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Author SHA1 Message Date
4c05934639 have make copy the HTML output to a custom location 2025-07-21 21:04:49 -05:00
1d0d489ad2 remove a lot of the OG extra content and similar references
these are things that are not included in my version because they're
homebrew, because they are a lot of writing/creativity that I don't feel
comfortable stealing/distributing, or so on

this includes ideas that I like, but either plan to write my
own way in the future, or again I just don't feel comfortable copying
verbatim, especially if, for instance, I have my own process and don't
need to advocate for a different one
2025-07-21 21:04:46 -05:00
0ce9a3706e remove OG-CSRD content that is not replicated here
we have imported only the OG-CSRD and will not be distributing the
drafts of Old Gus's custom content, the player's guide, PDFs, custom
images and the difficulty dial, and other stuff that is very strongly
his unique content, but in addition just doesn't work in the Markdown
file before/after conversion --- this includes the navbar and YouTube
embeds.

basically, this is all stuff that doesn't work anymore and I have no
intention of keeping in order to fix it, so it goes in core rather than
an editorial edition patch set
2025-07-21 17:23:11 -05:00
17 changed files with 363 additions and 1438 deletions

3
.gitmodules vendored
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@@ -1,4 +1,3 @@
[submodule "og-csrd"]
path = og-csrd
url = https://github.com/bsstephan/og-csrd.git
branch = main
url = https://github.com/callmepartario/og-csrd.git

View File

@@ -15,10 +15,6 @@ DE_OGCSRD_PATCH_DIR := ./patches/de-ogcsrd
DE_OGCSRD_PATCHES := $(wildcard $(DE_OGCSRD_PATCH_DIR)/*.patch)
DE_OGCSRD_PATCHES_OUT := $(subst $(DE_OGCSRD_PATCH_DIR),$(TMPDIR),$(DE_OGCSRD_PATCHES))
BSS_PATCH_DIR := ./patches/bss
BSS_PATCHES := $(wildcard $(BSS_PATCH_DIR)/*.patch)
BSS_PATCHES_OUT := $(subst $(BSS_PATCH_DIR),$(TMPDIR),$(BSS_PATCHES))
# DEFAULT BUILD
all: base
@@ -27,7 +23,6 @@ all: base
base: $(CCSRD) $(BASE_PATCHES_OUT)
de-ogcsrd: base $(DE_OGCSRD_PATCHES_OUT)
bss: de-ogcsrd $(BSS_PATCHES_OUT)
# CLEANUPS
@@ -46,18 +41,13 @@ $(TMPDIR)/%.patch: $(BASE_PATCH_DIR)/%.patch
@touch $@
$(TMPDIR)/%.patch: $(DE_OGCSRD_PATCH_DIR)/%.patch
$(info >>> DE-OGCSRD '$<')
@patch $(CCSRD) $< --quiet
@touch $@
$(TMPDIR)/%.patch: $(BSS_PATCH_DIR)/%.patch
$(info >>> BSS '$<')
$(info >>> BASE '$<')
@patch $(CCSRD) $< --quiet
@touch $@
# OUTPUTS
web: $(CCSRD) bss
web: $(CCSRD)
mkdir -p $(WEBDIR)
pandoc $(CCSRD) --data-dir=$(STYLESDIR) --template bss -s -o $(HTML_OUT)
ifdef DEST_FILE

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@@ -245,7 +245,3 @@ h1, h2, h3, h4, h5, h6 {
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$;
}

