3 points of health per round. They typically have the following abilities:
|
||||
+A demon lord automatically regains 3 points of health per round. They typically have the following abilities:
|
||||
|
||||
• Change Shape: The demon lord can take the form of a human or similar humanoid as its action, or return to its regular
|
||||
shape. When so changed, its disguise is nearly impenetrable without special knowledge. As a human, the demon lord is a
|
||||
@@ -47604,7 +47604,7 @@
|
||||
or make a Might defense roll. On a failure, they take 5 points of ambient damage as their flesh partly mineralizes. If
|
||||
the character is killed by this damage, they are turned to stone.
|
||||
|
||||
- Some gorgons carry a couple of cyphers and perhaps an artifact that they can use in combat.
|
||||
+Some gorgons carry a couple of cyphers and perhaps an artifact that they can use in combat.
|
||||
|
||||
Interaction: Bitterness consumes gorgons. They lead lonely lives, cut off from everyone they have loved. Negotiating
|
||||
with one would be something of a feat.
|
||||
@@ -48131,7 +48131,7 @@
|
||||
through the crumbling structure at a considerable distance, waiting for them to take a rest or become otherwise
|
||||
distracted before attacking.
|
||||
|
||||
- Loot: Hydras sometimes collect cyphers and artifacts in their lair, or failing that, they guard something of value.
|
||||
+Loot: Hydras sometimes collect cyphers and artifacts in their lair, or failing that, they guard something of value.
|
||||
|
||||
GM intrusion: The character reacts poorly to the poison in the air or a bite and goes intonhelpless convulsions for one
|
||||
round if they fail a Might defense task.
|
||||
@@ -48688,10 +48688,10 @@
|
||||
Combat: A lich can shoot blasts of necromantic energy that inflict 8 points of damage on a target and 4 points on any
|
||||
creature within immediate range of the target. A lich knows many spells, such as the following:
|
||||
|
||||
- • Animate guards: Animate ten corpses as skeletons or zombies, which obey the lich for one hour before turning back
|
||||
+• Animate guards: Animate ten corpses as skeletons or zombies, which obey the lich for one hour before turning back
|
||||
into corpses.
|
||||
|
||||
- • Armor: Gain +5 Armor for one hour.
|
||||
+• Armor: Gain +5 Armor for one hour.
|
||||
|
||||
• Death: Inflict 8 points of damage on a creature within short range; if the creature fails a Might defense roll, it
|
||||
also moves two steps down the damage track.
|
||||
@@ -52733,7 +52733,7 @@
|
||||
of crafty bandits has managed to train a couple of wyverns as mounts and use them as flying cavalry for their troops on
|
||||
the ground.
|
||||
|
||||
- Loot: Wyverns do not collect treasure, but their nest might have a few cyphers from previous victims. If carefully
|
||||
+Loot: Wyverns do not collect treasure, but their nest might have a few cyphers from previous victims. If carefully
|
||||
extracted, an intact venom gland from a dead wyvern can be used to poison one weapon (if sold, it is the equivalent of
|
||||
an expensive item).
|
||||
|
||||
@@ -53214,7 +53214,7 @@
|
||||
relying on strength (such as climbing and jumping) are eased by two steps. However, their Speed defense is hindered. A
|
||||
raging berserker fights only with melee weapons and won't retreat from battle.
|
||||
|
||||
- Interaction: Berserkers are the elites of some warrior cultures and enjoy physical competitions such as wrestling,
|
||||
+Interaction: Berserkers are the elites of some warrior cultures and enjoy physical competitions such as wrestling,
|
||||
throwing heavy items, and feasting. They dislike weak and cowardly folk, and do not tolerate insults to their strength
|
||||
or honor.
|
||||
|
||||
@@ -53569,7 +53569,7 @@
|
||||
|
||||
Dwarf leaders are usually officers or priests.
|
||||
|
||||
- Interaction: Dwarves are proud and hardworking, but they tend to be stubborn, gruff, and unforgiving of offenses to
|
||||
+Interaction: Dwarves are proud and hardworking, but they tend to be stubborn, gruff, and unforgiving of offenses to
|
||||
them or their clan. It takes time to gain their trust, but they respect a fair deal, a hard bargain, a sharp axe, and a
|
||||
sturdy hammer.
|
||||
|
Loading…
x
Reference in New Issue
Block a user