--- _tmp/ccsrd.md 2025-06-18 23:59:57.264371645 -0500 +++ _tmp/ccsrd.new.md 2025-06-19 00:00:14.106470021 -0500 @@ -7,8 +7,8 @@ The rules of the Cypher System are quite straightforward at their heart, as all of gameplay is based around a few core concepts. -This chapter provides a brief explanation of how to play the game, and it’s useful for learning the game. Once you -understand the basic concepts, you’ll likely want to reference Rules of the Game for a more in-depth treatment. +This chapter provides a brief explanation of how to play the game, and it's useful for learning the game. Once you +understand the basic concepts, you'll likely want to reference Rules of the Game for a more in-depth treatment. The Cypher System uses a twenty-sided die (1d20) to determine the results of most actions. Whenever a roll of any kind is called for and no die is specified, roll a d20. @@ -16,34 +16,34 @@ The game master sets a difficulty for any given task. There are ten degrees of difficulty. Thus, the difficulty of a task can be rated on a scale of 1 to 10. -Each difficulty has a target number associated with it. The target number is always three times the task’s difficulty, +Each difficulty has a target number associated with it. The target number is always three times the task's difficulty, so a difficulty 1 task has a target number of 3, but a difficulty 4 task has a target number of 12. To succeed at the task, you must roll the target number or higher. See the Task Difficulty table for guidance in how this works. Character skills, favorable circumstances, or excellent equipment can decrease the difficulty of a task. For example, if a character is trained in climbing, they turn a difficulty 6 climb into a difficulty 5 climb. This is called *easing the -difficulty by one step* (or just *easing the difficulty*, which assumes it’s eased by one step). If they are specialized +difficulty by one step* (or just *easing the difficulty*, which assumes it's eased by one step). If they are specialized in climbing, they turn a difficulty 6 climb into a difficulty 4 climb. This is called *easing the difficulty by two steps*. Decreasing the difficulty of a task can also be called *easing a task*. Some situations increase, or *hinder*, the difficulty of a task. If a task is hindered, it increases the difficulty by one step. A skill is a category of knowledge, ability, or activity relating to a task, such as climbing, geography, or persuasiveness. A character who has a skill is better at completing related tasks than a character who lacks the skill. -A character’s level of skill is either trained (reasonably skilled) or specialized (very skilled). +A character's level of skill is either trained (reasonably skilled) or specialized (very skilled). If you are trained in a skill relating to a task, you ease the difficulty of that task by one step. If you are -specialized, you ease the difficulty by two steps. A skill can never decrease a task’s difficulty by more than two +specialized, you ease the difficulty by two steps. A skill can never decrease a task's difficulty by more than two steps. Anything else that reduces difficulty (help from an ally, a particular piece of equipment, or some other advantage) is -referred to as an *asset*. Assets can never decrease a task’s difficulty by more than two steps. +referred to as an *asset*. Assets can never decrease a task's difficulty by more than two steps. You can also decrease the difficulty of a given task by applying Effort. (Effort is described in more detail in the Rules of the Game chapter.) -To sum up, three things can decrease a task’s difficulty: skills, assets, and Effort. +To sum up, three things can decrease a task's difficulty: skills, assets, and Effort. -If you can ease a task so its difficulty is reduced to 0, you automatically succeed and don’t need to make a roll. +If you can ease a task so its difficulty is reduced to 0, you automatically succeed and don't need to make a roll. WHEN DO YOU ROLL? @@ -51,19 +51,19 @@ associated target number. When you jump from a burning vehicle, swing an axe at a mutant beast, swim across a raging river, identify a strange -device, convince a merchant to give you a lower price, craft an object, use a power to control a foe’s mind, or use a +device, convince a merchant to give you a lower price, craft an object, use a power to control a foe's mind, or use a blaster rifle to carve a hole in a wall, you make a d20 roll. However, if you attempt something that has a difficulty of 0, no roll is needed—you automatically succeed. Many actions have a difficulty of 0. Examples include walking across the room and opening a door, using a special ability to negate gravity so you can fly, using an ability to protect your friend from radiation, or activating a device (that you already -understand) to erect a force field. These are all routine actions and don’t require rolls. +understand) to erect a force field. These are all routine actions and don't require rolls. Using skill, assets, and Effort, you can ease the difficulty of potentially any task to 0 and thus negate the need for a -roll. Walking across a narrow wooden beam is tricky for most people, but for an experienced gymnast, it’s routine. You +roll. Walking across a narrow wooden beam is tricky for most people, but for an experienced gymnast, it's routine. You can even ease the difficulty of an attack on a foe to 0 and succeed without rolling. -If there’s no roll, there’s no chance for failure. However, there’s also no chance for remarkable success (in the Cypher +If there's no roll, there's no chance for failure. However, there's also no chance for remarkable success (in the Cypher System, that usually means rolling a 19 or 20, which are called special rolls; the Rules of the Game chapter also discusses special rolls). @@ -82,7 +82,7 @@ | 7 | Formidable | 21 | Impossible without skills or great effort. | | 8 | Heroic | 24 | A task worthy of tales told for years afterward. | | 9 | Immortal | 27 | A task worthy of legends that last lifetimes. | -| 10 | Impossible | 30 | A task that normal humans couldn’t consider (but one that doesn’t break the laws of physics). | +| 10 | Impossible | 30 | A task that normal humans couldn't consider (but one that doesn't break the laws of physics). | COMBAT @@ -91,24 +91,24 @@ The difficulty of your attack roll depends on how powerful your opponent is. Just as tasks have a difficulty from 1 to 10, creatures have a level from 1 to 10. Most of the time, the difficulty of your attack roll is the same as the -creature’s level. For example, if you attack a level 2 bandit, it’s a level 2 task, so your target number is 6. +creature's level. For example, if you attack a level 2 bandit, it's a level 2 task, so your target number is 6. -It’s worth noting that players make all die rolls. If a character attacks a creature, the player makes an attack roll. +It's worth noting that players make all die rolls. If a character attacks a creature, the player makes an attack roll. If a creature attacks a character, the player makes a defense roll. -The damage dealt by an attack is not determined by a roll—it’s a flat number based on the weapon or attack used. For +The damage dealt by an attack is not determined by a roll—it's a flat number based on the weapon or attack used. For example, a spear always does 4 points of damage. Your Armor characteristic reduces the damage you take from attacks directed at you. You get Armor from wearing physical armor (such as a leather jacket in a modern game or chainmail in a fantasy setting) or from special abilities. Like -weapon damage, Armor is a flat number, not a roll. If you’re attacked, subtract your Armor from the damage you take. For +weapon damage, Armor is a flat number, not a roll. If you're attacked, subtract your Armor from the damage you