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@@ -1,6 +1,6 @@
--- _tmp/ccsrd.md.orig 2025-09-25 21:16:09.858421580 -0500
+++ _tmp/ccsrd.md 2025-09-25 21:20:34.524105877 -0500
@@ -566,45 +566,6 @@
--- _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 @@
:::
------------------------------------------------------------------------------------------------------------------------
@@ -33,7 +33,8 @@
-# An error occurred. {#an-error-occurred. .message}
-
-::: submessage
-Unable to execute JavaScript.
-[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.
-:::
-:::
-:::
@@ -46,7 +47,7 @@
:::
::: {#part1}
@@ -1375,20 +1336,6 @@
@@ -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)!
@@ -60,14 +61,15 @@
-# An error occurred. {#an-error-occurred. .message}
-
-::: submessage
-Unable to execute JavaScript.
-[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.
-:::
-:::
-:::
:::
:::
@@ -1405,21 +1352,6 @@
@@ -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)
@@ -89,7 +91,7 @@
:::
[Roll20](https://app.roll20.net/) provides free Cypher System implementation, and a free version of the [Cypher System
@@ -60607,57 +60539,6 @@
@@ -60609,58 +60539,6 @@
#### Weird West Character Options [#](#weird-west-character-options){.og-h-anchor aria-hidden="true"}
@@ -136,7 +138,8 @@
-# An error occurred. {#an-error-occurred. .message}
-
-::: submessage
-Unable to execute JavaScript.
-[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.
-:::
-:::
-:::
@@ -147,7 +150,7 @@
##### 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}
@@ -79954,30 +79835,6 @@
@@ -79957,30 +79835,6 @@
their full capacity.
:::
:::

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@@ -1,56 +0,0 @@
--- _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:

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@@ -1,87 +0,0 @@
--- _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}

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@@ -1,11 +0,0 @@
--- _tmp/ccsrd.md 2025-07-29 09:29:36.208473637 -0500
+++ _tmp/ccsrd.new.md 2025-07-29 09:33:56.827158812 -0500
@@ -75205,7 +75205,7 @@
- [Quick References](#choose-quick-reference) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Optional Rules](#choose-optional-rules) [(OG-CSRD)]{.og-ref .og-ref-og}
-- [Editorial Additions](#choose-editorial-additions) [(OG-CSRD)]{.og-ref .og-ref-og}
+- [Editorial Additions](#choose-editorial-additions) [(OG-CSRD)]{.og-ref .og-ref-og}, [(BSS-CSRD)]{.og-ref .og-ref-bss}
Optional Rules

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@@ -1,87 +0,0 @@
--- _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}

View File

@@ -1,45 +0,0 @@
--- _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

View File

@@ -1,357 +0,0 @@
--- _tmp/ccsrd.md 2025-07-24 23:42:52.005189039 -0500
+++ _tmp/ccsrd.new.md 2025-07-24 23:47:47.170052683 -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
@@ -26389,14 +26396,13 @@
Damage
-- [Damage](#rules-damage) [(216)]{.og-ref}
+- [Damage](#rules-damage) [(216)]{.og-ref} [(BSS-CSRD)]{.og-ref .og-ref-bss}
+- [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 />Quick recov. = clear all<br />&nbsp; </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>Short recov.<br />5 pool points<br />Long 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>Long recov. + attendance<br />8 pool points<br />&nbsp; </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 moderate 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.
@@ -75408,6 +75486,12 @@
- [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}
+- [Wounds](#rules-wounds) [(BSS-CSRD)]{.og-ref .og-ref-bss}
+- [Recovering From Wounds](#recovering-from-wounds) [(BSS-CSRD)]{.og-ref .og-ref-bss}
+
+###### Altered Rules
+
+- [Damage](#rules-damage) [(216)]{.og-ref} [(BSS-CSRD)]{.og-ref .og-ref-bss}
##### Rule Clarifications [#](#choose-rule-clarifications){.og-h-anchor aria-hidden="true"} {#choose-rule-clarifications .og-h-small}

