Compare commits
9 Commits
main
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og-csrd-ba
Author | SHA1 | Date | |
---|---|---|---|
bc274c3d1b | |||
28569236c3 | |||
281a0acbe1 | |||
f284947b03 | |||
f70e795ffa | |||
7bfd97c1d6 | |||
8518eaade0 | |||
9fc2f76df3 | |||
5aeaedb169 |
3
.gitmodules
vendored
Normal file
3
.gitmodules
vendored
Normal file
@ -0,0 +1,3 @@
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||||
[submodule "og-csrd"]
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path = og-csrd
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url = https://github.com/callmepartario/og-csrd.git
|
59
Makefile
59
Makefile
@ -1,17 +1,23 @@
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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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DE_OGCSRD_PATCH_DIR := ./patches/de-ogcsrd
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DE_OGCSRD_PATCHES := $(wildcard $(DE_OGCSRD_PATCH_DIR)/*.patch)
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DE_OGCSRD_PATCHES_OUT := $(subst $(DE_OGCSRD_PATCH_DIR),$(TMPDIR),$(DE_OGCSRD_PATCHES))
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BSS_PATCH_DIR := ./patches/bss
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BSS_PATCHES := $(wildcard $(BSS_PATCH_DIR)/*.patch)
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BSS_PATCHES_OUT := $(subst $(BSS_PATCH_DIR),$(TMPDIR),$(BSS_PATCHES))
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# DEFAULT BUILD
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@ -20,7 +26,8 @@ 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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de-ogcsrd: base $(DE_OGCSRD_PATCHES_OUT)
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bss: de-ogcsrd $(BSS_PATCHES_OUT)
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# CLEANUPS
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@ -38,29 +45,35 @@ $(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 '$<')
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$(TMPDIR)/%.patch: $(DE_OGCSRD_PATCH_DIR)/%.patch
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$(info >>> DE-OGCSRD '$<')
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@patch $(CCSRD) $< --quiet
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@touch $@
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$(TMPDIR)/%.patch: $(BSS_PATCH_DIR)/%.patch
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$(info >>> BSS '$<')
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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) bss
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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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ifdef DEST_FILE
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cp $(HTML_OUT) $(DEST_FILE)
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endif
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# BUILD STEPS
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# generate the basic markdown file
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$(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"
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],
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"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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}
|
1
og-csrd
Submodule
1
og-csrd
Submodule
@ -0,0 +1 @@
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Subproject commit 558ebc23924aedfc6d650a3344f6500936061738
|
251
pandoc/templates/bss-styles.html
Normal file
251
pandoc/templates/bss-styles.html
Normal file
@ -0,0 +1,251 @@
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$if(document-css)$
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@import url('https://fonts.googleapis.com/css2?family=Jost:wght@400;500&display=swap');
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html {
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font-family: 'Jost', sans-serif;
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$if(fontsize)$
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font-size: $fontsize$;
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$endif$
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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$;
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background-color: $if(backgroundcolor)$$backgroundcolor$$else$#fdfdfd$endif$;
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}
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body {
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margin: 0 auto;
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max-width: $if(maxwidth)$$maxwidth$$else$72em$endif$;
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padding-left: $if(margin-left)$$margin-left$$else$50px$endif$;
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padding-right: $if(margin-right)$$margin-right$$else$50px$endif$;
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padding-top: $if(margin-top)$$margin-top$$else$50px$endif$;
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padding-bottom: $if(margin-bottom)$$margin-bottom$$else$50px$endif$;
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hyphens: auto;
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overflow-wrap: break-word;
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text-rendering: optimizeLegibility;
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font-kerning: normal;
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}
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@media (max-width: 600px) {
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body {
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font-size: 0.9em;
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padding: 12px;
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}
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h1 {
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font-size: 1.8em;
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}
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}
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@media print {
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html {
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background-color: $if(backgroundcolor)$$backgroundcolor$$else$white$endif$;
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}
|
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body {
|
||||
background-color: transparent;
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color: black;
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font-size: 12pt;
|
||||
}
|
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p, h2, h3 {
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orphans: 3;
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widows: 3;
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}
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h2, h3, h4 {
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page-break-after: avoid;
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}
|
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}
|
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p {
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margin: 1em 0;
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}
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a {
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color: $if(linkcolor)$$linkcolor$$else$#1a1a1a$endif$;
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}
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a:visited {
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color: $if(linkcolor)$$linkcolor$$else$#1a1a1a$endif$;
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}
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img {
|
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max-width: 100%;
|
||||
}
|
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svg {
|
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height: auto;
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max-width: 100%;
|
||||
}
|
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h1, h2, h3, h4, h5, h6 {
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margin-top: 1.4em;
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}
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h5, h6 {
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font-size: 1em;
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}
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h6 {
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font-weight: normal;
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}
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ol, ul {
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padding-left: 1.7em;
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margin-top: 1em;
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||||
}
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li > ol, li > ul {
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margin-top: 0;
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}
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blockquote {
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margin: 1em 0 1em 1.7em;
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padding-left: 1em;
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border-left: 2px solid #e6e6e6;
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color: #606060;
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}
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$if(abstract)$
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div.abstract {
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margin: 2em 2em 2em 2em;
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text-align: left;
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font-size: 85%;
|
||||
}
|
||||
div.abstract-title {
|
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font-weight: bold;
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text-align: center;
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||||
padding: 0;
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margin-bottom: 0.5em;
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||||
}
|
||||
$endif$
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||||
code {
|
||||
font-family: $if(monofont)$$monofont$$else$Menlo, Monaco, Consolas, 'Lucida Console', monospace$endif$;
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$if(monobackgroundcolor)$
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background-color: $monobackgroundcolor$;
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||||
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 {
|
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padding: 0.125em 0.5em 0.25em 0.5em;
|
||||
}
|
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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;}
|
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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
|
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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;
|
||||
}
|
||||
|
||||
/* BSS STYLES */
|
||||
a {
|
||||
font-weight: bold;
|
||||
}
|
||||
|
||||
h1, h2, h3, h4, h5, h6 {
|
||||
color: #811610;
|
||||
text-transform: uppercase;
|
||||
line-height: 1.2em;
|
||||
}
|
||||
|
||||
#wound-tracker tbody, #wound-tracker tbody th, #wound-tracker tbody td {
|
||||
border: 1px solid $if(fontcolor)$$fontcolor$$else$#1a1a1a$endif$;
|
||||
}
|
76
pandoc/templates/bss.html
Normal file
76
pandoc/templates/bss.html
Normal file
@ -0,0 +1,76 @@
|
||||
<!DOCTYPE html>
|
||||
<html xmlns="http://www.w3.org/1999/xhtml" lang="$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>
|
25803
patches/base/001-fix-anchor-permalinks.patch
Normal file
25803
patches/base/001-fix-anchor-permalinks.patch
Normal file
File diff suppressed because it is too large
Load Diff
@ -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
|
||||
|
38672
patches/base/002-fix-escaped-apostrophe.patch
Normal file
38672
patches/base/002-fix-escaped-apostrophe.patch
Normal file
File diff suppressed because it is too large
Load Diff
@ -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).
|
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
|
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@ -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.
|
@ -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.
|
@ -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
|
@ -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
|
@ -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
|
File diff suppressed because it is too large
Load Diff
@ -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
|
@ -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
|
@ -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
|
@ -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.
|
||||
|
69
patches/base/100-remove-OG-CSRD-navbar.patch
Normal file
69
patches/base/100-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}
|
559
patches/base/101-remove-OG-DD-references.patch
Normal file
559
patches/base/101-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){.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){.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){.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){.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){.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){.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){.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){.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){.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){.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){.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){.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){.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){.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){.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){.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){.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){.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){.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){.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){.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){.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){.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){.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){.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){.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/102-remove-OG-CSPG-references.patch
Normal file
94
patches/base/102-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){.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){.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/103-remove-cypher-deck-references.patch
Normal file
145
patches/base/103-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){.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){.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){.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/104-remove-PDF-references.patch
Normal file
125
patches/base/104-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){.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){.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){.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){.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){.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){.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){.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){.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/107-remove-difficulty-dial.patch
Normal file
70
patches/base/107-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){.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){.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}
|
18
patches/base/108-remove-cheat-sheet-links.patch
Normal file
18
patches/base/108-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}
|
96
patches/base/109-remove-character-sentence-generator.patch
Normal file
96
patches/base/109-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){.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){.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){.og-h-anchor aria-hidden="true"}
|
||||
@@ -1272,35 +1261,6 @@
|
||||
|
||||
------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
-::: {.alert .ps-4 .pb-0}
|
||||
-#### Cypher System Character Sentence Generator [#](#character-sentence-generator){.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){.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}
|
56
patches/bss/001-foreword-and-rename.patch
Normal file
56
patches/bss/001-foreword-and-rename.patch
Normal file
@ -0,0 +1,56 @@
|
||||
--- _tmp/ccsrd.md 2025-07-24 10:39:23.642566554 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-07-24 10:38:33.297249869 -0500
|
||||
@@ -1,9 +1,9 @@
|
||||
::: {#og-content .container-xxl .rounded-3 .mt-1 .mb-1 .print-across}
|
||||
::: {.ps-3 role="main"}
|
||||
::: {#part0}
|
||||
-# [Commons]{.og-chap} Cypher System Reference Document {#top .pt-2}
|
||||
+# [bss's]{.og-chap} Cypher System Reference Document {#top .pt-2}
|
||||
|
||||
-CCSRD
|
||||
+BSS-CSRD
|
||||
version 0.00,
|
||||
compatible with the Cypher System.
|
||||
|
||||
@@ -55,16 +55,25 @@
|
||||
|
||||
### [Chapter 1]{.og-chap} Foreword
|
||||
|
||||
-The Commons Cypher System Reference Document (CCSRD) is a customized version of the Cypher System Reference Document,
|
||||
+bss's Cypher System Reference Document (BSS-CSRD) is a customized version of the Cypher System Reference Document,
|
||||
based on
|
||||
version 2.00h (2025-07-19)
|
||||
of [Old Gus' Cypher System Reference Document](https://callmepartario.github.io/og-csrd/) (OG-CSRD), itself based on
|
||||
the
|
||||
May 5, 2025 version
|
||||
of the [Cypher System Reference Document](http://csol.montecookgames.com/) (CSRD), and is published under the Cypher
|
||||
-System Open License (CSOL). The CCSRD is not associated with, endorsed by, or sponsored by Monte Cook Games.
|
||||
+System Open License (CSOL). The BSS-CSRD is not associated with, endorsed by, or sponsored by Monte Cook Games.
|
||||
|
||||
-The CSRD also includes material published in other products. Page number references have been added throughout as
|
||||
+Custom content, homebrew, interpretations, rulings, and the like are all made in the context of bss's version of the
|
||||
+Cypher System for his games; you're free to use them if you wish, but they come with no warranty or guarantee they make
|
||||
+any sense. This content comes with a reference of:
|
||||
+
|
||||
+- [BSS-CSRD](#choose-editorial-additions) [(bss Editorial Addition)]{.og-ref .og-ref-bss}[(BSS-CSRD)]{.og-ref
|
||||
+ .og-ref-bss}
|
||||
+
|
||||
+or a "bss's Notes" section.
|
||||
+
|
||||
+The BSS-CSRD also includes material published in other products. Page number references have been added throughout as
|
||||
follows.
|
||||
|
||||
- [Old Gus' Cypher System Reference Document](https://callmepartario.github.io/og-csrd/): [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
@@ -91,10 +100,10 @@
|
||||
- [Cypher System Reference Document (CSRD)](http://csol.montecookgames.com/){.og-icon .og-mcg}, Cypher System Rulebook
|
||||
(2015), or Cypher System Rulebook Deluxe Edition (2024): [(Errata)]{.og-ref}
|
||||
|
||||
-This CSRD differs from the OG-CSRD in some core ways: it is not a wide-reaching reference and guide to many things Cypher
|
||||
+The BSS-CSRD differs from the OG-CSRD in some core ways: it is not a wide-reaching reference and guide to many things Cypher
|
||||
System, as Old Gus' Cypher System Reference Document is. This is an opinionated customization on top of and beyond the
|
||||
OG-CSRD; as such, editorial, custom content, links to products, and so on have been removed in creating this CSRD. It is
|
||||
-meant to be one's particular flavor of the Cypher System, rather than a guide for any one to play and/or adapt the
|
||||
+meant to be bss's particular flavor of the Cypher System, rather than a guide for any one to play and/or adapt the
|
||||
Cypher System. This differs from [Old Gus' editorial mission](#about-editorial-mission).
|
||||
|
||||
Information beyond the core CSRD is provided in a variety of sidebars:
|
87
patches/bss/010-add-cypher-volatility.patch
Normal file
87
patches/bss/010-add-cypher-volatility.patch
Normal file
@ -0,0 +1,87 @@
|
||||
--- _tmp/ccsrd.md 2025-07-23 11:42:06.739971340 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-07-23 14:37:31.339305450 -0500
|
||||
@@ -37555,6 +37555,11 @@
|
||||
ones are harmful or dangerous. Optionally, you can increase the threat by adding +20 to the d100 roll for every
|
||||
additional cypher the character is over their limit (+20 for two over, +40 for three over, and so on).
|
||||
|
||||
+::: {.og-ed .og-ed-bss .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
+**bss's Notes ---** It's Only Magic assumes cypher limits are otherwise a hard limit, which is not how I do things via
|
||||
+[Volatility: Exceeding Cypher Limits](#volatility-exceeding-cypher-limits). You probably only want one of these rules.
|
||||
+:::
|
||||
+
|
||||
###### Side Effects of Exceeding Cypher Limits [#](#modern-magic-side-effects-of-exceeding-cypher-limits){.og-h-anchor aria-hidden="true"} {#modern-magic-side-effects-of-exceeding-cypher-limits}
|
||||
|
||||
[(It's Only Magic, page 92)]{.og-ref}
|
||||
@@ -70863,6 +70868,7 @@
|
||||
- [Using Cyphers](#using-cyphers) [(380)]{.og-ref}
|
||||
- [Cypher Levels and Effects](#cypher-levels-and-effects) [(380)]{.og-ref}
|
||||
- [Cypher Limits](#cypher-limits) [(378)]{.og-ref}
|
||||
+- [Volatility: Exceeding Cypher Limits](#volatility-exceeding-cypher-limits) [(BSS-CSRD)]{.og-ref .og-ref-bss}
|
||||
- [Subtle Cyphers](#subtle-cyphers) [(378)]{.og-ref}
|
||||
- [Manifest Cyphers](#manifest-cyphers) [(379)]{.og-ref}
|
||||
- [Manifest Cypher Forms](#manifest-cypher-forms) [(381)]{.og-ref}
|
||||
@@ -70982,13 +70988,46 @@
|
||||
[(Cypher System Rulebook, page 378)]{.og-ref}
|
||||
|
||||
All characters have a maximum number of cyphers they can have at any one time, determined by their [type](#choose-type).
|
||||
-If a character ever attempts to carry more, random cyphers instantly disappear until the PC has a number of cyphers
|
||||
-equal to their maximum (depending on the genre of the campaign, [subtle cyphers](#subtle-cyphers) may be more or less
|
||||
-likely to vanish this way). These vanished cyphers are not recoverable.
|
||||
+If a character carries more, they are subject to the risk of [random
|
||||
+volatility](#volatility-exceeding-cypher-limits).
|
||||
|
||||
-::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
-**Old Gus's Notes ---** For more specific effects of exceeding cypher limits, see [Exceeding Cypher
|
||||
-Limits](#modern-magic-exceeding-cypher-limits) in [Chapter 14-A: Modern Magic](#chapter-14-a-modern-magic).
|
||||
+##### Volatility: Exceeding Cypher Limits [#](#volatility-exceeding-cypher-limits){.og-h-anchor aria-hidden="true"} {#volatility-exceeding-cypher-limits}
|
||||
+
|
||||
+[(bss Editorial Addition)]{.og-ref .og-ref-bss}
|
||||
+
|
||||
+::: {.og-ed .og-ed-bss .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
+**bss's Notes ---** The official rule for a PC going over their cypher limit is that they randomly lose cyphers
|
||||
+until they are back to their limit. Functional, but not terribly fun. This rule, based on
|
||||
+[Old Gus's](https://callmepartario.github.io/og-csrd/#optional-rule-exceeding-cypher-limits), should be far more
|
||||
+interesting.
|
||||
+:::
|
||||
+
|
||||
+Depending on the genre, there are a variety of ways to explain cyphers --- magical items, alien technology, mental
|
||||
+focus and acumen, serendipity, chaos --- and thus a variety of ways to explain how one might go over a normal limit
|
||||
+on cyphers such as undergoing magical corruption, side effects unknown to science, mental strain, bad luck, more
|
||||
+chaos, and so on.
|
||||
+
|
||||
+For each cypher above the character's limit, the PC's [GM intrusioun rate](#intrusion-through-player-rolls) raises by 1,
|
||||
+and when any intrusion based on a die roll occurs (even if that roll is a 1), the intrusion has an extra side effect
|
||||
+that results in the loss of one cypher --- perhaps one at random, or one pushing them over their limit, or the one
|
||||
+getting triggered, as the table sees fit. The loss of this cypher is usually catastrophic (for the cypher, if not the
|
||||
+character) in some fashion as well.
|
||||
+
|
||||
+::: table-responsive
|
||||
+ d6 Volatility Effects
|
||||
+ ------ --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
+ 1 **Detonation:** The cypher explodes, dealing damage equal to the exploding cypher's level to creatures within an immediate range. The GM chooses an appropriate type for the damage. The level of the explosion is equal to the cypher\'s level, and the [stat](#character-stats) used to [defend](#action-defend) against the explosion and type of damage are determined by the GM. Targets in the area take 1 point of damage even if they succeed their defense roll, and if the PC bearing the exploding cypher fails their defense roll, they also lose one additional random cypher they bear.
|
||||
+ 2--3 **Unpredictability:** The cypher activates with unpredictable effects. The GM determines the modifications, which invert or distort one or more aspects of the cypher's effects, or produce effects of an entirely [random cypher](#choose-cyphers).
|
||||
+ 4--5 **Dissipation:** The cypher vanishes.
|
||||
+ 6 **Discharge:** The cypher activates randomly, affecting a random target within immediate distance of the PC or within range of the cypher (whichever distance is further).
|
||||
+
|
||||
+ : Examples of Cypher Volatility
|
||||
+:::
|
||||
+
|
||||
+::: {.og-ed .og-ed-bss .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
+**bss's Notes ---** As mentioned at the preface, this table comes from Old Gus's rules, but the table can rule this
|
||||
+loss of a cypher however they would like. Generally speaking, it's probably some kind of unexpected event that
|
||||
+complicates the scene just an extra bit more.
|
||||
:::
|
||||
|
||||
------------------------------------------------------------------------------------------------------------------------
|
||||
@@ -75344,6 +75383,11 @@
|
||||
#### Editorial Additions [#](#choose-editorial-additions){.og-h-anchor aria-hidden="true"} {#choose-editorial-additions .og-border}
|
||||
|
||||
[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
+[(bss Editorial Addition)]{.og-ref .og-ref-bss}
|
||||
+
|
||||
+##### New Rules [#](#choose-new-rules){.og-h-anchor aria-hidden="true"} {#choose-new-rules .og-h-small}
|
||||
+
|
||||
+- [Volatility: Exceeding Cypher Limits](#volatility-exceeding-cypher-limits) [(BSS-CSRD)]{.og-ref .og-ref-bss}
|
||||
|
||||
##### Rule Clarifications [#](#choose-rule-clarifications){.og-h-anchor aria-hidden="true"} {#choose-rule-clarifications .og-h-small}
|
||||
|
87
patches/bss/020-add-recovery-rolls-in-any-order.patch
Normal file
87
patches/bss/020-add-recovery-rolls-in-any-order.patch
Normal file
@ -0,0 +1,87 @@
|
||||
--- _tmp/ccsrd.md 2025-07-23 14:38:11.318555528 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-07-23 15:40:13.129915860 -0500
|
||||
@@ -27420,43 +27420,54 @@
|
||||
##### Recovering Points in a Pool [#](#recovery-rolls){.og-h-anchor aria-hidden="true"} {#recovery-rolls}
|
||||
|
||||
[(Cypher System Rulebook, page 218)]{.og-ref}
|
||||
+[(bss Editorial Addition)]{.og-ref .og-ref-bss}
|
||||
|
||||
After losing or spending points in a [Pool](#pool), you recover those points by resting. You can't increase a Pool past
|
||||
-its maximum by resting---just back to its normal level. Any extra points gained go away with no effect. The amount of
|
||||
-points you recover from a rest, and how long each rest takes, depends on how many times you have rested so far that day.
|
||||
+its maximum by resting---just back to its normal level. Any extra points gained go away with no effect.
|
||||
|
||||
When you rest, make a recovery roll. To do this, roll a d6 and add your tier. You recover that many points, and you can
|
||||
divide them among your stat Pools however you wish. For example, if your recovery roll is 4 and you've lost 4 points of
|
||||
[Might](#might) and 2 points of [Speed](#speed), you can recover 4 points of Might, or 2 points of Might and 2 points of
|
||||
Speed, or any other combination adding up to 4 points.
|
||||
|
||||
-The first time you rest each day, it takes only a few seconds to catch your breath. If you rest this way in the middle
|
||||
-of an encounter, it takes one action on your turn.