take. For example, a leather jacket gives you +1 to Armor, meaning that you take 1 less point of damage from attacks. If a mugger -hits you with a knife for 2 points of damage while you’re wearing a leather jacket, you take only 1 point of damage. If +hits you with a knife for 2 points of damage while you're wearing a leather jacket, you take only 1 point of damage. If your Armor reduces the damage from an attack to 0, you take no damage from that attack. -When you see the word “Armor” capitalized in the game rules (other than in the name of a special ability), it refers to -your Armor characteristic—the number you subtract from incoming damage. When you see the word “armor” with a lowercase -“a,” it refers to any physical armor you might wear. +When you see the word "Armor" capitalized in the game rules (other than in the name of a special ability), it refers to +your Armor characteristic—the number you subtract from incoming damage. When you see the word "armor" with a lowercase +"a," it refers to any physical armor you might wear. Typical physical weapons come in three categories: light, medium and heavy. @@ -117,7 +117,7 @@ small are light weapons. Medium weapons inflict 4 points of damage. Medium weapons include swords, battleaxes, maces, crossbows, spears, pistols, -blasters, and so on. Most weapons are medium. Anything that could be used in one hand (even if it’s often used in two +blasters, and so on. Most weapons are medium. Anything that could be used in one hand (even if it's often used in two hands, such as a quarterstaff or spear) is a medium weapon. Heavy weapons inflict 6 points of damage, and you must use two hands to attack with them. Heavy weapons are huge swords, @@ -126,14 +126,14 @@ SPECIAL ROLLS -When you roll a natural 19 (the d20 shows “19”) and the roll is a success, you also have a minor effect. In combat, a -minor effect inflicts 3 additional points of damage with your attack, or, if you’d prefer a special result, you could +When you roll a natural 19 (the d20 shows "19") and the roll is a success, you also have a minor effect. In combat, a +minor effect inflicts 3 additional points of damage with your attack, or, if you'd prefer a special result, you could decide instead that you knock the foe back, distract them, or something similar. When not in combat, a minor effect could mean that you perform the action with particular grace. For example, when jumping down from a ledge, you land -smoothly on your feet, or when trying to persuade someone, you convince them that you’re smarter than you really are. In +smoothly on your feet, or when trying to persuade someone, you convince them that you're smarter than you really are. In other words, you not only succeed but also go a bit further. -When you roll a natural 20 (the d20 shows “20”) and the roll is a success, you also have a major effect. This is similar +When you roll a natural 20 (the d20 shows "20") and the roll is a success, you also have a major effect. This is similar to a minor effect, but the results are more remarkable. In combat, a major effect inflicts 4 additional points of damage with your attack, but again, you can choose instead to introduce a dramatic event such as knocking down your foe, stunning them, or taking an extra action. Outside of combat, a major effect means that something beneficial happens @@ -149,7 +149,7 @@ GLOSSARY -Game master (GM): The player who doesn’t run a character, but instead guides the flow of the story and runs all the +Game master (GM): The player who doesn't run a character, but instead guides the flow of the story and runs all the NPCs. Nonplayer character (NPC): Characters run by the GM. Think of them as the minor characters in the story, or the villains @@ -172,7 +172,7 @@ characters. Often, but not always, a campaign involves a number of adventures. Character: Anything that can act in the game. Although this includes PCs and human NPCs, it also technically includes -creatures, aliens, mutants, automatons, animate plants, and so on. The word “creature” is usually synonymous. +creatures, aliens, mutants, automatons, animate plants, and so on. The word "creature" is usually synonymous. RANGE AND SPEED @@ -188,12 +188,12 @@ Very long distance is anything greater than long distance but less than 500 feet (150 m) or so. Beyond that range, distances are always specified—1,000 feet (300 m), a mile (1.5 km), and so on. -The idea is that it’s not necessary to measure precise distances. Immediate distance is right there, practically next to +The idea is that it's not necessary to measure precise distances. Immediate distance is right there, practically next to the character. Short distance is nearby. Long distance is farther off. Very long distance is really far off. All weapons and special abilities use these terms for ranges. For example, all melee weapons have immediate range—they are close-combat weapons, and you can use them to attack anyone within immediate distance. A thrown knife (and most -other thrown weapons) has short range. A bow has long range. An Adept’s Onslaught ability also has short range. +other thrown weapons) has short range. A bow has long range. An Adept's Onslaught ability also has short range. A character can move an immediate distance as part of another action. In other words, they can take a few steps over to the control panel and activate a switch. They can lunge across a small room to attack a foe. They can open a door and @@ -204,10 +204,10 @@ of moving so far so quickly. For example, if the PCs are fighting a group of cultists, any character can likely attack any cultist in the general -melee—they’re all within immediate range. Exact positions aren’t important. Creatures in a fight are always moving, +melee—they're all within immediate range. Exact positions aren't important. Creatures in a fight are always moving, shifting, and jostling, anyway. However, if one cultist stayed back to fire a pistol, a character might have to use -their entire action to move the short distance required to attack that foe. It doesn’t matter if the cultist is 20 feet -(6 m) or 40 feet (12 m) away—it’s simply considered short distance. It does matter if the cultist is more than 50 feet +their entire action to move the short distance required to attack that foe. It doesn't matter if the cultist is 20 feet +(6 m) or 40 feet (12 m) away—it's simply considered short distance. It does matter if the cultist is more than 50 feet (15 m) away because that distance would require a long or very long move. (Many rules in this system avoid the cumbersome need for precision. Does it really matter if the ghost is 13 feet away @@ -222,12 +222,12 @@ immediately give one of those XP to another player and justify the gift (perhaps the other player had a good idea, told a funny joke, performed an action that saved a life, and so on). -Alternatively, the player can refuse the GM intrusion. If they do so, they don’t get the 2 XP from the GM, and they must -also spend 1 XP that they already have. If the player has no XP to spend, they can’t refuse the intrusion. +Alternatively, the player can refuse the GM intrusion. If they do so, they don't get the 2 XP from the GM, and they must +also spend 1 XP that they already have. If the player has no XP to spend, they can't refuse the intrusion. The GM can also give players XP between sessions as a reward for making discoveries during an adventure. Discoveries are interesting facts, wondrous secrets, powerful artifacts, answers to mysteries, or solutions to problems (such as where -the kidnappers are keeping their victim or how the PCs repair the starship). You don’t earn XP for killing foes or +the kidnappers are keeping their victim or how the PCs repair the starship). You don't earn XP for killing foes or overcoming standard challenges in the course of play. Discovery is