View File

@@ -1,49 +0,0 @@
--- _tmp/ccsrd.md 2025-07-25 11:58:23.516262854 -0500
+++ _tmp/ccsrd.new.md 2025-07-29 09:25:14.660610236 -0500
@@ -31457,6 +31457,7 @@
##### First Spell [#](#spellcasting-first-spell){.og-h-anchor aria-hidden="true"} {#spellcasting-first-spell}
[(Cypher System Rulebook, page 260)]{.og-ref}
+[(bss Editorial Addition)]{.og-ref .og-ref-bss}
Any character can gain a spell by [spending 3 XP](#spending-experience-points) and working with the GM to come up with
an in-game story of how the PC learned it. Maybe they learned it as a child from their parent and practiced it enough to
@@ -31465,19 +31466,24 @@
Next, choose one low-tier ability from [Chapter 9: Abilities](#chapter-9-abilities). If the GM agrees it is appropriate,
the character gains that ability as their spell, with a few caveats. The spell can't be used like a normal ability
-gained through a PC's [type](#choose-type) or [focus](#choose-focus). Instead, a character must either use a [recovery
-roll](#recovery-rolls) or spend many minutes or longer evoking their spell, in addition to paying its [Pool](#pool) cost
+gained through a PC's [type](#choose-type) or [focus](#choose-focus). Instead, a character must either take a [minor
+wound](#rules-wounds) or spend many minutes or longer evoking their spell, in addition to paying its [Pool](#pool) cost
(if any).
-- **Using a Recovery Roll to Cast a Spell:** If the character uses a one-action, ten-minute, or one-hour [recovery
- roll](#recovery-rolls) as part of the same action to cast the spell (including paying any Pool costs), they can use
- the ability as an action. This represents a significant mental and physical drain on the character, because the
- normal benefit of recovering points in a [Pool](#pool) is not gained.
+- **Straining Oneself to Cast a Spell:** If the character takes a [minor wound](#rules-wounds) (which they cannot
+ circumvent) as part of the same action to cast the spell (including paying any Pool costs), they can use
+ the ability as an action. This represents a significant mental and physical drain on the character.
- **Spending Time to Cast a Spell:** If the character takes at least ten minutes chanting, mumbling occult phonemes,
concentrating deeply, or otherwise using all their actions, they can cast a low-tier spell (if they also pay any
[Pool](#pool) costs). An hour is required to cast mid-tier spells. Ten hours are required to cast a high-tier spell.
+::: {.og-ed .og-ed-bss .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
+**bss's Notes ---** The official rule uses a recovery roll to cast a spell. I didn't like this, and changed the rule to
+cast a spell from pool points, and then with the new [wound](#rules-wounds) system, met the problem back in the middle
+and came up with the version here.
+:::
+
##### More Spells [#](#spellcasting-more-spells){.og-h-anchor aria-hidden="true"} {#spellcasting-more-spells}
[(Cypher System Rulebook, page 260)]{.og-ref}
@@ -75492,6 +75498,7 @@
###### Altered Rules
- [Damage](#rules-damage) [(216)]{.og-ref} [(BSS-CSRD)]{.og-ref .og-ref-bss}
+- [Spellcasting](#optional-rule-spellcasting) [(259)]{.og-ref}
##### Rule Clarifications [#](#choose-rule-clarifications){.og-h-anchor aria-hidden="true"} {#choose-rule-clarifications .og-h-small}