|
||||
+A character can rest as long and as often as they'd like, of course, but there are only four recovery rolls of varying
|
||||
+durations that they can benefit from:
|
||||
|
||||
-The second time you rest each day, you must rest for ten minutes to make a recovery roll. The third time you rest each
|
||||
-day, you must rest for one hour to make a recovery roll. The fourth time you rest each day, you must rest for ten hours
|
||||
+::: table-responsive
|
||||
+ Recovery Roll Rest Time Needed
|
||||
+ ------------------------------- ------------------
|
||||
+ Quick duration recovery roll One action
|
||||
+ Short duration recovery roll Ten minutes
|
||||
+ Medium duration recovery roll One hour
|
||||
+ Long duration recovery roll Ten hours
|
||||
+
|
||||
+ : Recovery Rolls and Their Duration
|
||||
+:::
|
||||
+
|
||||
+The quick duration rest takes only a few seconds to catch your breath. If you rest this way in the middle
|
||||
+of an encounter, it takes one action on your turn. You must rest for ten minutes to make a short duration recovery
|
||||
+roll. A medium duration recovery roll takes one hour, and for the long duration recovery, you must rest for ten hours
|
||||
to make a recovery roll (usually, this occurs when you stop for the day to eat and sleep).
|
||||
|
||||
-After that much rest, it's assumed to be a new day, so the next time you rest, it takes only a few seconds. The next
|
||||
-rest takes ten minutes, then one hour, and so on, in a cycle.
|
||||
+After that much rest, it's assumed to be a new day, so after making the long duration recovery roll, the character
|
||||
+regains all four of their recoveries for use in the new day.
|
||||
|
||||
-If you haven't rested yet that day and you take a lot of damage in a fight, you could rest a few seconds (regaining 1d6
|
||||
-points + 1 point per tier) and then immediately rest for ten minutes (regaining another 1d6 points + 1 point per tier).
|
||||
-Thus, in one full day of doing nothing but resting, you could recover 4d6 points + 4 points per tier.
|
||||
+You can spend multiple recoveries at once if you have ones that are of a shorter duration than the duration you rested. For
|
||||
+example, if you have not made any recovery rolls this day (and need the pool points back), you could rest for one hour
|
||||
+and make all three of your quick, short, and medium duration recovery rolls, or any combination therein.
|
||||
|
||||
Each character chooses when to make recovery rolls. If a party of five PCs rests for ten minutes because two of them
|
||||
-want to make recovery rolls, the others don't have to make rolls at that time. Later in the day, those three can decide
|
||||
-to rest for ten minutes and make recovery rolls.
|
||||
-
|
||||
-::: table-responsive
|
||||
- Recovery Roll Rest Time Needed
|
||||
- ---------------------- ------------------
|
||||
- First recovery roll One action
|
||||
- Second recovery roll Ten minutes
|
||||
- Third recovery roll One hour
|
||||
- Fourth recovery roll Ten hours
|
||||
+want to make recovery rolls, the others don't have to make rolls at that time. Each of the two PCs chooses to spend
|
||||
+their quick or short recovery roll individually, as desired. Later in the day, the other three can decide
|
||||
+to rest for ten minutes and make recovery rolls --- and perhaps the first two PCs spend their quick duration recovery
|
||||
+roll within that space of time, if they haven't already.
|
||||
|
||||
- : Recovery Rolls
|
||||
+::: {.og-ed .og-ed-bss .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
+**bss's Notes ---** The official rules suggests the four recovery rolls are used in order of ascending duration.
|
||||
+There doesn't seem to be any particular reason for this, and future rules modules may add additional effects to
|
||||
+the recovery roll based on how long you have spent resting and recovering, so the strict ordering has been removed
|
||||
+(other than for the 10-hour rest, which must come last as it recharges stuff (including the rolls) and is otherwise
|
||||
+impractical to do willy-nilly).
|
||||
:::
|
||||
|
||||
##### Restoring the Damage Track [#](#restoring-the-damage-track){.og-h-anchor aria-hidden="true"}
|
||||
@@ -75388,6 +75399,7 @@
|
||||
##### New Rules [#](#choose-new-rules){.og-h-anchor aria-hidden="true"} {#choose-new-rules .og-h-small}
|
||||
|
||||
- [Volatility: Exceeding Cypher Limits](#volatility-exceeding-cypher-limits) [(BSS-CSRD)]{.og-ref .og-ref-bss}
|
||||
+- [Recovery Rolls Are Made in Any Order](#recovery-rolls) [(BSS-CSRD)]{.og-ref .og-ref-bss}
|
||||
|
||||
##### Rule Clarifications [#](#choose-rule-clarifications){.og-h-anchor aria-hidden="true"} {#choose-rule-clarifications .og-h-small}
|
||||
|
45
patches/bss/021-tweaks-to-recovery-roll-timings.patch
Normal file
45
patches/bss/021-tweaks-to-recovery-roll-timings.patch
Normal file
@ -0,0 +1,45 @@
|
||||
--- _tmp/ccsrd.md 2025-07-24 20:36:31.041504094 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-07-24 21:03:17.324397251 -0500
|
||||
@@ -27434,23 +27434,31 @@
|
||||
durations that they can benefit from:
|
||||
|
||||
::: table-responsive
|
||||
- Recovery Roll Rest Time Needed
|
||||
- ------------------------------- ------------------
|
||||
- Quick duration recovery roll One action
|
||||
- Short duration recovery roll Ten minutes
|
||||
- Medium duration recovery roll One hour
|
||||
- Long duration recovery roll Ten hours
|
||||
+ Recovery Roll Duration Amount Rest Time Needed
|
||||
+ ---------------------- ------ -------------------
|
||||
+ Quick 1 One action
|
||||
+ Short 2 Ten minutes to an hour
|
||||
+ Long 1 Ten hours, or varies
|
||||
|
||||
: Recovery Rolls and Their Duration
|
||||
:::
|
||||
|
||||
The quick duration rest takes only a few seconds to catch your breath. If you rest this way in the middle
|
||||
-of an encounter, it takes one action on your turn. You must rest for ten minutes to make a short duration recovery
|
||||
-roll. A medium duration recovery roll takes one hour, and for the long duration recovery, you must rest for ten hours
|
||||
-to make a recovery roll (usually, this occurs when you stop for the day to eat and sleep).
|
||||
+of an encounter, it takes one action on your turn. This is the only recovery that is practical to use in combat,
|
||||
+so it is worth saving for that purpose.
|
||||
|
||||
-After that much rest, it's assumed to be a new day, so after making the long duration recovery roll, the character
|
||||
-regains all four of their recoveries for use in the new day.
|
||||
+You must rest for a small amount of time, generally somewhere in the range of ten minutes to an hour, to make a short
|
||||
+duration recovery roll.
|
||||
+
|
||||
+The long duration recovery is a bit complicated. In normal "adventuring day" terms, a long recovery is 10 hours ---
|
||||
+the point when the party makes camp or hits an inn for the night, and then begins the next day of adventuring fresh
|
||||
+(or fresher) with new recoveries and renewed capabilities. However, this pace may not make sense for all games; if
|
||||
+traveling between planets in a space game, there may be days (or simulated days) of downtime, but it wouldn't be
|
||||
+appropriate for the story for the characters to come into the next step of the adventure totally fresh. Because of this,
|
||||
+the GM is the final arbiter of when characters can make their long recovery roll.
|
||||
+
|
||||
+After the rest of a long recovery and making the long duration recovery roll, the character
|
||||
+regains all four of their recoveries for use again.
|
||||
|
||||
You can spend multiple recoveries at once if you have ones that are of a shorter duration than the duration you rested. For
|
||||
example, if you have not made any recovery rolls this day (and need the pool points back), you could rest for one hour
|
342
patches/bss/030-wounds-replacing-damage-track.patch
Normal file
342
patches/bss/030-wounds-replacing-damage-track.patch
Normal file
@ -0,0 +1,342 @@
|
||||
--- _tmp/ccsrd.md 2025-07-24 21:17:40.988174254 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-07-24 21:22:00.787868351 -0500
|
||||
@@ -635,6 +635,13 @@
|
||||
##### Pool [#](#pool){.og-h-anchor aria-hidden="true"}
|
||||
|
||||
[(Cypher System Rulebook, page 15)]{.og-ref}
|
||||
+[(bss Editorial Addition)]{.og-ref .og-ref-bss}
|
||||
+
|
||||
+::: {.og-ed .og-ed-bss .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
+**bss's Notes ---** At time of writing, the official rules from the CSRD have damage take directly out of pools, but
|
||||
+changes are coming to the system, with a [wound system](#rules-wounds) being introduced. I am trying my own take on
|
||||
+wounds in the interim, so the paragraph in this section explaining how pools and damage interact has been removed.
|
||||
+:::
|
||||
|
||||
Your Pool is the most basic measurement of a stat. Comparing the Pools of two creatures will give you a general sense of
|
||||
which creature is superior in that stat. For example, a character who has a [Might](#might) Pool of 16 is stronger (in a
|
||||
@@ -26390,13 +26397,12 @@
|
||||
Damage
|
||||
|
||||
- [Damage](#rules-damage) [(216)]{.og-ref}
|
||||
+- [Wounds](#rules-wounds) [(BSS-CSRD)]{.og-ref .og-ref-bss}
|
||||
- [Armor](#rules-armor) [(217)]{.og-ref}
|
||||
- [Ambient Damage](#ambient-damage) [(217)]{.og-ref}
|
||||
- [Damage From Hazards](#damage-from-hazards) [(217)]{.og-ref}
|
||||
-- [The Effects of Taking Damage](#the-effects-of-taking-damage) [(218)]{.og-ref}
|
||||
-- [The Damage Track](#the-damage-track) [(218)]{.og-ref}
|
||||
- [Recovering Points in a Pool](#recovery-rolls) [(218)]{.og-ref}
|
||||
-- [Restoring the Damage Track](#restoring-the-damage-track) [(219)]{.og-ref}
|
||||
+- [Recovering From Wounds](#recovering-from-wounds) [(BSS-CSRD)]{.og-ref .og-ref-bss}
|
||||
- [Special Damage](#special-damage) [(219)]{.og-ref}
|
||||
|
||||
Related Sections
|
||||
@@ -27208,16 +27214,25 @@
|
||||
##### Damage [#](#rules-damage){.og-h-anchor aria-hidden="true"} {#rules-damage}
|
||||
|
||||
[(Cypher System Rulebook, page 216)]{.og-ref}
|
||||
+[(bss Editorial Addition)]{.og-ref .og-ref-bss}
|
||||
+
|
||||
+::: {.og-ed .og-ed-bss .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
+**bss's Notes ---** At time of writing, preview material for a new edition of the Cypher System replaces damage directly
|
||||
+affecting pools with a wound system. While details are still forthcoming, I have tried to encapsulate a version of this
|
||||
+based on what we know so far.
|
||||
+
|
||||
+Take caution that these rules are likely to change over time, either from real world use or from updates to the
|
||||
+information regarding the future Cypher System.
|
||||
+:::
|
||||
|
||||
When an attack strikes a character, it usually means the character takes damage.
|
||||
|
||||
-An attack against a PC subtracts points from one of the character's [stat](#character-stats) [Pools](#pool)---usually
|
||||
-the [Might](#might) Pool. Whenever an attack simply says it deals \"damage\" without specifying the type, it means Might
|
||||
-damage, which is by far the most common type. [Intellect](#intellect) damage, which is usually the result of a mental
|
||||
-attack, is always labeled as Intellect damage. [Speed](#speed) damage is often a physical attack, but attacks that deal
|
||||
-Speed damage are fairly rare.
|
||||
+Damage against a PC causes [wounds](#rules-wounds), which represent accumulating injury, potentially reaching the point
|
||||
+where it's harder for the character to be successful without resting and recovering. Depending on the degree of the
|
||||
+damage or the severity of the attack, damage can deal minor, moderate, or major wounds. The effects of accumulating
|
||||
+wounds, and how they are tracked, is explained in that section.
|
||||
|
||||
-[NPCs](#chapter-23-npcs) don't have stat Pools. Instead, they have a characteristic called
|
||||
+[NPCs](#chapter-23-npcs) don't have stat Pools or take wounds. Instead, they have a characteristic called
|
||||
[health](#understanding-the-listings). When an NPC takes damage of any kind, the amount is subtracted from its health.
|
||||
Unless described otherwise, an NPC's health is always equal to its target number. Some NPCs might have special
|
||||
reactions to or defenses against attacks that would normally deal Speed damage or Intellect damage, but unless the
|
||||
@@ -27232,13 +27247,120 @@
|
||||
increase the damage. For example, a PC can apply [Effort](#modifying-the-difficulty-effort) to deal 3 additional points
|
||||
of damage, and [rolling a natural 17 on the attack roll](#rules-special-rolls) deals 1 additional point of damage.
|
||||
|
||||
+##### Wounds [#](#rules-wounds){.og-h-anchor aria-hidden="true"} {#rules-wounds}
|
||||
+
|
||||
+[(bss Editorial Addition)]{.og-ref .og-ref-bss}
|
||||
+
|
||||
+::: {.og-ed .og-ed-bss .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
+**bss's Notes ---** At time of writing, preview material for a new edition of the Cypher System replaces damage directly
|
||||
+affecting pools with a wound system. While details are still forthcoming, I have tried to encapsulate a version of this
|
||||
+based on what we know so far.
|
||||
+
|
||||
+Take caution that these rules are likely to change over time, either from real world use or from updates to the
|
||||
+information regarding the future Cypher System.
|
||||
+:::
|
||||
+
|
||||
+As PCs take [damage](#rules-damage) from any source, they suffer wounds unless they negate the attack or damage. Wounds
|
||||
+come in three types:
|
||||
+
|
||||
+**Minor wounds** represent bruises, scrapes, and other small stressors that don't debilitate or distract the character
|
||||
+for more than a split second, but do cause problems if they take enough of them to add up to more serious injuries. A PC
|
||||
+can usually take five of these wounds before new wounds start accumulating into moderate wounds.
|
||||
+
|
||||
+**Moderate wounds** are injuries beyond small wounds and more generally non-life-threatening trauma. Getting slashed
|
||||
+with a sword, taking a gunshot flesh wound, falling from a non-trivial height, injuries such as these cause moderate
|
||||
+wounds. Moderate wounds don't immediately cause problems for the character, same as minor wounds, but if they have
|
||||
+taken four moderate wounds, all of the PC's tasks are hindered by one step, and further moderate wounds become major
|
||||
+wounds.
|
||||
+
|
||||
+**Major wounds** are major trauma, taken from large amounts of damage or special attacks, e.g. a shot from a
|
||||
+high-powered rifle to an organ, or the special bite from a powerful monster. Each major wound taken hinders the PC by
|
||||
+one step each, and if they have three major wounds, they are out of commission --- either Debilitated or Dead, depending
|
||||
+on the table's style.
|
||||
+
|
||||
+**Debilitated** is a critically injured state. A debilitated character may not take any actions other than to move
|
||||
+(probably crawl) no more than an immediate distance, or to utter a few words.
|
||||
+
|
||||
+**Dead** is dead. Depending on the genre and table preference towards lethality, this may be a state more or less fun
|
||||
+than Debilitated, which takes the character effectively out of play, but leaves the door open for recovery and a return
|
||||
+to play down the road.
|
||||
+
|
||||
+<table id="wound-tracker">
|
||||
+ <caption>Damage Translation and Wound Tracker</caption>
|
||||
+ <thead>
|
||||
+ <tr>
|
||||
+ <th>Damage taken</th>
|
||||
+ <th>Wound type</th>
|
||||
+ <th colspan=60>Wounds</th>
|
||||
+ <th>When row filled, you...</th>
|
||||
+ <th>Remove a wound with...<br />(any: 3 pool points = severity -1)</th>
|
||||
+ </tr>
|
||||
+ </thead>
|
||||
+ <tbody>
|
||||
+ <tr>
|
||||
+ <td>1--3</td>
|
||||
+ <td>Minor</td>
|
||||
+ <td width=72 colspan=12></td>
|
||||
+ <td width=72 colspan=12></td>
|
||||
+ <td width=72 colspan=12></td>
|
||||
+ <td width=72 colspan=12></td>
|
||||
+ <td width=72 colspan=12></td>
|
||||
+ <td>Treat minor as moderate</td>
|
||||
+ <td>2 pool points<br />10 min. recov. = clear all<br /> </td>
|
||||
+ </tr>
|
||||
+ <tr>
|
||||
+ <td>4--6</td>
|
||||
+ <td>Moderate</td>
|
||||
+ <td width=90 colspan=15></td>
|
||||
+ <td width=90 colspan=15></td>
|
||||
+ <td width=90 colspan=15></td>
|
||||
+ <td width=90 colspan=15 style="text-align: center; color: gray">Tasks -1</td>
|
||||
+ <td>Treat moderate as major</td>
|
||||
+ <td>1 hr. recov.<br />5 pool points<br />10 hr. recov. = clear all</td>
|
||||
+ </tr>
|
||||
+ <tr>
|
||||
+ <td>7+</td>
|
||||
+ <td>Major</td>
|
||||
+ <td width=120 colspan=20 style="text-align: center; color: gray">Tasks -1</td>
|
||||
+ <td width=120 colspan=20 style="text-align: center; color: gray">Tasks -1</td>
|
||||
+ <td width=120 colspan=20 style="text-align: center; color: gray">Tasks -1</td>
|
||||
+ <td>Are Debilitated/Dead</td>
|
||||
+ <td>10 hr. recov. + attendance<br />8 pool points<br /> </td>
|
||||
+ </tr>
|
||||
+ </tbody>
|
||||
+</table>
|
||||
+
|
||||
+When noting wounds on the wound tracker, it is good to leave a tiny note as to where the damage came from, and to factor
|
||||
+it in to the story. It might suggest the nature of how the character is affected by or recovers from their wounds.
|
||||
+
|
||||
+Damage from special monsters may target a specific [Pool](#pool). This damage translates to wounds the same way as
|
||||
+normal damage, but may need to be mitigated or recovered from in a special way. For example, a spirit's Intellect damage
|
||||
+might ignore physical armor, cause wounds that need a specific treatment, or necessitate the spending of Intellect
|
||||
+points to recover from the wounds.
|
||||
+
|
||||
+::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
+###### The Damage Track [#](#the-damage-track){.og-h-anchor aria-hidden="true"}
|
||||
+
|
||||
+[(bss Editorial Addition)]{.og-ref .og-ref-bss}
|
||||
+
|
||||
+Official/legacy rules may refer to the damage track, especially taking a PC a step down the damage track. The wounds
|
||||
+system effectively replaces the damage track, so treat attacks and conditions such as those as instead applying a major
|
||||
+wound.
|
||||
+
|
||||
+A rare rule may move you up the damage track, treat that as removing a major wound.
|
||||
+
|
||||
+Some rules refer to the impaired or debilitated states on the damage track; with those no longer existing, treat
|
||||
+"impaired" as having all minor wounds filled, and "debilitated" as having all major wounds filled.
|
||||
+:::
|
||||
+
|
||||
##### Armor [#](#rules-armor){.og-h-anchor aria-hidden="true"} {#rules-armor}
|
||||
|
||||
[(Cypher System Rulebook, page 217)]{.og-ref}
|
||||
+[(bss Editorial Addition)]{.og-ref .og-ref-bss}
|
||||
|
||||
Pieces of [equipment](#chapter-10-equipment) and [special abilities](#choose-abilities) protect a character from damage
|
||||
by giving them Armor. Each time a character takes [damage](#rules-damage), subtract their Armor value from the damage
|
||||
-before reducing their stat [Pool](#pool) or [health](#understanding-the-listings). For example, if a Warrior with 2
|
||||
+before applying wounds. For example, if a Warrior with 2
|
||||
Armor is hit by a gunshot that deals 4 points of damage, they take only 2 points of damage (4 minus 2 from their Armor).
|
||||
If Armor reduces the incoming damage to 0 or lower, the character takes no damage from the attack. For example, the
|
||||
Warrior's 2 Armor protects them from all physical attacks that deal 1 or 2 points of damage.
|
||||
@@ -27339,84 +27461,6 @@
|
||||
: Damage from Hazards
|
||||
:::
|
||||
|
||||
-##### The Effects of Taking Damage [#](#the-effects-of-taking-damage){.og-h-anchor aria-hidden="true"}
|
||||
-
|
||||
-[(Cypher System Rulebook, page 218)]{.og-ref}
|
||||
-
|
||||
-When an NPC reaches 0 [health](#understanding-the-listings), it is either dead or (if the attacker wishes)
|
||||
-incapacitated, meaning unconscious or beaten into submission.
|
||||
-
|
||||
-As previously mentioned, [damage](#rules-damage) from most sources is applied to a character's [Might](#might)
|
||||
-[Pool](#pool). Otherwise, [stat](#character-stats) damage always reduces the Pool of the stat it affects.