the soul of the Cypher System. Experience points are used primarily for character advancement (for details, see the Creating Your Character chapter), @@ -235,21 +235,21 @@ CYPHERS -Cyphers are abilities that have a single use. In many campaigns, cyphers aren’t physical objects—they might be a spell +Cyphers are abilities that have a single use. In many campaigns, cyphers aren't physical objects—they might be a spell cast upon a character, a blessing from a god, or just a quirk of fate that gives them a momentary advantage. In some campaigns, cyphers are physical objects that characters can carry. Whether or not cyphers are physical objects, they are part of the character (like equipment or a special ability) and are things characters can use during the game. The form that physical cyphers take depends on the setting. In a fantasy world they might be wands or potions, but in a science fiction game they could be alien crystals or prototype devices. -Characters will find new cyphers frequently in the course of play, so players shouldn’t hesitate to use their cypher +Characters will find new cyphers frequently in the course of play, so players shouldn't hesitate to use their cypher abilities. Because cyphers are always different, the characters will always have new special powers to try. OTHER DICE -In addition to a d20, you’ll need a d6 (a six-sided die). Rarely, you’ll need to roll a number between 1 and 100 (often -called a d100 or d% roll), which you can do by rolling a d20 twice, using the last digit of the first roll as the “tens” -place and the last digit of the second roll as the “ones” place. For example, rolling a 17 and a 9 gives you 79, rolling +In addition to a d20, you'll need a d6 (a six-sided die). Rarely, you'll need to roll a number between 1 and 100 (often +called a d100 or d% roll), which you can do by rolling a d20 twice, using the last digit of the first roll as the "tens" +place and the last digit of the second roll as the "ones" place. For example, rolling a 17 and a 9 gives you 79, rolling a 3 and an 18 gives you 38, and rolling a 20 and a 10 gives you 00 (also known as 100). If you have a d10 (a ten-sided die), you can use it instead of the d20 to roll numbers between 1 and 100. @@ -260,22 +260,22 @@ 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 creation will be. The process involves understanding the values of three game statistics and choosing three aspects that -determine your character’s capabilities. +determine your character's capabilities. CHARACTER STATS -Every player character has three defining characteristics, which are typically called “statistics” or “stats.” These +Every player character has three defining characteristics, which are typically called "statistics" or "stats." These stats are Might, Speed, and Intellect. They are broad categories that cover many different but related aspects of a character. MIGHT Might defines how strong and durable your character is. The concepts of strength, endurance, constitution, hardiness, -and physical prowess are all folded into this one stat. Might isn’t relative to size; instead, it’s an absolute +and physical prowess are all folded into this one stat. Might isn't relative to size; instead, it's an absolute measurement. An elephant has more Might than the mightiest tiger, which has more Might than the mightiest rat, which has more Might than the mightiest spider. -Might governs actions from forcing doors open to walking for days without food to resisting disease. It’s also the +Might governs actions from forcing doors open to walking for days without food to resisting disease. It's also the primary means of determining how much damage your character can sustain in a dangerous situation. Physical characters, tough characters, and characters interested in fighting should focus on Might. @@ -313,13 +313,13 @@ 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 Pool of 16 is stronger (in a basic -sense) than a character who has a Might Pool of 12. Most characters start with a Pool of 9 to 12 in most stats—that’s +sense) than a character who has a Might Pool of 12. Most characters start with a Pool of 9 to 12 in most stats—that's the average range. When your character is injured, sickened, or attacked, you temporarily lose points from one of your stat Pools. The nature of the attack determines which Pool loses points. For example, physical damage from a sword reduces your Might Pool, a poison that makes you clumsy reduces your Speed Pool, and a psionic blast reduces your Intellect Pool. You can -also spend points from one of your stat Pools to decrease a task’s difficulty (see Effort, below). You can rest to +also spend points from one of your stat Pools to decrease a task's difficulty (see Effort, below). You can rest to recover lost points from a stat Pool, and some special abilities or cyphers might allow you to recover lost points quickly. @@ -329,19 +329,19 @@ points from a stat Pool, your Edge for that stat reduces the cost. It also reduces the cost of applying Effort to a roll. -For example, let’s say you have a mental blast ability, and activating it costs 1 point from your Intellect Pool. +For example, let's say you have a mental blast ability, and activating it costs 1 point from your Intellect Pool. Subtract your Intellect Edge from the activation cost, and the result is how many points you must spend to use the mental blast. If using your Edge reduces the cost to 0, you can use the ability for free. Your Edge can be different for each stat. For example, you could have a Might Edge of 1, a Speed Edge of 1, and an -Intellect Edge of 0. You’ll always have an Edge of at least 1 in one stat. Your Edge for a stat reduces the cost of +Intellect Edge of 0. You'll always have an Edge of at least 1 in one stat. Your Edge for a stat reduces the cost of spending points from that stat Pool, but not from other Pools. Your Might Edge reduces the cost of spending points from -your Might Pool, but it doesn’t affect your Speed Pool or Intellect Pool. Once a stat’s Edge reaches 3, you can apply +your Might Pool, but it doesn't affect your Speed Pool or Intellect Pool. Once a stat's Edge reaches 3, you can apply one level of Effort for free. A character who has a low Might Pool but a high Might Edge has the potential to perform Might actions consistently better than a character who has a Might Edge of 0. The high Edge will let them reduce the cost of spending points from -the Pool, which means they’ll have more points available to spend on applying Effort. +the Pool, which means they'll have more points available to spend on applying Effort. EFFORT @@ -350,10 +350,10 @@ attack (a Speed roll) and wants to increase the chance for success, you can apply Effort by spending 3 points from your Speed Pool. Effort eases the task by one step. This is called applying one level of Effort. -You don’t have to apply Effort if you don’t want to. If you choose to apply Effort to a task, you must do it before you -attempt the roll—you can’t roll first and then decide to apply Effort if you rolled poorly. +You don't have to apply Effort if you don't want to. If you choose to apply Effort to a task, you must do it before you +attempt the roll—you can't roll first and then decide to apply Effort if you rolled poorly. -Applying more Effort can lower a task’s difficulty further: each additional level of Effort eases the task by another +Applying more Effort can lower a task's difficulty further: each additional level of Effort eases the task by another step. Applying one level of Effort eases the task by one step, applying two levels eases the task by two steps, and so on. However, each level of Effort after the first costs only 2 points from the stat Pool instead of 3. So applying two levels of Effort costs 5 points (3 for the first level plus 2 for the second