View File

@@ -1,59 +0,0 @@
--- _tmp/ccsrd.md 2025-07-23 09:53:48.704858554 -0500
+++ _tmp/ccsrd.new.md 2025-07-23 09:54:49.211241524 -0500
@@ -525,11 +525,6 @@
- [Skills](#skills) [(19)]{.og-ref}
- [Character Creation Checklist](#character-creation-checklist) [(OG-CSRD)]{.og-ref .og-ref-og}
-Optional Rules
-
-- [Using Other Pools to Pay Cost Remainders](#optional-rule-using-other-pools-to-pay-cost-remainders)
- [(OG-CSRD)]{.og-ref .og-ref-og}
-
Related Sections
- [Character Advancement](#character-advancement) [(240)]{.og-ref}
@@ -892,22 +887,6 @@
- **Effort and Edge:** Remember that while [Effort](#effort) use is limited by each task, [Edge](#edge) reduces stat
[Pool](#pool) point costs only once for an action---even if that action prompted multiple tasks and cost
expenditures.
-
-###### Optional Rule: Using Other Pools to Pay Cost Remainders [#](#optional-rule-using-other-pools-to-pay-cost-remainders){.og-h-anchor aria-hidden="true"}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-If you lack the available [Pool](#pool) points to pay the cost of performing a task, you can pay the remainder of the
-cost from your other Pools, in the same order they are depleted by [taking damage](#the-effects-of-taking-damage):
-[Might](#might), then [Speed](#speed), and finally, [Intellect](#intellect). When you do, you don't change your
-position on [the damage track](#the-damage-track) as a result of the expenditure until after the task is resolved.
-
-Using this house rule, a wizard who is out of \"mana\" (Intellect points) might resort to blood sacrifice, casting
-spells by spending points from their Might Pool instead. A battered warrior whose Might and Speed pools are nearly
-depleted might yet be able to mount a defense---or final heroic act---by mustering their willpower (Intellect points).
-In either case, this is a risky strategy---placing PCs at risk of quickly moving even further down the damage track.
-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.
:::
------------------------------------------------------------------------------------------------------------------------
@@ -27458,12 +27437,6 @@
moves more slowly, is stunned, and so on.
:::
-::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
-**Editor's Notes ---** The optional rule for [Using Other Pools to Pay Cost
-Remainders](#optional-rule-using-other-pools-to-pay-cost-remainders) allows PCs to pay for costs as if they were taking
-damage.
-:::
-
##### The Damage Track [#](#the-damage-track){.og-h-anchor aria-hidden="true"}
[(Cypher System Rulebook, page 218)]{.og-ref}
@@ -75557,8 +75530,6 @@
- [Showdown](#weird-west-showdown-optional-rule) [(HNAM, 59)]{.og-ref}
- [Starvation](#starvation) [(RR, 63)]{.og-ref}
- [Survival](#weird-west-curses) [(HNAM, 62)]{.og-ref}
-- [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}
------------------------------------------------------------------------------------------------------------------------

