Compare commits
4 Commits
main
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3
.gitmodules
vendored
Normal file
3
.gitmodules
vendored
Normal file
@@ -0,0 +1,3 @@
|
||||
[submodule "og-csrd"]
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path = og-csrd
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url = https://github.com/callmepartario/og-csrd.git
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44
Makefile
44
Makefile
@@ -1,18 +1,16 @@
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TMPDIR := ./_tmp
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CSRD := ./srd/Cypher-System-Reference-Document-2025-05-05-fixed.docx
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MD_CSRD := $(TMPDIR)/csrd.md
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CSRD := ./og-csrd/index.html
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MD_CSRD := $(TMPDIR)/og-csrd.md
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CCSRD := $(TMPDIR)/ccsrd.md
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WEBDIR := ./incorporealcms-instance
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PAGESDIR := $(TMPDIR)/$(WEBDIR)/pages
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STYLESDIR := ./pandoc
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WEBDIR := $(TMPDIR)/web
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HTML_OUT := $(WEBDIR)/index.html
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BASE_PATCH_DIR := ./patches/base
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BASE_PATCHES := $(wildcard $(BASE_PATCH_DIR)/*.patch)
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BASE_PATCHES_OUT := $(subst $(BASE_PATCH_DIR),$(TMPDIR),$(BASE_PATCHES))
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WEB_PATCH_DIR := ./patches/web
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WEB_PATCHES := $(wildcard $(WEB_PATCH_DIR)/*.patch)
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WEB_PATCHES_OUT := $(subst $(WEB_PATCH_DIR),$(TMPDIR),$(WEB_PATCHES))
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# DEFAULT BUILD
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all: base
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@@ -20,7 +18,6 @@ all: base
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# CCSRD VERSIONS
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base: $(CCSRD) $(BASE_PATCHES_OUT)
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web: base $(WEB_PATCHES_OUT)
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# CLEANUPS
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@@ -38,29 +35,22 @@ $(TMPDIR)/%.patch: $(BASE_PATCH_DIR)/%.patch
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@patch $(CCSRD) $< --quiet
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@touch $@
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$(TMPDIR)/%.patch: $(WEB_PATCH_DIR)/%.patch
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$(info >>> WEB '$<')
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@patch $(CCSRD) $< --quiet
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@touch $@
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# OUTPUTS
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http: base web
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cp -a $(WEBDIR) $(TMPDIR)/
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mkdir -p $(PAGESDIR)
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cp $(CCSRD) $(PAGESDIR)/index.md
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incorporealcms-build $(TMPDIR)/$(WEBDIR) /var/www/localhost/incorporealcms-testing/root
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web: $(CCSRD)
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mkdir -p $(WEBDIR)
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pandoc $(CCSRD) --data-dir=$(STYLESDIR) --template bss -s -o $(HTML_OUT)
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# BUILD STEPS
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# generate the basic markdown file
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$(MD_CSRD): $(CSRD) | $(TMPDIR)
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pandoc -f docx -t gfm $(CSRD) -o $(MD_CSRD) --columns 120
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# create the markdown file to patch
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$(CCSRD): $(MD_CSRD)
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cp -a $(MD_CSRD) $(CCSRD)
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# create the build dir
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$(TMPDIR):
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mkdir -p $(TMPDIR)
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# generate the root markdown file
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$(MD_CSRD): $(CSRD) | $(TMPDIR)
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pandoc $(CSRD) -o $(MD_CSRD) --columns 120
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# create the markdown file to patch
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$(CCSRD): $(MD_CSRD)
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cp -a $(MD_CSRD) $(CCSRD)
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@@ -1,8 +1,9 @@
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# The Commons Cypher System Reference Document
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This project attempts to create a maintainable, expandable, and simple to deploy community-driven version of the Cypher
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System Reference Document, using FOSS and the commons to transform the official CSRD into custom presentations and
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editions.
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System Reference Document, using FOSS and the commons to transform the CSRD into custom presentations and
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editions. It is based on Old Gus' Cypher System Reference Document (OG-CSRD), available at
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<https://github.com/callmepartario/og-csrd>.
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Compatible with the Cypher System.
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18
TODO.md
18
TODO.md
@@ -1,21 +1,3 @@
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# TODO
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Stuff to take care of when I'm not doing the stuff I should be doing first.
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## Abilities
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* Control the Savage is essentially the same thing as Command Beast, where Command Beast is not referenced anywhere but
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has an interesting use of Effort tacked on to the end of it. Remove Command Beast but put the Effort usage under
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Control the Savage? Note the difference in costs, though.
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* similar problem for Bound Magic Creature/Familiar, pretty much identical powers, maybe can just change the references
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to one to the other
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* looking randomly at the A list, there's probably some stuff that needs to be resorted
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## Genres - Superheroes
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* Combine the two slightly different versions of power shifts, one has a better description but the other has stuff like
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flight, basically splice it
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## Genres - Fairytale
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* Combine the descriptor sections, the recommended and the new.
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@@ -1,10 +0,0 @@
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{
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"MARKDOWN_EXTENSIONS": [
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"extra", "sane_lists", "smarty", "toc", "attr_list", "tables", "pymdownx.tilde"
|
||||
],
|
||||
"MARKDOWN_EXTENSION_CONFIGS": {
|
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"toc": {
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"toc_depth": "2-6"
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}
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}
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}
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1
og-csrd
Submodule
1
og-csrd
Submodule
Submodule og-csrd added at 558ebc2392
251
pandoc/templates/bss-styles.html
Normal file
251
pandoc/templates/bss-styles.html
Normal file
@@ -0,0 +1,251 @@
|
||||
$if(document-css)$
|
||||
@import url('https://fonts.googleapis.com/css2?family=Jost:wght@400;500&display=swap');
|
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html {
|
||||
font-family: 'Jost', sans-serif;
|
||||
$if(fontsize)$
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font-size: $fontsize$;
|
||||
$endif$
|
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$if(linestretch)$
|
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line-height: $linestretch$;
|
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$endif$
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color: $if(fontcolor)$$fontcolor$$else$#1a1a1a$endif$;
|
||||
background-color: $if(backgroundcolor)$$backgroundcolor$$else$#fdfdfd$endif$;
|
||||
}
|
||||
body {
|
||||
margin: 0 auto;
|
||||
max-width: $if(maxwidth)$$maxwidth$$else$72em$endif$;
|
||||
padding-left: $if(margin-left)$$margin-left$$else$50px$endif$;
|
||||
padding-right: $if(margin-right)$$margin-right$$else$50px$endif$;
|
||||
padding-top: $if(margin-top)$$margin-top$$else$50px$endif$;
|
||||
padding-bottom: $if(margin-bottom)$$margin-bottom$$else$50px$endif$;
|
||||
hyphens: auto;
|
||||
overflow-wrap: break-word;
|
||||
text-rendering: optimizeLegibility;
|
||||
font-kerning: normal;
|
||||
}
|
||||
@media (max-width: 600px) {
|
||||
body {
|
||||
font-size: 0.9em;
|
||||
padding: 12px;
|
||||
}
|
||||
h1 {
|
||||
font-size: 1.8em;
|
||||
}
|
||||
}
|
||||
@media print {
|
||||
html {
|
||||
background-color: $if(backgroundcolor)$$backgroundcolor$$else$white$endif$;
|
||||
}
|
||||
body {
|
||||
background-color: transparent;
|
||||
color: black;
|
||||
font-size: 12pt;
|
||||
}
|
||||
p, h2, h3 {
|
||||
orphans: 3;
|
||||
widows: 3;
|
||||
}
|
||||
h2, h3, h4 {
|
||||
page-break-after: avoid;
|
||||
}
|
||||
}
|
||||
p {
|
||||
margin: 1em 0;
|
||||
}
|
||||
a {
|
||||
color: $if(linkcolor)$$linkcolor$$else$#1a1a1a$endif$;
|
||||
}
|
||||
a:visited {
|
||||
color: $if(linkcolor)$$linkcolor$$else$#1a1a1a$endif$;
|
||||
}
|
||||
img {
|
||||
max-width: 100%;
|
||||
}
|
||||
svg {
|
||||
height: auto;
|
||||
max-width: 100%;
|
||||
}
|
||||
h1, h2, h3, h4, h5, h6 {
|
||||
margin-top: 1.4em;
|
||||
}
|
||||
h5, h6 {
|
||||
font-size: 1em;
|
||||
}
|
||||
h6 {
|
||||
font-weight: normal;
|
||||
}
|
||||
ol, ul {
|
||||
padding-left: 1.7em;
|
||||
margin-top: 1em;
|
||||
}
|
||||
li > ol, li > ul {
|
||||
margin-top: 0;
|
||||
}
|
||||
blockquote {
|
||||
margin: 1em 0 1em 1.7em;
|
||||
padding-left: 1em;
|
||||
border-left: 2px solid #e6e6e6;
|
||||
color: #606060;
|
||||
}
|
||||
$if(abstract)$
|
||||
div.abstract {
|
||||
margin: 2em 2em 2em 2em;
|
||||
text-align: left;
|
||||
font-size: 85%;
|
||||
}
|
||||
div.abstract-title {
|
||||
font-weight: bold;
|
||||
text-align: center;
|
||||
padding: 0;
|
||||
margin-bottom: 0.5em;
|
||||
}
|
||||
$endif$
|
||||
code {
|
||||
font-family: $if(monofont)$$monofont$$else$Menlo, Monaco, Consolas, 'Lucida Console', monospace$endif$;
|
||||
$if(monobackgroundcolor)$
|
||||
background-color: $monobackgroundcolor$;
|
||||
padding: .2em .4em;
|
||||
$endif$
|
||||
font-size: 85%;
|
||||
margin: 0;
|
||||
hyphens: manual;
|
||||
}
|
||||
pre {
|
||||
margin: 1em 0;
|
||||
$if(monobackgroundcolor)$
|
||||
background-color: $monobackgroundcolor$;
|
||||
padding: 1em;
|
||||
$endif$
|
||||
overflow: auto;
|
||||
}
|
||||
pre code {
|
||||
padding: 0;
|
||||
overflow: visible;
|
||||
overflow-wrap: normal;
|
||||
}
|
||||
.sourceCode {
|
||||
background-color: transparent;
|
||||
overflow: visible;
|
||||
}
|
||||
hr {
|
||||
background-color: #1a1a1a;
|
||||
border: none;
|
||||
height: 1px;
|
||||
margin: 1em 0;
|
||||
}
|
||||
table {
|
||||
margin: 1em 0;
|
||||
border-collapse: collapse;
|
||||
width: 100%;
|
||||
overflow-x: auto;
|
||||
display: block;
|
||||
font-variant-numeric: lining-nums tabular-nums;
|
||||
}
|
||||
table caption {
|
||||
margin-bottom: 0.75em;
|
||||
}
|
||||
tbody {
|
||||
margin-top: 0.5em;
|
||||
border-top: 1px solid $if(fontcolor)$$fontcolor$$else$#1a1a1a$endif$;
|
||||
border-bottom: 1px solid $if(fontcolor)$$fontcolor$$else$#1a1a1a$endif$;
|
||||
}
|
||||
th {
|
||||
border-top: 1px solid $if(fontcolor)$$fontcolor$$else$#1a1a1a$endif$;
|
||||
padding: 0.25em 0.5em 0.25em 0.5em;
|
||||
}
|
||||
td {
|
||||
padding: 0.125em 0.5em 0.25em 0.5em;
|
||||
}
|
||||
header {
|
||||
margin-bottom: 4em;
|
||||
text-align: center;
|
||||
}
|
||||
#TOC li {
|
||||
list-style: none;
|
||||
}
|
||||
#TOC ul {
|
||||
padding-left: 1.3em;
|
||||
}
|
||||
#TOC > ul {
|
||||
padding-left: 0;
|
||||
}
|
||||
#TOC a:not(:hover) {
|
||||
text-decoration: none;
|
||||
}
|
||||
$endif$
|
||||
code{white-space: pre-wrap;}
|
||||
span.smallcaps{font-variant: small-caps;}
|
||||
div.columns{display: flex; gap: min(4vw, 1.5em);}
|
||||
div.column{flex: auto; overflow-x: auto;}
|
||||
div.hanging-indent{margin-left: 1.5em; text-indent: -1.5em;}
|
||||
/* The extra [class] is a hack that increases specificity enough to
|
||||
override a similar rule in reveal.js */
|
||||
ul.task-list[class]{list-style: none;}
|
||||
ul.task-list li input[type="checkbox"] {
|
||||
font-size: inherit;
|
||||
width: 0.8em;
|
||||
margin: 0 0.8em 0.2em -1.6em;
|
||||
vertical-align: middle;
|
||||
}
|
||||
$if(quotes)$
|
||||
q { quotes: "“" "”" "‘" "’"; }
|
||||
$endif$
|
||||
$if(displaymath-css)$
|
||||
.display.math{display: block; text-align: center; margin: 0.5rem auto;}
|
||||
$endif$
|
||||
$if(highlighting-css)$
|
||||
/* CSS for syntax highlighting */
|
||||
$highlighting-css$
|
||||
$endif$
|
||||
$if(csl-css)$
|
||||
$styles.citations.html()$
|
||||
$endif$
|
||||
|
||||
/* STYLES ON ELEMENTS FROM OG-CSRD */
|
||||
.alert {
|
||||
background-color: rgba(129, 22, 16, 0.05);
|
||||
border: 3px solid #814b48;
|
||||
padding: 0 20px;
|
||||
margin: 15px;
|
||||
}
|
||||
|
||||
.og-alert {
|
||||
background-color: rgba(122, 122, 122, 0.1);
|
||||
border: 3px solid #DDD;
|
||||
}
|
||||
|
||||
.og-sidebar {
|
||||
background-color: rgba(129, 22, 16, 0.05);
|
||||
border: 1px solid #DDD;
|
||||
border-left: 3px solid #814b48;
|
||||
padding: 0 20px;
|
||||
margin: 15px;
|
||||
}
|
||||
|
||||
.og-ed {
|
||||
background-color: rgba(122, 122, 122, 0.1);
|
||||
border: 1px solid #DDD;
|
||||
border-left: 3px solid #DDD;
|
||||
padding: 0 20px;
|
||||
margin: 15px;
|
||||
}
|
||||
|
||||
.og-ref {
|
||||
font-size: 75%;
|
||||
color: #666;
|
||||
}
|
||||
|
||||
.col-12 ul {
|
||||
column-count: 4;
|
||||
}
|
||||
|
||||
/* BSS STYLES */
|
||||
a {
|
||||
font-weight: bold;
|
||||
}
|
||||
|
||||
h1, h2, h3, h4, h5, h6 {
|
||||
color: #811610;
|
||||
text-transform: uppercase;
|
||||
line-height: 1.2em;
|
||||
}
|
||||
76
pandoc/templates/bss.html
Normal file
76
pandoc/templates/bss.html
Normal file
@@ -0,0 +1,76 @@
|
||||
<!DOCTYPE html>
|
||||
<html xmlns="http://www.w3.org/1999/xhtml" lang="$lang$" xml:lang="$lang$"$if(dir)$ dir="$dir$"$endif$>
|
||||
<head>
|
||||
<meta charset="utf-8" />
|
||||
<meta name="generator" content="pandoc" />
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes" />
|
||||
$for(author-meta)$
|
||||
<meta name="author" content="$author-meta$" />
|
||||
$endfor$
|
||||
$if(date-meta)$
|
||||
<meta name="dcterms.date" content="$date-meta$" />
|
||||
$endif$
|
||||
$if(keywords)$
|
||||
<meta name="keywords" content="$for(keywords)$$keywords$$sep$, $endfor$" />
|
||||
$endif$
|
||||
$if(description-meta)$
|
||||
<meta name="description" content="$description-meta$" />
|
||||
$endif$
|
||||
<title>$if(title-prefix)$$title-prefix$ – $endif$$pagetitle$</title>
|
||||
<style>
|
||||
$bss-styles.html()$
|
||||
</style>
|
||||
$for(css)$
|
||||
<link rel="stylesheet" href="$css$" />
|
||||
$endfor$
|
||||
$for(header-includes)$
|
||||
$header-includes$
|
||||
$endfor$
|
||||
$if(math)$
|
||||
$if(mathjax)$
|
||||
<script src="https://polyfill.io/v3/polyfill.min.js?features=es6"></script>
|
||||
$endif$
|
||||
$math$
|
||||
$endif$
|
||||
<!--[if lt IE 9]>
|
||||
<script src="//cdnjs.cloudflare.com/ajax/libs/html5shiv/3.7.3/html5shiv-printshiv.min.js"></script>
|
||||
<![endif]-->
|
||||
</head>
|
||||
<body>
|
||||
$for(include-before)$
|
||||
$include-before$
|
||||
$endfor$
|
||||
$if(title)$
|
||||
<header id="title-block-header">
|
||||
<h1 class="title">$title$</h1>
|
||||
$if(subtitle)$
|
||||
<p class="subtitle">$subtitle$</p>
|
||||
$endif$
|
||||
$for(author)$
|
||||
<p class="author">$author$</p>
|
||||
$endfor$
|
||||
$if(date)$
|
||||
<p class="date">$date$</p>
|
||||
$endif$
|
||||
$if(abstract)$
|
||||
<div class="abstract">
|
||||
<div class="abstract-title">$abstract-title$</div>
|
||||
$abstract$
|
||||
</div>
|
||||
$endif$
|
||||
</header>
|
||||
$endif$
|
||||
$if(toc)$
|
||||
<nav id="$idprefix$TOC" role="doc-toc">
|
||||
$if(toc-title)$
|
||||
<h2 id="$idprefix$toc-title">$toc-title$</h2>
|
||||
$endif$
|
||||
$table-of-contents$
|
||||
</nav>
|
||||
$endif$
|
||||
$body$
|
||||
$for(include-after)$
|
||||
$include-after$
|
||||
$endfor$
|
||||
</body>
|
||||
</html>
|
||||
@@ -1,10 +0,0 @@
|
||||
--- _tmp/ccsrd.md 2025-04-03 23:35:35.302917472 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-04-03 23:39:04.112026972 -0500
|
||||
@@ -1,4 +1,6 @@
|
||||
-CYPHER SYSTEM REFERENCE DOCUMENT 2024-07-02
|
||||
+COMMONS CYPHER SYSTEM REFERENCE DOCUMENT v0.0.1
|
||||
+
|
||||
+Compatible with the Cypher System. Based on the Cypher System Reference Document, 2024-07-02.
|
||||
|
||||
How to Play the Cypher System
|
||||
|
||||
69
patches/base/001-remove-OG-CSRD-navbar.patch
Normal file
69
patches/base/001-remove-OG-CSRD-navbar.patch
Normal file
@@ -0,0 +1,69 @@
|
||||
--- _tmp/ccsrd.md 2025-07-19 15:35:30.891109726 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-07-19 17:36:03.342399560 -0500
|
||||
@@ -1,66 +1,3 @@
|
||||
-::: container-xxl
|
||||
-[OG-CSRD](#top){.navbar-brand}
|
||||
-
|
||||
-::: {.form-check .form-switch .ms-auto .mt-2 .me-2 .float-end aria-hidden="true"}
|
||||
-{.og-icon .img-light .d-block} {.og-icon .img-dark
|
||||
-.d-block}
|
||||
-:::
|
||||
-
|
||||
-[]{.navbar-toggler-icon}
|
||||
-
|
||||
-::: {#navbarNavDarkDropdown .collapse .navbar-collapse}
|
||||
-- [Characters](#){#og-navbar-characters .nav-link .dropdown-toggle role="button" bs-toggle="dropdown"
|
||||
- aria-expanded="false"}
|
||||
- - [Creating Your Character](#choose-characters){.dropdown-item}
|
||||
- - [Skills](#choose-skills){.dropdown-item}
|
||||
- - [Type](#choose-type){.dropdown-item}
|
||||
- - [Flavor](#choose-flavor){.dropdown-item}
|
||||
- - [Descriptor](#choose-descriptor){.dropdown-item}
|
||||
- - [Focus](#choose-focus){.dropdown-item}
|
||||
- - [Abilities](#choose-abilities){.dropdown-item}
|
||||
- - [Character Arcs](#choose-character-arc){.dropdown-item}
|
||||
- - [Character Advancement](#character-advancement){.dropdown-item}
|
||||
-- [Resources](#){#og-navbar-resources .nav-link .dropdown-toggle role="button" bs-toggle="dropdown"
|
||||
- aria-expanded="false"}
|
||||
- - [Equipment](#choose-equipment){.dropdown-item}
|
||||
- - [Experience Points (XP)](#choose-xp){.dropdown-item}
|
||||
- - [Cyphers](#choose-cyphers){.dropdown-item}
|
||||
- - [Artifacts](#choose-artifacts){.dropdown-item}
|
||||
- - [Followers and Factions](#choose-followers){.dropdown-item}
|
||||
- - [Vehicles](#choose-vehicles){.dropdown-item}
|
||||
-- [Genres](#){#og-navbar-genres .nav-link .dropdown-toggle role="button" bs-toggle="dropdown" aria-expanded="false"}
|
||||
- - [Fairy Tale](#choose-fairy-tale){.dropdown-item}
|
||||
- - [Fantasy](#choose-fantasy){.dropdown-item}
|
||||
- - [Historical](#choose-historical){.dropdown-item}
|
||||
- - [Horror](#choose-horror){.dropdown-item}
|
||||
- - [Modern](#choose-modern){.dropdown-item}
|
||||
- - [Modern Magic](#choose-modern-magic){.dropdown-item}
|
||||
- - [Post-Apocalyptic](#choose-post-apocalyptic){.dropdown-item}
|
||||
- - [Romance](#choose-romance){.dropdown-item}
|
||||
- - [Science Fiction](#choose-science-fiction){.dropdown-item}
|
||||
- - [Superheroes](#choose-superheroes){.dropdown-item}
|
||||
- - [Weird West](#choose-weird-west){.dropdown-item}
|
||||
-- [Rules](#){#og-navbar-rules .nav-link .dropdown-toggle role="button" bs-toggle="dropdown" aria-expanded="false"}
|
||||
- - [How to Play](#choose-how-to-play-the-cypher-system){.dropdown-item}
|
||||
- - [Key Concepts](#key-concepts){.dropdown-item}
|
||||
- - [Rules of the Game](#choose-rules){.dropdown-item}
|
||||
- - [Optional Rules](#choose-optional-rules){.dropdown-item}
|
||||
- - [Running the Cypher System](#choose-running-the-cypher-system){.dropdown-item}
|
||||
- - [Creatures and NPCs](#choose-creatures){.dropdown-item}
|
||||
- - [GM Intrusion](#choose-gm-intrusion){.dropdown-item}
|
||||
- - [Hazards](#choose-hazards){.dropdown-item}
|
||||
- - [Cypher Shorts](#choose-cypher-shorts){.dropdown-item}
|
||||
- - [FAQ](#faq){.dropdown-item}
|
||||
-- [Tools](#){#og-navbar-tools .nav-link .dropdown-toggle role="button" bs-toggle="dropdown" aria-expanded="false"}
|
||||
- - [Index](#choose-index){.dropdown-item}
|
||||
- - [Character Sentence Generator](#character-sentence-generator){.dropdown-item}
|
||||
- - [PDFs](#pdfs){.dropdown-item}
|
||||
- - [Player\'s Guide](og-cspg.html){.dropdown-item}
|
||||
- - [Daft Drafts](og-dd.html){.dropdown-item}
|
||||
- - [What\'s in the Book?](#choose-products){.dropdown-item}
|
||||
-:::
|
||||
-:::
|
||||
-
|
||||
::: {#og-content .container-xxl .rounded-3 .mt-1 .mb-1 .print-across}
|
||||
::: {.ps-3 role="main"}
|
||||
::: {#part0}
|
||||
@@ -1,26 +0,0 @@
|
||||
--- _tmp/ccsrd.md 2025-06-18 23:54:34.521487819 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-06-18 23:55:16.636732890 -0500
|
||||
@@ -81356,3 +81356,23 @@
|
||||
It’s not hard to imagine how you could modify this scenario slightly for the science fiction genre using a space station
|
||||
rather than a skyscraper. You could also have one of the PCs be an undercover FBI agent on the lookout for the
|
||||
terrorist, or even an undercover foreign agent working for the terrorist
|
||||
+
|
||||
+Legal Information
|
||||
+
|
||||
+This tabletop roleplaying game material incorporates material from the Cypher System Reference Document and from the
|
||||
+community of Cypher System players. The Cypher System Reference Document is made available under the terms of the Cypher
|
||||
+System Open License, which requires the following disclaimer:
|
||||
+
|
||||
+> This product is an independent production and is not affiliated with Monte Cook Games, LLC. It is published under the
|
||||
+> Cypher System Open License, found at <http://csol.montecookgames.com>.
|
||||
+>
|
||||
+> CYPHER SYSTEM and its logo are trademarks of Monte Cook Games, LLC in the U.S.A. and other countries. All Monte Cook
|
||||
+> Games characters and character names, and the distinctive likenesses thereof, are trademarks of Monte Cook Games, LLC.
|
||||
+
|
||||
+The additions, modifications, errata, editoral notes, and the like not present in the CSRD that add to, subtract from,
|
||||
+or annotate the contents of the CSRD, including formatting and organizational changes, are bound by the restrictions of
|
||||
+the CSOL but made available under the terms of the Creative Commons Attribution-ShareAlike 4.0 International license. As
|
||||
+such, this game material is available under *the combination* of the CSOL and the CC BY-SA 4.0 licenses. You must adhere
|
||||
+to both licenses' terms to share the CCSRD or its derivatives.
|
||||
+
|
||||
+Modifications to CSRD content and non-CSRD content remain copyright their author(s).
|
||||
559
patches/base/002-remove-OG-DD-references.patch
Normal file
559
patches/base/002-remove-OG-DD-references.patch
Normal file
@@ -0,0 +1,559 @@
|
||||
--- _tmp/ccsrd.md 2025-07-19 18:45:48.063798325 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-07-19 19:06:14.834531837 -0500
|
||||
@@ -6,7 +6,6 @@
|
||||
version 2.00h (2025-07-19)
|
||||
|
||||
- [Player\'s Guide: OG-CSPG](og-cspg.html){.btn .mt-1 .mb-1 .border}
|
||||
-- [Original Content: OG-DD](og-dd.html){.btn .mt-1 .mb-1 .border}
|
||||
- [Github](https://github.com/callmepartario/og-csrd){.btn .mt-1 .mb-1 .border}
|
||||
- [☕ Ko-fi](https://ko-fi.com/oldgus){.btn .mt-1 .mb-1 .border}
|
||||
|
||||
@@ -127,7 +126,6 @@
|
||||
|
||||
- [OG-CSRD](#choose-editorial-additions) [(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}[(OG-CSRD)]{.og-ref
|
||||
.og-ref-og}
|
||||
-- [Old Gus\' Daft Drafts](og-dd.html) [(Old Gus\' Daft Drafts)]{.og-ref .og-ref-og}[(OG-DD)]{.og-ref .og-ref-og}
|
||||
|
||||
::: {.alert .ps-4 .pb-0}
|
||||
Alerts include definitions, optional rules, play examples, or other useful information.
|
||||
@@ -4213,19 +4211,6 @@
|
||||
*See also: [Planar Character Options --- Descriptors](#planar-character-options-descriptors) and [Planar Character
|
||||
Options --- Foci](#planar-character-options-foci)*
|
||||
|
||||
-##### Old Gus\' Daft Drafts --- Flavors[[]{.og-icon .og-csrd-read .ms-1 toggle="tooltip" title="Read Online"}](og-dd.html){aria-label="Read Online"}[](#og-dd-flavors "Permalink"){.og-h-anchor aria-hidden="true"} {#og-dd-flavors .og-h-small .og-h-small-icon .og-border}
|
||||
-
|
||||
-*A collection of free, online options for your best game ever!*
|
||||
-
|
||||
-- [Crafter](og-dd.html#flavor-crafter) [(OG-DD)]{.og-ref .og-ref-og}
|
||||
-- [Fey](og-dd.html#flavor-fey) [(OG-DD)]{.og-ref .og-ref-og}
|
||||
-- [Improbability](og-dd.html#flavor-improbability) [(OG-DD)]{.og-ref .og-ref-og}
|
||||
-- [Psionic](og-dd.html#flavor-psionic) [(OG-DD)]{.og-ref .og-ref-og}
|
||||
-- [Ritualist](og-dd.html#flavor-ritualist) [(OG-DD)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-*See also: [Old Gus\' Daft Drafts --- Descriptors](#og-dd-descriptors), [Old Gus\' Draft Drafts --- Foci](#og-dd-foci),
|
||||
-and [Old Gus\' Draft Drafts --- What\'s in the Book?](#og-dd-product)*
|
||||
-
|
||||
------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
### [Chapter 7]{.og-chap} Descriptor
|
||||
@@ -6258,7 +6243,6 @@
|
||||
- [Numenera: The Octopi of the Ninth World](#octopi-of-the-ninth-world-descriptors)
|
||||
- [Torment: Tides of Numenera---The Explorer\'s Guide](#torment-the-explorers-guide-descriptors)
|
||||
- [Old Gods of Appalachia](#old-gods-of-appalachia-descriptors)
|
||||
-- [Old Gus\' Daft Drafts](#og-dd-descriptors)
|
||||
- [Path of the Planebreaker](#path-of-the-planebreaker-descriptors)
|
||||
- [Planar Character Options](#planar-character-options-descriptors)
|
||||
- [Predation](#predation-descriptors)
|
||||
@@ -6822,46 +6806,6 @@
|
||||
Foci](#old-gods-of-appalachia-foci), and [Old Gods of Appalachia --- What\'s in the
|
||||
Book?](#old-gods-of-appalachia-product)*
|
||||
|
||||
-##### Old Gus\' Daft Drafts --- Descriptors[[]{.og-icon .og-csrd-read .ms-1 toggle="tooltip" title="Read Online"}](og-dd.html){aria-label="Read Online"}[](#og-dd-descriptors "Permalink"){.og-h-anchor aria-hidden="true"} {#og-dd-descriptors .og-h-small .og-h-small-icon .og-border}
|
||||
-
|
||||
-*A collection of free, online options for your best game ever!*
|
||||
-
|
||||
-- [Hopeless](og-dd.html#descriptor-hopeless) [(OG-DD)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-Fantasy and Fairy Tale Descriptors
|
||||
-
|
||||
-- [Boggle](og-dd.html#descriptor-boggle) [(OG-DD)]{.og-ref .og-ref-og}
|
||||
-- [Centaur](og-dd.html#descriptor-centaur) [(OG-DD)]{.og-ref .og-ref-og}
|
||||
-- [Gwaloth](og-dd.html#descriptor-gwaloth) [(OG-DD)]{.og-ref .og-ref-og}
|
||||
-- [Ikwiikwii](og-dd.html#descriptor-ikwiikwii) [(OG-DD)]{.og-ref .og-ref-og}
|
||||
-- [Pixie](og-dd.html#descriptor-pixie) [(OG-DD)]{.og-ref .og-ref-og}
|
||||
-- [Siren](og-dd.html#descriptor-siren) [(OG-DD)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-Science Fiction Species Descriptors
|
||||
-
|
||||
-- [Asgardian](og-dd.html#descriptor-asgardian) [(OG-DD)]{.og-ref .og-ref-og}
|
||||
-- [Dweenle](og-dd.html#descriptor-dweenle) [(OG-DD)]{.og-ref .og-ref-og}
|
||||
-- [Elowarin](og-dd.html#descriptor-elowarin) [(OG-DD)]{.og-ref .og-ref-og}
|
||||
-- [Gazurtoid](og-dd.html#descriptor-gazurtoid) [(OG-DD)]{.og-ref .og-ref-og}
|
||||
-- [G\'nunk](og-dd.html#descriptor-gnunk) [(OG-DD)]{.og-ref .og-ref-og}
|
||||
-- [Humna-humna](og-dd.html#descriptor-Humna-humna) [(OG-DD)]{.og-ref .og-ref-og}
|
||||
-- [Kaillerian](og-dd.html#descriptor-kaillerian) [(OG-DD)]{.og-ref .og-ref-og}
|
||||
-- [Mechan](og-dd.html#descriptor-mechan) [(OG-DD)]{.og-ref .og-ref-og}
|
||||
-- [Nekros](og-dd.html#descriptor-nekros) [(OG-DD)]{.og-ref .og-ref-og}
|
||||
-- [Nirrex](og-dd.html#descriptor-nirrex) [(OG-DD)]{.og-ref .og-ref-og}
|
||||
-- [Olnosi](og-dd.html#descriptor-olnosi) [(OG-DD)]{.og-ref .og-ref-og}
|
||||
-- [Queeg](og-dd.html#descriptor-queeg) [(OG-DD)]{.og-ref .og-ref-og}
|
||||
-- [Qhil](og-dd.html#descriptor-qhil) [(OG-DD)]{.og-ref .og-ref-og}
|
||||
-- [Scro](og-dd.html#descriptor-scro) [(OG-DD)]{.og-ref .og-ref-og}
|
||||
-- [Spemin](og-dd.html#descriptor-spemin) [(OG-DD)]{.og-ref .og-ref-og}
|
||||
-- [Tabriz](og-dd.html#descriptor-tabriz) [(OG-DD)]{.og-ref .og-ref-og}
|
||||
-- [Thrynn](og-dd.html#descriptor-thrynn) [(OG-DD)]{.og-ref .og-ref-og}
|
||||
-- [Veloxi](og-dd.html#descriptor-veloxi) [(OG-DD)]{.og-ref .og-ref-og}
|
||||
-- [Yloi](og-dd.html#descriptor-yloi) [(OG-DD)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-*See also: [Old Gus\' Draft Drafts --- Foci](#og-dd-foci), [Old Gus\' Draft Drafts --- Flavors](#og-dd-flavors), and
|
||||
-[Old Gus\' Draft Drafts --- What\'s in the Book?](#og-dd-product)*
|
||||
-
|
||||
##### Path of the Planebreaker --- Descriptors[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/path-of-the-planebreaker/){aria-label="Purchase Path of the Planebreaker"}[](#path-of-the-planebreaker-descriptors "Permalink"){.og-h-anchor aria-hidden="true"} {#path-of-the-planebreaker-descriptors .og-h-small .og-h-small-icon .og-border}
|
||||
|
||||
*Unlock the mysteries of the planes!*
|
||||
@@ -12148,7 +12092,6 @@
|
||||
- [Numenera: The Octopi of the Ninth World](#octopi-of-the-ninth-world-foci)
|
||||
- [Torment: Tides of Numenera---The Explorer\'s Guide](#torment-the-explorers-guide-foci)
|
||||
- [Old Gods of Appalachia](#old-gods-of-appalachia-foci)
|
||||
-- [Old Gus\' Daft Drafts](#og-dd-foci)
|
||||
- [Path of the Planebreaker](#path-of-the-planebreaker-foci)
|
||||
- [Planar Character Options](#planar-character-options-foci)
|
||||
- [Predation](#predation-foci)
|
||||
@@ -12589,22 +12532,6 @@
|
||||
91)]{.og-ref} ability should be a tier 5 ability instead of tier 4.
|
||||
:::
|
||||
|
||||
-##### Old Gus\' Daft Drafts --- Foci[[]{.og-icon .og-csrd-read .ms-1 toggle="tooltip" title="Read Online"}](og-dd.html){aria-label="Read Online"}[](#og-dd-foci "Permalink"){.og-h-anchor aria-hidden="true"} {#og-dd-foci .og-h-small .og-h-small-icon .og-border}
|
||||
-
|
||||
-*A collection of free, online options for your best game ever!*
|
||||
-
|
||||
-- [Accelerates Entropy](og-dd.html#focus-accelerates-entropy) [(OG-DD)]{.og-ref .og-ref-og}
|
||||
-- [Bears a Curse of Stone](og-dd.html#focus-bears-a-curse-of-stone) [(OG-DD)]{.og-ref .og-ref-og}
|
||||
-- [Blows in the Wind](og-dd.html#focus-blows-in-the-wind) [(OG-DD)]{.og-ref .og-ref-og}
|
||||
-- [Can Devour Anything](og-dd.html#focus-can-devour-anything) [(OG-DD)]{.og-ref .og-ref-og}
|
||||
-- [Chases Tales](og-dd.html#focus-chases-tales) [(OG-DD)]{.og-ref .og-ref-og}
|
||||
-- [Has Unfinished Business](og-dd.html#focus-has-unfinished-business) [(OG-DD)]{.og-ref .og-ref-og}
|
||||
-- [Hoards Dross](og-dd.html#focus-hoards-dross) [(OG-DD)]{.og-ref .og-ref-og}
|
||||
-- [Prepares Delicacies](og-dd.html#focus-prepares-delicacies) [(OG-DD)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-*See also: [Old Gus\' Draft Drafts --- Descriptors](#og-dd-descriptors), [Old Gus\' Draft Drafts ---
|
||||
-Flavors](#og-dd-flavors), and [Old Gus\' Draft Drafts --- What\'s in the Book?](#og-dd-product)*
|
||||
-
|
||||
##### Path of the Planebreaker --- Foci[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/path-of-the-planebreaker/){aria-label="Purchase Path of the Planebreaker"}[](#path-of-the-planebreaker-foci "Permalink"){.og-h-anchor aria-hidden="true"} {#path-of-the-planebreaker-foci .og-h-small .og-h-small-icon .og-border}
|
||||
|
||||
*Unlock the mysteries of the planes!*
|
||||
@@ -25961,11 +25888,6 @@
|
||||
- [Youth](#ability-cantrip-youth) [(IOM, 87)]{.og-ref}
|
||||
:::
|
||||
|
||||
-::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
-**Editor\'s Notes ---** [Old Gus\' Daft Drafts](og-dd.html) includes a few [additional
|
||||
-cantrips](og-dd.html#choose-abilities).
|
||||
-:::
|
||||
-
|
||||
[(It\'s Only Magic, page 82)]{.og-ref}
|
||||
|
||||
Cantrips are simple, low-powered spells that almost anyone can learn. In a [modern fantasy](#choose-modern-magic)
|
||||
@@ -27901,11 +27823,6 @@
|
||||
- [Running the Game: Artifacts](#running-the-game-artifacts) [(421)]{.og-ref}
|
||||
:::
|
||||
|
||||
-::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
-**Editor\'s Notes ---** There are even more [artifacts](og-dd.html#chapter-10-artifacts) in [Old Gus\' Daft
|
||||
-Drafts](og-dd.html).
|
||||
-:::
|
||||
-
|
||||
[(Cypher System Rulebook, page 204)]{.og-ref}
|
||||
|
||||
Artifacts are more powerful than equipment and can\'t simply be purchased. [Part 3: Genres](#part-3-genres) offers a few
|
||||
@@ -33263,11 +33180,6 @@
|
||||
- [Selecting Coven Abilities](#covens-abilities) [(IOM, 89)]{.og-ref}
|
||||
:::
|
||||
|
||||
-::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
-**Editor\'s Notes ---** The [psionic cults](og-dd.html#psionic-cults) in [Old Gus\' Daft Drafts](og-dd.html) provide
|
||||
-another example of applying the coven framework.
|
||||
-:::
|
||||
-
|
||||
[(It\'s Only Magic, page 88)]{.og-ref}
|
||||
|
||||
Magic is a community affair, and magicians are more powerful in groups. A coven is a group of three or more magicians
|
||||
@@ -35137,11 +35049,6 @@
|
||||
- [Modern Magic](#choose-modern-magic) [(IOM, 36)]{.og-ref}
|
||||
:::
|
||||
|
||||
-::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
-**Editor\'s Notes ---** Depending on the setting, character options from [Old Gus\' Daft Drafts](#g-dd.html) might be
|
||||
-appropriate.
|
||||
-:::
|
||||
-
|
||||
[(Cypher System Rulebook, page 252)]{.og-ref}
|
||||
|
||||
For our purposes, fantasy is any genre that has magic, or something so inexplicable it might as well be magic. The sort
|
||||
@@ -35220,11 +35127,6 @@
|
||||
- [Works Miracles](#focus-works-miracles) [(79)]{.og-ref}
|
||||
:::
|
||||
|
||||
-::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
-**Editor\'s Notes ---** [Foci](#og-dd-foci) and [Flavors](#og-dd-flavors) from [Old Gus\' Daft Drafts](og-dd.html) also
|
||||
-make good character options in a fantasy setting.
|
||||
-:::
|
||||
-
|
||||
------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
#### Fantasy Character Options[](#fantasy-character-options "Permalink"){.og-h-anchor aria-hidden="true"}
|
||||
@@ -35281,11 +35183,6 @@
|
||||
Moon](#focus-howls-at-the-moon) or [Sheds Their Skin](#focus-sheds-their-skin). For one who loves throwing bombs, choose
|
||||
[Bears a Halo of Fire](#focus-bears-a-halo-of-fire). For a healer, choose [Works Miracles](#focus-works-miracles).
|
||||
|
||||
-::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
-**Editor\'s Notes ---** The [crafter flavor](og-dd.html#flavor-crafter) in [Old Gus\' Daft Drafts](og-dd.html) is also
|
||||
-good way to allow any PC to become an versatile craftsperson.
|
||||
-:::
|
||||
-
|
||||
###### Artificer or Scholar[](#fantasy-character-artificer "Permalink"){.og-h-anchor aria-hidden="true"} {#fantasy-character-artificer}
|
||||
|
||||
[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
@@ -35297,11 +35194,6 @@
|
||||
Objects](#focus-crafts-unique-objects), [Learns Quickly](#focus-learns-quickly), [Spits Fire and
|
||||
Lead](#focus-spits-fire-and-lead), and [Would Rather Be Reading](#focus-would-rather-be-reading).
|
||||
|
||||
-::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
-**Editor\'s Notes ---** The [crafter flavor](og-dd.html#flavor-crafter) in [Old Gus\' Daft Drafts](og-dd.html) is also
|
||||
-good way to allow any PC to become an versatile craftsperson.
|
||||
-:::
|
||||
-
|
||||
###### Assassin or Spy[](#fantasy-character-assassin-spy "Permalink"){.og-h-anchor aria-hidden="true"} {#fantasy-character-assassin-spy}
|
||||
|
||||
[(Godforsaken, page 20)]{.og-ref}
|
||||
@@ -35332,11 +35224,6 @@
|
||||
Away](#focus-gambles-it-all-away), [Helps Their Friends](#focus-helps-their-friends), [Infiltrates](#focus-infiltrates),
|
||||
[Lived Among the Fey](#focus-lived-among-the-fey), and [Masters Spells](#focus-masters-spells).
|
||||
|
||||
-::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
-**Editor\'s Notes ---** The [fey flavor](og-dd.html#flavor-fey) in [Old Gus\' Daft Drafts](og-dd.html) is also good way
|
||||
-to give a bard additional magic.
|
||||
-:::
|
||||
-
|
||||
###### Cleric or Priest[](#fantasy-character-cleric-or-priest "Permalink"){.og-h-anchor aria-hidden="true"} {#fantasy-character-cleric-or-priest}
|
||||
|
||||
[(Godforsaken, page 20)]{.og-ref}[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
@@ -35368,11 +35255,6 @@
|
||||
- **Cleric (war):** [Masters Weaponry](#focus-masters-weaponry) (also see options for
|
||||
[fighters](#fantasy-character-fighter))
|
||||
|
||||
-::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
-**Editor\'s Notes ---** The [ritualist flavor](og-dd.html#flavor-ritualist) in [Old Gus\' Daft Drafts](og-dd.html) is
|
||||
-also good way to give a cleric abilities related to [ritual magic](#ritual-magic).
|
||||
-:::
|
||||
-
|
||||
###### Druid[](#fantasy-character-druid "Permalink"){.og-h-anchor aria-hidden="true"} {#fantasy-character-druid}
|
||||
|
||||
[(Godforsaken, page 21)]{.og-ref}[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
@@ -35399,11 +35281,6 @@
|
||||
- **Druid (transformation):** [Abides in Stone](#focus-abides-in-stone), [Takes Animal
|
||||
Shape](#focus-takes-animal-shape), [Walks the Wild Woods](#focus-walks-the-wild-woods)
|
||||
|
||||
-::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
-**Editor\'s Notes ---** The [fey flavor](og-dd.html#flavor-fey) and [ritualist flavor](og-dd.html#flavor-ritualist) in
|
||||
-[Old Gus\' Daft Drafts](og-dd.html) are appropriate choices for a druid.
|
||||
-:::
|
||||
-
|
||||
###### Fighter[](#fantasy-character-fighter "Permalink"){.og-h-anchor aria-hidden="true"} {#fantasy-character-fighter}
|
||||
|
||||
[(Godforsaken, page 21)]{.og-ref}
|
||||
@@ -35452,11 +35329,6 @@
|
||||
[Speaker](#type-speaker). A particularly wealthy or already established merchant might choose [Descends from
|
||||
Nobility](#focus-descends-from-nobility) or [Is Idolized by Millions](#focus-is-idolized-by-millions) foci.
|
||||
|
||||
-::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
-**Editor\'s Notes ---** The [crafter flavor](og-dd.html#flavor-crafter) in [Old Gus\' Daft Drafts](og-dd.html) is a good
|
||||
-way to give a merchant a practical set of skills and abilities.
|
||||
-:::
|
||||
-
|
||||
###### Monk or Martial Artist[](#fantasy-character-monk-or-martial-artist "Permalink"){.og-h-anchor aria-hidden="true"} {#fantasy-character-monk-or-martial-artist}
|
||||
|
||||
[(Godforsaken, page 22)]{.og-ref}[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
@@ -35489,11 +35361,6 @@
|
||||
Beyond](#focus-sees-beyond), [Separates Mind From Body](#focus-separates-mind-from-body), [Siphons
|
||||
Power](#focus-siphons-power), and [Wields Invisible Force](#focus-wields-invisible-force).
|
||||
|
||||
-::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
-**Editor\'s Notes ---** The [psionic flavor](og-dd.html#flavor-psionic) in [Old Gus\' Daft Drafts](og-dd.html) is also
|
||||
-good way to assign psionic powers to a character.
|
||||
-:::
|
||||
-
|
||||
###### Ranger[](#fantasy-character-ranger "Permalink"){.og-h-anchor aria-hidden="true"} {#fantasy-character-ranger}
|
||||
|
||||
[(Godforsaken, page 22)]{.og-ref}[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
@@ -35506,11 +35373,6 @@
|
||||
Wind](#focus-rides-like-the-wind), [Throws With Deadly Accuracy](#focus-throws-with-deadly-accuracy), and [Wields Two
|
||||
Weapons at Once](#focus-wields-two-weapons-at-once).
|
||||
|
||||
-::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
-**Editor\'s Notes ---** The [fey flavor](og-dd.html#flavor-fey) in [Old Gus\' Daft Drafts](og-dd.html) is also a good
|
||||
-choice for a ranger who has spent some time wandering the fey wilds.
|
||||
-:::
|
||||
-
|
||||
###### Rogue or Thief[](#fantasy-character-rogue-or-thief "Permalink"){.og-h-anchor aria-hidden="true"} {#fantasy-character-rogue-or-thief}
|
||||
|
||||
[(Godforsaken, page 22)]{.og-ref}[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
@@ -35592,11 +35454,6 @@
|
||||
and [Was Foretold](#focus-was-foretold), but (depending on the patron and pact) most
|
||||
[sorcerer](#fantasy-character-sorcerer) and [wizard](#fantasy-character-wizard) foci work just as well.
|
||||
|
||||
-::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
-**Editor\'s Notes ---** The [ritualist flavor](og-dd.html#flavor-ritualist) in [Old Gus\' Daft Drafts](og-dd.html) is
|
||||
-also good way to give a warlock or witch abilities related to [ritual magic](#ritual-magic).
|
||||
-:::
|
||||
-
|
||||
###### Wild Mage[](#fantasy-character-wild-mage "Permalink"){.og-h-anchor aria-hidden="true"} {#fantasy-character-wild-mage}
|
||||
|
||||
[(Godforsaken, page 20)]{.og-ref}[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
@@ -35605,11 +35462,6 @@
|
||||
[Speaker](#type-speaker) with the [cozy magic flavor](#flavor-cozy-magic)or [magic flavor](#flavor-magic). The best
|
||||
focus that suits this theme is [Uses Wild Magic](#focus-uses-wild-magic).
|
||||
|
||||
-::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
-**Editor\'s Notes ---** The [improbability flavor](og-dd.html#flavor-improbability) in [Old Gus\' Daft
|
||||
-Drafts](og-dd.html) is also good way to make a wild mage even more unpredictable.
|
||||
-:::
|
||||
-
|
||||
###### Wizard[](#fantasy-character-wizard "Permalink"){.og-h-anchor aria-hidden="true"} {#fantasy-character-wizard}
|
||||
|
||||
[(Godforsaken, page 20)]{.og-ref}[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
@@ -35656,11 +35508,6 @@
|
||||
- **Wizard (transmuter):** [Controls Gravity](#focus-controls-gravity), [Focuses Mind Over
|
||||
Matter](#focus-focuses-mind-over-matter), [Takes Animal Shape](#focus-takes-animal-shape)
|
||||
|
||||
-::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
-**Editor\'s Notes ---** The [ritualist flavor](og-dd.html#flavor-ritualist) in [Old Gus\' Daft Drafts](og-dd.html) is
|
||||
-also good way to give a wizard abilities related to [ritual magic](#ritual-magic).
|
||||
-:::
|
||||
-
|
||||
------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
#### Fantasy Species Descriptors[](#fantasy-species-descriptors "Permalink"){.og-h-anchor aria-hidden="true"}
|
||||
@@ -36139,7 +35986,7 @@
|
||||
supernatural [abilities](#choose-abilities) for 4 [XP](#choose-xp), and pay for their use just as they would any
|
||||
other---using their stat [Pool](#pool) points (as described in [More Powerful Psionics](#more-powerful-psionics)).
|
||||
PCs using abilities in this way might learn them from a [coven](#covens)---which might take the form of a magic
|
||||
- university, a secret society of like-minded wizards, or a [psionic cult](og-dd.html#psionic-cults).
|
||||
+ university, a secret society of like-minded wizards, or a psionic cult.
|
||||
|
||||
- **Tier-Based Limits:** The GM might determine PCs can learn (and
|
||||
[prepare](#spellcasting-prepared-vs-spontaneous-spellcasting), if necessary) a number of supernatural
|
||||
@@ -36455,11 +36302,6 @@
|
||||
- [Perilous Venture](#horror-rules-perilous-venture) [(SA, 92)]{.og-ref}
|
||||
:::
|
||||
|
||||
-::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
-**Editor\'s Note ---** The [ritualist flavor](og-dd.html#flavor-ritualist) in [Old Gus\' Daft Drafts](og-dd.html)
|
||||
-provides any character the ability to master ritual magic.
|
||||
-:::
|
||||
-
|
||||
##### Time[](#ritual-magic-time "Permalink"){.og-h-anchor aria-hidden="true"} {#ritual-magic-time}
|
||||
|
||||
[(Godforsaken, page 56)]{.og-ref}
|
||||
@@ -41632,10 +41474,6 @@
|
||||
[historical](#choose-historical), [modern](#choose-modern), [fantasy](#choose-fantasy), [horror](#choose-horror), or
|
||||
[weird west](#choose-weird-west) genres.
|
||||
|
||||
-::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
-**Editor\'s Notes ---** Character options from [Old Gus\' Daft Drafts](og-dd.html) might also be appropriate.
|
||||
-:::
|
||||
-
|
||||
::: {.alert .ps-4 .pb-0}
|
||||
###### Modern Magic Flavors[](#modern-magic-flavors "Permalink"){.og-h-anchor aria-hidden="true"}
|
||||
|
||||
@@ -44408,11 +44246,6 @@
|
||||
- [Post-Apocalyptic](#choose-post-apocalyptic) [(295)]{.og-ref}
|
||||
:::
|
||||
|
||||
-::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
-**Editor\'s Notes ---** Depending on the setting, [Old Gus\' Daft Drafts Descriptors](#og-dd-descriptors) might be
|
||||
-appropriate.
|
||||
-:::
|
||||
-
|
||||
[(Cypher System Rulebook, page 270)]{.og-ref}
|
||||
|
||||
Science fiction is an incredibly broad category. It covers UFOs, space opera, near-future dystopias, otherworldly epics,
|
||||
@@ -44661,11 +44494,6 @@
|
||||
- [Wields Invisible Force](#focus-wields-invisible-force) [(CTS, 48)]{.og-ref}
|
||||
:::
|
||||
|
||||
-::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
-**Editor\'s Notes ---** For more psionics character options, see the [psionic flavor](og-dd.html#flavor-psionic) and
|
||||
-[psionic cults](og-dd.html#psionic-cults) in [Old Gus\' Daft Drafts](og-dd.html).
|
||||
-:::
|
||||
-
|
||||
##### Science Fiction Species Descriptors[](#science-fiction-species-descriptors "Permalink"){.og-h-anchor aria-hidden="true"}
|
||||
|
||||
[(Cypher System Rulebook, page 279)]{.og-ref}
|
||||
@@ -44752,11 +44580,6 @@
|
||||
- [Stress](#horror-rules-stress) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
:::
|
||||
|
||||
-::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
-**Editor\'s Notes ---** For more on psionics, see the [psionic flavor](og-dd.html#flavor-psionic) and [psionic
|
||||
-cults](og-dd.html#psionic-cults) in [Old Gus\' Daft Drafts](og-dd.html).
|
||||
-:::
|
||||
-
|
||||
[(The Stars are Fire, page 50)]{.og-ref}
|
||||
|
||||
Through sheer force of will, a psionic character can unleash inborn mental abilities such as telepathy, precognition,
|
||||
@@ -47338,11 +47161,6 @@
|
||||
- [Vehicular Movement](#action-vehicular-movement) [(230)]{.og-ref}
|
||||
:::
|
||||
|
||||
-::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
-**Editor\'s Notes ---** [Old Gus\' Daft Drafts](og-dd.html) includes a robust set of rules for
|
||||
-[Mechs](og-dd.html#chapter-15-mechs).
|
||||
-:::
|
||||
-
|
||||
##### Variable Cost by Tech Rating[](#vehicles-variable-cost-by-tech-rating "Permalink"){.og-h-anchor aria-hidden="true"} {#vehicles-variable-cost-by-tech-rating}
|
||||
|
||||
[(The Stars are Fire, page 92)]{.og-ref}
|
||||
@@ -49344,20 +49162,14 @@
|
||||
**Editor\'s Notes ---** Other ways of realizing PCs with horror elements:
|
||||
|
||||
- The [Heartwood Descriptors](#heartwood-descriptors) in [Chapter 20: Fairy Tale](#chapter-20-fairy-tale) might make
|
||||
- an interesting choice for a horror game. So would the [Hopeless](og-dd.html#descriptor-hopeless) descriptor from
|
||||
- [Old Gus\' Daft Drafts](og-dd.html).
|
||||
+ an interesting choice for a horror game.
|
||||
|
||||
- If a PCs is---or becomes---a powerful supernatural being, for example, a vampire, werewolf, or demon, the GM might
|
||||
assign them a number of [power shifts](#optional-rule-power-shifts), as described under [Power Shifts in Other
|
||||
Genres](#optional-rule-power-shifts-in-other-genres).
|
||||
|
||||
- A ghost PC might use the [Ghost](#modern-magic-descriptor-ghost) descriptor in [Chapter 14: Modern
|
||||
- Magic](#chapter-14-a-modern-magic), or the [Has Unfinished Business](og-dd.html#focus-has-unfinished-business) focus
|
||||
- from [Old Gus\' Daft Drafts](og-dd.html).
|
||||
-
|
||||
-- The [Accelerates Entropy](og-dd.html#focus-accelerates-entropy), [Bears a Curse of
|
||||
- Stone](og-dd.html#focus-bears-a-curse-of-stone), and [Can Devour Anything](og-dd.html#focus-can-devour-anything)
|
||||
- foci from [Old Gus\' Daft Drafts](og-dd.html) are also useful for creating PCs with horrific abilities.
|
||||
+ Magic](#chapter-14-a-modern-magic).
|
||||
:::
|
||||
|
||||
------------------------------------------------------------------------------------------------------------------------
|
||||
@@ -52845,8 +52657,7 @@
|
||||
|
||||
::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
**Editor\'s Notes ---** For a dramatically less powerful mundane form, use the ruels for [Handling PCs as
|
||||
-Children](#optional-rule-handling-pcs-as-children) or the [Gritty Rules
|
||||
-Modules](og-dd.html#chapter-8-gritty-rules-modules) in [Old Gus\' Daft Drafts](og-dd.html).
|
||||
+Children](#optional-rule-handling-pcs-as-children).