|
||||
-
|
||||
-If damage reduces a character's stat Pool to 0, any further damage to that stat (including excess damage from the
|
||||
-attack that reduced the stat to 0) is applied to another stat Pool. Damage is applied to Pools in this order:
|
||||
-
|
||||
-1. [Might](#might) (unless the Pool is 0)
|
||||
-2. [Speed](#speed) (unless the Pool is 0)
|
||||
-3. [Intellect](#intellect)
|
||||
-
|
||||
-Even if the damage is applied to another stat Pool, it still counts as its original type for the purpose of
|
||||
-[Armor](#rules-armor) and [special abilities](#choose-abilities) that affect damage. For example, if a character with 2
|
||||
-Armor is reduced to 0 Might and then is hit by a creature's claw for 3 points of damage, it still counts as Might
|
||||
-damage, so their Armor reduces the damage to 1 point, which then is applied to their Speed Pool. In other words, even
|
||||
-though they take the damage from their Speed Pool, it doesn't ignore Armor like Speed damage normally would.
|
||||
-
|
||||
-In addition to taking damage from their Might Pool, Speed Pool, or Intellect Pool, PCs also have a [damage
|
||||
-track](#the-damage-track). The damage track has four states (from best to worst): hale, impaired, debilitated, and dead.
|
||||
-When one of a PC's stat Pools reaches 0, they move one step down the damage track. Thus, if they are hale, they become
|
||||
-impaired. If they are already impaired, they become debilitated. If they are already debilitated, they become dead.
|
||||
-
|
||||
-Some effects can immediately shift a PC one or more steps on the damage track. These include rare poisons, cellular
|
||||
-disruption attacks, and massive traumas (such as falls from very great heights, being run over by a speeding vehicle,
|
||||
-and so on, as determined by the GM).
|
||||
-
|
||||
-Some attacks, like a serpent's poisonous bite or a [Speaker](#type-speaker)\'s
|
||||
-[Enthrall](#ability-enthrall){.og-ability}, have effects other than damage to a stat Pool or shifting the PC on the
|
||||
-damage track. These attacks can cause unconsciousness, paralysis, and so on.
|
||||
-
|
||||
-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
-When NPCs (who have only health) suffer Speed or Intellect damage, normally this is treated the same as Might damage.
|
||||
-However, the GM or the player has the option to suggest an appropriate alternate effect---the NPC suffers a penalty,
|
||||
-moves more slowly, is stunned, and so on.
|
||||
-:::
|
||||
-
|
||||
-##### The Damage Track [#](#the-damage-track){.og-h-anchor aria-hidden="true"}
|
||||
-
|
||||
-[(Cypher System Rulebook, page 218)]{.og-ref}
|
||||
-
|
||||
-As noted above, the damage track has four states: hale, impaired, debilitated, and dead.
|
||||
-
|
||||
-::: {.alert .ps-4 .pb-0}
|
||||
-- **Hale** is the normal state for a character: all three stat Pools are at 1 or higher, and the PC has no penalties
|
||||
- from harmful conditions. When a hale PC takes enough damage to reduce one of their stat Pools to 0, they become
|
||||
- impaired. Note that a character whose stat Pools are much lower than normal can still be hale.
|
||||
-
|
||||
-- **Impaired** is a wounded or injured state. When an impaired character applies Effort, it costs 1 extra point per
|
||||
- level applied. For example, applying one level of Effort costs 4 points instead of 3, and applying two levels of
|
||||
- Effort costs 7 points instead of 5.
|
||||
-
|
||||
- An impaired character ignores [minor](#special-rolls-minor-effect) and [major effect](#special-rolls-major-effect)
|
||||
- results on their rolls, and they don't deal as much extra damage in combat with a special roll. In combat, a roll
|
||||
- of 17 or higher deals only 1 additional point of damage. When an impaired PC takes enough damage to reduce one of
|
||||
- their stat Pools to 0, they become debilitated.
|
||||
-
|
||||
-- **Debilitated** is a critically injured state. A debilitated character may not take any actions other than to move
|
||||
- (probably crawl) no more than an immediate distance. If a debilitated character's Speed Pool is 0, they can\'t move
|
||||
- at all. When a debilitated PC takes enough damage to reduce a stat Pool to 0, they are dead.
|
||||
-
|
||||
-- **Dead** is dead.
|
||||
-:::
|
||||
-
|
||||
-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
-The damage track allows you to know how far from death you are. If you're hale, you\'re three steps from death. If
|
||||
-you're impaired, you\'re two steps from death. If you\'re debilitated, you are only one small step from death\'s door.
|
||||
-:::
|
||||
-
|
||||
-::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
-**Old Gus's Notes ---** For more on the damage track, see [Special Damage](#special-damage).
|
||||
-:::
|
||||
-
|
||||
##### Recovering Points in a Pool [#](#recovery-rolls){.og-h-anchor aria-hidden="true"} {#recovery-rolls}
|
||||
|
||||
[(Cypher System Rulebook, page 218)]{.og-ref}
|
||||
@@ -27478,17 +27522,52 @@
|
||||
impractical to do willy-nilly).
|
||||
:::
|
||||
|
||||
-##### Restoring the Damage Track [#](#restoring-the-damage-track){.og-h-anchor aria-hidden="true"}
|
||||
+##### Recovering From Wounds [#](#recovering-from-wounds){.og-h-anchor aria-hidden="true"}
|
||||
|
||||
-[(Cypher System Rulebook, page 219)]{.og-ref}
|
||||
+[(bss Editorial Addition)]{.og-ref .og-ref-bss}
|
||||
|
||||
-Using points from a [recovery roll](#recovery-rolls) to raise a stat Pool from 0 to 1 or higher also automatically moves
|
||||
-the character up one step on the damage track.
|
||||
+Another use of [recovery rolls](#recovery-rolls) is to heal wounds directly, by foregoing the regain of pool points
|
||||
+and instead removing [wounds](#rules-wounds), based on the duration of the rest and any medical aid received during
|
||||
+that period of time. Instead of making a recovery roll, they treat their recovery as spent and instead remove wounds per
|
||||
+the following table:
|
||||
|
||||
-If all of a PC's [stat](#character-stats) [Pools](#pool) are above 0 and the character has taken [special
|
||||
-damage](#special-damage) that moved them down [the damage track](#the-damage-track), they can use a recovery roll to
|
||||
-move up one step on the damage track instead of recovering points. For example, a character who is debilitated from a
|
||||
-hit with a cell-disrupting biotech device can rest and move up to impaired rather than recover points in a Pool.
|
||||
+::: table-responsive
|
||||
+ Recovery Spent Wounds Removed
|
||||
+ -------------- ---------------------------------------------------------
|
||||
+ Quick All minor wounds
|
||||
+ Short One moderate wound
|
||||
+ Long All moderate wounds **or** one major wound with treatment
|
||||
+
|
||||
+ : Healing Wounds via Recoveries
|
||||
+:::
|
||||
+
|
||||
+The other option for healing wounds is the direct expenditure of [pool](#pool) points. It costs 2 points to recover from
|
||||
+one minor wound, 5 points from a moderate wound, and 8 points from a major wound. This general expenditure of pool
|
||||
+points, aside from spending the quick recovery, takes roughly a minute, and can be done at any time outside of combat.
|
||||
+
|
||||
+::: table-responsive
|
||||
+ Wound Cost in Pool Points to Recover
|
||||
+ -------------------- ------------------------------
|
||||
+ Minor 2
|
||||
+ Moderate 5
|
||||
+ Major 8
|
||||
+ One drop in severity 3
|
||||
+
|
||||
+ : Healing Wounds via Pool Points
|
||||
+:::
|
||||
+
|
||||
+Thus, PCs are faced with the choice of guaranteed removal of wounds at particular cadences or "rolling the
|
||||
+dice" literally and figuratively by using their recoveries for pool points, which they spend to heal from wounds on
|
||||
+demand. They also get to choose between running ragged with wounds, but also with replenished pools, versus
|
||||
+prioritizing wound recovery.
|
||||
+
|
||||
+The pool used to recover from wounds is *usually* the Might pool. This makes sense for most physical wounds, at a
|
||||
+minimum, however, exceptions may be reasonable to the table. If the character is suffering from the results of mental
|
||||
+attacks, or has faced an extremely mentally stressful day (say, in court), it may be perfectly reasonable that they took
|
||||
+Intellect damage, suffered wounds based on that damage, and would recover from it by spending Intellect points.
|
||||
+Alternatively, they might be suffering from physical wounds, but it may make sense for the character (especially when
|
||||
+having abilities that let them swap pool sources) to mentally "toughen up" and remove wounds. Perhaps it even makes
|
||||
+sense to use the Speed pool in some situations. Table logic should dictate.
|
||||
|
||||
##### Special Damage [#](#special-damage){.og-h-anchor aria-hidden="true"}
|
||||
|
||||
@@ -27823,8 +27902,7 @@
|
||||
|
||||
[Attacking](#action-attack) an object is rarely a matter of hitting it. Sure, you can hit the broad side of a barn, but
|
||||
can you damage it? Attacking inanimate objects with a melee weapon is a [Might](#might) [action](#rules-actions).
|
||||
-Objects have [levels](#understanding-the-listings) and thus target numbers. Objects have a damage track that works like
|
||||
-[the damage track](#the-damage-track) for PCs.
|
||||
+Objects have [levels](#understanding-the-listings) and thus target numbers. Objects have a damage track.
|
||||
|
||||
::: {.alert .ps-4 .pb-0}
|
||||
- **Intact** is the default state for an object.
|
152
patches/de-ogcsrd/001-remove-skill-categories.patch
Normal file
152
patches/de-ogcsrd/001-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){.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){.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){.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}
|
417
patches/de-ogcsrd/002-remove-example-of-play.patch
Normal file
417
patches/de-ogcsrd/002-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){.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){.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){.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){.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){.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){.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){.og-h-anchor aria-hidden="true"} {#claim-the-sky-product .og-h-small .og-h-small-icon .og-border}
|
||||
|
@ -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){.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){.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){.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){.og-h-anchor aria-hidden="true"} {#horror-rules-stress-abilities}
|
||||
|
||||
@@ -82068,7 +81943,6 @@
|
||||
|
||||
##### Customizing PCs and Abilities [#](#choose-optional-rules-characters){.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
|
147
patches/de-ogcsrd/004-remove-fantastic-transformations.patch
Normal file
147
patches/de-ogcsrd/004-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){.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){.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){.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){.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){.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}
|
120
patches/de-ogcsrd/005-remove-power-shifts-in-other-genres.patch
Normal file
120
patches/de-ogcsrd/005-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){.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){.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}
|
58
patches/de-ogcsrd/006-remove-personalized-flavor.patch
Normal file
58
patches/de-ogcsrd/006-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){.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){.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}
|
38
patches/de-ogcsrd/007-remove-simplified-flavor.patch
Normal file
38
patches/de-ogcsrd/007-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){.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){.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}
|
@ -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){.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){.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
|
||||
|
@ -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){.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){.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}
|
2365
patches/de-ogcsrd/010-remove-sidekicks.patch
Normal file
2365
patches/de-ogcsrd/010-remove-sidekicks.patch
Normal file
File diff suppressed because it is too large
Load Diff
64
patches/de-ogcsrd/011-remove-skills-from-backgrounds.patch
Normal file
64
patches/de-ogcsrd/011-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 +1188,7 @@
|
||||
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.
|
||||
-
|
||||
-##### Optional Rule: Skills from Backgrounds [#](#optional-rule-skills-from-backgrounds){.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){.og-h-anchor aria-hidden="true"}
|
||||
|
||||
[(Cypher System Rulebook, page 18)]{.og-ref}
|
||||
@@ -79421,7 +79399,7 @@
|
||||
- [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}
|
||||
|
@ -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){.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){.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}
|
20
patches/de-ogcsrd/013-rename-pdfs-and-tools-just-tools.patch
Normal file
20
patches/de-ogcsrd/013-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){.og-h-anchor aria-hidden="true"} {#choose-pdfs .og-h-small}
|
||||
+##### Tools [#](#choose-pdfs){.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
|
44
patches/de-ogcsrd/014-remove-summoned-demon.patch
Normal file
44
patches/de-ogcsrd/014-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){.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){.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}
|
36
patches/de-ogcsrd/015-remove-summoned-giant-spider.patch
Normal file
36
patches/de-ogcsrd/015-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){.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){.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/de-ogcsrd/016-remove-alternative-armor-encumbrance.patch
Normal file
147
patches/de-ogcsrd/016-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){.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){.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}
|
||||
:::
|
||||
|
@ -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){.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){.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){.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}
|
||||
:::
|
||||
|
@ -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
|
||||
|
@ -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 +955,7 @@
|
||||
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){.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){.og-h-anchor aria-hidden="true"}
|
||||
@@ -79333,8 +79311,6 @@
|
||||
- [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}
|
@ -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){.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){.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){.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){.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){.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){.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){.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){.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/de-ogcsrd/022-remove-advancing-beyond-tier-6.patch
Normal file
80
patches/de-ogcsrd/022-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){.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){.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){.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){.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){.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){.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){.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/de-ogcsrd/025-remove-slower-advancement.patch
Normal file
92
patches/de-ogcsrd/025-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){.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){.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}
|
||||
:::
|
80
patches/de-ogcsrd/026-remove-starting-at-tier-0.patch
Normal file
80
patches/de-ogcsrd/026-remove-starting-at-tier-0.patch
Normal file
@ -0,0 +1,80 @@
|
||||
--- _tmp/ccsrd.md 2025-07-21 08:46:41.903479298 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-07-21 09:53:11.185424678 -0500
|
||||
@@ -30504,7 +30504,6 @@
|
||||
|
||||
- [Equal Advancement](#equal-advancement) [(240)]{.og-ref}
|
||||
- [Optional Character Advancements](#optional-character-advancements) [(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}
|
||||
|
||||
Related Sections
|
||||
@@ -31081,61 +31080,6 @@
|
||||
These examples are not exhaustive, and might not be appropriate for every game or setting. For more ideas on balancing
|
||||
an XP advance with a complication, see [Drawbacks and Penalties](#drawbacks-and-penalties) and [Serious Injuries and
|
||||
Conditions](#horror-rules-serious-injuries-and-conditions).
|
||||
-
|
||||
-##### Optional Rule: Starting at Tier 0 [#](#optional-rule-starting-at-tier-0){.og-h-anchor aria-hidden="true"}
|
||||
-
|
||||
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-This optional rule allows the GM to start the game with less powerful PCs. If you are playing tier 0 PC, start by
|
||||
-selecting a [descriptor](#choose-descriptor) and [type](#choose-type) (and perhaps a [flavor](#choose-flavor)) for your
|
||||
-PC.
|
||||
-
|
||||
-- **Stat Pools:** Your starting [Pools](#pool) are determined by your [type](#choose-type):
|
||||
-
|
||||
-::: table-responsive
|
||||
- Stat Adept Explorer Speaker Warrior
|
||||
- ----------- ------- ---------- --------- ---------
|
||||
- Might 7 10 8 10
|
||||
- Speed 9 9 9 10
|
||||
- Intellect 12 9 11 8
|
||||
-
|
||||
- : Tier 0 Stat Pools by Type
|
||||
-:::
|
||||
-
|
||||
-- **Effort:** Your [Effort](#effort) is 0.
|
||||
-
|
||||
-- **Edge:** Your [Edge](#edge) for all stats is 0.
|
||||
-
|
||||
-- **Cypher Limit:** If you are an [explorer](#type-explorer), [speaker](#type-speaker), or [warrior](#type-warrior),
|
||||
- you can bear one [cypher](#choose-cyphers) at a time. If you are an [adept](#type-adept), you can bear two.
|
||||
-
|
||||
-- **Special Abilities:** You gain two [special abilities](#choose-abilities) available to your [type](#choose-type)
|
||||
- (or [flavor](#choose-flavor)) at tier 1.
|
||||
-
|
||||
-- **Skills and Equipment:** Your starting [skills](#skills) (including with [weapons](#equipment-weapons)) and
|
||||
- [equipment](#chapter-10-equipment) are identical to those listed for a first-tier PC of your [type](#choose-type).
|
||||
-
|
||||
-###### Advancing to Tier 1 [#](#optional-rule-starting-at-tier-0-advancing){.og-h-anchor aria-hidden="true"} {#optional-rule-starting-at-tier-0-advancing}
|
||||
-
|
||||
-Advancing to tier 1 involves four steps. Each step costs 4 [XP](#choose-xp). The steps cans be purchased in any order.
|
||||
-
|
||||
-- **Increased Pools:** You gain 6 points to add to your [stat](#character-stats) [Pools](#pool). You can allocate the
|
||||
- points among your Pools however you wish.
|
||||
-
|
||||
-- **Increased Edge:** If you are a [warrior](#type-warrior), you add 1 to your [Might](#might) or [Speed](#speed)
|
||||
- [Edge](#edge) (your choice). If you are an [explorer](#type-explorer), you add 1 to your [Might](#might)
|
||||
- [Edge](#edge). If you are an [adept](#type-adept) or [speaker](#type-speaker), you add 1 to your
|
||||
- [Intellect](#intellect) [Edge](#edge).
|
||||
-
|
||||
-- **Increased Effort:** Your [Effort](#effort) score increases to 1.
|
||||
-
|
||||
-- **Focus:** You gain a [focus](#choose-focus), including any [special abilities](#choose-abilities) it offers to a
|
||||
- tier 1 PC.
|
||||
-
|
||||
-- **Reaching Tier 1:** Once you have purchased all four steps, you reach tier 1, gaining two more [special
|
||||
- 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).
|
||||
:::
|
||||
|
||||
------------------------------------------------------------------------------------------------------------------------
|
||||
@@ -78955,7 +78899,6 @@
|
||||
- [Equal Advancement](#equal-advancement) [(240)]{.og-ref}
|
||||
- [Optional Character Advancements](#optional-character-advancements) [(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}
|
||||
- [Tall Tales](#weird-west-tall-tales) [(HNAM, 63)]{.og-ref}
|
||||
- [XP Advance](#optional-rule-xp-advance) [(232)]{.og-ref}[(OG-CSRD)]{.og-ref .og-ref-og}
|
131
patches/de-ogcsrd/027-remove-OG-XP-advance.patch
Normal file
131
patches/de-ogcsrd/027-remove-OG-XP-advance.patch
Normal file
@ -0,0 +1,131 @@
|
||||
--- _tmp/ccsrd.md 2025-07-21 09:57:22.678013667 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-07-21 09:57:16.350973691 -0500
|
||||
@@ -2641,8 +2641,8 @@
|
||||
:::
|
||||
|
||||
::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
-**Editor's Notes ---** For more drawbacks for PCs, see [harmful mutations](#harmful-mutations) and [XP
|
||||
-advance](#optional-rule-xp-advance).
|
||||
+**Editor's Notes ---** For more drawbacks for PCs, see [harmful mutations](#harmful-mutations) and XP
|
||||
+advance.
|
||||
:::
|
||||
|
||||
------------------------------------------------------------------------------------------------------------------------
|
||||
@@ -30504,7 +30504,6 @@
|
||||
|
||||
- [Equal Advancement](#equal-advancement) [(240)]{.og-ref}
|
||||
- [Optional Character Advancements](#optional-character-advancements) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
-- [XP Advance](#optional-rule-xp-advance) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
|
||||
Related Sections
|
||||
|
||||
@@ -31005,83 +31004,6 @@
|
||||
Ultimately, the idea is to make experience points into tools that the players and the GM can use to shape the story and
|
||||
the characters, not just a bookkeeping hassle.
|
||||
|
||||
-::: {.alert .ps-4 .pb-0}
|
||||
-##### Optional Rule: XP Advance [#](#optional-rule-xp-advance){.og-h-anchor aria-hidden="true"}
|
||||
-
|
||||
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-This section is based on *Getting an XP Advance* [(232)]{.og-ref}.
|
||||
-
|
||||
-In games where it's not as important if the PCs share the same overall power grade, the GM might give a PC additional
|
||||
-XP, which they can use to gain additional benefits. The following table provides suggestions for how the GM might assign
|
||||
-costs for benefits purchased with an XP advance:
|
||||
-
|
||||
-::: table-responsive
|
||||
-+-----------------------------------------------------------+-----------------------------------------------------------+
|
||||
-| XP Advance | Benefit |
|
||||
-+===========================================================+===========================================================+
|
||||
-| 1--2 XP | - Low-tier ability, including [Improved |
|
||||
-| | Edge](#ability-improved-edge){.og-ability} |
|
||||
-| | - +2 points to divide among your stat [Pools](#pool) |
|
||||
-| | however you wish |
|
||||
-| | - Training in one broad skill (other than attacks or |
|
||||
-| | defense) |
|
||||
-| | - Training in two narrow skills (other than attacks or |
|
||||
-| | defense) |
|
||||
-| | - [Cantrips](#cantrips) (choose any four) |
|
||||
-+-----------------------------------------------------------+-----------------------------------------------------------+
|
||||
-| 3--4 XP | - Mid-tier ability, including [Skill with |
|
||||
-| | Attacks](#ability-skill-with-attacks){.og-ability} or |
|
||||
-| | [Skill with |
|
||||
-| | Defense](#ability-skill-with-defense){.og-ability} |
|
||||
-| | - Training in a [type](#choose-type) or |
|
||||
-| | [focus](#choose-focus) ability |
|
||||
-| | - [Artifact](#choose-artifacts), lair, or |
|
||||
-| | [vehicle](#choose-vehicles) |
|
||||
-| | - [Spellcasting](#optional-rule-spellcasting) or |
|
||||
-| | [psionics](#optional-rule-psionics) |
|
||||
-| | - [Familiar](#familiars) |
|
||||
-| | - [Coven](#covens) membership, rank 1 |
|
||||
-| | - One random mutation from the |
|
||||
-| | [beneficial](#beneficial-mutations), |
|
||||
-| | [powerful](#powerful-mutations), or [distinctive |
|
||||
-| | mutations](#distinctive-mutations) tables (your |
|
||||
-| | choice) |
|
||||
-+-----------------------------------------------------------+-----------------------------------------------------------+
|
||||
-| 5--6 XP | - High-tier ability |
|
||||
-| | - [Posthuman |
|
||||
-| | upgrade](#optional-rule-posthuman-upgrades) |
|
||||
-| | - [Power shift](#optional-rule-power-shifts) |
|
||||
-| | - [Coven](#covens) membership, rank 2 |
|
||||
-| | - One [beneficial](#beneficial-mutations), |
|
||||
-| | [powerful](#powerful-mutations), or [distinctive |
|
||||
-| | mutation](#distinctive-mutations) of your choice |
|
||||
-+-----------------------------------------------------------+-----------------------------------------------------------+
|
||||
-
|
||||
-: XP Advance Benefits
|
||||
-:::
|
||||
-
|
||||
-A PC using this option usually gains an appropriate complication, which the GM decides is either permanent, or lasts
|
||||
-until the XP advance is paid off as a debt, or the completion of an appropriate [character arc](#choose-character-arc).