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@@ -1,113 +0,0 @@
--- _tmp/ccsrd.md 2025-07-23 09:56:12.091766112 -0500
+++ _tmp/ccsrd.new.md 2025-07-23 10:02:27.972145215 -0500
@@ -27795,7 +27795,7 @@
::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
**Editor's Notes ---** Don\'t get hung up on the numbers here---the most important thing when adjudicating interactions
between NPCs is that they seem logical and consistent with the setting and the story, so be holistic
-when deciding what happens. The optional rules for [Effort for NPCs](#optional-rule-effort-for-npcs) can also affect
+when deciding what happens. Optional rules for Effort for NPCs can also affect
outcomes between NPCs in combat.
:::
@@ -28866,7 +28866,7 @@
Advancement](#character-advancement)) to improve a follower, or is the completion of a [Character
Arc](#choose-character-arc) like [Develop a Bond](#arc-develop-a-bond), [Instruction](#arc-instruction), or [Train a
Creature](#arc-train-a-creature) required?
-- Are [optional rules](#choose-optional-rules) like [Effort for NPCs](#optional-rule-effort-for-npcs) used?
+- Are [optional rules](#choose-optional-rules) used?
:::
------------------------------------------------------------------------------------------------------------------------
@@ -73796,7 +73796,6 @@
Optional Rules
-- [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}
Related Sections
@@ -74657,10 +74656,6 @@
- [Blighted](#template-blighted) [(RR, 94)]{.og-ref}
- [Celebrity](#template-celebrity) [(HNAM, 77)]{.og-ref}
-Optional Rules
-
-- [Effort for NPCs](#optional-rule-effort-for-npcs) [(OG-CSRD)]{.og-ref .og-ref-og}
-
Related Sections
- [Artifacts](#choose-artifacts) [(421)]{.og-ref}
@@ -74739,65 +74734,6 @@
- The NPC can [Captivate with Starshine](#ability-captivate-with-starshine){.og-ability}: for as long as they speak,
they keep the attention of all level 2 or lower NPCs who can hear them.
-::: {.alert .ps-4 .pb-0}
-##### Optional Rule: Effort for NPCs [#](#optional-rule-effort-for-npcs){.og-h-anchor aria-hidden="true"}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-This section is based [Optional Rule: Effort for
-NPCs](https://www.montecookgames.com/optional-rule-effort-for-npcs){.og-icon .og-mcg} by Monte Cooke.
-
-In addition to [GM intrusion](#gm-intrusion), this rule provides the GM with a way to allow [NPCs](#chapter-23-npcs),
-[creatures](#chapter-22-creatures), or [followers](#followers) to use [Effort](#effort) just like PCs. An NPC using
-Effort on an action temporarily increases their effective level. In [situations that don't involve
-PCs](#a-closer-look-at-situation-that-dont-involve-pcs), Effort allows an NPC to rise to the occasion in a daring
-[combat between NPCs](#special-situation-combat-between-npcs), or to succeed at a particularly daunting task. However,
-because [the player always rolls](#rules-the-player-always-rolls), NPCs using Effort can affect the difficulty of the
-PC's roll:
-
-- If an NPC uses a level of Effort to defend themselves, the PC's attack is hindered.
-- If an NPC uses a level of Effort ease an attack or special ability, the PC's defense roll against it is hindered.
-- If an NPC uses a level of Effort to increase damage and the PC fails their defense roll, the amount of damage
- inflicted is increased by 3---or by 2, if it was an [area attack](#special-situation-area-attacks).
-
-###### Assigning Effort to NPCs [#](#optional-rule-effort-for-npcs-assigning){.og-h-anchor aria-hidden="true"} {#optional-rule-effort-for-npcs-assigning}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-In addition to [health and other modifications](#understanding-the-listings), assigning how much Effort an NPC can use
-and how they use it is a great way to create dynamic individualized NPCs. The GM might assign a different types and
-levels of Effort for different NPCs. When assigning Effort to an NPC, the GM should consider the following options:
-
-- **Effort from Health:** Some NPCs can spend 1 health point to use one level of Effort. This is a major expense to a
- level 2 NPC, but a not a big deal to a level 6 NPC. This option is easy to account for, since health is already
- defined in the creature's listing.
-
-- **Effort from Level:** Some NPCs can use one level Effort a number of times equal to their level. This is a little
- trickier, requiring the GM to keep track of the NPC's available Effort. However, it might be a better method for
- followers the PC accounts for.
-
-- **Multiple Levels of Effort:** A few NPCs might be able to use multiple levels Effort. An NPC can't use a number of
- levels of Effort that exceeds their level, nor can they exceed the six-step limit for easing a task.
-
-- **Recovering Effort:** Persistent NPCs and followers should regain their ability to use of Effort, after a length of
- time determined by the GM.
-
-###### Example NPCs with Effort [#](#optional-rule-effort-for-npcs-example-npcs){.og-h-anchor aria-hidden="true"} {#optional-rule-effort-for-npcs-example-npcs}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-- **Berserker Clan:** The GM creates a tribe of raging level 3 [berserkers](#npc-berserker) with **Effort from
- Health**. Most of the berserkers can only spend one level of Effort at a time, but the GM allows the chieftain to
- spend up to three levels of Effort, spending 1 health point for each level of Effort she uses. This allows the
- chieftain to threaten the party's heavily armored warrior with deadly accuracy and damage. The GM also assigns the
- chieftain additional health for her spend her Effort from.
-
-- **Werewolf Pack:** The GM creates a pack of level 4 [werewolves](#creature-werewolf) with **Effort from Level** and
- **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.
-:::
-
------------------------------------------------------------------------------------------------------------------------
#### Balancing Encounters [#](#balancing-encounters){.og-h-anchor aria-hidden="true"}
@@ -75507,7 +75443,6 @@
- [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}
-- [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}
- [Fantasy Rules](#choose-fantasy) [(WAAMH, 48)]{.og-ref}