|
||||
:::
|
||||
|
||||
------------------------------------------------------------------------------------------------------------------------
|
||||
@@ -53211,8 +53022,7 @@
|
||||
the[Always Tinkering](#ability-always-tinkering){.og-ability},[Extra Use](#ability-extra-use){.og-ability},[Boost
|
||||
Manifest Cypher](#ability-boost-manifest-cypher){.og-ability},[Boost Manifest Cypher
|
||||
Function](#ability-boost-manifest-cypher-function){.og-ability}, and[Modify
|
||||
-Cyphers](#ability-modify-cyphers){.og-ability} abilities into context. Alternately, consider creating a PC with the
|
||||
-[Crafter Flavor](og-dd.html#flavor-crafter) presented in [Old Gus\' Daft Drafts](og-dd.html).
|
||||
+Cyphers](#ability-modify-cyphers){.og-ability} abilities into context.
|
||||
:::
|
||||
|
||||
------------------------------------------------------------------------------------------------------------------------
|
||||
@@ -56808,11 +56618,6 @@
|
||||
:::
|
||||
:::
|
||||
|
||||
-::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
-**Editor\'s Notes ---** Foci from [Old Gus\' Daft Drafts](#og-dd-foci) might also be approrpiate for a fairy tale
|
||||
-setting.
|
||||
-:::
|
||||
-
|
||||
::: {.alert .ps-4 .pb-0}
|
||||
##### Fairy Tale Descriptors[](#fairy-tale-descriptors "Permalink"){.og-h-anchor aria-hidden="true"}
|
||||
|
||||
@@ -56867,9 +56672,8 @@
|
||||
:::
|
||||
|
||||
::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
-**Editor\'s Notes ---** Depending on the setting, [Fantasy Species Descriptors](#fantasy-species-descriptors), [Modern
|
||||
-Magic Descriptors](#choose-modern-magic), or [Old Gus\' Daft Drafts Descriptors](#og-dd-descriptors) might also be
|
||||
-appropriate choices.
|
||||
+**Editor\'s Notes ---** Depending on the setting, [Fantasy Species Descriptors](#fantasy-species-descriptors) or [Modern
|
||||
+Magic Descriptors](#choose-modern-magic) might also be appropriate choices.
|
||||
:::
|
||||
|
||||
###### Bewitched[](#fairy-tale-descriptor-bewitched "Permalink"){.og-h-anchor aria-hidden="true"} {#fairy-tale-descriptor-bewitched .og-border}
|
||||
@@ -61020,9 +60824,7 @@
|
||||
|
||||
::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
**Editor\'s Notes ---** PC with the [alchemist](#npc-alchemist) or engineer type might have one of [modern magic
|
||||
-flavors](#modern-magic-flavors) presented in [Chapter 14: Modern Magic](#chapter-14-a-modern-magic), or the [crafter
|
||||
-flavor](og-dd.html#flavor-crafter) or [ritualist flavor](og-dd.html#flavor-ritualist) in [Old Gus\' Daft
|
||||
-Drafts](og-dd.html).
|
||||
+flavors](#modern-magic-flavors) presented in [Chapter 14: Modern Magic](#chapter-14-a-modern-magic).
|
||||
:::
|
||||
|
||||
------------------------------------------------------------------------------------------------------------------------
|
||||
@@ -76579,11 +76381,6 @@
|
||||
- [Running the Game: Cyphers](#running-the-game-cyphers) [(420)]{.og-ref}
|
||||
:::
|
||||
|
||||
-::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
-**Editor\'s Notes ---** There are even more [cyphers](og-dd.html#chapter-9-cyphers) in [Old Gus\' Daft
|
||||
-Drafts](og-dd.html).
|
||||
-:::
|
||||
-
|
||||
[(Cypher System Rulebook, page 377)]{.og-ref}
|
||||
|
||||
Cyphers are one-use abilities that characters gain over the course of play. They have cool powers that can heal, make
|
||||
@@ -81058,9 +80855,6 @@
|
||||
- [Trick Embedder](#cypher-trick-embedder)
|
||||
- [Undead Ward](#fantasy-cypher-undead-ward)
|
||||
|
||||
-For more on session preparation, see [Exploration Tables](og-dd.html#chapter-12-exploration-tables) and [NPC
|
||||
-Tables](og-dd.html#chapter-13-npc-tables) in [Old Gus\' Daft Drafts](og-dd.html).
|
||||
-
|
||||
------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
#### Teaching the Rules[](#teaching-the-rules "Permalink"){.og-h-anchor aria-hidden="true"}
|
||||
@@ -82957,11 +82751,6 @@
|
||||
Compendium](https://foundryvtt.com/packages/cyphersystem-compendium/) module with all the CSRD\'s cyphers included,
|
||||
and the [Cypher System Community Content](https://foundryvtt.com/packages/cyphersystem-community-module) module
|
||||
includes macros to roll a random cypher, or caches of cyphers.
|
||||
-
|
||||
-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
-[Old Gus\' Daft Drafts](og-dd.html) includes [new subtle cyphers](og-dd.html#chapter-9-cyphers) perfect for pulp
|
||||
-adventure with few supernatural elements.
|
||||
-:::
|
||||
:::
|
||||
|
||||
##### [How do I convert creatures from other systems to the Cypher System?](#faq-creatures-use){.collapsed bs-toggle="collapse" role="button" aria-expanded="false" aria-controls="faq-creatures-use"} {#how-do-i-convert-creatures-from-other-systems-to-the-cypher-system .og-tab .pb-2 .pt-2 .og-h-faq}
|
||||
@@ -83309,9 +83098,7 @@
|
||||
- [Foci, Psionic](#psionic-foci) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Foci, Science Fiction](#science-fiction-foci) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Foci, Superhero](#superhero-foci) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
-- [Old Gus\' Daft Drafts](og-dd.html) [(OG-DD)]{.og-ref .og-ref-og}
|
||||
- [Old Gus\' Unofficial Cypher System Player\'s Guide](#og-cspg) [(OG-CSPG)]{.og-ref}
|
||||
-- [Online Character Sheets](#character-sheets-virtual-tabletops) [(OG-DD)]{.og-ref .og-ref-og}
|
||||
- [Session Preparation](#session-preparation) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Sidekick Character Sheet](#pdf-sidekick) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [What\'s In The Book?](#choose-products) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
@@ -83361,7 +83148,6 @@
|
||||
- [Numenera Discovery](#numenera-discovery-product)†
|
||||
- [Numenera Destiny](#numenera-destiny-product)
|
||||
- [Old Gods of Appalachia](#old-gods-of-appalachia-product)†
|
||||
-- [Old Gus\' Daft Drafts](#og-dd-product)
|
||||
- [The Origin](#the-origin-product)
|
||||
- [Path of the Planebreaker](#path-of-the-planebreaker-product)
|
||||
- [Predation](#predation-product)
|
||||
@@ -84137,32 +83923,6 @@
|
||||
124)]{.og-ref}
|
||||
:::
|
||||
|
||||
-##### Old Gus\' Daft Drafts --- What\'s in the Book?[[]{.og-icon .og-csrd-read .ms-1 toggle="tooltip" title="Read Online"}](og-dd.html){aria-label="Read Online"}[](#og-dd-product "Permalink"){.og-h-anchor aria-hidden="true"} {#og-dd-product .og-h-small .og-h-small-icon .og-border}
|
||||
-
|
||||
-*A collection of free, online options for your best game ever!*
|
||||
-
|
||||
-Optional Rules
|
||||
-
|
||||
-- [Cantrips and Abilities](og-dd.html#chapter-7-abilities) [(OG-DD)]{.og-ref .og-ref-og}
|
||||
-- [Cyphers](og-dd.html#chapter-9-cyphers) [(OG-DD)]{.og-ref .og-ref-og}
|
||||
-- [Artifacts](og-dd.html#chapter-10-artifacts) [(OG-DD)]{.og-ref .og-ref-og}
|
||||
-- [Gritty Rules Modules](og-dd.html#chapter-8-gritty-rules-modules) [(OG-DD)]{.og-ref .og-ref-og}
|
||||
-- [Gritty PCs](og-dd.html#gritty-pcs) [(OG-DD)]{.og-ref .og-ref-og}
|
||||
-- [Gritty Skills](og-dd.html#gritty-skills) [(OG-DD)]{.og-ref .og-ref-og}
|
||||
-- [Gritty Abilities](og-dd.html#gritty-abilities) [(OG-DD)]{.og-ref .og-ref-og}
|
||||
-- [Gritty Advancement](og-dd.html#gritty-advancement) [(OG-DD)]{.og-ref .og-ref-og}
|
||||
-- [Fear](og-dd.html#fear) [(OG-DD)]{.og-ref .og-ref-og}
|
||||
-- [Mechs](og-dd.html#chapter-15-mechs) [(OG-DD)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-Running the Game
|
||||
-
|
||||
-- [Exploration Tables](og-dd.html#chapter-12-exploration-tables) [(OG-DD)]{.og-ref .og-ref-og}
|
||||
-- [NPC Tables](og-dd.html#chapter-13-npc-tables) [(OG-DD)]{.og-ref .og-ref-og}
|
||||
-- [Oddity Generator](og-dd.html#oddity-generator) [(OG-DD)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-*See also: [Old Gus\' Daft Drafts --- Descriptors](#og-dd-descriptors), [Old Gus\' Draft Drafts --- Foci](#og-dd-foci),
|
||||
-and [Old Gus\' Draft Drafts --- Flavors](#og-dd-flavors)*
|
||||
-
|
||||
##### The Origin --- What\'s in the Book?[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/the-origin/){aria-label="Purchase The Origin"}[](#the-origin-product "Permalink"){.og-h-anchor aria-hidden="true"} {#the-origin-product .og-h-small .og-h-small-icon .og-border}
|
||||
|
||||
*Master perilous new powers in a world that is dangerously askew!*
|
||||
94
patches/base/003-remove-OG-CSPG-references.patch
Normal file
94
patches/base/003-remove-OG-CSPG-references.patch
Normal file
@@ -0,0 +1,94 @@
|
||||
--- _tmp/ccsrd.md 2025-07-19 19:18:14.618074823 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-07-19 19:21:15.070213779 -0500
|
||||
@@ -5,7 +5,6 @@
|
||||
|
||||
version 2.00h (2025-07-19)
|
||||
|
||||
-- [Player\'s Guide: OG-CSPG](og-cspg.html){.btn .mt-1 .mb-1 .border}
|
||||
- [Github](https://github.com/callmepartario/og-csrd){.btn .mt-1 .mb-1 .border}
|
||||
- [☕ Ko-fi](https://ko-fi.com/oldgus){.btn .mt-1 .mb-1 .border}
|
||||
|
||||
@@ -584,9 +583,6 @@
|
||||
- [Pool, Edge, and Effort](#pool-edge-and-effort)
|
||||
- [Modifying the Difficulty](#modifying-the-difficulty)
|
||||
- [Optional Rule: Power Shifts](#optional-rule-power-shifts)
|
||||
-
|
||||
-For a condensed version Cypher System rules just for players, see [Old Gus\' Unofficial Cypher System Player\'s
|
||||
-Guide](og-cspg.html).
|
||||
:::
|
||||
|
||||
::: {.col .col-md-6}
|
||||
@@ -643,7 +639,6 @@
|
||||
- [Character Sheets](#og-cscs) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Cheat Sheets](#og-csqr) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Cypher Decks](#og-cd) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
-- [Player\'s Guide](#og-cspg) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Sidekick Sheet](#pdf-sidekick) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
|
||||
Related Sections
|
||||
@@ -1535,23 +1530,6 @@
|
||||
.mt-1 .mb-1 .border}
|
||||
-
|
||||
|
||||
-###### Player\'s Guide[](#og-cspg "Permalink"){.og-h-anchor aria-hidden="true"} {#og-cspg}
|
||||
-
|
||||
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-[Old Gus\' Unofficial Cypher System Player\'s Guide (OG-CSPG)](og-cspg.html) presents a condensed version of the game
|
||||
-rules and character options just for players. You can read it online or use the PDF to print excerpts for player
|
||||
-portfolios for descriptors, types, foci, and more.
|
||||
-
|
||||
-::: {.alert .pb-0}
|
||||
-[{.img-fluid .border
|
||||
-.shadow-sm}](pdfs/cypher-og-cspg-old-gus-cypher-system-players-guide.pdf){.d-block .text-center aria-hidden="true"}
|
||||
-
|
||||
-- [Read Online](og-cspg.html){.btn .mt-1 .mb-1 .border aria-label="Read Online: OG-CSPG"}
|
||||
-- [Download PDF](pdfs/cypher-og-cspg-old-gus-cypher-system-players-guide.pdf){.btn .mt-1 .mb-1 .border
|
||||
- aria-label="Download PDF: OG-CSPG"}
|
||||
-:::
|
||||
-
|
||||
###### Cypher Decks[](#og-cd "Permalink"){.og-h-anchor aria-hidden="true"} {#og-cd}
|
||||
|
||||
[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
@@ -80702,8 +80680,7 @@
|
||||
facilitate handing out cyphers, using them, and resolving what they do.
|
||||
|
||||
- **Select Optional Rules:** Create a list of [optional rules](#choose-optional-rules) you want players to know about,
|
||||
- and where to find them. If players need to read the rules or character options, consider recommending [Old Gus\'
|
||||
- Unofficial Cypher System Player\'s Guide](og-cspg.html).
|
||||
+ and where to find them.
|
||||
|
||||
- **Something\'s Still Missing!:** If you\'re adapting a setting to the Cypher System, there are often game mechanics
|
||||
that don\'t seem like they quite fit in. Some things might be best harnessed as a Use for
|
||||
@@ -80870,13 +80847,6 @@
|
||||
Gaming](https://www.montecookgames.com/store/product/consent-in-gaming/){.og-icon .og-mcg} checklist individually with
|
||||
each player.
|
||||
|
||||
-Alternatively, [Old Gus\' Unofficial Cypher System Player\'s Guide (OG-CSPG)](og-cspg.html) contains everything players
|
||||
-need to know to play the game in a condensed format, including all character options presented in the CSRD. You can also
|
||||
-download the [OG-CSPG in PDF](pdfs/cypher-og-cspg-old-gus-cypher-system-players-guide.pdf) for printable character
|
||||
-options. New players might also find [Old Gus\' Cypher System
|
||||
-Quick-Reference](pdfs/cypher-og-csqr-old-gus-cypher-system-quick-reference.pdf) provides basic rules and game vocabulary
|
||||
-at-a-glance.
|
||||
-
|
||||
It\'s common for players to take a little while to learn the Cypher System\'s vocabulary for game mechanics, especially
|
||||
if they\'ve already played other games that have a different vocabulary. When you mention a game mechanic like [recovery
|
||||
rolls](#recovery-rolls) or [the damage track](#the-damage-track), take a moment to define those terms, and point out
|
||||
@@ -82318,8 +82288,7 @@
|
||||
::: {#faq-focus .collapse}
|
||||
::: row
|
||||
::: {.col .col-md-6}
|
||||
-If you\'re a player, you might find character options easier to read in the format [Old Gus\' Unofficial Cypher System
|
||||
-Player\'s Guide](og-cspg.html) provides. Let\'s take a look at the [special abilities](#choose-abilities) from an
|
||||
+Let\'s take a look at the [special abilities](#choose-abilities) from an
|
||||
example [focus](#choose-focus)---[Helps their Friends](#focus-helps-their-friends).
|
||||
|
||||
- **Type Swap Option:** You don\'t get a [type swap option](#focus-choosing-foci) automatically, but you can choose it
|
||||
@@ -83098,7 +83067,6 @@
|
||||
- [Foci, Psionic](#psionic-foci) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Foci, Science Fiction](#science-fiction-foci) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Foci, Superhero](#superhero-foci) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
-- [Old Gus\' Unofficial Cypher System Player\'s Guide](#og-cspg) [(OG-CSPG)]{.og-ref}
|
||||
- [Session Preparation](#session-preparation) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Sidekick Character Sheet](#pdf-sidekick) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [What\'s In The Book?](#choose-products) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
145
patches/base/004-remove-cypher-deck-references.patch
Normal file
145
patches/base/004-remove-cypher-deck-references.patch
Normal file
@@ -0,0 +1,145 @@
|
||||
--- _tmp/ccsrd.md 2025-07-19 19:22:31.026693199 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-07-19 19:27:55.879747040 -0500
|
||||
@@ -638,7 +638,6 @@
|
||||
|
||||
- [Character Sheets](#og-cscs) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Cheat Sheets](#og-csqr) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
-- [Cypher Decks](#og-cd) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Sidekick Sheet](#pdf-sidekick) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
|
||||
Related Sections
|
||||
@@ -1529,27 +1528,6 @@
|
||||
- [Saytama_sama\'s Cypher System Cheat Sheet](https://drive.google.com/file/d/1Ul_NzSSBqnEPGSyZlYP98cr8TBz9ll_c){.btn
|
||||
.mt-1 .mb-1 .border}
|
||||
-
|
||||
-
|
||||
-###### Cypher Decks[](#og-cd "Permalink"){.og-h-anchor aria-hidden="true"} {#og-cd}
|
||||
-
|
||||
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-[Monte Cook Games](https://www.montecookgames.com/store/){.og-icon .og-mcg} sells a number of useful physical card decks
|
||||
-across their product lines.
|
||||
-
|
||||
-Alternatively, Old Gus\' Cypher Decks (OG-CD) includes printable roll tables with card-sized handouts for each cypher,
|
||||
-reference cards for the rules of cypher use, and templates for you to create your own cyphers ahead of---or during---the
|
||||
-game.
|
||||
-
|
||||
-::: {.alert .pb-0}
|
||||
-[{.img-fluid}](pdfs/cypher-og-cd-old-gus-cypher-decks.pdf){.d-block .text-center
|
||||
-aria-hidden="true"}
|
||||
-
|
||||
-- [Download PDF](pdfs/cypher-og-cd-old-gus-cypher-decks.pdf){.btn .mt-1 .mb-1 .border
|
||||
- aria-label="Download PDF: OG-CD"}
|
||||
-- [Blank Cypher Card Sheet](pdfs/cypher-og-cd-old-gus-cypher-cards.pdf){.btn .mt-1 .mb-1 .border
|
||||
- aria-label="Download PDF: OG-CD Blank Cypher Card Sheet"}
|
||||
-:::
|
||||
:::
|
||||
:::
|
||||
|
||||
@@ -32210,8 +32188,7 @@
|
||||
Using Cyphers as Spells
|
||||
: When using this type of familiar, it\'s worth considering the optional [Spellcasting](#optional-rule-spellcasting)
|
||||
rules, including [Assigning Different Limits for Supernatural Abilities](#spellcasting-limits)---especially the
|
||||
- spells as cyphers and artifacts option. Using this option, a personal [cypher deck](#og-cd) of pre-selected cypher
|
||||
- spells can really speed up the process of drawing new cyphers into the sidekick\'s repertoire.
|
||||
+ spells as cyphers and artifacts option.
|
||||
|
||||
Spellbound Sidekicks as a Gateway to Another World
|
||||
: The sidekick might gain [Traverse the Worlds](#ability-traverse-the-worlds){.og-ability} [(194)]{.og-ref} as a
|
||||
@@ -35845,9 +35822,7 @@
|
||||
[manifest cyphers](#manifest-cyphers). For example, rather than gaining the [Fire
|
||||
Bloom](#ability-fire-bloom){.og-ability} ability as a spell, a PC might gain access to the
|
||||
[Detonation](#cypher-detonation) (fire) cypher instead. Even manifest cyphers can be thought of as spells---ones with a
|
||||
-material component that is consumed by casting the spell. A PC might even have their own unique [cypher deck](#og-cd) of
|
||||
-spells they can draw from after a ten-hour [recovery roll](#recovery-rolls), or
|
||||
-[request](#discovering-subtle-cyphers-requesting) by spending 1 [XP](#choose-xp).
|
||||
+material component that is consumed by casting the spell.
|
||||
:::
|
||||
|
||||
##### First Spell[](#spellcasting-first-spell "Permalink"){.og-h-anchor aria-hidden="true"} {#spellcasting-first-spell}
|
||||
@@ -76355,7 +76330,6 @@
|
||||
- [Ability Category: Cyphers and Artifacts](#abilities-category-cyphers-and-artifacts) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Creating Cyphers, Artifacts, and Abilities](#creating-cyphers-artifacts-and-abilities) [(OG-CSRD)]{.og-ref
|
||||
.og-ref-og}
|
||||
-- [Cypher Decks](#og-cd) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Running the Game: Cyphers](#running-the-game-cyphers) [(420)]{.og-ref}
|
||||
:::
|
||||
|
||||
@@ -80076,10 +80050,6 @@
|
||||
points in the course of the story that are appropriate for awarding subtle cyphers, especially if the PCs aren\'t at
|
||||
their full capacity.
|
||||
:::
|
||||
-
|
||||
-::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
-**Editor\'s Notes ---** For more on distributing cyphers to players, see [Cypher Decks](#og-cd).
|
||||
-:::
|
||||
:::
|
||||
|
||||
::: {.col .col-md-6}
|
||||
@@ -80676,8 +80646,7 @@
|
||||
|
||||
- **Choose Cyphers:** Create a list of appropriate [cyphers](#choose-cyphers) to provide to the players. Think about
|
||||
where, when, and how players will gain cyphers---this might look different depending on if you are using primarily
|
||||
- [subtle cyphers](#subtle-cyphers) or [manifest cyphers](#manifest-cyphers). Using a [cypher deck](#og-cd) can also
|
||||
- facilitate handing out cyphers, using them, and resolving what they do.
|
||||
+ [subtle cyphers](#subtle-cyphers) or [manifest cyphers](#manifest-cyphers).
|
||||
|
||||
- **Select Optional Rules:** Create a list of [optional rules](#choose-optional-rules) you want players to know about,
|
||||
and where to find them.
|
||||
@@ -80821,8 +80790,8 @@
|
||||
- An [artifact](#choose-artifacts) of great power is rumored to be held in an ancient shrine to a fallen hero
|
||||
somewhere deep in the woods.
|
||||
|
||||
-Lastly, it can also be a good idea to choose a few [cyphers](#choose-cyphers) appropriate to the setting. Come up with a
|
||||
-way to provide that information to players, for example, a [cypher deck](#og-cd). For *A Skeleton Took My Shoes*,
|
||||
+Lastly, it can also be a good idea to choose a few [cyphers](#choose-cyphers) appropriate to the setting.
|
||||
+For *A Skeleton Took My Shoes*,
|
||||
potential cyphers might include:
|
||||
|
||||
- [Anathema Siren](#horror-cypher-anathema-siren) (undead)
|
||||
@@ -80959,11 +80928,6 @@
|
||||
a subtle cypher](#player-intrusion-subtle-cypher), or to prevent a manifest cypher they\'d been saving for a specific
|
||||
purpose from expiring.
|
||||
|
||||
-Using a [cypher deck](#og-cd) can speed up the distribution and resolution of cyphers without the need to write lengthy
|
||||
-effects onto a [character sheet](#og-cscs), and serve as a good physical reminder of something the player has that they
|
||||
-can use to affect the situation. A physical object is also a good reminder to the players that they quite literally
|
||||
-might \"have a card to play\".
|
||||
-
|
||||
------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
#### Using the Rules: Making Meaning[](#making-meaning "Permalink"){.og-h-anchor aria-hidden="true"} {#making-meaning}
|
||||
@@ -81746,11 +81710,6 @@
|
||||
There\'s no [identification roll](#manifest-cyphers) needed for these, as they are all labeled with
|
||||
trustworthy-looking, tidy handwriting.]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
|
||||
-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
-The GM hands out three cards from a [cypher deck](#og-cd), and collects Rena\'s expended [Darning
|
||||
-Needle](#fairy-tale-cypher-darning-needle) cypher card.
|
||||
-:::
|
||||
-
|
||||
- **Rena:** [Ooh, I finally have enough XP to increase my [Pools](#pool) and [advance](#character-advancement) to Tier
|
||||
2!]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
- **GM:** [Cool, let\'s take a short break while you distribute those new cyphers among yourselves, and we\'ll give
|
||||
@@ -82713,13 +82672,6 @@
|
||||
[Catholicon](#cypher-catholicon) cypher cures any disease of the cypher level or lower. Depending on the setting or
|
||||
level of the cypher, it might be a \"Panacea Herb\" (fantasy), a \"Theriac Potion\" (fairy tale), or a \"KÜR-ALL\"
|
||||
pill (science fiction).
|
||||
-
|
||||
-- **Cypher Distribution:** [Cypher Decks](#og-cd) speed up randomizing and distributing cyphers at the table. If
|
||||
- you\'re playing online, [Cypher System by mrkwnzl](https://foundryvtt.com/packages/cyphersystem) for [Foundry
|
||||
- VTT](https://foundryvtt.com/) includes an optional [Cypher SRD
|
||||
- Compendium](https://foundryvtt.com/packages/cyphersystem-compendium/) module with all the CSRD\'s cyphers included,
|
||||
- and the [Cypher System Community Content](https://foundryvtt.com/packages/cyphersystem-community-module) module
|
||||
- includes macros to roll a random cypher, or caches of cyphers.
|
||||
:::
|
||||
|
||||
##### [How do I convert creatures from other systems to the Cypher System?](#faq-creatures-use){.collapsed bs-toggle="collapse" role="button" aria-expanded="false" aria-controls="faq-creatures-use"} {#how-do-i-convert-creatures-from-other-systems-to-the-cypher-system .og-tab .pb-2 .pt-2 .og-h-faq}
|
||||
@@ -83057,7 +83009,6 @@
|
||||
- [Character Sentence Generator](#character-sentence-generator) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Character Sheets](#og-cscs) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Cheat Sheets](#og-csqr) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
-- [Cypher Decks](#og-cd) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [The Difficulty Dial](#the-difficulty-dial) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Fantasy Character Options](#choose-fantasy-character-options) [(GF, 20)]{.og-ref}[(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Foci, Fantasy](#fantasy-foci) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
125
patches/base/005-remove-PDF-references.patch
Normal file
125
patches/base/005-remove-PDF-references.patch
Normal file
@@ -0,0 +1,125 @@
|
||||
--- _tmp/ccsrd.md 2025-07-19 21:23:23.754834324 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-07-19 21:24:03.572084323 -0500
|
||||
@@ -638,7 +638,6 @@
|
||||
|
||||
- [Character Sheets](#og-cscs) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Cheat Sheets](#og-csqr) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
-- [Sidekick Sheet](#pdf-sidekick) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
|
||||
Related Sections
|
||||
|
||||
@@ -1452,82 +1451,6 @@
|
||||
Official PDF [Cypher System Character Portfolios and Character
|
||||
Sheets](https://www.montecookgames.com/store/product/cypher-system-character-portfolios-and-character-sheets/){.og-icon
|
||||
.og-mcg} are available for free from Monte Cook Games.
|
||||
-
|
||||
-Old Gus\' Unofficial Cypher System Character Sheet (OG-CSCS) is a high contrast, form-fillable PDF character sheet that
|
||||
-allows for additional customization for your character or campaign.
|
||||
-
|
||||
-::: {.alert .pb-0}
|
||||
-[{.img-fluid .border .shadow-sm
|
||||
-aria-hidden="true"}](pdfs/cypher-og-cscs-old-gus-character-sheet.pdf){.d-block .text-center aria-hidden="true"}
|
||||
-
|
||||
-- [Download PDF](pdfs/cypher-og-cscs-old-gus-character-sheet.pdf){.btn .mt-1 .mb-1 .border
|
||||
- aria-label="Download PDF: OG-CSCS (English)"}
|
||||
-- [Deutsch](pdfs/cypher-og-cscs-old-gus-character-sheet-de.pdf){.btn .mt-1 .mb-1 .border
|
||||
- aria-label="Download PDF: OG-CSCS (Deutsch)"}
|
||||
-- [Español](pdfs/cypher-og-cscs-old-gus-character-sheet-es.pdf){.btn .mt-1 .mb-1 .border
|
||||
- aria-label="Download PDF: OG-CSCS (Español)"}
|
||||
-- [Français](pdfs/cypher-og-cscs-old-gus-character-sheet-fr.pdf){.btn .mt-1 .mb-1 .border
|
||||
- aria-label="Download PDF: OG-CSCS (Français)"}
|
||||
-- [Italiano](pdfs/cypher-og-cscs-old-gus-character-sheet-it.pdf){.btn .mt-1 .mb-1 .border
|
||||
- aria-label="Download PDF: OG-CSCS (Italiano)"}
|
||||
-- [Nederlands](pdfs/cypher-og-cscs-old-gus-character-sheet-nl.pdf){.btn .mt-1 .mb-1 .border
|
||||
- aria-label="Download PDF: OG-CSCS (Nederlands)"}
|
||||
-- [Blank](pdfs/cypher-og-cscs-old-gus-character-sheet-tr.pdf){.btn .mt-1 .mb-1 .border
|
||||
- aria-label="Download PDF: OG-CSCS (Blank)"}
|
||||
-:::
|
||||
-
|
||||
-Alternatively, Variarte\'s Cypher System Character Sheet is form-fillable, and features a simple layout with a
|
||||
-quick-reference to help the GM teach others how to play.
|
||||
-
|
||||
-::: {.alert .pb-0}
|
||||
-[{.img-fluid .border .shadow-sm
|
||||
-aria-hidden="true"}](pdfs/cypher-variarte-character-sheet-quick-reference.pdf){.d-block .text-center aria-hidden="true"}
|
||||
-
|
||||
-- [Download PDF](pdfs/cypher-variarte-character-sheet-quick-reference.pdf){.btn .mt-1 .mb-1 .border
|
||||
- aria-label="Download PDF: Variarte's Cypher System Character Sheet"}
|
||||
-:::
|
||||
-
|
||||
-###### Sidekick Character Sheet[](#pdf-sidekick "Permalink"){.og-h-anchor aria-hidden="true"} {#pdf-sidekick}
|
||||
-
|
||||
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-The sidekick character sheet is a high contrast, form-fillable PDF character sheet you can use to keep track of
|
||||
-important [followers, companions, and sidekicks](#choose-followers).
|
||||
-
|
||||
-::: {.alert .pb-0}
|
||||
-[{.img-fluid .border .shadow-sm
|
||||
-aria-hidden="true"}](pdfs/cypher-og-csrd-old-gus-sidekick-sheet.pdf){.d-block .text-center aria-hidden="true"}
|
||||
-
|
||||
-- [Download PDF](pdfs/cypher-og-csrd-old-gus-sidekick-sheet.pdf){.btn .mt-1 .mb-1 .border
|
||||
- aria-label="Download PDF: Old Gus' Sidekick Character Sheet"}
|
||||
-:::
|
||||
-:::
|
||||
-
|
||||
-::: {.col .col-md-6}
|
||||
-###### Cheat Sheets[](#og-csqr "Permalink"){.og-h-anchor aria-hidden="true"} {#og-csqr}
|
||||
-
|
||||
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-Old Gus\' Cypher System Quick-Reference provides a 2-page overvew of the game\'s most important rules for players.
|
||||
-
|
||||
-::: {.alert .pb-0}
|
||||
-[{.img-fluid .border
|
||||
-.shadow-sm}](pdfs/cypher-og-csqr-old-gus-cypher-system-quick-reference.pdf){.d-block .text-center aria-hidden="true"}
|
||||
-
|
||||
-- [Download PDF](pdfs/cypher-og-csqr-old-gus-cypher-system-quick-reference.pdf){.btn .mt-1 .mb-1 .border
|
||||
- aria-label="Download PDF: OG-CSQR"}
|
||||
-:::
|
||||
-
|
||||
-Alternatively, try these options:
|
||||
-
|
||||
-- [mrkwnzl\'s Cypher System Cheat Sheet](pdfs/Cypher_System_Rolling_Cheat_Sheet.pdf){.btn .mt-1 .mb-1 .border}
|
||||
-- [Roll for Joy\'s Cypher System Cheat Sheet](https://roll4joy.org/2022/06/26/cypher-system-1-page-cheat-sheet/){.btn
|
||||
- .mt-1 .mb-1 .border}
|
||||
-- [Saki\'s Cypher System GM Screen](https://actualizedadept.itch.io/cypher-system-gm-screen-csol){.btn .mt-1 .mb-1
|
||||
- .border}
|
||||
-- [Saytama_sama\'s Cypher System Cheat Sheet](https://drive.google.com/file/d/1Ul_NzSSBqnEPGSyZlYP98cr8TBz9ll_c){.btn
|
||||
- .mt-1 .mb-1 .border}
|
||||
--
|
||||
:::
|
||||
:::
|
||||
|
||||
@@ -30868,23 +30791,6 @@
|
||||
[Predation](https://www.montecookgames.com/store/product/predation/){.og-icon .og-mcg}.
|
||||
:::
|
||||
:::
|
||||
-
|
||||
-::: {.col .col-md-6}
|
||||
-::: {.alert .ps-4 .pb-0}
|
||||
-###### Sidekick Character Sheet[](#sidekicks-sheet "Permalink"){.og-h-anchor aria-hidden="true"} {#sidekicks-sheet}
|
||||
-
|
||||
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-The sidekick character sheet is a high contrast, form-fillable PDF character sheet you can use to keep track of
|
||||
-[sidekick statistics](#sidekicks-characteristics).
|
||||
-
|
||||
-[{.img-fluid .border .shadow-sm
|
||||
-aria-hidden="true"}](pdfs/cypher-og-csrd-old-gus-sidekick-sheet.pdf){.d-block .text-center aria-hidden="true"}
|
||||
-
|
||||
-- [Download PDF](pdfs/cypher-og-csrd-old-gus-sidekick-sheet.pdf){.btn .mt-1 .mb-1 .border
|
||||
- aria-label="Download PDF: Old Gus' Sidekick Character Sheet"}
|
||||
-:::
|
||||
-:::
|
||||
:::
|
||||
|
||||
##### Gaining Sidekicks[](#sidekicks-gaining "Permalink"){.og-h-anchor aria-hidden="true"} {#sidekicks-gaining}
|
||||
@@ -83019,7 +82925,6 @@
|
||||
- [Foci, Science Fiction](#science-fiction-foci) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Foci, Superhero](#superhero-foci) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Session Preparation](#session-preparation) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
-- [Sidekick Character Sheet](#pdf-sidekick) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [What\'s In The Book?](#choose-products) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
|
||||
------------------------------------------------------------------------------------------------------------------------
|
||||
@@ -0,0 +1,183 @@
|
||||
--- _tmp/ccsrd.md 2025-07-19 21:26:15.890915570 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-07-19 21:26:33.627026990 -0500
|
||||
@@ -566,46 +566,6 @@
|
||||
:::
|
||||
|
||||
------------------------------------------------------------------------------------------------------------------------
|
||||
-
|
||||
-::: {.alert .ps-4 .pb-0}
|
||||
-#### Are You A New Player?[](#are-you-a-new-player "Permalink"){.og-h-anchor aria-hidden="true"}
|
||||
-
|
||||
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-::: row
|
||||
-::: {.col .col-md-6}
|
||||
-This short video from Geek and Sundry covers [key concepts](#key-concepts) for Cypher System players, including:
|
||||
-
|
||||
-- [Task Difficulty](#how-to-play-task-difficulty)
|
||||
-- [Rolling the Die](#how-to-play-when-do-you-roll)
|
||||
-- [Special Rolls](#how-to-play-special-rolls)
|
||||
-- [Character Stats](#character-stats)
|
||||
-- [Pool, Edge, and Effort](#pool-edge-and-effort)
|
||||
-- [Modifying the Difficulty](#modifying-the-difficulty)
|
||||
-- [Optional Rule: Power Shifts](#optional-rule-power-shifts)
|
||||
-:::
|
||||
-
|
||||
-::: {.col .col-md-6}
|
||||
-::: {.ratio .ratio-16x9 .mb-3}
|
||||
-::: iframe
|
||||
-::: {#player}
|
||||
-:::
|
||||
-
|
||||
-::: player-unavailable
|
||||
-# An error occurred. {#an-error-occurred. .message}
|
||||
-
|
||||
-::: submessage
|
||||
-[Try watching this video on www.youtube.com](https://www.youtube.com/watch?v=jAgHRM0R8z8){target="_blank"}, or enable
|
||||
-JavaScript if it is disabled in your browser.
|
||||
-:::
|
||||
-:::
|
||||
-:::
|
||||
-:::
|
||||
-:::
|
||||
-:::
|
||||
-:::
|
||||
-
|
||||
-------------------------------------------------------------------------------------------------------------------------
|
||||
:::
|
||||
|
||||
::: {#part1}
|
||||
@@ -1376,21 +1336,6 @@
|
||||
character creation.
|
||||
|
||||
5. Gather together with the GM and PCs and start [playing the Cypher System](#this-is-how-you-play-the-cypher-system)!
|
||||
-
|
||||
-::: {.ratio .ratio-16x9 .mb-3}
|
||||
-::: iframe
|
||||
-::: {#player}
|
||||
-:::
|
||||
-
|
||||
-::: player-unavailable
|
||||
-# An error occurred. {#an-error-occurred. .message}
|
||||
-
|
||||
-::: submessage
|
||||
-[Try watching this video on www.youtube.com](https://www.youtube.com/watch?v=UnLsahA0lYM){target="_blank"}, or enable
|
||||
-JavaScript if it is disabled in your browser.
|
||||
-:::
|
||||
-:::
|
||||
-:::
|
||||
:::
|
||||
:::
|
||||
|
||||
@@ -1407,21 +1352,6 @@
|
||||
(see the optional [Cypher SRD Compendium](https://foundryvtt.com/packages/cyphersystem-compendium/) module and
|
||||
[Cypher System Community Content](https://foundryvtt.com/packages/cyphersystem-community-module) modules)
|
||||
- [Fantasy Grounds](https://forge.fantasygrounds.com/shop/items/2030/view)
|
||||
-
|
||||
-::: {.ratio .ratio-16x9 .mb-3}
|
||||
-::: iframe
|
||||
-::: {#player}
|
||||
-:::
|
||||
-
|
||||
-::: player-unavailable
|
||||
-# An error occurred. {#an-error-occurred. .message}
|
||||
-
|
||||
-::: submessage
|
||||
-[Try watching this video on www.youtube.com](https://www.youtube.com/watch?v=HY4RC6cTGkI){target="_blank"}, or enable
|
||||
-JavaScript if it is disabled in your browser.
|
||||
-:::
|
||||
-:::
|
||||
-:::
|
||||
:::
|
||||
|
||||
[Roll20](https://app.roll20.net/) provides free Cypher System implementation, and a free version of the [Cypher System
|
||||
@@ -60609,58 +60539,6 @@
|
||||
|
||||
#### Weird West Character Options[](#weird-west-character-options "Permalink"){.og-h-anchor aria-hidden="true"}
|
||||
|
||||
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-::: row
|
||||
-::: col-md-6
|
||||
-\"Probably the first thing that people expect from a Western is the Western landscape. And it is a bit of a blank
|
||||
-page---the blank, empty desert waiting to be written on---an empty stage in a lot of ways. And onto that stage, we can
|
||||
-project many different kinds of stories.
|
||||
-
|
||||
-Genres create a way of communicating in a kind of shorthand through clusters of meaning that had gathered around these
|
||||
-various stock characters, plot devices, themes, and images: a way of expressing pretty substantial sets of values and
|
||||
-associations with minimal means.
|
||||
-
|
||||
-At their most profound, Westerns deal with the intersection of the individual and society. You have a sense of what is
|
||||
-gained and what is lost by belonging to a community as opposed to living in the wilderness where, as an individual,
|
||||
-you\'re completely free.
|
||||
-
|
||||
-It\'s the arrival of civilization in the form of those ranchers and farms and small towns that means that the hero is
|
||||
-going to have to sacrifice some of that freedom. The classical Western is fundamentally concerned with the coming of law
|
||||
-that defines a new society.
|
||||
-:::
|
||||
-
|
||||
-::: {.col .col-md-6}
|
||||
-The central irony of the classical western is that the law has to be established through exactly the kind of personal
|
||||
-force, strength, violence that the law is meant to suppress.
|
||||
-
|
||||
-So, the hero is the perennial outsider who has to use the methods of the outlaw to fight the outlaw---and he\'s too much
|
||||
-of an outlaw, ultimately because he has killed, because he has seen this other side of life, to ever be fully accepted
|
||||
-by the townspeople he\'s been defending.
|
||||
-
|
||||
-So, the hero sacrifices himself for the sake of the law, and he---in a way---wills his own extinction in the name of
|
||||
-civilization.\"
|
||||
-
|
||||
---- Dave Kehr, *[How to See \| Westerns: Is the Genre Dead?](https://www.youtube.com/watch?v=TOeMHxBgShs)*
|
||||
-
|
||||
-::: {.ratio .ratio-16x9 .mb-2}
|
||||
-::: iframe
|
||||
-::: {#player}
|
||||
-:::
|
||||
-
|
||||
-::: player-unavailable
|
||||
-# An error occurred. {#an-error-occurred. .message}
|
||||
-
|
||||
-::: submessage
|
||||
-[Try watching this video on www.youtube.com](https://www.youtube.com/watch?v=TOeMHxBgShs){target="_blank"}, or enable
|
||||
-JavaScript if it is disabled in your browser.
|
||||
-:::
|
||||
-:::
|
||||
-:::
|
||||
-:::
|
||||
-:::
|
||||
-:::
|
||||
-
|
||||
##### Suggested Types for a Weird West Game[](#weird-west-types "Permalink"){.og-h-anchor aria-hidden="true"} {#weird-west-types}
|
||||
|
||||
[(High Noon at Midnight, page 96)]{.og-ref}
|
||||
@@ -79957,30 +79835,6 @@
|
||||
their full capacity.
|
||||
:::
|
||||
:::
|
||||
-
|
||||
-::: {.col .col-md-6}
|
||||
-::: {.alert .ps-4 .pb-0}
|
||||
-###### Cyphers Video[](#cypher-video "Permalink"){.og-h-anchor aria-hidden="true"} {#cypher-video}
|
||||
-
|
||||
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-::: {.ratio .ratio-16x9 .mb-2}
|
||||
-::: iframe
|
||||
-::: {#player}
|
||||
-:::
|
||||
-
|
||||
-::: player-unavailable
|
||||
-# An error occurred. {#an-error-occurred. .message}
|
||||
-
|
||||
-::: submessage
|
||||
-[Try watching this video on www.youtube.com](https://www.youtube.com/watch?v=940FXrJVDP4){target="_blank"}, or enable
|
||||
-JavaScript if it is disabled in your browser.
|
||||
-:::
|
||||
-:::
|
||||
-:::
|
||||
-:::
|
||||
-:::
|
||||
-:::
|
||||
:::
|
||||
|
||||
------------------------------------------------------------------------------------------------------------------------
|
||||
@@ -0,0 +1,26 @@
|
||||
--- _tmp/ccsrd.md 2025-07-19 20:42:08.133832543 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-07-19 21:07:50.127039074 -0500
|
||||
@@ -70,9 +70,6 @@
|
||||
System Open License (CSOL)](http://csol.montecookgames.com/){.og-icon .og-mcg}. The OG-CSRD is not associated with,
|
||||
endorsed by, or sponsored by [Monte Cook Games](http://montecookgames.com){.og-icon .og-mcg}.
|
||||
|
||||
-[{.img-fluid .border
|
||||
-.shadow-sm}](https://www.montecookgames.com/store/product/cypher-system-rulebook-2/){.d-block .text-center .mb-3}
|
||||
-
|
||||
The CSRD also includes material published in other products. Page number references have been added throughout as
|
||||
follows, so readers can \"get on the same page\" when reading from different sources.
|
||||
|
||||
@@ -179,13 +176,6 @@
|
||||
CYPHER SYSTEM and its logo are trademarks of Monte Cook Games, LLC in the U.S.A. and other countries. All Monte Cook
|
||||
Games characters and character names, and the distinctive likenesses thereof, are trademarks of Monte Cook Games, LLC.
|
||||
:::
|
||||
-
|
||||
-::: col-md-4
|
||||
-[{.og-csrd-csol-logo .img-light
|
||||
-.img-fluid .d-block .ms-auto .me-auto} {.og-csrd-csol-logo .img-dark .img-fluid .d-block .ms-auto
|
||||
-.me-auto}](https://www.montecookgames.com/){.d-block}
|
||||
-:::
|
||||
:::
|
||||
|
||||
------------------------------------------------------------------------------------------------------------------------
|
||||
70
patches/base/008-remove-difficulty-dial.patch
Normal file
70
patches/base/008-remove-difficulty-dial.patch
Normal file
@@ -0,0 +1,70 @@
|
||||
--- _tmp/ccsrd.md 2025-07-19 21:27:10.874260992 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-07-19 21:27:26.397358516 -0500
|
||||
@@ -27832,34 +27832,6 @@
|
||||
play the Cypher System with just this information. The key features here are: character actions, determining task
|
||||
difficulty, and determining modifications.
|
||||
:::
|
||||
-
|
||||
-::: {.col-12 .col-md-6}
|
||||
-::: {.alert .ps-4 .pb-0}
|
||||
-##### The Difficulty Dial[](#the-difficulty-dial "Permalink"){.og-h-anchor aria-hidden="true"} {#the-difficulty-dial .og-h-small}
|
||||
-
|
||||
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-::: text-center
|
||||
-{.og-dial .img-light .img-fluid .d-block .ms-auto .me-auto}
|
||||
-{.og-dial .img-dark .img-fluid .d-block .ms-auto .me-auto}
|
||||
-:::
|
||||
-
|
||||
-Think of easing a task as adjusting your task on this \"difficulty dial\" counterclockwise, or \"dialing down\" the
|
||||
-difficulty. Likewise, think of hindering as adjusting clockwise, or \"dialing up\" the difficulty.
|
||||
-
|
||||
-**Beyond 20:** Tasks with difficulties of 7 or higher are impossible without easing the difficulty. To accomplish them,
|
||||
-[modify the difficulty](#modifying-the-difficulty) using [skills](#modifying-the-difficulty-skills),
|
||||
-[assets](#modifying-the-difficulty-assets), and [Effort](#modifying-the-difficulty-effort)!
|
||||
-
|
||||
-**Really Impossible Tasks:** In games where PCs have [power shifts](#optional-rule-power-shifts), the GM might set
|
||||
-[difficulties as high as 15](#really-impossible-tasks).
|
||||
-:::
|
||||
-
|
||||
-::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
-**Editor\'s Notes ---** The difficulty dial image is included in [Old Gus\' Cypher System Quick-Reference
|
||||
-(OG-CSQR)](#og-csqr). To read the rules of the game in practice, see [An Example of Play](#an-example-of-play).
|
||||
-:::
|
||||
-:::
|
||||
:::
|
||||
|
||||
------------------------------------------------------------------------------------------------------------------------
|
||||
@@ -79226,12 +79198,6 @@
|
||||
devoted to guiding the story.
|
||||
:::
|
||||
|
||||
-::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
-**Editor\'s Notes ---** [The Difficulty Dial](#the-difficulty-dial) presented in [Chapter 11: Rules of the
|
||||
-Game](#chapter-11-rules-of-the-game) provides a visual representation of difficulties, target numbers, and percentage
|
||||
-chance of success.
|
||||
-:::
|
||||
-
|
||||
::: {.alert .ps-4 .pb-0}
|
||||
##### Vague Difficulty[](#vague-difficulty "Permalink"){.og-h-anchor aria-hidden="true"} {#vague-difficulty .og-h-small}
|
||||
|
||||
@@ -82181,10 +82147,7 @@
|
||||
other---confused.
|
||||
|
||||
::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
-[The Difficulty Dial](#the-difficulty-dial) presented on [Old Gus\' Cypher System Quick-Reference](#og-csqr) displays
|
||||
-difficulties, target numbers, and percentage chance to succeed with a d20 roll.
|
||||
-
|
||||
-It\'s also possible to change the d20 roll to something else, as described under [Task and Fate Dice
|
||||
+It\'s possible to change the d20 roll to something else, as described under [Task and Fate Dice
|
||||
Resolution](#optional-rule-task-and-fate-dice-resolution).
|
||||
:::
|
||||
:::
|
||||
@@ -82759,7 +82722,6 @@
|
||||
- [Character Sentence Generator](#character-sentence-generator) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Character Sheets](#og-cscs) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Cheat Sheets](#og-csqr) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
-- [The Difficulty Dial](#the-difficulty-dial) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Fantasy Character Options](#choose-fantasy-character-options) [(GF, 20)]{.og-ref}[(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Foci, Fantasy](#fantasy-foci) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Foci, Horror](#horror-foci) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
152
patches/base/009-remove-skill-categories.patch
Normal file
152
patches/base/009-remove-skill-categories.patch
Normal file
@@ -0,0 +1,152 @@
|
||||
--- _tmp/ccsrd.md 2025-07-19 21:32:11.506149624 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-07-20 00:59:07.187671199 -0500
|
||||
@@ -1108,7 +1108,6 @@
|
||||
- [Character Advancement](#character-advancement) [(240)]{.og-ref}
|
||||
- [Crafting](#choose-crafting) [(227)]{.og-ref}
|
||||
- [Rules of the Game: Skills](#modifying-the-difficulty-skills) [(209)]{.og-ref}
|
||||
-- [Skill Categories](#skill-categories) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Skills and Other Abilities](#running-the-game-skills-and-other-abilities) [(421)]{.og-ref}
|
||||
:::
|
||||
|
||||
@@ -1216,7 +1215,7 @@
|
||||
This section is based on *Skills from Backgrounds* [(235)]{.og-ref} in the [Cypher System
|
||||
Rulebook](https://www.montecookgames.com/store/product/cypher-system-rulebook-2/){.og-icon .og-mcg}.
|
||||
|
||||
-The GM can allow players to choose one or two additional [narrow skills](#skill-categories) appropriate to their PC\'s
|
||||
+The GM can allow players to choose one or two additional skills appropriate to their PC\'s
|
||||
background. For example, if an [Adept](#type-adept)\'s family owns a large vineyard as a result of rolling on the [Adept
|
||||
Background Connection](#adept-background-connection) table, they might be skilled in wine-making or being a sommelier.
|
||||
Background skills aren\'t immediately applicable to the game\'s primary adventures, but should instead address other
|
||||
@@ -5942,7 +5941,7 @@
|
||||
new descriptor that fits exactly how the player wants to portray the character.
|
||||
|
||||
::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
-**Editor\'s Notes ---** For more on broad and narrow skills, see [Skill Categories](#skill-categories). For more on
|
||||
+**Editor\'s Notes ---** For more on
|
||||
customizing PCs, see [Optional Rules](#choose-optional-rules).
|
||||
:::
|
||||
|
||||
@@ -24396,11 +24395,7 @@
|
||||
:::
|
||||
|
||||
::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
-**Editor\'s Notes ---** [Task Specialization](#ability-task-specialization){.og-ability} doesn\'t seem like a
|
||||
-particularly impressive ability, but if applied to a narrow skill important to the setting, or specialized
|
||||
-knowledge---something other PCs have an assumed inability with---as described under [Skill
|
||||
-Categories](#skill-categories) might make it an important choice for the right PC.
|
||||
-
|
||||
+**Editor\'s Notes ---**
|
||||
This ability is a more restrictive replacement for the [Specialization](#ability-specialization){.og-ability} ability in
|
||||
the 2015 Cypher System Rulebook [(62)]{.og-ref}:
|
||||
|
||||
@@ -29860,7 +29855,6 @@
|
||||
- [Faster Crafting in a High-Tech Setting](#superhero-faster-crafting-in-a-high-tech-setting) [(CTS, 65)]{.og-ref}
|
||||
- [Perilous Venture](#horror-rules-perilous-venture) [(SA, 92)]{.og-ref}
|
||||
- [Repairing and Building](#repairing-and-building) [(RR, 71)]{.og-ref}
|
||||
-- [Skill Categories](#skill-categories) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
:::
|
||||
|
||||
[(Cypher System Rulebook, page 227)]{.og-ref}
|
||||
@@ -29869,7 +29863,7 @@
|
||||
a machine that can take you into hyperspace. Normally, the level of the item determines the
|
||||
[difficulty](#crafting-difficulty-and-time) of creating or repairing it as well as the [time
|
||||
required](#crafting-difficulty-and-time). For [cyphers](#choose-cyphers), [artifacts](#choose-artifacts), other items
|
||||
-that require [specialized knowledge](#skill-categories), or items unique to a world or species other than your own (such
|
||||
+that require specialized knowledge, or items unique to a world or species other than your own (such
|
||||
as a Martian tripod walker), add 5 to the item\'s level to determine the difficulty of building or repairing it.
|
||||
|
||||
Sometimes, if the item is artistic in nature, the GM will add to the difficulty and time required. For example, a crude
|
||||
@@ -33573,10 +33567,6 @@
|
||||
- **Posthuman Power Shifts:** If you have at least one [posthuman upgrade](#optional-rule-posthuman-upgrades), you
|
||||
gain one [power shift](#optional-rule-power-shifts) as described under [Posthuman Power
|
||||
Shifts](#posthuman-power-shifts). [(SF, 53)]{.og-ref}
|
||||
-
|
||||
-- **Specialized Knowledge:** If the setting includes [specialized knowledge](#skill-categories) that PCs are assumed
|
||||
- to have an inability with, you become trained in that knowledge (may require an available teacher or repository of
|
||||
- such knowledge). [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
:::
|
||||
|
||||
##### Equal Advancement[](#equal-advancement "Permalink"){.og-h-anchor aria-hidden="true"}
|
||||
@@ -54732,7 +54722,7 @@
|
||||
difficulty of 5. Identifying an object grants PCs the ability to use the object, whether it\'s a manifest cypher or
|
||||
an artifact.
|
||||
|
||||
- However, without [training or specialization](#skill-categories) in alien technology, advanced technology, or
|
||||
+ However, without training or specialization in alien technology, advanced technology, or
|
||||
something similar (which most starting characters don\'t have), a character has an inability in understanding
|
||||
advanced and alien tech.
|
||||
|
||||
@@ -79858,54 +79848,6 @@
|
||||
In a way, this is no different than adjudicating a not-so-straightforward solution to a challenge. Sometimes you have to
|
||||
say \"No, that\'s not possible.\" But sometimes, if it makes sense, open yourself up to the possibility.
|
||||
|
||||
-::: {.alert .ps-4 .pb-0}
|
||||
-##### Skill Categories[](#skill-categories "Permalink"){.og-h-anchor aria-hidden="true"}
|
||||
-
|
||||
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-This section is based on *[The (Unwritten) Rules on Skills in Numenera](https://www.youtube.com/watch?v=FEVmVDW-gjU)* by
|
||||
-the Infinite Construct.
|
||||
-
|
||||
-Here is a framework for thinking about [skills](#skills) and character progression: Because skills are one way of
|
||||
-[modifying the difficulty](#modifying-the-difficulty) of a task, it can be helpful to think of a skill as falling into
|
||||
-one the following three categories:
|
||||
-
|
||||
-- **Broad Skills** are applicable to large number of possible tasks. For example, \"positive social interaction\" is a
|
||||
- broad skill that can apply to a variety of tasks that involve social pleasantry: etiquette, flattery, persuasion,
|
||||
- negotiation, seduction, and even deception. Likewise, a [crafting](#choose-crafting) skill like \"metalworking\"
|
||||
- might be considered a broad skill that allows a PC represents some training in metallurgy, working a forge, and
|
||||
- creating different types of finishes for several kinds of well-known metals on a completed object.
|
||||
-
|
||||
-- **Narrow Skills** are less frequent in their application, and they frequently build upon a broad skill. For example,
|
||||
- \"negotiation\" might be a specialization within a broad \"positive social interaction\" skill. Likewise,
|
||||
- \"weaponsmithing\", \"bronze casting\", \"hull welding\", and \"jewelrymaking\" might be specific skills that fall
|
||||
- under a broad \"metalworking\" skill. The GM should consider what each of these specializations says about the PC.
|
||||
- Are they a warrior? An artist? A craftsperson?
|
||||
-
|
||||
- A GM might decide that some skills are so broad that it is impossible to become specialized in them, and a player
|
||||
- must instead choose a narrow skill under the broad skill. For example, if the GM considers \"stealth\" as applicable
|
||||
- to too many different types of tasks, they might require the character specialize in picking pockets, sleight of
|
||||
- hand, sneaking, or hiding instead.
|
||||
-
|
||||
-- **Specialized Knowledge** skills might be uniquely important to the game world or campaign, with only a certain few
|
||||
- that possess them. The Cypher System assumes PCs are broadly competent: the default state of any given skill is
|
||||
- Practiced. However, the GM might decide that when it comes to a few select skills, PCs are assumed to have an
|
||||
- [inability](#key-concepts) with those skills unless they begin the game [trained](#key-concepts) in them.
|
||||
-
|
||||
- For example, in a [science fiction](#chapter-15-science-fiction) setting, being able to decipher the language of a
|
||||
- long-dead ancient species might be specialized knowledge, and the GM might allow characters to rid themselves of the
|
||||
- inability as part of choosing a skill as part of [character advancement](#character-advancement).