|
||||
-
|
||||
-::: table-responsive
|
||||
- Complication 4--10 XP Advance 11--20 XP Advance
|
||||
- -------------- ---------------------------------------------------------------------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
- Burden The PC has a [harmful mutation](#harmful-mutations) or complex relationship with another NPC or organization that regularly requires their attention. The PC is constantly accompanied by their troublesome relation, and must frequently attend to them instead of taking other actions.
|
||||
- Condition Once each session, the GM can make a free [GM intrusion](#gm-intrusion), which the PC cannot pay [XP](#choose-xp) to avoid. The effects last up to an hour. The PC has a [serious injury or condition](#horror-rules-serious-injuries-and-conditions)---for example, they are deaf, blind, have a significant disability, or a debilitating addiction that causes them to accumulate [Stress](#horror-rules-stress).
|
||||
- Fugitive The PC is wanted by authorities and must avoid unnecessary attention. Powerful NPCs plot to capture or kill the PC, and occasionally show up to do just that.
|
||||
- Inability The PC gains an inability with an important kind of attack, defense, or movement skill. The PC will die in the course of the story, probably at the worst possible moment.
|
||||
- Maintenance The PC regularly requires something specific to sustain themselves. If delayed or disrupted, their abilities become unavailable, unreliable, or unpredictable. If the PC doesn't sustain themself, they move down one step on [the damage track](#the-damage-track) (which cannot be ignored by [special abilities](#choose-abilities) like [Ignore the Pain](#ability-ignore-the-pain){.og-ability}).
|
||||
- Oppression All interaction tasks are hindered, and the PC is sometimes treated with disgust or contempt by NPCs. All combat tasks are also hindered.
|
||||
-
|
||||
- : XP Advance Complications
|
||||
-:::
|
||||
-
|
||||
-These examples are not exhaustive, and might not be appropriate for every game or setting. For more ideas on balancing
|
||||
-an XP advance with a complication, see [Drawbacks and Penalties](#drawbacks-and-penalties) and [Serious Injuries and
|
||||
-Conditions](#horror-rules-serious-injuries-and-conditions).
|
||||
-:::
|
||||
-
|
||||
------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
#### Sample Character Arcs [#](#sample-character-arcs){.og-h-anchor aria-hidden="true"}
|
||||
@@ -48616,7 +48538,7 @@
|
||||
:::
|
||||
|
||||
::: {.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.
|
||||
+**Editor's Notes ---** An XP advance can set some PCs even further apart from others.
|
||||
:::
|
||||
|
||||
##### Suggested Types for a Superhero Game [#](#suggested-types-for-a-superhero-game){.og-h-anchor aria-hidden="true"}
|
||||
@@ -78901,7 +78823,6 @@
|
||||
- [Spending XP](#choose-xp) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Starting Just Past Tier 1](#starting-just-past-tier-1) [(CTS, 9)]{.og-ref}
|
||||
- [Tall Tales](#weird-west-tall-tales) [(HNAM, 63)]{.og-ref}
|
||||
-- [XP Advance](#optional-rule-xp-advance) [(232)]{.og-ref}[(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
|
||||
##### Equipment, Cyphers, Artifacts, and Vehicles [#](#choose-optional-rules-equipment){.og-h-anchor aria-hidden="true"} {#choose-optional-rules-equipment .og-h-small}
|
||||
|
||||
@@ -79264,7 +79185,7 @@
|
||||
- [Choosing a Combat Effect Ahead of Time](#optional-rule-choosing-a-combat-effect-ahead-of-time) [(212)]{.og-ref}
|
||||
- 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}
|
||||
+- Getting an XP Advance [(232)]{.og-ref}
|
||||
- Modifying Abilities on the Fly [(419)]{.og-ref}
|
||||
- Skills from Backgrounds [(235)]{.og-ref}
|
||||
- Switching Descriptors and Foci After Character Creation [(437)]{.og-ref}
|
@ -0,0 +1,64 @@
|
||||
--- _tmp/ccsrd.md 2025-07-21 09:58:00.952255496 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-07-21 09:58:55.091597567 -0500
|
||||
@@ -26887,7 +26887,6 @@
|
||||
|
||||
Optional Rules
|
||||
|
||||
-- [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}
|
||||
- [Reviving Artifacts](#optional-rule-reviving-artifacts) [(IOM, 95)]{.og-ref}
|
||||
- [Weapon Properties](#optional-rule-weapon-properties) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
@@ -26998,37 +26997,6 @@
|
||||
a space station is level 6, made of advanced polymers.
|
||||
:::
|
||||
|
||||
-::: {.alert .ps-4 .pb-0}
|
||||
-###### Optional Rule: Currency and Resource Depletion [#](#optional-rule-currency-and-resource-depletion){.og-h-anchor aria-hidden="true"}
|
||||
-
|
||||
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-- **Purchasing Power:** Each PC counts their purchasing power based on [price
|
||||
- categories](#equipment-price-categories), up to 15 each. If a category exceeds 15, the PC removes 10, and adds 1 to
|
||||
- the next highest price category (for example, a purchasing power of 10 inexpensive items is converted to 1
|
||||
- moderately-priced item). To convert a purchasing power back down into the previous category (for example,
|
||||
- moderately-priced purchasing to inexpensive purchasing power), roll 1d6 and add the PC's Intellect Edge to the
|
||||
- result.
|
||||
-
|
||||
-- **Currency Depletion:** When a PC makes a purchase of a certain price category and has 10 or fewer purchasing power,
|
||||
- roll for depletion using a d10 against the category's purchasing power. If the result exceeds the PC\'s purchasing
|
||||
- power, the purchasing power for that category is reduced by 1. For example, if you have 4 purchasing power in the
|
||||
- inexpensive category, and you roll a 5 on a purchase, it depletes to 3. If you buy something else and roll a 3, it
|
||||
- remains at 3. If the PC makes a purchase and has more than 10 purchasing power, the purchasing power is reduced by 1
|
||||
- (no roll).
|
||||
-
|
||||
-- **Income:** PCs might have regular expenses, but also a regular source of income, such as a job. Income adds to a
|
||||
- PC's purchasing power on a regular basis For example, every two weeks, a PC might earn enough income for 1
|
||||
- moderately-priced item and 5 inexpensive items. For simplicity's sake, it might be easier to account for income as
|
||||
- what's disposable---left over after the PC has meets their obligations and usual expenses (for example, rent,
|
||||
- bills, or feed for a loyal horse companion).
|
||||
-
|
||||
-- **Resources:** The GM can also set any [crafting, building, and repairing](#crafting-building-and-repairing)
|
||||
- resources to other depletion methods, for example, 1 in 1d6, 2 in 1d10, 3 in 1d20, or 42 in 1d100.
|
||||
-
|
||||
-- **GM Intrusions:** Depleting finances and resources might be a good source of [GM intrusion](#gm-intrusion).
|
||||
-:::
|
||||
-
|
||||
------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
#### Armor [#](#equipment-armor){.og-h-anchor aria-hidden="true"} {#equipment-armor}
|
||||
@@ -29551,7 +29519,6 @@
|
||||
Related Sections
|
||||
|
||||
- [Crafting Magic Items](#crafting-magic-items) [(GF, 49)]{.og-ref}[(IOM, 90)]{.og-ref}
|
||||
-- [Currency and Resource Depletion](#optional-rule-currency-and-resource-depletion) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Equipment Maintenance](#equipment-maintenance) [(RR, 72)]{.og-ref}
|
||||
- [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}
|
||||
@@ -78828,7 +78795,6 @@
|
||||
|
||||
- [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}
|
||||
-- [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}
|
||||
- [Equipment Maintenance](#equipment-maintenance) [(RR, 74)]{.og-ref}
|
67
patches/de-ogcsrd/029-remove-lethal-weapons.patch
Normal file
67
patches/de-ogcsrd/029-remove-lethal-weapons.patch
Normal file
@ -0,0 +1,67 @@
|
||||
--- _tmp/ccsrd.md 2025-07-21 09:59:16.271731389 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-07-21 10:07:36.718893375 -0500
|
||||
@@ -26887,7 +26887,6 @@
|
||||
|
||||
Optional Rules
|
||||
|
||||
-- [Lethal Weapons](#optional-rule-lethal-weapons) [(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}
|
||||
|
||||
@@ -27158,39 +27157,6 @@
|
||||
:::
|
||||
|
||||
::: {.alert .ps-4 .pb-0}
|
||||
-###### Optional Rule: Lethal Weapons [#](#optional-rule-lethal-weapons){.og-h-anchor aria-hidden="true"}
|
||||
-
|
||||
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-The GM can use this optional rule to make weapon combat a central---and lethal---feature of the game by doubling the
|
||||
-base [damage](#rules-damage) of successful weapon [attacks](#action-attack).
|
||||
-
|
||||
-- **Light Weapons:** Attacks with light weapons aren't eased, unless it is a special weapon (determined by the GM).
|
||||
-
|
||||
-::: table-responsive
|
||||
- Weapon Attack Damage Cost
|
||||
- ----------------- -------- ----------- -------------------
|
||||
- Unarmed strike Eased 2 points ---
|
||||
- Light --- 4 points Moderately-priced
|
||||
- Light (special) Eased 4 points Expensive
|
||||
- Medium --- 8 points Expensive
|
||||
- Heavy --- 12 points Very expensive
|
||||
-
|
||||
- : Lethal Weapons
|
||||
-:::
|
||||
-
|
||||
-When using this optional rule, the GM might want to consider additional modifications to the game appropriate to the
|
||||
-setting, including:
|
||||
-
|
||||
-- **Effective Armor:** The [Armor](#rules-armor) bonus from wearing [physical armor](#equipment-using-armor) is
|
||||
- doubled.
|
||||
-
|
||||
-- **Lethal Abilities:** Damage inflicted by [special abilities](#choose-abilities) and [creatures and
|
||||
- NPCs](#choose-creatures) are doubled.
|
||||
-
|
||||
-- **Martial Supremacy:** PCs can't choose type abilities that deal damage---unless they require the use of a weapon,
|
||||
- for example, those from [mundane foci](#mundane-foci).
|
||||
-
|
||||
###### Optional Rule: Weapon Properties [#](#optional-rule-weapon-properties){.og-h-anchor aria-hidden="true"}
|
||||
|
||||
[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
@@ -78800,7 +78766,6 @@
|
||||
- [Equipment Maintenance](#equipment-maintenance) [(RR, 74)]{.og-ref}
|
||||
- [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}
|
||||
- [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}
|
||||
@@ -80077,7 +80042,7 @@
|
||||
::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
**Editor's Notes ---** *VURT* has its own rules for the setting, including:
|
||||
|
||||
-- [Lethal Weapons](#optional-rule-lethal-weapons) (with the *Effective Armor* optional rule) [(VURT,
|
||||
+- Lethal Weapons (with the *Effective Armor* optional rule) [(VURT,
|
||||
99)]{.og-ref}[(VURT, 101)]{.og-ref}
|
||||
- Lower Speed Effort Costs for Wearing Armor [(VURT,
|
||||
139)]{.og-ref}
|
48
patches/de-ogcsrd/030-remove-acting-while-under-attack.patch
Normal file
48
patches/de-ogcsrd/030-remove-acting-while-under-attack.patch
Normal file
@ -0,0 +1,48 @@
|
||||
--- _tmp/ccsrd.md 2025-07-21 10:10:18.983918680 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-07-21 10:10:16.195901055 -0500
|
||||
@@ -27421,7 +27421,6 @@
|
||||
|
||||
Optional Rules
|
||||
|
||||
-- [Acting While Under Attack](#optional-rule-acting-while-under-attack) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Additional Cooperative Actions](#optional-rule-additional-cooperative-actions) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Choosing a Combat Effect Ahead of Time](#optional-rule-choosing-a-combat-effect-ahead-of-time) [(OG-CSRD)]{.og-ref
|
||||
.og-ref-og}
|
||||
@@ -28893,19 +28892,6 @@
|
||||
bow and arrow at 500 feet (150 m), much farther than a bow's typical long range.
|
||||
:::
|
||||
|
||||
-::: {.alert .ps-4 .pb-0}
|
||||
-###### Optional Rule: Acting While Under Attack [#](#optional-rule-acting-while-under-attack){.og-h-anchor aria-hidden="true"}
|
||||
-
|
||||
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-This section is based on *Acting While Under Attack* [(426)]{.og-ref} in the [Cypher System
|
||||
-Rulebook](https://www.montecookgames.com/store/product/cypher-system-rulebook-2/){.og-icon .og-mcg}.
|
||||
-
|
||||
-In melee combat, if a PC or NPC takes an action other than to [move](#action-move) or [attack](#action-attack), each foe
|
||||
-within reach can make an immediate attack against them. This is also a good rule to employ if you enjoy the feel of
|
||||
-\"opportunity attacks\" from other games.
|
||||
-:::
|
||||
-
|
||||
###### Illumination [#](#attack-modifiers-illumination){.og-h-anchor aria-hidden="true"} {#attack-modifiers-illumination}
|
||||
|
||||
[(Cypher System Rulebook, page 220)]{.og-ref}
|
||||
@@ -78782,8 +78768,6 @@
|
||||
|
||||
##### Modifying the Game [#](#choose-optional-rules-modifying-the-game){.og-h-anchor aria-hidden="true"} {#choose-optional-rules-modifying-the-game .og-h-small}
|
||||
|
||||
-- [Acting While Under Attack](#optional-rule-acting-while-under-attack) [(426)]{.og-ref}[(OG-CSRD)]{.og-ref
|
||||
- .og-ref-og}
|
||||
- [Additional Cooperative Actions](#optional-rule-additional-cooperative-actions) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Choosing a Combat Effect Ahead of Time](#optional-rule-choosing-a-combat-effect-ahead-of-time)
|
||||
[(212)]{.og-ref}[(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
@@ -79112,7 +79096,7 @@
|
||||
|
||||
Optional Rules
|
||||
|
||||
-- [Acting While Under Attack](#optional-rule-acting-while-under-attack) [(426)]{.og-ref}
|
||||
+- Acting While Under Attack [(426)]{.og-ref}
|
||||
- [Choosing a Combat Effect Ahead of Time](#optional-rule-choosing-a-combat-effect-ahead-of-time) [(212)]{.og-ref}
|
||||
- Faster Initiative [(215)]{.og-ref}
|
||||
- [Gaining Insight](#optional-rule-gaining-insight) [(231)]{.og-ref}
|
@ -0,0 +1,45 @@
|
||||
--- _tmp/ccsrd.md 2025-07-21 10:15:25.350855501 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-07-21 10:16:28.758256356 -0500
|
||||
@@ -27421,7 +27421,6 @@
|
||||
|
||||
Optional Rules
|
||||
|
||||
-- [Additional Cooperative Actions](#optional-rule-additional-cooperative-actions) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Choosing a Combat Effect Ahead of Time](#optional-rule-choosing-a-combat-effect-ahead-of-time) [(OG-CSRD)]{.og-ref
|
||||
.og-ref-og}
|
||||
- [Consciousness Requires Intellect Points](#optional-rule-consciousness-requires-intellect-points)
|
||||
@@ -29441,26 +29440,6 @@
|
||||
additional point of damage. A character cannot willingly take more than one attack each round in this way.
|
||||
:::
|
||||
|
||||
-::: {.alert .ps-4 .pb-0}
|
||||
-###### Optional Rule: Additional Cooperative Actions [#](#optional-rule-additional-cooperative-actions){.og-h-anchor aria-hidden="true"}
|
||||
-
|
||||
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-This section has been added by the editor, based on *Cooperative Actions [(211)]{.og-ref} in the 2015 Cypher System
|
||||
-Rulebook.*
|
||||
-
|
||||
-These cooperative actions might not be good blanket rules for every circumtance, but they are still useful to think
|
||||
-about how players might coordinate their actions, and how the GM might want to modify the game based on circumstance:
|
||||
-
|
||||
-- **Cover Fire:** A character can aim near ranged attack near a foe, but narrowly miss on purpose. On a success, the
|
||||
- attack inflicts no damage, and the foe's next attack is hindered.
|
||||
-
|
||||
-- **Double Strike:** If one character makes a melee attack, and another character makes a ranged and both attacks hit
|
||||
- the same foe, its next task is hindered.
|
||||
-
|
||||
-- **Triple Team:** If at least three characters attack the same foe, each gains a +1 bonus to their attack roll.
|
||||
-:::
|
||||
-
|
||||
##### Crafting, Building, and Repairing [#](#crafting-building-and-repairing){.og-h-anchor aria-hidden="true"}
|
||||
|
||||
::: {.alert .ps-4 .pb-0 .og-alert}
|
||||
@@ -78768,7 +78747,6 @@
|
||||
|
||||
##### Modifying the Game [#](#choose-optional-rules-modifying-the-game){.og-h-anchor aria-hidden="true"} {#choose-optional-rules-modifying-the-game .og-h-small}
|
||||
|
||||
-- [Additional Cooperative Actions](#optional-rule-additional-cooperative-actions) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Choosing a Combat Effect Ahead of Time](#optional-rule-choosing-a-combat-effect-ahead-of-time)
|
||||
[(212)]{.og-ref}[(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Consciousness Requires Intellect Points](#optional-rule-consciousness-requires-intellect-points)
|
@ -0,0 +1,56 @@
|
||||
--- _tmp/ccsrd.md 2025-07-21 10:18:01.570843106 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-07-21 10:20:17.044699557 -0500
|
||||
@@ -27421,8 +27421,6 @@
|
||||
|
||||
Optional Rules
|
||||
|
||||
-- [Choosing a Combat Effect Ahead of Time](#optional-rule-choosing-a-combat-effect-ahead-of-time) [(OG-CSRD)]{.og-ref
|
||||
- .og-ref-og}
|
||||
- [Consciousness Requires Intellect Points](#optional-rule-consciousness-requires-intellect-points)
|
||||
[(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Damage Dice](#optional-rule-damage-dice) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
@@ -28001,26 +27999,6 @@
|
||||
As with minor effects, usually the GM just has the desired major effect occur, but sometimes the GM might require an
|
||||
extra roll if the major effect is unusual or unlikely.
|
||||
|
||||
-::: {.alert .ps-4 .pb-0}
|
||||
-##### Optional Rule: Choosing a Combat Effect Ahead of Time [#](#optional-rule-choosing-a-combat-effect-ahead-of-time){.og-h-anchor aria-hidden="true"} {#optional-rule-choosing-a-combat-effect-ahead-of-time .og-h-small}
|
||||
-
|
||||
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-This section is based on *Choosing a Combat Effect Ahead of Time* [(212)]{.og-ref}.
|
||||
-
|
||||
-The following are only guidelines and examples, and the GM will probably want to modifying these rules to taste in
|
||||
-practice---for example, PCs might need specific foreknowledge of their opponent to use these options, or that a PC has a
|
||||
-minimum amount of training in their attack or defense task, or they might work more like [power
|
||||
-stunts](#superhero-power-stunts). The GM might also assign an [initial cost](#rules-initial-cost) for using them.
|
||||
-
|
||||
-- **Attack Rolls:** When making an [attack](#action-attack), the PC can choose an effect they wish to apply to their
|
||||
- attacker, and the GM hinders the attack roll one or more steps. If they succeed, the effect takes hold.
|
||||
-
|
||||
-- **Defense Rolls:** When making a [defense roll](#action-defend), a PC can describe an effect they wish to apply to
|
||||
- their attacker, and the GM hinders the PC's defense roll an appropriate number of steps. If they succeed, the
|
||||
- effect takes hold. The GM might require that applying certain effects also requires the use of the PC's next
|
||||
- action.