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@@ -1,87 +0,0 @@
--- _tmp/ccsrd.md 2025-07-23 10:04:34.878948461 -0500
+++ _tmp/ccsrd.new.md 2025-07-23 10:19:01.108420178 -0500
@@ -37623,11 +37623,6 @@
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 .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
-**Editor's Notes ---** For more on effects of exceeding cypher limits, see [Exceeding Cypher
-Limits](#optional-rule-exceeding-cypher-limits) in [Chapter 24: Cyphers](#chapter-24-cyphers).
-:::
-
###### 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}
@@ -70957,7 +70952,6 @@
Optonal Rules
-- [Exceeding Cypher Limits](#optional-rule-exceeding-cypher-limits) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Normal and Fantastic Effects](#normal-and-fantastic-effects) [(380)]{.og-ref}
- [Manifest Cyphers Duplicating Subtle Cyphers](#manifest-cyphers-duplicating-subtle-cyphers) [(380)]{.og-ref}
- [Requesting Subtle Cyphers](#discovering-subtle-cyphers-requesting) [(379)]{.og-ref}
@@ -71060,56 +71054,6 @@
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.
-::: {.alert .ps-4 .pb-0}
-##### Optional Rule: Exceeding Cypher Limits [#](#optional-rule-exceeding-cypher-limits){.og-h-anchor aria-hidden="true"} {#optional-rule-exceeding-cypher-limits .og-h-small}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-PCs increase the their cypher limit through a suite of [special abilities](#choose-abilities) they gain access from
-their [type](#choose-type) at certain tiers---[Expert Cypher Use](#ability-expert-cypher-use){.og-ability},[Adroit
-Cypher Use](#ability-adroit-cypher-use){.og-ability}, and[Master Cypher Use](#ability-master-cypher-use){.og-ability}.
-There are also a number of [abilities related to cyphers](#abilities-category-cyphers-and-artifacts), for example:
-
-- [Extra Use](#ability-extra-use){.og-ability} allows for the possibility of holding onto a cypher after using it.
-- Tier 6 [Adepts](#type-adept) can choose the [Usurp Cypher](#ability-usurp-cypher){.og-ability} ability to make a
- cypher a permanent part of their repertoire.
-- The [Uses Wild Magic](#focus-uses-wild-magic) focus allows a PC to bear additional [subtle
- cyphers](#subtle-cyphers).
-
-In some settings, there might be an explanation for the [cypher limit](#cypher-limits), for example, unstable
-interactions between magic or high technology. Here are a few different ways a GM might handle a PC exceeding their
-cypher limit:
-
-- **Dampening:** All a PC's tasks are hindered by a number of steps equal to the number of cyphers they carry in
- excess of their limit. For example, a PC with a cypher limit of 3 carrying 5 cyphers would have all their tasks
- hindered by two steps.
-
-- **Maintenance:** A PC gaining a cypher in excess of their limit must succeed on an [Intellect](#intellect) task. The
- difficulty of the task is the number of cyphers in excess of the PC's limit they intend to bear, plus the level of
- the highest level cypher they intend to bear. For example, a tier 2 PC with a cypher limit of 2 attempting to gain a
- third level 4 cypher would need to succeed on a difficulty 5 Intellect task. On a failure, one of the cyphers is
- lost (determined randomly).
-
- Optionally, the GM might require the PC repeat the task the once each day, once each hour, or in addition to any
- other effects triggered by a [GM intrusion](#gm-intrusion).
-
-- **Volatility:** The PC's [GM intrusion rate](#intrusion-through-player-rolls) is raised by 1 for each cypher they
- bear in excess of their limit. In addition to any other effects of the intrusion, the player loses one random cypher
- they bear. For example, a PC with a cypher limit of 2 who is bearing 4 cyphers would trigger a GM intrusion on a d20
- roll of 1--3. Such GM intrusions cause one random cypher the PC bears to produce volatile effects:
-
-::: 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).
-
- : Cypher Volatility
-:::
-:::
-
::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
**Editor'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).
@@ -75419,7 +75363,6 @@
- [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}
-- [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}
- [Faster Crafting in a High-Tech Setting](#superhero-faster-crafting-in-a-high-tech-setting) [(CTS, 65)]{.og-ref}