|
||||
-
|
||||
- Specialized knowledge is also useful when thinking about [crafting](#choose-crafting). In a
|
||||
- [fantasy](#chapter-13-fantasy) setting, \"elven weaponsmithing\" might be a specialized knowledge skill within the
|
||||
- broad \"metalworking\" skill. if a PC is already trained in metalworking and completes a [Master a
|
||||
- Skill](#arc-master-a-skill) character arc, they might be able to specialize in \"elven weaponsmithing\", which would
|
||||
- then enable them begin to use the rules for [crafting magic items](#crafting-magic-items). In a
|
||||
- [superhero](#chapter-18-superheroes) setting where magic is rare, a PC without an ability like[Magic
|
||||
- Training](#ability-magic-training){.og-ability} might be assumed to have an inability on tasks related to
|
||||
- understanding magic, with no established way of gaining any magical talent.
|
||||
-:::
|
||||
-
|
||||
------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
#### NPCs and Death[](#npcs-and-death "Permalink"){.og-h-anchor aria-hidden="true"}
|
||||
@@ -80343,9 +80285,7 @@
|
||||
[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
|
||||
- **Define Skills:** Make a list of useful [skills](#skills) for the setting and genre. Add any new skills that are
|
||||
- needed, including languages. If the setting includes magic or involves exploring great unknowns, it might also be a
|
||||
- good time to consider defining any [skill categories](#skill-categories) and expected inabilities most PCs will
|
||||
- share.
|
||||
+ needed, including languages.
|
||||
|
||||
- **Define Types:** Establish the [types](#chapter-5-type) PCs can play. You might also want to define a new type with
|
||||
a [flavor](#chapter-6-flavor), including any [further customization](#further-customization) you make.
|
||||
@@ -82682,7 +82622,6 @@
|
||||
- [Frequently Asked Questions](#faq) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Followers vs. Temporary Companions](#followers-vs-temporary-companions) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Resolving Cypher Levels and Effects](#resolving-cypher-levels-and-effects) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
-- [Skill Categories](#skill-categories) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Skill Training](#skill-training) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Task Difficulty](#how-to-play-task-difficulty) [(8)]{.og-ref}[(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Using Armor](#equipment-using-armor) [(202)]{.og-ref}[(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
18
patches/base/010-remove-cheat-sheet-links.patch
Normal file
18
patches/base/010-remove-cheat-sheet-links.patch
Normal file
@@ -0,0 +1,18 @@
|
||||
--- _tmp/ccsrd.md 2025-07-20 08:33:24.012870244 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-07-20 08:37:17.425333011 -0500
|
||||
@@ -587,7 +587,6 @@
|
||||
PDFs
|
||||
|
||||
- [Character Sheets](#og-cscs) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
-- [Cheat Sheets](#og-csqr) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
|
||||
Related Sections
|
||||
|
||||
@@ -82660,7 +82659,6 @@
|
||||
- [Character Creation Checklist](#character-creation-checklist) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Character Sentence Generator](#character-sentence-generator) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Character Sheets](#og-cscs) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
-- [Cheat Sheets](#og-csqr) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Fantasy Character Options](#choose-fantasy-character-options) [(GF, 20)]{.og-ref}[(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Foci, Fantasy](#fantasy-foci) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Foci, Horror](#horror-foci) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,148 +0,0 @@
|
||||
--- _tmp/ccsrd.md 2025-06-18 23:59:14.771123436 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-06-18 23:59:36.615251031 -0500
|
||||
@@ -1,8 +1,8 @@
|
||||
-COMMONS CYPHER SYSTEM REFERENCE DOCUMENT v0.0.1
|
||||
+# COMMONS CYPHER SYSTEM REFERENCE DOCUMENT v0.0.1
|
||||
|
||||
Compatible with the Cypher System. Based on the Cypher System Reference Document, 2024-07-02.
|
||||
|
||||
-How to Play the Cypher System
|
||||
+## How to Play the Cypher System
|
||||
|
||||
The rules of the Cypher System are quite straightforward at their heart, as all of gameplay is based around a few core
|
||||
concepts.
|
||||
@@ -255,7 +255,7 @@
|
||||
|
||||
(A d6 is used most often for recovery rolls and to determine the level of cyphers.
|
||||
|
||||
-Creating Your Character
|
||||
+## Creating Your Character
|
||||
|
||||
This section explains how to create characters to play in a Cypher System game. This involves a series of decisions that
|
||||
will shape your character, so the more you understand what kind of character you want to play, the easier character
|
||||
@@ -648,7 +648,7 @@
|
||||
In most campaigns, fluency in a language is considered a skill. So if you want to speak French, that’s the same as being
|
||||
trained in biology or swimming.
|
||||
|
||||
-Type
|
||||
+## Type
|
||||
|
||||
Character type is the core of your character. Your type helps determine your character’s place in the world and
|
||||
relationship with other people in the setting. It’s the noun of the sentence “I am an *adjective noun* who *verbs*.”
|
||||
@@ -2034,7 +2034,7 @@
|
||||
unless the additional inability comes from another source (such as a descriptor or a disease or disability arising from
|
||||
actions or conditions in the game).
|
||||
|
||||
-Flavor
|
||||
+## Flavor
|
||||
|
||||
Flavors are groups of special abilities the GM and players can use to alter a character type to make it more to their
|
||||
liking or more appropriate to the genre or setting. For example, if a player wants to create a magic-using thief
|
||||
@@ -2411,7 +2411,7 @@
|
||||
|
||||
Skill With Defense
|
||||
|
||||
-Descriptor
|
||||
+## Descriptor
|
||||
|
||||
Your descriptor defines your character—it flavors everything you do. The differences between a Charming Explorer and a
|
||||
Vicious Explorer are considerable. The descriptor changes the way those characters go about every action. Your
|
||||
@@ -4207,7 +4207,7 @@
|
||||
enough to warrant this treatment. The differences between a Mysterious character and a Virtuous one are probably greater
|
||||
than those between an Alpha Centauran and an Earthling.
|
||||
|
||||
-Focus
|
||||
+## Focus
|
||||
|
||||
Focus is what makes a character unique. No two PCs in a group should have the same focus. A focus gives a character
|
||||
benefits when they create their character and each time they ascend to the next tier. It’s the verb of the sentence “I
|
||||
@@ -7891,7 +7891,7 @@
|
||||
|
||||
Reactive Field
|
||||
|
||||
-Abilities
|
||||
+## Abilities
|
||||
|
||||
This chapter presents a vast catalog of more than a thousand abilities a character can gain from their type, flavor (if
|
||||
any), and focus. They are sorted alphabetically by the ability’s name.
|
||||
@@ -15758,7 +15758,7 @@
|
||||
see in very dim light as though it were bright light. You can see in total darkness as if it were very dim light.
|
||||
Enabler.
|
||||
|
||||
-Equipment
|
||||
+## Equipment
|
||||
|
||||
Equipment in the Cypher System plays only a small role. It’s far more important to focus on what you can do than on what
|
||||
you have. Still, sometimes it’s important to know if you’ve got enough rope, or what kind of gun your space pilot has at
|
||||
@@ -16456,7 +16456,7 @@
|
||||
is far more complex than pushing a button. It can involve manipulating touchscreens, reciting the proper arcane words,
|
||||
or anything else that fits the setting. The GM sets the difficulty, but it is usually equal to the artifact’s level.
|
||||
|
||||
-Rules of the Game
|
||||
+## Rules of the Game
|
||||
|
||||
Cypher System games are played in the joint imagination of all the players, including the GM. The GM sets the scene, the
|
||||
players state what their characters attempt to do, and the GM determines what happens next. The rules and the dice help
|
||||
@@ -19349,7 +19349,7 @@
|
||||
|
||||
A tricky spy whose intelligence on enemy movements is invaluable.
|
||||
|
||||
-Experience Points
|
||||
+## Experience Points
|
||||
|
||||
Experience points (XP) are the currency by which players gain benefits for their characters. The most common ways to
|
||||
earn XP are through GM intrusions and by accomplishing things the PCs set out to do. Sometimes experience points are
|
||||
@@ -20335,7 +20335,7 @@
|
||||
|
||||
Resolution: You reflect on what you’ve accomplished and think about the future.
|
||||
|
||||
-Genres
|
||||
+## Genres
|
||||
|
||||
The Cypher System can be used to play in many settings. This chapter provides additional information and rules for
|
||||
fantasy, modern, science fiction, horror, romance, superheroes, post-apocalyptic, fairy tale, and historical genres.
|
||||
@@ -35858,7 +35858,7 @@
|
||||
by extension more recent historical periods—contained fascinating and useful objects that were anachronistic for their
|
||||
period. Most such artifacts were likely the creations of philosophers, lone geniuses, and similar figures.
|
||||
|
||||
-Creatures
|
||||
+## Creatures
|
||||
|
||||
This chapter describes many common and uncommon creatures that the characters might meet—and fight—in a Cypher System
|
||||
game and gives their stats. The variety of creatures that populate the possible settings and genres is so great that
|
||||
@@ -40538,7 +40538,7 @@
|
||||
GM intrusion: Just as things seem bleakest for her, Wrath summons a group of assassins waiting in the wings to surround
|
||||
the PCs and demand their surrender.
|
||||
|
||||
-NPCs
|
||||
+## NPCs
|
||||
|
||||
The NPCs in this chapter are generic examples of nonplayer characters that can be used in many genres.
|
||||
|
||||
@@ -41112,7 +41112,7 @@
|
||||
|
||||
GM intrusion: The wizard casts two spells as a single action instead of just one.
|
||||
|
||||
-Cyphers
|
||||
+## Cyphers
|
||||
|
||||
Cyphers are one-use abilities that characters gain over the course of play. They have cool powers that can heal, make
|
||||
attacks, ease or hinder task rolls, or (in a more supernatural and extreme example) produce effects such as nullifying
|
||||
@@ -43521,7 +43521,7 @@
|
||||
Effect: This cypher boosts an ability that affects a target at a range greater than touch. It can affect a second target
|
||||
within range (if the ability is an attack, make a separate attack roll for the second creature).
|
||||
|
||||
-Running the Cypher System
|
||||
+## Running the Cypher System
|
||||
|
||||
Setting Difficulty Ratings
|
||||
|
||||
@@ -81357,7 +81357,7 @@
|
||||
rather than a skyscraper. You could also have one of the PCs be an undercover FBI agent on the lookout for the
|
||||
terrorist, or even an undercover foreign agent working for the terrorist
|
||||
|
||||
-Legal Information
|
||||
+## Legal Information
|
||||
|
||||
This tabletop roleplaying game material incorporates material from the Cypher System Reference Document and from the
|
||||
community of Cypher System players. The Cypher System Reference Document is made available under the terms of the Cypher
|
||||
96
patches/base/011-remove-character-sentence-generator.patch
Normal file
96
patches/base/011-remove-character-sentence-generator.patch
Normal file
@@ -0,0 +1,96 @@
|
||||
--- _tmp/ccsrd.md 2025-07-20 08:37:48.023523631 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-07-20 08:40:08.722400150 -0500
|
||||
@@ -141,11 +141,6 @@
|
||||
scibbling in the margins for \"the rules\"---play it your way!
|
||||
:::
|
||||
|
||||
-#### Cypher System Tools[](#about-tools "Permalink"){.og-h-anchor aria-hidden="true"} {#about-tools .og-h-small}
|
||||
-
|
||||
-Additional [tools](#choose-pdfs) are available, including a [Character Sentence
|
||||
-Generator](#character-sentence-generator) and a number of useful [PDFs](#pdfs).
|
||||
-
|
||||
#### Acknowledgements[](#about-acknowledgements "Permalink"){.og-h-anchor aria-hidden="true"} {#about-acknowledgements .og-h-small}
|
||||
|
||||
[Marko Wenzel](https://github.com/mrkwnzl/cyphersystem-foundryvtt), [Qedhup](https://www.youtube.com/@Qedhup),
|
||||
@@ -572,7 +567,6 @@
|
||||
- [Descriptor, Type, and Focus](#character-descriptor-type-and-focus) [(18)]{.og-ref}
|
||||
- [Special Abilities](#special-abilities) [(18)]{.og-ref}
|
||||
- [Skills](#skills) [(19)]{.og-ref}
|
||||
-- [Character Sentence Generator](#character-sentence-generator) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Character Creation Checklist](#character-creation-checklist) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Online Character Sheets](#character-sheets-virtual-tabletops) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
|
||||
@@ -1080,11 +1074,6 @@
|
||||
genres.
|
||||
:::
|
||||
|
||||
-::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
-**Editor\'s Notes ---** To get an idea of how this works, try the [Cypher System Character Sentence
|
||||
-Generator](#character-sentence-generator) at the end of the chapter!
|
||||
-:::
|
||||
-
|
||||
------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
#### Skills[](#skills "Permalink"){.og-h-anchor aria-hidden="true"}
|
||||
@@ -1272,35 +1261,6 @@
|
||||
|
||||
------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
-::: {.alert .ps-4 .pb-0}
|
||||
-#### Cypher System Character Sentence Generator[](#character-sentence-generator "Permalink"){.og-h-anchor aria-hidden="true"} {#character-sentence-generator}
|
||||
-
|
||||
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-To create your character, you make a simple statement that describes them. The character sentence takes this form:
|
||||
-
|
||||
-- New Descriptor
|
||||
-
|
||||
-- New Type
|
||||
-
|
||||
-- New Flavor
|
||||
-
|
||||
-- New Focus
|
||||
-
|
||||
-- New Chracter Arc
|
||||
-
|
||||
-- Randomize All
|
||||
-
|
||||
-\"I am an \[adjective\] \[noun\] who \[verbs\].\"
|
||||
-
|
||||
-\"I am a \[[descriptor](#chapter-7-descriptor)\] \[[type](#chapter-5-type)\] who \[[focus](#chapter-8-focus)\].\"
|
||||
-
|
||||
-\"I am [a \[Descriptor\]]{#character-random-descriptor} [\[Type\]]{#character-random-type} [
|
||||
-\[Flavor\]]{#character-random-flavor} who [\[Focus\]]{#character-random-focus}.\"
|
||||
-
|
||||
-\"I [\[Character Arc\]]{#character-random-arc}.\"
|
||||
-:::
|
||||
-
|
||||
::: row
|
||||
::: {.col .col-md-6}
|
||||
##### Character Creation Checklist[](#character-creation-checklist "Permalink"){.og-h-anchor aria-hidden="true"} {#character-creation-checklist .og-border}
|
||||
@@ -80310,7 +80270,7 @@
|
||||
that don\'t seem like they quite fit in. Some things might be best harnessed as a Use for
|
||||
[XP](#choose-xp)---including new [character advancement](#character-advancement) options, or [player
|
||||
intrusions](#running-the-game-player-intrusions) that provide a vocabulary for the kinds of cool \"moves\" a player
|
||||
- can make on a limited basis that aren\'t addressed by [character creation](#character-sentence-generator). Don\'t
|
||||
+ can make on a limited basis that aren\'t addressed by character creation. Don\'t
|
||||
worry if you don\'t know how to do it all right now: if there are mechanics you aren\'t sure about, implement them
|
||||
as [cyphers](#choose-cyphers) at first---this is a good test bed because cyphers can only be used once. Don\'t worry
|
||||
too much about game mechanics when writing these, just use own plain language. After the cypher is used, if it\'s
|
||||
@@ -82098,7 +82058,7 @@
|
||||
example, [Spin Identity](#ability-spin-identity){.og-ability} and [Fast Talk](#ability-fast-talk){.og-ability} are just
|
||||
extensions of [interacting with a creature](#action-interacting-with-creatures).
|
||||
|
||||
-In the Cypher System, the decisions players make through [character creation](#character-sentence-generator) should be
|
||||
+In the Cypher System, the decisions players make through character creation should be
|
||||
the foundation of how gameplay itself works. After all, players made those choices to the exclusion of other options,
|
||||
and the game recommends no two PCs share the same focus, ensuring each has a niche in the group\'s dynamic. Any ability
|
||||
a PC gains from their [type](#choose-type) or [focus](#choose-focus), and pays [Pool](#pool) points to activate should
|
||||
@@ -82657,7 +82617,6 @@
|
||||
- [An Example of Play](#an-example-of-play) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Campaign Design Checklist](#campaign-design-checklist) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Character Creation Checklist](#character-creation-checklist) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
-- [Character Sentence Generator](#character-sentence-generator) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Character Sheets](#og-cscs) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Fantasy Character Options](#choose-fantasy-character-options) [(GF, 20)]{.og-ref}[(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Foci, Fantasy](#fantasy-foci) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
File diff suppressed because it is too large
Load Diff
417
patches/base/012-remove-example-of-play.patch
Normal file
417
patches/base/012-remove-example-of-play.patch
Normal file
@@ -0,0 +1,417 @@
|
||||
--- _tmp/ccsrd.md 2025-07-20 08:40:30.837537927 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-07-20 08:43:43.190736250 -0500
|
||||
@@ -192,7 +192,6 @@
|
||||
|
||||
Related Sections
|
||||
|
||||
-- [An Example of Play](#an-example-of-play) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Frequently Asked Questions](#faq) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Key Concepts](#key-concepts) [(207)]{.og-ref}
|
||||
- [Rules of the Game](#choose-rules) [(206)]{.og-ref}
|
||||
@@ -289,8 +288,7 @@
|
||||
:::
|
||||
|
||||
::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
-**Editor\'s Notes ---** For more important game vocabulary, see [Key Concepts](#key-concepts). For an example of these
|
||||
-concepts in practice, see [An Example of Play](#an-example-of-play).
|
||||
+**Editor\'s Notes ---** For more important game vocabulary, see [Key Concepts](#key-concepts).
|
||||
:::
|
||||
|
||||
------------------------------------------------------------------------------------------------------------------------
|
||||
@@ -27743,7 +27741,6 @@
|
||||
|
||||
Related Sections
|
||||
|
||||
-- [An Example of Play](#an-example-of-play) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Followers and Factions](#chapter-11-a-followers-and-factions) [(233)]{.og-ref}
|
||||
- [Frequently Asked Questions](#faq) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Optional Rules](#choose-optional-rules) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
@@ -78852,7 +78849,6 @@
|
||||
- [NPCs and Death](#npcs-and-death) [(424)]{.og-ref}
|
||||
- [Creatures](#running-the-game-creatures) [(425)]{.og-ref}
|
||||
- [Balancing Encounters](#balancing-encounters) [(434)]{.og-ref}
|
||||
-- [An Example of Play](#an-example-of-play) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
|
||||
GM Preparation
|
||||
|
||||
@@ -80975,364 +80971,6 @@
|
||||
|
||||
------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
-#### An Example of Play[](#an-example-of-play "Permalink"){.og-h-anchor aria-hidden="true"}
|
||||
-
|
||||
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-Sometimes the best way to learn a game is to observe it being played. This section provides a transcript of a
|
||||
-hypothetical group of characters playing through a Cypher System encounter.
|
||||
-
|
||||
-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
-For more examples of play, see this excellent compilation of [Cypher System Actual Plays by
|
||||
-SirJames](https://docs.google.com/document/d/1_kmOtmcOMFfEe5zrocAPKZn_Uqcacoa7PYaY2YGHeF0/edit#heading=h.nqvu02hhjlgh).
|
||||
-:::
|
||||
-
|
||||
-::: {.alert .ps-4 .pb-0}
|
||||
-##### Characters and Setting[](#an-example-of-play-characters "Permalink"){.og-h-anchor aria-hidden="true"} {#an-example-of-play-characters .og-h-small}
|
||||
-
|
||||
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-The setting is a [Fantasy](#chapter-13-fantasy) and [Fairy Tale](#chapter-20-fairy-tale) setting with some surreal,
|
||||
-Saturday morning cartoon sensibilities. In the example, the party is composed of three Tier 1 PCs with a few [character
|
||||
-advancements](#character-advancement):
|
||||
-
|
||||
-- **Ori**, a [Naive](#descriptor-naive) [Speaker](#type-speaker) who [Runs Away](#focus-runs-away)
|
||||
-
|
||||
- An 8-year old child, and a powerful \"dreamer\" from the human world, Ori\'s character arc is [Undo a
|
||||
- Wrong](#arc-undo-a-wrong), because he brought several of his nightmares into this world, where they are wreaking
|
||||
- havoc. As part of roleplaying a young child, Ori\'s player prefers exploration to combat, and almost never attacks a
|
||||
- foe directly.
|
||||
-
|
||||
-- **Chert**, a [Tough](#descriptor-tough) [Warrior](#type-warrior) who [Abides in Stone](#focus-abides-in-stone)
|
||||
-
|
||||
- Eleven feet (3.4 m) tall and with a body of durable quartz, Chert took the [Aid a Friend](#arc-aid-a-friend)
|
||||
- character arc when joining Ori on his quest. Chert\'s player is frequently the life of the party, providing comic
|
||||
- relief with her trademark wholesome cluelessness. Chert\'s player also enjoys inflicting and taking damage in
|
||||
- combat.
|
||||
-
|
||||
-- **Rena**, a [Mysterious](#descriptor-mysterious) [Explorer](#type-explorer) with [Magic Flavor](#flavor-magic) who
|
||||
- [Masters Spells](#focus-masters-spells)
|
||||
-
|
||||
- As enigmatic as they are ambitious, Rena is a humanoid fox who has been less than forthcoming with their fellow
|
||||
- party members about their true motives. Rena\'s player enjoys solving puzzles, casting spells, and is eager to
|
||||
- increase their PC\'s sorcerous powers through the [Master a Skill](#arc-master-a-skill) arc.
|
||||
-:::
|
||||
-
|
||||
-------------------------------------------------------------------------------------------------------------------------
|
||||
-
|
||||
-##### Exploring the Sunken Library[](#an-example-of-play-exploration "Permalink"){.og-h-anchor aria-hidden="true"} {#an-example-of-play-exploration .og-h-small}
|
||||
-
|
||||
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-- **GM:** [The other end of the portal\'s tears open with a bright blue light, and the three of you slide into an
|
||||
- enormous library. It sprawls away into at least eight different wings. It\'s dark, too---huge circular windows are
|
||||
- set high up along the walls, with thick, bolted brass frames around the edges. What light there is plays in ripples
|
||||
- across the high wooden stacks and black marble floors. A shimmering school of a thousand dazzling silver mackerel
|
||||
- rush past one of the windows---after they pass, you notice other---larger, darker---shapes in the water. There
|
||||
- doesn\'t seem to be anyone around.]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **Rena:** [I want to stabilize this portal to give us more time to explore.]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **GM:** [Good thinking! Stabilizing this portal for an hour is a [difficulty](#how-to-play-task-difficulty) 4
|
||||
- [Intellect](#intellect) task---this one is harder to keep open than the last one. It\'s already buckling in, like a
|
||||
- soda can on the verge of being crushed.]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-
|
||||
-*(This isn\'t the first portal of this kind the party has been through. Left unattended, they can destabilize and close
|
||||
-without warning. Since the players are still new to the game, the GM usually tells them the difficulty of the roll ahead
|
||||
-of them.)*
|
||||
-
|
||||
-- **Rena:** [I\'m assuming my[Magic Training](#ability-magic-training){.og-ability} applies as a
|
||||
- [skill](#modifying-the-difficulty-skills) like last time?]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **GM:** [Yeah, it does.]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **Ori:** [I want to [help](#cooperative-actions), too. Ori takes Rena\'s loose hand and concentrates on the portal
|
||||
- by remembering the beach we were on.]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **Rena:** [Thanks. I\'m also going to use two levels of [Effort](#modifying-the-difficulty-effort). I have 2
|
||||
- Intellect [Edge](#edge), so that will cost... 5 − 2 = 3 Intellect points from my [Pool](#pool), but with Ori\'s help
|
||||
- as an [asset](#modifying-the-difficulty-effort), I won\'t have to roll for this at all.]{.d-table-cell .pt-1 .pb-1
|
||||
- .pr-3}
|
||||
-- **Ori:** [Worth it! If there\'s no one to help us find this book, we\'re going to have to find it on our
|
||||
- own.]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **GM:** [Stabilizing the portal is going to take about a minute, but the two of you succeed. Chert, what are you
|
||||
- doing while they\'re busy with the portal?]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **Chert:** [I want to take a quick nosy---not far, just want to see if anyone is hiding, and why it\'s so dark in
|
||||
- here. It was the middle of the day, wasn\'t it?]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **GM:** [Yes, it was about midday when you headed into the portal. Checking the place out will also be an Intellect
|
||||
- task---no set difficulty here, let\'s just see what you discover.]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **Chert:** [And I call out---\"Hell*oooo*? Is anybody here?\" I\'m just going to roll it straight... an
|
||||
- 8!]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **GM:** [You look around, and realize you must be deep underwater. Large, menacing shadows of sea creatures
|
||||
- occasionally pass by the windows. There\'s always a slight creaking from the one wall or another, and occasional
|
||||
- droplets of seawater fall from the high ceiling above onto you. []{.d-block .mt-2} Your words are answered only by
|
||||
- your own voice echoing through the cavernous chamber, but you do happen upon a fancy card catalog. It\'s nearly
|
||||
- fifteen feet (5 m) tall, with drawers that have been meticulously engraved with all manner of
|
||||
- seashells.]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **Ori:** [Oh, cool! I skip on over to where Chert is. I bet we can use that to find where the book is! What was it
|
||||
- called again?]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **Rena:** [Hang on, let me check my notes ... it was \"1,001 Uses for Peas\", by Old Gus. *Yuck*, it sounds awful.
|
||||
- Is there a reference or circulation desk?]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **GM:** [Yeah, there\'s a large circular, official-looking desk a [short distance](#rules-distance)
|
||||
- away.]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **Rena:** [I\'ll head over there.]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **Chert:** [I lift Ori up so he can reach any drawers he needs to look through.]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **GM:** [Ori, if you\'re looking through the drawers now, it\'s going to be a difficulty 4 Intellect roll to find
|
||||
- the book in the catalog.]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **Ori:** [Okay, I\'ll use one level of Effort, so I pay 3 Intellect points and that makes the difficulty
|
||||
- 3.]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **GM:** [Cool, so roll a 9!]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **Ori:** [... It\'s a 3. That\'s not great. I\'m going to [spend 1 XP](#spending-experience-points) to reroll. Oof,
|
||||
- it\'s a 6. This isn\'t my night for d20 rolls.]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-
|
||||
-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
-The GM notices that Ori has a point---the PC\'s rolls have been a little middling lately, and decides the scene could
|
||||
-use a dash of the unexpected. Maybe the library isn\'t as uninhabited as it looks.
|
||||
-:::
|
||||
-
|
||||
-- **GM:** [Hey, Ori, I have a [GM intrusion](#gm-intrusion) for you.]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **Ori:** [Ori always says yes to [XP](#choose-xp)! Chert, you can have the other XP.]{.d-table-cell .pt-1 .pb-1
|
||||
- .pr-3}
|
||||
-- **Chert:** [Thanks, dude!]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-
|
||||
-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
-The group [uses colored poker chips](#keeping-track-of-numbers) to represent [Pool](#pool) points and [XP](#choose-xp),
|
||||
-so the GM passes an XP chip each to Ori and Chert.
|
||||
-:::
|
||||
-
|
||||
-- **GM:** [So, Ori, you\'re struggling with the card catalog---the cards are all out of order, or upside-down, and
|
||||
- it\'s just chaos in there. Just as you\'re just starting to make headway, the card catalog lurches, pulling you away
|
||||
- from Chert\'s grasp. You\'re now dangling precariously off one of the high drawers, and it is sliding out of its
|
||||
- framing. What do you do?]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **Ori:** [Ori will try to use his weight to slide the drawer back in a little ways, and find a foothold somewhere
|
||||
- where a drawer fell out. I still want to find out where the book is!]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **GM:** [Okay, give me a Might roll. The difficulty is 4.]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **Ori:** [Does Ori\'s [skill](#modifying-the-difficulty-skills) with [climbing](#movement-climbing) count for
|
||||
- this?]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **GM:** [Sure, it\'s basically a very aggressive climbing wall right now---difficulty 3, so roll a 9.]{.d-table-cell
|
||||
- .pt-1 .pb-1 .pr-3}
|
||||
-- **Ori:** [... 14. Ori hangs on for dear life, and I want to activate[Go
|
||||
- Defensive](#ability-go-defensive){.og-ability}.]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **Chert:** [Hang on, buddy! I\'ll save you from this ...]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **Rena:** [... Evil furniture!?]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-
|
||||
-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
-The GM takes a few moments to [create a new creature](#creating-creatures-and-npcs)---the Crabby Hermit.
|
||||
-:::
|
||||
-
|
||||
-::: {.alert .ps-4 .pb-0}
|
||||
-###### Crabby Hermit [4 (12)]{.float-end}[](#creature-crabby-hermit "Permalink"){.og-h-anchor aria-hidden="true"} {#creature-crabby-hermit .og-tab}
|
||||
-
|
||||
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-- **Motive:** Solitude, survival
|
||||
-
|
||||
-- **Environment:** Underwater
|
||||
-
|
||||
-- **Health:** 18
|
||||
-
|
||||
-- **Damage Inflicted:** 5 points
|
||||
-
|
||||
-- **Armor:** 2
|
||||
-
|
||||
-- **Movement:** Short; short when swimming
|
||||
-
|
||||
-- **Modifications:** Crushing, breaking, and grappling as level 5; Speed defense as level 3 due to size
|
||||
-
|
||||
-- **Combat:** Can attack twice, once with each claw.
|
||||
-
|
||||
-- **Interaction:** The crabby hermit can be reasoned with if it is humiliated or becomes demoralized.
|
||||
-
|
||||
-- **Loot:** If the crabby hermit is slain or leaves the card catalog, it leaves behind three cyphers: a [Seashell of
|
||||
- Instant Shelter](#cypher-instant-shelter), a [Pearl Necklace of Giant Size](#fantasy-cypher-giant-size), and a
|
||||
- [Mermaid Tear](#fairy-tale-cypher-mermaid-tear).
|
||||
-:::
|
||||
-
|
||||
-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
-The crabby hermit isn\'t difficult to hit, but it will be tough with only two combatants. Unless Chert and Rena decide
|
||||
-to expend a fair amount of [Effort](#modifying-the-difficulty-effort) to [damage](#rules-damage), the crab will probably
|
||||
-be defeated by morale conditions rather than depletion of all of its health. The GM trusts Ori or Rena to come up with a
|
||||
-plan, or to use one of their [cyphers](#choose-cyphers).
|
||||
-:::
|
||||
-
|
||||
-------------------------------------------------------------------------------------------------------------------------
|
||||
-
|
||||
-##### Combat[](#an-example-of-play-combat "Permalink"){.og-h-anchor aria-hidden="true"} {#an-example-of-play-combat .og-h-small}
|
||||
-
|
||||
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-- **GM:** [As the card catalog finishes rounding its turn, several drawers clatter to the floor, and legs emerge from
|
||||
- them. and you can make out Ori\'s dangling silhouette hanging off one side. A large wooden flap opens, and two
|
||||
- eyestalks protrude, followed by the two massive pincer claws---it\'s an enormous hermit crab, and it *does not look
|
||||
- happy*, so roll [initiative](#rules-encounters-rounds-and-initiative), everybody! That\'s a [Speed](#speed) task,
|
||||
- and the difficulty is 4---so you need to roll a 12, but Ori is hindered from being spun around---you\'re just a
|
||||
- little bit dizzy, so this is difficulty 5 for you---you need to roll a 15.]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **Chert:** [I\'m going to put a level of [Effort](#modifying-the-difficulty-effort) in to lower that target number
|
||||
- to a 9, and I rolled ... a 10. Phew! Expensive, but worth it in this case.]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **Rena:** [I rolled a 13.]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **Ori:** [Ori rolled a 13, too---doesn\'t beat a difficulty 5, though.]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **GM:** [Okay, Rena, Chert: the initiative is yours.]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **Chert:** [I\'ll go first---I just want to get up in this thing\'s face, and try to [guard](#action-guarding)
|
||||
- against it grabbing or attacking Ori.]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **Rena:** [I attack the crab with my bow. Is this thing level 4?]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **GM:** [It\'s large, so it\'s only a difficulty 3 to hit it. The target number is 9.]{.d-table-cell .pt-1 .pb-1
|
||||
- .pr-3}
|
||||
-- **Rena:** [A 17! That hits, so I inflict 4 [damage](#rules-damage) for my longbow, +1 for the [special
|
||||
- roll](#rules-special-rolls), for a total of 5 damage.]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-
|
||||
-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
-Rena\'s longbow is a [medium weapon](#equipment-weapons)---The GM notes that Crabby Hermit takes only 3 damage due to
|
||||
-its [Armor](#rules-armor).
|
||||
-:::
|
||||
-
|
||||
-- **GM:** [Your arrow sails across the still air of the library and sticks into the crab\'s thick armor plates,
|
||||
- sending hairline fractures in all directions on one of its forelegs.]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **Rena:** [Did I do any damage?]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **GM:** [You did, but this thing definitely has some Armor. And now it\'s the crab\'s turn: It rears up on its legs
|
||||
- and tries to grab Ori with one of its claws---It bellows out at you all: \"You are *way too loud!* Get out of my
|
||||
- library!\"]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **Chert:** [But I\'m guarding him!]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **GM:** [Oh yeah---that will be an eased Speed task to prevent the attack. So, difficulty 3. Roll a
|
||||
- 9.]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **Chert:** [... Uh oh. It\'s a 1.]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **Ori:** [Oh no ...]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **Chert:** [Hey, if I can\'t guard against the attack, could I [take the attack](#cooperative-actions) instead as my
|
||||
- [GM intrusion](#gm-intrusion)?]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-
|
||||
-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
-The GM pauses to think. Is there a rule for this? What Chert suggested sounds cool, and keeping Ori out of direct combat
|
||||
-is definitely in keeping with the spirit of the game and her character. The GM decides to accept.
|
||||
-:::
|
||||
-
|
||||
-- **GM:** [Well, it\'ll take your next [action](#rules-actions) to do that, and the crab is going to hit you harder,
|
||||
- is that cool?]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **Chert:** [... I take the attack.]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **GM:** [Okay, here\'s how that happens: You miscalculate---the crab wasn\'t reaching up for Ori, it was actually
|
||||
- winding up a punch targeted at Chert, so you are surprised when its claw rushes toward your face. []{.d-block
|
||||
- .mt-2}Rena, your fox ears hear a faint *sonic boom* as the punch lands, sending Chert flying 20 feet (6 m) across
|
||||
- the room, crashing into the sea of abandoned tables and chairs. The sound of splintering wood echoes throughout the
|
||||
- chamber. All told, you take 11 damage to your [Might](#might) [Pool](#pool), Chert.]{.d-table-cell .pt-1 .pb-1
|
||||
- .pr-3}
|
||||
-- **Chert:** [Okay, I have 5 [Armor](#rules-armor). 11 − 5 = 6 Might points is what I lose.]{.d-table-cell .pt-1 .pb-1
|
||||
- .pr-3}
|
||||
-- **Rena:** [Yikes. You okay?]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **GM:** [You also gain 2 XP for your [Aid a Friend](#arc-aid-a-friend) character arc, Chert, for the full bodyguard
|
||||
- treatment.]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **Chert:** [Oh, I can take it for 2 [XP](#choose-xp)! Since I can\'t take an action this turn, I am just going to
|
||||
- twitch my left leg dramatically to let Rena and Ori know I\'m still alive. This crab\'s got nothing once I get back
|
||||
- up.]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-
|
||||
-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
-For a tier 1 PC, Chert is a very specialized, with several sources of [Armor](#rules-armor): a set of stone [heavy
|
||||
-armor](#equipment-armor) she wears provides +3 Armor, +1 from her [Tough](#descriptor-tough) descriptor, and +1 from
|
||||
-her[Golem Body](#ability-golem-body){.og-ability}. As a result of all of this, Chert doesn\'t put [Effort](#effort) into
|
||||
-[Speed](#speed) rolls, especially [defense rolls](#action-defend)---this kind of durability is just part of being a big
|
||||
-rock monster.
|
||||
-:::
|
||||
-
|
||||
-- **GM:** [With its other claw, the hermit crab---or maybe it\'s a mantis shrimp now?---launches a heavy wooden
|
||||
- armchair in your direction, Rena. That\'s a Speed roll, difficulty 4 to avoid.]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **Rena:** [I\'m still behind the circulation desk, aren\'t I? Can I use that as
|
||||
- [cover](#attack-modifiers-cover)?]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **GM:** [Yeah, that\'ll ease the difficulty from 4 to 3---roll me a 9.]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **Rena:** [... 14! I\'ll take it.]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **GM:** [Okay, the chair sails safely overhead! It\'s your turn again. Chert still recovering from that
|
||||
- haymaker---kelpmaker? Either way, Ori and Rena have an action to choose.]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **Ori:** [Ori is still just hanging on and digging through the drawers that haven\'t fallen out. I want to use
|
||||
- my[Understanding](#ability-understanding){.og-ability} ability on it so I can find the book!]{.d-table-cell .pt-1
|
||||
- .pb-1 .pr-3}
|
||||
-- **GM:** [Ori is just rifling through the cards up there, got it.]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **Rena:** [Okay, I have an idea. I\'m going to activate a [cypher](#choose-cyphers): my [Darning
|
||||
- Needle](#fairy-tale-cypher-darning-needle), and I rush this thing.]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **GM:** [You\'re a [short distance](#rules-distance) away, so it\'ll be a difficulty 4 [Speed](#speed) task to [move
|
||||
- and still have time to attack](#action-move) the crab---and it\'s still a difficulty 3 to hit. Also, [using a
|
||||
- cypher](#using-cyphers) is normally an [Intellect](#intellect) roll, but since this requires a [melee
|
||||
- attack](#action-attack), you must use either [Might](#might) or Speed for the task.]{.d-table-cell .pt-1 .pb-1
|
||||
- .pr-3}
|
||||
-- **Rena:** [I\'m going to use a level of [Effort](#modifying-the-difficulty) ... 10. I run over there! I\'ll use
|
||||
- Might for my attack roll ... oh, a 20!]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **Ori:** [Awesome---wait, what does that cypher do?]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **GM:** [Oh, wow! So, your 4 damage just barely gets through this thing\'s armor, but it\'s enough to deal some
|
||||
- damage---and you see it start to shrink down from to the [Darning Needle](#fairy-tale-cypher-darning-needle)\'s
|
||||
- magic. Do you want the extra +4 damage, or to choose a [major effect](#special-rolls-major-effect)?]{.d-table-cell
|
||||
- .pt-1 .pb-1 .pr-3}
|
||||
-- **Rena:** [Can I shrink the crab even more as a major effect? I want this thing to be *puny*.]{.d-table-cell .pt-1
|
||||
- .pb-1 .pr-3}
|
||||
-- **GM:** [Ha ha, okay, let\'s say it\'s about Ori\'s size now. The wood flap on the card catalog swings shut, and the
|
||||
- whole card catalog settles down onto the floor. It\'s a much smoother ride for Ori, who is still riding on top of
|
||||
- the card catalogue.]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **Chert:** [Whoa, cool.]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **GM:** [Okay. It\'s technically the crab\'s turn, but I\'m going to say it spends its turn hiding in the card
|
||||
- catalog. It appears the immediate threat of combat has faded.]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **Chert:** [Nice, can I take a turn now?]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **GM:** [Yeah, Chert you stand back up and clear your head. What do you do?]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-
|
||||
-------------------------------------------------------------------------------------------------------------------------
|
||||
-
|
||||
-##### Conclusion[](#an-example-of-play-conclusion "Permalink"){.og-h-anchor aria-hidden="true"} {#an-example-of-play-conclusion .og-h-small}
|
||||
-
|
||||
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-- **Chert:** [I march back over there and I want to pull this crab or shrimp or whatever he is out of this card
|
||||
- catalog.]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **GM:** [Okay. It doesn\'t say that the [Darning Needle](#fairy-tale-cypher-darning-needle)\'s shrinking hinders the
|
||||
- target\'s Might tasks, but I\'m going to ease this for you by two steps anyway in honor of the extra shrinkage from
|
||||
- Rena\'s natural 20. So, it\'ll only be a difficulty 3 to yank this thing out of its home.]{.d-table-cell .pt-1 .pb-1
|
||||
- .pr-3}
|
||||
-- **Chert:** [I have +3 Might Edge, so that pays for one level of [Effort](#modifying-the-difficulty-effort) ... I
|
||||
- rolled an 8, so I succeed.]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-
|
||||
-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
-Again, Chert\'s unique PC pays off here---She has 1 [Might](#might) [Edge](#edge) from being a [Warrior](#type-warrior),
|
||||
-+1 from[Golem Body](#ability-golem-body){.og-ability}, and +1 from a [character advancement](#character-advancement) she
|
||||
-purchased, and she isn\'t even Tier 2 yet.
|
||||
-:::
|
||||
-
|
||||
-- **GM:** [The crab is wriggling in a vain attempt to get free. It\'s shrieking \"You can\'t do this to
|
||||
- me!\"]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **Chert:** [Can I propose a [player intrusion](#running-the-game-player-intrusions)? Is it possible there\'s a door,
|
||||
- airlock, or tube I could toss it out of?]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **GM:** [Sure, tell us how you show it the door, and give me that XP.]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **Chert:** [I just open the main doors---and there\'s probably a wall of ocean water there that doesn\'t rush in at
|
||||
- all---and I say \"Hit the road, Jack!\", and boot the crab out the door. The water just stays like a wall at the
|
||||
- door, and I calmly just close the door again, and dust off my hands.]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **Rena:** [Ha! I love it.]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **Ori:** [Good riddance!]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **GM:** [Ori, if you want to try one last time to find the book in the cart catalog, you do have to apply a level of
|
||||
- [Effort](#modifying-the-difficulty-effort) because you\'re [retrying a task](#rules-retrying-a-task-after-failure),
|
||||
- but you also have that [asset](#modifying-the-difficulty-assets) from
|
||||
- using[Understanding](#ability-understanding){.og-ability}. With both of those in play, it\'s going to be a
|
||||
- difficulty 2 Intellect task, so you only need to roll a 6 this time.]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **Ori:** [... 10, but that\'s a success! Ori proudly shows the index card to his friends, but I think it\'s time Ori
|
||||
- uses his one-action [recovery roll](#recovery-rolls) ... I recover 3 Pool points.]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **Rena:** [Yeah, me too ... I recover 6 points.]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **Chert:** [We should search this card catalog, see if the crab left anything behind, but I need a little bit longer
|
||||
- to rest. We should still have at least 10 minutes left on the portal for me to make a [recovery
|
||||
- roll](#recovery-rolls), right?]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **GM:** [Oh, yeah, you have plenty of time. What are Ori and Rena doing while Chert is resting?]{.d-table-cell .pt-1
|
||||
- .pb-1 .pr-3}
|
||||
-- **Ori:** [Let\'s go get the book!]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **Rena:** [I\'ll help look and make sure nothing else jumps out at us. If it does, we run right back here, okay? We
|
||||
- can search the card catalog when we get back, I guess.]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **GM:** [With both of you looking, the index card, and a better understanding of the library\'s filing system, I\'m
|
||||
- going to say you find the book on a high shelf. Ori, you have to climb a pretty precarious-looking wooden ladder to
|
||||
- get to it, and it\'s a cartoonishly large and heavy tome, but there it is---\"1,001 Uses for Peas\". It has long,
|
||||
- heavy, leather binding straps on it.]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **Ori:** [We did it! Can I wear the book like a big backpack using those straps?]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **GM:** [Sure, why not?]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **Chert:** [Okay let\'s search that secret compartment in the card catalog!]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **Ori:** [I\'ll climb in there and start looking around.]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **GM:** [Okay, the two of you return with your prize to where Chert is finishing her rest. Searching that will be a
|
||||
- difficulty 3 Intellect task.]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **Ori:** [... a 16!]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **GM:** [Nice. Each of you gains 1 [XP](#choose-xp) for discovering that the library was not abandoned, for dealing
|
||||
- with the crabby hermit, and for locating the book in the card catalogue, and here are the three cyphers Ori finds.
|
||||
- There\'s no [identification roll](#manifest-cyphers) needed for these, as they are all labeled with
|
||||
- trustworthy-looking, tidy handwriting.]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-
|
||||
-- **Rena:** [Ooh, I finally have enough XP to increase my [Pools](#pool) and [advance](#character-advancement) to Tier
|
||||
- 2!]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-- **GM:** [Cool, let\'s take a short break while you distribute those new cyphers among yourselves, and we\'ll give
|
||||
- Rena a few minutes to choose four new abilities from their [Explorer](#type-explorer) type or [Magic
|
||||
- Flavor](#flavor-magic)!]{.d-table-cell .pt-1 .pb-1 .pr-3}
|
||||
-
|
||||
-------------------------------------------------------------------------------------------------------------------------
|
||||
-
|
||||
::: {#part5}
|
||||
## [Part 5]{.og-chap} Back Matter
|
||||
|
||||
@@ -82614,7 +82252,6 @@
|
||||
- [Ability Category: Roll](#abilities-category-roll) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Ability Category: Stats](#abilities-category-stats) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Ability Category: Stress](#horror-rules-stress-abilities) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
-- [An Example of Play](#an-example-of-play) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Campaign Design Checklist](#campaign-design-checklist) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Character Creation Checklist](#character-creation-checklist) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Character Sheets](#og-cscs) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
@@ -82905,7 +82542,6 @@
|
||||
- [Challenging Characters](#creating-challenging-encounters) [(435)]{.og-ref}
|
||||
- [Higher-Tier Characters](#optional-rule-slower-advancement) [(436)]{.og-ref}
|
||||
- Character Death [(436)]{.og-ref}
|
||||
-- [An Example of Play](#an-example-of-play) [(439)]{.og-ref}
|
||||
|
||||
##### Claim the Sky --- What\'s in the Book?[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/claim-the-sky/){aria-label="Purchase Claim the Sky"}[](#claim-the-sky-product "Permalink"){.og-h-anchor aria-hidden="true"} {#claim-the-sky-product .og-h-small .og-h-small-icon .og-border}
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
179
patches/base/013-remove-supernatural-spellcasting-limits.patch
Normal file
179
patches/base/013-remove-supernatural-spellcasting-limits.patch
Normal file
@@ -0,0 +1,179 @@
|
||||
--- _tmp/ccsrd.md 2025-07-20 10:06:13.570823356 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-07-20 18:37:57.758088035 -0500
|
||||
@@ -31935,8 +31935,7 @@
|
||||
|
||||
Using Cyphers as Spells
|
||||
: When using this type of familiar, it\'s worth considering the optional [Spellcasting](#optional-rule-spellcasting)
|
||||
- rules, including [Assigning Different Limits for Supernatural Abilities](#spellcasting-limits)---especially the
|
||||
- spells as cyphers and artifacts option.
|
||||
+ rules.
|
||||
|
||||
Spellbound Sidekicks as a Gateway to Another World
|
||||
: The sidekick might gain [Traverse the Worlds](#ability-traverse-the-worlds){.og-ability} [(194)]{.og-ref} as a
|
||||
@@ -35533,10 +35532,6 @@
|
||||
- [Prepared vs. Spontaneous](#spellcasting-prepared-vs-spontaneous-spellcasting) [(260)]{.og-ref}[(GF, 23)]{.og-ref}
|
||||
- [Ritual Magic](#ritual-magic) [(GF, 56)]{.og-ref}
|
||||
|
||||
-Optional Rules
|
||||
-
|
||||
-- [Assigning Different Limits for Supernatural Abilities](#spellcasting-limits) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
-
|
||||
Related Sections
|
||||
|
||||
- [Cantrips](#cantrips) [(IOM, 82)]{.og-ref}
|
||||
@@ -35662,115 +35657,6 @@
|
||||
titled *Wizards and the Optional Spellcasting Rule*.
|
||||
:::
|
||||
|
||||
-::: {.alert .ps-4 .pb-0}
|
||||
-##### Assigning Different Limits for Supernatural Abilities[](#spellcasting-limits "Permalink"){.og-h-anchor aria-hidden="true"} {#spellcasting-limits}
|
||||
-
|
||||
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-There are many other ways the GM can place limits on supernatural abilities---for example,
|
||||
-[spellcasting](#optional-rule-spellcasting) or [psionics](#optional-rule-psionics)---that don\'t affect the PCs\'
|
||||
-[recovery rolls](#recovery-rolls). Here are a few possible arrangements:
|
||||
-
|
||||
-- **Cyphers and Artifacts:** [Creating new cyphers and artifacts](#creating-cyphers-artifacts-and-abilities) that
|
||||
- replicate the effects of [abilities](#choose-abilities) is a good way to try out adding new abilities to PCs. If
|
||||
- they are [subtle cyphers](#subtle-cyphers), the PCs can [pay 1 XP](#discovering-subtle-cyphers-requesting) to
|
||||
- request the cypher, and use the ability again. If it\'s a [manifest cypher](#manifest-cyphers) or
|
||||
- [artifact](#choose-artifacts), the PC focuses the supernatural ability through it. If the artifact depletes, the PCs
|
||||
- might find a way to [revive it](#optional-rule-reviving-artifacts). PCs might also be able to
|
||||
- [craft](#crafting-magic-items) or repair these artifacts.
|
||||
-
|
||||
-- **Acquiring Supernatural Abilities and Joining Covens:** Another simple solution is to allow PCs to purchase new
|
||||
- supernatural [abilities](#choose-abilities) for 4 [XP](#choose-xp), and pay for their use just as they would any
|
||||
- other---using their stat [Pool](#pool) points (as described in [More Powerful Psionics](#more-powerful-psionics)).
|
||||
- PCs using abilities in this way might learn them from a [coven](#covens)---which might take the form of a magic
|
||||
- university, a secret society of like-minded wizards, or a psionic cult.
|
||||
-
|
||||
-- **Tier-Based Limits:** The GM might determine PCs can learn (and
|
||||
- [prepare](#spellcasting-prepared-vs-spontaneous-spellcasting), if necessary) a number of supernatural
|
||||
- [abilities](#choose-abilities) based on their Tier, for example:
|
||||
-
|
||||
-::: table-responsive
|
||||
- PC Tier Supernatural Abilities Known Supernatural Abilities Prepared
|
||||
- --------- ------------------------------ ---------------------------------
|
||||
- Tier 1 3 3
|
||||
- Tier 2 6 4
|
||||
- Tier 3 9 5
|
||||
- Tier 4 12 6
|
||||
- Tier 5 15 7
|
||||
- Tier 6 18 8
|
||||
-
|
||||
- : Supernatural Abilities Known and Prepared by Tier
|
||||
-:::
|
||||
-
|
||||
-- **Daily Limits:** Supernatural [abilities](#choose-abilities) might be limited to one, two, or three uses each day.
|
||||
- If a low-tier PC uses a high-tier ability, they might need up to 1d6 days to be able to cast it again.
|
||||
-
|
||||
-- **Depletion:** Each time a supernatural [ability](#choose-abilities) (or only certain abilities) are activated, the
|
||||
- player rolls for an assigned depletion, similar to an [artifact](#choose-artifacts). For example, an ability with a
|
||||
- depletion of 1 in 1d10 has a 10% chance of depleting, 1 in 1d20 has a 5% chance of depleting, and so on. The GM
|
||||
- might also assign the depletion a recharge rate or method---usually either the next day at dawn, or the completion
|
||||
- of a one-hour or ten-hour [recovery roll](#recovery-rolls), but other arrangements might also be interesting, for
|
||||
- example, recharging at a specific location with a well of available power. In some cases, memorizing supernatural
|
||||
- abilities might require a successful Intellect tasks, or performing [ritual magic](#ritual-magic) in order to invoke
|
||||
- the ability later. Consider the two following arrangements:
|
||||
-
|
||||
- - *Universal Depletion.* A PC with supernatural abilities begins with a depletion of 10 in 1d20, and can pay 3
|
||||
- [XP](#choose-xp) as a [long-term benefit](#experience-points-long-term-benefits) to lower their depletion rating
|
||||
- by 1, to a minimum of 1. Once depleted, the PC can\'t cast use their supernatural abilities until after their
|
||||
- next ten-hour [recovery roll](#recovery-rolls).
|
||||
-
|
||||
- - *Individual Depletion.* Each supernatural ability has its own depletion rating. Low-tier spells are usually 1 in
|
||||
- 1d10, mid-tier spells are usually 3 in 1d10, and high-tier spells are usually 5 in 1d10.
|
||||
-
|
||||
-- **Stress:** If the game uses the optional [Stress](#horror-rules-stress) module, see [Stress and the
|
||||
- Supernatural](#horror-rules-stress-supernatural) and [Ability Category: Stress](#horror-rules-stress-abilities).
|
||||
-
|
||||
-- **Backlash and Corruption:** Here\'s an old idea: Using a supernatural ability costs nothing---however, each time
|
||||
- the PC casts a spell, their [GM intrusion](#gm-intrusion) rate is raised by 1 until they finish a ten-hour [recovery
|
||||
- roll](#recovery-rolls). Additionally, triggering a GM intrusion on a task prompted by using supernatural abilities
|
||||
- might corrupt the caster. The PC rolls a 1d20 on the following table:
|
||||
-
|
||||
-::: table-responsive
|
||||
- d20 Backlash Effects
|
||||
- -------- -------------------------------------------------------------------------
|
||||
- 1 The PC is lost to corruption, and betrays their allies.
|
||||
- 2 The PC gains one random [harmful mutation](#harmful-mutations).
|
||||
- 3 The PC permanently loses 1 [Might](#might) point.
|
||||
- 4 The PC permanently loses 1 [Speed](#speed) point.
|
||||
- 5 The PC permanently loses 1 [Intellect](#intellect) point.
|
||||
- 6--10 The PC descends two steps on [the damage track](#the-damage-track).
|
||||
- 11--16 The PC descends one step on [the damage track](#the-damage-track).
|
||||
- 17--19 The PC gains one random [cosmetic mutation](#cosmetic-mutations).
|
||||
- 20 The PC gains one random [distinctive mutation](#distinctive-mutations).
|
||||
-
|
||||
- : Backlash and Corruption
|
||||
-:::
|
||||
-
|
||||
-- **Supernatural Stat Pool:** This option is a more extreme measure that will have profound effects on the game: PCs
|
||||
- with supernatural abilities gain a new stat [Pool](#pool)---Magic, Mana, Essence, Psi---whatever makes sense for the
|
||||
- setting. Whatever the name, the new stat\'s Pool begins with 8 points, and has an [Edge](#edge) of 0. Regardless of
|
||||
- the Pool the special ability\'s cost is usually paid from, it is paid from the new Pool\'s points instead, and tasks
|
||||
- it prompts are related to that stat instead of the ability\'s usual [Might](#might), [Speed](#speed), or
|
||||
- [Intellect](#intellect). PCs can use the Increasing Capabilities [character advancement](#character-advancement) to
|
||||
- assign additional points to their new stat Pool, and Moving Toward Perfection to increase the new stat\'s Edge.
|
||||
- Reducing the new stat Pool to 0 points probably doesn\'t send the PC down [the damage
|
||||
- track](#the-damage-track)---but that\'s up to the GM. In some settings, becoming a supernatural PC might bind your
|
||||
- fate to the world in new ways.
|
||||
-
|
||||
-- **Enablers and Durations:** If a supernatural [ability](#choose-abilities) is an Enabler, it\'s unclear how long its
|
||||
- effects should last after activation. For example, if a player learns [Ward](#ability-ward){.og-ability} as a
|
||||
- supernatural ability and uses a [recovery roll](#recovery-rolls) to activate it, how long does the PC benefit from
|
||||
- the [Armor](#rules-armor) bonus it provides? Ultimately, the GM must decide what\'s appropriate. The GM should
|
||||
- consider the following options (and might assign different supernatural abilities different durations):
|
||||
-
|
||||
- - *Preparation Counts.* The enabler ability is always active so long as the ability is prepared.
|
||||
-
|
||||
- - *Duration Assignment.* The enabler ability is active for ten minutes, one hour, one day, or until the PC makes a
|
||||
- ten-hour recovery roll.
|
||||
-
|
||||
- - *Minimum Concentration.* The ability remains active until the PC makes a recovery roll.
|
||||
-:::
|
||||
-
|
||||
------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
#### Mystical Martial Arts[](#mystical-martial-arts "Permalink"){.og-h-anchor aria-hidden="true"}
|
||||
@@ -44273,7 +44159,6 @@
|
||||
|
||||
Related Sections
|
||||
|
||||
-- [Assigning Different Limits for Supernatural Abilities](#spellcasting-limits) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Stress](#horror-rules-stress) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
:::
|
||||
|
||||
@@ -44372,11 +44257,6 @@
|
||||
lots of time); instead, the user simply pays their [Pool](#pool) costs to use them.