level), applying three levels costs 7 @@ -362,9 +362,9 @@ Every character has an Effort score, which indicates the maximum number of levels of Effort that can be applied to a roll. A beginning (first-tier) character has an Effort of 1, meaning you can apply only one level of Effort to a roll. A more experienced character has a higher Effort score and can apply more levels of Effort to a roll. For example, a -character who has an Effort of 3 can apply up to three levels of Effort to reduce a task’s difficulty. +character who has an Effort of 3 can apply up to three levels of Effort to reduce a task's difficulty. -When you apply Effort, subtract your relevant Edge from the total cost of applying Effort. For example, let’s say you +When you apply Effort, subtract your relevant Edge from the total cost of applying Effort. For example, let's say you need to make a Speed roll. To increase your chance for success, you decide to apply one level of Effort, which will ease the task. Normally, that would cost 3 points from your Speed Pool. However, you have a Speed Edge of 2, so you subtract that from the cost. Thus, applying Effort to the roll costs only 1 point from your Speed Pool. @@ -373,7 +373,7 @@ Normally, it would cost 5 points from your Speed Pool, but after subtracting your Speed Edge of 2, it costs only 3 points. -Once a stat’s Edge reaches 3, you can apply one level of Effort for free. For example, if you have a Speed Edge of 3 and +Once a stat's Edge reaches 3, you can apply one level of Effort for free. For example, if you have a Speed Edge of 3 and you apply one level of Effort to a Speed roll, it costs you 0 points from your Speed Pool. (Normally, applying one level of Effort would cost 3 points, but you subtract your Speed Edge from that cost, reducing it to 0.) @@ -383,7 +383,7 @@ (When applying Effort to melee attacks, you have the option of spending points from either your Might Pool or your Speed Pool. When making ranged attacks, you may spend points only from your Speed Pool. This reflects that with melee you -sometimes use brute force and sometimes use finesse, but with ranged attacks, it’s always about careful targeting.) +sometimes use brute force and sometimes use finesse, but with ranged attacks, it's always about careful targeting.) EFFORT AND DAMAGE @@ -391,7 +391,7 @@ an attack. For each level of Effort you apply in this way, you inflict 3 additional points of damage. This works for any kind of attack that inflicts damage, whether a sword, a crossbow, a mind blast, or something else. -When using Effort to increase the damage of an area attack, such as the explosion created by an Adept’s Concussion +When using Effort to increase the damage of an area attack, such as the explosion created by an Adept's Concussion ability, you inflict 2 additional points of damage instead of 3 points. However, the additional points are dealt to all targets in the area. Further, even if one or more of the targets resist the attack, they still take 1 point of damage. @@ -400,7 +400,7 @@ If your Effort is 2 or higher, you can apply Effort to multiple aspects of a single action. For example, if you make an attack, you can apply Effort to your attack roll and apply Effort to increase the damage. -The total amount of Effort you apply can’t be higher than your Effort score. For example, if your Effort is 2, you can +The total amount of Effort you apply can't be higher than your Effort score. For example, if your Effort is 2, you can apply up to two levels of Effort. You could apply one level to an attack roll and one level to its damage, two levels to the attack and no levels to the damage, or no levels to the attack and two levels to the damage. @@ -429,15 +429,15 @@ is a difficulty 3 (demanding) task with a target number of 9; applying two levels of Effort reduces the difficulty to 1 (simple) and the target number to 3. The player rolls a d20 and gets an 8. Because this result is at least equal to the target number of the task, they succeed. However, if they had not applied some Effort, they would have failed because -their roll (8) would have been less than the task’s original target number (9). +their roll (8) would have been less than the task's original target number (9). CHARACTER TIERS Every character starts the game at the first tier. Tier is a measurement of power, toughness, and ability. Characters can advance up to the sixth tier. As your character advances to higher tiers, you gain more abilities, increase your -Effort, and can improve a stat’s Edge or increase a stat. Generally speaking, even first-tier characters are already -quite capable. It’s safe to assume that they’ve already got some experience under their belt. This is not a “zero to -hero” progression, but rather an instance of competent people refining and honing their capabilities and knowledge. +Effort, and can improve a stat's Edge or increase a stat. Generally speaking, even first-tier characters are already +quite capable. It's safe to assume that they've already got some experience under their belt. This is not a "zero to +hero" progression, but rather an instance of competent people refining and honing their capabilities and knowledge. Advancing to higher tiers is not really the goal of Cypher System characters, but rather a representation of how characters progress in a story. @@ -459,7 +459,7 @@ Game, a character trained in a skill treats the difficulty of a related task as one step lower than normal. The skill you choose for this benefit can be anything you wish, such as climbing, jumping, persuading, or sneaking. You can also choose to be knowledgeable in a certain area of lore, such as history or geology. You can even choose a skill based on -your character’s special abilities. For example, if your character can make an Intellect roll to blast an enemy with +your character's special abilities. For example, if your character can make an Intellect roll to blast an enemy with mental force, you can become trained in using that ability, easing the task of using it. If you choose a skill that you are already trained in, you become specialized in that skill, easing related tasks by two steps instead of one. @@ -477,11 +477,11 @@ CHARACTER DESCRIPTOR, TYPE, AND FOCUS -To create your character, you build a simple statement that describes them. The statement takes this form: “I am a -\[fill in an adjective here\] \[fill in a noun here\] who \[fill in a verb here\].” +To create your character, you build a simple statement that describes them. The statement takes this form: "I am a +\[fill in an adjective here\] \[fill in a noun here\] who \[fill in a verb here\]." -Thus: “I am an *adjective noun* who *verbs*.” For example, you might say, “I am a Rugged Warrior who Controls Beasts” or -“I am a Charming Explorer who Focuses Mind Over Matter.” +Thus: "I am an *adjective noun* who *verbs*." For example, you might say, "I am a Rugged Warrior who Controls Beasts" or +"I am a Charming Explorer who Focuses Mind Over Matter." In this sentence, the adjective is called your descriptor. @@ -489,24 +489,24 @@ The verb is called your focus. -Even though character type is in the middle of the sentence, that’s where we’ll start this discussion. (Just as in a +Even though character type is in the middle of the sentence, that's where we'll start this discussion. (Just as in a sentence, the noun provides the foundation.) Your character type is the core of your character. In some roleplaying games, it might be called your character class. -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*.” +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*." You can choose from four character types: Warriors, Adepts, Explorers, and Speakers. Your descriptor defines your character—it colors everything you do. Your descriptor places your character in the -situation (the first