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@@ -1,42 +0,0 @@
--- _tmp/ccsrd.md 2025-07-23 10:32:59.202729834 -0500
+++ _tmp/ccsrd.new.md 2025-07-23 10:34:26.400283810 -0500
@@ -26489,11 +26489,6 @@
- [Restoring the Damage Track](#restoring-the-damage-track) [(219)]{.og-ref}
- [Special Damage](#special-damage) [(219)]{.og-ref}
-Optional Rules
-
-- [Making Recovery Rolls in Any Order](#optional-rule-making-recovery-rolls-in-any-order) [(OG-CSRD)]{.og-ref
- .og-ref-og}
-
Related Sections
- [Followers and Factions](#chapter-11-a-followers-and-factions) [(233)]{.og-ref}
@@ -27554,18 +27549,6 @@
: Recovery Rolls
:::
-::: {.alert .ps-4 .pb-0}
-###### Optional Rule: Making Recovery Rolls in Any Order [#](#optional-rule-making-recovery-rolls-in-any-order){.og-h-anchor aria-hidden="true"}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-PCs can make their one-action, ten-minute, and one-hour [recovery rolls](#recovery-rolls) in any order they choose.
-
-Additionally, when making a recovery roll, PCs can make unexpended recovery rolls with a shorter duration
-simultaneously. For example, when making a one-hour recovery roll, a PC can also make their one-action recovery roll,
-ten-minute recovery roll, or both.
-:::
-
##### Restoring the Damage Track [#](#restoring-the-damage-track){.og-h-anchor aria-hidden="true"}
[(Cypher System Rulebook, page 219)]{.og-ref}
@@ -75433,8 +75416,6 @@
- [Incredible Mutations](#incredible-mutations) [(RR, 75)]{.og-ref}
- [Infatuation](#optional-rule-infatuation) [(287)]{.og-ref}
- [Ironman](#horror-rules-ironman) [(SA, 91)]{.og-ref}[(RR, 73)]{.og-ref}
-- [Making Recovery Rolls in Any Order](#optional-rule-making-recovery-rolls-in-any-order) [(OG-CSRD)]{.og-ref
- .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}
- [Playing Poker](#weird-west-playing-poker) [(HNAM, 54)]{.og-ref}