|
||||
:::
|
||||
|
||||
-::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
-**Editor\'s Notes ---** The optional rules for [Assigning Different Limits for Supernatural
|
||||
-Abilities](#spellcasting-limits) also apply to psi abilities.
|
||||
-:::
|
||||
-
|
||||
------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
#### Optional Rule: Posthuman Upgrades[](#optional-rule-posthuman-upgrades "Permalink"){.og-h-anchor aria-hidden="true"}
|
||||
@@ -50018,11 +49898,6 @@
|
||||
: Stress Fuels Supernatural Abilities
|
||||
:::
|
||||
|
||||
-::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
-**Editor\'s Notes ---** For more on supernatural abilities, see [Assigning Different Limits for Supernatural
|
||||
-Abilities](#spellcasting-limits).
|
||||
-:::
|
||||
-
|
||||
::: {.alert .ps-4 .pb-0}
|
||||
###### Ability Category: Stress[](#horror-rules-stress-abilities "Permalink"){.og-h-anchor aria-hidden="true"} {#horror-rules-stress-abilities}
|
||||
|
||||
@@ -82068,7 +81943,6 @@
|
||||
|
||||
##### Customizing PCs and Abilities[](#choose-optional-rules-characters "Permalink"){.og-h-anchor aria-hidden="true"} {#choose-optional-rules-characters .og-h-small}
|
||||
|
||||
-- [Assigning Different Limits for Supernatural Abilities](#spellcasting-limits) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Cantrips](#cantrips) [(IOM, 82)]{.og-ref}
|
||||
- [Covens](#covens) [(IOM, 88)]{.og-ref}
|
||||
- [Creating Cyphers, Artifacts, and Abilities](#creating-cyphers-artifacts-and-abilities) [(OG-CSRD)]{.og-ref
|
||||
File diff suppressed because it is too large
Load Diff
147
patches/base/014-remove-fantastic-transformations.patch
Normal file
147
patches/base/014-remove-fantastic-transformations.patch
Normal file
@@ -0,0 +1,147 @@
|
||||
--- _tmp/ccsrd.md 2025-07-20 18:38:37.382336815 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-07-20 18:41:31.557430045 -0500
|
||||
@@ -51261,7 +51261,6 @@
|
||||
|
||||
Optional Rules
|
||||
|
||||
-- [Fantastic Transformations](#optional-rule-fantastic-transformations) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Gaining Superpowers After Character Creation](#optional-rule-power-shifts-after-character-creation)
|
||||
[(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Modifying High-Tech Devices](#superhero-modifying-high-tech-devices) [(CTS, 64)]{.og-ref}
|
||||
@@ -51321,8 +51320,6 @@
|
||||
|
||||
::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
**Editor\'s Notes ---** An [XP advance](#optional-rule-xp-advance) can set some PCs even further apart from others.
|
||||
-Alternatively, the optional [Fantastic Transformations](#optional-rule-fantastic-transformations) rules can be used for
|
||||
-heroes who aren\'t always quite so \"super\".
|
||||
:::
|
||||
|
||||
##### Suggested Types for a Superhero Game[](#suggested-types-for-a-superhero-game "Permalink"){.og-h-anchor aria-hidden="true"}
|
||||
@@ -52116,7 +52113,6 @@
|
||||
new tier, only the second super-focus provides new abilities to the PC.
|
||||
|
||||
- *Fantastic Transformations.* The PC assumes a completely different identity when their superpowers are active.
|
||||
- Use the optional rules for [Fantastic Transformations](#optional-rule-fantastic-transformations).
|
||||
|
||||
- **GM-Assigned or Player-Chosen Power Shifts:** The GM assigns the PC a number of [power
|
||||
shifts](#optional-rule-power-shifts), as described under [Power Shifts in Other
|
||||
@@ -52138,100 +52134,6 @@
|
||||
[XP Advance](#optional-rule-xp-advance) or [starting just past tier 1](#starting-just-past-tier-1) rules for
|
||||
superpowered PCs.
|
||||
|
||||
-##### Optional Rule: Fantastic Transformations[](#optional-rule-fantastic-transformations "Permalink"){.og-h-anchor aria-hidden="true"}
|
||||
-
|
||||
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-These optional rules allow GMs to create dramatic tension by giving PCs a weaker, [mundane
|
||||
-form](#optional-rule-fantastic-transformations-mundane), and a second, dramatically more powerful [fantastic
|
||||
-form](#optional-rule-fantastic-transformations-fantastic). These PCs might lead a double life, and be pushed to their
|
||||
-limits to maintain a balance between their normal life and their fantastic exploits---as the two worlds inevitably
|
||||
-collide or otherwise come into conflict. If you enjoy this rules module, consider purchasing
|
||||
-[Unmasked](https://www.montecookgames.com/store/product/unmasked/){.og-icon .og-mcg}.
|
||||
-
|
||||
-GMs and players should establish the nature or source of the transformations, and come up with a good description of
|
||||
-each PC\'s transformation. Possible themes for fantastic forms include:
|
||||
-
|
||||
-- off-beat superheroes
|
||||
-- henshin heroes and magical girls
|
||||
-- werewolves
|
||||
-- divine, demonic, or eldritch possession
|
||||
-
|
||||
-To accomplish this, create character sheets for each form as follows:
|
||||
-
|
||||
-###### Mundane Form[](#optional-rule-fantastic-transformations-mundane "Permalink"){.og-h-anchor aria-hidden="true"} {#optional-rule-fantastic-transformations-mundane}
|
||||
-
|
||||
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-First, create your mundane form. This is probably how you spend most of your time, and what most people would consider
|
||||
-your \"real life\"---going to school or work, maintaining [relationships](#optional-rule-relationship-levels) with
|
||||
-friends, family, or loved ones, and dealing with day-to-day happenings.
|
||||
-
|
||||
-- **Starting Pools:** Your [Might](#might), [Speed](#speed) or [Intellect](#intellect) [Pools](#pool) have 6 points
|
||||
- each. You get 2 additional points to divide among your stat Pools however you wish.
|
||||
-
|
||||
-- **Descriptor:** Choose a [descriptor](#choose-descriptor). Some descriptors---for example,
|
||||
- [Mystical](#descriptor-mystical)---might not be appropriate for mundane forms.
|
||||
-
|
||||
-- **Skills:** Choose three [skills](#skills) (other than attacks or defense) appropriate to the setting.
|
||||
-
|
||||
-- **Background:** Add a background connection you have to the setting.
|
||||
-
|
||||
-- **Minimized Advancement:** To best preserve the dramatic tension between your mundane life and [fantastic
|
||||
- forms](#optional-rule-fantastic-transformations-fantastic), your mundane form doesn\'t gain [character
|
||||
- advancements](#character-advancement) or reach new tiers. The GM might make occasional exceptions, for example, as a
|
||||
- reward for the completion of a significant [character arc](#choose-character-arc). Each time your mundane form
|
||||
- advances, you must choose a different option. Examples of mundane form advancements include:
|
||||
-
|
||||
- - *Pools.* You gain 4 additional points to divide among your stat [Pools](#pool) however you wish.
|
||||
-
|
||||
- - *Effort.* You have an [Effort](#effort) score of 1.
|
||||
-
|
||||
- - *Edge.* You increase your [Might](#might), [Speed](#speed) or [Intellect](#intellect) [Edge](#edge) to 1.
|
||||
-
|
||||
- - *Focus.* You gain the tier 1 abilities from a [mundane focus](#mundane-foci).
|
||||
-
|
||||
-###### Fantastic Form[](#optional-rule-fantastic-transformations-fantastic "Permalink"){.og-h-anchor aria-hidden="true"} {#optional-rule-fantastic-transformations-fantastic}
|
||||
-
|
||||
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-When your transform, you become a far more powerful being. Assuming your fantastic form usually requires an
|
||||
-[action](#rules-actions), but the GM might set additional requirements, including (but not limited to) some combination
|
||||
-of the following:
|
||||
-
|
||||
-- activate an [artifact](#choose-artifacts)
|
||||
-- speak aloud an incantation, invocation, or oath
|
||||
-- make a specific set of complex motions
|
||||
-- perform a brief ritual
|
||||
-- move to another plane of existence
|
||||
-- fall asleep and begin to dream
|
||||
-- log onto a virtual reality where the PC\'s fantastic adventures take place
|
||||
-- involuntarily triggered by heightened emotional states, stress, or other specific circumstances---preferably
|
||||
- something that is a good source of [GM intrusion](#gm-intrusion)---on a failed [Intellect](#intellect) [defense
|
||||
- roll](#action-defend), the transformation takes hold
|
||||
-
|
||||
-Fantastic forms start out as standard tier 1 PC, and gain [character advancements](#character-advancement) by spending 4
|
||||
-[XP](#choose-xp). The GM decides which character options are available to PCs\' fantastic forms, as outlined in the
|
||||
-[Campaign Design Checklist](#campaign-design-checklist)---some settings will need to be more restrictive than others.
|
||||
-
|
||||
-- **Descriptor:** Choose a [descriptor](#choose-descriptor). It can be the as your [mundane
|
||||
- form](#optional-rule-fantastic-transformations-mundane)\'s descriptor, but some transformations involve substantial
|
||||
- changes in stature or personality.
|
||||
-
|
||||
-- **Type:** Choose a [type](#choose-type) (and perhaps a [flavor](#choose-flavor)).
|
||||
-
|
||||
-- **Focus:** Choose a [focus](#choose-focus).
|
||||
-
|
||||
-- **Other Options:** The GM might also assign your fantastic form a number of [power
|
||||
- shifts](#optional-rule-power-shifts) (as described under [Power Shifts in Other
|
||||
- Genres](#optional-rule-power-shifts-in-other-genres)) or make use of other [optional rules](#choose-optional-rules).
|
||||
-:::
|
||||
-
|
||||
-::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
-**Editor\'s Notes ---** For a dramatically less powerful mundane form, use the ruels for [Handling PCs as
|
||||
-Children](#optional-rule-handling-pcs-as-children).
|
||||
-:::
|
||||
-
|
||||
------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
#### Power Stunts[](#superhero-power-stunts "Permalink"){.og-h-anchor aria-hidden="true"} {#superhero-power-stunts}
|
||||
@@ -81949,7 +81851,6 @@
|
||||
.og-ref-og}
|
||||
- [Customizing Descriptors](#customizing-descriptors) [(59)]{.og-ref}
|
||||
- [Drawbacks and Penalties](#drawbacks-and-penalties) [(33)]{.og-ref}
|
||||
-- [Fantastic Transformations](#optional-rule-fantastic-transformations) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Familiars](#familiars) [(IOM, 94)]{.og-ref}
|
||||
- [Flavor](#chapter-6-flavor) [(34)]{.og-ref}
|
||||
- [Flavor, Personalized](#optional-rule-personalized-flavor) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
@@ -83227,8 +83128,8 @@
|
||||
|
||||
- Creating a Character in Unmasked [(UM, 14)]{.og-ref}
|
||||
- Skills [(UM, 15)]{.og-ref}
|
||||
-- [Creating the Teen](#optional-rule-fantastic-transformations) [(UM, 24)]{.og-ref}
|
||||
-- [Creating the Mask Form](#optional-rule-fantastic-transformations) [(UM, 32)]{.og-ref}
|
||||
+- Creating the Teen [(UM, 24)]{.og-ref}
|
||||
+- Creating the Mask Form [(UM, 32)]{.og-ref}
|
||||
- [Mask-Form Power Shifts](#optional-rule-power-shifts-in-other-genres) [(UM, 62)]{.og-ref}
|
||||
- [NPC Prodigies and Power Shifts](#superpowered-npcs-and-power-shifts) [(UM, 64)]{.og-ref}
|
||||
- Comic Book Feel: Once-Per-Session Bonus Power Shift [(UM, 164)]{.og-ref}
|
||||
File diff suppressed because it is too large
Load Diff
120
patches/base/015-remove-power-shifts-in-other-genres.patch
Normal file
120
patches/base/015-remove-power-shifts-in-other-genres.patch
Normal file
@@ -0,0 +1,120 @@
|
||||
--- _tmp/ccsrd.md 2025-07-20 18:41:58.609599838 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-07-20 18:47:45.337776059 -0500
|
||||
@@ -31736,7 +31736,7 @@
|
||||
Other Dragon Advancements
|
||||
: Powerful dragons are innate [spellcasters](#optional-rule-spellcasting) (gaining spells through [Signature
|
||||
Ability](#ability-sidekick-signature-ability){.og-ability}), or naturally gaining [gain power shifts at certain
|
||||
- tiers](#optional-rule-power-shifts-in-other-genres).
|
||||
+ tiers](#optional-rule-power-shifts).
|
||||
:::
|
||||
:::
|
||||
:::
|
||||
@@ -32263,7 +32263,7 @@
|
||||
|
||||
::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
In some settings, symbiotes might also gain [gain power shifts at certain
|
||||
-tiers](#optional-rule-power-shifts-in-other-genres), which they either retain on their own, or impart to a host when
|
||||
+tiers](#optional-rule-power-shifts), which they either retain on their own, or impart to a host when
|
||||
merged (determined by the GM).
|
||||
:::
|
||||
:::
|
||||
@@ -35708,7 +35708,7 @@
|
||||
|
||||
::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
**Editor\'s Notes ---** If your goal is to create a kind of \"cultivation\" fantasy, or to emphasize schools and
|
||||
-teachers, see [Power Shifts in Other Genres](#optional-rule-power-shifts-in-other-genres) and [Covens](#covens).
|
||||
+teachers, see [Covens](#covens).
|
||||
:::
|
||||
|
||||
------------------------------------------------------------------------------------------------------------------------
|
||||
@@ -48742,8 +48742,7 @@
|
||||
an interesting choice for a horror game.
|
||||
|
||||
- If a PCs is---or becomes---a powerful supernatural being, for example, a vampire, werewolf, or demon, the GM might
|
||||
- assign them a number of [power shifts](#optional-rule-power-shifts), as described under [Power Shifts in Other
|
||||
- Genres](#optional-rule-power-shifts-in-other-genres).
|
||||
+ assign them a number of [power shifts](#optional-rule-power-shifts).
|
||||
|
||||
- A ghost PC might use the [Ghost](#modern-magic-descriptor-ghost) descriptor in [Chapter 14: Modern
|
||||
Magic](#chapter-14-a-modern-magic).
|
||||
@@ -51265,7 +51264,6 @@
|
||||
[(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Modifying High-Tech Devices](#superhero-modifying-high-tech-devices) [(CTS, 64)]{.og-ref}
|
||||
- [Power Shifts](#optional-rule-power-shifts) [(292)]{.og-ref}[(CTS, 57)]{.og-ref}
|
||||
-- [Power Shifts in Other Genres](#optional-rule-power-shifts-in-other-genres) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Power Stunts](#superhero-power-stunts) [(CTS, 58)]{.og-ref}
|
||||
- [Really Impossible Tasks](#really-impossible-tasks) [(293)]{.og-ref}[(CTS, 61)]{.og-ref}
|
||||
|
||||
@@ -52053,44 +52051,6 @@
|
||||
with PCs of greater or lesser power (cosmic-level heroes or street-level heroes, perhaps). In such cases, the GM should
|
||||
grant the PCs more or fewer power shifts at the game\'s start.
|
||||
|
||||
-::: {.alert .ps-4 .pb-0}
|
||||
-##### Power Shifts in Other Genres[](#optional-rule-power-shifts-in-other-genres "Permalink"){.og-h-anchor aria-hidden="true"} {#optional-rule-power-shifts-in-other-genres}
|
||||
-
|
||||
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-[Power shifts](#optional-rule-power-shifts) and [power stunts](#superhero-power-stunts) are a staple of the superhero
|
||||
-genre, but the GM might use them in other genres, like a [fantasy](#chapter-13-fantasy) game where with apotheosis or
|
||||
-cultivation themes, or a [modern](#chapter-14-modern) setting where vampires with amazing powers prowl the streets, or
|
||||
-any setting where the GM wants to encourage creative use of PC abilities. If you enjoy this rules module, consider
|
||||
-purchasing [Claim the Sky](https://www.montecookgames.com/store/product/claim-the-sky/){.og-icon .og-mcg}, [Gods of the
|
||||
-Fall](https://www.montecookgames.com/store/product/gods-of-the-fall/){.og-icon .og-mcg}, [Stay
|
||||
-Alive!](https://www.montecookgames.com/store/product/stay-alive/){.og-icon .og-mcg}, or
|
||||
-[Unmasked](https://www.montecookgames.com/store/product/unmasked/){.og-icon .og-mcg}.
|
||||
-
|
||||
-The GM decides which power shifts are available, and how they are gained. Once assigned, power shifts don\'t change
|
||||
-unless something dramatic happens, like the culmination of a [character arc](#character-arcs). A PC can\'t put more than
|
||||
-three shifts into the same category without approval from the GM. Here are a few possible arrangements:
|
||||
-
|
||||
-- **Superheroes:** At tier 1, you have five [power shifts](#optional-rule-power-shifts). You can purchase more power
|
||||
- shifts with 10 [XP](#spending-experience-points).
|
||||
-
|
||||
-- **Teen Supers:** At tier 1, you have three [power shifts](#optional-rule-power-shifts). At tiers 2 and 4, you gain a
|
||||
- power shift, which you can apply to one [type](#chapter-5-type) or [focus](#chapter-8-focus) ability. If the ability
|
||||
- inflicts damage, choose to dedicate the power shift to easing the [attack](#action-attack) task, or increasing
|
||||
- damage inflicted by 3.
|
||||
-
|
||||
-- **Potent Bloodlines:** At tier 1, you have three [power shifts](#optional-rule-power-shifts). At tiers 2, 4, and 6,
|
||||
- you gain another power shift.
|
||||
-
|
||||
-- **Mastery:** You can gain a [power shift](#optional-rule-power-shifts) by completing an appropriate [character
|
||||
- arc](#choose-character-arc). You can\'t gain a number of power shifts greater than your tier.
|
||||
-
|
||||
-- **XP Purchase:** You can spend 10 [XP](#spending-experience-points) to gain one power shift, up to a number equal to
|
||||
- your tier.
|
||||
-
|
||||
-- **Beyond Tier 6:** You can gain [power shifts](#optional-rule-power-shifts) as described under [Advancing Beyond
|
||||
- Tier 6](#optional-rule-advancing-beyond-tier-6).
|
||||
-
|
||||
##### Optional Rule: Gaining Superpowers After Character Creation[](#optional-rule-power-shifts-after-character-creation "Permalink"){.og-h-anchor aria-hidden="true"} {#optional-rule-power-shifts-after-character-creation}
|
||||
|
||||
[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
@@ -52115,8 +52075,8 @@
|
||||
- *Fantastic Transformations.* The PC assumes a completely different identity when their superpowers are active.
|
||||
|
||||
- **GM-Assigned or Player-Chosen Power Shifts:** The GM assigns the PC a number of [power
|
||||
- shifts](#optional-rule-power-shifts), as described under [Power Shifts in Other
|
||||
- Genres](#optional-rule-power-shifts-in-other-genres). The GM might also decide how some or all of the PC\'s power
|
||||
+ shifts](#optional-rule-power-shifts).
|
||||
+ The GM might also decide how some or all of the PC\'s power
|
||||
shifts are assigned, allow the player to choose what to do with their power shifts, or leave matters up to a roll of
|
||||
the die.
|
||||
|
||||
@@ -81960,7 +81920,6 @@
|
||||
- [Object Level, Health, and Armor](#optional-rule-object-level-health-and-armor) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Playing Poker](#weird-west-playing-poker) [(HNAM, 54)]{.og-ref}
|
||||
- [Post-Apocalyptic Rules](#choose-post-apocalyptic) [(RR, 61)]{.og-ref}
|
||||
-- [Power Shifts in Other Genres](#optional-rule-power-shifts-in-other-genres) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Relationship Levels](#optional-rule-relationship-levels) [(288)]{.og-ref}
|
||||
- [Radiation in the Real World](#radiation-in-the-real-world) [(RR, 63)]{.og-ref}
|
||||
- [Random GM Intrusions](#random-gm-intrusions) [(409)]{.og-ref}
|
||||
@@ -83130,7 +83089,7 @@
|
||||
- Skills [(UM, 15)]{.og-ref}
|
||||
- Creating the Teen [(UM, 24)]{.og-ref}
|
||||
- Creating the Mask Form [(UM, 32)]{.og-ref}
|
||||
-- [Mask-Form Power Shifts](#optional-rule-power-shifts-in-other-genres) [(UM, 62)]{.og-ref}
|
||||
+- Mask-Form Power Shifts [(UM, 62)]{.og-ref}
|
||||
- [NPC Prodigies and Power Shifts](#superpowered-npcs-and-power-shifts) [(UM, 64)]{.og-ref}
|
||||
- Comic Book Feel: Once-Per-Session Bonus Power Shift [(UM, 164)]{.og-ref}
|
||||
- Comic Book Feel: Bullets are an Annoyance [(UM, 164)]{.og-ref}
|
||||
File diff suppressed because it is too large
Load Diff
58
patches/base/016-remove-personalized-flavor.patch
Normal file
58
patches/base/016-remove-personalized-flavor.patch
Normal file
@@ -0,0 +1,58 @@
|
||||
--- _tmp/ccsrd.md 2025-07-20 18:48:38.814111687 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-07-20 19:23:18.017194070 -0500
|
||||
@@ -3041,7 +3041,6 @@
|
||||
Optional Rules
|
||||
|
||||
- [Simplified Flavor](#optional-rule-simplified-flavor) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
-- [Personalized Flavor](#optional-rule-personalized-flavor) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
|
||||
Related Sections
|
||||
|
||||
@@ -3092,31 +3091,6 @@
|
||||
has the option to choose a flavor at the start of the game, or earn one in the game, for example, by completing a
|
||||
[character arc](#choose-character-arc).
|
||||
|
||||
-#### Optional Rule: Personalized Flavor[](#optional-rule-personalized-flavor "Permalink"){.og-h-anchor aria-hidden="true"} {#optional-rule-personalized-flavor .og-h-small}
|
||||
-
|
||||
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-This section is based on *Using Character Types to Define the Setting* [(415)]{.og-ref}. Using this rule, the GM allows
|
||||
-personalized flavors for PCs. It can be a good idea to choose a new name for the PC\'s When using this option, it\'s a
|
||||
-good the PC\'s [type](#choose-type) a new name that reflects their individual, group, or societal role in the setting,
|
||||
-and choose any [optional character advancements](#optional-character-advancements) they might have available to them.
|
||||
-
|
||||
-- **Gaining a Flavor:** The GM might allow PCs to earn a flavor by completing a [character arc](#choose-character-arc)
|
||||
- like [Join an Organization](#arc-join-an-organization), [Master a Skill](#arc-master-a-skill), [Mysterious
|
||||
- Background](#arc-mysterious-background), [Transformation](#arc-transformation), or [Uncover a
|
||||
- Secret](#arc-uncover-a-secret), or purchase a flavor by spending 4 [XP](#choose-xp) as a [long-term
|
||||
- benefit](#experience-points-long-term-benefits) or [character advancement](#character-advancement).
|
||||
-
|
||||
-- **Adding Flavor Abilities:** When a PC gains a flavor or advance to the next tier, that player and the GM should
|
||||
- work together to create a list of [special abilities](#choose-abilities) appropriate for the PC\'s tier. If the PC
|
||||
- gained their flavor at a after reaching second-tier, the GM should allow them to make a few additional exchanges of
|
||||
- type abilities.
|
||||
-
|
||||
-- **Approving Flavor Abilities:** The GM approves each ability to determine it is of appropriate tier, it is
|
||||
- appropriate to the game setting, and---most importantly---won\'t make another PC feel redundant, or be disruptive in
|
||||
- the game.
|
||||
-:::
|
||||
-
|
||||
------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
#### Charms and Figments Flavor[](#flavor-charms-and-figments "Permalink"){.og-h-anchor aria-hidden="true"} {#flavor-charms-and-figments .og-border}
|
||||
@@ -81813,7 +81787,6 @@
|
||||
- [Drawbacks and Penalties](#drawbacks-and-penalties) [(33)]{.og-ref}
|
||||
- [Familiars](#familiars) [(IOM, 94)]{.og-ref}
|
||||
- [Flavor](#chapter-6-flavor) [(34)]{.og-ref}
|
||||
-- [Flavor, Personalized](#optional-rule-personalized-flavor) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Flavor, Simplified](#optional-rule-simplified-flavor) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Gaining Superpowers After Character Creation](#optional-rule-power-shifts-after-character-creation)
|
||||
[(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
@@ -82244,7 +82217,6 @@
|
||||
- [Adjudicating](#making-meaning) [(412)]{.og-ref}
|
||||
- [Logic](#making-meaning) [(413)]{.og-ref}
|
||||
- [Dice Rolling](#making-rulings-and-pacing) [(414)]{.og-ref}
|
||||
-- [Using Character Types to Define the Setting](#optional-rule-personalized-flavor) [(415)]{.og-ref}
|
||||
- [The Flow of Information](#passive-difficulty) [(416)]{.og-ref}
|
||||
- [Failure to Notice](#passive-difficulty) [(417)]{.og-ref}
|
||||
- [Graduated Success](#graduated-difficulty) [(417)]{.og-ref}
|
||||
File diff suppressed because it is too large
Load Diff
38
patches/base/017-remove-simplified-flavor.patch
Normal file
38
patches/base/017-remove-simplified-flavor.patch
Normal file
@@ -0,0 +1,38 @@
|
||||
--- _tmp/ccsrd.md 2025-07-20 19:24:45.773747087 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-07-20 19:26:20.477343883 -0500
|
||||
@@ -3038,10 +3038,6 @@
|
||||
- [Stealth](#flavor-stealth) [(34)]{.og-ref}
|
||||
- [Technology](#flavor-technology) [(35)]{.og-ref}
|
||||
|
||||
-Optional Rules
|
||||
-
|
||||
-- [Simplified Flavor](#optional-rule-simplified-flavor) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
-
|
||||
Related Sections
|
||||
|
||||
- [Type](#choose-type) [(20)]{.og-ref}
|
||||
@@ -3081,16 +3077,6 @@
|
||||
**Editor\'s Notes ---** For more on customizing PCs, see [Optional Rules](#choose-optional-rules).
|
||||
:::
|
||||
|
||||
-::: {.alert .ps-4 .pb-0}
|
||||
-#### Optional Rule: Simplified Flavor[](#optional-rule-simplified-flavor "Permalink"){.og-h-anchor aria-hidden="true"} {#optional-rule-simplified-flavor .og-h-small}
|
||||
-
|
||||
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-Using this rule, [flavor](#choose-flavor) abilities are added to a PC\'s list of [type](#choose-type) abilities---but no
|
||||
-sacrifices from the list are made. Since this rule makes flavor purely additive, it\'s probably a good idea if every PC
|
||||
-has the option to choose a flavor at the start of the game, or earn one in the game, for example, by completing a
|
||||
-[character arc](#choose-character-arc).
|
||||
-
|
||||
------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
#### Charms and Figments Flavor[](#flavor-charms-and-figments "Permalink"){.og-h-anchor aria-hidden="true"} {#flavor-charms-and-figments .og-border}
|
||||
@@ -81787,7 +81773,6 @@
|
||||
- [Drawbacks and Penalties](#drawbacks-and-penalties) [(33)]{.og-ref}
|
||||
- [Familiars](#familiars) [(IOM, 94)]{.og-ref}
|
||||
- [Flavor](#chapter-6-flavor) [(34)]{.og-ref}
|
||||
-- [Flavor, Simplified](#optional-rule-simplified-flavor) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Gaining Superpowers After Character Creation](#optional-rule-power-shifts-after-character-creation)
|
||||
[(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Handling PCs as Children](#optional-rule-handling-pcs-as-children) [(266)]{.og-ref}
|
||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,85 @@
|
||||
--- _tmp/ccsrd.md 2025-07-20 19:29:10.639416198 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-07-20 19:28:47.212268559 -0500
|
||||
@@ -51220,8 +51220,6 @@
|
||||
|
||||
Optional Rules
|
||||
|
||||
-- [Gaining Superpowers After Character Creation](#optional-rule-power-shifts-after-character-creation)
|
||||
- [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Modifying High-Tech Devices](#superhero-modifying-high-tech-devices) [(CTS, 64)]{.og-ref}
|
||||
- [Power Shifts](#optional-rule-power-shifts) [(292)]{.og-ref}[(CTS, 57)]{.og-ref}
|
||||
- [Power Stunts](#superhero-power-stunts) [(CTS, 58)]{.og-ref}
|
||||
@@ -52011,49 +52009,6 @@
|
||||
with PCs of greater or lesser power (cosmic-level heroes or street-level heroes, perhaps). In such cases, the GM should
|
||||
grant the PCs more or fewer power shifts at the game\'s start.
|
||||
|
||||
-##### Optional Rule: Gaining Superpowers After Character Creation[](#optional-rule-power-shifts-after-character-creation "Permalink"){.og-h-anchor aria-hidden="true"} {#optional-rule-power-shifts-after-character-creation}
|
||||
-
|
||||
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-Gaining superpowers can be part of any campaign with fantastic elements. It can be permanent, or temporary. In fact,
|
||||
-it\'s not necessary for every PC in the group to have anywhere near the same number of [power
|
||||
-shifts](#optional-rule-power-shifts). If a PC gains superpowers in the course of the story, the GM can use these rules.
|
||||
-If you enjoy this rules module, consider purchasing [The
|
||||
-Origin](https://www.montecookgames.com/store/product/the-origin/){.og-icon .og-mcg}.
|
||||
-
|
||||
-- **Super-Focus:** If a [modern](#chapter-14-modern) PC with a [mundane focus](#mundane-foci) gains superpowers, the
|
||||
- nature of their new powers can be realized by choosing a \"super-focus\" in one of the following ways:
|
||||
-
|
||||
- - *Become Super.* The PC makes their existing focus \"super\". The GM should allow them choose at least one
|
||||
- low-tier [ability](#choose-abilities) from [Chapter 9: Abilities](#chapter-9-abilities) to help complete their
|
||||
- superpower package.
|
||||
-
|
||||
- - *Second Focus.* The PC gains a second super-[focus](#choose-focus). Any [power
|
||||
- shifts](#optional-rule-power-shifts) gained can\'t be applied to their first focus, and when they advance to a
|
||||
- new tier, only the second super-focus provides new abilities to the PC.
|
||||
-
|
||||
- - *Fantastic Transformations.* The PC assumes a completely different identity when their superpowers are active.
|
||||
-
|
||||
-- **GM-Assigned or Player-Chosen Power Shifts:** The GM assigns the PC a number of [power
|
||||
- shifts](#optional-rule-power-shifts).
|
||||
- The GM might also decide how some or all of the PC\'s power
|
||||
- shifts are assigned, allow the player to choose what to do with their power shifts, or leave matters up to a roll of
|
||||
- the die.
|
||||
-
|
||||
-- **Mastering New Powers:** Learning to use superpowers can be tricky. Until PCs complete a [character
|
||||
- arc](#choose-character-arc) like [Learn](#arc-learn), the GM might assign the PC an inability when using their
|
||||
- fledgling powers, or raise the [GM intrusion](#gm-intrusion) rate for the PC. GM intrusions might take the form of
|
||||
- accidental or uncontrollable manifestation of superpowers.
|
||||
-
|
||||
-- **Other Changes:** Gaining powers might cause other dramatic changes in a PC. Most begin a new [character
|
||||
- arc](#choose-character-arc), but some might change their [descriptor](#choose-descriptor), [type](#choose-type), or
|
||||
- gain a [flavor](#choose-flavor).
|
||||
-
|
||||
-- **Supers Gain an XP Advance:** To set increase the baseline between PCs with and without superpowers even further,
|
||||
- use the optional [starting at tier 0](#optional-rule-starting-at-tier-0) rules for normal PCs, and use the optional
|
||||
- [XP Advance](#optional-rule-xp-advance) or [starting just past tier 1](#starting-just-past-tier-1) rules for
|
||||
- superpowered PCs.
|
||||
-
|
||||
------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
#### Power Stunts[](#superhero-power-stunts "Permalink"){.og-h-anchor aria-hidden="true"} {#superhero-power-stunts}
|
||||
@@ -81773,8 +81728,6 @@
|
||||
- [Drawbacks and Penalties](#drawbacks-and-penalties) [(33)]{.og-ref}
|
||||
- [Familiars](#familiars) [(IOM, 94)]{.og-ref}
|
||||
- [Flavor](#chapter-6-flavor) [(34)]{.og-ref}
|
||||
-- [Gaining Superpowers After Character Creation](#optional-rule-power-shifts-after-character-creation)
|
||||
- [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Handling PCs as Children](#optional-rule-handling-pcs-as-children) [(266)]{.og-ref}
|
||||
- [Hands of Fate](#weird-west-hands-of-fate) [(HNAM, 57)]{.og-ref}
|
||||
- [Mutations](#choose-mutations) [(RR, 75)]{.og-ref}
|
||||
@@ -82782,11 +82735,9 @@
|
||||
|
||||
Optional Rules
|
||||
|
||||
-- [Second Focus](#optional-rule-power-shifts-after-character-creation) [(ORIG, 10)]{.og-ref}
|
||||
-- [Dynamic or Static Power Shift Selection](#optional-rule-power-shifts-after-character-creation) [(ORIG,
|
||||
- 14)]{.og-ref}
|
||||
-- [Flameout Mode: Intrusions for Inexperienced Power Use](#optional-rule-power-shifts-after-character-creation)
|
||||
- [(ORIG, 17)]{.og-ref}
|
||||
+- Second Focus [(ORIG, 10)]{.og-ref}
|
||||
+- Dynamic or Static Power Shift Selection [(ORIG, 14)]{.og-ref}
|
||||
+- Flameout Mode: Intrusions for Inexperienced Power Use [(ORIG, 17)]{.og-ref}
|
||||
|
||||
Running the Game
|
||||
|
||||
@@ -1,54 +0,0 @@
|
||||
--- _tmp/ccsrd.md 2025-05-06 16:25:47.446640235 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-05-06 16:35:29.392868897 -0500
|
||||
@@ -671,25 +671,6 @@
|
||||
|
||||
Finally, more fundamental options for further customization are provided at the end of this chapter.
|
||||
|
||||
-### PLAYER INTRUSION
|
||||
-
|
||||
-A player intrusion is the player choosing to alter something in the campaign, making things easier for a player
|
||||
-character. Conceptually, it is the reverse of a GM intrusion: instead of the GM giving the player XP and introducing an
|
||||
-unexpected complication for a character, the player spends 1 XP and presents a solution to a problem or complication.
|
||||
-What a player intrusion can do usually introduces a change to the world or current circumstances rather than directly
|
||||
-changing the character. For instance, an intrusion indicating that the cypher just used still has an additional use
|
||||
-would be appropriate, but an intrusion that heals the character would not. If a player has no XP to spend, they can't
|
||||
-use a player intrusion.
|
||||
-
|
||||
-A few player intrusion examples are provided under each type. That said, not every player intrusion listed there is
|
||||
-appropriate for all situations. The GM may allow players to come up with other player intrusion suggestions, but the GM
|
||||
-is the final arbiter of whether the suggested intrusion is appropriate for the character's type and suitable for the
|
||||
-situation. If the GM refuses the intrusion, the player doesn't spend the 1 XP, and the intrusion doesn't occur.
|
||||
-
|
||||
-Using an intrusion does not require a character to use an action to trigger it. A player intrusion just happens.
|
||||
-
|
||||
-(Player intrusions should be limited to no more than one per player per session.)
|
||||
-
|
||||
### WARRIOR
|
||||
|
||||
Fantasy/Fairy tale: Warrior, fighter, swordsman, knight, barbarian, soldier, myrmidon, valkyrie
|
||||
@@ -15946,6 +15927,25 @@
|
||||
succeed on an action, logic still suggests that some actions are very difficult and taxing, particularly for some PCs
|
||||
more than others.
|
||||
|
||||
+### PLAYER INTRUSION
|
||||
+
|
||||
+A player intrusion is the player choosing to alter something in the campaign, making things easier for a player
|
||||
+character. Conceptually, it is the reverse of a GM intrusion: instead of the GM giving the player XP and introducing an
|
||||
+unexpected complication for a character, the player spends 1 XP and presents a solution to a problem or complication.
|
||||
+What a player intrusion can do usually introduces a change to the world or current circumstances rather than directly
|
||||
+changing the character. For instance, an intrusion indicating that the cypher just used still has an additional use
|
||||
+would be appropriate, but an intrusion that heals the character would not. If a player has no XP to spend, they can't
|
||||
+use a player intrusion.
|
||||
+
|
||||
+A few player intrusion examples are provided under each type. That said, not every player intrusion listed there is
|
||||
+appropriate for all situations. The GM may allow players to come up with other player intrusion suggestions, but the GM
|
||||
+is the final arbiter of whether the suggested intrusion is appropriate for the character's type and suitable for the
|
||||
+situation. If the GM refuses the intrusion, the player doesn't spend the 1 XP, and the intrusion doesn't occur.
|
||||
+
|
||||
+Using an intrusion does not require a character to use an action to trigger it. A player intrusion just happens.
|
||||
+
|
||||
+(Player intrusions should be limited to no more than one per player per session.)
|
||||
+
|
||||
### DISTANCE
|
||||
|
||||
Distance is simplified into four basic categories: immediate, short, long, and very long.
|
||||
@@ -0,0 +1,77 @@
|
||||
--- _tmp/ccsrd.md 2025-07-20 19:29:30.593541951 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-07-20 19:34:11.332303741 -0500
|
||||
@@ -27692,8 +27692,6 @@
|
||||
- [Healing Limitations](#optional-rule-healing-limitations) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Making Recovery Rolls in Any Order](#optional-rule-making-recovery-rolls-in-any-order) [(OG-CSRD)]{.og-ref
|
||||
.og-ref-og}
|
||||
-- [Modifying Abilities Using Initial Costs](#optional-rule-modifying-abilities-using-initial-costs)
|
||||
- [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Object Level, Health, and Armor](#optional-rule-object-level-health-and-armor) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Task and Fate Dice Resolution](#optional-rule-task-and-fate-dice-resolution) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Trading Damage for Effect](#optional-rule-trading-damage-for-effect) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
@@ -28353,27 +28351,6 @@
|
||||
succeed on an action, logic still suggests that some actions are very difficult and taxing, particularly for some PCs
|
||||
more than others.
|
||||
|
||||
-::: {.alert .ps-4 .pb-0}
|
||||
-##### Optional Rule: Modifying Abilities Using Initial Costs[](#optional-rule-modifying-abilities-using-initial-costs "Permalink"){.og-h-anchor aria-hidden="true"} {#optional-rule-modifying-abilities-using-initial-costs .og-h-small}
|
||||
-
|
||||
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-This section is based on *Modifying Abilities on the Fly* [(419)]{.og-ref} in the [Cypher System
|
||||
-Rulebook](https://www.montecookgames.com/store/product/cypher-system-rulebook-2/){.og-icon .og-mcg}.
|
||||
-
|
||||
-Setting an [initial cost](#rules-initial-cost) is a good way to allow players to be creative with the use of
|
||||
-Intellect-based abilities, similar to performing a [power stunt](#superhero-power-stunts):
|
||||
-
|
||||
-::: table-responsive
|
||||
- Power Stunt Details Cost
|
||||
- ------------------- ------------------------------------------------------ ---------------------------------
|
||||
- Increase range short to long, or long to very long +1 Intellect point (each step)
|
||||
- Increase duration one minute to ten minutes, or ten minutes to an hour +1 Intellect (maximum one step)
|
||||
-
|
||||
- : Modifying Abilities Using Initial Costs
|
||||
-:::
|
||||
-:::
|
||||
-
|
||||
------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
#### Distance[](#rules-distance "Permalink"){.og-h-anchor aria-hidden="true"} {#rules-distance}
|
||||
@@ -52025,7 +52002,7 @@
|
||||
- An illusionist hero negating an opponent\'s invisibility
|
||||
|
||||
The [Cypher System Rulebook](https://www.montecookgames.com/store/product/cypher-system-rulebook-2/){.og-icon .og-mcg}
|
||||
-explains [Modifying Abilities on the Fly](#optional-rule-modifying-abilities-using-initial-costs) [(419)]{.og-ref},
|
||||
+explains modifying abilities on the fly [(419)]{.og-ref},
|
||||
describing a method of altering the range, area, or other aspects of an Intellect-based ability by spending more
|
||||
Intellect points. In a superhero game, these modifications aren\'t limited to Intellect-based abilities---it\'s
|
||||
reasonable that a strong hero could affect a larger area with[Golem Stomp](#ability-golem-stomp){.og-ability} or an
|
||||
@@ -80576,8 +80553,8 @@
|
||||
[Adepts](#type-adept) are assigned fewer new abilities each tier compared to other [types](#choose-type):
|
||||
|
||||
- Adept abilities include more higher-tier abilities, and PCs can choose them at lower tiers.
|
||||
-- Adepts favor [Intellect](#intellect)-based abilities that might be [modified with initial
|
||||
- costs](#optional-rule-modifying-abilities-using-initial-costs), allowing them to be more creative with how they
|
||||
+- Adepts favor [Intellect](#intellect)-based abilities that might be modified with initial
|
||||
+ costs, allowing them to be more creative with how they
|
||||
apply their abilities.
|
||||
|
||||
Because of their limited ability choices, an [Adept](#type-adept) can\'t benefit as much choosing a [flavor](#choose)
|
||||
@@ -81732,8 +81709,6 @@
|
||||
- [Hands of Fate](#weird-west-hands-of-fate) [(HNAM, 57)]{.og-ref}
|
||||
- [Mutations](#choose-mutations) [(RR, 75)]{.og-ref}
|
||||
- [Learning Cantrips](#optional-rule-learning-cantrips) [(IOM, 81)]{.og-ref}
|
||||
-- [Modifying Abilities Using Initial Costs](#optional-rule-modifying-abilities-using-initial-costs)
|
||||
- [(419)]{.og-ref}[(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Modifying Type Aspects](#modifying-type-aspects) [(33)]{.og-ref}
|
||||
- [Mystical Martial Arts](#mystical-martial-arts) [(GF, 68)]{.og-ref}
|
||||
- [Paranormal Vices](#choose-paranormal-vices) [(HNAM, 65)]{.og-ref}
|
||||
@@ -82140,7 +82115,7 @@
|
||||
- Faster Initiative [(215)]{.og-ref}
|
||||
- [Gaining Insight](#optional-rule-gaining-insight) [(231)]{.og-ref}
|
||||
- [Getting an XP Advance](#optional-rule-xp-advance) [(232)]{.og-ref}
|
||||
-- [Modifying Abilities on the Fly](#optional-rule-modifying-abilities-using-initial-costs) [(419)]{.og-ref}
|
||||
+- Modifying Abilities on the Fly [(419)]{.og-ref}
|
||||
- [Skills from Backgrounds](#optional-rule-skills-from-backgrounds) [(235)]{.og-ref}
|
||||
- Switching Descriptors and Foci After Character Creation [(437)]{.og-ref}
|
||||
- Using Miniatures [(235)]{.og-ref}
|
||||
@@ -1,55 +0,0 @@
|
||||
--- _tmp/ccsrd.md 2025-05-06 16:36:35.987238528 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-05-06 20:48:32.213305420 -0500
|
||||
@@ -15499,6 +15499,25 @@
|
||||
Explosives like grenades can be thrown a short distance. Otherwise, another launcher weapon is needed to project them a
|
||||
long distance (or farther).
|
||||
|
||||
+### Miscellaneous Items and Services
|
||||
+
|
||||
+Although the types of items for sale vary greatly based on the setting, a few things are always present, like food,
|
||||
+lodging, and clothing. However, these goods and services can span the price categories. For example, you can get an
|
||||
+inexpensive meal, a moderately priced meal, an expensive meal, and so on. An inexpensive meal is light and probably not
|
||||
+very nutritious. An expensive meal is available only in nice restaurants in certain locations. An exorbitant meal is
|
||||
+probably a feast for a crowd, with the finest foods and drink available.
|
||||
+
|
||||
+Nightly lodging is similar, although the bottom end starts out worse. An inexpensive night's lodging is probably a
|
||||
+flea-ridden mat on the floor of a room filled with other lodgers. Typical lodging (a private room with a decent bed) is
|
||||
+probably in the moderately priced range. Very expensive lodging might be a suite of rooms with delicious meals and
|
||||
+personal services (such as massages and grooming) included.
|
||||
+
|
||||
+Inexpensive clothing is just a step up from rags, but moderately priced clothing is decent enough. For a formal party,
|
||||
+you'd want expensive clothing. The very rich likely wear very expensive clothing most of the time, and exorbitant
|
||||
+clothing (and jewelry) when they go to their elite galas.
|
||||
+
|
||||
+Other sorts of miscellaneous items can be found in the Genre chapter.
|
||||
+
|
||||
### CYPHERS
|
||||
|
||||
Cyphers can sometimes be physical items like equipment, but they work very differently. To be entirely accurate, cyphers
|
||||
@@ -19942,26 +19959,7 @@
|
||||
| Torch | 1 cp |
|
||||
| Waterskin | 2 sp |
|
||||
|
||||
-### Miscellaneous Items and Services
|
||||
-
|
||||
-Although the types of items for sale vary greatly based on the setting, a few things are always present, like food,
|
||||
-lodging, and clothing. However, these goods and services can span the price categories. For example, you can get an
|
||||
-inexpensive meal, a moderately priced meal, an expensive meal, and so on. An inexpensive meal is light and probably not
|
||||
-very nutritious. An expensive meal is available only in nice restaurants in certain locations. An exorbitant meal is
|
||||
-probably a feast for a crowd, with the finest foods and drink available.
|
||||
-
|
||||
-Nightly lodging is similar, although the bottom end starts out worse. An inexpensive night's lodging is probably a
|
||||
-flea-ridden mat on the floor of a room filled with other lodgers. Typical lodging (a private room with a decent bed) is
|
||||
-probably in the moderately priced range. Very expensive lodging might be a suite of rooms with delicious meals and
|
||||
-personal services (such as massages and grooming) included.
|
||||
-
|
||||
-Inexpensive clothing is just a step up from rags, but moderately priced clothing is decent enough. For a formal party,
|
||||
-you'd want expensive clothing. The very rich likely wear very expensive clothing most of the time, and exorbitant
|
||||
-clothing (and jewelry) when they go to their elite galas.
|
||||
-
|
||||
-Other sorts of miscellaneous items can be found in the Genre chapter.
|
||||
-
|
||||
Fantasy clothing descriptions
|
||||
|
||||
Specific pieces of clothing vary by climate and local custom, but usually include a hat, shirt, belt, pants or skirt,
|
||||
shoes, and underclothes.
|
||||
2365
patches/base/020-remove-sidekicks.patch
Normal file
2365
patches/base/020-remove-sidekicks.patch
Normal file
File diff suppressed because it is too large
Load Diff
@@ -1,52 +0,0 @@
|
||||
--- _tmp/ccsrd.md 2025-05-07 08:01:29.720525602 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-05-06 20:48:32.213305420 -0500
|
||||
@@ -15595,7 +15595,24 @@
|
||||
System with just this information. The key features here are: character actions, determining task difficulty, and
|
||||
determining modifications.
|
||||
|
||||
-### KEY CONCEPTS
|
||||
+### TAKING ACTION
|
||||
+
|
||||
+Each character gets one turn each round. On a character's turn, they can do one thing—an action. All actions fall into
|
||||
+one of three categories: Might, Speed, or Intellect (just like the three stats). Many actions require die rolls—rolling
|
||||
+a d20.
|
||||
+
|
||||
+Every action performs a task, and every task has a difficulty that determines what number a character must reach or
|
||||
+surpass with a die roll to succeed.
|
||||
+
|
||||
+Most tasks have a difficulty of 0, which means the character succeeds automatically. For example, walking across a room,
|
||||
+opening a door, and throwing a stone into a nearby bucket are all actions, but none of them requires a roll. Actions
|
||||
+that are usually difficult or that become difficult due to the situation (such as shooting at a target in a blizzard)
|
||||
+have a higher difficulty. These actions usually require a roll.
|
||||
+
|
||||
+Some actions require a minimum expenditure of Might, Speed, or Intellect points. If a character cannot spend the minimum
|
||||
+number of points needed to complete the action, they automatically fail at the task.
|
||||
+
|
||||
+#### KEY CONCEPTS
|
||||
|
||||
ACTION: Anything a character does that is significant—punch a foe, leap a chasm, activate a device, use a special power,
|
||||
and so on. Each character can take one action in a round.
|
||||
@@ -15659,23 +15676,6 @@
|
||||
fighting an orc, each round the Warrior takes an action on their turn, the Adept takes an action on their turn, and the
|
||||
orc takes an action on its turn. Some abilities or effects last only one turn, or end when the next turn is started.
|
||||
|
||||
-### TAKING ACTION
|
||||
-
|
||||
-Each character gets one turn each round. On a character's turn, they can do one thing—an action. All actions fall into
|
||||
-one of three categories: Might, Speed, or Intellect (just like the three stats). Many actions require die rolls—rolling
|
||||
-a d20.
|
||||
-
|
||||
-Every action performs a task, and every task has a difficulty that determines what number a character must reach or
|
||||
-surpass with a die roll to succeed.
|
||||
-
|
||||
-Most tasks have a difficulty of 0, which means the character succeeds automatically. For example, walking across a room,
|
||||
-opening a door, and throwing a stone into a nearby bucket are all actions, but none of them requires a roll. Actions
|
||||
-that are usually difficult or that become difficult due to the situation (such as shooting at a target in a blizzard)
|
||||
-have a higher difficulty. These actions usually require a roll.
|
||||
-
|
||||
-Some actions require a minimum expenditure of Might, Speed, or Intellect points. If a character cannot spend the minimum
|
||||
-number of points needed to complete the action, they automatically fail at the task.
|
||||
-
|
||||
### DETERMINING TASK STAT
|
||||
|
||||
Every task relates to one of a character's three stats: Might, Speed, or Intellect. Physical activities that require
|
||||
64
patches/base/021-remove-skills-from-backgrounds.patch
Normal file
64
patches/base/021-remove-skills-from-backgrounds.patch
Normal file
@@ -0,0 +1,64 @@
|
||||
--- _tmp/ccsrd.md 2025-07-20 19:38:59.898113395 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-07-20 19:44:43.704269435 -0500
|
||||
@@ -570,7 +570,6 @@
|
||||
|
||||
Optional Rules
|
||||
|
||||
-- [Skills from Backgrounds](#optional-rule-skills-from-backgrounds) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Using Effort After Rolling the Die](#optional-rule-using-effort-after-rolling-the-die) [(OG-CSRD)]{.og-ref
|
||||
.og-ref-og}
|
||||
- [Using Other Pools to Pay Cost Remainders](#optional-rule-using-other-pools-to-pay-cost-remainders)
|
||||
@@ -1082,10 +1081,6 @@
|
||||
- [Skill Training](#skill-training) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Languages](#skills-languages) [(19)]{.og-ref}
|
||||
|
||||
-Optional Rules
|
||||
-
|
||||
-- [Skills from Backgrounds](#optional-rule-skills-from-backgrounds) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
-
|
||||
Related Sections
|
||||
|
||||
- [Ability Category: Attack Skill](#abilities-category-attack-skill) [(96)]{.og-ref}
|
||||
@@ -1194,24 +1189,6 @@
|
||||
In most campaigns, fluency in a language is considered a skill. So if you want to speak French, that\'s the same as
|
||||
being trained in biology or swimming.
|
||||
|
||||
-##### Optional Rule: Skills from Backgrounds[](#optional-rule-skills-from-backgrounds "Permalink"){.og-h-anchor aria-hidden="true"} {#optional-rule-skills-from-backgrounds .og-h-small}
|
||||
-
|
||||
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-This section is based on *Skills from Backgrounds* [(235)]{.og-ref} in the [Cypher System
|
||||
-Rulebook](https://www.montecookgames.com/store/product/cypher-system-rulebook-2/){.og-icon .og-mcg}.
|
||||
-
|
||||
-The GM can allow players to choose one or two additional skills appropriate to their PC\'s
|
||||
-background. For example, if an [Adept](#type-adept)\'s family owns a large vineyard as a result of rolling on the [Adept
|
||||
-Background Connection](#adept-background-connection) table, they might be skilled in wine-making or being a sommelier.
|
||||
-Background skills aren\'t immediately applicable to the game\'s primary adventures, but should instead address other
|
||||
-aspects of the PC, world, or setting. Skills with attacks, defense, or wearing armor are not appropriate background
|
||||
-skills.
|
||||
-
|
||||
-The GM can also use the [Further Customization](#further-customization) or [XP Advance](#optional-rule-xp-advance)
|
||||
-optional rules to allow PCs to start the game trained in even more skills.
|
||||
-:::
|
||||
-
|
||||
#### Special Abilities[](#special-abilities "Permalink"){.og-h-anchor aria-hidden="true"}
|
||||
|
||||
[(Cypher System Rulebook, page 18)]{.og-ref}
|
||||
@@ -79421,7 +79398,7 @@
|
||||
- [Power Shifts](#optional-rule-power-shifts) [(292)]{.og-ref}[(CTS, 57)]{.og-ref}
|
||||
- [Power Stunts](#superhero-power-stunts) [(CTS, 58)]{.og-ref}
|
||||
- [Psionics](#optional-rule-psionics) [(SF, 50)]{.og-ref}
|
||||
-- [Skills from Backgrounds](#optional-rule-skills-from-backgrounds) [(235)]{.og-ref}[(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
+- Skills from Backgrounds [(235)]{.og-ref}
|
||||
- [Species as Descriptor](#descriptors-as-species) [(59)]{.og-ref}
|
||||
- [Spellcasting](#optional-rule-spellcasting) [(259)]{.og-ref}
|
||||
- [Transitory Mutations](#optional-rule-transitory-mutations) [(RR, 75)]{.og-ref}
|
||||
@@ -79820,7 +79797,7 @@
|
||||
- [Gaining Insight](#optional-rule-gaining-insight) [(231)]{.og-ref}
|
||||
- [Getting an XP Advance](#optional-rule-xp-advance) [(232)]{.og-ref}
|
||||
- Modifying Abilities on the Fly [(419)]{.og-ref}
|
||||
-- [Skills from Backgrounds](#optional-rule-skills-from-backgrounds) [(235)]{.og-ref}
|
||||
+- Skills from Backgrounds [(235)]{.og-ref}
|
||||
- Switching Descriptors and Foci After Character Creation [(437)]{.og-ref}
|
||||
- Using Miniatures [(235)]{.og-ref}
|
||||
|
||||
@@ -1,39 +0,0 @@
|
||||
--- _tmp/ccsrd.md 2025-05-07 10:08:35.577006353 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-05-07 13:33:04.293461662 -0500
|
||||
@@ -18390,16 +18388,6 @@
|
||||
> course of days or weeks. Generally speaking, Effort cannot be applied to any crafting task or subtask that exceeds one
|
||||
> day
|
||||
|
||||
-### ARTIFACT RULES
|
||||
-
|
||||
-Artifacts are more powerful than common equipment or cyphers. Each artifact has a level and a rate of power depletion.
|
||||
-When an artifact is used or activated, the player rolls the designated die (1d6, 1d10, 1d20, or 1d100). If the die shows
|
||||
-the depletion number(s), the item works, but that is its last use. A depletion entry of "—" means that the artifact
|
||||
-never depletes, and an entry of "automatic" means that it can be used only once. Depowered artifacts can sometimes be
|
||||
-recharged using the repair rules, depending on the item's nature. Other special abilities can also repower an expended
|
||||
-item, but probably for only one use. Powerful magical creatures might be able to recharge artifacts, at least
|
||||
-temporarily
|
||||
-
|
||||
### CRAFTING ARTIFACTS
|
||||
|
||||
Crafting an artifact is similar to choosing a new type or focus ability—the character has many to choose from, they
|
||||
@@ -42688,19 +42676,6 @@
|
||||
| 99 | Wonder onesie |
|
||||
| 00 | Your mama's biker jacket |
|
||||
|
||||
-Artifact Rules
|
||||
-
|
||||
-Artifacts are more powerful than common equipment or cyphers.
|
||||
-
|
||||
-Each artifact has a level and a rate of power depletion. When an artifact is used or activated, the player rolls the
|
||||
-designated die (1d6, 1d10, 1d20, or 1d00). If the die shows the depletion number(s), the item works, but that is its
|
||||
-last use. A depletion entry of "—" means that the artifact never depletes, and an entry of "automatic" means that it can
|
||||
-be used only once.
|
||||
-
|
||||
-Depowered artifacts can sometimes be recharged using the repair rules, depending on the item's nature. Other special
|
||||
-abilities can also repower an expended item, but probably for only one use. Powerful magical creatures might be able to
|
||||
-recharge artifacts, at least temporarily.