|
||||
-
|
||||
##### Optional Rule: Trading Damage for Effect [#](#optional-rule-trading-damage-for-effect){.og-h-anchor aria-hidden="true"} {#optional-rule-trading-damage-for-effect .og-h-small}
|
||||
|
||||
[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
@@ -78747,8 +78725,6 @@
|
||||
|
||||
##### Modifying the Game [#](#choose-optional-rules-modifying-the-game){.og-h-anchor aria-hidden="true"} {#choose-optional-rules-modifying-the-game .og-h-small}
|
||||
|
||||
-- [Choosing a Combat Effect Ahead of Time](#optional-rule-choosing-a-combat-effect-ahead-of-time)
|
||||
- [(212)]{.og-ref}[(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Consciousness Requires Intellect Points](#optional-rule-consciousness-requires-intellect-points)
|
||||
[(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Creating Creatures and NPCs](#creating-creatures-and-npcs) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
@@ -79075,7 +79051,7 @@
|
||||
Optional Rules
|
||||
|
||||
- Acting While Under Attack [(426)]{.og-ref}
|
||||
-- [Choosing a Combat Effect Ahead of Time](#optional-rule-choosing-a-combat-effect-ahead-of-time) [(212)]{.og-ref}
|
||||
+- Choosing a Combat Effect Ahead of Time [(212)]{.og-ref}
|
||||
- Faster Initiative [(215)]{.og-ref}
|
||||
- [Gaining Insight](#optional-rule-gaining-insight) [(231)]{.og-ref}
|
||||
- Getting an XP Advance [(232)]{.og-ref}
|
@ -0,0 +1,45 @@
|
||||
--- _tmp/ccsrd.md 2025-07-21 10:24:33.554321184 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-07-21 10:25:02.789506008 -0500
|
||||
@@ -27421,8 +27421,6 @@
|
||||
|
||||
Optional Rules
|
||||
|
||||
-- [Consciousness Requires Intellect Points](#optional-rule-consciousness-requires-intellect-points)
|
||||
- [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Damage Dice](#optional-rule-damage-dice) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Damage to Pool Maximums](#optional-rule-damage-to-pool-maximums) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Drowning and Suffocation](#optional-rule-drowning-and-suffocation) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
@@ -28602,24 +28600,6 @@
|
||||
:::
|
||||
|
||||
::: {.alert .ps-4 .pb-0}
|
||||
-###### Optional Rule: Consciousness Requires Intellect Points [#](#optional-rule-consciousness-requires-intellect-points){.og-h-anchor aria-hidden="true"}
|
||||
-
|
||||
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-Using this rule, a PC down one or more steps on [the damage track](#the-damage-track) requires at least 1 point in their
|
||||
-Intellect Pool to remain conscious. Most unconscious PCs can't take any actions other than to make a [recovery
|
||||
-roll](#recovery-rolls).
|
||||
-
|
||||
-The GM might also consider pairing this rule with the [Fragility](#horror-rules-fragility) module. Here are two possible
|
||||
-options:
|
||||
-
|
||||
-- **Debilitated:** If a debilitated PC's Intellect Pool is 0, they fall unconscious until they recover at least 1
|
||||
- Intellect point.
|
||||
-
|
||||
-- **Impaired:** If an impaired PC's Intellect Pool is 0, they must succeed on a [Might](#might) [defense
|
||||
- roll](#action-defend) equal to the damage sustained, and again each time they take damage. On a failure, the PC
|
||||
- falls unconscious until they recover at least 1 Intellect point.
|
||||
-
|
||||
###### Optional Rule: Damage to Pool Maximums [#](#optional-rule-damage-to-pool-maximums){.og-h-anchor aria-hidden="true"}
|
||||
|
||||
[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
@@ -78725,8 +78705,6 @@
|
||||
|
||||
##### Modifying the Game [#](#choose-optional-rules-modifying-the-game){.og-h-anchor aria-hidden="true"} {#choose-optional-rules-modifying-the-game .og-h-small}
|
||||
|
||||
-- [Consciousness Requires Intellect Points](#optional-rule-consciousness-requires-intellect-points)
|
||||
- [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Creating Creatures and NPCs](#creating-creatures-and-npcs) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Creatures with Multiple Parts](#optional-rule-creatures-with-multiple-parts) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Curses](#weird-west-curses) [(HNAM, 60)]{.og-ref}
|
143
patches/de-ogcsrd/034-remove-creating-creatures-and-npcs.patch
Normal file
143
patches/de-ogcsrd/034-remove-creating-creatures-and-npcs.patch
Normal file
@ -0,0 +1,143 @@
|
||||
--- _tmp/ccsrd.md 2025-07-21 10:25:32.073691138 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-07-21 10:33:32.476735396 -0500
|
||||
@@ -60694,7 +60694,6 @@
|
||||
|
||||
- [Balancing Encounters](#balancing-encounters) [(434)]{.og-ref}
|
||||
- [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}
|
||||
- [Modifying Creatures](#choose-modifying-creatures) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Familiars](#familiars) [(IOM, 94)]{.og-ref}
|
||||
- [Followers](#followers) [(233)]{.og-ref}
|
||||
@@ -61222,7 +61221,7 @@
|
||||
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 this chapter only scratches the surface. It does, however, provide examples of kinds of
|
||||
inhabitants---bestial and civilized, living and undead, organic and inorganic---so that you can easily extrapolate and
|
||||
-[create your own](#creating-creatures-and-npcs).
|
||||
+create your own.
|
||||
|
||||
::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
**Editor's Notes ---** The editor has moved some creatures in the [Cypher System
|
||||
@@ -75621,7 +75620,6 @@
|
||||
GM Preparation
|
||||
|
||||
- [Campaign Design Checklist](#campaign-design-checklist) [(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}
|
||||
- [Using the Rules: Making Meaning](#making-meaning) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
@@ -76580,7 +76578,7 @@
|
||||
level. But these examples go against type. Generally, smaller creatures have less health and are less terrifying in
|
||||
combat than larger ones.
|
||||
|
||||
-The Cypher System has no system for [building creatures](#creating-creatures-and-npcs). There is no rule that says a
|
||||
+The Cypher System has no system for building creatures. There is no rule that says a
|
||||
creature with a certain ability should be a given level, and there is no rule dictating how many abilities a creature of
|
||||
a given level should have. But keep the spirit of the system in mind. Lower-level creatures are less dangerous. A level
|
||||
1 creature could be poisonous, but its venom should inflict a few points of damage at most. The venom of a level 6
|
||||
@@ -76597,7 +76595,6 @@
|
||||
::: {.alert .ps-4 .pb-0 .og-alert}
|
||||
###### Quick Reference: Modifying Creatures [#](#choose-modifying-creatures){.og-h-anchor aria-hidden="true"} {#choose-modifying-creatures .og-border}
|
||||
|
||||
-- [Creating Creatures and NPCs](#creating-creatures-and-npcs) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Creating Challenging Encounters](#creating-challenging-encounters) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
|
||||
Creature Templates
|
||||
@@ -76793,53 +76790,6 @@
|
||||
|
||||
------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
-#### Creating Creatures and NPCs [#](#creating-creatures-and-npcs){.og-h-anchor aria-hidden="true"}
|
||||
-
|
||||
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-This section is based on *NPC Game Stats* [(422)]{.og-ref} and [Make a Cypher System Creature in Ten Minutes or
|
||||
-Less](https://www.montecookgames.com/make-a-creature-in-10-minutes-or-less-2/){.og-icon .og-mcg} by Charles Ryan.
|
||||
-
|
||||
-It doesn't take a lot of preparation to create a memorable creature or NPC. You don\'t have to follow all of the
|
||||
-following steps, but if you find yourself more time and energy, take the next step on the checklist:
|
||||
-
|
||||
-::: {.alert .ps-4 .pb-0}
|
||||
-- **Level, Motive, and Combat:** Decide on the [level](#understanding-the-listings), motive, and general tactics and
|
||||
- key behaviors of the NPC.
|
||||
-
|
||||
-- **Movement, Modifications and Interaction:** Decide what is most important about the NPC for your purposes. This
|
||||
- might be defining its movement, tasks it is particularly skilled with, or weaknesses it might have with certain
|
||||
- tasks. Refer back to the creature's motive and refine how thinks and behaves---especially if the PCs might try to
|
||||
- interact with it, and if it requires any signature combat tactics or special abilities. Describing for players what
|
||||
- the creature does is important---describing *how the NPC does it* is equally important. If it's supposed to be
|
||||
- creepy, detail that creepiness.
|
||||
-
|
||||
-- **GM Intrusion:** Consider what might happens if a player triggers a [GM intrusion](#gm-intrusion), or create a
|
||||
- twist you'd like to be able to propose in an encounter.
|
||||
-
|
||||
-- **Health:** A creature's health dictates how long it will survive in combat. A party of four tier 1--2 characters
|
||||
- typically inflict 10 points of damage each round. Tier 3--4 characters typically inflict 16 points of damage, and
|
||||
- tier 5--6 characters typically inflict 22 points per round.
|
||||
-
|
||||
-- **Armor:** [Armor](#rules-armor) reduces how quickly an NPC's health is depleted. One point of Armor is typically
|
||||
- equivalent to adding 6--7 points of health.
|
||||
-
|
||||
-- **Damage Inflicted:** You can increase damage inflicted if necessary. Even low-level creatures inflict at least 2--3
|
||||
- points of damage. During combat, creatures typically damage the PCs twice.
|
||||
-
|
||||
-- **Special Damage:** Decide if the creature can inflict any kind of [special damage](#special-damage)---venom,
|
||||
- entanglement, stun, mental control, temporary reductions to [Pools](#pool), even moving characters down [the damage
|
||||
- track](#the-damage-track) without depleting their Pools. If employing such effects, decide on what conditions that
|
||||
- alleviate them, for example, a successful [Might](#might) [defense roll](#action-defend) made each hour, a
|
||||
- successful [healing](#action-healing) task against the level of a poison, or completing a ten-hour [recovery
|
||||
- roll](#recovery-rolls). These effects can certainly make an NPC more interesting, but don't overuse them.
|
||||
-
|
||||
-- **Use and Loot:** Describe at least one way the party might be likely to discover or encounter the creature. If the
|
||||
- creature is likely to have any useful loot, such as a cypher, equipment, or part of its body, note that, too.
|
||||
-:::
|
||||
-
|
||||
-------------------------------------------------------------------------------------------------------------------------
|
||||
-
|
||||
#### Balancing Encounters [#](#balancing-encounters){.og-h-anchor aria-hidden="true"}
|
||||
|
||||
[(Cypher System Rulebook, page 434)]{.og-ref}
|
||||
@@ -77072,8 +77022,8 @@
|
||||
:::
|
||||
|
||||
If a powerful creature or NPC is central to the scenario, it can be wise to spend a few minutes to [choose creatures and
|
||||
-NPCs](#choose-creatures), and review their characteristics to determine if they need modification, or [creating new
|
||||
-creatures or NPCs](#creating-creatures-and-npcs).
|
||||
+NPCs](#choose-creatures), and review their characteristics to determine if they need modification, or creating new
|
||||
+creatures or NPCs.
|
||||
|
||||
##### A Scenario Summary [#](#session-preparation-summary){.og-h-anchor aria-hidden="true"} {#session-preparation-summary .og-h-small}
|
||||
|
||||
@@ -78510,7 +78460,7 @@
|
||||
|
||||
::: {#faq-creatures-use .collapse}
|
||||
There's no wrong way to do things when it comes to [creatures](#choose-creatures), but it\'s worth thinking through
|
||||
-your approach. [Creating creatures and NPCs](#creating-creatures-and-npcs) can be as simple as [assigning it a level and
|
||||
+your approach. Creating creatures and NPCs can be as simple as [assigning it a level and
|
||||
a few modifications](#understanding-the-listings). You can even decide on these as you go.
|
||||
|
||||
In the Cypher System, the most memorable best NPCs aren't just bags of health that the players whack into nothingness.
|
||||
@@ -78705,7 +78655,6 @@
|
||||
|
||||
##### Modifying the Game [#](#choose-optional-rules-modifying-the-game){.og-h-anchor aria-hidden="true"} {#choose-optional-rules-modifying-the-game .og-h-small}
|
||||
|
||||
-- [Creating Creatures and NPCs](#creating-creatures-and-npcs) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Creatures with Multiple Parts](#optional-rule-creatures-with-multiple-parts) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Curses](#weird-west-curses) [(HNAM, 60)]{.og-ref}
|
||||
- [Damage Dice](#optional-rule-damage-dice) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
@@ -78769,7 +78718,6 @@
|
||||
|
||||
- [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}
|
||||
- [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}
|
||||
@@ -79057,7 +79005,7 @@
|
||||
- [Skills and Other Abilities](#running-the-game-skills-and-other-abilities) [(421)]{.og-ref}
|
||||
- Character Arcs [(421)]{.og-ref}
|
||||
- [Handling NPCs](#encouraging-play) [(422)]{.og-ref}
|
||||
-- [NPC Game Stats](#creating-creatures-and-npcs) [(422)]{.og-ref}
|
||||
+- NPC Game Stats [(422)]{.og-ref}
|
||||
- [NPCs and Death](#npcs-and-death) [(424)]{.og-ref}
|
||||
- Interactions [(424)]{.og-ref}
|
||||
- Languages [(425)]{.og-ref}
|
@ -0,0 +1,43 @@
|
||||
--- _tmp/ccsrd.md 2025-07-21 10:37:29.946241108 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-07-21 10:57:59.224995107 -0500
|
||||
@@ -76607,7 +76607,6 @@
|
||||
Optional Rules
|
||||
|
||||
- [Effort for NPCs](#optional-rule-effort-for-npcs) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
-- [Creatures with Multiple Parts](#optional-rule-creatures-with-multiple-parts) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
|
||||
Related Sections
|
||||
|
||||
@@ -76768,24 +76767,6 @@
|
||||
**Multiple Levels of Effort**. Each werewolf might use their four levels of Effort differently: one level of Effort
|
||||
four times, two levels of Effort twice, or four levels of Effort just once (or some other combination). The point is
|
||||
that where, when, and how each werewolf uses their Effort becomes a source of drama within the story.
|
||||
-
|
||||
-##### Optional Rule: Creatures with Multiple Parts [#](#optional-rule-creatures-with-multiple-parts){.og-h-anchor aria-hidden="true"}
|
||||
-
|
||||
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-It's a simple trick to use a [GM intrusion](#gm-intrusion) to change one creature into another---for example, a
|
||||
-[Goblin](#npc-goblin) gaining drinking a potion that causes it to become an [Orc](#npc-orc) with the [Beefed
|
||||
-Up](#template-beefed-up) template, or a dying [Child](npc-child) revealing its true form as host to a
|
||||
-[Demon](#creature-demon), but you can also create a single, powerful creature made up of smaller parts, each with its
|
||||
-own [modifications](#understanding-the-listing) and capable of performing an [action](#rules-taking-action) each round.
|
||||
-
|
||||
-For example, a kraken might have a number of specialized tentacles that need to be driven off individually. In another
|
||||
-example, an ancient wyrm might use multiple creatures to represent its many heads, wings, claws, and tail.
|
||||
-
|
||||
-Creatures with multiple parts don't typically die if one of their parts is reduced to 0 health, but that part can\'t
|
||||
-take actions or be used, for example, a wyrm whose wings are reduced to 0 health might not be able to fly. You could
|
||||
-also design creatures with a well-defended but vulernable points that hinders Attack rolls, but if reduced to 0 health,
|
||||
-causes the creature's remaining parts to die.
|
||||
:::
|
||||
|
||||
------------------------------------------------------------------------------------------------------------------------
|
||||
@@ -78655,7 +78636,6 @@
|
||||
|
||||
##### Modifying the Game [#](#choose-optional-rules-modifying-the-game){.og-h-anchor aria-hidden="true"} {#choose-optional-rules-modifying-the-game .og-h-small}
|
||||
|
||||
-- [Creatures with Multiple Parts](#optional-rule-creatures-with-multiple-parts) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Curses](#weird-west-curses) [(HNAM, 60)]{.og-ref}
|
||||
- [Damage Dice](#optional-rule-damage-dice) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Damage to Pool Maximums](#optional-rule-damage-to-pool-maximums) [(OG-CSRD)]{.og-ref .og-ref-og}
|
61
patches/de-ogcsrd/036-remove-damage-dice.patch
Normal file
61
patches/de-ogcsrd/036-remove-damage-dice.patch
Normal file
@ -0,0 +1,61 @@
|
||||
--- _tmp/ccsrd.md 2025-07-21 10:58:17.219108314 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-07-21 11:02:30.463700209 -0500
|
||||
@@ -27421,7 +27421,6 @@
|
||||
|
||||
Optional Rules
|
||||
|
||||
-- [Damage Dice](#optional-rule-damage-dice) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Damage to Pool Maximums](#optional-rule-damage-to-pool-maximums) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Drowning and Suffocation](#optional-rule-drowning-and-suffocation) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Gaining Insight](#optional-rule-gaining-insight) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
@@ -28354,42 +28353,6 @@
|
||||
:::
|
||||
|
||||
::: {.alert .ps-4 .pb-0}
|
||||
-###### Optional Rule: Damage Dice [#](#optional-rule-damage-dice){.og-h-anchor aria-hidden="true"}
|
||||
-
|
||||
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-Here a few more ideas for making damage a little less predictable. Most of these rules favor the PCs, especially against
|
||||
-low level [creatures](#chapter-22-creatures). Rolling dice and calculating totals can slow down a game, so the GM should
|
||||
-use these rules only if the players are happy rolling more dice and doing a little extra maths.
|
||||
-
|
||||
-- **Weapon Die:** Additional polyhedral dice can be used instead of static [weapon](#equipment-weapons) damage.
|
||||
-
|
||||
-- **Weapon Dice Pools:** Some of the following forumlas use \"kh\" for \"keep highest\". For example, \"3d6kh1\" means
|
||||
- rolling three d6s, and keeping one result---the highest of the three.
|
||||
-
|
||||
-::: table-responsive
|
||||
- Weapon Die Dice Pool Notes
|
||||
- ------------------- ------ ------------ --------------------
|
||||
- Light 1d4 1d6 attack eased
|
||||
- Medium 1d8 2d6kh1 + 1 ---
|
||||
- Heavy 2d6 3d6kh1 + 2 requires two hands
|
||||
- Heavy (alternate) 1d12 --- requires two hands
|
||||
-
|
||||
- : Weapon Dice (Polyhedral)
|
||||
-:::
|
||||
-
|
||||
-- **Attack Rolls:** For every 3 an [attack roll](#action-attack) result shows in excess of the target number, the
|
||||
- attack inflicts 1 additional damage. For example, if a PC attacks a level 2 foe with a target number of 6 and rolls
|
||||
- a 16, they inflict 3 additional damage to the target. Additional damage from [special rolls](#rules-special-rolls)
|
||||
- still applies as normal.
|
||||
-
|
||||
-- **Defense Rolls:** For every 3 a [defense roll](#action-defend) result shows in deficit of the target number, the
|
||||
- attack inflicts 1 additional damage. For example, a PC making a Speed defense roll in response to level 5 foe with a
|
||||
- target number of 15 and rolls and 9, they take 2 additional damage from the attack.
|
||||
-
|
||||
-- **Effort Dice:** Applying a level of [Effort](#modifying-the-difficulty-effort) to damage increases amount of damage
|
||||
- inflicted by the attack by 1d6 (instead of the usual 3).
|
||||
-
|
||||
###### Optional Rule: Ultimate Damage [#](#optional-rule-ultimate-damage){.og-h-anchor aria-hidden="true"}
|
||||
|
||||
[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
@@ -78637,7 +78600,6 @@
|
||||
##### Modifying the Game [#](#choose-optional-rules-modifying-the-game){.og-h-anchor aria-hidden="true"} {#choose-optional-rules-modifying-the-game .og-h-small}
|
||||
|
||||
- [Curses](#weird-west-curses) [(HNAM, 60)]{.og-ref}
|
||||
-- [Damage Dice](#optional-rule-damage-dice) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Damage to Pool Maximums](#optional-rule-damage-to-pool-maximums) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Deck as d20](#weird-west-deck-as-d20) [(HNAM, 58)]{.og-ref}
|
||||
- [Dehydration](#dehydration) [(RR, 63)]{.og-ref}
|
52
patches/de-ogcsrd/037-remove-damage-to-pool-maximums.patch
Normal file
52
patches/de-ogcsrd/037-remove-damage-to-pool-maximums.patch
Normal file
@ -0,0 +1,52 @@
|
||||
--- _tmp/ccsrd.md 2025-07-21 11:02:47.548807306 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-07-21 11:04:27.167431805 -0500
|
||||
@@ -27421,7 +27421,6 @@
|
||||
|
||||
Optional Rules
|
||||
|
||||
-- [Damage to Pool Maximums](#optional-rule-damage-to-pool-maximums) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Drowning and Suffocation](#optional-rule-drowning-and-suffocation) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Gaining Insight](#optional-rule-gaining-insight) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Healing Limitations](#optional-rule-healing-limitations) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
@@ -28562,33 +28561,6 @@
|
||||
[Serious Injuries and Conditions](#horror-rules-serious-injuries-and-conditions).
|
||||
:::
|
||||
|
||||
-::: {.alert .ps-4 .pb-0}
|
||||
-###### Optional Rule: Damage to Pool Maximums [#](#optional-rule-damage-to-pool-maximums){.og-h-anchor aria-hidden="true"}
|
||||
-
|
||||
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-This optional rule creates additional risk for PCs taking damage or using powerful [special
|
||||
-abilities](#choose-abilities) with lots of [Effort](#effort). Either situation creates lasting injuries that take longer
|
||||
-to recover from.