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@@ -1,133 +0,0 @@
--- _tmp/ccsrd.md 2025-07-23 10:40:25.949568065 -0500
+++ _tmp/ccsrd.new.md 2025-07-23 10:39:21.336157570 -0500
@@ -12273,9 +12273,6 @@
::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
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
-[Weapon Properties](#optional-rule-weapon-properties).
:::
::: row
@@ -13325,11 +13322,6 @@
do damage, have a special effect (disarm, hinder, move the target, and so on), or both. This also includes abilities
like Spray that let you attack multiple targets as your action.
-::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
-**Editor's Notes ---** For more on making weapon type a significant choice, see the optional rule for adding [Weapon
-Properties](#optional-rule-weapon-properties).
-:::
-
::: row
::: col-12
##### Low Tier: [#](#abilities-category-special-attack-low-tier){.og-h-anchor aria-hidden="true"} {#abilities-category-special-attack-low-tier .og-h-small}
@@ -14628,11 +14620,6 @@
[(112)]{.og-ref}[(See ability details)]{.og-ability-notes}
:::
-::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
-**Editor's Notes ---** For more on making weapon type a significant choice, see the optional rule for adding [Weapon
-Properties](#optional-rule-weapon-properties).
-:::
-
- ::: {#ability-basic-follower}
**Basic Follower:** You gain a level 2 [follower](#followers). One of their modifications must be persuasion. You
can take this ability multiple times, each time gaining another level 2 follower. Enabler. [(112)]{.og-ref}
@@ -15860,10 +15847,6 @@
damage. Action. [(Errata)]{.og-ref}[(See ability details)]{.og-ability-notes}
:::
-For more on making weapon type a significant choice, see the optional rule for adding [Weapon
-Properties](#optional-rule-weapon-properties).
-:::
-
- ::: {#ability-crystal-lens}
**Crystal Lens:** You can focus the inherent energy surging through you from your [Crystalline
Body](#ability-crystalline-body){.og-ability} ability. This allows you to fire a blast of energy that inflicts 5
@@ -20867,11 +20850,6 @@
details)]{.og-ability-notes}
:::
-::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
-**Editor's Notes ---** For more on making weapon type a significant choice, see the optional rule for adding [Weapon
-Properties](#optional-rule-weapon-properties).
-:::
-
- ::: {#ability-pilot}
**Pilot:** You are trained in all tasks related to piloting a starcraft. Generally speaking, [piloting
tasks](#spacecraft-piloting) are Speed-based tasks, though using sensors and communication instruments are
@@ -23200,11 +23178,6 @@
[(188)]{.og-ref}[(See ability details)]{.og-ability-notes}
:::
-::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
-**Editor's Notes ---** For more on making weapon type a significant choice, see the optional rule for adding [Weapon
-Properties](#optional-rule-weapon-properties).
-:::
-
#### Abilities---T [#](#abilities-t){.og-h-anchor aria-hidden="true"} {#abilities-t .og-border}
[(Cypher System Rulebook, page 188)]{.og-ref}
@@ -23493,11 +23466,6 @@
damage if your weapon has a sharp edge or point. Action. [(191)]{.og-ref}[(See ability details)]{.og-ability-notes}
:::
-::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
-**Editor's Notes ---** For more on making weapon type a significant choice, see the optional rule for adding [Weapon
-Properties](#optional-rule-weapon-properties).
-:::
-
- ::: {#ability-thunder-beam}
**Thunder Beam (2 Might points):** You direct a beam of focused sound at a target within long range, inflicting 2
points of damage and inducing a resonant destructive wave in their body. Each round after this initial attack, you
@@ -25958,7 +25926,6 @@
Optional Rules
- [Reviving Artifacts](#optional-rule-reviving-artifacts) [(IOM, 95)]{.og-ref}
-- [Weapon Properties](#optional-rule-weapon-properties) [(OG-CSRD)]{.og-ref .og-ref-og}
Related Sections
@@ -26226,33 +26193,6 @@
use brute force and sometimes use finesse, but with ranged attacks, it's always about careful targeting.
:::
-::: {.alert .ps-4 .pb-0}
-###### Optional Rule: Weapon Properties [#](#optional-rule-weapon-properties){.og-h-anchor aria-hidden="true"}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-The GM can add additional properties to weapons which benefit abilities listed in the [Special
-Attack](#abilities-category-special-attack) or [Errata](#abilities-category-errata) categories.
-
-Example weapon properties include:
-
-- **Slashing:** +1 damage against unarmored targets; 1 damage against armored targets.
-
-- **Stabbing:** +1 damage on all [special rolls](#rules-special-rolls); 1 damage on a successful attack roll of 5 or
- less.
-
-- **Crushing:** Ignores 1 [Armor](#rules-armor); 1 damage against unarmored targets.
-
-- **Reaching:** Provides an asset to Speed [defense rolls](#action-defend) against melee attacks, unless the attacker
- is also using a reaching weapon; attack rolls are hindered in tight spaces.
-
-- **Firearm:** Ignores 1 [Armor](#rules-armor).
-
-When using this rule, the GM should review the [Special Attack](#abilities-category-special-attack) and
-[Errata](#abilities-category-errata) abilities in [Chapter 9: Ablities](#chapter-9-abilities), and assign them as
-appropriate character options.
-:::
-
##### Explosive Weapons [#](#equipment-explosive-weapons){.og-h-anchor aria-hidden="true"} {#equipment-explosive-weapons}
[(Cypher System Rulebook, page 203)]{.og-ref}
@@ -75401,7 +75341,6 @@
- [Transferring Subtle Cyphers](#optional-rule-transferring-subtle-cyphers) [(RR, 132)]{.og-ref}
- [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}
##### Modifying the Game [#](#choose-optional-rules-modifying-the-game){.og-h-anchor aria-hidden="true"} {#choose-optional-rules-modifying-the-game .og-h-small}

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