|
||||
-
|
||||
Example Modern Fantasy Artifacts
|
||||
|
||||
Accessories Sold Separately
|
||||
@@ -0,0 +1,55 @@
|
||||
--- _tmp/ccsrd.md 2025-07-20 19:45:31.723570583 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-07-20 19:47:33.988337298 -0500
|
||||
@@ -19999,8 +19999,8 @@
|
||||
Ease](#ability-inspiring-ease){.og-ability} ability. This misprint was corrected in the CSRD and deluxe editions of the
|
||||
Cypher System Rulebook.
|
||||
|
||||
-[Inspiration](#ability-inspiration){.og-ability} might be so powerful that the GM adds a [usage
|
||||
-limit](#usage-limits-for-abilities-and-artifacts) to it.
|
||||
+[Inspiration](#ability-inspiration){.og-ability} might be so powerful that the GM adds a usage
|
||||
+limit to it.
|
||||
:::
|
||||
|
||||
- ::: {#ability-inspiration-in-a-glass}
|
||||
@@ -78179,23 +78179,6 @@
|
||||
it as a [special ability](#choose-abilities), or to decide if the PC can [revive](#optional-rule-reviving-artifacts) the
|
||||
artifact, or make its effects permanent by [spending XP](#choose-xp).
|
||||
|
||||
-::: {.alert .ps-4 .pb-0}
|
||||
-##### Usage Limits for Abilities and Artifacts[](#usage-limits-for-abilities-and-artifacts){.og-h-anchor aria-hidden="true"} {#usage-limits-for-abilities-and-artifacts .og-h-small .og-h-h6-icon}
|
||||
-
|
||||
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-Depending on how powerful an ability or artifact is, the GM might want to limit how frequently a PC can use it, or how
|
||||
-often a target can be affected by it. Here are a few ideas for how to do that:
|
||||
-
|
||||
-- You can\'t use this ability again until you make a [recovery roll](#recovery-rolls).
|
||||
-- You can\'t use this ability again after you make a one-hour or a ten-hour [recovery roll](#recovery-rolls).
|
||||
-- You can\'t use this ability again until after you make a ten-hour [recovery roll](#recovery-rolls).
|
||||
-- If a PC wishes to benefit from this ability again, they must pay 1 [XP]{.choose-xp}, or finish a ten-hour [recovery
|
||||
- roll](#recovery-rolls).
|
||||
-- Each time you use this ability again before you finish a ten-hour [recovery roll](#recovery-rolls), you must apply
|
||||
- one additional level of [Effort](#effort).
|
||||
-:::
|
||||
-
|
||||
------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
#### Creating New Character Options[](#creating-new-character-options "Permalink"){.og-h-anchor aria-hidden="true"}
|
||||
@@ -79403,8 +79386,6 @@
|
||||
- [Spellcasting](#optional-rule-spellcasting) [(259)]{.og-ref}
|
||||
- [Transitory Mutations](#optional-rule-transitory-mutations) [(RR, 75)]{.og-ref}
|
||||
- [Two Descriptors](#variant-rule-two-descriptors) [(GF, 86)]{.og-ref}
|
||||
-- [Usage Limits for Abilities and Artifacts](#usage-limits-for-abilities-and-artifacts) [(OG-CSRD)]{.og-ref
|
||||
- .og-ref-og}
|
||||
|
||||
##### Experience Points (XP)[](#choose-optional-experience-points "Permalink"){.og-h-anchor aria-hidden="true"} {#choose-optional-experience-points .og-h-small}
|
||||
|
||||
@@ -79446,8 +79427,6 @@
|
||||
- [Scavenging](#scavenging) [(296)]{.og-ref}[(RR, 64)]{.og-ref}
|
||||
- [Special Armor](#equipment-armor-special-armor) [(256)]{.og-ref}[(SF, 71)]{.og-ref}[(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Transferring Subtle Cyphers](#optional-rule-transferring-subtle-cyphers) [(RR, 132)]{.og-ref}
|
||||
-- [Usage Limits for Abilities and Artifacts](#usage-limits-for-abilities-and-artifacts) [(OG-CSRD)]{.og-ref
|
||||
- .og-ref-og}
|
||||
- [Vehicular Combat](#action-vehicular-combat) [(230)]{.og-ref}
|
||||
- [Vehicular Combat, Extended](#extended-vehicular-combat) [(SF, 39)]{.og-ref}
|
||||
- [Weapon Properties](#optional-rule-weapon-properties) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
@@ -1,36 +0,0 @@
|
||||
--- _tmp/ccsrd.md 2025-05-07 13:58:49.339019024 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-05-08 23:54:45.512019961 -0500
|
||||
@@ -19575,16 +19573,6 @@
|
||||
| Other Items | Notes |
|
||||
| Sailing ship (small) | |
|
||||
|
||||
-### STARTING GOLD PIECES FOR CHARACTERS
|
||||
-
|
||||
-Warrior Starting Equipment: Appropriate clothing and two weapons of your choice, plus 6d6 + 100 gp.
|
||||
-
|
||||
-Adept Starting Equipment: Appropriate clothing, plus 3d6 + 80 gp.
|
||||
-
|
||||
-Explorer Starting Equipment: Appropriate clothing and a weapon of your choice, plus 3d6 + 90 gp.
|
||||
-
|
||||
-Speaker Starting Equipment: Appropriate clothing and a light weapon of your choice, plus 3d6 + 90 gp
|
||||
-
|
||||
### MEDIEVAL FANTASY EQUIPMENT
|
||||
|
||||
| Category | GP Value |
|
||||
@@ -19595,6 +19583,16 @@
|
||||
| Very expensive | 1,000–10,000 gp |
|
||||
| Exorbitant | 10,000+ gp |
|
||||
|
||||
+### STARTING GOLD PIECES FOR CHARACTERS
|
||||
+
|
||||
+Warrior Starting Equipment: Appropriate clothing and two weapons of your choice, plus 6d6 + 100 gp.
|
||||
+
|
||||
+Adept Starting Equipment: Appropriate clothing, plus 3d6 + 80 gp.
|
||||
+
|
||||
+Explorer Starting Equipment: Appropriate clothing and a weapon of your choice, plus 3d6 + 90 gp.
|
||||
+
|
||||
+Speaker Starting Equipment: Appropriate clothing and a light weapon of your choice, plus 3d6 + 90 gp
|
||||
+
|
||||
#### FANTASY ARMOR DESCRIPTIONS
|
||||
|
||||
You can wear only one kind of armor at a time (wearing more than one only gives the Armor from the best one and the
|
||||
20
patches/base/023-rename-pdfs-and-tools-just-tools.patch
Normal file
20
patches/base/023-rename-pdfs-and-tools-just-tools.patch
Normal file
@@ -0,0 +1,20 @@
|
||||
--- _tmp/ccsrd.md 2025-07-20 19:47:54.359464537 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-07-20 19:50:09.500308530 -0500
|
||||
@@ -79283,7 +79283,7 @@
|
||||
|
||||
Related Sections
|
||||
|
||||
-- [PDFs and Tools](#choose-pdfs) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
+- [Tools](#choose-pdfs) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [What\'s In the Book?](#choose-products) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
:::
|
||||
|
||||
@@ -79520,7 +79520,7 @@
|
||||
- [Teaching the Rules](#teaching-the-rules) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Using the Rules: Making Meaning](#making-meaning) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
|
||||
-##### PDFs and Tools[](#choose-pdfs "Permalink"){.og-h-anchor aria-hidden="true"} {#choose-pdfs .og-h-small}
|
||||
+##### Tools[](#choose-pdfs "Permalink"){.og-h-anchor aria-hidden="true"} {#choose-pdfs .og-h-small}
|
||||
|
||||
- [Abbreviated Creature Statistics: Demon](#creature-demon-summoned) [(322)]{.og-ref}[(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Abbreviated Creature Statistics: Giant Spider](#creature-giant-spider-summoned) [(335)]{.og-ref}[(OG-CSRD)]{.og-ref
|
||||
File diff suppressed because it is too large
Load Diff
44
patches/base/024-remove-summoned-demon.patch
Normal file
44
patches/base/024-remove-summoned-demon.patch
Normal file
@@ -0,0 +1,44 @@
|
||||
--- _tmp/ccsrd.md 2025-07-20 19:50:47.196543958 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-07-20 19:51:38.825866396 -0500
|
||||
@@ -24086,33 +24086,6 @@
|
||||
initiate. [(188)]{.og-ref}[(See ability details)]{.og-ability-notes}
|
||||
:::
|
||||
|
||||
-::: {.alert .pb-0}
|
||||
-##### Demon [5 (15)]{.float-end}[](#creature-demon-summoned "Permalink"){.og-h-anchor aria-hidden="true"} {#creature-demon-summoned .og-h-small .og-tab}
|
||||
-
|
||||
-[(Cypher System Rulebook, page 322)]{.og-ref}[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-- **Health:** 25
|
||||
-
|
||||
-- **Movement:** Short; can fly an immediate distance while immaterial
|
||||
-
|
||||
-- **Modifications:** Stealth as level 7 while immaterial; deception as level 6
|
||||
-
|
||||
-- **Combat:**
|
||||
-
|
||||
- - *Immaterial Form.* The demon can pass through solid objects (up to level 4). Mundane attacks inflict only 1
|
||||
- damage, but magic, energy, and psychic attacks inflict damage normally.
|
||||
- - *Immaterial Touch.* 5 points of damage, and The target must succeed an Intellect defense roll or be possessed.
|
||||
- Once in possession of a host, the demon is immune to most attacks, and can only control or leave its host.
|
||||
- - *Possession.* After one round (and every other round thereafter), the host must make an Intellect defense roll.
|
||||
- On a success, the host loses their action. On a failure, the demon controls the host\'s actions. Each day, the
|
||||
- host can make an Intellect defense roll to eject the demon. After seven days, these attempts are hindered one
|
||||
- additional step each day.
|
||||
- - *Casting Out.* Each day, the host can make an Intellect defense roll to cast out the demon. After seven days,
|
||||
- these attempts are hindered one additional step each day. Exorcisms, rituals, or other methods might be used to
|
||||
- cast out a demon. Killing the host will also eject the demon. Cast out demons are usually powerless---for a
|
||||
- while.
|
||||
-:::
|
||||
-
|
||||
- ::: {#ability-summon-giant-spider}
|
||||
**Summon Giant Spider (4+ Intellect points):** A [giant spider](#creature-giant-spider) appears within immediate
|
||||
range. If you applied a level of Effort as part of the summoning, the spider is amenable to your instructions;
|
||||
@@ -79522,7 +79495,6 @@
|
||||
|
||||
##### Tools[](#choose-pdfs "Permalink"){.og-h-anchor aria-hidden="true"} {#choose-pdfs .og-h-small}
|
||||
|
||||
-- [Abbreviated Creature Statistics: Demon](#creature-demon-summoned) [(322)]{.og-ref}[(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Abbreviated Creature Statistics: Giant Spider](#creature-giant-spider-summoned) [(335)]{.og-ref}[(OG-CSRD)]{.og-ref
|
||||
.og-ref-og}
|
||||
- [Ability Category: Cyphers and Artifacts](#abilities-category-cyphers-and-artifacts) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
@@ -1,343 +0,0 @@
|
||||
--- _tmp/ccsrd.md 2025-05-29 08:34:39.111114885 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-05-29 08:56:37.502157310 -0500
|
||||
@@ -28087,340 +28087,6 @@
|
||||
GM Intrusions: Invisibility partially fades, revealing the character's presence. A force field is pierced by an unusual
|
||||
or unexpected attack.
|
||||
|
||||
-### NEW ABILITIES
|
||||
-
|
||||
-The following are new abilities for the Cypher System, most of which are associated with the new foci in this book.
|
||||
-
|
||||
-Advantages of Being Small: You've learned how to leverage your strength and accuracy in proportion to your size. Your
|
||||
-damage is no longer halved when using Shrink, and climbing and jumping tasks are eased. Enabler.
|
||||
-
|
||||
-Ageless: Your body and mind do not age. Unless you are killed by violence (or some outside force such as poison or
|
||||
-infection), you will never die. Enabler.
|
||||
-
|
||||
-Always Tinkering: If you have any tools and materials at all, and you are carrying fewer cyphers than your limit, you
|
||||
-can create a manifest cypher if you have an hour of time to spend. The new cypher is random and always 2 levels lower
|
||||
-than normal (minimum 1). It's also temperamental and fragile. These are called temperamental cyphers. If you give one to
|
||||
-anyone else to use, it falls apart immediately, useless. Action to initiate; one hour to complete.
|
||||
-
|
||||
-Amazing Copying: You can use Copy Power to copy more powerful abilities. In addition to the normal options for using
|
||||
-Effort with Copy Power, if you apply two levels of Effort, the GM chooses a high-tier ability that most closely
|
||||
-resembles that power (instead of a low-tier ability). Enabler.
|
||||
-
|
||||
-Amazing Leap (2 Might points): You leap through the air and land safely some distance away. You can jump up, down, or
|
||||
-across to anywhere you choose within long range if you have a clear and unobstructed path to that location. If you have
|
||||
-three or more power shifts in strength, your leaping range increases to very long. If you have five or more power shifts
|
||||
-in strength, your leaping range increases to 1,000 feet (300 m). Action.
|
||||
-
|
||||
-Animal Scrying (4+ Intellect points): If you know the general location of an animal that is friendly toward you and
|
||||
-within 1 mile (1.5 km) of your location, you can sense through its senses for up to ten minutes. If you are not in
|
||||
-animal form or not in a form similar to that animal, you must apply a level of Effort to use this ability. Action to
|
||||
-establish.
|
||||
-
|
||||
-Automatic Glow: Hard light objects you create with your type and focus abilities shed light, illuminating everything in
|
||||
-immediate range. Whenever you want, your body (entirely or just part of it) sheds light, illuminating everything in
|
||||
-short range. Enabler.
|
||||
-
|
||||
-Beneath Notice: Your decreased size makes it difficult to find you. While Shrink is active on you, all stealth tasks you
|
||||
-attempt are eased. Enabler.
|
||||
-
|
||||
-Body Morph (3+ Intellect points): You alter your facial and bodily features and coloration for one hour, hiding your
|
||||
-identity or impersonating someone. If you apply a level of Effort, you can imitate a specific person accurately enough
|
||||
-to fool someone who knows them well or has observed them closely (including fingerprints and voice prints, but not their
|
||||
-retina print or DNA). You have an asset in all tasks involving disguise (this is in addition to the asset from Face
|
||||
-Morph). You must apply a separate level of Effort to be able to impersonate a different species (such as a human
|
||||
-morphing into a humanoid alien). Action.
|
||||
-
|
||||
- Bolster Illusion (2+ Intellect points): You give one of your visual illusions a limited physical reality that viewers
|
||||
-can smell, taste, hear, and feel. This effect is bound to that illusion and acts appropriate to the illusion itself. For
|
||||
-example, it can make the illusion of a brick wall feel like brick, the illusion of a person smell like perfume and able
|
||||
-to open a door, and the illusion of a fireplace hot to the touch.
|
||||
-
|
||||
-The physical reality provided to your illusion is a level 1 effect with 3 health. If the illusion is used to make
|
||||
-attacks, it inflicts only 1 point of damage (whether this is regular damage like an illusory punch or kick, or ambient
|
||||
-damage like a falling brick wall or a fireplace's flames). You can increase the level of the created effect by applying
|
||||
-levels of Effort to this ability, each level of Effort increasing the effect's level by 1.
|
||||
-
|
||||
-You can activate this ability as part of the action to create an illusion (using whatever ability it is that you use to
|
||||
-create illusions, such as Minor Illusion), or use a separate action to apply it to one of your existing illusions. The
|
||||
-effect ends if the illusion is destroyed, you let the illusion lapse, the effect's health is reduced to 0, or ten
|
||||
-minutes pass. Enabler.
|
||||
-
|
||||
-Boost Manifest Cypher (2 Intellect points): The manifest cypher you activate with your next action functions as if it
|
||||
-were 2 levels higher. Action.
|
||||
-
|
||||
-Boost Manifest Cypher Function (4 Intellect points): Add 3 to the functioning level of a manifest cypher that you
|
||||
-activate with your next action, or change one aspect of its parameters (range, duration, area, etc.) by up to double or
|
||||
-down to one tenth. Action.
|
||||
-
|
||||
-Charge Weapon (2+ Intellect points): As part of making an attack with your enchanted weapon, you charge it with magical
|
||||
-power, inflicting 2 additional points of energy damage. If you make more than one attack on your turn, you choose
|
||||
-whether to spend the cost for this ability before you make each attack. Enabler.
|
||||
-
|
||||
-Command Beast (3+ Intellect points): You can command a nonhostile, nonhuman beast (such as one that you've made calm
|
||||
-with Soothe the Savage) of up to level 3 within short range. If you are successful, for the next minute the beast
|
||||
-follows your verbal commands to the best of its understanding and ability. The GM has final say over what counts as a
|
||||
-nonhuman beast, but unless some kind of deception is at work, you should know whether you can affect a creature before
|
||||
-you attempt to use this ability on it. Aliens, extradimensional entities, very intelligent creatures, and robots never
|
||||
-count.
|
||||
-
|
||||
-In addition to the normal options for using Effort, you can choose to use Effort to increase the maximum level of the
|
||||
-target. Thus, to command a level 5 beast (two levels above the normal limit), you must apply two levels of Effort.
|
||||
-Action to initiate.
|
||||
-
|
||||
-Copy Power (2+ Intellect points): You can copy someone else's superpower
|
||||
-
|
||||
-for an hour, performing it as if it were natural for you. Within the past hour you must have touched the creature whose
|
||||
-power you want to copy (an attack roll) and must have seen that ability used by them. Choose the power you want to copy,
|
||||
-and the GM chooses an appropriate low-tier ability that most closely resembles that power. For example, if you're
|
||||
-battling a supervillain who can create blasts of force, if you copy that ability, you gain a low-tier ability that
|
||||
-creates a blast of force.
|
||||
-
|
||||
-In addition to the point cost of Copy Power, you must pay the Might, Speed, or Intellect cost (if any) of the equivalent
|
||||
-ability that the GM chose. For example, if you want to copy a supervillain's force blast, the GM will probably decide
|
||||
-that's equivalent to Onslaught (167), so you'd pay 2 Intellect points to activate Copy Power and 1 Intellect point to
|
||||
-use Onslaught.
|
||||
-
|
||||
-ou can copy only one power at a time; copying another one ends any other power you're copying with this ability.
|
||||
-
|
||||
-Copy Power doesn't copy effects of a power that permanently adds points to your Pools, such as Enhanced Body (134).
|
||||
-
|
||||
-In addition to the normal options for using Effort, you can choose to use Effort to copy an ability you saw longer than
|
||||
-one hour ago; each level of Effort used in this way extends the time period by one hour. Action.
|
||||
-
|
||||
-Defending Weapon: When using your enchanted weapon, you are trained in Speed defense tasks. Enabler.
|
||||
-
|
||||
-Defensive Blinking (4 Intellect points): You enter a heightened reactive state so that when you are struck hard enough
|
||||
-to take damage, you teleport an immediate distance in a random direction (not up or down) to help evade the brunt of the
|
||||
-attack. Your Speed defense rolls are eased for one minute. Action.
|
||||
-
|
||||
-Dimensional Squeeze (2+ Intellect points): You cram yourself into a transitional dimension, allowing you to
|
||||
-instantaneously appear anywhere you choose within short range if you have a clear and unobstructed path to that
|
||||
-location. You can pass through an intervening barrier if it has an open space that you could easily fit your head
|
||||
-through—about 1 square foot (30 cm by 30 cm square). In addition to the normal options for using Effort, you can choose
|
||||
-to use Effort to pass through a smaller opening in a barrier; each level of Effort used in this way reduces the minimum
|
||||
-opening size by one-fourth. You land safely when you use this ability. Action.
|
||||
-
|
||||
-> Transitional dimension: A dimension where distances are shorter compared to those in other dimensions, so travel
|
||||
-> through it is faster than normal movement.
|
||||
-
|
||||
-Disguise Other (4+ Intellect points): You apply your shapechanging ability to another creature of your size or smaller,
|
||||
-giving them a form that you are able to assume. This lasts for about ten minutes.
|
||||
-
|
||||
-In addition to the normal options for using Effort, you can choose to use Effort to increase the duration; one level of
|
||||
-Effort increases it to an hour, two increases it to a day. A creature can revert to its normal form as an action, but it
|
||||
-cannot then change back into the altered form. Action.
|
||||
-
|
||||
-You probably can't use Disguise Other to disguise a kind of creature that is very different from you, such as a human
|
||||
-disguising a robot, animal, or crystalline alien
|
||||
-
|
||||
-Elastic Grip (3 Might points): Your attack with your stretchy limbs or body is eased. If you hit, you can grab the
|
||||
-target, preventing it from moving on its next turn. While you hold the target, its attacks or attempts to break free are
|
||||
-hindered. If the target attempts to break free instead of attacking, you must succeed at a Might-based task to maintain
|
||||
-your grip. If the target fails to break free, you can continue to hold it each round as your subsequent actions,
|
||||
-automatically inflicting 4 points of damage each round by squeezing. Enabler.
|
||||
-
|
||||
-Enchanted Movement (4+ Intellect points): You use your enchanted weapon to move yourself to any location within a long
|
||||
-distance that you can see, as long as there are no obstacles or barriers in your way. The exact way this happens depends
|
||||
-on your weapon; you might throw your magical hammer and be pulled along after it, shoot an arrow from your bow that
|
||||
-pulls you forward like a grapple line, and so on. In addition to the normal options for using Effort, you can choose to
|
||||
-use Effort to increase the distance traveled; each level of Effort used in this way increases the range by another 100
|
||||
-feet (30 m). If you have another ability (such as from your type) that allows you to cross a long distance, the range of
|
||||
-that ability and this one increases to very long. Action.
|
||||
-
|
||||
-Enchanted Weapon (1 Intellect point): You attune yourself to a physical weapon, such as a sword, hammer, or bow. You
|
||||
-know exactly where it is if it is within a short distance of you, and you know its general direction and distance if
|
||||
-farther away. All of your other focus abilities require you to be holding or wielding this weapon. You can be attuned to
|
||||
-only one weapon at a time; attuning yourself to a second weapon loses the attunement to the first one. Action to
|
||||
-initiate; ten minutes to complete. Enabler.
|
||||
-
|
||||
-Flex Weapon Skill: At the beginning of each day, choose one type of attack: light bashing, light bladed, light ranged,
|
||||
-medium bashing, medium bladed, medium ranged, heavy bashing, heavy bladed, or heavy ranged. For the rest of that day,
|
||||
-you are trained in attacks using that type of weapon. You can't use this ability with an attack skill in which you're
|
||||
-already trained to become specialized. Enabler.
|
||||
-
|
||||
-Flight Exertion (3 Might or 3 Speed points): You can fly up to a short distance as your movement this round. If all you
|
||||
-do is move on your turn, you can fly up to a long distance. Enabler.
|
||||
-
|
||||
-Flying Companion: You gain a level 3 companion creature that can fly at the same speed as you; depending on other
|
||||
-aspects of your character, this might be a trained bird, a machine drone, or a helpful strange creature such as a
|
||||
-familiar. This creature accompanies you and acts as you direct. As a level 3 companion, it has a target number of 9 and
|
||||
-9 health, and it inflicts 3 points of damage. If it's killed or destroyed, it takes you one month to find or create a
|
||||
-suitable replacement. Enabler.
|
||||
-
|
||||
-Harder Light: When you create an object out of hard light, the object is one level higher than normal. Enabler.
|
||||
-
|
||||
-Improved Copying: You can use Copy Power to copy more powerful abilities. In addition to the normal options for using
|
||||
-Effort with Copy Power, if you apply one level of Effort, the GM chooses a mid-tier ability that most closely resembles
|
||||
-that power (instead of a low-tier ability). Enabler.
|
||||
-
|
||||
-When you use Improved Copying, a copied ability must be low, medium, or high tier according to how it is listed in the
|
||||
-ability categories. It doesn't matter if a type or focus makes it available at a lower or higher tier.
|
||||
-
|
||||
-Innate Power: Choose either your Might Pool or your Speed Pool. When spending points to activate your focus abilities,
|
||||
-you can spend points from this Pool instead of your Intellect Pool (in which case you use your Might Edge or Speed Edge
|
||||
-instead of your Intellect Edge, as appropriate). Enabler.
|
||||
-
|
||||
-Lend Animal Shape (6+ Intellect points): You change into an animal, and one willing creature within immediate range also
|
||||
-transforms into an animal of that type (bear, tiger, wolf, and so on) for ten minutes, as if they were using your Animal
|
||||
-Shape ability. For each level of Effort applied,
|
||||
-
|
||||
-you can affect one additional creature. All creatures transforming with you must be your size or smaller. A creature can
|
||||
-revert to its normal form as an action, but it cannot then change back into the animal form. One creature (whether you
|
||||
-or someone else) changing form does not affect any other creature affected with this ability. Action.
|
||||
-
|
||||
-A creature that takes animal form with Lend Animal Shape counts as an animal for the use of Animal Scrying
|
||||
-
|
||||
-Medium Teleportation (5+ Intellect points): You instantly teleport yourself to any location within a long distance that
|
||||
-you can see. In addition to the normal options for using Effort, you can choose to use Effort to increase your range,
|
||||
-teleport to a location you can't see, or bring other people with you. Each additional long distance costs one level of
|
||||
-Effort. Teleporting to
|
||||
-
|
||||
-a destination you can't see costs one level of Effort. Each additional one or two targets brought with you costs one
|
||||
-level of Effort (you must touch any additional targets). These levels of Effort are counted separately, so teleporting
|
||||
-an additional long distance away to a location you can't see with two passengers costs a total of three levels of
|
||||
-Effort. Action.
|
||||
-
|
||||
-If you already have Short Teleportation when you select Medium Teleportation or Teleportation, you may replace Short
|
||||
-Teleportation with another tier 4 type ability.
|
||||
-
|
||||
-Mist Cloud (1+ Intellect points): You create an area of mist an immediate distance across. The cloud lingers for about a
|
||||
-minute unless conditions (such as wind or freezing temperatures) dictate otherwise. In addition to the normal options
|
||||
-for using Effort, you can choose to use Effort to increase the area (one level of Effort to fill a short area, two to
|
||||
-fill a long area, or three to fill a very long area). Action.
|
||||
-
|
||||
-Modify Cyphers: You can take any two manifest cyphers and quickly jury-rig a new manifest cypher of the same level as
|
||||
-the lowest-level cypher. You determine the function of the new cypher, but it must be that of a cypher you have used
|
||||
-before (but not necessarily one you've ever built). The new cypher is a temperamental cypher, like those created with
|
||||
-Always Tinkering. The original two cyphers are consumed in this process. This ability does not function if one or more
|
||||
-of the original cyphers are temperamental cyphers. Action.
|
||||
-
|
||||
-Multiple Copying: When you use Copy Power, you can copy two of the creature's abilities at the same time. In addition to
|
||||
-the normal options for using Effort with Copy Power, you can apply levels of Effort to copy additional abilities, each
|
||||
-level of Effort copying an additional ability beyond the initial two (three for one level of Effort, four for two
|
||||
-levels, and so on). Enabler.
|
||||
-
|
||||
-Multi-Vanish (4+ Intellect points): You turn up to five human-sized creatures or objects invisible for a short amount of
|
||||
-time. The targets you choose must be within an immediate area and within short range of you (if you are in the area, you
|
||||
-can make yourself invisible and don't count toward the limit of five invisible targets). Anything invisible has an asset
|
||||
-on stealth and Speed defense tasks. Affected creatures can see each other in a limited way, and you can see them
|
||||
-clearly.
|
||||
-
|
||||
-The invisibility ends at the end of your next turn. If one of the affected creatures does something to reveal their
|
||||
-presence or position—attacking, using an ability, moving a large object, and so on—the invisibility ends early for that
|
||||
-creature. In addition to the normal options for using Effort, you can choose to use Effort to increase the duration;
|
||||
-each level of Effort used in this way increases the duration by one round (but creatures can still end it early for
|
||||
-themselves). Action.
|
||||
-
|
||||
-Power Crash (3+ Intellect points): You strike your enchanted weapon against
|
||||
-
|
||||
-the ground (or a similar large surface), creating an explosion of energy that affects an area up to immediate range from
|
||||
-that point. (If your enchanted weapon is a ranged weapon, you can instead target a point within close range to be the
|
||||
-center of the explosion.) The blast inflicts 2 points of damage to all creatures or objects within the area (except for
|
||||
-you). Because this is an area attack, adding Effort to increase your damage works differently than it does for
|
||||
-single-target attacks. If you apply a level of Effort to increase the damage, add 2 points of damage for each target,
|
||||
-and even if you fail your attack roll, all targets in the area still take 1 point of damage. Action.
|
||||
-
|
||||
-Power Memory: When you use Copy Power, you only need to have seen the ability used within the past day (instead of the
|
||||
-past hour), and using Effort extends how long ago your copying can reach to one day per level of Effort (instead of one
|
||||
-hour per level). Enabler.
|
||||
-
|
||||
-Quick Switch: You can activate Shrink as part of another action (the ability is now an enabler for you instead of an
|
||||
-action). While the one-minute duration of Shrink is active, on your turn you can change size once before taking an
|
||||
-action and once after taking an action. For example, on your turn you could change to small size, make an attack, and
|
||||
-then return to your normal size, or you could change to your normal size, use your action to move a short distance, and
|
||||
-then return to small size. Enabler.
|
||||
-
|
||||
-Short Teleportation (4+ Intellect points): You instantly teleport to any location within a short distance that you can
|
||||
-see. In addition to the normal options for using Effort, you can choose to use Effort to increase your range, teleport
|
||||
-to a location you can't see, or bring other people with you. Each additional short distance costs one level of Effort.
|
||||
-Teleporting to a destination you can't see costs one level of Effort. Each additional target brought with you costs one
|
||||
-level of Effort (you must touch any additional targets). These levels of Effort are counted separately, so teleporting
|
||||
-an additional short distance away to a location you can't see with one passenger costs a total of three levels of
|
||||
-Effort. Action.
|
||||
-
|
||||
-> If you already have Short Teleportation when you select Medium Teleportation or Teleportation, you may replace Short
|
||||
-> Teleportation with another tier 4 type ability.
|
||||
-
|
||||
-Shrink (1+ Might points): You (and your clothing or suit) become much smaller than your normal size. You become 6 inches
|
||||
-(15 cm) tall and stay that way for about a minute. During this time, you add 4 points to your Speed Pool and add +2 to
|
||||
-your Speed Edge. While you are smaller than normal, your Speed defense rolls are eased, your movement speed is one-tenth
|
||||
-normal, and your attacks inflict half the normal amount of damage (divide the total damage in half after all bonuses,
|
||||
-Effort, and other damage modifiers). You can return to your normal size as part of another action.
|
||||
-
|
||||
-When the effects of Shrink end, your Speed Edge, movement speed, and damage return to normal, and you subtract a number
|
||||
-of points from your Speed Pool equal to the number you gained (if this brings the Pool to 0, subtract the overflow first
|
||||
-from your Might Pool and then, if necessary, from your Intellect Pool). Each additional time you use Shrink before your
|
||||
-next ten-hour recovery roll, you must apply an additional level of Effort (one level of Effort for the second use, two
|
||||
-levels of Effort for the third use, and so on).
|
||||
-
|
||||
-Action to initiate.
|
||||
-
|
||||
-> The increased Effort cost for repeat uses of Shrink between ten-hour recovery rolls only applies to new activations of
|
||||
-> Shrink, not to multiple size changes within one use of Shrink enabled by Quick Switch.
|
||||
-
|
||||
-Shrink Others: You can use Shrink on other willing creatures within an immediate distance. In addition to the normal
|
||||
-options for using Effort, you can choose to use Effort to affect more targets; each level of Effort affects one
|
||||
-additional target. Unless these creatures have an ability to change their size, they remain small until the one-minute
|
||||
-duration of Shrink ends for them. Enabler.
|
||||
-
|
||||
-Small Flight (3+ Intellect points): For the next hour, when using Shrink, you can fly through the air. You might
|
||||
-accomplish this flight by growing wings from your body, extending wings from your suit, calling a tiny creature to carry
|
||||
-you, or "surfing" air currents. When flying, you can move up to a short distance as part of another action or a long
|
||||
-distance if all you do on your turn is move. Action to initiate.
|
||||
-
|
||||
-Smaller: When you use Shrink, you can choose to shrink down to about half an inch (1 cm) high, and you add 3 more
|
||||
-temporary points to your Speed Pool. Enabler.
|
||||
-
|
||||
-Steal Power: When you use Copy Power to copy an ability, the creature you copied it from loses access to that ability
|
||||
-for about a minute. While you have their ability, any attempt by the creature to use their ability requires them to
|
||||
-succeed at a task (Might, Speed, or Intellect, as appropriate to the stolen ability) opposed by your eased Intellect
|
||||
-task. If they succeed, they regain the use of their ability and you lose it. Enabler.
|
||||
-
|
||||
-If you want to make it more difficult for someone to take back their stolen power, become skilled in the Steal Power
|
||||
-ability, or put a power shift in power for it.
|
||||
-
|
||||
-Teleportation Burst (3 Intellect points): You rapidly teleport multiple times in an immediate area, confusing your
|
||||
-opponents and allowing you to make an additional melee attack this round. You can use this ability once per round.
|
||||
-Enabler.
|
||||
-
|
||||
-Teleportive Wound (7+ Intellect points): You touch a creature and, if your attack succeeds, you teleport away (up to
|
||||
-your normal maximum teleportation distance) with a significant portion of their body. If the target is level 2 or lower,
|
||||
-it dies. If the target is level 3 or higher, it takes 6 points of damage and is stunned on its next action. If the
|
||||
-target is a PC of any tier, they move down one step on the damage track. In addition to the normal options for using
|
||||
-Effort, you can choose to use Effort to affect a more powerful target (one level of Effort means a target of up to level
|
||||
-3 dies or a target of level 4 or higher takes damage and is stunned, and so on). Action.
|
||||
-
|
||||
-Temporary Light (2 Intellect points): You create an object of solid light in any shape you can imagine that is your size
|
||||
-or smaller, and it persists for about a minute (or longer, if you concentrate on it after that time). The object appears
|
||||
-in an area adjacent to you, but afterward you can move it up to a short distance each round as part of another action.
|
||||
-It is crude and can have no moving parts, so you can make a sword, a shield, a short ladder,
|
||||
-
|
||||
-and so on. The object has the approximate mass of the real object and is level 2. Action.
|
||||
-
|
||||
-Throw Enchanted Weapon: You can throw your enchanted weapon up to short range as a light ranged weapon. Whether it hits
|
||||
-or misses, it immediately flies back to your hands, and you can automatically catch it or allow it to land at your feet.
|
||||
-Enabler.
|
||||
-
|
||||
-Tiny: When you use Shrink, you can choose to shrink down to about one-sixteenth of an inch (.2 cm). When you do, you add
|
||||
-5 more temporary points to your Speed Pool (plus any from Smaller), and because your attacks are concentrated into a
|
||||
-very small area, you deal an additional 2 points of damage. For each level of Effort you apply to shrink even more, you
|
||||
-become one-tenth as tall (one one-hundredth for two levels of Effort, one one-thousandth for three, and so on) and you
|
||||
-add 1 more point to your Speed Pool. Enabler.
|
||||
-
|
||||
-In campaigns where characters can travel to parallel dimensions, using Tiny to shrink to
|
||||
-
|
||||
-one-thousandth of your normal height may be a means of doing so.
|
||||
-
|
||||
-War Flesh: You can instantly transform your hands and feet into claws, and your human teeth into fangs, or revert to
|
||||
-your normal human appearance. When you make attacks with your claws or fangs, they count as medium weapons instead of
|
||||
-light weapons. Enabler.
|
||||
-
|
||||
-Wildcard Powers: You have a gift with using copied powers in unusual ways. Whenever you try a power stunt and use a
|
||||
-level of Effort on the special roll to modify the ability, you get a free level of Effort on that roll. Enabler.
|
||||
-
|
||||
-Wing Weapons: You can use your wings to make melee attacks (even when flying), leaving your hands and feet free. Your
|
||||
-wings are medium bashing or bladed weapons (your choice). You are practiced with this attack. Enabler.
|
||||
-
|
||||
### POWER SHIFTS
|
||||
Power shifts are an optional rule in the Cypher System Rulebook that represent many of the exceptional things that
|
||||
superheroes can do, like throwing cars, blasting through brick walls, leaping onto speeding trains, and cobbling
|
||||
36
patches/base/025-remove-summoned-giant-spider.patch
Normal file
36
patches/base/025-remove-summoned-giant-spider.patch
Normal file
@@ -0,0 +1,36 @@
|
||||
--- _tmp/ccsrd.md 2025-07-20 19:52:25.503157908 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-07-20 19:52:14.176087167 -0500
|
||||
@@ -24093,24 +24093,6 @@
|
||||
away. Action to initiate. [(188)]{.og-ref}[(See ability details)]{.og-ability-notes}
|
||||
:::
|
||||
|
||||
-::: {.alert .pb-0}
|
||||
-##### Giant Spider [3 (9)]{.float-end}[](#creature-giant-spider-summoned "Permalink"){.og-h-anchor aria-hidden="true"} {#creature-giant-spider-summoned .og-h-small .og-tab}
|
||||
-
|
||||
-[(Cypher System Rulebook, page 335)]{.og-ref}[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-- **Health:** 12
|
||||
-
|
||||
-- **Movement:** Short; long when traveling on web
|
||||
-
|
||||
-- **Modifications:** Perception as level 5; Speed defense as level 4 due to quickness---loses both modifications in
|
||||
- bright light
|
||||
-
|
||||
-- **Combat:**
|
||||
-
|
||||
- - *Envenomed Fangs.* 3 damage, and if the target fails a Might defense roll, add 3 Speed damage (ignores Armor).
|
||||
- - *Webs.* Giant spider webs (level 4) can hold victims immobile, unable to take actions until they break free.
|
||||
-:::
|
||||
-
|
||||
- ::: {#ability-summon-gun}
|
||||
**Summon Gun (3 Intellect points):** If you\'re ever without your six shooter, you can summon it (or another just
|
||||
like it) instantly to your hand, already loaded. Enabler. [(HNAM, 114)]{.og-ref}
|
||||
@@ -79495,8 +79477,6 @@
|
||||
|
||||
##### Tools[](#choose-pdfs "Permalink"){.og-h-anchor aria-hidden="true"} {#choose-pdfs .og-h-small}
|
||||
|
||||
-- [Abbreviated Creature Statistics: Giant Spider](#creature-giant-spider-summoned) [(335)]{.og-ref}[(OG-CSRD)]{.og-ref
|
||||
- .og-ref-og}
|
||||
- [Ability Category: Cyphers and Artifacts](#abilities-category-cyphers-and-artifacts) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Ability Category: Errata](#abilities-category-errata) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Ability Category: Extra Action](#abilities-category-extra-action) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
147
patches/base/026-remove-alternative-armor-encumbrance.patch
Normal file
147
patches/base/026-remove-alternative-armor-encumbrance.patch
Normal file
@@ -0,0 +1,147 @@
|
||||
--- _tmp/ccsrd.md 2025-07-20 19:52:43.276268912 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-07-20 19:58:52.951577660 -0500
|
||||
@@ -13233,8 +13233,8 @@
|
||||
Many abilities from the 2015 Cypher Sytem Rulebook were simply renamed or reworded, but others may have been removed or
|
||||
altered for reasons including too complex resolution, improper cost assignment, or inappropriate power grade.
|
||||
|
||||
-Some abilities will work best with optional rules like [Alternative Armor
|
||||
-Encumbrance](optional-rule-alternative-armor-encumbrance) or [Weapon Properties](#optional-rule-weapon-properties).
|
||||
+Some abilities will work best with optional rules like
|
||||
+[Weapon Properties](#optional-rule-weapon-properties).
|
||||
:::
|
||||
|
||||
::: row
|
||||
@@ -18108,14 +18108,7 @@
|
||||
|
||||
::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
**Editor\'s Notes ---** In the 2015 Cypher System Rulebook [(26, 41, 49)]{.og-ref}, the [Experienced in
|
||||
-Armor](#ability-experienced-in-armor){.og-ability} ability is named [Experienced With Armor]{.og-ability}. If your game
|
||||
-uses [Alternative Armor Encumbrance](#optional-rule-alternative-armor-encumbrance), use the following version instead:
|
||||
-
|
||||
-- ::: {#ability-experienced-in-armor-og}
|
||||
- **Experienced in Armor:** Your [Practiced in Armor](#ability-practiced-in-armor-og){.og-ability} ability improves,
|
||||
- reducing the [hourly Might cost and Speed Pool penalty](#optional-rule-alternative-armor-encumbrance) for wearing
|
||||
- armor by 3 points each instead. Enabler. [(OG-CSRD)]{.og-ref .og-ref-og}[(See ability details)]{.og-ability-notes}
|
||||
- :::
|
||||
+Armor](#ability-experienced-in-armor){.og-ability} ability is named [Experienced With Armor]{.og-ability}.
|
||||
:::
|
||||
|
||||
- ::: {#ability-expert-crafter}
|
||||
@@ -20812,17 +20805,6 @@
|
||||
In the 2015 Cypher System Rulebook [(28, 43, 61)]{.og-ref}, the [Experienced in
|
||||
Armor](#ability-greater-skill-with-attacks){.og-ability} ability is named [Experienced With Armor]{.og-ability}, and
|
||||
includes explicit direction to perform the ability exchange suggested above.
|
||||
-
|
||||
-If your game uses [Alternative Armor Encumbrance](#optional-rule-alternative-armor-encumbrance), use the following
|
||||
-version instead:
|
||||
-
|
||||
-- ::: {#ability-mastery-in-armor-og}
|
||||
- **Mastery in Armor:** Your [Practiced in Armor](#ability-practiced-in-armor-og){.og-ability} ability improves,
|
||||
- reducing the [hourly Might cost and Speed Pool penalty](#optional-rule-alternative-armor-encumbrance) for wearing
|
||||
- armor by 5 points each instead. If you have the [Experienced in
|
||||
- Armor](#ability-experienced-in-armor-og){.og-ability} ability, replace it with a different mid-tier ability from
|
||||
- your type or focus. Enabler. [(OG-CSRD)]{.og-ref .og-ref-og}[(See ability details)]{.og-ability-notes}
|
||||
- :::
|
||||
:::
|
||||
|
||||
- ::: {#ability-mastery-with-attacks}
|
||||
@@ -21941,17 +21923,6 @@
|
||||
the game with a type of [armor](#equipment-armor) of your choice. Enabler. [(171)]{.og-ref}
|
||||
:::
|
||||
|
||||
-::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
-**Editor\'s Notes ---** If your game uses [Alternative Armor Encumbrance](#optional-rule-alternative-armor-encumbrance),
|
||||
-use the following version of [Practiced in Armor](#ability-practiced-in-armor){.og-ability} instead:
|
||||
-
|
||||
-- ::: {#ability-practiced-in-armor-og}
|
||||
- **Practiced in Armor:** You reduce the [hourly Might cost and Speed Pool
|
||||
- penalty](#optional-rule-alternative-armor-encumbrance) for wearing armor by 2 points each. Enabler.
|
||||
- [(OG-CSRD)]{.og-ref .og-ref-og}[(See ability details)]{.og-ability-notes}
|
||||
- :::
|
||||
-:::
|
||||
-
|
||||
- ::: {#ability-practiced-in-light-armor}
|
||||
**Practiced in Light Armor:** You can wear light armor for long periods of time without tiring and can compensate
|
||||
for slowed reactions from wearing light armor. You reduce the Speed cost for wearing light armor by 1. You start the
|
||||
@@ -26946,7 +26917,6 @@
|
||||
|
||||
Optional Rules
|
||||
|
||||
-- [Alternative Armor Encumbrance](#optional-rule-alternative-armor-encumbrance) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Currency and Resource Depletion](#optional-rule-currency-and-resource-depletion) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Lethal Weapons](#optional-rule-lethal-weapons) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Lower Speed Effort Costs for Wearing Armor](#optional-rule-lower-speed-effort-costs-for-wearing-armor)
|
||||
@@ -27107,7 +27077,6 @@
|
||||
|
||||
Optional Rules
|
||||
|
||||
-- [Alternative Armor Encumbrance](#optional-rule-alternative-armor-encumbrance) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Lower Speed Effort Costs for Wearing Armor](#optional-rule-lower-speed-effort-costs-for-wearing-armor)
|
||||
[(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
:::
|
||||
@@ -27228,29 +27197,6 @@
|
||||
: Speed Effort Cost per Level of Effort Used (Lower)
|
||||
:::
|
||||
|
||||
-###### Optional Rule: Alternative Armor Encumbrance[](#optional-rule-alternative-armor-encumbrance "Permalink"){.og-h-anchor aria-hidden="true"}
|
||||
-
|
||||
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-Using this optional rule, Armor doesn\'t impose a Speed Effort cost. Instead, wearing armor has the following two
|
||||
-effects:
|
||||
-
|
||||
-- **Hourly Might Cost:** You must pay a number of [Might](#might) points each hour the armor is worn.
|
||||
-
|
||||
-- **Speed Pool Penalty:** Wearing armor reduces your [Speed](#speed) [Pool](#pool)\'s point maximum.
|
||||
-
|
||||
--
|
||||
-
|
||||
-::: table-responsive
|
||||
- Physical Armor Armor Bonus Hourly Might Cost Speed Pool Penalty
|
||||
- ---------------- ------------- ------------------- --------------------
|
||||
- Light armor +1 Armor 1 point −2 points
|
||||
- Medium armor +2 Armor 2 points −3 points
|
||||
- Heavy armor +3 Armor 3 points −5 points
|
||||
-
|
||||
- : Alternative Armor Encumbrance
|
||||
-:::
|
||||
-
|
||||
When using this rule, use the modified verions of the following abilities:
|
||||
|
||||
- [Practiced in Armor](#ability-practiced-in-armor-og) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
@@ -78865,8 +78811,7 @@
|
||||
|
||||
::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
Depending on the setting, the GM might also use rules for [lower speed Effort costs for wearing
|
||||
-armor](#optional-rule-lower-speed-effort-costs-for-wearing-armor) or [alternative armor
|
||||
-encumbrance](#optional-rule-alternative-armor-encumbrance).
|
||||
+armor](#optional-rule-lower-speed-effort-costs-for-wearing-armor).
|
||||
:::
|
||||
:::
|
||||
|
||||
@@ -79359,7 +79304,6 @@
|
||||
##### Equipment, Cyphers, Artifacts, and Vehicles[](#choose-optional-rules-equipment "Permalink"){.og-h-anchor aria-hidden="true"} {#choose-optional-rules-equipment .og-h-small}
|
||||
|
||||
- [Advanced and Alien Tech](#advanced-and-alien-tech) [(RR, 73)]{.og-ref}
|
||||
-- [Alternative Armor Encumbrance](#optional-rule-alternative-armor-encumbrance) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Crafting Magic Items](#crafting-magic-items) [(GF, 49)]{.og-ref}[(IOM, 90)]{.og-ref}
|
||||
- [Creating Cyphers, Artifacts, and Abilities](#creating-cyphers-artifacts-and-abilities) [(OG-CSRD)]{.og-ref
|
||||
.og-ref-og}
|
||||
@@ -80231,7 +80175,7 @@
|
||||
|
||||
- *Numenera Discovery* (2019) uses [Lower Speed Effort Costs for Wearing
|
||||
Armor](#optional-rule-lower-speed-effort-costs-for-wearing-armor). [(NDIS, 95)]{.og-ref}
|
||||
-- *Numenera* (2014) uses [Alternative Armor Encumbrance](#optional-rule-alternative-armor-encumbrance) [(NUM,
|
||||
+- *Numenera* (2014) uses Alternative Armor Encumbrance [(NUM,
|
||||
79)]{.og-ref} and [Object Level, Health, and Armor](#optional-rule-object-level-health-and-armor) [(NUM,
|
||||
98)]{.og-ref}
|
||||
:::
|
||||
@@ -80570,7 +80514,7 @@
|
||||
::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
**Editor\'s Notes ---** *The Strange* has its own rules for the setting, including:
|
||||
|
||||
-- [Alternative Armor Encumbrance](#optional-rule-alternative-armor-encumbrance) [(TS, 86)]{.og-ref}
|
||||
+- Alternative Armor Encumbrance [(TS, 86)]{.og-ref}
|
||||
- [Object Level, Health, and Armor](#optional-rule-object-level-health-and-armor) [(TS, 113)]{.og-ref}
|
||||
:::
|
||||
|
||||
@@ -1,149 +0,0 @@
|
||||
--- _tmp/ccsrd.md 2025-05-29 08:58:25.946821678 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-05-29 09:05:25.062389316 -0500
|
||||
@@ -21582,146 +21582,6 @@
|
||||
|
||||
Tier 6: Deadly Strike or Spin Attack
|
||||
|
||||
-#### NEW ABILITIES
|
||||
-
|
||||
-Animal Scrying (4+ Intellect points): If you know the general location of an animal that is friendly toward you and
|
||||
-within 1 mile (1.5 km) of your location, you can sense through its senses for up to ten minutes. If you are not in
|
||||
-animal form or not in a form similar to that animal, you must apply a level of Effort to use this ability. Action to
|
||||
-establish.
|
||||
-
|
||||
-Charge Weapon (2+ Intellect points): As part of making an attack with your enchanted weapon, you charge it with magical
|
||||
-power, inflicting 2 additional points of energy damage. If you make more than one attack on your turn, you choose
|
||||
-whether to spend the cost for this ability before you make each attack. Enabler.
|
||||
-
|
||||
-Cypher Casting: You can cast any of your subtle cyphers on another creature instead of yourself. You must touch the
|
||||
-creature to affect it. Enabler.
|
||||
-
|
||||
-Cypher Surge: When you use a subtle cypher spell, as part of that action you can expend one other subtle cypher. Instead
|
||||
-of the second cypher's normal effect, you add one free level of Effort to the first cypher spell. Enabler.
|
||||
-
|
||||
-Defending Weapon: When using your enchanted weapon, you are trained in Speed defense tasks. Enabler.
|
||||
-
|
||||
-Dreadwood (6 Intellect points): You manipulate wind, mist, and shadows to embody the primordial fear of mysterious
|
||||
-woods. For the next minute, you gain an asset on intimidation tasks. Creatures within short range may become frightened;
|
||||
-make a separate Intellect attack roll for each creature (if you are larger than normal from using Great Tree or another
|
||||
-source, these rolls are eased). Success means that they are frozen in fear, not moving or taking actions for one minute
|
||||
-or until they are attacked. Some creatures without minds might be immune to this fear. Action.
|
||||
-
|
||||
-Enchanted Movement (4+ Intellect points): You use your enchanted weapon to move yourself to any location within a long
|
||||
-distance that you can see, as long as there are no obstacles or barriers in your way. The exact way this happens depends
|
||||
-on your weapon; you might throw your magical hammer and be pulled along after it, shoot an arrow from your bow that
|
||||
-pulls you forward like a grapple line, and so on. In addition to the normal options for using Effort, you can choose to
|
||||
-use Effort to increase the distance traveled; each level of Effort used in this way increases the range by another 100
|
||||
-feet (30 m). If you have another ability (such as from your type) that allows you to cross a long distance, the range of
|
||||
-that ability and this one increases to very long. Action.
|
||||
-
|
||||
-Enchanted Weapon (1 Intellect point): You attune yourself to a physical weapon, such as a sword, hammer, or bow. You
|
||||
-know exactly where it is if it is within a short distance of you, and you know its general direction and distance if
|
||||
-farther away. All of your other focus abilities require you to be holding or wielding this weapon. You can be attuned to
|
||||
-only one weapon at a time; attuning yourself to a second weapon loses the attunement to the first one. Action to
|
||||
-initiate, ten minutes to complete. Enabler.
|
||||
-
|
||||
-If you attune yourself to a different weapon, come up with a story reason for why you are able to do that and why you
|
||||
-chose this new weapon
|
||||
-
|
||||
-Expanded Repertoire: The number of subtle cyphers you can bear at the same time increases by one. Enabler.
|
||||
-
|
||||
-Faster Wild Magic: If you spend ten minutes preparing your magic, you can fill any of your open cypher slots with subtle
|
||||
-cyphers chosen randomly by the GM (this time can be part of a ten-minute, one-hour, or ten-hour recovery action if you
|
||||
-are awake for the entire time). You can't use this ability again until after you've taken a ten-hour recovery action.
|
||||
-You can still use Magical Repertoire to fill your cypher slots. Action to initiate, ten minutes to complete.
|
||||
-
|
||||
-Great Tree: When you use Wooden Body, you may grow to up to 12 feet (4 m) in height. In this larger form, you add 7
|
||||
-points to your Might Pool and +2 to your Might Edge. If you chose to grow, when Wooden Body ends you subtract 7 points
|
||||
-from your Might Pool (if this brings the Pool to 0, subtract the overflow first from your Speed Pool and then, if
|
||||
-necessary, from your Intellect Pool). When you use Wooden Body, whether or not you choose to grow, instead of looking
|
||||
-like a wooden version of your normal self, you can take on the full appearance of a humanoid tree creature or an actual
|
||||
-tree (including growing additional branches, extra foliage, and so on). This does not affect any of your abilities—in
|
||||
-tree shape, you can use type abilities, other focus abilities, and so on. In tree shape, pretending to be a tree and
|
||||
-hiding among normal trees are eased by two steps. Enabler.
|
||||
-
|
||||
-Innate Power: Choose either your Might Pool or your Speed Pool. When spending points to activate your focus abilities,
|
||||
-you can spend points from this Pool instead of your Intellect Pool (in which case you use your Might Edge or Speed Edge
|
||||
-instead of your Intellect Edge, as appropriate). Enabler
|
||||
-
|
||||
-Lend Animal Shape (6+ Intellect points): You change into an animal, and one willing creature within immediate range also
|
||||
-transforms into an animal of that type (bear, tiger, wolf, and so on) for ten minutes, as if they were using your Animal
|
||||
-Shape ability. For each level of Effort applied, you can affect one additional creature. All creatures transforming with
|
||||
-you must be your size or smaller. A creature can revert to its normal form as an action, but it cannot then change back
|
||||
-into the animal form. One creature (whether you or someone else) changing form does not affect any other creature
|
||||
-affected with this ability. Action.
|
||||
-
|
||||
-A creature that takes animal form with Lend Animal Shape counts as an animal for the use of Animal Scrying.
|
||||
-
|
||||
-A character might be able to take the shape of a creature that is similar to a common animal, such as a unicorn instead
|
||||
-of a horse or a basilisk instead of a lizard, but doing so should require applying at least one level of Effort to the
|
||||
-change, and the character wouldn't gain any of the creature's magical abilities.
|
||||
-
|
||||
-Magical Repertoire: The number of subtle cyphers you can bear at the same time increases by two. If you spend one hour
|
||||
-preparing your magic, you can fill any of your open cypher slots with subtle cyphers chosen randomly by the GM (this
|
||||
-hour can be part of a one-hour or ten-hour recovery action if you are awake for the entire time). As part of this
|
||||
-preparation process, you may discard any number of subtle cyphers you carry to make room for more subtle cyphers.
|
||||
-Enabler.
|
||||
-
|
||||
-If a character has Magical Repertoire, the GM should give the PC frequent opportunities to gain new subtle cyphers,
|
||||
-whether from preparation or by gaining them automatically as explained in the Cyphers chapter
|
||||
-
|
||||
-Magical Training: You are trained in all of your spells. As a result, you ease any task involved in the use of your
|
||||
-spells. Enabler.
|
||||
-
|
||||
-Maximize Cypher: Choose one subtle cypher you bear. Its level becomes the maximum level possible for that cypher. For
|
||||
-example, a meditation aid has a level range of 1d6 + 2, so maximizing that cypher changes its level to 8. You can have
|
||||
-only one maximized subtle cypher at a time. You can't use this ability again until after you've taken a ten-hour
|
||||
-recovery action. Enabler.
|
||||
-
|
||||
-Patient Recovery: You gain an extra ten-minute recovery roll each day. Enabler.
|
||||
-
|
||||
-Power Crash (3 Intellect points): You strike your enchanted weapon against the ground (or a similar large surface),
|
||||
-creating an explosion of energy that affects an area up to immediate range from that point. (If your enchanted weapon is
|
||||
-a ranged weapon, you can instead target a point within close range to be the center of the explosion.) The blast
|
||||
-inflicts 2 points of damage to all creatures or objects within the area (except for you). Because this is an area
|
||||
-attack, adding Effort to increase your damage works differently than it does for single-target attacks. If you apply a
|
||||
-level of Effort to increase the damage, add 2 points of damage for each target, and even if you fail your attack roll,
|
||||
-all targets in the area still take 1 point of damage. Action.