|
||||
-
|
||||
-- **Damage:** When damage reduces a PC's [stat](#character-stats) [Pool](#pool) to 0, the remainder is temporarily
|
||||
- subtracted from that stat's Pool maximum. The remainder (and any further damage) are also applied to another stat
|
||||
- Pool, as described under [The Effects of Taking Damage](#the-effects-of-taking-damage). This effect is in addition
|
||||
- to going down one step on [the damage track](#the-damage-track) as normal.
|
||||
-
|
||||
-- **Using Abilities:** When a PC uses a [special ability](#choose-abilities) with a [Pool](#pool) point cost they
|
||||
- can't pay, the remainder is instead temporarily subtracted from their maximum Pool points for that stat.
|
||||
-
|
||||
-- **Recovering Pool Maximums:** A PC can recover temporary reductions to their [stat](#character-stats) [Pool](#pool)
|
||||
- maximums by filling the Pool to its temporary maximum. While at the temporary maximum, [healing](#action-healing),
|
||||
- [special abilities](#choose-abilities), [cyphers](#choose-cyphers), and [artifacts](#choose-artifacts) (but not
|
||||
- [recovery rolls](#recovery-rolls)) restore lost points to a stat Pool's maximum.
|
||||
-
|
||||
-- **Pool Maximums Reaching Zero:** If any stat's Pool maximum is reduced to 0, the GM decides how best to proceed.
|
||||
- For example, a PC might gain a permanent inability, permanently reduce a [stat](#character-stats) [Pool](#pool)
|
||||
- maximum by 3, or die.
|
||||
-:::
|
||||
-
|
||||
##### Recovering Points in a Pool [#](#recovery-rolls){.og-h-anchor aria-hidden="true"} {#recovery-rolls}
|
||||
|
||||
[(Cypher System Rulebook, page 218)]{.og-ref}
|
||||
@@ -78600,7 +78572,6 @@
|
||||
##### Modifying the Game [#](#choose-optional-rules-modifying-the-game){.og-h-anchor aria-hidden="true"} {#choose-optional-rules-modifying-the-game .og-h-small}
|
||||
|
||||
- [Curses](#weird-west-curses) [(HNAM, 60)]{.og-ref}
|
||||
-- [Damage to Pool Maximums](#optional-rule-damage-to-pool-maximums) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Deck as d20](#weird-west-deck-as-d20) [(HNAM, 58)]{.og-ref}
|
||||
- [Dehydration](#dehydration) [(RR, 63)]{.og-ref}
|
||||
- [Drowning and Suffocation](#optional-rule-drowning-and-suffocation) [(OG-CSRD)]{.og-ref .og-ref-og}
|
57
patches/de-ogcsrd/038-remove-drowning-and-suffocation.patch
Normal file
57
patches/de-ogcsrd/038-remove-drowning-and-suffocation.patch
Normal file
@ -0,0 +1,57 @@
|
||||
--- _tmp/ccsrd.md 2025-07-21 11:04:55.741610928 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-07-21 11:05:38.260877459 -0500
|
||||
@@ -27421,7 +27421,6 @@
|
||||
|
||||
Optional Rules
|
||||
|
||||
-- [Drowning and Suffocation](#optional-rule-drowning-and-suffocation) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Gaining Insight](#optional-rule-gaining-insight) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [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
|
||||
@@ -28433,7 +28432,6 @@
|
||||
Optional Rules
|
||||
|
||||
- [Dehydration](#dehydration) [(RR, 63)]{.og-ref}
|
||||
-- [Drowning and Suffocation](#optional-rule-drowning-and-suffocation) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Exposure](#exposure) [(RR, 62)]{.og-ref}
|
||||
- [Radiation in the Real World](#radiation-in-the-real-world) [(RR, 63)]{.og-ref}
|
||||
- [Really Impossible Tasks](#really-impossible-tasks) [(293)]{.og-ref}[(CTS, 61)]{.og-ref}
|
||||
@@ -28847,19 +28845,6 @@
|
||||
are reduced by one category; very-long-range weapons work only to long range, long-range weapons work only to short
|
||||
range, and short-range weapons work only to immediate range.
|
||||
|
||||
-::: {.alert .ps-4 .pb-0}
|
||||
-###### Optional Rule: Drowning and Suffocation [#](#optional-rule-drowning-and-suffocation){.og-h-anchor aria-hidden="true"}
|
||||
-
|
||||
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-- **Struggling for Air:** Struggling for air (for example, drowning, but near the surface) is a difficulty 4 Might
|
||||
- check.
|
||||
-
|
||||
-- **Running out of Air:** After a number rounds with no air equal to 3 plus the PC's tier plus the PC\'s
|
||||
- [Might](#might) [Edge](#edge), the PC must suceeed on a Might task with a difficulty equal to 4 plus 1 for every 30
|
||||
- feet (10 m) of depth from the surface, or descend one step on [the damage track](#the-damage-track).
|
||||
-:::
|
||||
-
|
||||
###### Moving Targets [#](#attack-modifiers-moving-targets){.og-h-anchor aria-hidden="true"} {#attack-modifiers-moving-targets}
|
||||
|
||||
[(Cypher System Rulebook, page 222)]{.og-ref}
|
||||
@@ -46633,8 +46618,8 @@
|
||||
Stress simulates the deleterious effects of high-pressure situations on a PC's performance. Stress can be physical or
|
||||
mental (spiritual or psychological). Depending on the setting, sources of Stress might include:
|
||||
|
||||
-- Unmet biological needs (for example, [dehydration](#dehydration), [drowning and
|
||||
- suffocation](#optional-rule-drowning-and-suffocation), [exposure](#exposure), or [starvation](#starvation))
|
||||
+- Unmet biological needs (for example, [dehydration](#dehydration), drowning and
|
||||
+ suffocation, [exposure](#exposure), or [starvation](#starvation))
|
||||
- Psychological trauma (for example, [hysteria](#horror-rules-hysteria), [madness](#horror-rules-madness), [mind
|
||||
control](#horror-rules-mind-control), [panic](#horror-rules-instant-panic), [possession](#horror-rules-possession),
|
||||
or [shock](#horror-rules-shock))
|
||||
@@ -78574,7 +78559,6 @@
|
||||
- [Curses](#weird-west-curses) [(HNAM, 60)]{.og-ref}
|
||||
- [Deck as d20](#weird-west-deck-as-d20) [(HNAM, 58)]{.og-ref}
|
||||
- [Dehydration](#dehydration) [(RR, 63)]{.og-ref}
|
||||
-- [Drowning and Suffocation](#optional-rule-drowning-and-suffocation) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Effort for NPCs](#optional-rule-effort-for-npcs) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Exposure](#exposure) [(RR, 62)]{.og-ref}
|
||||
- [Fairy Tale Rules](#choose-fairy-tale) [(WAAMH, 48)]{.og-ref}
|
660
patches/de-ogcsrd/039-remove-stress.patch
Normal file
660
patches/de-ogcsrd/039-remove-stress.patch
Normal file
@ -0,0 +1,660 @@
|
||||
--- _tmp/ccsrd.md 2025-07-21 11:06:11.523085969 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-07-21 12:47:23.209969048 -0500
|
||||
@@ -1260,7 +1260,7 @@
|
||||
[Quest Portal](https://www.questportal.com/) includes a mobile-friendly Cypher System characer sheet, and you can import
|
||||
a copy of [OrangeAsp's The Magnus Archives Character
|
||||
Sheet](https://app.questportal.com/template/The-Magnus-Archives-yo6jido2kvwe) for use if your game uses the optional
|
||||
-[Stress](#horror-rules-stress) rule.
|
||||
+Stress rule.
|
||||
:::
|
||||
:::
|
||||
|
||||
@@ -2747,7 +2747,7 @@
|
||||
[Adept](#type-adept) analogues.
|
||||
- *First-Tier Elocutionist* [(TMA, 44)]{.og-ref}. Unlike most [Speaker](#type-speaker) analogues, the Elocutionist
|
||||
doesn't start with an inability with medium weapons.
|
||||
-- Using supernatural abilities can cause a PC to accumulate [Stress](#horror-rules-stress).
|
||||
+- Using supernatural abilities can cause a PC to accumulate Stress.
|
||||
:::
|
||||
|
||||
##### Mystery Flesh Pit National Park --- Types[[]{.og-icon .og-shop .ms-1 toggle="tooltip" title="Purchase from Third Party"}](https://www.drivethrurpg.com/en/product/498633/mystery-flesh-pit-national-park-the-rpg){aria-label="Purchase Mystery Flesh Pit National Park"} [#](#mystery-flesh-pit-types){.og-h-anchor aria-hidden="true"} {#mystery-flesh-pit-types .og-h-small .og-h-small-icon .og-border}
|
||||
@@ -6079,7 +6079,7 @@
|
||||
::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
**Editor's Notes ---** *The Magnus Archives* includes its own method of [Customizing
|
||||
Descriptors](#customizing-descriptors). The No-Nonsense and Sturdy descriptors include an analogue of the
|
||||
-[Resolute](#ability-stress-resolute){.og-ability} ability, which helps them deal with [Stress](#horror-rules-stress)
|
||||
+[Resolute](#ability-stress-resolute){.og-ability} ability, which helps them deal with Stress
|
||||
accumulation.
|
||||
:::
|
||||
|
||||
@@ -12510,7 +12510,6 @@
|
||||
- [Social](#abilities-category-social) [(103)]{.og-ref}
|
||||
- [Special Attack](#abilities-category-special-attack) [(104)]{.og-ref}
|
||||
- [Stats](#abilities-category-stats) [(OC-CSRD)]{.og-ref}
|
||||
-- [Stress](#horror-rules-stress-abilities) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Support](#abilities-category-support) [(105)]{.og-ref}
|
||||
- [Task](#abilities-category-task) [(106)]{.og-ref}
|
||||
- [Transform](#abilities-category-transform) [(107)]{.og-ref}
|
||||
@@ -12553,7 +12552,6 @@
|
||||
- [Psionics](#optional-rule-psionics) [(SF, 50)]{.og-ref}
|
||||
- [Skills and Other Abilities](#running-the-game-skills-and-other-abilities) [(421)]{.og-ref}
|
||||
- [Spellcasting](#optional-rule-spellcasting) [(259)]{.og-ref}
|
||||
-- [Stress](#horror-rules-stress) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
:::
|
||||
|
||||
[(Cypher System Rulebook, page 95)]{.og-ref}
|
||||
@@ -13188,8 +13186,7 @@
|
||||
This category lists abilities from the the 2015 Cypher Sytem Rulebook that were renamed, altered, or deprecated in the
|
||||
[Cypher System Rulebook](https://www.montecookgames.com/store/product/cypher-system-rulebook-2/){.og-icon .og-mcg}, and
|
||||
abilities updated in the CSRD since that time. It also includes abilities with identical names, and variant abilities
|
||||
-original to the OG-CSRD (except for those related to
|
||||
-[Stress](#horror-rules-stress-abilities)).
|
||||
+original to the OG-CSRD.
|
||||
|
||||
You can use this category to reconcile products based on the 2015 Cypher Rulebook, including [Gods of the
|
||||
Fall](https://www.montecookgames.com/store/product/gods-of-the-fall/){.og-icon .og-mcg},
|
||||
@@ -28345,11 +28342,6 @@
|
||||
increase the damage. For example, a PC can apply [Effort](#modifying-the-difficulty-effort) to deal 3 additional points
|
||||
of damage, and [rolling a natural 17 on the attack roll](#rules-special-rolls) deals 1 additional point of damage.
|
||||
|
||||
-::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
-**Editor's Notes ---** For an alternate method of handling damage to PCs, see [Stress](#horror-rules-stress) and
|
||||
-[Optional Rule: Stress as Damage](#horror-rules-stress-damage).
|
||||
-:::
|
||||
-
|
||||
::: {.alert .ps-4 .pb-0}
|
||||
###### Optional Rule: Ultimate Damage [#](#optional-rule-ultimate-damage){.og-h-anchor aria-hidden="true"}
|
||||
|
||||
@@ -28436,7 +28428,6 @@
|
||||
- [Radiation in the Real World](#radiation-in-the-real-world) [(RR, 63)]{.og-ref}
|
||||
- [Really Impossible Tasks](#really-impossible-tasks) [(293)]{.og-ref}[(CTS, 61)]{.og-ref}
|
||||
- [Serious Injuries and Conditions](#horror-rules-serious-injuries-and-conditions) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
-- [Stress as Damage: Hazards](#horror-rules-stress-damage-hazards) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Starvation](#starvation) [(RR, 63)]{.og-ref}
|
||||
:::
|
||||
|
||||
@@ -41155,10 +41146,6 @@
|
||||
- [First Psi Ability](#first-psi-ability) [(SF, 50)]{.og-ref}
|
||||
- [Psions and the Optional Latent Psionics Rule](#psions-and-the-optional-latent-psionics-rule) [(SF, 51)]{.og-ref}
|
||||
- [More Powerful Psionics](#more-powerful-psionics) [(SF, 51)]{.og-ref}
|
||||
-
|
||||
-Related Sections
|
||||
-
|
||||
-- [Stress](#horror-rules-stress) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
:::
|
||||
|
||||
[(The Stars are Fire, page 50)]{.og-ref}
|
||||
@@ -45662,7 +45649,6 @@
|
||||
- [Secret Twist](#horror-rules-secret-twist) [(SA, 97)]{.og-ref}
|
||||
- [Serious Injuries and Conditions](#horror-rules-serious-injuries-and-conditions) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Shock](#horror-rules-shock) [(282)]{.og-ref}[(SA, 98)]{.og-ref}
|
||||
-- [Stress](#horror-rules-stress) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Unease](#horror-rules-unease) [(SA, 99)]{.og-ref}
|
||||
|
||||
Related Sections
|
||||
@@ -46457,7 +46443,7 @@
|
||||
|
||||
[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
|
||||
-Some injuries linger---for example, those gained from accumulated [Stress](#horror-rules-stress), [special
|
||||
+Some injuries linger---for example, those gained from accumulated stress, [special
|
||||
damage](#special-damage), or a [GM intrusion](#gm-intrusion) triggered by a player [rolling a
|
||||
1](#intrusion-through-player-rolls) on a risky task. When this happens, the GM might assign a PC a serious injury or
|
||||
condition.
|
||||
@@ -46598,487 +46584,6 @@
|
||||
: Shock Levels
|
||||
:::
|
||||
|
||||
-##### Stress [#](#horror-rules-stress){.og-h-anchor aria-hidden="true"} {#horror-rules-stress}
|
||||
-
|
||||
-::: {.alert .ps-4 .pb-0 .og-alert}
|
||||
-###### Quick Reference: Stress [#](#choose-stress){.og-h-anchor aria-hidden="true"} {#choose-stress .og-h-small .og-border}
|
||||
-
|
||||
-- [Stress Points](#horror-rules-stress-points) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
-- [Stress Levels](#horror-rules-stress-levels) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
-- [Stress Relief](#horror-rules-stress-relief) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
-- [Stress as Damage](#horror-rules-stress-damage) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
-- [Stress as Damage: Armor](#horror-rules-stress-damage-armor) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
-- [Stress as Damage: Hazards](#horror-rules-stress-damage-hazards) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
-- [Stress and the Supernatural](#horror-rules-stress-supernatural) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
-- [Ability Category: Stress](#horror-rules-stress-abilities) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
-:::
|
||||
-
|
||||
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-Stress simulates the deleterious effects of high-pressure situations on a PC's performance. Stress can be physical or
|
||||
-mental (spiritual or psychological). Depending on the setting, sources of Stress might include:
|
||||
-
|
||||
-- Unmet biological needs (for example, [dehydration](#dehydration), drowning and
|
||||
- suffocation, [exposure](#exposure), or [starvation](#starvation))
|
||||
-- Psychological trauma (for example, [hysteria](#horror-rules-hysteria), [madness](#horror-rules-madness), [mind
|
||||
- control](#horror-rules-mind-control), [panic](#horror-rules-instant-panic), [possession](#horror-rules-possession),
|
||||
- or [shock](#horror-rules-shock))
|
||||
-- Encountering or activating [the supernatural](#horror-rules-stress-supernatural) (for example
|
||||
- [abilities](#choose-abilities), [artifacts](#choose-artifacts), [creatures](#choose-creatures), entities, or
|
||||
- phenomena)
|
||||
-- An [initial cost](#rules-initial-cost) for a strenuous task (for example, lifting a heavy object off a fallen ally)
|
||||
-- Failing a consequential task (for example, during a [perilous venture](#horror-rules-perilous-venture), or
|
||||
- [character arc](#choose-character-arc))
|
||||
-- Taking [damage](#rules-damage) or [special damage](#special-damage) (alternatively, use the [Stress as
|
||||
- Damage](#horror-rules-stress-damage) option)
|
||||
-
|
||||
-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
-If you enjoy this rules module, consider purchasing [The Magnus
|
||||
-Archives](https://www.montecookgames.com/store/product/the-magnus-archives-roleplaying-game/){.og-icon .og-mcg}.
|
||||
-:::
|
||||
-
|
||||
-###### Stress Points [#](#horror-rules-stress-points){.og-h-anchor aria-hidden="true"} {#horror-rules-stress-points}
|
||||
-
|
||||
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-An increase in [Stress](#horror-rules-stress) is called accumulating Stress points. A decrease in Stress points is
|
||||
-called [relieving Stress](#horror-rules-stress-relief). The GM decides when a PC accumulates 1--3 Stress points in
|
||||
-response to appropriate events in the story, for example:
|
||||
-
|
||||
-::: table-responsive
|
||||
-+-----------------------------------------------------------+-----------------------------------------------------------+
|
||||
-| Stress Accumulated | Examples |
|
||||
-+===========================================================+===========================================================+
|
||||
-| 1 Stress points | - Inconvenience (public failure or humliation) |
|
||||
-| | - Punched in arm, cut on hand |
|
||||
-| | - Ambushed |
|
||||
-| | - Discover human remains |
|
||||
-| | - Close call (near miss with a vehicle, gun to your |
|
||||
-| | head) |
|
||||
-| | - Loved one in danger |
|
||||
-| | - Witness supernatural from a distance (hovering alien |
|
||||
-| | spaceship) |
|
||||
-+-----------------------------------------------------------+-----------------------------------------------------------+
|
||||
-| 2 Stress points | - Minor setback (romantic rejection) |
|
||||
-| | - Punched in gut, cut on face, fall down steps |
|
||||
-| | - Discover mutilated remains |
|
||||
-| | - Loved one seriously injured |
|
||||
-| | - Witness supernatural up close (werewolf |
|
||||
-| | transformation) |
|
||||
-+-----------------------------------------------------------+-----------------------------------------------------------+
|
||||
-| 3 Stress points | - Major setback (job loss) |
|
||||
-| | - Nasty cut on leg, bullet graze |
|
||||
-| | - Hunted by a supernatural being |
|
||||
-| | - Loved one dies |
|
||||
-| | - Incomprehensible experience or paradigm shifting |
|
||||
-| | event (a literal portal to hell opens) |
|
||||
-+-----------------------------------------------------------+-----------------------------------------------------------+
|
||||
-
|
||||
-: Examples of Stress Point Accumulation
|
||||
-:::
|
||||
-
|
||||
-- **Avoiding Stress:** The GM might allow a PC to avoid accumulating physical Stress with a successful (usually
|
||||
- [Speed](#speed) or [Might](#might)) [defense task](#action-defend). The GM might allow a PC to avoid accumulating
|
||||
- mental Stress with a successful (usually [Intellect](#intellect)) [defense task](#action-defend).
|
||||
-
|
||||
-- **Duress:** PCs might accumulate Stress points as a function of time---for example, going without vital medication,
|
||||
- addiction withdrawal, or just not knowing the fate of a loved one can cause a PC to gain 1 Stress point each hour,
|
||||
- or prevent them from benefiting from sources of [stress relief](#horror-rules-stress-relief).
|
||||
-
|
||||
-- **NPCs and Stress:** Until relieved, subtract any accumulated Stress points from an NPC's current and maximum
|
||||
- [Health](#understanding-the-listings).
|
||||
-
|
||||
-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
-The GM might allow PCs to gain certain [special abilities related to Stress](#horror-rules-stress-abilities), allowing
|
||||
-them to better resist, manage, relieve, or even use [Stress](#horror-rules-stress) productively.
|
||||
-:::
|
||||
-
|
||||
-###### Stress Levels [#](#horror-rules-stress-levels){.og-h-anchor aria-hidden="true"} {#horror-rules-stress-levels}
|
||||
-
|
||||
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-As shown in the following table, each time a PC accumulates 3 [Stress points](#horror-rules-stress-points), they gain 1
|
||||
-Stress Level. Each Stress Level hinders the PC's actions one additional step. After accumulating 4 Stress Levels, each
|
||||
-additional Stress Level also sends the PC down one step on [the damage track](#the-damage-track)---thus,
|
||||
-[Stress](#horror-rules-stress) has a lethal limit.
