--- _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}