|
||||
-
|
||||
-Restorative Bloom (5 Might points): When Wooden Body or Great Tree is in effect, you produce a flower, acorn, fruit, or
|
||||
-similar plant-based edible item. A creature that eats this food is nourished for a full day and restores their Might
|
||||
-Pool, Speed Pool, and Intellect Pool to their maximum values, as if they were fully rested. Eating a second food
|
||||
-produced by this ability in a day has no effect. If the food is not eaten within ten minutes, it spoils. Action to
|
||||
-produce, action to eat.
|
||||
-
|
||||
-Throw Enchanted Weapon: You can throw your enchanted weapon up to short range as a light ranged weapon. Whether it hits
|
||||
-or misses, it immediately flies back to your hands, and you can automatically catch it or allow it to land at your feet.
|
||||
-Enabler.
|
||||
-
|
||||
-Tree Companion (5+ Intellect points): You animate a tree of approximately your size or smaller, creating a level 3
|
||||
-creature with 1 Armor. The tree follows your verbal commands for one hour, after which it reverts to a normal tree (and
|
||||
-roots itself where it stands). Unless the tree is killed by damage, you can animate it again when the ability duration
|
||||
-expires, but any damage it has carries over to its newly animated state. In addition to the normal options for using
|
||||
-Effort, you can choose to use Effort to affect more trees; each level of Effort used affects one additional tree.
|
||||
-Action.
|
||||
-
|
||||
-Tree Travel (4+ Intellect points): You enter one tree and instantaneously and safely emerge from another one within long
|
||||
-distance. You don't need to specify which tree you're exiting from (if you know there are trees in that direction, you
|
||||
-can decide how far to go and you will step out of a tree in that area). If the starting tree's trunk isn't as large as
|
||||
-your body, you must apply a level of Effort to enter it. You can choose to use Effort to increase the distance you
|
||||
-travel; one level of Effort used in this way increases the range to very long, two levels raise it to one mile (1.5 km),
|
||||
-and each additional level of Effort beyond that increases it by an additional mile. Action.
|
||||
-
|
||||
-Wild Insight: You gain a momentary perfect understanding of the flow of magic around you at this moment. When preparing
|
||||
-your magic, choose one specific subtle cypher and make a magical lore skill roll against level 6. If you succeed, you
|
||||
-gain that subtle cypher (the cypher's level is 6); if you fail, you get a random subtle cypher. If you aren't sure what
|
||||
-specific subtle cypher you want, you can ask for a broad category such as "healing," "movement," or "skill"; this eases
|
||||
-the magical lore task, and if you succeed, the GM chooses a random cypher that fits that category. You can't use this
|
||||
-ability again until after you've taken a ten-hour recovery action. Enabler.
|
||||
-
|
||||
-Wooden Body (1+ Might points): You transform your body into living wood for ten minutes, which grants you several
|
||||
-benefits. You gain +1 to Armor and you are practiced in using your limbs as medium weapons. You need about one-tenth as
|
||||
-much air as a human. Hiding among trees or on a tree is eased. However, in your wooden form you move more stiffly than a
|
||||
-creature of flesh, hindering your Speed defense rolls. Action to change or revert.
|
||||
-
|
||||
-Your wooden body might be smooth like a polished board, rough like tree bark, or a mix of both.
|
||||
-
|
||||
#### FANTASY SPECIES
|
||||
|
||||
For many fantasy worlds, there is a plethora of sapient creatures suitable for player characters. Here we present
|
||||
@@ -1,101 +0,0 @@
|
||||
--- _tmp/ccsrd.md 2025-05-29 08:58:25.946821678 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-05-29 09:09:44.195977384 -0500
|
||||
@@ -30025,98 +29885,6 @@
|
||||
However, clothing with additional benefits can be purchased, stolen, found, or earned by completing favors and
|
||||
accomplishing tasks.
|
||||
|
||||
-Optional Rule: I Have That!
|
||||
-
|
||||
-In fairy tales, characters often have exactly the right mundane piece of equipment
|
||||
-
|
||||
-that they need to bypass a story-related obstacle hidden away in a pocket or a bag. Rather than having the PCs stock up
|
||||
-on mundane items like marbles, rope, and breadcrumbs in town, use the I Have That! rule. This means players don't have
|
||||
-to keep exact track of their characters' mundane equipment; instead, they spend an amount to get an unspecified "Pocket
|
||||
-Item" in
|
||||
-
|
||||
-that category. Then, when they're out in the world and realize they could solve a problem with an item, they can just
|
||||
-say, "I have that!" and pull it from their pocket. All Pocket Items are one-use only; after using them, the PC marks off
|
||||
-one of their Pocket Items for the appropriate price category.
|
||||
-
|
||||
-Most Pocket Items are inexpensive, but moderate and expensive Pocket Items exist, and are likely more useful than their
|
||||
-less expensive counterparts.
|
||||
-
|
||||
-The GM has veto power over items that they don't think you could have found or carried.
|
||||
-
|
||||
-Using the I Have That! rule doesn't preclude PCs from also purchasing these items directly. For example, if a character
|
||||
-who sews wants to buy a thimble and an inexpensive Pocket Item, they can. However, they cannot later turn the thimble
|
||||
-into a Pocket Item; it remains a thimble.
|
||||
-
|
||||
-Example Pocket Items
|
||||
-
|
||||
-Inexpensive
|
||||
-
|
||||
-• Apple
|
||||
-
|
||||
-• Ashes (handful)
|
||||
-
|
||||
-• Breadcrumbs
|
||||
-
|
||||
-• Butter
|
||||
-
|
||||
-• Candy
|
||||
-
|
||||
-• Chalk
|
||||
-
|
||||
-• Cricket in a cage
|
||||
-
|
||||
-• Cup
|
||||
-
|
||||
-• Egg
|
||||
-
|
||||
-• Fabric
|
||||
-
|
||||
-• Flyswatter
|
||||
-
|
||||
-• Glass jar
|
||||
-
|
||||
-• Glue
|
||||
-
|
||||
-• Honey
|
||||
-
|
||||
-• Leather
|
||||
-
|
||||
-• Magnets
|
||||
-
|
||||
-• Marbles
|
||||
-
|
||||
-• Nails
|
||||
-
|
||||
-• Needle and thread
|
||||
-
|
||||
-• Paper
|
||||
-
|
||||
-• Plait of hair
|
||||
-
|
||||
-• Pot of fat
|
||||
-
|
||||
-• Pot of grease
|
||||
-
|
||||
-• Ribbon
|
||||
-
|
||||
-• Rice (handful)
|
||||
-
|
||||
-• Straw
|
||||
-
|
||||
-• Tacks
|
||||
-
|
||||
-• Wax
|
||||
-
|
||||
-• Wool
|
||||
-
|
||||
-Moderate
|
||||
-
|
||||
-• Bird in a cage
|
||||
-
|
||||
-• Sewing shears
|
||||
-
|
||||
-• Thimble
|
||||
-
|
||||
### CLOTHING
|
||||
|
||||
Inexpensive
|
||||
110
patches/base/027-remove-lower-speed-effort-costs-for-armor.patch
Normal file
110
patches/base/027-remove-lower-speed-effort-costs-for-armor.patch
Normal file
@@ -0,0 +1,110 @@
|
||||
--- _tmp/ccsrd.md 2025-07-20 19:59:35.409842814 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-07-20 20:02:32.472948622 -0500
|
||||
@@ -26919,8 +26919,6 @@
|
||||
|
||||
- [Currency and Resource Depletion](#optional-rule-currency-and-resource-depletion) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Lethal Weapons](#optional-rule-lethal-weapons) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
-- [Lower Speed Effort Costs for Wearing Armor](#optional-rule-lower-speed-effort-costs-for-wearing-armor)
|
||||
- [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Reviving Artifacts](#optional-rule-reviving-artifacts) [(IOM, 95)]{.og-ref}
|
||||
- [Weapon Properties](#optional-rule-weapon-properties) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
|
||||
@@ -27074,11 +27072,6 @@
|
||||
- [Example: Using Light Armor](#speed-effort-cost-example) [(72)]{.og-ref}[(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Special Armor](#equipment-armor-special-armor) [(256)]{.og-ref}[(SF, 71)]{.og-ref}[(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Shields](#equipment-armor-shields) [(143)]{.og-ref}[(GF, 37)]{.og-ref}
|
||||
-
|
||||
-Optional Rules
|
||||
-
|
||||
-- [Lower Speed Effort Costs for Wearing Armor](#optional-rule-lower-speed-effort-costs-for-wearing-armor)
|
||||
- [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
:::
|
||||
|
||||
::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
@@ -27180,36 +27173,6 @@
|
||||
otherwise](#first-tier-adept).
|
||||
:::
|
||||
|
||||
-::: {.alert .ps-4 .pb-0}
|
||||
-###### Optional Rule: Lower Speed Effort Costs for Wearing Armor[](#optional-rule-lower-speed-effort-costs-for-wearing-armor "Permalink"){.og-h-anchor aria-hidden="true"}
|
||||
-
|
||||
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-Using this optional rule, Speed Effort costs for wearing armor use the following table instead:
|
||||
-
|
||||
-::: table-responsive
|
||||
- Physical Armor Armor Bonus Not Experienced Practiced Experienced Mastery
|
||||
- ---------------- ------------- ----------------- ----------- ------------- ---------
|
||||
- Light armor +1 Armor +1 --- --- ---
|
||||
- Medium armor +2 Armor +2 +1 --- ---
|
||||
- Heavy armor +3 Armor +3 +2 +1 ---
|
||||
-
|
||||
- : Speed Effort Cost per Level of Effort Used (Lower)
|
||||
-:::
|
||||
-
|
||||
-When using this rule, use the modified verions of the following abilities:
|
||||
-
|
||||
-- [Practiced in Armor](#ability-practiced-in-armor-og) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
-- [Experienced in Armor](#ability-experienced-in-armor-og) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
-- [Mastery in Armor](#ability-mastery-in-armor-og) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
-:::
|
||||
-
|
||||
-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
-In games using alternative armor encumbrance rule, the \"Other\" [character advancement](#character-advancement) option
|
||||
-to \"reduce the cost for wearing armor\" might instead reduce the Might cost per hour and Speed Pool reduction for
|
||||
-wearing armor by an additional 1 point each.
|
||||
-:::
|
||||
-
|
||||
------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
#### Weapons[](#equipment-weapons "Permalink"){.og-h-anchor aria-hidden="true"} {#equipment-weapons}
|
||||
@@ -78808,11 +78771,6 @@
|
||||
armor](#equipment-using-armor), [Speed Effort costs](#equipment-armor-speed-effort-cost-per-level-of-effort-used) (also
|
||||
referred to as \"encumbrance\"), [special armor](#equipment-armor-special-armor), and
|
||||
[shields](#equipment-armor-shields).
|
||||
-
|
||||
-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
-Depending on the setting, the GM might also use rules for [lower speed Effort costs for wearing
|
||||
-armor](#optional-rule-lower-speed-effort-costs-for-wearing-armor).
|
||||
-:::
|
||||
:::
|
||||
|
||||
#### Playing the Game[](#faq-gameplay "Permalink"){.og-h-anchor aria-hidden="true"} {#faq-gameplay .og-h-small}
|
||||
@@ -79314,8 +79272,6 @@
|
||||
- [Faster Crafting in a High-Tech Setting](#superhero-faster-crafting-in-a-high-tech-setting) [(CTS, 65)]{.og-ref}
|
||||
- [I Have That!](#optional-rule-i-have-that) [(WAAMH, 70)]{.og-ref}
|
||||
- [Lethal Weapons](#optional-rule-lethal-weapons) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
-- [Lower Speed Effort Costs for Wearing Armor](#optional-rule-lower-speed-effort-costs-for-wearing-armor)
|
||||
- [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Modifying High-Tech Devices](#superhero-modifying-high-tech-devices) [(CTS, 64)]{.og-ref}
|
||||
- [Normal Cyphers Duplicating Fantastic Effects](#optional-rule-normal-cyphers-duplicating-fantastic-effects)
|
||||
[(381)]{.og-ref}
|
||||
@@ -80173,8 +80129,8 @@
|
||||
::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
**Editor\'s Notes ---** *Numenera* has its own rules for the setting, including:
|
||||
|
||||
-- *Numenera Discovery* (2019) uses [Lower Speed Effort Costs for Wearing
|
||||
- Armor](#optional-rule-lower-speed-effort-costs-for-wearing-armor). [(NDIS, 95)]{.og-ref}
|
||||
+- *Numenera Discovery* (2019) uses Lower Speed Effort Costs for Wearing
|
||||
+ Armor. [(NDIS, 95)]{.og-ref}
|
||||
- *Numenera* (2014) uses Alternative Armor Encumbrance [(NUM,
|
||||
79)]{.og-ref} and [Object Level, Health, and Armor](#optional-rule-object-level-health-and-armor) [(NUM,
|
||||
98)]{.og-ref}
|
||||
@@ -80256,7 +80212,7 @@
|
||||
::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
**Editor\'s Notes ---** *Old Gods of Appalachia* has its own rules for the setting, including:
|
||||
|
||||
-- [Lower Speed Effort Costs for Wearing Armor](#optional-rule-lower-speed-effort-costs-for-wearing-armor) [(OGOA,
|
||||
+- Lower Speed Effort Costs for Wearing Armor [(OGOA,
|
||||
124)]{.og-ref}
|
||||
:::
|
||||
|
||||
@@ -80599,7 +80555,7 @@
|
||||
|
||||
- [Lethal Weapons](#optional-rule-lethal-weapons) (with the *Effective Armor* optional rule) [(VURT,
|
||||
99)]{.og-ref}[(VURT, 101)]{.og-ref}
|
||||
-- [Lower Speed Effort Costs for Wearing Armor](#optional-rule-lower-speed-effort-costs-for-wearing-armor) [(VURT,
|
||||
+- Lower Speed Effort Costs for Wearing Armor [(VURT,
|
||||
139)]{.og-ref}
|
||||
:::
|
||||
|
||||
10
patches/base/028-remove-dead-link-are-you-new-player.patch
Normal file
10
patches/base/028-remove-dead-link-are-you-new-player.patch
Normal file
@@ -0,0 +1,10 @@
|
||||
--- _tmp/ccsrd.md 2025-07-20 20:07:04.382647213 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-07-20 20:10:47.764043003 -0500
|
||||
@@ -188,7 +188,6 @@
|
||||
- [Experience Points](#how-to-play-experience-points) [(11)]{.og-ref}
|
||||
- [Cyphers](#how-to-play-cyphers) [(12)]{.og-ref}
|
||||
- [Other Dice](#how-to-play-other-dice) [(12)]{.og-ref}
|
||||
-- [Are You a New Player?](#are-you-a-new-player) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
|
||||
Related Sections
|
||||
|
||||
@@ -1,72 +0,0 @@
|
||||
--- _tmp/ccsrd.md 2025-05-29 08:58:25.946821678 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-05-29 10:44:31.604064917 -0500
|
||||
@@ -27328,69 +27188,6 @@
|
||||
and see that a teleporter (traveler) cypher can transport one character up to 100 miles per cypher level, so
|
||||
transporting a group of PCs 100 miles is probably within the orb's power
|
||||
|
||||
-### OMNI ORB
|
||||
-
|
||||
-Level: 1d6 + 4
|
||||
-
|
||||
-Form: Glowing, orb-shaped technological device Effect: The user holding the orb imagines
|
||||
-
|
||||
-what they want to happen (similar to using a magical wish), and it happens, within limits. The level of the effect
|
||||
-granted is no greater than the level of the orb, as determined by the GM, who can modify the effect accordingly. (The
|
||||
-larger the desired effect, the more likely the GM will limit
|
||||
-
|
||||
-it.) Activating the omni orb automatically moves the character using it one step down the damage track.
|
||||
-
|
||||
-Depletion: 1 in 1d6 (instead of depleting, a roll of 1 means the user experiences a GM intrusion related to the effect
|
||||
-they created)
|
||||
-
|
||||
-A benchmark for setting an omni orb's limits is to compare it to a cypher of the orb's level—if there is a cypher that
|
||||
-can do what the PC wants, and that cypher is equal to or less than the orb's level, it works. For example, if a team of
|
||||
-superheroes tries to use a level 5 orb to teleport to their base 100 miles away, the GM can look at the list of cyphers
|
||||
-and see that a teleporter (traveler) cypher can transport one character up to 100 miles per cypher level, so
|
||||
-transporting a group of PCs 100 miles is probably within the orb's power
|
||||
-
|
||||
-### OMNI ORB
|
||||
-
|
||||
-Level: 1d6 + 4
|
||||
-
|
||||
-Form: Glowing, orb-shaped technological device Effect: The user holding the orb imagines
|
||||
-
|
||||
-what they want to happen (similar to using a magical wish), and it happens, within limits. The level of the effect
|
||||
-granted is no greater than the level of the orb, as determined by the GM, who can modify the effect accordingly. (The
|
||||
-larger the desired effect, the more likely the GM will limit
|
||||
-
|
||||
-it.) Activating the omni orb automatically moves the character using it one step down the damage track.
|
||||
-
|
||||
-Depletion: 1 in 1d6 (instead of depleting, a roll of 1 means the user experiences a GM intrusion related to the effect
|
||||
-they created)
|
||||
-
|
||||
-A benchmark for setting an omni orb's limits is to compare it to a cypher of the orb's level—if there is a cypher that
|
||||
-can do what the PC wants, and that cypher is equal to or less than the orb's level, it works. For example, if a team of
|
||||
-superheroes tries to use a level 5 orb to teleport to their base 100 miles away, the GM can look at the list of cyphers
|
||||
-and see that a teleporter (traveler) cypher can transport one character up to 100 miles per cypher level, so
|
||||
-transporting a group of PCs 100 miles is probably within the orb's power
|
||||
-
|
||||
-### OMNI ORB
|
||||
-
|
||||
-Level: 1d6 + 4
|
||||
-
|
||||
-Form: Glowing, orb-shaped technological device Effect: The user holding the orb imagines
|
||||
-
|
||||
-what they want to happen (similar to using a magical wish), and it happens, within limits. The level of the effect
|
||||
-granted is no greater than the level of the orb, as determined by the GM, who can modify the effect accordingly. (The
|
||||
-larger the desired effect, the more likely the GM will limit
|
||||
-
|
||||
-it.) Activating the omni orb automatically moves the character using it one step down the damage track.
|
||||
-
|
||||
-Depletion: 1 in 1d6 (instead of depleting, a roll of 1 means the user experiences a GM intrusion related to the effect
|
||||
-they created)
|
||||
-
|
||||
-A benchmark for setting an omni orb's limits is to compare it to a cypher of the orb's level—if there is a cypher that
|
||||
-can do what the PC wants, and that cypher is equal to or less than the orb's level, it works. For example, if a team of
|
||||
-superheroes tries to use a level 5 orb to teleport to their base 100 miles away, the GM can look at the list of cyphers
|
||||
-and see that a teleporter (traveler) cypher can transport one character up to 100 miles per cypher level, so
|
||||
-transporting a group of PCs 100 miles is probably within the orb's power
|
||||
-
|
||||
### SERUM X
|
||||
|
||||
Level: 1d6 + 2
|
||||
@@ -1,969 +0,0 @@
|
||||
--- _tmp/ccsrd.md 2025-05-29 10:51:30.789648516 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-05-29 14:20:00.517884876 -0500
|
||||
@@ -9983,6 +9983,16 @@
|
||||
Effort affects one additional target. You must speak to additional targets to accelerate them, one target per round.
|
||||
Action per target to initiate.
|
||||
|
||||
+Access the Broadcast (2+ Intellect points): You create a flat rectangular illusory "screen" within immediate range that
|
||||
+can display any broadcast television signal in your area (similar to using a television with an antenna) or any video
|
||||
+streams in the area (similar to tapping into a wireless network). The screen is anywhere from 1 to 3 feet (30 cm to 1 m)
|
||||
+across, includes stereo sound, and lasts for one hour. As an action, you can change the channel, the volume, or both.
|
||||
+The effect ends if you are more than a short distance away from the screen. For each level of Effort you apply to this
|
||||
+ability, you can increase the width of the screen by up to 3 feet (1 m). Action.
|
||||
+
|
||||
+Wireless networks hosting video streams are usually locked or encrypted, which requires you to succeed on an
|
||||
+Intellect-based attack roll against the network's level (typically level 4) to watch them.
|
||||
+
|
||||
Acrobatic Attack (1+ Speed points): You leap into the attack, twisting or flipping through the air. If you roll a
|
||||
natural 17 or 18, you can choose to have a minor effect rather than deal extra damage. If you apply Effort to the
|
||||
attack, you get a free level of Effort on the task. You can't use this ability if your Speed Effort costs are reduced
|
||||
@@ -10166,6 +10176,13 @@
|
||||
Animal Senses and Sensibilities: You are trained in listening and spotting things. In addition, most of the time, the GM
|
||||
should alert you if you're about to walk into an ambush or a trap that is lower than level 5. Enabler.
|
||||
|
||||
+Annoy Electronics (1 Intellect point): You interfere with the operations of an electronic device. The device must be
|
||||
+within short range and you must be able to see it. Your interference is limited to things you could do in a few seconds
|
||||
+if you were directly using the device. For example, you could make a person's phone start playing a loud video, type one
|
||||
+or two commands on a computer's keyboard, hit a bunch of buttons in an elevator, or change the station or volume on a
|
||||
+television screen. You must succeed at an Intellect-based task against the device or its bearer (whichever level is
|
||||
+higher). If you have never interacted with the particular device before, the task is hindered by two steps. Action.
|
||||
+
|
||||
Answering Attack (3 Speed points): If you are struck in melee, you can make an immediate melee attack against that
|
||||
attacker once per round. The attack is hindered, and you can still take your normal action during the round. Enabler.
|
||||
|
||||
@@ -10194,6 +10211,17 @@
|
||||
rapid-fire weapon, such as a crank crossbow), you can fire your weapon at up to three targets (all next to one another)
|
||||
at once. Make a separate attack roll against each target. Each attack is hindered. Action.
|
||||
|
||||
+Arcanaphone (2 Intellect points): You make use of your cellular service to start a telephone call or use text messaging,
|
||||
+lasting up to ten minutes. To anyone watching you, you look like you're in "hands free" mode. In all respects, this
|
||||
+works as if you were carrying your device with you and using it directly (meaning the network notes your current
|
||||
+location as if you were carrying your phone, and you may not have coverage in some areas). The first time you use this
|
||||
+ability with your mobile service, you must contact their customer service department to authorize the magic (taking ten
|
||||
+to sixty minutes), as if it were a new device. You can't use this ability if you don't have a cellular account. Action
|
||||
+to initiate.
|
||||
+
|
||||
+In modern fantasy settings where most people don't know about magic, connecting your spell to your cellular service
|
||||
+probably requires a lot of strange answers and lies about the "device" you're trying to add to your account.
|
||||
+
|
||||
Arcane Flare (1 Intellect point): You enhance the damage of another attack spell with an extra charge of energy so that
|
||||
it deals 1 additional point of damage. Alternatively, you attack a target within long range by projecting a flare of raw
|
||||
magic that inflicts 4 points of damage. Enabler for enhancement; action for long-range attack.
|
||||
@@ -10263,6 +10291,11 @@
|
||||
to use the language to interact with native speakers, your skills improve rapidly, to the point where you might be
|
||||
mistaken for a native speaker after just a few hours of speaking the new language. Enabler.
|
||||
|
||||
+Background Music (1+ Intellect points): You create quiet background music in a short area, loud enough to be heard in a
|
||||
+room with normal conversation, but not so loud to be distracting or overwhelming. The music repeats through up to ten
|
||||
+songs you know, lasting up to an hour. In addition to the normal options for using Effort, you can use Effort to
|
||||
+increase the duration; each level of Effort adds one hour to the play time and five songs to the playlist. Action.
|
||||
+
|
||||
Balance: You are trained in balancing. Enabler.
|
||||
|
||||
Band of Desperados: Your reputation draws a band of six level 2 desperado NPC followers who are completely devoted to
|
||||
@@ -10366,6 +10399,11 @@
|
||||
body generates) and focus it on a living creature within short range. The target gains a free and immediate one-action
|
||||
recovery roll. You can't use this ability again on that creature until after its next ten-hour rest. Action.
|
||||
|
||||
+Blackout (3 Intellect points): You issue a disruptive ripple of energy within short range, creating an area where the
|
||||
+electrical power grid fails. All devices relying on being plugged into the grid stop working. Battery‑powered devices
|
||||
+still work. Any standby generator connected in this area functions normally, activating emergency power within a few
|
||||
+rounds. The blackout otherwise lasts for one minute. Action.
|
||||
+
|
||||
Blameless: You are trained in one of the following: deception, stealth, or disguise. Enabler.
|
||||
|
||||
Blend In (4 Intellect points): When you blend in, creatures still see you, but they attach no importance to your
|
||||
@@ -10435,6 +10473,10 @@
|
||||
Blood Fever: When you have no points in one or two Pools, you gain an asset to attacks or defense rolls (your choice).
|
||||
Enabler.
|
||||
|
||||
+Blood Magician: When you wish it, you can use points from your Might Pool rather than your Intellect Pool to activate a
|
||||
+magical ability (including applying Effort to that ability). If you use your Might Pool this way, you use your Might
|
||||
+Edge instead of your Intellect Edge. Enabler.
|
||||
+
|
||||
Bloodlust (3 Might points): If you take down a foe, you can move a short distance, but only if you move toward another
|
||||
foe. You don't need to spend the points until you know that the first foe is down. Enabler.
|
||||
|
||||
@@ -10504,6 +10546,22 @@
|
||||
If you lose the bound object, you retain a sense of the direction in which it lies. Action to manifest the magic
|
||||
creature.
|
||||
|
||||
+Bound Magic Familiar: You have a magic familiar bound to you through a magical mark on your body (a tattoo, rune, scar,
|
||||
+or something as mundane as a freckle or mole). Normally, the familiar remains sleeping in its spiritual form. When you
|
||||
+use an action to manifest them, they appear next to you as a creature with a specific form (such as a cat, hawk,
|
||||
+homunculus, tiny dragon, or other suitable magical creature) and can communicate with you telepathically. The familiar
|
||||
+is friendly toward you but has its own personality determined by the GM. The familiar can remain physically manifested
|
||||
+for up to one hour, after which they return to their sleeping spiritual form and cannot manifest again until after your
|
||||
+next ten-hour recovery roll. While manifested, they accompany you and follow your instructions. The familiar must remain
|
||||
+within an immediate distance of you; if they move farther away, they are yanked back into their magical mark at the end
|
||||
+of your following turn and cannot return until after your next ten-hour recovery roll. The familiar doesn't make
|
||||
+attacks, but they can use their action to grant you an asset for any one attack you make on your turn. Otherwise, they
|
||||
+can take actions on their own (though you'll likely roll for them). If the familiar is reduced to 0 health, they
|
||||
+dissipate into their spiritual form and cannot manifest again until 1d6 + 2 days have passed. Action to manifest the
|
||||
+familiar.
|
||||
+
|
||||
+Magic familiar: level 3, Speed defense as level 5 due to size, one knowledge skill as level 4
|
||||
+
|
||||
Brainwashing (6+ Intellect points): You use trickery, well-spoken lies, and mind-affecting chemicals (or other means,
|
||||
like magic or high technology) to make others temporarily do what you want them to do. You control the actions of
|
||||
another creature you touch. This effect lasts for one minute. The target must be level 3 or lower. You can allow it to
|
||||
@@ -10689,6 +10747,21 @@
|
||||
percent less likely to function if said function would cause you harm. Thus, if a foe attempts to detonate a bomb near
|
||||
you controlled by a detonator that likes you, there is a 50 percent chance that it won't explode. Action to initiate.
|
||||
|
||||
+Check Status (0+ Intellect points): You can telepathically reach out to up to ten creatures known to you, no matter
|
||||
+where they are. The individual creatures must be willing and able to communicate. You immediately know their current
|
||||
+status—eating, driving, sleeping, angry, injured, fine, great, frightened, worried, and so on, generally in the form of
|
||||
+a short sentence or a few words.
|
||||
+
|
||||
+These creatures don't have to share anything they don't want to, including acknowledging that you checked on them, but
|
||||
+they can't lie through this connection. For example, one person might let you know that they're upset, but that doesn't
|
||||
+mean you know why (they're dealing with a recent breakup) or what they're doing about it (drinking to cope).
|
||||
+
|
||||
+You automatically succeed at using this ability; no roll is required. Only you receive the status information. Other
|
||||
+people affected by the spell do not get a sense of each other's statuses, nor do they know who else you're checking on.
|
||||
+
|
||||
+If you spend 5 Intellect points, you can check on twenty creatures at once, and for every 1 Intellect point you spend
|
||||
+above that, you can check on an additional ten creatures. Action.
|
||||
+
|
||||
Cloak of Opportunity (5 Intellect points): You set small objects from the environment (rocks, broken items, clumps of
|
||||
dirt, and so on) swirling about you for up to ten minutes, which grants you +2 Armor. Action to initiate.
|
||||
|
||||
@@ -10726,6 +10799,15 @@
|
||||
Combat Prowess: You add +1 damage to one type of weapon attack of your choice: melee weapon attacks or ranged weapon
|
||||
attacks. Enabler.
|
||||
|
||||
+Comfort and Encouragement (2+ Intellect points): You speak to a non-hostile creature within short range, telling them
|
||||
+exactly what they need to hear to have a better day. You don't know what these words are until you say them, but you
|
||||
+know they will help the creature's attitude. If the creature spends a round or two thinking about what you said, they
|
||||
+gain an asset on one task of their choosing within one hour. Alternatively, if the creature has an ongoing penalty to
|
||||
+tasks (such as having a hangover, sadness from a recent fight with their romantic partner, an injury, or a stressful
|
||||
+situation at work), they can ignore that penalty for the next hour. In addition to the normal options for using Effort,
|
||||
+you can use Effort to affect more creatures; each level of Effort affects one additional creature. Action to initiate;
|
||||
+up to one minute to complete.
|
||||
+
|
||||
Command (3 Intellect points): Through sheer force of will, you can issue a simple imperative command to a single living
|
||||
creature, who then attempts to carry out your command as its next action. The creature must be within short range and
|
||||
able to understand you. The command can't inflict direct harm on the creature or its allies, so "Commit suicide" won't
|
||||
@@ -10907,6 +10989,15 @@
|
||||
damage. Its movement is based on its creature type (avian, swimmer, and so on). If your critter companion dies, you can
|
||||
search an urban or wild environment for 1d6 days to find a new one. Enabler.
|
||||
|
||||
+Critter Telekinesis (1 Intellect point): You. telekinetically move a small creature (no larger than a medium dog) an
|
||||
+immediate distance in any direction you wish. You must be able to see the creature, which must be your size or smaller,
|
||||
+must not be affixed to anything, and must be within short range. The creature safely arrives at your chosen location
|
||||
+without any residual force. If the creature knows you and you have a free hand, you can automatically grab the creature
|
||||
+as part of the action of using this ability. This ability lacks the fine control to move anything with much speed, so in
|
||||
+most situations, it's used to reposition an animal (such as a pet) out of a dangerous or inconvenient location. For
|
||||
+example, you could safely pull a scared cat out from under a bed, retrieve a puppy from a storm drain, or relocate a
|
||||
+wild bird that got inside your house. Action.
|
||||
+
|
||||
Crowd Control (6+ Intellect points): You control the actions of up to five creatures in short range. This effect lasts
|
||||
for one minute. All targets must be level 2 or lower. Your control is limited to simple verbal commands like "Stop,"
|
||||
"Run away," "Follow that guard," "Look over there," or "Get out of my way." All affected creatures respond to the
|
||||
@@ -11155,6 +11246,13 @@
|
||||
are trained in all tasks involving finding, healing, interacting with, and protecting that character. You can have only
|
||||
one ward at a time. Action to initiate.
|
||||
|
||||
+Diagnose Device (2 Intellect points): You ease by two steps the task to diagnose what's wrong with a human-made
|
||||
+electronic or mechanical device or system (such as a computer, clothes dryer, or toilet) that is damaged,
|
||||
+malfunctioning, or broken. You must touch the device to diagnose it. Typically a successful roll means that you learn
|
||||
+the main problem and its cause. For example, you could learn that a bricked phone is infected with malware, a pipe is
|
||||
+clogged with "flushable" wipes, or a rattling engine needs motor oil. This ability is unreliable at best when used on
|
||||
+alien, high-technology, or other mysterious devices. Action.
|
||||
+
|
||||
Diamagnetism: You magnetize any nonmetallic object within short range so that it can be affected by your other magnetic
|
||||
powers. Thus, with Move Metal, you can move any object. With Repel Metal, you are trained in all Speed defense tasks,
|
||||
regardless of whether the incoming attack uses metal. And so on. Enabler.
|
||||
@@ -11229,6 +11327,11 @@
|
||||
Disincentivize (1 Intellect point): You hinder all actions attempted by any number of targets within short range who can
|
||||
understand you. You choose which targets are affected. Affected targets' actions are hindered for one round. Enabler.
|
||||
|
||||
+Dispel Magic (2+ Intellect points): Choose one magical effect within long range. An effect of up to level 3 ends if you
|
||||
+succeed on an Intellect-based attack roll against the level of the effect, or against the level of the creature or
|
||||
+object the magical effect affects, whichever is higher. In addition to the normal options for using Effort, you can
|
||||
+apply Effort to increase the level of the effect that can potentially be dispelled. Action.
|
||||
+
|
||||
Disrupting Touch (1+ Might points): You can turn your Phase Sprint into a melee attack by purposefully grazing another
|
||||
creature as you run. When you do, the touch releases a violent blast of energy that inflicts 2 points of damage to the
|
||||
target (ignores Armor). Whether you hit or miss, your movement (and turn) ends immediately, which puts you within
|
||||
@@ -11455,6 +11558,18 @@
|
||||
attacks and effects that rely on light can affect you, and sudden bursts of light can potentially make you lose your
|
||||
next turn. Action to initiate.
|
||||
|
||||
+Emotional Support Pet (3+ Intellect points): You conjure an adorable animal that most people find irresistibly cute,
|
||||
+such as a puppy, kitten, or bunny, who is outgoing and friendly and otherwise acts according to its nature. Anyone in
|
||||
+short range who can see the animal eases their defense tasks against negative feelings (such as anger, fear, sadness,
|
||||
+and worry) for the next hour. Anyone who pets, cuddles, or plays with this animal for at least a round or two (up to
|
||||
+four people can do so at once) feels happier for the next hour and adds +1 to any recovery rolls they make during that
|
||||
+time. At the end of the spell, the conjured animal curls up, falls asleep, and disappears in a puff of smoke. If the
|
||||
+animal is harmed in any way, anyone who saw it happen eases all rolls against the creature responsible for the harm. In
|
||||
+addition to the normal options for using Effort, you can conjure three additional animals for each level of Effort you
|
||||
+apply to this ability. Action.
|
||||
+
|
||||
+Adorable Animal: level 1, positive social interactions as level 3
|
||||
+
|
||||
Enable Others: You can use the helping rules to provide a benefit to another character attempting a physical task.
|
||||
Unlike the normal helping rules, this doesn't require you to use your action helping the other character with the task.
|
||||
This requires no action on your part. Enabler.
|
||||
@@ -11523,6 +11638,11 @@
|
||||
example, if you have no experience with a certain kind of extradimensional energy, you can't protect against it. You can
|
||||
select this ability more than once. Each time you select it, you must choose a different kind of energy. Enabler.
|
||||
|
||||
+Enhance Athletics (2 Intellect points): You enhance the ability of one creature to perform certain athletic sports
|
||||
+tasks. The creature must be within long range and visible to you. For the next minute, the creature can apply one free
|
||||
+level of Effort to any one task to catch, hit, kick, or throw an object, or to any one climbing, jumping, or running
|
||||
+task. Once this free level of Effort is used, the magic ends. Action.
|
||||
+
|
||||
Enhance Strength (3 Intellect points): For the next ten minutes, you gain an asset on tasks that depend on brute force,
|
||||
such as moving a heavy object, smashing down a door, or hitting someone with a melee weapon. Action to initiate.
|
||||
|
||||
@@ -11702,6 +11822,12 @@
|
||||
tasks involving disguise. You must apply a level of Effort to be able to impersonate a different species (such as a
|
||||
human morphing into a humanoid alien). Action.
|
||||
|
||||
+Facsimile of Life (3 Intellect points): You give an object limited mobility, awareness, and intellect, allowing it to
|
||||
+move about as if it were a small pet. The object must be within immediate distance and no larger than half your size.
|
||||
+When animated, the object can perform tasks for you as if it were a level 1 creature, but otherwise is treated as an
|
||||
+object of its level (for example, it uses the object damage track instead of health). The animation lasts for an hour or
|
||||
+until you and it are at least a long distance apart, at which time the object becomes inert again. Action.
|
||||
+
|
||||
Familiarize: You can familiarize yourself with a new area if you spend at least one hour studying a region up to a long
|
||||
distance across that you are able to directly access and move about in. Once you've familiarized yourself with an area,
|
||||
all your tasks related to perception, navigation, salvaging and scavenging, defense, and moving about the area gain an
|
||||
@@ -12053,6 +12179,21 @@
|
||||
move through solid barriers (but not energy barriers) at a rate of 1 foot (30 cm) per round, and you can perceive while
|
||||
phased within a barrier or object, which allows you to peek through walls. Action to initiate.
|
||||
|
||||
+Ghost Car (4+ Intellect points): You create a level 3 ghostly-looking car that can carry two people and a small amount
|
||||
+of luggage. You or a creature you designate can drive the car as normal. For each level of Effort you apply to this
|
||||
+ability, it can carry two additional passengers and its level increases by 1. The car lasts for an hour, after which it
|
||||
+vanishes. Action.
|
||||
+
|
||||
+Gift of Appeasement (2+ Intellect points): You conjure a trifle that can fit in one hand and will please a creature
|
||||
+within immediate range. The object is impractical and inexpensive, but delightful to the creature. Examples include
|
||||
+their favorite kind of cookie, a small crafted coffee beverage, or a paper origami of their favorite animal. You don't
|
||||
+know what the spell will create, but you know it will please them if you give it as a gift. If the creature spends one
|
||||
+minute appreciating the object (such as eating the cookie, drinking the coffee, or examining the origami), they gain an
|
||||
+asset on one task of their choosing within one hour.
|
||||
+
|
||||
+In addition to the normal options for using Effort, you can use Effort to affect more creatures; each level of Effort
|
||||
+affects one additional creature. Action per target to initiate.
|
||||
+
|
||||
Go Defensive (1 Intellect point): When you wish, while in combat, you can enter a state of heightened awareness of
|
||||
threat. While in this state, you can't use points from your Intellect Pool, but you gain +1 to your Speed Edge and gain
|
||||
two assets to Speed defense tasks. This effect lasts as long as you wish or until you attack a foe or no combat is
|
||||
@@ -12191,6 +12332,13 @@
|
||||
Guild Training: Your type abilities that have durations last twice as long. Your type abilities that have short ranges
|
||||
reach to long range instead. Your type abilities that inflict damage deal 1 additional point of damage. Enabler.
|
||||
|
||||
+Gun Jammer (2+ Intellect points): You can interfere with a firearm so the next time it is used, it jams or misfires. The
|
||||
+weapon must be within short range and you must be able to see it. Make an Intellect-based attack against the weapon or
|
||||
+its bearer (whichever level is higher). If you succeed, the next attack with the firearm fails, and the weapon won't
|
||||
+fire until someone uses an action to correct the problem. If you activate this ability when it isn't your turn, your
|
||||
+attack against the weapon is hindered. In addition to the normal options for using Effort, you can use Effort to affect
|
||||
+more firearms; each level of Effort affects one additional target. Action or enabler.
|
||||
+
|
||||
Gunner: You inflict 1 additional point of damage with guns. Enabler.
|
||||
|
||||
### Abilities --- H
|
||||
@@ -12315,6 +12463,13 @@
|
||||
Hurl Flame (2 Intellect points): While your Shroud of Flame is active, you can reach into your halo and hurl a handful
|
||||
of fire at a target. This is a ranged attack with short range that deals 4 points of fire damage. Action.
|
||||
|
||||
+Hush (1+ Intellect point): You create a transparent bubble within short range that muffles very loud sounds within it,
|
||||
+such as alarms, sirens, leaf blowers, and crying babies. The bubble is about 3 feet (1 m) across and any noise from
|
||||
+within it comes out no louder than a normal speaking voice. The bubble lasts for one minute and moves with the target.
|
||||
+In addition to the normal options for using Effort, you can use Effort to increase the duration; one level of Effort
|
||||
+increases the duration to ten minutes, two levels increases it to an hour, and three levels increases it to ten hours.
|
||||
+Action.
|
||||
+
|
||||
### Abilities --- I
|
||||
|
||||
Ice Armor (1 Intellect point): When you wish it, your body is covered in a sheen of ice for ten minutes that gives you
|
||||
@@ -12740,6 +12895,14 @@
|
||||
and modifiers, except this time you have an asset on the task. If this retry fails, you can't use this ability to retry
|
||||
it again. Enabler.
|
||||
|
||||
+Laundry Day (3+ Intellect points): You select two batches of laundry within immediate range, each large enough for a
|
||||
+typical washing machine or dryer. The laundry agitates and spins in midair for a minute, becoming clean and dry as it
|
||||
+does so, after which it sorts and stacks itself into neat piles or, if you know where it belongs and that's within short
|
||||
+range, putting itself away. Particularly dirty clothes automatically take a few extra minutes to finish cleaning and
|
||||
+drying. The spell doesn't harm delicate items or clothing that needs special care (such as dry cleaning or low
|
||||
+temperature). In addition to the normal options for using Effort, you can use Effort to affect more batches of laundry;
|
||||
+each level of Effort affects two additional batches. Action to initiate; one minute to complete.
|
||||
+
|
||||
Lead by Inquiry: You keep your allies on their toes with occasional questions, jokes, and even mock drills for those who
|
||||
care to join in. After spending 24 hours with you, your allies are treated as if trained in tasks related to perception.
|
||||
This benefit is ongoing while you remain in your allies' company. It ends if you leave, but it resumes if you return to
|
||||
@@ -12885,11 +13048,20 @@
|
||||
Machine Vulnerabilities: You inflict 3 additional points of damage against robots and animate machines of all kinds.
|
||||
Enabler.
|
||||
|
||||
+Mage Clock: You can mentally connect to a universal magical clock, allowing you to know the local time, down to a tenth
|
||||
+of a second. You can have up to three magical timers at once, each of which sounds a mental alarm after an amount of
|
||||
+time you specify or at a specific time (such as nine minutes from now, three hours from now, or 8 o'clock in the
|
||||
+morning). Action.
|
||||
+
|
||||
Magic Shield (1 Intellect point): You gain +1 to Armor for an hour. Action to initiate.
|
||||
|
||||
Magic Training: You are trained in the basics of magic (including the operation of magic artifacts and cyphers) and can
|
||||
attempt to understand and identify its properties. Enabler.
|
||||
|
||||
+Magical Power Current (2+ Intellect points): You provide electricity to a device that runs on standard house current,
|
||||
+such as a laptop computer, circular saw, or microwave oven, allowing it to function as if plugged in for one hour. The
|
||||
+cost is 2 Intellect points plus 1 point per level of the device. Action.
|
||||
+
|
||||
Magical Repertoire: The number of subtle cyphers you can bear at the same time increases by two. If you spend one hour
|
||||
preparing your magic, you can fill any of your open cypher slots with subtle cyphers chosen randomly by the GM (this
|
||||
hour can be part of a one-hour or ten-hour recovery action if you are awake for the entire time). As part of this
|
||||
@@ -12906,6 +13078,12 @@
|
||||
projectile attacks (such as arrows, bullets, a thrown metal knife, and so on) to the ground. You are immune to such
|
||||
attacks for one round. You must be aware of an attack to foil it. Enabler.
|
||||
|
||||
+Magnification (1+ Intellect point): You create a rectangular frame, visible only to you, that doubles the magnification
|
||||
+of whatever you see through it. The frame defaults to hovering in front of your face about an arm's length away, but you
|
||||
+can use your action to move it up, down, or to either side. The frame lasts for ten minutes and grants an asset on
|
||||
+perception tasks at range. For each level of Effort you apply to this ability, you can increase the magnification by
|
||||
+another increment (×3 for one level of Effort, ×4 for two levels of Effort, and so on). Action.
|
||||
+
|
||||
Magnificent Moment: If you make an attack or attempt a task with the immediate action you gain by using Seize the
|
||||
Moment, the attack or task is eased. Enabler.
|
||||
|
||||
@@ -13284,6 +13462,14 @@
|
||||
either the decision goes your way or, if someone else effectively argues a competing point, any associated persuasion or
|
||||
deception task is eased by two steps. Action to initiate, one or more rounds to complete.
|
||||
|
||||
+Network Dead Zone (3 Intellect points): You interfere with radio signals, such as Bluetooth, wifi, cell phone service,
|
||||
+AM/FM radio, ham radio, and walkie-talkies. Choose a short area within immediate range; all such transmissions into or
|
||||
+out of that area are blocked due to a combination of interference and lack of reception. This lasts for one minute.
|
||||
+Action.
|
||||
+
|
||||
+Powerful radio sources, such as a radio station transmitter or a telecommunication satellite, may be able to punch
|
||||
+through a Network Dead Zone spell.
|
||||
+
|
||||
Network Tap (4 Intellect points): You can ask the GM one question and get a very short answer if you succeed on an
|
||||
Intellect roll against a difficulty assigned by the GM. The more obscure the answer, the more difficult the task. On a
|
||||
failed roll, feedback or perhaps some defense from the network you're accessing inflicts 4 points of Intellect damage on
|
||||
@@ -13446,6 +13632,10 @@
|
||||
|
||||
### Abilities --- P
|
||||
|
||||
+Paralyzing Touch (4+ Intellect points): You gather necromantic energy in your fingertip and touch a creature. A target
|
||||
+of level 3 or lower is paralyzed and helpless for an hour. Each level of Effort applied increases the level cap of the
|
||||
+target by 1. Action.
|
||||
+
|
||||
Parry (5 Speed points): You can deflect incoming attacks quickly. When you activate this ability, for the next ten
|
||||
rounds you ease all Speed defense rolls. Enabler.
|
||||
|
||||
@@ -13723,6 +13913,16 @@
|
||||
tasks involving following, understanding, interacting with, or fighting that creature. You can have only one quarry at a
|
||||
time. Action to initiate.
|
||||
|
||||
+Question Past Self (4+ Intellect points): You reach into the past up to a week and mentally ask your past self one or
|
||||
+two questions about something you knew or observed at the chosen time. For example, if you've forgotten an important
|
||||
+phone number or can't remember if a particular person was in a meeting, you can ask your past self about it while it's
|
||||
+still fresh in your past self 's memory. Your past self doesn't perceive this as an intrusive voice—it just seems like
|
||||
+an unexpected moment of reflection about the questions your present self asks. This doesn't allow you to remember things
|
||||
+your past self didn't actually know at the time, but it can sometimes help your present self (in the form of an asset)
|
||||
+learn more about or realize something your past self wasn't really paying attention to at the time (such as seeing part
|
||||
+of a password or noting whether there was a red delivery truck nearby). For each level of Effort you apply to this
|
||||
+ability, you can reach an additional week further into the past. Action.
|
||||
+
|
||||
Question the Spirits (2 Intellect points): You can call a spirit to you and petition it to answer a few questions
|
||||
(usually no more than three before the spirit fades).
|
||||
|
||||
@@ -13870,6 +14070,13 @@
|
||||
you roll a total of three successes before rolling a total of two failures. However, all such tasks are hindered by at
|
||||
least two steps due to hardened spacecraft electronic security.)
|
||||
|
||||
+Remote Slap (3 Intellect points): You use an active telephone, cellular, internet, or closed-circuit video connection to
|
||||
+slap a creature. The target must be actively using a device making use of this connection, such as being on the other
|
||||
+end of a phone call or text message, browsing the same social media website or app you're using, or monitoring a
|
||||
+closed-circuit camera that is recording you. Make an Intellect-based attack against the creature; success means the
|
||||
+creature takes 1 point of damage, as if they had been telekinetically slapped in the face by the device they're using.
|
||||
+Each additional remote slap against that creature is hindered by an additional step (resetting after one hour). Action.
|
||||
+
|
||||
Remote Viewing (6 Intellect points): Distance is an illusion, as all space is one space. With great concentration, you
|
||||
can see another place. This ability can be used in one of two ways:
|
||||
|
||||
@@ -13889,6 +14096,13 @@
|
||||
the damage track (for example, a debilitated PC becomes impaired, and an impaired one becomes hale). Alternatively, if
|
||||
you use this ability on a PC during a rest, you grant them a +2 bonus to their recovery roll. Action.
|
||||
|
||||
+Repair Machine (3+ Intellect points): You automatically repair one broken device of up to level 4 that you touch,
|
||||
+restoring it to full working condition. This ability works only if at least 80 percent of the original device is still
|
||||
+on hand. The device may still need fuel, oil, or other substances that aid its operation but are not part of the
|
||||
+electronics or mechanism. This ability only reliably works on human-crafted devices and tends to fail when used on
|
||||
+alien, high-technology, or otherwise mysterious machines. In addition to the normal options for using Effort, you can
|
||||
+use Effort to increase the target level that can be affected by 1. Action.
|
||||
+
|
||||
Repel Metal: By manipulating magnetism, you are trained in Speed defense tasks against any incoming attack that uses
|
||||
metal. Enabler.
|
||||
|
||||
@@ -14054,6 +14268,9 @@
|
||||
|
||||
Safe Fall: You reduce the damage from a fall by 5 points. Enabler.
|
||||
|
||||
+Safe Sex (2 Intellect points): One creature you touch can have sexual encounters with no chance of causing pregnancy or
|
||||
+transmitting an STI. This protection lasts for ten hours. Action.
|
||||
+
|
||||
Sailor: You are trained in tasks related to sailing and trained in the geography of islands and coastlines. Enabler.
|
||||
|
||||
Salvage and Comfort (2 Intellect points): You're familiar with open space. If you spend an hour using your spacecraft's
|
||||
@@ -14195,6 +14412,12 @@
|
||||
Share Defense: If your training in a defense task is greater than that of an ally within short range, your advice and
|
||||
insight allow them to substitute your training for that defense task. Enabler.
|
||||
|
||||
+Share Memory (3 Intellect points): You share a memory of your choice with a willing creature you touch. The length of
|
||||
+the shared memory can be no longer than about five minutes, but you can summarize longer memories (such as how you met,
|
||||
+courted, and married your partner) with a "montage" that covers the most important details and underlying sentiment. The
|
||||
+target experiences the memory as an instantaneous vision, and is aware that it is your memory rather than their own
|
||||
+memory or experience. The memory is as vivid and accurate as you personally remember it. Action.
|
||||
+
|
||||
Share the Power: When you use Drain Creature or Drain Machine to drain energy, you can transfer it to another creature,
|
||||
restoring points to their Might or Speed Pools (or health for an NPC) instead of yourself. You can spend points from
|
||||
your Siphon Pool (from the Store Energy ability) in the same way. You must touch the creature you want to heal, unless
|
||||
@@ -14367,6 +14590,45 @@
|
||||
deception is at work, you should know whether you can affect a creature before you attempt to use this ability on it.
|
||||
Aliens, extradimensional entities, very intelligent creatures, and robots never count. Action.
|
||||
|
||||
+Soul Familiar: You have a soul familiar who accompanies you and follows your instructions. Your soul and their soul are
|
||||
+interconnected (or the familiar might actually be a physical manifestation of your soul). The familiar loves and cares
|
||||
+for you like the best combination of a pet and a close friend.
|
||||
+
|
||||
+The familiar is no larger than a large cat (about 20 pounds, or 9 kg); a typical soul familiar looks like a bird, cat,
|
||||
+rat, lizard, snake, or toad, but more unusual forms (such as a tiny demon, dragon, elemental, fey creature, or floating
|
||||
+skull) are also possible. You and the GM must work out the details of your familiar, and you'll probably make rolls for
|
||||
+them in combat or when they take actions. The familiar acts on your turn. Their movement is based on their creature type
|
||||
+(avian, swimmer, and so on).
|
||||
+
|
||||
+You and your familiar can communicate telepathically within long range, or empathically within very long range. Beyond
|
||||
+this range, you can only sense each other's general level of well-being.
|
||||
+
|
||||
+Your familiar's presence within short range counts as an asset for magical tasks that require at least one minute to
|
||||
+activate or maintain.
|
||||
+
|
||||
+If your familiar is within an immediate distance of you, you can roll any defense task for them, gaining the benefit of
|
||||
+your skills, assets, and Effort (the familiar's Speed defense tasks are eased by two steps due to their size). While
|
||||
+within this distance, your familiar also gains the benefit of any ongoing spell you cast on yourself (for example, if
|
||||
+you cast a spell on yourself that lets you breathe water, your familiar can breathe water).
|
||||
+
|
||||
+Foes can use your soul familiar's connection to you against you. If a foe is holding or restraining your familiar (or
|
||||
+touching it while it is held or restrained by another creature or a device, such as manacles or a cage), the foe's
|
||||
+attacks and defenses against you are eased.
|
||||
+
|
||||
+If an attack against your familiar would reduce their health to 0, you can magically intervene so their health is
|
||||
+instead reduced to 1 and you move one step down the damage track. If your familiar dies, you move one step down the
|
||||
+damage track. If you die, your familiar instantly dies.
|
||||
+
|
||||
+You can replace a dead familiar (or revive them, if you have their remains) by performing a magical ritual that takes
|
||||
+1d6 days.
|
||||
+
|
||||
+Enabler.
|
||||
+
|
||||
+Soul familiar: level 2, Speed defense as level 4 due to size
|
||||
+
|
||||
+A soul familiar with an animal form looks like a normal animal—there's nothing obvious about them to indicate they're
|
||||
+anything other than what they appear to be.
|
||||
+
|
||||
Soul Interrogation (5 Intellect points): You determine the weaknesses, vulnerabilities, qualities, and mannerisms of a
|
||||
single creature within long range. The GM should reveal the creature's level, basic abilities, and obvious weaknesses
|
||||
(if any). All actions you attempt that affect that creature—attack, defense, interaction, and so on—are eased for a few
|
||||
@@ -14404,6 +14666,12 @@
|
||||
|
||||
Specialized Throwing: You are specialized in attacks with all weapons that you throw. Enabler.
|
||||
|
||||
+Spectral Servant (2 Intellect points): You conjure a spectral servant, a semi-real magical construct that resembles the
|
||||
+vague nonthreatening outline of a person. It is more of an extension of your will than a separate being, and it
|
||||
+automatically assists you in simple tasks like bringing drinks to houseguests and dealing with chores. It cannot attack
|
||||
+or defend, and it vanishes if you are ever more than a short distance from it. The servant lasts for one hour before
|
||||
+disappearing. Action.
|
||||
+
|
||||
Speed Burst (4 Speed points): You can take two separate actions in this round. In the following round, all actions are
|
||||
hindered. You cannot use this ability two rounds in a row. Enabler.
|
||||
|
||||
@@ -14411,6 +14679,16 @@
|
||||
range who is able to understand you. When they make a recovery roll, they must spend only half the normal amount of time
|
||||
required to do so (minimum one action). Action.
|
||||
|
||||
+Spellpay (1 Intellect point): You initiate a transaction with another person or business cashier within short range,
|
||||
+giving them an amount of money that you specify. The currency comes from cash in your possession, money in your account,
|
||||
+or a mix of both; the recipient receives this money in the same form as it came from you. For example, if you send
|
||||
+someone \$150, \$50 of which is cash in your wallet and \$100 of which comes from your bank account, they suddenly have
|
||||
+\$50 cash on hand and \$100 in their bank account. Instead of a transaction between two people, you can instead use this
|
||||
+ability to access your account, withdrawing or depositing cash as if using a teller machine. Action.
|
||||
+
|
||||
+Spellpay can access any monetary account you use, such as a checking or savings account through a bank or credit union,
|
||||
+or a mobile payment service such as Apple Pay, PayPal, or Venmo
|
||||
+
|
||||
Spin Attack (5+ Speed points): You stand still and make attacks against up to five foes, all as part of the same action
|
||||
in one round. All of the attacks have to be the same sort of attack (melee or ranged). Make a separate attack roll for
|
||||
each foe. You remain limited by the amount of Effort you can apply on one action. Anything that modifies your attack or
|
||||
@@ -14459,6 +14737,12 @@
|
||||
Spring Away (5 Speed points): Whenever you succeed on a Speed defense roll, you can immediately move up to a short
|
||||
distance. You cannot use this ability more than once in a given round. Enabler.