|
||||
-
|
||||
-::: table-responsive
|
||||
- Stress Points Stress Levels (Steps Hindered) Target Number Task Success Rate Steps Down The Damage Track
|
||||
- --------------- -------------------------------- --------------- ------------------- ------------------------------
|
||||
- 0--2 0 --- --- ---
|
||||
- 3--5 1 (+3) −15% ---
|
||||
- 6--8 2 (+6) −30% ---
|
||||
- 9--11 3 (+9) −45% ---
|
||||
- 12--14 4 (+12) −60% ---
|
||||
- 15--17 5 (+15) −75% One
|
||||
- 18--20 6 (+18) −90% Two
|
||||
- 21--23 7 (+21) −105% Three (almost certain death)
|
||||
- 24--26 8 (+24) −120% Four
|
||||
- 27--29 9 (+27) −135% Five
|
||||
- 30--32 10 (+30) −150% Six
|
||||
-
|
||||
- : Stress Points and Levels
|
||||
-:::
|
||||
-
|
||||
-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
-The GM might pair a step down [the damage track](#the-damage-track) due to [Stress](#horror-rules-stress) with a
|
||||
-[serious injury or condition](#horror-rules-serious-injuries-and-conditions). Depening on the specifics, dying from
|
||||
-Stress by atypical, for example, a permanent loss of control of the PC to
|
||||
-[supernatural](#horror-rules-stress-supernatural) forces, or a horrific transformation.
|
||||
-:::
|
||||
-
|
||||
-###### Stress Relief [#](#horror-rules-stress-relief){.og-h-anchor aria-hidden="true"} {#horror-rules-stress-relief}
|
||||
-
|
||||
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-As PCs accumulate [Stress points](#horror-rules-stress-points) and [Stress Levels](#horror-rules-stress-levels), they
|
||||
-will eventually need ways of relieving [Stress](#horror-rules-stress).
|
||||
-
|
||||
-- **Providing Stress Relief:** A PC can remove another PC's Stress by succeeding on an appropriate task---for
|
||||
- example, providing first aid, friendly conversation, a relaxing massage, or music. The PC decides how many points of
|
||||
- Stress to relieve, and must succeed a task with a difficulty equal to that number (for example, relieving 3 Stress
|
||||
- points is a difficulty 3 task). The PC must rest for one hour before their Stress can be relieved in this way again.
|
||||
-
|
||||
-- **Stress Relieving Activities:** Events in everyday life also relieve Stress, and some can happen simultaneously.
|
||||
- Stress relieving activities might include:
|
||||
-
|
||||
-::: table-responsive
|
||||
- Activity Stress Relieved
|
||||
- --------------------------------------------------------------- ---------------------------------------------
|
||||
- Nourishment (eating, drinking, other biological needs) −3 Stress points (one action, once per day)
|
||||
- Sleeping or relaxing in a safe place −3 Stress points per hour
|
||||
- Soothing activity (prayer, meditation, hobbies, or exercise) −1 Stress point per hour
|
||||
- Quality time (with a pet, therapist, loved one, or confidant) −1 Stress point per hour
|
||||
- Vice (drinking, drugs, debauchery, or gambling) −1 Stress point per hour
|
||||
-
|
||||
- : Stress Relieving Activities
|
||||
-:::
|
||||
-
|
||||
-::: {.alert .ps-4 .pb-0}
|
||||
-###### Optional Rule: Stress as Damage [#](#horror-rules-stress-damage){.og-h-anchor aria-hidden="true"} {#horror-rules-stress-damage}
|
||||
-
|
||||
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-[Stress](#horror-rules-stress) can serve as the primary method the GM uses to inflict [damage](#rules-damage) to PCs.
|
||||
-Doing so means PCs are less likely to go down [the damage track](#the-damage-track) unless they accumulate at least 5
|
||||
-Stress Levels. It also means their [Might](#might), [Speed](#speed), and [Intellect](#intellect) points are more readily
|
||||
-available to pay the cost of [abilities](#choose-abilities) and [Effort](#effort). The GM might even decide PCs don't
|
||||
-descend a step on the damage track due to a stat [Pool](#pool) reaching 0.
|
||||
-
|
||||
-When using this optional rule, the Stress inflicted by a creature, NPC, or effect is based on its
|
||||
-[level](#key-concepts), for example:
|
||||
-
|
||||
-::: table-responsive
|
||||
- Level Damage Inflicted
|
||||
- ------- -----------------------------------------------------------------------------------------------------------------------------------------------
|
||||
- 1 1 Stress point
|
||||
- 2 2 Stress points
|
||||
- 3 3 Stress points
|
||||
- ≥4 One step down [the damage track](#the-damage-track) (possible a [serious injury or condition](#horror-rules-serious-injuries-and-conditions))
|
||||
-
|
||||
- : Stress Points as Damage
|
||||
-:::
|
||||
-
|
||||
-###### Stress as Damage: Armor [#](#horror-rules-stress-damage-armor){.og-h-anchor aria-hidden="true"} {#horror-rules-stress-damage-armor}
|
||||
-
|
||||
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-The [Stress as Damage](#horror-rules-stress-damage) optional rule works best in settings where effective
|
||||
-[Armor](#rules-armor) against the types of threats the PCs face is rare. Here are some suggested accommodations:
|
||||
-
|
||||
-- **Encumbrance:** The [Speed Effort cost](#equipment-armor-speed-effort-cost-per-level-of-effort-used) for wearing
|
||||
- [physical armor](#equipment-armor) is waived. Instead, wearing physical armor hinders all [Speed](#speed) tasks.
|
||||
-
|
||||
-- **Sundered Defenses:** [Armor](#rules-armor) stats for PCs are mostly ignored. A PC with an appropriate source of
|
||||
- [Armor](#rules-armor) can sacrifice it to avoid going down [the damage track](#the-damage-track) or acquiring a
|
||||
- [serious injury or condition](#horror-rules-serious-injuries-and-conditions). The GM decides if doing this damages
|
||||
- or destroys physical armor. If the sacrificed source of Armor is a natural trait or [special
|
||||
- ability](#choose-abilities)---for example, the [Thick Hide](#ability-mutation-beneficial-thick-hide){.og-ability}
|
||||
- mutation or [Ward](#ability-ward){.og-ability} ability---it has no effect until the PC finishes a one-hour or
|
||||
- ten-hour [recovery roll](#recovery-roll) (determined by the GM).
|
||||
-
|
||||
-- **Tough Types:** All instances of the [Ignore the Pain](#ability-ignore-the-pain){.og-ability} ability are replaced
|
||||
- with the [Glutton for Punishment](#ability-stress-glutton-for-punishment){.og-ability} ability instead.
|
||||
- [Warriors](#type-warrior) can choose this ability at tier 2. [Explorers](#type-explorer) and PCs with [combat
|
||||
- flavor](#flavor-combat) can choose it at tier 3.
|
||||
-
|
||||
-###### Stress as Damage: Hazards [#](#horror-rules-stress-damage-hazards){.og-h-anchor aria-hidden="true"} {#horror-rules-stress-damage-hazards}
|
||||
-
|
||||
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-The GM might also want to assign appropriate [Stress](#horror-rules-stress) accumulation for [hazards](#choose-hazards)
|
||||
-or dangerous situations, for example:
|
||||
-
|
||||
-::: table-responsive
|
||||
- Source Damage Notes
|
||||
- --------------- -------------------------------------------------------------------------------------------------------------------------------------------------------- ---------------------------------------
|
||||
- Falling 2 Stress points per 10 feet (3 m) fallen ---
|
||||
- Minor fire 3 Stress points per round Torch
|
||||
- Major fire One step down [the damage track](#the-damage-track) (possible [serious injury or condition](#horror-rules-serious-injuries-and-conditions)) each round Engulfed in flames; lava
|
||||
- Acid splash 2 Stress points per round ---
|
||||
- Acid bath One step down [the damage track](#the-damage-track) (possible [serious injury or condition](#horror-rules-serious-injuries-and-conditions)) each round Immersed in acid
|
||||
- Cold 1 Stress point per minute Below freezing temperatures
|
||||
- Severe cold One step down [the damage track](#the-damage-track) (possible [serious injury or condition](#horror-rules-serious-injuries-and-conditions)) each round Liquid nitrogen
|
||||
- Shock 1 Stress point per round Often involves losing next action
|
||||
- Electrocution One step down [the damage track](#the-damage-track) (possible [serious injury or condition](#horror-rules-serious-injuries-and-conditions)) each round Often involves losing next action
|
||||
- Crush 3 Stress points Object or creature falls on character
|
||||
- Huge crush One step down [the damage track](#the-damage-track) (possible [serious injury or condition](#horror-rules-serious-injuries-and-conditions)) Roof collapse; cave-in
|
||||
- Collision One step down [the damage track](#the-damage-track) (possible [serious injury or condition](#horror-rules-serious-injuries-and-conditions)) Large, fast object strikes character
|
||||
-
|
||||
- : Stress Damage from Hazards
|
||||
-:::
|
||||
-:::
|
||||
-
|
||||
-###### Stress and the Supernatural [#](#horror-rules-stress-supernatural){.og-h-anchor aria-hidden="true"} {#horror-rules-stress-supernatural}
|
||||
-
|
||||
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-Designating certain actions, events and experiences---including a PC's own [special abilities](#choose-abilities)---as
|
||||
-\"supernatural\" sources of [Stress](#horror-rules-stress) accumulation---or relief---can make for an interesting story.
|
||||
-
|
||||
-- **Defining the Supernatural:** The specifics inevitably vary by setting, but here are a few things to consider:
|
||||
-
|
||||
- - *Type.* In general, [Warrior](#type-warrior), [Explorer](#type-explorer), and [Speaker](#type-speaker) abilities
|
||||
- are mundane. At tier 3 and higher, a few might be supernatural. [Adept](#type-adept) abilities include
|
||||
- supernatural effects at tier 1. Abilities gained from a magical [flavor](#choose-flavor) are probably
|
||||
- supernatural.
|
||||
-
|
||||
- - *Focus.* Abilities gained from [mundane foci](#mundane-foci) are almost always mundane. Other foci are not so
|
||||
- easy---for example, a PC with the [Bears a Halo of Fire](#focus-bears-a-halo-of-fire) focus might be a
|
||||
- pyrokinetic child (supernatural), or a grizzled mercenary with a high-tech flamethrower (mundane)---depending on
|
||||
- the setting and the [story behind the focus](#focus-story-behind-the-focus).
|
||||
-
|
||||
- - *Supernatural Abilities.* [Spellcasting](#choose-spellcasting) and [psionics](#choose-psionics) are almost
|
||||
- always supernatural---but making certain types of magic supernaturally stressful could be interesting in the
|
||||
- right setting.
|
||||
-
|
||||
- - *Superpowers.* Superheroes present an interesting challenge---they might be fantastic but ultimately mundane, or
|
||||
- they might originate from a central supernatural element within the setting. Ultimately, the GM decides what is
|
||||
- meaningfully \"supernatural\" when it comes to Stress. For example, using superpowers might be stressful when
|
||||
- they are first acquired, but become less stressful over time. Accumulating Stress while attempting [power
|
||||
- stunts](#superhero-power-stunts) is also a reasonable idea.
|
||||
-
|
||||
- - *Artifacts, Creatures, and Effects.* Encounters with the supernatural can also be stressful, for example,
|
||||
- activating a powerful [artifact](#choose-artifacts), or encountering something unthinkable for the first
|
||||
- time---like a [xenoparasite](#creature-xenoparasite) or [Death](#npc-death) itself.
|
||||
-
|
||||
-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
-Take a moment to appreciate how flexible the definition of \"supernatural\" can be. For example, in Scooby-Doo, The gang
|
||||
-spends an awful lot of time driving around in the Mystery Machine and chasing down would-be ghosts in haunted
|
||||
-mansions---only to find perfectly mundane explanations for seemingly supernatural events. These very same people see
|
||||
-absolutely nothing supernatural about the talking dog in their midst. Neither does anybody else. For more on internal
|
||||
-logic, see [Making Meaning](#making-meaning).
|
||||
-:::
|
||||
-
|
||||
-- **Encountering the Supernatural:** Once a PC has accumulated a minimum amount of Stress---for example, a total of 10
|
||||
- Stress Levels in the course of a campaign---the PC might gain access to new supernatural abilities, or be directly
|
||||
- contacted by an otherworldly entity. The GM determines which abilities are supernatural, and whether using those
|
||||
- abilities accumulates or relieves Stress:
|
||||
-
|
||||
- - *Supernatural Abilities Cause Stress.* Using this option, the GM assigns the accumulation of 1--3 [Stress
|
||||
- points](#horror-rules-stress-points) when a PC activates a supernatural ability. This can be in place of---or in
|
||||
- addition to---its normal activation cost. For example, using the [Shatter](#ability-shatter){.og-ability}
|
||||
- ability might cause the PC to accumulate 3 Stress points.
|
||||
-
|
||||
- - *Stress Fuels Supernatural Abilities.* Using this option, PCs relieve [Stress](#horror-rules-stress) when
|
||||
- activating supernatural abilities---especially powerful, dangerous, or destructive ones. When using this option,
|
||||
- Stress is relieved before any task roll prompted by the ability's use. In some cases, the GM might allow Stress
|
||||
- relief in place of paying the ability's usual activation cost (potentially requiring the PC to accumulate a
|
||||
- minimum amount of Stress in order to use them), for example:
|
||||
-
|
||||
-::: table-responsive
|
||||
- Ability Power Grade Stress Relieved
|
||||
- --------------------- ------------------
|
||||
- Low-tier −3 Stress points
|
||||
- Mid-tier −6 Stress points
|
||||
- High-tier −9 Stress points
|
||||
-
|
||||
- : Stress Fuels Supernatural Abilities
|
||||
-:::
|
||||
-
|
||||
-::: {.alert .ps-4 .pb-0}
|
||||
-###### Ability Category: Stress [#](#horror-rules-stress-abilities){.og-h-anchor aria-hidden="true"} {#horror-rules-stress-abilities}
|
||||
-
|
||||
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-The GM might introduce new abilities that help PCs deal with the accumulation of [Stress](#horror-rules-stress), or
|
||||
-allow them to accumulate or relieve Stress in interesting ways, for example:
|
||||
-
|
||||
-Low-Tier
|
||||
-
|
||||
-- [Body Block](#ability-stress-body-block) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
-- [Devil's Gambit](#ability-stress-devils-gambit) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
-- [Frantic Effort](#ability-stress-frantic-effort) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
-- [Glutton for Punishment](#ability-stress-glutton-for-punishment) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
-- [Resolute](#ability-stress-resolute) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
-- [Small Talk](#ability-stress-small-talk) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
-- [Strained Effort](#ability-stress-strained-effort) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-Mid-Tier
|
||||
-
|
||||
-- [Indolent Body](#ability-stress-indolent-body) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
-- [Indolent Mind](#ability-stress-indolent-mind) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
-- [Stratagem](#ability-stress-stratagem) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
-- [Supernatural Conductor](#ability-stress-supernatural-conductor) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-High-Tier
|
||||
-
|
||||
-- [Backup Plan](#ability-stress-backup-plan) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
-- [Clear Mind](#ability-stress-clear-mind) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
-- [Grievous Words](#ability-stress-grievous-words) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
-- [Impart Tranquility](#ability-stress-impart-tranquility) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
-- [Nerves of Steel](#ability-stress-nerves-of-steel) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
-- [Seen It All](#ability-stress-seen-it-all) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
-- [Supernatural Conduit](#ability-stress-supernatural-conduit) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
-- [True Sight](#ability-stress-true-sight) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
-:::
|
||||
-
|
||||
-Stress Abilities in Alphabetical Order
|
||||
-
|
||||
-- ::: {#ability-stress-backup-plan}
|
||||
- **Backup Plan (4 Speed points):** If a PC within immediate distance of you fails a Might or Speed task, you can
|
||||
- reroll the die. If your roll also fails, you gain 1 [Stress point](#horror-rules-stress-points). Enabler.
|
||||
- [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- :::
|
||||
-
|
||||
-- ::: {#ability-stress-body-block}
|
||||
- **Body Block (2 Might points):** When an ally within immediate range of you fails a [defense task](#action-defend)
|
||||
- against an attack or effect, you can cause it to inflict 3 [Stress points](#horror-rules-stress-points) to you
|
||||
- instead. Enabler. [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- :::
|
||||
-
|
||||
-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
-[Body Block](ability-stress-body-block){.og-ability} works best with the [Stress as Damage](#horror-rules-stress-damage)
|
||||
-optional rule in use.
|
||||
-:::
|
||||
-
|
||||
-- ::: {#ability-stress-clear-mind}
|
||||
- **Clear Mind (8 Intellect points):** For each minute you spend clearing your mind, you relieve 3 [Stress
|
||||
- points](#horror-rules-stress-points). Action to initiate. [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- :::
|
||||
-
|
||||
-- ::: {#ability-stress-devils-gambit}
|
||||
- **Devil's Gambit:** With the GM\'s approval, you relieve 3 [Stress points](#horror-rules-stress-points) and ease a
|
||||
- task, instead of hindering it to the extent your Stress levels usually would. After the task is resolved, the GM
|
||||
- makes a free [GM intrusion](#gm-intrusion). Enabler. [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- :::
|
||||
-
|
||||
-- ::: {#ability-stress-frantic-effort}
|
||||
- **Frantic Effort:** You can relieve 3 [Stress points](#horror-rules-stress-points) to pay for a level of
|
||||
- [Effort](#effort), and raise your [GM intrusion](#gm-intrusion) rate by 1 until after your next ten-hour [recovery
|
||||
- roll](#recovery-roll). You can exceed your Effort score, so long as the excess is paid in this way (up to the
|
||||
- six-step limit for easing a task). Enabler. [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- :::
|
||||
-
|
||||
-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
-The [Devil's Gambit](#ability-stress-devils-gambit){.og-ability} and [Frantic
|
||||
-Effort](#ability-stress-frantic-effort){.og-ability} abilities allow players to relieve [Stress](#horror-rules-stress)
|
||||
-in exchange for additional [GM intrusions](#gm-intrusion). The GM should probably only offer one ability or the other,
|
||||
-depending on what is most appropriate for the setting.
|
||||
-:::
|
||||
-
|
||||
-- ::: {#ability-stress-glutton-for-punishment}
|
||||
- **Glutton for Punishment:** You have an additional step on [the damage track](#the-damage-track) between hale and
|
||||
- impaired: hurt. While hurt, your injuries are clearly visible to others, but don't otherwise affect you. Enabler.
|
||||
- [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- :::
|
||||
-
|
||||
-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
-If using the [Stress as Damage](#horror-rules-stress-damage) optional rule, [Glutton for
|
||||
-Punishment](#ability-stress-glutton-for-punishment){.og-ability} replaces the low-tier [Ignore the
|
||||
-Pain](#ability-ignore-the-pain){.og-ability} ability---a feature of the [Never Says Die](#focus-never-says-die),
|
||||
-[Raids](#focus-raids), [Sailed Beneath the Jolly Roger](#focus-sailed-beneath-the-jolly-roger), and [Walks the
|
||||
-Wasteland](#focus-walks-the-wasteland) foci. It also enhances the [Tough as Nails](#ability-tough-as-nails){.og-ability}
|
||||
-ability.
|
||||
-
|
||||
-If using the [Serious Injuries and Conditions](#horror-rules-serious-injuries-and-conditions) optional rule, restoring
|
||||
-the damage track from hurt works the same way as impaired.
|
||||
-:::
|
||||
-
|
||||
-- ::: {#ability-stress-grievous-words}
|
||||
- **Grievous Words (5 Intellect points):** You unleash a devastating commentary upon your foes. Up to five targets
|
||||
- within short range who can hear and gain 3 [Stress points](#horror-rules-stress-points) (or 4 points of damage).
|
||||
- Make a separate attack roll for each target. Action. [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- :::
|
||||
-
|
||||
-- ::: {#ability-stress-impart-tranquility}
|
||||
- **Impart Tranquility (6 Intellect points):** A target that can hear you loses all accumulated [Stress
|
||||
- points](#horror-rules-stress-points). Action to initiate, ten minutes to complete. [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- :::
|
||||
-
|
||||
-- ::: {#ability-stress-indolent-body}
|
||||
- **Indolent Body:** When you are physically injured, you accumulate 1 less [Stress
|
||||
- point](#horror-rules-stress-points) than you otherwise would. Enabler. [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- :::
|
||||
-
|
||||
-- ::: {#ability-stress-indolent-mind}
|
||||
- **Indolent Mind:** When you are mentally or spiritually injured, you accumulate 1 less [Stress
|
||||
- point](#horror-rules-stress-points) than you otherwise would. Enabler. [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- :::
|
||||
-
|
||||
-- ::: {#ability-stress-nerves-of-steel}
|
||||
- **Nerves of Steel:** You treat your [Stress Levels](#horror-rules-stress-levels) as if they were 1 lower (to a
|
||||
- minimum of 0). For example, if you have 9 Stress points, your tasks are hindered by only two steps. Enabler.
|
||||
- [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- :::
|
||||
-
|
||||
-- ::: {#ability-stress-resolute}
|
||||
- **Resolute:** After a ten-hour [recovery roll](#recovery-rolls), you ignore the first 3 points of
|
||||
- [Stress](#horror-rules-stress) you accumulate. Enabler. [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- :::
|
||||
-
|
||||
-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
-[Resolute](#ability-stress-resolute){.og-ability} is good option to consider when [customizing
|
||||
-descriptors](#customizing-descriptors) like [Calm](#descriptor-calm), [Foolish](#descriptor-foolish),
|
||||
-[Resilient](#descriptor-resilient), and [Strong Willed](#descriptor-strong-willed).