adventure, which starts the campaign) and helps provide motivation. It’s the adjective of the -sentence “I am an *adjective noun* who *verbs*.” +situation (the first adventure, which starts the campaign) and helps provide motivation. It's the adjective of the +sentence "I am an *adjective noun* who *verbs*." Unless your GM says otherwise, you can choose from any of the character descriptors. Focus is what your character does best. Focus gives your character specificity and provides interesting new abilities that might come in handy. Your focus also helps you understand how you relate with the other player characters in your -group. It’s the verb of the sentence “I am an *adjective noun* who *verbs*.” +group. It's the verb of the sentence "I am an *adjective noun* who *verbs*." There are many character foci. The ones you choose from will probably depend on the setting and genre of your game. @@ -516,37 +516,37 @@ Character types and foci grant PCs special abilities at each new tier. Using these abilities usually costs points from your stat Pools; the cost is listed in parentheses after the ability name. Your Edge in the appropriate stat can reduce -the cost of the ability, but remember that you can apply Edge only once per action. For example, let’s say an Adept with +the cost of the ability, but remember that you can apply Edge only once per action. For example, let's say an Adept with an Intellect Edge of 2 wants to use their Onslaught ability to create a bolt of force, which costs 1 Intellect point. They also want to increase the damage from the attack by using a level of Effort, which costs 3 Intellect points. The total cost for their action is 2 points from their Intellect Pool (1 point for the bolt of force, plus 3 points for using Effort, minus 2 points from their Edge). -Sometimes the point cost for an ability has a + sign after the number. For example, the cost might be given as “2+ -Intellect points.” That means you can spend more points or more levels of Effort to improve the ability further, as +Sometimes the point cost for an ability has a + sign after the number. For example, the cost might be given as "2+ +Intellect points." That means you can spend more points or more levels of Effort to improve the ability further, as explained in the ability description. -Many special abilities grant a character the option to perform an action that they couldn’t normally do, such as +Many special abilities grant a character the option to perform an action that they couldn't normally do, such as projecting rays of cold or attacking multiple foes at once. Using one of these abilities is an action unto itself, and -the end of the ability’s description says “Action” to remind you. It also might provide more information about when or +the end of the ability's description says "Action" to remind you. It also might provide more information about when or how you perform the action. Some special abilities allow you to perform a familiar action—one that you can already do—in a different way. For example, an ability might let you wear heavy armor, reduce the difficulty of Speed defense rolls, or add 2 points of fire damage to your weapon damage. These abilities are called enablers. Using one of these abilities is not considered -an action. Enablers either function constantly (such as being able to wear heavy armor, which isn’t an action) or happen +an action. Enablers either function constantly (such as being able to wear heavy armor, which isn't an action) or happen as part of another action (such as adding fire damage to your weapon damage, which happens as part of your attack -action). If a special ability is an enabler, the end of the ability’s description says “Enabler” to remind you. +action). If a special ability is an enabler, the end of the ability's description says "Enabler" to remind you. Some abilities specify a duration, but you can always end one of your own abilities anytime you wish. (Because the Cypher System covers so many genres, not all of the descriptors, types, and foci might be available for -players. The GM will decide what’s available in their particular game and whether anything is modified, and they’ll let +players. The GM will decide what's available in their particular game and whether anything is modified, and they'll let the players know.) SKILLS -Sometimes your character gains training in a specific skill or task. For example, your focus might mean that you’re +Sometimes your character gains training in a specific skill or task. For example, your focus might mean that you're trained in sneaking, in climbing and jumping, or in social interactions. Other times, your character can choose a skill to become trained in, and you can pick a skill that relates to any task you think you might face. @@ -625,14 +625,14 @@ Woodworking You could choose a skill that incorporates more than one of these areas (interacting might include deceiving, -intimidation, and persuasion) or that is a more specific version of one (hiding might be sneaking when you’re not +intimidation, and persuasion) or that is a more specific version of one (hiding might be sneaking when you're not moving). You could also make up more general professional skills, such as baker, sailor, or lumberjack. If you want to -choose a skill that’s not on this list, it’s probably best to run it past the GM first, but in general, the most +choose a skill that's not on this list, it's probably best to run it past the GM first, but in general, the most important thing is to choose skills that are appropriate to your character. -Remember that if you gain a skill that you’re already trained in, you become specialized in that skill. Because skill -descriptions can be nebulous, determining whether you’re trained or specialized might take some thinking. For example, -if you’re trained in lying and later gain an ability that grants you skill with all social interactions, you become +Remember that if you gain a skill that you're already trained in, you become specialized in that skill. Because skill +descriptions can be nebulous, determining whether you're trained or specialized might take some thinking. For example, +if you're trained in lying and later gain an ability that grants you skill with all social interactions, you become specialized in lying and trained in all other types of interactions. Being trained three times in a skill is no better than being trained twice (in other words, specialized is as good as it gets). @@ -640,28 +640,28 @@ defense tasks. If you gain a special ability through your type, your focus, or some other aspect of your character, you can choose it -in place of a skill and become trained or specialized in that ability. For example, if you have a mind blast, when it’s +in place of a skill and become trained or specialized in that ability. For example, if you have a mind blast, when it's time to choose a skill to be trained in, you can select your mind blast as your skill. That would ease the attack every -time you used it. Each ability you have counts as a separate skill for this purpose. You can’t select “all mind powers” -or “all spells” as one skill and become trained or specialized in such a broad category. +time you used it. Each ability you have counts as a separate skill for this purpose. You can't select "all mind powers" +or "all spells" as one skill and become trained or specialized in such a broad category. -In most campaigns, fluency in a language is considered a skill. So if you want to speak French, that’s the same as being +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 -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*.” +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*." (In some roleplaying games, your character type might be called your character class.) You can choose from four character types: Warrior, Adept, Explorer, and Speaker. However, you may not want to use these generic names for them. This chapter offers a few more specific names for each type that might be more appropriate to -various genres. You’ll find that names like “Warrior” or “Explorer” don’t always feel right, particularly in games set -in modern times. As always, you’re free to do as you wish. (Your type is who your character is. You should use whatever +various genres. You'll find that names like "Warrior" or "Explorer" don't always feel right, particularly in games set +in modern times. As always, you're free to do as you wish. (Your type is who your character is. You should use whatever name you want for your type, as long as it fits both your character and the setting.) -Since the type is the basis upon which your whole character is built, it’s important to consider how the type relates to +Since the type is the basis upon which your whole character is built, it's important to consider how the type relates to the chosen setting. To help with this, types are actually general archetypes. A Warrior, for example, might be anyone from a knight in shining armor to a cop on the streets to a grizzled cybernetic veteran of a thousand futuristic wars. @@ -678,13 +678,13 @@ 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 +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. +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. @@ -699,7 +699,7 @@ Speed defense: Used for dodging attacks and escaping danger. This is by far the most commonly used defense task. -Intellect defense: Used for fending off mental attacks or anything that might affect or influence one’s mind. +Intellect defense: Used for fending off mental attacks or anything that might affect or influence one's mind. WARRIOR @@ -711,19 +711,19 @@ Superhero/Post-Apocalyptic: hero, brick, bruiser -You’re a good ally to have in a fight. You know how to use weapons and defend yourself. Depending on the genre and +You're a good ally to have in a fight. You know how to use weapons and defend yourself. Depending on the genre and setting in question, this might mean wielding a sword and shield in the gladiatorial arena, an AK-47 and a bandolier of grenades in a savage firefight, or a blaster rifle and powered armor when exploring an alien planet. Individual Role: Warriors are physical, -action-oriented people. They’re more likely to overcome a challenge using force than by other means, and they often take +action-oriented people. They're more likely to overcome a challenge using force than by other means, and they often take the most straightforward path toward their goals. Group Role: Warriors usually take and deal the most punishment in a dangerous situation. Often it falls on them to protect the other group members from threats. This sometimes means that warriors take on leadership roles as well, at least in combat and other times of danger. -Societal Role: Warriors aren’t always soldiers or mercenaries. Anyone who is ready for violence, or even potential +Societal Role: Warriors aren't always soldiers or mercenaries. Anyone who is ready for violence, or even potential violence, might be a Warrior in the general sense. This includes guards, watchmen, police officers, sailors, or people in other roles or professions who know how to defend themselves with skill. @@ -744,7 +744,7 @@ | 2 | You were the bodyguard of a wealthy woman who accused you of theft. You left her service in disgrace. | | 3 | You were the bouncer in a local bar for a while, and the patrons there remember you. | | 4 | You trained with a highly respected mentor. They regard you well, but they have many enemies. | -| 5 | You trained in an isolated monastery. The monks think of you as a brother, but you’re a stranger to all others. | +| 5 | You trained in an isolated monastery. The monks think of you as a brother, but you're a stranger to all others. | | 6 | You have no formal training. Your abilities come to you naturally (or unnaturally). | | 7 | You spent time on the streets and were in prison for a while. | | 8 | You were conscripted into military service, but you deserted before long. | @@ -758,7 +758,7 @@ | 16 | Your craftsman friend sometimes calls on you for help. However, they pay you well. | | 17 | Your mentor wrote a book on martial arts. Sometimes people seek you out to ask about its stranger passages. | | 18 | Someone you fought alongside in the military is now the mayor of a nearby town. | -| 19 | You saved the lives of a family when their house burned down. They’re indebted to you, and their neighbors regard you as a hero. | +| 19 | You saved the lives of a family when their house burned down. They're indebted to you, and their neighbors regard you as a hero. | | 20 | Your old trainer still expects you to come back and clean up after their classes; when you do, they occasionally share interesting rumors. | WARRIOR PLAYER INTRUSIONS @@ -766,15 +766,15 @@ You can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees. -Perfect Setup: You’re fighting at least three foes and each one is standing in exactly the right spot for you to use a +Perfect Setup: You're fighting at least three foes and each one is standing in exactly the right spot for you to use a move you trained in long ago, allowing you to attack all three as a single action. Make a separate attack roll for each foe. You remain limited by the amount of Effort you can apply on one action. -Old Friend: A comrade in arms from your past shows up unexpectedly and provides aid in whatever you’re doing. They are -on a mission of their own and can’t stay longer than it takes to help out, chat for a while after, and perhaps share a +Old Friend: A comrade in arms from your past shows up unexpectedly and provides aid in whatever you're doing. They are +on a mission of their own and can't stay longer than it takes to help out, chat for a while after, and perhaps share a quick meal. -Weapon Break: Your foe’s weapon has a weak spot. In the course of the combat, it quickly becomes damaged and moves two +Weapon Break: Your foe's weapon has a weak spot. In the course of the combat, it quickly becomes damaged and moves two steps down the object damage track. WARRIOR STAT POOLS @@ -805,7 +805,7 @@ Starting Equipment: Appropriate clothing and two weapons of your choice, plus one expensive item, two moderately priced items, and up to four inexpensive items. -Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless +Special Abilities: Choose four of the abilities listed below. You can't choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog. @@ -952,31 +952,31 @@ Speed Edge and Intellect Edge are both 0. His character is not particularly smart or charismatic. He wants to use a large combat knife (a medium weapon that inflicts 4 points of damage) and a .357 Magnum (a heavy -pistol that inflicts 6 points of damage but requires the use of both hands). Ray decides not to wear armor, as it’s not +pistol that inflicts 6 points of damage but requires the use of both hands). Ray decides not to wear armor, as it's not really appropriate to the setting, so for his first ability, he chooses Trained Without Armor so he eases Speed defense actions. For his second ability, he chooses Combat Prowess so he can inflict extra damage with his big knife. Ray wants to be fast as well as tough, so he selects Improved Edge. This gives him a Speed Edge of 1. He rounds out his character with Physical Skills and chooses swimming and running. -The Warrior can bear two cyphers. The GM decides that Ray’s first cypher is a pill that restores 6 points of Might when +The Warrior can bear two cyphers. The GM decides that Ray's first cypher is a pill that restores 6 points of Might when swallowed, and his second is a small, easily concealed grenade that explodes like a firebomb when thrown, inflicting 