|
||||
|
||||
+Spring Cleaning (3+ Intellect points): You choose a short area, such as a typical room in a house, two rooms in a small
|
||||
+apartment, or two automobiles. Over the next few minutes, the area is thoroughly cleaned—floors are swept, vacuumed, or
|
||||
+mopped; surfaces like countertops and sinks are wiped down with a gentle soap and disinfectant; and so on. In addition
|
||||
+to the normal options for using Effort, you can use Effort to increase the area or clean more quickly; each level of
|
||||
+Effort affects an additional short area or reduces the cleaning time from minutes to rounds. Action.
|
||||
+
|
||||
Sprint and Grab (2 Speed points): You can run a short distance and make a melee attack to grab a foe of your size or
|
||||
smaller. A successful attack means you grab the foe and bring it to a halt if it was moving (this can be treated as a
|
||||
tackle, if appropriate). Action.
|
||||
@@ -14480,6 +14764,12 @@
|
||||
moving or acting for one minute, as if frozen solid. You must be able to see the target, and it must be within short
|
||||
range. While in stasis, the target is impervious to harm, cannot be moved, and is immune to all effects. Action.
|
||||
|
||||
+Statue Stasis (3 Intellect points): You transform into a lifelike bronze or stone statue of yourself for a specific
|
||||
+period of time (one minute, one hour, ten hours, or twenty-four hours). When in statue form, you are in stasis; you
|
||||
+don't age, can take no actions (other than making recovery rolls while you "sleep"), and gain +10 to Armor against all
|
||||
+forms of damage, including damage not normally affected by Armor. If you take enough damage to get through your armor,
|
||||
+the stasis effect immediately ends. Action.
|
||||
+
|
||||
Stay the Course (5 Intellect points): When your companions are flagging, you can help inspire them with a well-timed
|
||||
word or two. Any ally (except you) within immediate range can make a recovery roll that is not an action and does not
|
||||
count toward their daily limit. Action.
|
||||
@@ -15022,6 +15312,11 @@
|
||||
you can use it only on a willing or helpless creature. If the creature takes enough damage to knock it unconscious or
|
||||
kill it, it crumbles into ash, dust, or some other inert material. Action to initiate.
|
||||
|
||||
+Unstealable Charm (3+ Intellect points): An object you are holding, touching, or wearing becomes more difficult to
|
||||
+steal; attempts to remove it from your person without your knowledge or permission are hindered. In addition to the
|
||||
+normal options for using Effort, you can apply Effort to hinder such attempts by an additional step. The charm lasts for
|
||||
+twenty-four hours. Action.
|
||||
+
|
||||
Untouchable (6 Intellect points): You change your phase state for the next minute so that you can't affect or be
|
||||
affected by normal matter or energy. Only mental attacks and special transdimensional energies, devices, or abilities
|
||||
can affect you, but likewise you can't attack, touch, or otherwise affect anything. Action to initiate.
|
||||
@@ -40446,10 +40741,7 @@
|
||||
|
||||
Tier 1:
|
||||
|
||||
-Background Music (1+ Intellect points): You create quiet background music in a short area, loud enough to be heard in a
|
||||
-room with normal conversation, but not so loud to be distracting or overwhelming. The music repeats through up to ten
|
||||
-songs you know, lasting up to an hour. In addition to the normal options for using Effort, you can use Effort to
|
||||
-increase the duration; each level of Effort adds one hour to the play time and five songs to the playlist. Action.
|
||||
+Background Music
|
||||
|
||||
Fast Talk
|
||||
|
||||
@@ -40514,64 +40806,19 @@
|
||||
|
||||
Advice From A Friend
|
||||
|
||||
-Check Status (0+ Intellect points): You can telepathically reach out to up to ten creatures known to you, no matter
|
||||
-where they are. The individual creatures must be willing and able to communicate. You immediately know their current
|
||||
-status—eating, driving, sleeping, angry, injured, fine, great, frightened, worried, and so on, generally in the form of
|
||||
-a short sentence or a few words.
|
||||
-
|
||||
-These creatures don't have to share anything they don't want to, including acknowledging that you checked on them, but
|
||||
-they can't lie through this connection. For example, one person might let you know that they're upset, but that doesn't
|
||||
-mean you know why (they're dealing with a recent breakup) or what they're doing about it (drinking to cope).
|
||||
-
|
||||
-You automatically succeed at using this ability; no roll is required. Only you receive the status information. Other
|
||||
-people affected by the spell do not get a sense of each other's statuses, nor do they know who else you're checking on.
|
||||
-
|
||||
-If you spend 5 Intellect points, you can check on twenty creatures at once, and for every 1 Intellect point you spend
|
||||
-above that, you can check on an additional ten creatures. Action.
|
||||
-
|
||||
-Comfort and Encouragement (2+ Intellect points): You speak to a non-hostile creature within short range, telling them
|
||||
-exactly what they need to hear to have a better day. You don't know what these words are until you say them, but you
|
||||
-know they will help the creature's attitude. If the creature spends a round or two thinking about what you said, they
|
||||
-gain an asset on one task of their choosing within one hour. Alternatively, if the creature has an ongoing penalty to
|
||||
-tasks (such as having a hangover, sadness from a recent fight with their romantic partner, an injury, or a stressful
|
||||
-situation at work), they can ignore that penalty for the next hour. In addition to the normal options for using Effort,
|
||||
-you can use Effort to affect more creatures; each level of Effort affects one additional creature. Action to initiate;
|
||||
-up to one minute to complete.
|
||||
+Check Status
|
||||
|
||||
-Gift of Appeasement (2+ Intellect points): You conjure a trifle that can fit in one hand and will please a creature
|
||||
-within immediate range. The object is impractical and inexpensive, but delightful to the creature. Examples include
|
||||
-their favorite kind of cookie, a small crafted coffee beverage, or a paper origami of their favorite animal. You don't
|
||||
-know what the spell will create, but you know it will please them if you give it as a gift. If the creature spends one
|
||||
-minute appreciating the object (such as eating the cookie, drinking the coffee, or examining the origami), they gain an
|
||||
-asset on one task of their choosing within one hour.
|
||||
+Comfort and Encouragement
|
||||
|
||||
-In addition to the normal options for using Effort, you can use Effort to affect more creatures; each level of Effort
|
||||
-affects one additional creature. Action per target to initiate.
|
||||
+Gift of Appeasment
|
||||
|
||||
Tier 2:
|
||||
|
||||
-Emotional Support Pet (3+ Intellect points): You conjure an adorable animal that most people find irresistibly cute,
|
||||
-such as a puppy, kitten, or bunny, who is outgoing and friendly and otherwise acts according to its nature. Anyone in
|
||||
-short range who can see the animal eases their defense tasks against negative feelings (such as anger, fear, sadness,
|
||||
-and worry) for the next hour. Anyone who pets, cuddles, or plays with this animal for at least a round or two (up to
|
||||
-four people can do so at once) feels happier for the next hour and adds +1 to any recovery rolls they make during that
|
||||
-time. At the end of the spell, the conjured animal curls up, falls asleep, and disappears in a puff of smoke. If the
|
||||
-animal is harmed in any way, anyone who saw it happen eases all rolls against the creature responsible for the harm. In
|
||||
-addition to the normal options for using Effort, you can conjure three additional animals for each level of Effort you
|
||||
-apply to this ability. Action.
|
||||
-
|
||||
-Adorable Animal: level 1, positive social interactions as level 3
|
||||
-
|
||||
Fetch
|
||||
|
||||
-Safe Sex (2 Intellect points): One creature you touch can have sexual encounters with no chance of causing pregnancy or
|
||||
-transmitting an STI. This protection lasts for ten hours. Action.
|
||||
+Safe Sex
|
||||
|
||||
-Spectral Servant (2 Intellect points): You conjure a spectral servant, a semi-real magical construct that resembles the
|
||||
-vague nonthreatening outline of a person. It is more of an extension of your will than a separate being, and it
|
||||
-automatically assists you in simple tasks like bringing drinks to houseguests and dealing with chores. It cannot attack
|
||||
-or defend, and it vanishes if you are ever more than a short distance from it. The servant lasts for one hour before
|
||||
-disappearing. Action.
|
||||
+Spectral Servant
|
||||
|
||||
Telepathic
|
||||
|
||||
@@ -40579,19 +40826,9 @@
|
||||
|
||||
Informer
|
||||
|
||||
-Laundry Day (3+ Intellect points): You select two batches of laundry within immediate range, each large enough for a
|
||||
-typical washing machine or dryer. The laundry agitates and spins in midair for a minute, becoming clean and dry as it
|
||||
-does so, after which it sorts and stacks itself into neat piles or, if you know where it belongs and that's within short
|
||||
-range, putting itself away. Particularly dirty clothes automatically take a few extra minutes to finish cleaning and
|
||||
-drying. The spell doesn't harm delicate items or clothing that needs special care (such as dry cleaning or low
|
||||
-temperature). In addition to the normal options for using Effort, you can use Effort to affect more batches of laundry;
|
||||
-each level of Effort affects two additional batches. Action to initiate; one minute to complete.
|
||||
+Laundry Day
|
||||
|
||||
-Spring Cleaning (3+ Intellect points): You choose a short area, such as a typical room in a house, two rooms in a small
|
||||
-apartment, or two automobiles. Over the next few minutes, the area is thoroughly cleaned—floors are swept, vacuumed, or
|
||||
-mopped; surfaces like countertops and sinks are wiped down with a gentle soap and disinfectant; and so on. In addition
|
||||
-to the normal options for using Effort, you can use Effort to increase the area or clean more quickly; each level of
|
||||
-Effort affects an additional short area or reduces the cleaning time from minutes to rounds. Action.
|
||||
+Spring Cleaning
|
||||
|
||||
Tier 4:
|
||||
|
||||
@@ -40630,12 +40867,7 @@
|
||||
|
||||
Tier 2:
|
||||
|
||||
-Diagnose Device (2 Intellect points): You ease by two steps the task to diagnose what's wrong with a human-made
|
||||
-electronic or mechanical device or system (such as a computer, clothes dryer, or toilet) that is damaged,
|
||||
-malfunctioning, or broken. You must touch the device to diagnose it. Typically a successful roll means that you learn
|
||||
-the main problem and its cause. For example, you could learn that a bricked phone is infected with malware, a pipe is
|
||||
-clogged with "flushable" wipes, or a rattling engine needs motor oil. This ability is unreliable at best when used on
|
||||
-alien, high-technology, or other mysterious devices. Action.
|
||||
+Diagnose Device
|
||||
|
||||
Mind Reading
|
||||
|
||||
@@ -40651,15 +40883,7 @@
|
||||
|
||||
Device Insight
|
||||
|
||||
-Question Past Self (4+ Intellect points): You reach into the past up to a week and mentally ask your past self one or
|
||||
-two questions about something you knew or observed at the chosen time. For example, if you've forgotten an important
|
||||
-phone number or can't remember if a particular person was in a meeting, you can ask your past self about it while it's
|
||||
-still fresh in your past self 's memory. Your past self doesn't perceive this as an intrusive voice—it just seems like
|
||||
-an unexpected moment of reflection about the questions your present self asks. This doesn't allow you to remember things
|
||||
-your past self didn't actually know at the time, but it can sometimes help your present self (in the form of an asset)
|
||||
-learn more about or realize something your past self wasn't really paying attention to at the time (such as seeing part
|
||||
-of a password or noting whether there was a red delivery truck nearby). For each level of Effort you apply to this
|
||||
-ability, you can reach an additional week further into the past. Action.
|
||||
+Question Past Self
|
||||
|
||||
Retrieve Memories
|
||||
|
||||
@@ -40694,43 +40918,15 @@
|
||||
|
||||
Cantrips (choose any four)
|
||||
|
||||
-Annoy Electronics (1 Intellect point): You interfere with the operations of an electronic device. The device must be
|
||||
-within short range and you must be able to see it. Your interference is limited to things you could do in a few seconds
|
||||
-if you were directly using the device. For example, you could make a person's phone start playing a loud video, type one
|
||||
-or two commands on a computer's keyboard, hit a bunch of buttons in an elevator, or change the station or volume on a
|
||||
-television screen. You must succeed at an Intellect-based task against the device or its bearer (whichever level is
|
||||
-higher). If you have never interacted with the particular device before, the task is hindered by two steps. Action.
|
||||
-
|
||||
-Arcanaphone (2 Intellect points): You make use of your cellular service to start a telephone call or use text messaging,
|
||||
-lasting up to ten minutes. To anyone watching you, you look like you're in "hands free" mode. In all respects, this
|
||||
-works as if you were carrying your device with you and using it directly (meaning the network notes your current
|
||||
-location as if you were carrying your phone, and you may not have coverage in some areas). The first time you use this
|
||||
-ability with your mobile service, you must contact their customer service department to authorize the magic (taking ten
|
||||
-to sixty minutes), as if it were a new device. You can't use this ability if you don't have a cellular account. Action
|
||||
-to initiate.
|
||||
-
|
||||
-In modern fantasy settings where most people don't know about magic, connecting your spell to your cellular service
|
||||
-probably requires a lot of strange answers and lies about the "device" you're trying to add to your account.
|
||||
+Annoy Electronics
|
||||
|
||||
-Enhance Athletics (2 Intellect points): You enhance the ability of one creature to perform certain athletic sports
|
||||
-tasks. The creature must be within long range and visible to you. For the next minute, the creature can apply one free
|
||||
-level of Effort to any one task to catch, hit, kick, or throw an object, or to any one climbing, jumping, or running
|
||||
-task. Once this free level of Effort is used, the magic ends. Action.
|
||||
+Arcanaphone
|
||||
|
||||
-Mage Clock: You can mentally connect to a universal magical clock, allowing you to know the local time, down to a tenth
|
||||
-of a second. You can have up to three magical timers at once, each of which sounds a mental alarm after an amount of
|
||||
-time you specify or at a specific time (such as nine minutes from now, three hours from now, or 8 o'clock in the
|
||||
-morning). Action.
|
||||
+Enhance Athletics
|
||||
|
||||
-Spellpay (1 Intellect point): You initiate a transaction with another person or business cashier within short range,
|
||||
-giving them an amount of money that you specify. The currency comes from cash in your possession, money in your account,
|
||||
-or a mix of both; the recipient receives this money in the same form as it came from you. For example, if you send
|
||||
-someone \$150, \$50 of which is cash in your wallet and \$100 of which comes from your bank account, they suddenly have
|
||||
-\$50 cash on hand and \$100 in their bank account. Instead of a transaction between two people, you can instead use this
|
||||
-ability to access your account, withdrawing or depositing cash as if using a teller machine. Action.
|
||||
+Mage Clock
|
||||
|
||||
-Spellpay can access any monetary account you use, such as a checking or savings account through a bank or credit union,
|
||||
-or a mobile payment service such as Apple Pay, PayPal, or Venmo
|
||||
+Spellpay
|
||||
|
||||
Ward
|
||||
|
||||
@@ -40738,37 +40934,21 @@
|
||||
|
||||
Charm Machine
|
||||
|
||||
-Dispel Magic (2+ Intellect points): Choose one magical effect within long range. An effect of up to level 3 ends if you
|
||||
-succeed on an Intellect-based attack roll against the level of the effect, or against the level of the creature or
|
||||
-object the magical effect affects, whichever is higher. In addition to the normal options for using Effort, you can
|
||||
-apply Effort to increase the level of the effect that can potentially be dispelled. Action.
|
||||
+Dispel Magic
|
||||
|
||||
-Gun Jammer (2+ Intellect points): You can interfere with a firearm so the next time it is used, it jams or misfires. The
|
||||
-weapon must be within short range and you must be able to see it. Make an Intellect-based attack against the weapon or
|
||||
-its bearer (whichever level is higher). If you succeed, the next attack with the firearm fails, and the weapon won't
|
||||
-fire until someone uses an action to correct the problem. If you activate this ability when it isn't your turn, your
|
||||
-attack against the weapon is hindered. In addition to the normal options for using Effort, you can use Effort to affect
|
||||
-more firearms; each level of Effort affects one additional target. Action or enabler.
|
||||
+Gun Jammer
|
||||
|
||||
-Magical Power Current (2+ Intellect points): You provide electricity to a device that runs on standard house current,
|
||||
-such as a laptop computer, circular saw, or microwave oven, allowing it to function as if plugged in for one hour. The
|
||||
-cost is 2 Intellect points plus 1 point per level of the device. Action.
|
||||
+Magical Power Current
|
||||
|
||||
Safe Fall
|
||||
|
||||
-Safe Sex (2 Intellect points): One creature you touch can have sexual encounters with no chance of causing pregnancy or
|
||||
-transmitting an STI. This protection lasts for ten hours. Action.
|
||||
+Safe Sex
|
||||
|
||||
Third Eye
|
||||
|
||||
Tier 3:
|
||||
|
||||
-Diagnose Device (2 Intellect points): You ease by two steps the task to diagnose what's wrong with a human-made
|
||||
-electronic or mechanical device or system (such as a computer, clothes dryer, or toilet) that is damaged,
|
||||
-malfunctioning, or broken. You must touch the device to diagnose it. Typically a successful roll means that you learn
|
||||
-the main problem and its cause. For example, you could learn that a bricked phone is infected with malware, a pipe is
|
||||
-clogged with "flushable" wipes, or a rattling engine needs motor oil. This ability is unreliable at best when used on
|
||||
-alien, high-technology, or other mysterious devices. Action.
|
||||
+Diagnose Device
|
||||
|
||||
Network Tap
|
||||
|
||||
@@ -40776,12 +40956,7 @@
|
||||
|
||||
Tier 4:
|
||||
|
||||
-Repair Machine (3+ Intellect points): You automatically repair one broken device of up to level 4 that you touch,
|
||||
-restoring it to full working condition. This ability works only if at least 80 percent of the original device is still
|
||||
-on hand. The device may still need fuel, oil, or other substances that aid its operation but are not part of the
|
||||
-electronics or mechanism. This ability only reliably works on human-crafted devices and tends to fail when used on
|
||||
-alien, high-technology, or otherwise mysterious machines. In addition to the normal options for using Effort, you can
|
||||
-use Effort to increase the target level that can be affected by 1. Action.
|
||||
+Repair Machine
|
||||
|
||||
Soothe the Savage
|
||||
|
||||
@@ -40812,8 +40987,7 @@
|
||||
|
||||
Tier 2:
|
||||
|
||||
-Safe Sex (2 Intellect points): One creature you touch can have sexual encounters with no chance of causing pregnancy or
|
||||
-transmitting an STI. This protection lasts for ten hours. Action.
|
||||
+Safe Sex
|
||||
|
||||
Trained Without Armor
|
||||
|
||||
@@ -40825,10 +40999,7 @@
|
||||
|
||||
Force Field Barrier
|
||||
|
||||
-Unstealable Charm (3+ Intellect points): An object you are holding, touching, or wearing becomes more difficult to
|
||||
-steal; attempts to remove it from your person without your knowledge or permission are hindered. In addition to the
|
||||
-normal options for using Effort, you can apply Effort to hinder such attempts by an additional step. The charm lasts for
|
||||
-twenty-four hours. Action.
|
||||
+Unstealable Charm
|
||||
|
||||
Tier 4:
|
||||
|
||||
@@ -43216,12 +43387,7 @@
|
||||
|
||||
Tier 2:
|
||||
|
||||
-Gun Jammer (2+ Intellect points): You can interfere with a firearm so the next time it is used, it jams or misfires. The
|
||||
-weapon must be within short range and you must be able to see it. Make an Intellect-based attack against the weapon or
|
||||
-its bearer (whichever level is higher). If you succeed, the next attack with the firearm fails, and the weapon won't
|
||||
-fire until someone uses an action to correct the problem. If you activate this ability when it isn't your turn, your
|
||||
-attack against the weapon is hindered. In addition to the normal options for using Effort, you can use Effort to affect
|
||||
-more firearms; each level of Effort affects one additional target. Action or enabler.
|
||||
+Gun Jammer
|
||||
|
||||
Tier 3:
|
||||
|
||||
@@ -43891,151 +44057,6 @@
|
||||
|
||||
Word of Death
|
||||
|
||||
-### NEW ABILITIES (MODERN MAGIC)
|
||||
-
|
||||
-Access the Broadcast (2+ Intellect points): You create a flat rectangular illusory "screen" within immediate range that
|
||||
-can display any broadcast television signal in your area (similar to using a television with an antenna) or any video
|
||||
-streams in the area (similar to tapping into a wireless network). The screen is anywhere from 1 to 3 feet (30 cm to 1 m)
|
||||
-across, includes stereo sound, and lasts for one hour. As an action, you can change the channel, the volume, or both.
|
||||
-The effect ends if you are more than a short distance away from the screen. For each level of Effort you apply to this
|
||||
-ability, you can increase the width of the screen by up to 3 feet (1 m). Action.
|
||||
-
|
||||
-Wireless networks hosting video streams are usually locked or encrypted, which requires you to succeed on an
|
||||
-Intellect-based attack roll against the network's level (typically level 4) to watch them.
|
||||
-
|
||||
-Background Music (1+ Intellect points): You create quiet background music in a short area, loud enough to be heard in a
|
||||
-room with normal conversation, but not so loud to be distracting or overwhelming. The music repeats through up to ten
|
||||
-songs you know, lasting up to an hour. In addition to the normal options for using Effort, you can use Effort to
|
||||
-increase the duration; each level of Effort adds one hour to the play time and five songs to the playlist. Action.
|
||||
-
|
||||
-Blackout (3 Intellect points): You issue a disruptive ripple of energy within short range, creating an area where the
|
||||
-electrical power grid fails. All devices relying on being plugged into the grid stop working. Battery‑powered devices
|
||||
-still work. Any standby generator connected in this area functions normally, activating emergency power within a few
|
||||
-rounds. The blackout otherwise lasts for one minute. Action.
|
||||
-
|
||||
-Blood Magician: When you wish it, you can use points from your Might Pool rather than your Intellect Pool to activate a
|
||||
-magical ability (including applying Effort to that ability). If you use your Might Pool this way, you use your Might
|
||||
-Edge instead of your Intellect Edge. Enabler.
|
||||
-
|
||||
-Bound Magic Familiar: You have a magic familiar bound to you through a magical mark on your body (a tattoo, rune, scar,
|
||||
-or something as mundane as a freckle or mole). Normally, the familiar remains sleeping in its spiritual form. When you
|
||||
-use an action to manifest them, they appear next to you as a creature with a specific form (such as a cat, hawk,
|
||||
-homunculus, tiny dragon, or other suitable magical creature) and can communicate with you telepathically. The familiar
|
||||
-is friendly toward you but has its own personality determined by the GM. The familiar can remain physically manifested
|
||||
-for up to one hour, after which they return to their sleeping spiritual form and cannot manifest again until after your
|
||||
-next ten-hour recovery roll. While manifested, they accompany you and follow your instructions. The familiar must remain
|
||||
-within an immediate distance of you; if they move farther away, they are yanked back into their magical mark at the end
|
||||
-of your following turn and cannot return until after your next ten-hour recovery roll. The familiar doesn't make
|
||||
-attacks, but they can use their action to grant you an asset for any one attack you make on your turn. Otherwise, they
|
||||
-can take actions on their own (though you'll likely roll for them). If the familiar is reduced to 0 health, they
|
||||
-dissipate into their spiritual form and cannot manifest again until 1d6 + 2 days have passed. Action to manifest the
|
||||
-familiar.
|
||||
-
|
||||
-Magic familiar: level 3, Speed defense as level 5 due to size, one knowledge skill as level 4
|
||||
-
|
||||
-Critter Telekinesis (1 Intellect point): You. telekinetically move a small creature (no larger than a medium dog) an
|
||||
-immediate distance in any direction you wish. You must be able to see the creature, which must be your size or smaller,
|
||||
-must not be affixed to anything, and must be within short range. The creature safely arrives at your chosen location
|
||||
-without any residual force. If the creature knows you and you have a free hand, you can automatically grab the creature
|
||||
-as part of the action of using this ability. This ability lacks the fine control to move anything with much speed, so in
|
||||
-most situations, it's used to reposition an animal (such as a pet) out of a dangerous or inconvenient location. For
|
||||
-example, you could safely pull a scared cat out from under a bed, retrieve a puppy from a storm drain, or relocate a
|
||||
-wild bird that got inside your house. Action.
|
||||
-
|
||||
-Facsimile of Life (3 Intellect points): You give an object limited mobility, awareness, and intellect, allowing it to
|
||||
-move about as if it were a small pet. The object must be within immediate distance and no larger than half your size.
|
||||
-When animated, the object can perform tasks for you as if it were a level 1 creature, but otherwise is treated as an
|
||||
-object of its level (for example, it uses the object damage track instead of health). The animation lasts for an hour or
|
||||
-until you and it are at least a long distance apart, at which time the object becomes inert again. Action.
|
||||
-
|
||||
-Ghost Car (4+ Intellect points): You create a level 3 ghostly-looking car that can carry two people and a small amount
|
||||
-of luggage. You or a creature you designate can drive the car as normal. For each level of Effort you apply to this
|
||||
-ability, it can carry two additional passengers and its level increases by 1. The car lasts for an hour, after which it
|
||||
-vanishes. Action.
|
||||
-
|
||||
-Hush (1+ Intellect point): You create a transparent bubble within short range that muffles very loud sounds within it,
|
||||
-such as alarms, sirens, leaf blowers, and crying babies. The bubble is about 3 feet (1 m) across and any noise from
|
||||
-within it comes out no louder than a normal speaking voice. The bubble lasts for one minute and moves with the target.
|
||||
-In addition to the normal options for using Effort, you can use Effort to increase the duration; one level of Effort
|
||||
-increases the duration to ten minutes, two levels increases it to an hour, and three levels increases it to ten hours.
|
||||
-Action.
|
||||
-
|
||||
-Magnification (1+ Intellect point): You create a rectangular frame, visible only to you, that doubles the magnification
|
||||
-of whatever you see through it. The frame defaults to hovering in front of your face about an arm's length away, but you
|
||||
-can use your action to move it up, down, or to either side. The frame lasts for ten minutes and grants an asset on
|
||||
-perception tasks at range. For each level of Effort you apply to this ability, you can increase the magnification by
|
||||
-another increment (×3 for one level of Effort, ×4 for two levels of Effort, and so on). Action.
|
||||
-
|
||||
-Network Dead Zone (3 Intellect points): You interfere with radio signals, such as Bluetooth, wifi, cell phone service,
|
||||
-AM/FM radio, ham radio, and walkie-talkies. Choose a short area within immediate range; all such transmissions into or
|
||||
-out of that area are blocked due to a combination of interference and lack of reception. This lasts for one minute.
|
||||
-Action.
|
||||
-
|
||||
-Powerful radio sources, such as a radio station transmitter or a telecommunication satellite, may be able to punch
|
||||
-through a Network Dead Zone spell.
|
||||
-
|
||||
-Paralyzing Touch (4+ Intellect points): You gather necromantic energy in your fingertip and touch a creature. A target
|
||||
-of level 3 or lower is paralyzed and helpless for an hour. Each level of Effort applied increases the level cap of the
|
||||
-target by 1. Action.
|
||||
-
|
||||
-Remote Slap (3 Intellect points): You use an active telephone, cellular, internet, or closed-circuit video connection to
|
||||
-slap a creature. The target must be actively using a device making use of this connection, such as being on the other
|
||||
-end of a phone call or text message, browsing the same social media website or app you're using, or monitoring a
|
||||
-closed-circuit camera that is recording you. Make an Intellect-based attack against the creature; success means the
|
||||
-creature takes 1 point of damage, as if they had been telekinetically slapped in the face by the device they're using.
|
||||
-Each additional remote slap against that creature is hindered by an additional step (resetting after one hour). Action.
|
||||
-
|
||||
-Share Memory (3 Intellect points): You share a memory of your choice with a willing creature you touch. The length of
|
||||
-the shared memory can be no longer than about five minutes, but you can summarize longer memories (such as how you met,
|
||||
-courted, and married your partner) with a "montage" that covers the most important details and underlying sentiment. The
|
||||
-target experiences the memory as an instantaneous vision, and is aware that it is your memory rather than their own
|
||||
-memory or experience. The memory is as vivid and accurate as you personally remember it. Action.
|
||||
-
|
||||
-Soul Familiar: You have a soul familiar who accompanies you and follows your instructions. Your soul and their soul are
|
||||
-interconnected (or the familiar might actually be a physical manifestation of your soul). The familiar loves and cares
|
||||
-for you like the best combination of a pet and a close friend.
|
||||
-
|
||||
-The familiar is no larger than a large cat (about 20 pounds, or 9 kg); a typical soul familiar looks like a bird, cat,
|
||||
-rat, lizard, snake, or toad, but more unusual forms (such as a tiny demon, dragon, elemental, fey creature, or floating
|
||||
-skull) are also possible. You and the GM must work out the details of your familiar, and you'll probably make rolls for
|
||||
-them in combat or when they take actions. The familiar acts on your turn. Their movement is based on their creature type
|
||||
-(avian, swimmer, and so on).
|
||||
-
|
||||
-You and your familiar can communicate telepathically within long range, or empathically within very long range. Beyond
|
||||
-this range, you can only sense each other's general level of well-being.
|
||||
-
|
||||
-Your familiar's presence within short range counts as an asset for magical tasks that require at least one minute to
|
||||
-activate or maintain.
|
||||
-
|
||||
-If your familiar is within an immediate distance of you, you can roll any defense task for them, gaining the benefit of
|
||||
-your skills, assets, and Effort (the familiar's Speed defense tasks are eased by two steps due to their size). While
|
||||
-within this distance, your familiar also gains the benefit of any ongoing spell you cast on yourself (for example, if
|
||||
-you cast a spell on yourself that lets you breathe water, your familiar can breathe water).
|
||||
-
|
||||
-Foes can use your soul familiar's connection to you against you. If a foe is holding or restraining your familiar (or
|
||||
-touching it while it is held or restrained by another creature or a device, such as manacles or a cage), the foe's
|
||||
-attacks and defenses against you are eased.
|
||||
-
|
||||
-If an attack against your familiar would reduce their health to 0, you can magically intervene so their health is
|
||||
-instead reduced to 1 and you move one step down the damage track. If your familiar dies, you move one step down the
|
||||
-damage track. If you die, your familiar instantly dies.
|
||||
-
|
||||
-You can replace a dead familiar (or revive them, if you have their remains) by performing a magical ritual that takes
|
||||
-1d6 days.
|
||||
-
|
||||
-Enabler.
|
||||
-
|
||||
-Soul familiar: level 2, Speed defense as level 4 due to size
|
||||
-
|
||||
-A soul familiar with an animal form looks like a normal animal—there's nothing obvious about them to indicate they're
|
||||
-anything other than what they appear to be.
|
||||
-
|
||||
-Statue Stasis (3 Intellect points): You transform into a lifelike bronze or stone statue of yourself for a specific
|
||||
-period of time (one minute, one hour, ten hours, or twenty-four hours). When in statue form, you are in stasis; you
|
||||
-don't age, can take no actions (other than making recovery rolls while you "sleep"), and gain +10 to Armor against all
|
||||
-forms of damage, including damage not normally affected by Armor. If you take enough damage to get through your armor,
|
||||
-the stasis effect immediately ends. Action.
|
||||
-
|
||||
## Creatures
|
||||
|
||||
This chapter describes many common and uncommon creatures that the characters might meet—and fight—in a Cypher System
|
||||
48
patches/base/029-remove-using-effort-after-rolling.patch
Normal file
48
patches/base/029-remove-using-effort-after-rolling.patch
Normal file
@@ -0,0 +1,48 @@
|
||||
--- _tmp/ccsrd.md 2025-07-20 20:12:28.187670489 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-07-20 20:12:24.140645201 -0500
|
||||
@@ -569,8 +569,6 @@
|
||||
|
||||
Optional Rules
|
||||
|
||||
-- [Using Effort After Rolling the Die](#optional-rule-using-effort-after-rolling-the-die) [(OG-CSRD)]{.og-ref
|
||||
- .og-ref-og}
|
||||
- [Using Other Pools to Pay Cost Remainders](#optional-rule-using-other-pools-to-pay-cost-remainders)
|
||||
[(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
|
||||
@@ -958,27 +956,6 @@
|
||||
However, abilities like [Mind for Might](#ability-mind-for-might){.og-ability} and [Think Your Way
|
||||
Out](#ability-think-your-way-out){.og-ability} might feel a little less special when using this rule.
|
||||
|
||||
-###### Optional Rule: Using Effort After Rolling the Die[](#optional-rule-using-effort-after-rolling-the-die "Permalink"){.og-h-anchor aria-hidden="true"}
|
||||
-
|
||||
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-Some players hate to fail a roll. If players decide [roll the die](#rules-rolling-the-die), and then decide how many
|
||||
-levels of [Effort](#effort) after rolling, they will never never feel like Effort used was \"wasted\" because of a low
|
||||
-roll. However, this introduces new efficiency in [Pool](Pool) point expenditure, and might require the GM to find new
|
||||
-ways of challenging the PCs. Here are a two possible arrangements:
|
||||
-
|
||||
-- **Apply Effort After Rolling:** Before you [roll the die](#rules-rolling-the-die), decide how many levels of
|
||||
- [Effort](#effort) to apply to the task. After you roll the die and know the result, you can decide how each level
|
||||
- Effort used is applied, for example, easing the task to succeed, inflicting additional damage, or do something else
|
||||
- specified by a [special ability](#choose-abilities).
|
||||
-
|
||||
-- **Declare Effort After Rolling:** After you [roll the die](#rules-rolling-the-die) and know the result, you can
|
||||
- choose to use [Effort](#effort) on the task, for example, easing the task to succeed, inflicting additional damage,
|
||||
- or do something else specified by a [special ability](#choose-abilities). When using this option, the GM might
|
||||
- decide that a [special roll](#rules-special-rolls) of natural 20 doesn\'t decrease the point cost of the action to
|
||||
- 0.
|
||||
-:::
|
||||
-
|
||||
------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
#### Character Tiers[](#character-tiers "Permalink"){.og-h-anchor aria-hidden="true"}
|
||||
@@ -79333,8 +79310,6 @@
|
||||
- [Trading Damage for Effect](#optional-rule-trading-damage-for-effect) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Trading Success for GM Intrusion](#optional-rule-trading-success-for-gm-intrusion) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Ultimate Damage](#optional-rule-ultimate-damage) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
-- [Using Effort After Rolling the Die](#optional-rule-using-effort-after-rolling-the-die) [(OG-CSRD)]{.og-ref
|
||||
- .og-ref-og}
|
||||
- [Using Other Pools to Pay Cost Remainders](#optional-rule-using-other-pools-to-pay-cost-remainders)
|
||||
[(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Void Rules](#void-rules) [(SF, 35)]{.og-ref}
|
||||
156
patches/base/030-remove-creating-new-character-options.patch
Normal file
156
patches/base/030-remove-creating-new-character-options.patch
Normal file
@@ -0,0 +1,156 @@
|
||||
--- _tmp/ccsrd.md 2025-07-20 20:15:54.371958812 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-07-20 20:15:49.447928047 -0500
|
||||
@@ -579,7 +579,6 @@
|
||||
Related Sections
|
||||
|
||||
- [Character Advancement](#character-advancement) [(240)]{.og-ref}
|
||||
-- [Creating New Character Options](#creating-new-character-options) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
:::
|
||||
|
||||
[(Cypher System Rulebook, page 14)]{.og-ref}
|
||||
@@ -1300,13 +1299,11 @@
|
||||
|
||||
- [Fairy Tale](#fairy-tale-types) [(WAAMH, 64)]{.og-ref}
|
||||
- [Additional Types](#additional-types) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
-- [Creating New Character Options](#creating-new-character-options) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
|
||||
Related Sections
|
||||
|
||||
- [Flavor](#choose-flavor) [(34)]{.og-ref}
|
||||
- [Additional Types](#additional-types) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
-- [Creating New Character Options](#creating-new-character-options) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
:::
|
||||
|
||||
[(Cypher System Rulebook, page 20)]{.og-ref}
|
||||
@@ -2995,7 +2992,6 @@
|
||||
|
||||
- [Type](#choose-type) [(20)]{.og-ref}
|
||||
- [Additional Flavors](#additional-flavors) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
-- [Creating New Character Options](#creating-new-character-options) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
:::
|
||||
|
||||
[(Cypher System Rulebook, page 34)]{.og-ref}
|
||||
@@ -4021,7 +4017,6 @@
|
||||
Related Sections
|
||||
|
||||
- [Additional Descriptors](#additional-descriptors) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
-- [Creating New Character Options](#creating-new-character-options) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
:::
|
||||
|
||||
[(Cypher System Rulebook, page 38)]{.og-ref}
|
||||
@@ -6930,7 +6925,6 @@
|
||||
Related Sections
|
||||
|
||||
- [Additional Foci](#additional-foci) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
-- [Creating New Character Options](#creating-new-character-options) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
:::
|
||||
|
||||
[(Cypher System Rulebook, page 60)]{.og-ref}
|
||||
@@ -76008,7 +76002,6 @@
|
||||
- [Campaign Design Checklist](#campaign-design-checklist) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Creating Cyphers, Artifacts, and Abilities](#creating-cyphers-artifacts-and-abilities) [(OG-CSRD)]{.og-ref
|
||||
.og-ref-og}
|
||||
-- [Creating New Character Options](#creating-new-character-options) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Creating Creatures and NPCs](#creating-creatures-and-npcs) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Session Preparation](#session-preparation) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Teaching the Rules](#teaching-the-rules) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
@@ -78021,91 +78014,6 @@
|
||||
|
||||
------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
-#### Creating New Character Options[](#creating-new-character-options "Permalink"){.og-h-anchor aria-hidden="true"}
|
||||
-
|
||||
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-Creating new character options is fun and easy. Just like any game, it\'s a good idea to take something and modify it
|
||||
-first, or at least read around for the closest comparison.
|
||||
-
|
||||
-[Chapter 9: Abilities](#chapter-9-abilities) is an invaluable tool for creating new character options. When selecting an
|
||||
-ability, it\'s a good idea to see how common it is. If an ability only exists in one [focus](#choose-focus), it might
|
||||
-not be a good idea to combine it with other such abilities, since they were never intended for a PC to have both. Be
|
||||
-fearless, but use your judgement.
|
||||
-
|
||||
-##### Creating New Descriptors[](#creating-new-character-options-descriptors "Permalink"){.og-h-anchor aria-hidden="true"} {#creating-new-character-options-descriptors .og-h-small}
|
||||
-
|
||||
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-The section on [Customizing Descriptors](#customizing-descriptors) provides some guidance and a few recipes for
|
||||
-descriptors. It\'s okay to be a little more adventurous, as descriptors like [Clumsy](#descriptor-clumsy),
|
||||
-[Dishonorable](#descriptor-dishonorable), [Doomed](#descriptor-doomed).
|
||||
-
|
||||
-If you\'re interested in the idea of [Species as Descriptor](#species-as-descriptor), the
|
||||
-[Mutant](#post-apocalyptic-species-mutant) descriptor also provides recipes using the [mutations](#mutations) tables you
|
||||
-can employ.
|
||||
-
|
||||
-Alternatively, the [Modern Magic Descriptors](#modern-magic-descriptors) provide an interesting sort of
|
||||
-mini-[flavor](#choose-flavor) with a selection of appropriate low-tier abilities taken as [abilities](#choose-type).
|
||||
-
|
||||
-##### Creating New Types[](#creating-new-character-options-types "Permalink"){.og-h-anchor aria-hidden="true"} {#creating-new-character-options-types .og-h-small}
|
||||
-
|
||||
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-In addition to the use of [flavor](#choose-flavor) to modify types, the section on [Further
|
||||
-Customization](#further-customization) provides some guidance.
|
||||
-
|
||||
-The ability power grades described in [Chapter 9: Abilities](#chapter-9-abilities) begin to explain why
|
||||
-[Adepts](#type-adept) are assigned fewer new abilities each tier compared to other [types](#choose-type):
|
||||
-
|
||||
-- Adept abilities include more higher-tier abilities, and PCs can choose them at lower tiers.
|
||||
-- Adepts favor [Intellect](#intellect)-based abilities that might be modified with initial
|
||||
- costs, allowing them to be more creative with how they
|
||||
- apply their abilities.
|
||||
-
|
||||
-Because of their limited ability choices, an [Adept](#type-adept) can\'t benefit as much choosing a [flavor](#choose)
|
||||
-compared to an [Explorer](#type-explorer).
|
||||
-
|
||||
-##### Creating New Flavors[](#creating-new-character-options-flavors "Permalink"){.og-h-anchor aria-hidden="true"} {#creating-new-character-options-flavors .og-h-small}
|
||||
-
|
||||
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-Since [flavors](#choose-flavor) can be chosen by any PC, it\'s best if their abilities stick to the power grades
|
||||
-described in [Chapter 9: Abilities](#chapter-9-abilities). Be careful to preserve PC niches. For example, if a
|
||||
-[type](#choose-type) or [focus](#choose-focus) assigns a unique ability at tier 3, it might be best if a flavor offers
|
||||
-it at tier 4 instead.
|
||||
-
|
||||
-You might not even need to design an entire flavor, and prefer to use the optional rule for [Personal
|
||||
-Flavor](#optional-rule-personal-flavor) instead.
|
||||
-
|
||||
-###### Creating New Foci[](#creating-new-character-options-foci "Permalink"){.og-h-anchor aria-hidden="true"} {#creating-new-character-options-foci}
|
||||
-
|
||||
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-In addition to the sections on [Creating New Foci](#focus-creating-new-foci) and [Customizing
|
||||
-Foci](#focus-customizing-foci) in [Chapter 8: Foci](#chapter-8-foci), this section provides observations about foci to
|
||||
-consier when [creating new abilities](#creating-cyphers-artifacts-and-abilities):
|
||||
-
|
||||
-- Training in two [skills](#choose-skills)---other than attacks or defense---is a common form of low-tier ability.
|
||||
-- Most foci start with two low-tier abilities at tier 1. A few start with one mid-tier ability.
|
||||
-- Training in a [defense task](#defense-tasks) is a common low-tier ability.
|
||||
-- If a focus is all about using a particular weapon, include a tier 1 ability that ensures the PC is practiced with
|
||||
- those attacks.
|
||||
-- Powerful foci frequently assign a single low-tier ability tier 2.
|
||||
-- Training in an [attack](#action-attack) is a common mid-tier ability.
|
||||
-- A low-tier ability assigned at tier 4 or tier 5 can balance things out.
|
||||
-- Ensuring a PC is specialized in attacks is a common high-tier ability, but some PCs might become specialized earlier
|
||||
- through a [type](#choose-type) or [flavor](#choose-flavor) ability, especially if the focus about using weaponry.
|
||||
-- Tier 3 and tier 6 usually assign a choice between two abilities, but there are exceptions, like [Inks Spells on
|
||||
- Skin](#focus-inks-spells-on-skin) and [Never Says Die](#focus-never-says-die).
|
||||
-- Remember that PCs can gain both options of an [ability choice](#focus-choosing-foci) through [character
|
||||
- advancement](#character-advancement).
|
||||
-
|
||||
-It can be fun to come up with four [focus connections](#focus-connections) for your new focus that address the setting,
|
||||
-the other PCs, or whatever else is appropriate.
|
||||
-
|
||||
-------------------------------------------------------------------------------------------------------------------------
|
||||
-
|
||||
::: {#part5}
|
||||
## [Part 5]{.og-chap} Back Matter
|
||||
|
||||
@@ -79337,7 +79245,6 @@
|
||||
- [Calling for Rolls](#calling-for-rolls) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Creating Challenging Encounters](#creating-challenging-encounters) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Creating Creatures and NPCs](#creating-creatures-and-npcs) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
-- [Creating New Character Options](#creating-new-character-options) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Difficulty, Graduated](#graduated-difficulty) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Difficulty, Passive](#passive-difficulty) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Difficulty, Vague](#vague-difficulty) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
@@ -0,0 +1,110 @@
|
||||
--- _tmp/ccsrd.md 2025-07-20 20:16:16.727098497 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-07-20 20:26:13.245828204 -0500
|
||||
@@ -12544,8 +12544,6 @@
|
||||
Related Sections
|
||||
|
||||
- [Covens](#choose-covens) [(IOM, 88)]{.og-ref}
|
||||
-- [Creating Cyphers, Artifacts, and Abilities](#creating-cyphers-artifacts-and-abilities) [(OG-CSRD)]{.og-ref
|
||||
- .og-ref-og}
|
||||
- [Flavor](#choose-flavor) [(34)]{.og-ref}
|
||||
- [Mystical Martial Arts](#mystical-martial-arts) [(GF, 68)]{.og-ref}
|
||||
- [Paranormal Vices](#choose-paranormal-vices) [(HNAM, 65)]{.og-ref}
|
||||
@@ -27339,8 +27337,6 @@
|
||||
Related Sections
|
||||
|
||||
- [Ability Category: Cyphers and Artifacts](#abilities-category-cyphers-and-artifacts) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
-- [Creating Cyphers, Artifacts, and Abilities](#creating-cyphers-artifacts-and-abilities) [(OG-CSRD)]{.og-ref
|
||||
- .og-ref-og}
|
||||
- [Running the Game: Artifacts](#running-the-game-artifacts) [(421)]{.og-ref}
|
||||
:::
|
||||
|
||||
@@ -73167,8 +73163,6 @@
|
||||
Related Sections
|
||||
|
||||
- [Ability Category: Cyphers and Artifacts](#abilities-category-cyphers-and-artifacts) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
-- [Creating Cyphers, Artifacts, and Abilities](#creating-cyphers-artifacts-and-abilities) [(OG-CSRD)]{.og-ref
|
||||
- .og-ref-og}
|
||||
- [Running the Game: Cyphers](#running-the-game-cyphers) [(420)]{.og-ref}
|
||||
:::
|
||||
|
||||
@@ -76000,8 +75994,6 @@
|
||||
GM Preparation
|
||||
|
||||
- [Campaign Design Checklist](#campaign-design-checklist) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
-- [Creating Cyphers, Artifacts, and Abilities](#creating-cyphers-artifacts-and-abilities) [(OG-CSRD)]{.og-ref
|
||||
- .og-ref-og}
|
||||
- [Creating Creatures and NPCs](#creating-creatures-and-npcs) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Session Preparation](#session-preparation) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Teaching the Rules](#teaching-the-rules) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
@@ -77967,53 +77959,6 @@
|
||||
|
||||
------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
-#### Creating Cyphers, Artifacts, and Abilities[](#creating-cyphers-artifacts-and-abilities "Permalink"){.og-h-anchor aria-hidden="true"}
|
||||
-
|
||||
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-In the Cypher System, discovering things isn\'t just for players. Thankfully, the game provides us some quick and easy
|
||||
-ways to try anything once, especially where the PCs are concerned. If you\'ve come up with the idea for an ability, or a
|
||||
-player wants to try out a special customization for their PC, try it as a [cypher](#choose-cyphers) first! For example,
|
||||
-let\'s say a player wants to try out focus abilities beyond their current tier. You could create a cypher that lets them
|
||||
-do exactly that---for one day.
|
||||
-
|
||||
-::: {.alert .ps-4 .pb-0}
|
||||
-##### Future You[]{.og-icon .og-cypher-subtle .ms-1 toggle="tooltip" title="Subtle Cypher"}[](#cypher-future-you "Permalink"){.og-h-anchor aria-hidden="true"} {#cypher-future-you .og-h-small .og-h-h6-icon}
|
||||
-
|
||||
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-- **Level:** 1d6
|
||||
-
|
||||
-- **Effect:** For the next day, you gain a number of type or focus abilities available to your tier or one higher. The
|
||||
- number of abilities you choose is equal to the cypher level.
|
||||
-:::
|
||||
-
|
||||
-The cypher\'s effects can\'t last more than one session, but might give you a good basis on which to judge how
|
||||
-dangerous, delightful, or disruptive it might be. If you\'d like to continue playing with things, refine your cypher
|
||||
-into an artifact. If you\'re worried something is too powerful, you can also add balancing factors:
|
||||
-
|
||||
-::: {.alert .ps-4 .pb-0}
|
||||
-##### Well of Potential[](#artifact-well-of-potential "Permalink"){.og-h-anchor aria-hidden="true"} {#artifact-well-of-potential .og-h-small .og-tab}
|
||||
-
|
||||
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-- **Level:** 1d6
|
||||
-
|
||||
-- **Form:** Amulet
|
||||
-
|
||||
-- **Effect:** For the next day, you gain a number of type or focus abilities available to your tier or one higher. The
|
||||
- number of abilities you choose is equal to the cypher level. The abilities you gain are slightly unstable, and any
|
||||
- tasks you use them for raise the [GM intrusion rate](#intrusion-through-player-rolls) on the roll by 1.
|
||||
-
|
||||
-- **Depletion:** 1 in 1d10
|
||||
-:::
|
||||
-
|
||||
-By the time the artifact depletes, you\'ll be in a better position to assign an [initial cost](#rules-initial-cost) for
|
||||
-it as a [special ability](#choose-abilities), or to decide if the PC can [revive](#optional-rule-reviving-artifacts) the
|
||||
-artifact, or make its effects permanent by [spending XP](#choose-xp).
|
||||
-
|
||||
-------------------------------------------------------------------------------------------------------------------------
|
||||
-
|
||||
::: {#part5}
|
||||
## [Part 5]{.og-chap} Back Matter
|
||||
|
||||
@@ -79106,8 +79051,6 @@
|
||||
|
||||
- [Cantrips](#cantrips) [(IOM, 82)]{.og-ref}
|
||||
- [Covens](#covens) [(IOM, 88)]{.og-ref}
|
||||
-- [Creating Cyphers, Artifacts, and Abilities](#creating-cyphers-artifacts-and-abilities) [(OG-CSRD)]{.og-ref
|
||||
- .og-ref-og}
|
||||
- [Customizing Descriptors](#customizing-descriptors) [(59)]{.og-ref}
|
||||
- [Drawbacks and Penalties](#drawbacks-and-penalties) [(33)]{.og-ref}
|
||||
- [Familiars](#familiars) [(IOM, 94)]{.og-ref}
|
||||
@@ -79147,8 +79090,6 @@
|
||||
|
||||
- [Advanced and Alien Tech](#advanced-and-alien-tech) [(RR, 73)]{.og-ref}
|
||||
- [Crafting Magic Items](#crafting-magic-items) [(GF, 49)]{.og-ref}[(IOM, 90)]{.og-ref}
|
||||
-- [Creating Cyphers, Artifacts, and Abilities](#creating-cyphers-artifacts-and-abilities) [(OG-CSRD)]{.og-ref
|
||||
- .og-ref-og}
|
||||
- [Currency and Resource Depletion](#optional-rule-currency-and-resource-depletion) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Exceeding Cypher Limits](#optional-rule-exceeding-cypher-limits) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Exceeding Cypher Limits (Modern Fantasy)](#modern-magic-exceeding-cypher-limits) [(IOM, 92)]{.og-ref}
|
||||
80
patches/base/032-remove-advancing-beyond-tier-6.patch
Normal file
80
patches/base/032-remove-advancing-beyond-tier-6.patch
Normal file
@@ -0,0 +1,80 @@
|
||||
--- _tmp/ccsrd.md 2025-07-20 20:26:55.504092664 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-07-20 20:30:36.967478667 -0500
|
||||
@@ -30500,7 +30500,6 @@
|
||||
|
||||
Optional Rules
|
||||
|
||||
-- [Advancing Beyond Tier 6](#optional-rule-advancing-beyond-tier-6) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Equal Advancement](#equal-advancement) [(240)]{.og-ref}
|
||||
- [Optional Character Advancements](#optional-character-advancements) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Slower Advancement](#optional-rule-slower-advancement) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
@@ -30926,7 +30925,7 @@
|
||||
armor](#equipment-using-armor) by 1.
|
||||
- Add 2 to your [recovery rolls](#recovery-rolls).
|
||||
- Select another [focus](#chapter-8-focus) ability available to you at tier 3. (You must be tier 3 or higher to do
|
||||
- this. Characters [advancing beyond tier 6](#optional-rule-advancing-beyond-tier-6) can use this option to select
|
||||
+ this. Characters advancing beyond tier 6 can use this option to select
|
||||
their other tier 6 focus ability.)
|
||||
- Select another character ability from your [type](#chapter-5-type), such as a tier 2 [Warrior](#type-warrior)
|
||||
selecting [Reload](#ability-reload){.og-ability} or [Crushing Blow](#ability-crushing-blow){.og-ability}.
|
||||
@@ -31185,52 +31184,6 @@
|
||||
|
||||
: Increased Advancement Costs by Tier
|
||||
:::
|
||||
-
|
||||
-##### Optional Rule: Advancing Beyond Tier 6[](#optional-rule-advancing-beyond-tier-6 "Permalink"){.og-h-anchor aria-hidden="true"}
|
||||
-
|
||||
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-This section is based on *Tiers Above Sixth* in the 2015 Cypher System Rulebook [(234)]{.og-ref}. Challenging PCs above
|
||||
-sixth tier probably involves [really impossible tasks](#really-impossible-tasks).
|
||||
-
|
||||
-After reaching sixth-tier, if the GM allows it, you can continue to spend [XP](#choose-xp) to purchase the following
|
||||
-character advancements. After purchasing four advancements, instead of advancing to a new tier, you gain one special
|
||||
-ability of your choice from your [type](#choose-type) or [focus](#choose-focus). The GM might also assign additional
|
||||
-benefits instead of tier advancement, for example, advancing a second [focus](#choose-focus) by one tier and gaining its
|
||||
-associated special abilities, or making a choice from a list of [power shifts](#optional-rule-power-shifts) or
|
||||
-[posthuman upgrades](#optional-rule-posthuman-upgrades).
|
||||
-
|
||||
-- **Increase Pools**: You gain 4 new points to add to your [stat](#character-stats) [Pools](#pool). You can allocate
|
||||
- the points among your Pools however you wish.
|
||||
-
|
||||
-- **Increase Edge:** You add 1 to your [Might](#might), [Speed](#speed) or [Intellect](#intellect) [Edge](#edge), up
|
||||
- to a maximum of 6. If you have features that permanently increase a stat\'s Edge, the maximum is increased by an
|
||||
- equal amount. For example, a PC with the [Roach](#post-apocalyptic-species-roach) descriptor and [Golem
|
||||
- Body](#ability-golem-body){.og-ability} ability has a maximum Might Edge and Speed Edge of 7. Likewise, a
|
||||
- [weakness](#drawbacks-and-penalties) from a [harmful mutation](#harmful-mutations) or other source lowers a stat\'s
|
||||
- maximum. [Cyphers](#choose-cyphers) like [Speed Boost](#cypher-speed-boost) and special abilities [Beast
|
||||
- Form](#ability-beast-form){.og-ability} that provide temporary increases to Edge function normally.
|
||||
-
|
||||
-- **Increase Effort:** Your [Effort](#effort) score increases by 1, up to a maximum of 6.
|
||||
-
|
||||
-- **Increase Skills:** Choose one [skill](#skills) (other than attacks or defense) or a special ability to become
|
||||
- trained in. You can also use this advancement to become specialized in a skill or ability you\'re already trained
|
||||
- in, or to cancel out an inability, becoming practiced in the task. You can choose this advancement up to three
|
||||
- times, selecting a different skill or special ability each time.
|
||||
-
|
||||
-- **Increase Recovery Rolls:** Add 2 to your [recovery rolls](#recovery-rolls).
|
||||
-
|
||||
-- **Armor Training:** Reduce your [Speed Effort cost](#equipment-armor-speed-effort-cost-per-level-of-effort-used) for
|
||||
- wearing armor by 1.
|
||||
-
|
||||
-- **Gain a Special Ability:** Select one new ability from your [type](#chapter-5-type) or [focus](#chapter-8-focus).
|
||||
- If the GM allows, you can use this option to permanently gain a [spellcasting](#optional-rule-spellcasting) or
|
||||
- [psionic](#optional-rule-psionics) ability, allowing you to use it by paying its Pool point cost instead of using a
|
||||
- [recovery roll](#recovery-rolls) or spending time to cast a spell or manifest a psionic ability.
|
||||
-
|
||||
-- **Mutate:** If the GM allows this character advancement, you gain a [beneficial mutation](#beneficial-mutations),
|
||||
- [powerful mutation](#powerful-mutations), or [distinctive mutations](#distinctive-mutations). The GM might allow you
|
||||
- to choose a specific mutation, or require you to roll for a random one.