|
||||
-:::
|
||||
-
|
||||
-- ::: {#ability-stress-seen-it-all}
|
||||
- **Seen It All:** You don't accumulate [Stress points](#horror-rules-stress-points) from witnessing supernatural
|
||||
- creatures or events. Enabler. [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- :::
|
||||
-
|
||||
-- ::: {#ability-stress-small-talk}
|
||||
- **Small Talk (1 Intellect point):** If you spend at least an hour in idle conversation with a friendly creature, you
|
||||
- both relieve 1 additional [Stress point](#horror-rules-stress-points) than you otherwise would. Enabler.
|
||||
- [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- :::
|
||||
-
|
||||
-- ::: {#ability-stress-stratagem}
|
||||
- **Stratagem: (3 Intellect points)** You devise a set of strategies related to a location you have reliable
|
||||
- information about. Choose three of the following benefits for you and up to five allies to gain while there:
|
||||
-
|
||||
- - Ease the first [perception](#action-looking-or-listening) task
|
||||
- - Ease the first [interaction](#action-interacting-with-creatures) task
|
||||
- - Ease the first [initiative](#rules-encounters-rounds-and-initiative) task
|
||||
- - Ease the first [defense](#action-defend) task
|
||||
- - Ease the first task to [run away or escape](#movement-chase) the area
|
||||
- - Ignore the first [Stress point](#horror-rules-stress-points) accumulated
|
||||
-
|
||||
- Action to initiate; one hour to complete.
|
||||
- :::
|
||||
-
|
||||
-- ::: {#ability-stress-strained-effort}
|
||||
- **Strained Effort:** You can pay for a level of [Effort](#effort) by accumulating 3 [Stress
|
||||
- points](#horror-rules-stress-points). You can exceed your Effort score, so long as the excess is paid for with
|
||||
- Stress accumulation (up to the six-step limit for easing a task). Enabler. [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- :::
|
||||
-
|
||||
-- ::: {#ability-stress-supernatural-conductor}
|
||||
- **Supernatural Conductor:** When activating a supernatural [artifact](#choose-artifact), you ignore the first
|
||||
- [Stress point](#horror-rules-stress-points) you accumulate. Enabler. [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- :::
|
||||
-
|
||||
-- ::: {#ability-stress-supernatural-conduit}
|
||||
- **Supernatural Conduit:** When activating a supernatural ability, you ignore the first [Stress
|
||||
- point](#horror-rules-stress-points) you accumulate. Enabler. [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- :::
|
||||
-
|
||||
-- ::: {#ability-stress-true-sight}
|
||||
- **True Sight:** You automatically see the truth beneath illusions and other supernatural guises. The truth is not
|
||||
- always kind, and can be a source of [Stress](horror-rules-stress). Enabler. [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- :::
|
||||
-
|
||||
##### Unease [#](#horror-rules-unease){.og-h-anchor aria-hidden="true"} {#horror-rules-unease}
|
||||
|
||||
[(Stay Alive!, page 99)]{.og-ref}
|
||||
@@ -76760,8 +76265,8 @@
|
||||
If PCs are breezing through encounters, try some of the following ideas:
|
||||
|
||||
- **Gritty Realism:** If the game requires a little more \"gritty realism\", employ [optional
|
||||
- rules](#choose-optional-rules) like [Fragility](#horror-rules-fragility), [Ironman](#horror-rules-ironman), or
|
||||
- [Stress](#horror-rules-stress) to dial up the threat.
|
||||
+ rules](#choose-optional-rules) like [Fragility](#horror-rules-fragility) or [Ironman](#horror-rules-ironman)
|
||||
+ to dial up the threat.
|
||||
|
||||
- **Templates:** [Modify creatures](#modifying-creatures) to create new and more challenging variants of creatures or
|
||||
NPCs.
|
||||
@@ -78381,7 +77886,7 @@
|
||||
Encounters](#creating-challenging-encounters), dial up the challenge with [GM intrusions](#gm-intrusion) with [Horror
|
||||
Mode](#horror-rules-horror-mode) optional rule.
|
||||
|
||||
-The optional [Fragility](#horror-rules-fragility), [Ironman](#horror-rules-ironman), or [Stress](#horror-rules-stress)
|
||||
+The optional [Fragility](#horror-rules-fragility) or [Ironman](#horror-rules-ironman)
|
||||
rules are also an excellent way of making a game feel a bit more dangerous at the baseline.
|
||||
:::
|
||||
|
||||
@@ -78584,7 +78089,6 @@
|
||||
- [Serious Injuries and Conditions](#horror-rules-serious-injuries-and-conditions) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Showdown](#weird-west-showdown-optional-rule) [(HNAM, 59)]{.og-ref}
|
||||
- [Starvation](#starvation) [(RR, 63)]{.og-ref}
|
||||
-- [Stress](#horror-rules-stress) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [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}
|
||||
@@ -78634,7 +78138,6 @@
|
||||
- [Ability Category: Recovery](#abilities-category-recovery) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [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}
|
||||
- [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}
|
||||
@@ -79206,7 +78709,7 @@
|
||||
- Option: Choose a Second Descriptor Skill [(TMA, 18)]{.og-ref}
|
||||
- [Horror Mode](#horror-rules-horror-mode) [(TMA, 122)]{.og-ref}
|
||||
- The Ramificatons of Death [(TMA, 136)]{.og-ref}
|
||||
-- [Stress](#horror-rules-stress) [(TMA, 12)]{.og-ref}[(TMA, 128)]{.og-ref}[(TMA, 135)]{.og-ref}[(TMA, 304)]{.og-ref}
|
||||
+- Stress [(TMA, 12)]{.og-ref}[(TMA, 128)]{.og-ref}[(TMA, 135)]{.og-ref}[(TMA, 304)]{.og-ref}
|
||||
- [Serious Injuries](#horror-rules-serious-injuries-and-conditions) [(TMA, 307)]{.og-ref}
|
||||
|
||||
Running the Game
|
||||
@@ -79221,7 +78724,7 @@
|
||||
- Cyphers [(TMA, 105)]{.og-ref}
|
||||
- Rules of the Game [(TMA, 114)]{.og-ref}
|
||||
- [Key Concepts](#key-concepts) [(TMA, 116)]{.og-ref}
|
||||
-- [Damage from Hazards](#horror-rules-stress-damage-hazards) [(TMA, 133)]{.og-ref}
|
||||
+- Damage from Hazards [(TMA, 133)]{.og-ref}
|
||||
- The Ramifications of Death [(TMA, 136)]{.og-ref}
|
||||
- Time Requires for Actions [(TMA, 139)]{.og-ref}
|
||||
- Character Arcs and Advancement [(TMA, 140)]{.og-ref}
|
||||
@@ -79248,10 +78751,10 @@
|
||||
|
||||
- PCs can [customize their descriptor](#customizing-descriptors) by choosing one additional [skill](#skills) in
|
||||
exchange for an appropriate [inability](#key-concepts) [(TMA, 18)]{.og-ref}
|
||||
-- [Stress](#horror-rules-stress) [(TMA, 12)]{.og-ref}[(TMA, 128)]{.og-ref}
|
||||
-- [Stress as Damage](#horror-rules-stress-damage) [(TMA, 12)]{.og-ref}[(TMA, 131)]{.og-ref}[(TMA, 304)]{.og-ref}
|
||||
-- *Supernatural Abilities* with the *Supernatural Abilities Cause Stress*, as described under [Stress and the
|
||||
- Supernatural](#horror-rules-stress-supernatural) [(TMA, 12)]{.og-ref}[(TMA, 27)]{.og-ref}[(TMA, 130)]{.og-ref}
|
||||
+- Stress [(TMA, 12)]{.og-ref}[(TMA, 128)]{.og-ref}
|
||||
+- Stress as Damage [(TMA, 12)]{.og-ref}[(TMA, 131)]{.og-ref}[(TMA, 304)]{.og-ref}
|
||||
+- *Supernatural Abilities* with the *Supernatural Abilities Cause Stress*, as described under Stress and the
|
||||
+ Supernatural [(TMA, 12)]{.og-ref}[(TMA, 27)]{.og-ref}[(TMA, 130)]{.og-ref}
|
||||
- *Serious Injuries*, as described under [Serious Injuries and Conditions](#horror-rules-serious-injuries) [(TMA,
|
||||
12)]{.og-ref}[(TMA, 132)]{.og-ref}
|
||||
:::
|
78
patches/de-ogcsrd/040-remove-gaining-insight.patch
Normal file
78
patches/de-ogcsrd/040-remove-gaining-insight.patch
Normal file
@ -0,0 +1,78 @@
|
||||
--- _tmp/ccsrd.md 2025-07-21 12:47:49.461140950 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-07-21 12:56:29.555546690 -0500
|
||||
@@ -27418,7 +27418,6 @@
|
||||
|
||||
Optional Rules
|
||||
|
||||
-- [Gaining Insight](#optional-rule-gaining-insight) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [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}
|
||||
@@ -29717,24 +29716,6 @@
|
||||
|
||||
Completely lost knowledge
|
||||
|
||||
-::: {.alert .ps-4 .pb-0}
|
||||
-###### Optional Rule: Gaining Insight [#](#optional-rule-gaining-insight){.og-h-anchor aria-hidden="true"}
|
||||
-
|
||||
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-This section is based on *Gaining Insight* [(231)]{.og-ref}.
|
||||
-
|
||||
-If a PC is planning something complex, or spending time to gain more information about a situation, they can spend 3
|
||||
-Intellect points and one [action](#rules-actions) to gain additional, reliable information, which the GM provides in the
|
||||
-form of a useful clue. The clue might provide foreknowledge of events, allowing the PC to recognize something, someone,
|
||||
-or a pattern of behavior on the part of one or more NPCs. The GM decides what insight is gained, and ensures the
|
||||
-information is useful and reliable. Gaining insight should never be used to \"trap\" a PC.
|
||||
-
|
||||
-Additionally, the GM can notify players that insights are available without revealing what they are, but allow PCs to
|
||||
-purchase them with 1 [XP](#choose-xp) as a [player intrusion](#choose-player-intrusions), or 2 XP as a [short-term
|
||||
-benefit](#experience-points-short-and-medium-term-benefits).
|
||||
-:::
|
||||
-
|
||||
##### Vehicular Movement [#](#action-vehicular-movement){.og-h-anchor aria-hidden="true"} {#action-vehicular-movement}
|
||||
|
||||
[(Cypher System Rulebook, page 230)]{.og-ref}
|
||||
@@ -30305,7 +30286,7 @@
|
||||
- **Short- or Medium-term Benefits:** Gain a temporary or situational [skill or
|
||||
ability](#experience-points-short-and-medium-term-benefits) with a story-based purpose. [(239)]{.og-ref}
|
||||
|
||||
-- **Gaining Insight:** [Gain insight](#optional-rule-gaining-insight) about your situation. If you do this as a
|
||||
+- **Gaining Insight:** Gain insight about your situation. If you do this as a
|
||||
[player intrusion](#running-the-game-player-intrusions), the cost is 1 XP instead. [(231)]{.og-ref}
|
||||
|
||||
- **Cantrips:** Learn two [cantrips](#cantrips). [(IOM, 82)]{.og-ref}
|
||||
@@ -75810,7 +75791,6 @@
|
||||
Optional Rules
|
||||
|
||||
- [Fairy Tale Player Intrusions](#fairy-tale-player-intrusions) [(WAAMH, 58)]{.og-ref}
|
||||
-- [Gaining Insight](#optional-rule-gaining-insight) [(231)]{.og-ref}[(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Requesting a Subtle Cypher](#player-intrusion-subtle-cypher) [(379)]{.og-ref}
|
||||
|
||||
Related Sections
|
||||
@@ -76602,7 +76582,7 @@
|
||||
|
||||
- **Player Intrusions:** Some players who aren't used to having more narrative control might be reluctant to propose
|
||||
a [player intrusion](#choose-player-intrusions). If no one is using player intrusions, try proposing a few you think
|
||||
- they'd like, or using the [Gaining Insight](#optional-rule-gaining-insight) optional rule. Devise a few proposed
|
||||
+ they'd like, or using the Gaining Insight optional rule. Devise a few proposed
|
||||
player intrusions for each PC---you can make it something only they could---or would---think of. Once players see a
|
||||
few examples, they'll be more prepared to start proposing their own intrusions.
|
||||
|
||||
@@ -78069,7 +78049,6 @@
|
||||
- [Fairy Tale Rules](#choose-fairy-tale) [(WAAMH, 48)]{.og-ref}
|
||||
- [Fantasy Rules](#choose-fantasy) [(WAAMH, 48)]{.og-ref}
|
||||
- [Fragility](#horror-rules-fragility) [(SA, 87)]{.og-ref}[(RR, 73)]{.og-ref}
|
||||
-- [Gaining Insight](#optional-rule-gaining-insight) [(231)]{.og-ref}[(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Healing Limitations](#optional-rule-healing-limitations) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Horror Rules](#choose-horror) [(SA, 84)]{.og-ref}
|
||||
- [Incredible Mutations](#incredible-mutations) [(RR, 75)]{.og-ref}
|
||||
@@ -78379,7 +78358,7 @@
|
||||
- Acting While Under Attack [(426)]{.og-ref}
|
||||
- Choosing a Combat Effect Ahead of Time [(212)]{.og-ref}
|
||||
- Faster Initiative [(215)]{.og-ref}
|
||||
-- [Gaining Insight](#optional-rule-gaining-insight) [(231)]{.og-ref}
|
||||
+- Gaining Insight [(231)]{.og-ref}
|
||||
- Getting an XP Advance [(232)]{.og-ref}
|
||||
- Modifying Abilities on the Fly [(419)]{.og-ref}
|
||||
- Skills from Backgrounds [(235)]{.og-ref}
|
34
patches/de-ogcsrd/041-remove-healing-limitations.patch
Normal file
34
patches/de-ogcsrd/041-remove-healing-limitations.patch
Normal file
@ -0,0 +1,34 @@
|
||||
--- _tmp/ccsrd.md 2025-07-21 12:56:58.469736036 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-07-21 12:57:27.571926609 -0500
|
||||
@@ -27418,7 +27418,6 @@
|
||||
|
||||
Optional Rules
|
||||
|
||||
-- [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}
|
||||
- [Object Level, Health, and Armor](#optional-rule-object-level-health-and-armor) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
@@ -29456,15 +29455,6 @@
|
||||
then make an Intellect action with a difficulty equal to that number. For example, if you want to heal someone for 3
|
||||
points, that's a difficulty 3 task with a target number of 9.
|
||||
|
||||
-::: {.alert .ps-4 .pb-0}
|
||||
-###### Optional Rule: Healing Limitations [#](#optional-rule-healing-limitations){.og-h-anchor aria-hidden="true"}
|
||||
-
|
||||
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-Each time anyone attempts to heal the same creature, the task is hindered by an additional step. The difficulty resets
|
||||
-after that creature rests for ten hours.
|
||||
-:::
|
||||
-
|
||||
::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
**Editor's Notes ---** For more on healing, see [Special Damage](#special-damage) and [Serious Injuries and
|
||||
Conditions](#horror-rules-serious-injuries-and-conditions).
|
||||
@@ -78049,7 +78039,6 @@
|
||||
- [Fairy Tale Rules](#choose-fairy-tale) [(WAAMH, 48)]{.og-ref}
|
||||
- [Fantasy Rules](#choose-fantasy) [(WAAMH, 48)]{.og-ref}
|
||||
- [Fragility](#horror-rules-fragility) [(SA, 87)]{.og-ref}[(RR, 73)]{.og-ref}
|
||||
-- [Healing Limitations](#optional-rule-healing-limitations) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Horror Rules](#choose-horror) [(SA, 84)]{.og-ref}
|
||||
- [Incredible Mutations](#incredible-mutations) [(RR, 75)]{.og-ref}
|
||||
- [Infatuation](#optional-rule-infatuation) [(287)]{.og-ref}
|
84
patches/de-ogcsrd/042-remove-object-level-health-armor.patch
Normal file
84
patches/de-ogcsrd/042-remove-object-level-health-armor.patch
Normal file
@ -0,0 +1,84 @@
|
||||
--- _tmp/ccsrd.md 2025-07-21 12:58:42.987420456 -0500
|
||||
+++ _tmp/ccsrd.new.md 2025-07-21 13:02:05.035743548 -0500
|
||||
@@ -18563,8 +18563,8 @@
|
||||
::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
**Editor's Notes ---** The [Fling](#ability-fling){.og-ability} ability first appeared in [In Translation: The Strange
|
||||
Character Options](https://www.montecookgames.com/store/product/in-translation-the-strange-character-options/){.og-icon
|
||||
-.og-mcg} [(TSCO, 10)]{.og-ref}. This setting uses [Lbject Level, Health, and
|
||||
-Armor](#optional-rule-object-level-health-and-armor) optional rule instead of the usual rules for [attacking
|
||||
+.og-mcg} [(TSCO, 10)]{.og-ref}. This setting uses Object Level, Health, and
|
||||
+Armor optional rule instead of the usual rules for [attacking
|
||||
objects](#special-situation-attacking-objects).
|
||||
:::
|
||||
|
||||
@@ -18649,8 +18649,8 @@
|
||||
::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
|
||||
**Editor's Notes ---** The CSRD clarifies the [Force Field](#ability-force-field){.og-ability} ability\'s interactions
|
||||
with [attacking objects](#special-situation-attacking-objects). This change is also present in deluxe editions of the
|
||||
-Cypher System Rulebook. The prior wording for the ability---which assumed the use of the [Object Level, Health, and
|
||||
-Armor](#optional-rule-object-level-health-and-armor) optional rule instead of the usual rules for [attacking
|
||||
+Cypher System Rulebook. The prior wording for the ability---which assumed the use of the Object Level, Health, and
|
||||
+Armor optional rule instead of the usual rules for [attacking
|
||||
objects](#special-situation-attacking-objects)---and was worded as follows:
|
||||
|
||||
- ::: {#ability-force-field-2019}
|
||||
@@ -27420,7 +27420,6 @@
|
||||
|
||||
- [Making Recovery Rolls in Any Order](#optional-rule-making-recovery-rolls-in-any-order) [(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}
|
||||
- [Ultimate Damage](#optional-rule-ultimate-damage) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
@@ -28983,25 +28982,6 @@
|
||||
flammable object.
|
||||
:::
|
||||
|
||||
-::: {.alert .ps-4 .pb-0}
|
||||
-###### Optional Rule: Object Level, Health, and Armor [#](#optional-rule-object-level-health-and-armor){.og-h-anchor aria-hidden="true"}
|
||||
-
|
||||
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
|
||||
-
|
||||
-Using this optional rule, [attacking an object](#special-situation-attacking-objects) is a [Might](#might) action with a
|
||||
-difficulty equal to the object's level, similar to how [creature have levels and target
|
||||
-numbers](#understanding-the-listings). Objects have health equal to their target number, and---depending on their
|
||||
-construction---up to to 3 [Armor](#rules-armor). An object is destroyed if reduced to 0 health.
|
||||
-
|
||||
-It can be easier to resolve the [Fling](#ability-fling){.og-ability}, [Force Field](#ability-force-field){.og-ability}
|
||||
-(as printed in the [Cypher System
|
||||
-Rulebook](https://www.montecookgames.com/store/product/cypher-system-rulebook-2/){.og-icon .og-mcg}), and [Force Field
|
||||
-Barrier](#ability-force-field-barrier){.og-ability} using this framework instead. However, other abilities like
|
||||
-[Breaker](#ability-breaker){.og-ability}, [Destroyer](#ability-destroyer){.og-ability}, and [Field of
|
||||
-Destruction](#ability-field-of-destruction){.og-ability} abilities assume the use of the [object damage
|
||||
-track](#special-situation-attacking-objects).
|
||||
-:::
|
||||
-
|
||||
------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
#### Action: Activate a Special Ability [#](#action-activate-a-special-ability){.og-h-anchor aria-hidden="true"}
|
||||
@@ -78047,7 +78027,6 @@
|
||||
.og-ref-og}
|
||||
- [Modifying Creatures](#choose-modifying-creatures) [(OG-CSRD)]{.og-ref .og-ref-og}
|
||||
- [Mutated Creatures, Plants, and NPCs](#mutated-creatures-plants-and-npcs) [(RR, 75)]{.og-ref}
|
||||
-- [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}
|
||||
- [Relationship Levels](#optional-rule-relationship-levels) [(288)]{.og-ref}
|
||||
@@ -78853,7 +78832,7 @@
|
||||
- *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,
|
||||
+ 79)]{.og-ref} and Object Level, Health, and Armor [(NUM,
|
||||
98)]{.og-ref}
|
||||
:::
|
||||
|
||||
@@ -79192,7 +79171,7 @@
|
||||
**Editor's Notes ---** *The Strange* has its own rules for the setting, including:
|
||||
|
||||
- Alternative Armor Encumbrance [(TS, 86)]{.og-ref}
|
||||
-- [Object Level, Health, and Armor](#optional-rule-object-level-health-and-armor) [(TS, 113)]{.og-ref}
|
||||
+- Object Level, Health, and Armor [(TS, 113)]{.og-ref}
|
||||
:::
|
||||
|
||||
##### Unmasked --- What's in the Book?[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/unmasked/){aria-label="Purchase Unmasked"} [#](#unmasked-product){.og-h-anchor aria-hidden="true"} {#unmasked-product .og-h-small .og-h-small-icon .og-border}
|
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Reference in New Issue
Block a user