3 points of damage to all within immediate range. Ray still needs to choose a descriptor and a focus. Looking ahead to the descriptor rules, Ray chooses Strong, which increases his Might Pool to 17. He also becomes trained in jumping and breaking inanimate objects. (If he had chosen jumping as one of his physical skills, the Strong descriptor would have made him specialized in jumping instead of -trained.) Being Strong also gives Ray an extra medium or heavy weapon. He chooses a baseball bat that he’ll use in a +trained.) Being Strong also gives Ray an extra medium or heavy weapon. He chooses a baseball bat that he'll use in a pinch. He keeps it in the trunk of his car. For his focus, Ray chooses Masters Weaponry. This gives him yet another weapon of high quality. He chooses another combat knife and asks the GM if he could use it in his left hand—not to make attacks, but as a shield. This will ease -his Speed defense rolls if he has both knives out (the “shield” counts as an asset). The GM agrees. During the game, -Ray’s Warrior will be hard to hit—he is trained in Speed defense rolls, and his extra knife eases his defense rolls by +his Speed defense rolls if he has both knives out (the "shield" counts as an asset). The GM agrees. During the game, +Ray's Warrior will be hard to hit—he is trained in Speed defense rolls, and his extra knife eases his defense rolls by another step. Thanks to his focus, he also inflicts 1 additional point of damage with his chosen weapon. Now he inflicts 6 points of -damage with his blade. Ray’s character is a deadly combatant, likely starting the game with a reputation as a knife +damage with his blade. Ray's character is a deadly combatant, likely starting the game with a reputation as a knife fighter. For his character arc, Ray chooses Defeat a Foe. That foe, he decides, is none other than someone in his company who was @@ -993,8 +993,8 @@ Superhero/Post-Apocalyptic: mage, sorcerer, power-wielder, master, psion, telepath You master powers or abilities outside the experience, understanding, and sometimes belief of others. They might be -magic, psychic powers, mutant abilities, or just a wide variety of intricate devices, depending on the setting. (“Magic” -here is a term used very loosely. It’s a catch-all for the kinds of wondrous, possibly supernatural things that your +magic, psychic powers, mutant abilities, or just a wide variety of intricate devices, depending on the setting. ("Magic" +here is a term used very loosely. It's a catch-all for the kinds of wondrous, possibly supernatural things that your character can do that others cannot. It might actually be an expression of technological devices, channeling spirits, mutations, psionics, nanotechnology, or any number of other sources.) @@ -1014,9 +1014,9 @@ can reshape matter and the environment around them. (Adepts are almost always emblematic of the paranormal or superhuman in some way—wizards, psychics, or something -similar. If the game you’re playing has none of that, an Adept could be a charlatan mimicking such abilities with tricks -and hidden devices, or a gadgeteer character with a “utility belt” full of oddments. Or a game like that might not have -Adepts. That’s okay too.) +similar. If the game you're playing has none of that, an Adept could be a charlatan mimicking such abilities with tricks +and hidden devices, or a gadgeteer character with a "utility belt" full of oddments. Or a game like that might not have +Adepts. That's okay too.) ADEPT PLAYER INTRUSIONS @@ -1027,7 +1027,7 @@ for a round, or activate a dramatic and distracting side effect for a few rounds. Convenient Idea: A flash of insight provides you with a clear answer or suggests a course of action with regard to an -urgent question, problem, or obstacle you’re facing. +urgent question, problem, or obstacle you're facing. Inexplicably Unbroken: An inactive, ruined, or presumed-destroyed device temporarily activates and performs a useful function relevant to the situation. This is enough to buy you some time for a better solution, alleviate a complication @@ -1058,15 +1058,15 @@ | 3 | You learned your abilities in the temple of an obscure god. Its priests and worshippers, although small in number, respect and admire your talents and potential. | | 4 | While traveling alone, you saved the life of a powerful person. They remain indebted to you. | | 5 | Your mother was a powerful Adept while she lived, helpful to many locals. They look upon you kindly, but they also expect much from you. | -| 6 | You owe money to a number of people and don’t have the funds to pay your debts. | +| 6 | You owe money to a number of people and don't have the funds to pay your debts. | | 7 | You failed disgracefully at your initial studies with your teacher and now proceed on your own. | | 8 | You learned your skills faster than your teachers had ever seen before. The powers that be took notice and are paying close attention. | | 9 | You killed a well-known criminal in self-defense, earning the respect of many and the enmity of a dangerous few. | -| 10 | You trained as a Warrior, but your Adept predilections eventually led you down a different path. Your former comrades don’t understand you, but they respect you. | +| 10 | You trained as a Warrior, but your Adept predilections eventually led you down a different path. Your former comrades don't understand you, but they respect you. | | 11 | While studying to be an Adept, you worked as an assistant for a bank, making friends with the owner and the clientele. | | 12 | Your family owns a large vineyard nearby known to all for its fine wine and fair business dealings. | | 13 | You trained for a time with a group of influential Adepts, and they still look upon you with fondness. | -| 14 | You worked the gardens in the palace of an influential noble or person of wealth. They wouldn’t remember you, but you made friends with their young daughter. | +| 14 | You worked the gardens in the palace of an influential noble or person of wealth. They wouldn't remember you, but you made friends with their young daughter. | | 15 | An experiment you conducted in the past went horribly awry. The locals remember you as a dangerous and foolhardy individual. | | 16 | You hail from a distant place where you were well known and regarded, but people here treat you with suspicion. | | 17 | People you meet seem put off by the strange birthmark on your face. | @@ -1090,7 +1090,7 @@ Weapons: You can use light weapons without penalty. You have an inability with medium weapons and heavy weapons; your attacks with medium and heavy weapons are hindered. -Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless +Special Abilities: Choose four of the abilities listed below. You can't choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog. (Adept abilities require at least one free hand unless the GM says otherwise.) @@ -1229,7 +1229,7 @@ through years of training and study. She can bear three cyphers. The GM gives her a potion that acts as a short-range teleporter, a small charm that restores -5 points to her Intellect Pool, and a fluid-filled flask that explodes like a fiery bomb. Jen’s sorcerer is skilled with +5 points to her Intellect Pool, and a fluid-filled flask that explodes like a fiery bomb. Jen's sorcerer is skilled with light weapons, so she chooses a dagger. For her descriptor, Jen chooses Graceful, which adds 2 points to her Speed Pool, bringing it to 13. That descriptor @@ -1237,11 +1237,11 @@ tasks. Perhaps she is a dancer. In fact, she begins to develop a backstory that involves graceful, lithe movements that she incorporates into her spells. -For her focus, she chooses Leads. This gives her training in social interactions, which again helps round her out—she’s +For her focus, she chooses Leads. This gives her training in social