|
||||
:::
|
||||
|
||||
------------------------------------------------------------------------------------------------------------------------
|
||||
@@ -79074,7 +79027,6 @@
|
||||
|
||||
##### Experience Points (XP)[](#choose-optional-experience-points "Permalink"){.og-h-anchor aria-hidden="true"} {#choose-optional-experience-points .og-h-small}
|
||||
|
||||
-- [Advancing Beyond Tier 6](#optional-rule-advancing-beyond-tier-6) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Equal Advancement](#equal-advancement) [(240)]{.og-ref}
|
||||
- [Optional Character Advancements](#optional-character-advancements) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Separate Reroll and GM Intrusion Refusal Costs](#optional-rule-separate-reroll-and-gm-intrusion-refusal-costs)
|
||||
@@ -0,0 +1,60 @@
|
||||
--- _tmp/ccsrd.md 2025-07-20 20:31:54.669964951 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-07-20 20:33:54.567715310 -0500
|
||||
@@ -30808,8 +30808,7 @@
|
||||
|
||||
::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
**Editor\'s Notes ---** For more on GM intrusions and rerolls, see [Intrusion Through Player
|
||||
-Rolls](#intrusion-through-player-rolls) and the optional rule for [Separate Reroll and GM Intrusion Refusal
|
||||
-Costs](#optional-rule-separate-reroll-and-gm-intrusion-refusal-costs).
|
||||
+Rolls](#intrusion-through-player-rolls).
|
||||
:::
|
||||
|
||||
##### Short- and Medium-Term Benefits[](#experience-points-short-and-medium-term-benefits "Permalink"){.og-h-anchor aria-hidden="true"} {#experience-points-short-and-medium-term-benefits}
|
||||
@@ -75956,8 +75955,6 @@
|
||||
|
||||
- [Effort for NPCs](#optional-rule-effort-for-npcs) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Modifying Creatures](#choose-modifying-creatures) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
-- [Separate Reroll and GM Intrusion Refusal Costs](#optional-rule-separate-reroll-and-gm-intrusion-refusal-costs)
|
||||
- [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
|
||||
Related Sections
|
||||
|
||||
@@ -76371,8 +76368,6 @@
|
||||
- [Horror Mode](#horror-rules-horror-mode) [(283)]{.og-ref}[(SA, 89)]{.og-ref}
|
||||
- [Last Survivor](#horror-rules-last-survivor) [(SA, 91)]{.og-ref}
|
||||
- [Poor Choices](#horror-rules-poor-choices-gm-intrusions) [(SA, 94)]{.og-ref}
|
||||
-- [Separate Reroll and GM Intrusion Refusal Costs](#optional-rule-separate-reroll-and-gm-intrusion-refusal-costs)
|
||||
- [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Trading Success for GM Intrusion](#optional-rule-trading-success-for-gm-intrusion) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
|
||||
Related Sections
|
||||
@@ -76580,20 +76575,6 @@
|
||||
of 1--3.
|
||||
:::
|
||||
|
||||
-::: {.alert .ps-4 .pb-0}
|
||||
-###### Optional Rule: Separate Reroll and GM Intrusion Refusal Costs[](#optional-rule-separate-reroll-and-gm-intrusion-refusal-costs "Permalink"){.og-h-anchor aria-hidden="true"}
|
||||
-
|
||||
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-Using this optional rule, the 1 [XP](#choose-xp) costs for [rerolling the die](#experience-points-immediate-benefits)
|
||||
-and avoiding a [GM intrusion](#gm-intrusion) triggered by a [special roll](#rules-special-rolls) are treated as separate
|
||||
-expenditures. Possible outcomes of this include:
|
||||
-
|
||||
-- If a player decides to keep the GM intrusion, but pays 1 XP to to reroll the die and succeeds, the GM intrusion
|
||||
- still complicates the situation.
|
||||
-- If the PC pays 1 XP to avoid the GM intrusion but keeps the roll, the outcome is that of a normal unsuccessful roll.
|
||||
-- If a PC pays 2 XP, they avoid the GM intrusion and make another roll.
|
||||
-
|
||||
###### Optional Rule: Trading Success for GM Intrusion[](#optional-rule-trading-success-for-gm-intrusion "Permalink"){.og-h-anchor aria-hidden="true"}
|
||||
|
||||
[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
@@ -79029,8 +79010,6 @@
|
||||
|
||||
- [Equal Advancement](#equal-advancement) [(240)]{.og-ref}
|
||||
- [Optional Character Advancements](#optional-character-advancements) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
-- [Separate Reroll and GM Intrusion Refusal Costs](#optional-rule-separate-reroll-and-gm-intrusion-refusal-costs)
|
||||
- [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Slower Advancement](#optional-rule-slower-advancement) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Spending XP](#choose-xp) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Starting at Tier 0](#optional-rule-starting-at-tier-0) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
@@ -0,0 +1,33 @@
|
||||
--- _tmp/ccsrd.md 2025-07-20 20:34:13.240832165 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-07-20 20:34:41.045006170 -0500
|
||||
@@ -76368,7 +76368,6 @@
|
||||
- [Horror Mode](#horror-rules-horror-mode) [(283)]{.og-ref}[(SA, 89)]{.og-ref}
|
||||
- [Last Survivor](#horror-rules-last-survivor) [(SA, 91)]{.og-ref}
|
||||
- [Poor Choices](#horror-rules-poor-choices-gm-intrusions) [(SA, 94)]{.og-ref}
|
||||
-- [Trading Success for GM Intrusion](#optional-rule-trading-success-for-gm-intrusion) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
|
||||
Related Sections
|
||||
|
||||
@@ -76575,14 +76574,6 @@
|
||||
of 1--3.
|
||||
:::
|
||||
|
||||
-###### Optional Rule: Trading Success for GM Intrusion[](#optional-rule-trading-success-for-gm-intrusion "Permalink"){.og-h-anchor aria-hidden="true"}
|
||||
-
|
||||
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-Using this optional rule, if a PC fails a task by only 1 difficulty level (3 or fewer on the d20 roll), they can choose
|
||||
-to succeed instead, but the GM makes a free [GM intrusion](#gm-intrusion).
|
||||
-:::
|
||||
-
|
||||
##### GM Intrusion That Affects the Group[](#gm-intrusion-that-affects-the-group "Permalink"){.og-h-anchor aria-hidden="true"}
|
||||
|
||||
[(Cypher System Rulebook, page 410)]{.og-ref}
|
||||
@@ -79088,7 +79079,6 @@
|
||||
- [Survival](#weird-west-curses) [(HNAM, 62)]{.og-ref}
|
||||
- [Task and Fate Dice Resolution](#optional-rule-task-and-fate-dice-resolution) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Trading Damage for Effect](#optional-rule-trading-damage-for-effect) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
-- [Trading Success for GM Intrusion](#optional-rule-trading-success-for-gm-intrusion) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Ultimate Damage](#optional-rule-ultimate-damage) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Using Other Pools to Pay Cost Remainders](#optional-rule-using-other-pools-to-pay-cost-remainders)
|
||||
[(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
92
patches/base/035-remove-slower-advancement.patch
Normal file
92
patches/base/035-remove-slower-advancement.patch
Normal file
@@ -0,0 +1,92 @@
|
||||
--- _tmp/ccsrd.md 2025-07-20 20:35:15.276220401 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-07-20 20:42:12.309830337 -0500
|
||||
@@ -30502,7 +30502,6 @@
|
||||
|
||||
- [Equal Advancement](#equal-advancement) [(240)]{.og-ref}
|
||||
- [Optional Character Advancements](#optional-character-advancements) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
-- [Slower Advancement](#optional-rule-slower-advancement) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Starting at Tier 0](#optional-rule-starting-at-tier-0) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [XP Advance](#optional-rule-xp-advance) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
|
||||
@@ -31135,54 +31134,6 @@
|
||||
abilities](#choose-abilities) from your [type](#choose-type) (or [flavor](#choose-flavor), and increasing your
|
||||
[cypher limit](#cypher-limits) by 1. From now on, you use the standard rules for [character
|
||||
advancement](#character-advancement).
|
||||
-
|
||||
-##### Optional Rule: Slower Advancement[](#optional-rule-slower-advancement "Permalink"){.og-h-anchor aria-hidden="true"}
|
||||
-
|
||||
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-The following options allow the GM to slow the rate of [character advancement](#character-advancement) and change the
|
||||
-nature of [XP](#choose-xp) as a currency.
|
||||
-
|
||||
-- **Expenditure Requirements:** The GM can require that some portion---for example, half---of the [XP](#choose-xp)
|
||||
- earned by a PC must be spent on [immediate](#experience-points-immediate-benefits), [short- and
|
||||
- medium-term](#experience-points-short-and-medium-term-benefits), or
|
||||
- [long-term](#experience-points-long-term-benefits) benefits.
|
||||
-
|
||||
-- **Two Kinds of XP:** The GM might separate XP into two types---one of which can be spent on character advancement,
|
||||
- and another which cannot.
|
||||
-
|
||||
-- **Milestone Advancement:** This option is a variant of [Equal Advancement](#equal-advancement), except PCs purchase
|
||||
- their character advancements as normal, but the GM decides when a PC advances to the next tier. This might be to
|
||||
- wait until all PCs are ready to advance, just before or after a significant event in the campaign, or as part of a
|
||||
- specific step of a [character arc](#sample-character-arcs).
|
||||
-
|
||||
- An old-fashioned way of handling milestones is to require PCs to spend time, currency---or both---to advance to the
|
||||
- next tier, potentially involving the instruction of a mentor or at least someone with something to teach the PC.
|
||||
- Even if PCs do not reach new tiers at the same rate, some [character arcs](#character-arcs) can be addressed quite
|
||||
- effectively during \"downtime\" between adventures, providing other PCs with the opportunity to pursue those, or go
|
||||
- carousing and [explore](#arc-explore) nearby locations.
|
||||
-
|
||||
-- **Require More Advancements Each Tier:** The GM decides on a number of additional [character
|
||||
- advancements](#character-advancement) a PC must purchase with XP to before advancing to the next tier. When using
|
||||
- this rule, the GM decides any requirements or limitations for the additional advancements, including [optional
|
||||
- character advancements](#optional-character-advancements). When using this rule, PCs will gain additional breadth
|
||||
- each tier in the form of additional skills, special abilities, or other benefits.
|
||||
-
|
||||
-- **Increased Advancement Costs by Tier:** Each tier, the cost for purchasing a character advancement is increased by
|
||||
- 1 XP. Additionally, every two tiers, a PC can hold 1 additional XP.
|
||||
-
|
||||
-::: table-responsive
|
||||
- PC Tier Character Advancement Cost XP Limit
|
||||
- --------- ---------------------------- ----------
|
||||
- Tier 1 4 XP 10 XP
|
||||
- Tier 2 5 XP 10 XP
|
||||
- Tier 3 6 XP 11 XP
|
||||
- Tier 4 7 XP 11 XP
|
||||
- Tier 5 8 XP 12 XP
|
||||
- Tier 6 9 XP 12 XP
|
||||
-
|
||||
- : Increased Advancement Costs by Tier
|
||||
-:::
|
||||
:::
|
||||
|
||||
------------------------------------------------------------------------------------------------------------------------
|
||||
@@ -79001,7 +78952,6 @@
|
||||
|
||||
- [Equal Advancement](#equal-advancement) [(240)]{.og-ref}
|
||||
- [Optional Character Advancements](#optional-character-advancements) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
-- [Slower Advancement](#optional-rule-slower-advancement) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Spending XP](#choose-xp) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Starting at Tier 0](#optional-rule-starting-at-tier-0) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Starting Just Past Tier 1](#starting-just-past-tier-1) [(CTS, 9)]{.og-ref}
|
||||
@@ -79414,7 +79364,7 @@
|
||||
- [Balancing Encounters](#balancing-encounters) [(434)]{.og-ref}
|
||||
- [Resolving Encounters](#making-rulings-and-pacing) [(435)]{.og-ref}
|
||||
- [Challenging Characters](#creating-challenging-encounters) [(435)]{.og-ref}
|
||||
-- [Higher-Tier Characters](#optional-rule-slower-advancement) [(436)]{.og-ref}
|
||||
+- Higher-Tier Characters [(436)]{.og-ref}
|
||||
- Character Death [(436)]{.og-ref}
|
||||
|
||||
##### Claim the Sky --- What\'s in the Book?[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/claim-the-sky/){aria-label="Purchase Claim the Sky"}[](#claim-the-sky-product "Permalink"){.og-h-anchor aria-hidden="true"} {#claim-the-sky-product .og-h-small .og-h-small-icon .og-border}
|
||||
@@ -79794,8 +79744,7 @@
|
||||
- PC types begin at tier 1 with 6 fewer [Pool](#pool) points. [(MFPNP, 113)]{.og-ref}
|
||||
- [XP](#choose-xp) is awarded at the end of each session. Purchasing a [character advancement](#character-advancement)
|
||||
costs 10 XP, and PCs advance up to tier 3. [(MFPNP, 18)]{.og-ref}[(MFPNP, 113)]{.og-ref}
|
||||
-- *Grit* is similar to the *Two Kinds of XP* option described under [Slower
|
||||
- Advancement](#optional-rule-slower-advancement). *Grit* is gained from [GM intrusions](#gm-intrusion), and can spent
|
||||
+- *Grit* is gained from [GM intrusions](#gm-intrusion), and can spent
|
||||
to avoid proposed GM intrusions or [reroll](#experience-points-immediate-benefits) the die---unless the roll
|
||||
triggered a [GM intrusion](#gm-intrusion). [(MFPNP, 15)]{.og-ref}[(MFPNP, 113)]{.og-ref}
|
||||
:::
|
||||
@@ -1,37 +0,0 @@
|
||||
--- _tmp/ccsrd.md 2025-05-29 14:21:52.436576657 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-05-31 01:16:32.289713299 -0500
|
||||
@@ -18575,34 +18575,6 @@
|
||||
| Warrior mage | Warrior flavored with magic |
|
||||
| Bard | Speaker |
|
||||
|
||||
-#### Basic CREATURES AND NPCs FOR A FANTASY GAME
|
||||
-
|
||||
-Bat: level 1
|
||||
-
|
||||
-Dog: level 2, perception as level 3
|
||||
-
|
||||
-Dog, guard: level 3, attacks and perception as level 4
|
||||
-
|
||||
-Hawk: level 2; flies a long distance each round
|
||||
-
|
||||
-Horse: level 3; moves a long distance each round
|
||||
-
|
||||
-Rat: level 1
|
||||
-
|
||||
-Viper: level 2; bite inflicts 3 points of Speed damage (ignores Armor)
|
||||
-
|
||||
-Warhorse: level 4; moves a long distance each round
|
||||
-
|
||||
-Wolf: level 3, perception as level 4
|
||||
-
|
||||
-Blacksmith: level 2, metalworking as level 4; health 8
|
||||
-
|
||||
-Farmer: level 2, animal handling as level 3; health 8
|
||||
-
|
||||
-Merchant: level 2, haggling and assessment tasks as level 3
|
||||
-
|
||||
-Villager: level 2
|
||||
-
|
||||
#### CRAFTING MAGIC ITEMS
|
||||
|
||||
Potions, scrolls, and other one-use items are cyphers, and longer-lasting items are generally artifacts.
|
||||
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@@ -1,437 +0,0 @@
|
||||
--- _tmp/ccsrd.md 2025-06-04 07:11:39.219825827 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-06-04 07:11:15.585677686 -0500
|
||||
@@ -10196,6 +10196,8 @@
|
||||
immediate range. Whenever you want, your body (entirely or just part of it) sheds light, illuminating everything in
|
||||
short range. Enabler.
|
||||
|
||||
+Apocalyptic Stare: Your demeanor is of someone who shouldn't be trifled with. You are trained in intimidation. Enabler.
|
||||
+
|
||||
Applying Your Knowledge: When you help another character undertake any action that you're untrained in, you are treated
|
||||
as if you are trained in it. Action.
|
||||
|
||||
@@ -10256,6 +10258,10 @@
|
||||
can hear and understand you so forcefully that they are unable to take any action, including attacks, for one round.
|
||||
Whether you succeed or fail, the next action the target takes is hindered. Action.
|
||||
|
||||
+Assisted Sight (3 Intellect points): You can activate a visual overlay that helps you analyze threats and boons in your
|
||||
+environment. When you trigger this ability, you gain an asset on one attack or defense roll of any type, due to your
|
||||
+knowledge about the situation. Enabler.
|
||||
+
|
||||
Assume Control (6+ Intellect points): You control the actions of another creature you have interacted with or studied
|
||||
for at least a round. This effect lasts for ten minutes. The target must be level 2 or lower. Once you have assumed
|
||||
control, the target acts as if it wants to accomplish your desire to the best of its ability, freely using its own best
|
||||
@@ -10701,6 +10707,8 @@
|
||||
increase your gun damage. Each level of Effort adds 3 points of damage to a successful attack, and if you spend a turn
|
||||
lining up your shot, each level of Effort instead adds 5 points of damage to a successful attack. Enabler.
|
||||
|
||||
+Careful Tracker: You are trained in stealth and tracking tasks. Enabler.
|
||||
+
|
||||
Cast Illusion: You can increase the range at which you create and maintain your
|
||||
immediate-range illusions (such as from Minor Illusion) to anywhere within short range that you can perceive. Enabler.
|
||||
|
||||
@@ -11717,6 +11725,11 @@
|
||||
Escape Plan: When you kill a foe, you can attempt a stealth task to immediately hide from anyone around, assuming that a
|
||||
suitable hiding place is nearby. Enabler.
|
||||
|
||||
+Escape the Ruins (6 Intellect points): While in any area containing ruins from before the apocalypse, you find or create
|
||||
+a significant shortcut, secret entrance, or emergency escape route where it looked like none existed. Doing so requires
|
||||
+that you succeed on an Intellect action whose difficulty is set by the GM based on the situation. You and the GM should
|
||||
+work out the details. Action.
|
||||
+
|
||||
Evanesce (3 Speed points): You step into shadows or behind cover, and everyone who was observing you completely loses
|
||||
track of you. Although you're not invisible, you can't be seen until you reveal yourself again by moving out of the
|
||||
shadows or from behind cover (or by making an attack). Action.
|
||||
@@ -11946,6 +11959,10 @@
|
||||
|
||||
Fists of Fury: You inflict 2 additional points of damage with unarmed attacks. Enabler.
|
||||
|
||||
+Fixer: You've learned enough of the past that you are trained in tasks to repair and build before‑times equipment, or
|
||||
+equipment made with before‑times parts. In addition, repairing and building tasks take you about 20% less time to
|
||||
+complete. Enabler.
|
||||
+
|
||||
Flamboyant Boast (1 Intellect point): You boastfully describe an act that you will accomplish, and then as part of the
|
||||
same action, you attempt it. If an average person would find the action difficult (or impossible) and you succeed on it,
|
||||
creatures who witnessed it who are not your allies are potentially dazed on their next turn, and all tasks they attempt
|
||||
@@ -12108,6 +12125,13 @@
|
||||
of damage. Alternatively, you can use this ability on a weapon, and for ten minutes, it inflicts 1 additional point of
|
||||
damage from the cold. Action for touch; enabler for weapon.
|
||||
|
||||
+Fruitfully Pass the Time (4 Intellect points): You are trained in one performance skill, such as singing; playing a
|
||||
+fiddle, harmonica, or other instrument; or something else that others would enjoy watching or hearing you do. When you
|
||||
+perform with the skill gained through this ability for one minute and you succeed on a difficulty 3 performance roll,
|
||||
+you and all allies within short range who can hear and see you immediately gain a one‑action recovery roll. You can't
|
||||
+use this on someone again until you use a one‑hour or ten‑hour recovery roll. Action to initiate, one minute to
|
||||
+complete.
|
||||
+
|
||||
Further Mathematics: You are specialized in higher mathematics. If you are already specialized, choose some other sphere
|
||||
of knowledge to become trained in. Enabler.
|
||||
|
||||
@@ -12375,6 +12399,8 @@
|
||||
Hard-Won Resilience: In your explorations of dark places, you've been exposed to all sorts of terrible things and are
|
||||
developing a general resistance. You gain +1 to Armor and are trained in Might defense tasks. Enabler.
|
||||
|
||||
+Hardened by the End: You're trained in Might defense tasks.
|
||||
+
|
||||
Harder Light: When you create an object out of hard light, the object is one level higher than normal. Enabler.
|
||||
|
||||
Hardiness: You are trained in Might defense tasks. Enabler.
|
||||
@@ -12858,6 +12884,11 @@
|
||||
associated with a roll, but in certain cases the GM may decide that there is a chance for you not to know. In these
|
||||
cases, you are specialized in knowing creature weaknesses. Enabler.
|
||||
|
||||
+Know the Way: You are familiar with before‑times buildings and other structures, which extends to ruins of the same. You
|
||||
+are trained in tasks related to getting around inside those buildings quickly, finding alternate routes, finding places
|
||||
+to hide, and other tasks associated with gaining a benefit by being able to picture a likely floor plan of any given
|
||||
+building. Enabler.
|
||||
+
|
||||
Know Where to Look: Whenever the GM obtains a result for you on the Useful Stuff table, you get two results instead of
|
||||
one. If the GM is using some other method to generate rewards for finding valuables, you should gain double the result
|
||||
you would otherwise obtain. Enabler.
|
||||
@@ -13769,6 +13800,10 @@
|
||||
from wearing armor. You reduce the Speed cost for wearing armor by 1. You start the game with a type of armor of your
|
||||
choice. Enabler.
|
||||
|
||||
+Practiced in Light Armor: You can wear light armor for long periods of time without tiring and can compensate for slowed
|
||||
+reactions from wearing light armor. You reduce the Speed cost for wearing light armor by 1. You start the game with a
|
||||
+type of light armor available in the area, such as a leather jacket. Enabler.
|
||||
+
|
||||
Practiced With All Weapons: You become practiced with light, medium, and heavy weapons and suffer no penalty when using
|
||||
any kind of weapon. Enabler.
|
||||
|
||||
@@ -13811,6 +13846,22 @@
|
||||
you designate. Alternatively, you can choose to learn a creature's level; however, if you do so, you cannot learn
|
||||
anything else about it later with this ability. Action.
|
||||
|
||||
+Prepared Caches: You have a prepped secret hideout with shelter and basic supplies capable of seeing you through a year
|
||||
+or more, or up to six people through about three months. In addition, you have knowledge of three different secret
|
||||
+supply caches you put together and hid before everything fell apart, chosen from the following. The caches are located
|
||||
+no closer than about 5 miles (8 km) from each other.
|
||||
+
|
||||
+• Food cache (enough food for six people for twelve weeks)
|
||||
+
|
||||
+• Water cache (enough clean water for six people for twelve weeks)
|
||||
+
|
||||
+• Ammunition cache (400 shells or bullets for four different weapons)
|
||||
+
|
||||
+• Firearm cache (six firearms; a mix of light, medium, and heavy weapons, each usually found with about ten bullets or
|
||||
+shells)
|
||||
+
|
||||
+Enabler.
|
||||
+
|
||||
Preternatural Senses: While you are conscious and able to use an action, you cannot be surprised. In addition, you are
|
||||
trained in initiative actions. Enabler.
|
||||
|
||||
@@ -13981,6 +14032,11 @@
|
||||
|
||||
### Abilities --- R
|
||||
|
||||
+Raider Follower: You gain a level 3 follower (initiative, stealth, and defense as level 4). The follower does as you say
|
||||
+and, generally speaking, isn't someone who makes the other PCs in your group feel uncomfortable because of their
|
||||
+
|
||||
+presence. Enabler.
|
||||
+
|
||||
Rally to Me (2 Intellect points): You cry out, blow a battle horn, or otherwise signal to everyone within very long
|
||||
range that you require aid. All allied creatures who respond by moving to within an immediate distance of you within the
|
||||
next few rounds gain one asset on any one attack or defense task within the next hour that you suggest, such as "Hold
|
||||
@@ -14147,6 +14203,14 @@
|
||||
and so on). However, you are dazed for a round afterward yourself, during which time all your tasks are hindered. If you
|
||||
have the Move Mountains ability, both abilities cost 3 fewer Intellect points to use. Action.
|
||||
|
||||
+Resource Seeker (3+ Intellect points): When you are looking for a specific inexpensive item you'd like to scavenge from
|
||||
+nearby ruins, such as a candle, an aspirin, or a can of preserved chili, you can focus your attention on it so that you
|
||||
+are more likely to find it. For the next ten minutes, if what you are seeking is within long range, you find it if you
|
||||
+succeed on a difficulty 2 Intellect roll. Each time you use this ability again in the same area, the difficulty is
|
||||
+hindered by one additional step. For each level of Effort you apply, you can attempt to find an object of one higher
|
||||
+expense category, but the base difficulty of the Intellect roll also increases by 1 per higher expense category. Action
|
||||
+to initiate.
|
||||
+
|
||||
Restful Presence: Creatures who make a recovery roll within short range of you add +1 to their roll. Enabler.
|
||||
|
||||
Restore Life (9+ Intellect points): You can attempt to restore life to a dead creature of up to level 3, as long as the
|
||||
@@ -14760,6 +14824,11 @@
|
||||
Stare Them Down: One doesn't play games of chicken with other maniac drivers without gaining mental strength. You're
|
||||
trained in Intellect defense tasks. Enabler.
|
||||
|
||||
+Stashed Vehicle: You track down where you or a fellow prepper stashed a vehicle, pristinely stored to remain in working
|
||||
+order with minimal repairs required. The vehicle has a viable power source (such as hundreds of gallons of gasoline
|
||||
+treated to resist decomposition, or a rechargeable battery with options for solar or wind recharging). The vehicle could
|
||||
+be an all‑terrain vehicle (ATV), a truck, or something else; work with your GM to figure out the particulars. Enabler
|
||||
+
|
||||
Stasis (3 Intellect points): You surround a foe of your size or smaller with scintillating energy, keeping it from
|
||||
moving or acting for one minute, as if frozen solid. You must be able to see the target, and it must be within short
|
||||
range. While in stasis, the target is impervious to harm, cannot be moved, and is immune to all effects. Action.
|
||||
@@ -14905,6 +14974,10 @@
|
||||
Surprise Attack: If attacking from a hidden vantage, with surprise, or before your opponent has acted, you get an asset
|
||||
on the attack. On a successful hit, you inflict 2 additional points of damage. Enabler.
|
||||
|
||||
+Surviving the Wasteland: Given about half a day of walking and scavenging, you find enough edible food and potable water
|
||||
+in the ruins or surrounding wasteland for you and up to one other person for one day. The resources might be scavenged
|
||||
+from before‑times supplies, living flora and fauna, and uncontaminated water sources. Enabler.
|
||||
+
|
||||
Swim (1+ Intellect points): You can swim like a fish through water and similar liquid for one hour. For each level of
|
||||
Effort applied, you can extend the duration by one hour. You swim about 10 miles (16 km) per hour, and you are not
|
||||
affected by currents in the water. Action to initiate.
|
||||
@@ -15145,6 +15218,9 @@
|
||||
|
||||
one-thousandth of your normal height may be a means of doing so.
|
||||
|
||||
+Tolerance: This hard life has built up your resistance over time, so you are trained in resisting the effects of natural
|
||||
+poisons (such as those from plants or living creatures) and radiation. You're also immune to natural diseases. Enabler.
|
||||
+
|
||||
Tool Mastery: When you have an asset from using a tool, the time required to perform the task is cut in half (minimum
|
||||
one round). Enabler.
|
||||
|
||||
@@ -15174,6 +15250,9 @@
|
||||
|
||||
Trained Excavator: You are trained in perception, climbing, and salvaging tasks. Enabler.
|
||||
|
||||
+Trained for Toughing It: Choose one noncombat skill that would be helpful for surviving after the apocalypse, such as
|
||||
+hunting, tracking, carpentry, or stealth. You are trained in that skill. Enabler.
|
||||
+
|
||||
Trained Gunner: You can choose from one of two benefits. Either you are trained in using guns, or you have the Spray
|
||||
ability (which costs 2 Speed points): If a weapon has the ability to fire rapid shots without reloading (usually called
|
||||
a rapid-fire weapon, such as an automatic pistol), you can spray multiple shots around your target to increase the
|
||||
@@ -15331,6 +15410,13 @@
|
||||
(about 2,000 feet each round) for up to ten minutes (about 35 miles), after which you must stop and make a recovery
|
||||
roll. (Move up to 322 kph \[about 600 m each round\] for up to ten minutes \[about 56 km\].) Enabler.
|
||||
|
||||
+Use the Network (5 Intellect points): With a few minutes of looking around and preparing, you can access remnants of the
|
||||
+before‑times internet and satellite network (or an active network on which AIs who are not immediately dangerous
|
||||
+reside). The GM may decide there is no such connection in the area, but if there is, you can ask one basic question
|
||||
+about anything happening within 10 miles (16 km) and receive a simple answer. For example, you could ask about the
|
||||
+location of a specific creature or individual, and if they are within the range of this ability, you'll learn about it
|
||||
+from a still‑functioning camera feed, satellite feed, or AI interaction. Action to initiate.
|
||||
+
|
||||
Use Senses of Others (4 Intellect points): You can see, hear, smell, touch, and taste through the senses of anyone with
|
||||
whom you have telepathic contact by using Telepathic or similar abilities. You can attempt to use this ability on a
|
||||
willing or unwilling target within long range; an unwilling target can try to resist. You don't need to see the target,
|
||||
@@ -15410,6 +15496,14 @@
|
||||
|
||||
Warding Shield: You have +1 to Armor while you are using a shield. Enabler.
|
||||
|
||||
+Wasteland Camouflage (5+ Speed or Intellect points): By drawing your clothing about you just so and using various tricks
|
||||
+and your deep knowledge of your surroundings, you become invisible for ten minutes in any landscape that contains ruins
|
||||
+of the before‑times. (You may also attempt this in a purely wilderness setting, but if you do, you must spend 1
|
||||
+additional point from Speed or Intellect, whichever Pool you activated this power with.) While you are invisible, this
|
||||
+asset eases your stealth and Speed defense tasks by two steps. This effect ends if you do something to reveal your
|
||||
+presence or position—attacking, using an ability, moving a large object, and so on. If this occurs, you can regain the
|
||||
+remaining invisibility effect by taking an action to focus on hiding your position. Action to initiate or reinitiate.
|
||||
+
|
||||
Water Adaptation: You can breathe water as easily as you breathe air. Enabler.
|
||||
|
||||
Weapon and Body (5 Speed points): After making a melee weapon or ranged weapon attack, you follow up with a punch or
|
||||
@@ -15424,6 +15518,9 @@
|
||||
|
||||
Weapon Defense: While your chosen weapon is in your hand(s), you are trained in Speed defense rolls. Enabler.
|
||||
|
||||
+Weapon at Hand: You're practiced with all weapons. To gain this benefit with a weapon you've never used before, you must
|
||||
+spend at least ten minutes practicing with it first. Enabler.
|
||||
+
|
||||
Weapon Master: You inflict an additional 1 point of damage with your chosen weapon. Enabler.
|
||||
|
||||
Weaponization: One light or medium melee weapon of your choice is built into your body, and you are trained in using it.
|
||||
@@ -39380,9 +39477,7 @@
|
||||
|
||||
Ability Choice: Choose either Assisted Sight or Machine Telepathy as your tier 4 ability.
|
||||
|
||||
-Assisted Sight (3 Intellect points): You can activate a visual overlay that helps you analyze threats and boons in your
|
||||
-environment. When you trigger this ability, you gain an asset on one attack or defense roll of any type, due to your
|
||||
-knowledge about the situation. Enabler.
|
||||
+Assisted Sight
|
||||
|
||||
Machine Telepathy
|
||||
|
||||
@@ -39437,28 +39532,11 @@
|
||||
|
||||
Tier 1:P
|
||||
|
||||
-Practiced in Light Armor: You can wear light armor for long periods of time without tiring and can compensate for slowed
|
||||
-reactions from wearing light armor. You reduce the Speed cost for wearing light armor by 1. You start the game with a
|
||||
-type of light armor available in the area, such as a leather jacket. Enabler.
|
||||
-
|
||||
-Prepared Caches: You have a prepped secret hideout with shelter and basic supplies capable of seeing you through a year
|
||||
-or more, or up to six people through about three months. In addition, you have knowledge of three different secret
|
||||
-supply caches you put together and hid before everything fell apart, chosen from the following. The caches are located
|
||||
-no closer than about 5 miles (8 km) from each other.
|
||||
-
|
||||
-• Food cache (enough food for six people for twelve weeks)
|
||||
-
|
||||
-• Water cache (enough clean water for six people for twelve weeks)
|
||||
-
|
||||
-• Ammunition cache (400 shells or bullets for four different weapons)
|
||||
-
|
||||
-• Firearm cache (six firearms; a mix of light, medium, and heavy weapons, each usually found with about ten bullets or
|
||||
-shells)
|
||||
+Practiced in Light Armor
|
||||
|
||||
-Enabler.
|
||||
+Prepared Caches
|
||||
|
||||
-Trained for Toughing It: Choose one noncombat skill that would be helpful for surviving after the apocalypse, such as
|
||||
-hunting, tracking, carpentry, or stealth. You are trained in that skill. Enabler.
|
||||
+Trained for Toughing It
|
||||
|
||||
Tier 2:
|
||||
|
||||
@@ -39470,23 +39548,13 @@
|
||||
|
||||
Ability Choice: Choose either Fruitfully Pass the Time or Stashed Vehicle as your tier 3 ability.
|
||||
|
||||
-Fruitfully Pass the Time (4 Intellect points): You are trained in one performance skill, such as singing; playing a
|
||||
-fiddle, harmonica, or other instrument; or something else that others would enjoy watching or hearing you do. When you
|
||||
-perform with the skill gained through this ability for one minute and you succeed on a difficulty 3 performance roll,
|
||||
-you and all allies within short range who can hear and see you immediately gain a one‑action recovery roll. You can't
|
||||
-use this on someone again until you use a one‑hour or ten‑hour recovery roll. Action to initiate, one minute to
|
||||
-complete.
|
||||
+Fruitfully Pass the Time
|
||||
|
||||
-Stashed Vehicle: You track down where you or a fellow prepper stashed a vehicle, pristinely stored to remain in working
|
||||
-order with minimal repairs required. The vehicle has a viable power source (such as hundreds of gallons of gasoline
|
||||
-treated to resist decomposition, or a rechargeable battery with options for solar or wind recharging). The vehicle could
|
||||
-be an all‑terrain vehicle (ATV), a truck, or something else; work with your GM to figure out the particulars. Enabler
|
||||
+Stashed Vehicle
|
||||
|
||||
Tier 4:
|
||||
|
||||
-Know Where to Look: Whenever the GM obtains a result for you on the Useful Stuff table, you get two results instead of
|
||||
-one. If the GM is using some other method to generate rewards for finding valuables, you gain double the result you
|
||||
-would otherwise obtain. Enabler.
|
||||
+Know Where to Look
|
||||
|
||||
Tier 5:
|
||||
|
||||
@@ -39498,10 +39566,7 @@
|
||||
|
||||
Discipline of Watchfulness
|
||||
|
||||
-Escape the Ruins (6 Intellect points): While in any area containing ruins from before the apocalypse, you find or create
|
||||
-a significant shortcut, secret entrance, or emergency escape route where it looked like none existed. Doing so requires
|
||||
-that you succeed on an Intellect action whose difficulty is set by the GM based on the situation. You and the GM should
|
||||
-work out the details. Action.
|
||||
+Escape the Ruins
|
||||
|
||||
Raids
|
||||
|
||||
@@ -39540,7 +39605,7 @@
|
||||
|
||||
Tier 2:
|
||||
|
||||
-Careful Tracker: You are trained in stealth and tracking tasks. Enabler.
|
||||
+Careful Tracker
|
||||
|
||||
Fearsome Reputation
|
||||
|
||||
@@ -39548,10 +39613,7 @@
|
||||
|
||||
Ability Choice: Choose either Raider Follower or Grand Deception as your tier 3 ability.
|
||||
|
||||
-Raider Follower: You gain a level 3 follower (initiative, stealth, and defense as level 4). The follower does as you say
|
||||
-and, generally speaking, isn't someone who makes the other PCs in your group feel uncomfortable because of their
|
||||
-
|
||||
-presence. Enabler.
|
||||
+Raider Follower
|
||||
|
||||
Grand Deception
|
||||
|
||||
@@ -39603,33 +39665,21 @@
|
||||
|
||||
Tier 1:
|
||||
|
||||
-Ruin Lore: You are trained in scavenging, which means you're more likely to find useful things (and junk that can
|
||||
-potentially be turned into useful things) in the ruins of what came before. Enabler.
|
||||
+Ruin Lore
|
||||
|
||||
Knowledge Skills
|
||||
|
||||
Tier 2:
|
||||
|
||||
-Fixer: You've learned enough of the past that you are trained in tasks to repair and build before‑times equipment, or
|
||||
-equipment made with before‑times parts. In addition, repairing and building tasks take you about 20% less time to
|
||||
-complete. Enabler.
|
||||
+Fixer
|
||||
|
||||
-Know the Way: You are familiar with before‑times buildings and other structures, which extends to ruins of the same. You
|
||||
-are trained in tasks related to getting around inside those buildings quickly, finding alternate routes, finding places
|
||||
-to hide, and other tasks associated with gaining a benefit by being able to picture a likely floor plan of any given
|
||||
-building. Enabler.
|
||||
+Know the Way
|
||||
|
||||
Tier 3:
|
||||
|
||||
Ability Choice: Choose either Disable Mechanisms or Resource Seeker as your tier 3 ability. Disable Mechanisms
|
||||
|
||||
-Resource Seeker (3+ Intellect points): When you are looking for a specific inexpensive item you'd like to scavenge from
|
||||
-nearby ruins, such as a candle, an aspirin, or a can of preserved chili, you can focus your attention on it so that you
|
||||
-are more likely to find it. For the next ten minutes, if what you are seeking is within long range, you find it if you
|
||||
-succeed on a difficulty 2 Intellect roll. Each time you use this ability again in the same area, the difficulty is
|
||||
-hindered by one additional step. For each level of Effort you apply, you can attempt to find an object of one higher
|
||||
-expense category, but the base difficulty of the Intellect roll also increases by 1 per higher expense category. Action
|
||||
-to initiate.
|
||||
+Resource Seeker
|
||||
|
||||
Tier 4:
|
||||
|
||||
@@ -39647,12 +39697,7 @@
|
||||
|
||||
Skill With Defense
|
||||
|
||||
-Use the Network (5 Intellect points): With a few minutes of looking around and preparing, you can access remnants of the
|
||||
-before‑times internet and satellite network (or an active network on which AIs who are not immediately dangerous
|
||||
-reside). The GM may decide there is no such connection in the area, but if there is, you can ask one basic question
|
||||
-about anything happening within 10 miles (16 km) and receive a simple answer. For example, you could ask about the
|
||||
-location of a specific creature or individual, and if they are within the range of this ability, you'll learn about it
|
||||
-from a still‑functioning camera feed, satellite feed, or AI interaction. Action to initiate.
|
||||
+Use the Network
|
||||
|
||||
Walks the Wasteland
|
||||
|
||||
@@ -39693,21 +39738,17 @@
|
||||
|
||||
Tier 1:
|
||||
|
||||
-Surviving the Wasteland: Given about half a day of walking and scavenging, you find enough edible food and potable water
|
||||
-in the ruins or surrounding wasteland for you and up to one other person for one day. The resources might be scavenged
|
||||
-from before‑times supplies, living flora and fauna, and uncontaminated water sources. Enabler.
|
||||
+Surviving the Wasteland
|
||||
|
||||
-Tolerance: This hard life has built up your resistance over time, so you are trained in resisting the effects of natural
|
||||
-poisons (such as those from plants or living creatures) and radiation. You're also immune to natural diseases. Enabler.
|
||||
+Tolerance
|
||||
|
||||
-Weapon at Hand: You're practiced with all weapons. To gain this benefit with a weapon you've never used before, you must
|
||||
-spend at least ten minutes practicing with it first. Enabler.
|
||||
+Weapon at Hand
|
||||
|
||||
Tier 2:
|
||||
|
||||
Devoted Defender
|
||||
|
||||
-Hardened by the End: You're trained in Might defense tasks.
|
||||
+Hardened by the End
|
||||
|
||||
Tier 3:
|
||||
|
||||
@@ -39718,7 +39759,7 @@
|
||||
|
||||
Rapid Attack
|
||||
|
||||
-Apocalyptic Stare: Your demeanor is of someone who shouldn't be trifled with. You are trained in intimidation. Enabler.
|
||||
+Apocalyptic Stare
|
||||
|
||||
Tier 4:
|
||||
|
||||
@@ -39736,13 +39777,7 @@
|
||||
|
||||
Using What's Available
|
||||
|
||||
-Wasteland Camouflage (5+ Speed or Intellect points): By drawing your clothing about you just so and using various tricks
|
||||
-and your deep knowledge of your surroundings, you become invisible for ten minutes in any landscape that contains ruins
|
||||
-of the before‑times. (You may also attempt this in a purely wilderness setting, but if you do, you must spend 1
|
||||
-additional point from Speed or Intellect, whichever Pool you activated this power with.) While you are invisible, this
|
||||
-asset eases your stealth and Speed defense tasks by two steps. This effect ends if you do something to reveal your
|
||||
-presence or position—attacking, using an ability, moving a large object, and so on. If this occurs, you can regain the
|
||||
-remaining invisibility effect by taking an action to focus on hiding your position. Action to initiate or reinitiate.
|
||||
+Wasteland Camouflage
|
||||
|
||||
### Historical
|
||||
|
||||
@@ -1,83 +0,0 @@
|
||||
--- _tmp/ccsrd.md 2025-06-04 07:12:07.311001894 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-06-04 07:27:21.454728657 -0500
|
||||
@@ -39500,7 +39500,7 @@
|
||||
|
||||
Merges Mind With Machine is a focus designed for use with the Radio Quiet setting.
|
||||
|
||||
-Prepped for the End
|
||||
+##### Prepped for the End
|
||||
|
||||
You prepared for ultimate disaster, unlike most of the sheeple. Which means you stashed away food, water, and other
|
||||
survival gear when things were still okay. You trained yourself for harsh conditions, for basic machine and electronic
|
||||
@@ -39568,7 +39568,7 @@
|
||||
|
||||
Escape the Ruins
|
||||
|
||||
-Raids
|
||||
+##### Raids
|
||||
|
||||
When civilization fell, you did what you had to do to stay alive. Did you kill innocent people? Probably, insofar as
|
||||
anyone who survived the end can really be considered "innocent." You figured they'd have done the same to you. But
|
||||
@@ -39633,7 +39633,7 @@
|
||||
|
||||
Twisting the Knife
|
||||
|
||||
-Remembers the Past
|
||||
+##### Remembers the Past
|
||||
|
||||
You are a student of the before‑times. Maybe that's because you grew up in the ruins of an old library and read
|
||||
everything as your hobby, you found a friendly AI archivist who taught you about how things once were, you're long‑lived
|
||||
@@ -39699,7 +39699,7 @@
|
||||
|
||||
Use the Network
|
||||
|
||||
-Walks the Wasteland
|
||||
+##### Walks the Wasteland
|
||||
|
||||
Most people want to hide from the devastation or just curl up and die rather than face a hostile world. Not you. You're
|
||||
determined to see what's out there, to survive, and, more than that, to thrive. It's that or let the radioactive rats—or
|
||||
@@ -39785,7 +39785,7 @@
|
||||
ancient Greece or feudal Japan, for example, probably makes it more like fantasy without all the orcs and magic
|
||||
(although a game set in feudal Japan with orcs and magic could be fascinating).
|
||||
|
||||
-### SUGGESTED TYPES FOR A HISTORICAL GAME
|
||||
+#### SUGGESTED TYPES FOR A HISTORICAL GAME
|
||||
|
||||
| | |
|
||||
|-------------------------------|---------------------------------------------------------------------|
|
||||
@@ -39802,7 +39802,7 @@
|
||||
| Explorer | Explorer |
|
||||
| Priest | Speaker |
|
||||
|
||||
-Basic CREATURES AND NPCs FOR A HISTORICAL GAME
|
||||
+#### Basic CREATURES AND NPCs FOR A HISTORICAL GAME
|
||||
|
||||
Cat: level 1, Speed defense as level 3
|
||||
|
||||
@@ -39827,7 +39827,7 @@
|
||||
|
||||
Warhorse: level 4; moves a long distance each round
|
||||
|
||||
-creating a historical adventure
|
||||
+#### creating a historical adventure
|
||||
|
||||
One of the draws of playing in a historical adventure is the thrill of "being there" when something important happens.
|
||||
Thus, in many cases, historical adventures in RPGs shouldn't be designed as campaigns, but instead serve as short-term
|
||||
@@ -39865,7 +39865,7 @@
|
||||
a skewed version of events and culture. Be willing to go deeper than *Braveheart* or *The Last Samurai*, or maybe choose
|
||||
a different genre.
|
||||
|
||||
-### RUNNING A HISTORICAL GAME
|
||||
+#### RUNNING A HISTORICAL GAME
|
||||
|
||||
Preparation is important in a historical game, and most of that entails choosing a historical period—or a specific
|
||||
historical event—as the setting. Given that all of history can serve, you won't lack for resources. Below are a few
|
||||
@@ -39886,7 +39886,7 @@
|
||||
prehistory, classical antiquity, ancient Egypt, the American revolution, ancient China, World War II, Edo Period Japan,
|
||||
Medieval Europe, and the American Old West.
|
||||
|
||||
-### HISTORICAL ARTIFACTS
|
||||
+#### HISTORICAL ARTIFACTS
|
||||
|
||||
The concept of artifacts is probably inappropriate for a historical setting without some kind of supernatural,
|
||||
fantastical, or science fiction element. That said, objects of mystery such as the Antikythera mechanism (an ancient
|
||||
@@ -1,20 +0,0 @@
|
||||
--- _tmp/ccsrd.md 2025-06-04 07:41:31.590049534 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-06-04 07:40:43.336747293 -0500
|
||||
@@ -38526,7 +38526,7 @@
|
||||
Effect: A successfully targeted creature or object within short range becomes coated with a clinging film of nanotech
|
||||
for one minute. While coated, a creature has 2 less Armor than usual (3 less if the cypher is level 5 or 6). While
|
||||
coated, an object temporarily moves one step down the object damage track (or two steps down if the cypher is level 5 or
|
||||
-### 6).
|
||||
+6).
|
||||
|
||||
###### DATA WIPE
|
||||
|
||||
@@ -38720,7 +38720,7 @@
|
||||
|
||||
Depletion: 1 in 1d20
|
||||
|
||||
-### ENVIROSCANNER
|
||||
+##### ENVIROSCANNER
|
||||
|
||||
Level: 1d6
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,923 +0,0 @@
|
||||
--- _tmp/ccsrd.md 2025-06-05 20:57:53.285921268 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-06-13 07:32:18.339664588 -0500
|
||||
@@ -10198,6 +10198,10 @@
|
||||
|
||||
Apocalyptic Stare: Your demeanor is of someone who shouldn't be trifled with. You are trained in intimidation. Enabler.
|
||||
|
||||
+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.
|
||||
+
|
||||
Applying Your Knowledge: When you help another character undertake any action that you're untrained in, you are treated
|
||||
as if you are trained in it. Action.
|
||||
|
||||
@@ -10613,6 +10617,12 @@
|
||||
provides you with inherent weaponry. This allows you to fire a blast of energy up to long range that inflicts 5 points
|
||||
of damage. There is no cost for you to use this ability. Action.
|
||||
|
||||
+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.
|
||||
+
|
||||
Burning Light (3 Intellect points): You send a beam of light at a creature within long range and then tighten the beam
|
||||
until it burns, inflicting 5 points of damage. Action.
|
||||
|
||||
@@ -10696,6 +10706,17 @@
|
||||
Captivate With Starshine: For as long as you speak, you keep the attention of all level 2 or lower NPCs who can hear
|
||||
you. If you also have the Enthrall ability, you can similarly captivate all level 3 NPCs. Action to initiate.
|
||||
|
||||
+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.
|
||||
+
|
||||
+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 Surfer: You can stand or move about on a moving vehicle (such as on the hood, on the roof, in the open door well,
|
||||
etc.) with a reasonable expectation of not falling off. Unless the vehicle veers sharply, stops suddenly, or otherwise
|
||||
engages in extreme maneuvers, standing or moving about on a moving vehicle is a routine task for you. If the vehicle
|
||||
@@ -10894,6 +10915,10 @@
|
||||
of online hackers and regular street criminals. These people are not necessarily your friends and might not be
|
||||
trustworthy, but they owe you a favor. You and the GM should work out the details of your contacts. Enabler.
|
||||
|
||||
+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.
|
||||
+
|
||||
Contortionist (2 Speed points): You can wriggle free from bindings or squeeze through a tight spot. You are trained in
|
||||
escaping. When you use an action to escape or move through a tight area, you can immediately use another action. You may
|
||||
use this action only to move. Enabler.
|
||||
@@ -10962,6 +10987,10 @@
|
||||
usually a matter of the character applying quick thinking in the face of immediate danger. The ability doesn't rely on
|
||||
supernatural means, but rather a practical act.)
|
||||
|
||||
+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.
|
||||
+
|
||||
Countermeasures (4 Intellect points): You immediately end one ongoing effect (such as an effect created by a character
|
||||
ability) within immediate range. Alternatively, you can use this as a defense action to cancel any incoming ability
|
||||
targeted at you, or you can cancel any device or the effect of any device for 1d6 rounds. You must touch the effect or
|
||||
@@ -11119,6 +11148,10 @@
|
||||
duration for an additional minute. If you have the Scramble Machine or Disable Mechanisms ability (or an ability that
|
||||
works similarly), when you apply a level of Effort to any of them, you gain an additional free level of Effort. Action.
|
||||
|
||||
+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.
|
||||
+
|
||||
Deadly Aim (3 Speed points): For the next minute, all ranged attacks you make inflict 2 additional points of damage.
|
||||
Action to initiate.
|
||||
|
||||
@@ -11163,6 +11196,9 @@
|
||||
|
||||
Deep Water Guide: While underwater, any creature you choose that can see you has an asset on swimming tasks. Enabler.
|
||||
|
||||
+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.
|
||||
+
|
||||
Defend All the Innocent: You protect everyone within immediate range whom you have designated as innocent with your
|
||||
Designation ability. Speed defense rolls made by such creatures gain an asset. Enabler.
|
||||
|
||||
@@ -11523,6 +11559,11 @@
|
||||
Echolocation: You are especially sensitive to sound and vibration, so much so that you can sense your environment within
|
||||
a short distance regardless of your ability to see. Enabler.
|
||||
|
||||
+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.
|
||||
+
|
||||
Effective Skill: Choose one noncombat skill when you gain this ability. You get a minor effect with that skill when you
|
||||
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
|
||||
19 or higher (the d20 shows "19" or higher). You can select this ability more than once. Each time you select it, you
|
||||
@@ -12405,6 +12446,9 @@
|
||||
|
||||
Hardiness: You are trained in Might defense tasks. Enabler.
|
||||
|
||||
+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.
|
||||
+
|
||||
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
|
||||
reserves for up to twelve hours at a time with enough reaction mass to get around in zero gravity on jets of ionized gas
|
||||
@@ -12454,6 +12498,9 @@
|
||||
Heroic Monster Bane: When you inflict damage to creatures more than twice as large or massive as you, you inflict 3
|
||||
additional points of damage. Enabler.
|
||||
|
||||
+Heroic Witch Bane: When you inflict damage to witches (or other intelligent creatures who cast spells), you inflict 3
|
||||
+additional points of damage. Enabler.
|
||||
+
|
||||
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)
|
||||
square pocket dimension that normally only the magic ally can access. Enabler.
|
||||
@@ -12647,6 +12694,9 @@
|
||||
points. If you roll a natural 20 and choose to deal damage instead of achieve a special major effect, you deal 5 extra
|
||||
points of damage. Enabler.
|
||||
|
||||
+Improved Witch Bane: When you inflict damage to witches (or other intelligent creatures who cast spells), you inflict 3
|
||||
+additional points of damage. Enabler.
|
||||
+
|
||||
Improvise (3 Intellect points): When you perform a task in which you are not trained, you can improvise to gain an asset
|
||||
on the task. The asset might be a tool you cobble together, a sudden insight into overcoming a problem, or a rush of
|
||||
dumb luck. Enabler. (Improvise can be used on a task a character has an inability in, but instead of gaining an asset,
|
||||
@@ -12657,6 +12707,9 @@
|
||||
friends would be damaged, you can choose to take up to half the number of points of damage they would otherwise take,
|
||||
but only if you're not already impaired or debilitated. Enabler.
|
||||
|
||||
+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.
|
||||
+
|
||||
Incomparable Pilot: While on a starcraft you own or have a direct connection with, your Might Edge, Speed Edge, and
|
||||
Intellect Edge increase by 1. When you make a recovery roll on a starcraft you're familiar with, you recover 5
|
||||
additional points. Enabler.
|
||||
@@ -12835,6 +12888,10 @@
|
||||
round, which means that if you use Scratch Existence or Shred Existence, attacking each target along your path is eased
|
||||
by two steps. Enabler.
|
||||
|
||||
+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 Fist: Your unarmed attacks deal 4 points of damage. Enabler.
|
||||
|
||||
Iron Punch (5+ Intellect points): You magnetically pick up a metallic heavy object within short range and hurl it at
|
||||
@@ -12970,6 +13027,9 @@
|
||||
of a horse or a basilisk instead of a lizard, but doing so should require applying at least one level of Effort to the
|
||||
change, and the character wouldn't gain any of the creature's magical abilities.
|
||||
|
||||
+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.
|
||||
+
|
||||
Lethal Damage: Choose one of your existing attacks that inflicts points of damage (depending on your type and focus,
|
||||
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
|
||||
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
|
||||
+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.
|
||||
+
|
||||
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
|
||||
@@ -13089,10 +13157,18 @@
|
||||
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:
|
||||
|
||||
@@ -1,100 +0,0 @@
|
||||
--- _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
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,327 +0,0 @@
|
||||
--- _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.
|
||||
|
||||
@@ -1,11 +0,0 @@
|
||||
--- _tmp/ccsrd.md 2025-04-04 10:29:10.675133282 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-04-04 10:55:38.788141182 -0500
|
||||
@@ -2,6 +2,8 @@
|
||||
|
||||
Compatible with the Cypher System. Based on the Cypher System Reference Document, 2024-07-02.
|
||||
|
||||
+[TOC]
|
||||
+
|
||||
## How to Play the Cypher System
|
||||
|
||||
The rules of the Cypher System are quite straightforward at their heart, as all of gameplay is based around a few core
|
||||
@@ -1,9 +0,0 @@
|
||||
#!/bin/sh
|
||||
# Remove extra whitespace from the end of lines, since it throws off some further
|
||||
# formatting cleanups. There's no real pattern to when this happens; I think it's
|
||||
# just a copy and paste problem in the source doc, so there's no real ability to
|
||||
# make further improvements --- just remove the spaces and let other things clean
|
||||
# it up.
|
||||
# Also convert some non-breaking spaces and that kind of thing in there randomly.
|
||||
sed -E 's/\xc2\xa0/ /g' _tmp/ccsrd.md > _tmp/ccsrd.new.md
|
||||
sed -E 's/\s+$//' -i _tmp/ccsrd.new.md
|
||||
@@ -1,7 +0,0 @@
|
||||
#!/bin/sh
|
||||
# Remove fancy marks like “. They can be readded by the Markdown processor output later,
|
||||
# but right now they just complicate further cleanups.
|
||||
sed -E 's/“/"/g' _tmp/ccsrd.md > _tmp/ccsrd.new.md
|
||||
sed -E 's/”/"/g' -i _tmp/ccsrd.new.md
|
||||
sed -E "s/‘/'/g" -i _tmp/ccsrd.new.md
|
||||
sed -E "s/’/'/g" -i _tmp/ccsrd.new.md
|
||||
@@ -1,12 +0,0 @@
|
||||
#!/bin/sh
|
||||
# The source seems to use level 3 headers in ALL CAPS, so make those markdown level
|
||||
# 3 headers, noting that some parts seem to put things intending to be level 4 in
|
||||
# ALL CAPS too, so this will need some human post processing
|
||||
|
||||
# clean up some typos and similar
|
||||
sed -E 's/ACTION: Activate a Special Ability/ACTION: ACTIVATE A SPECIAL ABILITY/' _tmp/ccsrd.md > _tmp/ccsrd.new.md
|
||||
sed -E 's/FIFTH-TIER SKILLS ANd KNOWLEDGE ABILITIES/FIFTH-TIER SKILLS AND KNOWLEDGE ABILITIES/' -i _tmp/ccsrd.new.md
|
||||
sed -E 's/FANTASy/FANTASY/' -i _tmp/ccsrd.new.md
|
||||
|
||||
# s is here because e.g. "NPCs" is a common occurrence
|
||||
sed -E "s/^[A-Z0-9s ()@'?&.,:\/-]+$/### \0/" -i _tmp/ccsrd.new.md
|
||||
Binary file not shown.
Binary file not shown.
Reference in New Issue
Block a user