interactions, which again helps round her out—she's good in all kinds of situations. Moreover, she has the Good Advice ability, which enables her to be a focal point of her group. -Her spells and focus abilities cost Intellect points to activate, so she’s glad to have a lot of points in her Intellect +Her spells and focus abilities cost Intellect points to activate, so she's glad to have a lot of points in her Intellect Pool. In addition, her Intellect Edge will help reduce those costs. If she uses her Onslaught force blast without applying Effort, it costs 0 Intellect points and deals 4 points of damage. Her Intellect Edge will allow her to save points to devote toward applying Effort for other purposes, perhaps to boost the accuracy of Onslaught. @@ -1250,9 +1250,9 @@ magical mentor. That mentor was later taken prisoner by a demon, so her character is always looking for clues on how to find the demon and release her friend from bondage. -(GMs are always free to pre-select a type’s special abilities at a given tier to reinforce the setting. In the fantasy -setting of Jen’s sorcerer, the GM might have said that all sorcerers (Adepts) start with Magic Training as one of their -tier 1 abilities. This doesn’t make the character any less powerful or special, but it says something about her role in +(GMs are always free to pre-select a type's special abilities at a given tier to reinforce the setting. In the fantasy +setting of Jen's sorcerer, the GM might have said that all sorcerers (Adepts) start with Magic Training as one of their +tier 1 abilities. This doesn't make the character any less powerful or special, but it says something about her role in the world and expectations in the game.) EXPLORER @@ -1267,13 +1267,13 @@ Superhero/Post-Apocalyptic: adventurer, crimefighter You are a person of action and physical ability, fearlessly facing the unknown. You travel to strange, exotic, and -dangerous places, and discover new things. This means you’re physical but also probably knowledgeable. +dangerous places, and discover new things. This means you're physical but also probably knowledgeable. Individual Role: Although Explorers can be academics or well studied, they are first and foremost interested in action. They face grave dangers and terrible obstacles as a routine part of life. Group Role: Explorers sometimes work alone, but far more often they operate in teams with other characters. The Explorer -frequently leads the way, blazing the trail. However, they’re also likely to stop and investigate anything intriguing +frequently leads the way, blazing the trail. However, they're also likely to stop and investigate anything intriguing they stumble upon. Societal Role: Not all Explorers are out traipsing through the wilderness or poking about an old ruin. Sometimes, an @@ -1316,7 +1316,7 @@ | | | |-----|--------------------------------------------------------------------------------------------------------------------------------------------| | d20 | Background | -| 1 | You were a star high school athlete. You’re still in great shape, but those were the glory days, man. | +| 1 | You were a star high school athlete. You're still in great shape, but those were the glory days, man. | | 2 | Your brother is the lead singer in a really popular band. | | 3 | You have made a number of discoveries in your explorations, but not all opportunities to capitalize on them have panned out yet. | | 4 | You were a cop, but you gave it up after encountering corruption on the force. | @@ -1331,7 +1331,7 @@ | 13 | You belong to an exclusive organization of Explorers whose existence is not widely known. | | 14 | You were kidnapped as a small child under mysterious circumstances, although you were recovered safely. The case still has some notoriety. | | 15 | When you were young, you were addicted to narcotics, and now you are a recovering addict. | -| 16 | While exploring a remote location, you saw something strange you’ve never been able to explain. | +| 16 | While exploring a remote location, you saw something strange you've never been able to explain. | | 17 | You own a small bar or restaurant. | | 18 | You published a book about some of your exploits and discoveries, and it has achieved some acclaim. | | 19 | Your sister owns a store and gives you a hefty discount. | @@ -1353,7 +1353,7 @@ Weapons: You can use light and medium weapons without penalty. You have an inability with heavy weapons; your attacks with heavy weapons are hindered. -Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless +Special Abilities: Choose four of the abilities listed below. You can't choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog. @@ -1529,21 +1529,21 @@ medium armor when exploring. Last, they choose Knowledge Skills and select geology and biology to help during interplanetary explorations. -Sam’s Explorer can bear two cyphers, which in this setting involve nanotechnology. The GM decides that one is a nanite +Sam's Explorer can bear two cyphers, which in this setting involve nanotechnology. The GM decides that one is a nanite injector that grants a +1 bonus to Might Edge when used, and the other is a device that can create one simple handheld object the user wishes. -Sam’s Explorer is not really geared toward fighting, but sometimes the universe is a dangerous place, so they note that -they’re carrying a medium blaster as well. +Sam's Explorer is not really geared toward fighting, but sometimes the universe is a dangerous place, so they note that +they're carrying a medium blaster as well. Sam still needs a descriptor and a focus. Looking to the Descriptor chapter, they choose Hardy, which increases their -Might Pool to 17. They also heal more quickly and can operate better when injured. They’re trained in Might defense but -have an inability with initiative; however, it’s effectively canceled out by their Danger Sense (and vice versa). Sam +Might Pool to 17. They also heal more quickly and can operate better when injured. They're trained in Might defense but +have an inability with initiative; however, it's effectively canceled out by their Danger Sense (and vice versa). Sam could go back and select something else instead of Danger Sense, but they like it and decide to keep it. Overall, the descriptor ends up making the character tough but a little slow. For their focus, Sam chooses Explores Dark Places (in this case, weird ruins of alien civilizations). This gives the -character a bunch of additional skills: searching, listening, climbing, balancing, and jumping. They’re quite the +character a bunch of additional skills: searching, listening, climbing, balancing, and jumping. They're quite the capable Explorer. For their character arc, Sam chooses Enterprise. Exploring alien places sometimes turns up strange relics, and Sam @@ -1560,14 +1560,14 @@ Superhero/Post-Apocalyptic: charmer, mesmerist, puppet master -You’re good with words and good with people. You talk your way past challenges and out of jams, and you get people to do +You're good with words and good with people. You talk your way past challenges and out of jams, and you get people to do what you want. Individual Role: Speakers are smart and charismatic. They like people and, more important, they understand them. This helps speakers get others to do what needs to be done. Group Role: The Speaker is often the face of the group, serving as the person who speaks for all and negotiates with -others. Combat and action are not a Speaker’s strong suits, so other characters sometimes have to defend the Speaker in +others. Combat and action are not a Speaker's strong suits, so other characters sometimes have to defend the Speaker in times of danger. Societal Role: Speakers are frequently political or religious leaders. Just as often, however, they are con artists or @@ -1581,16 +1581,16 @@ When playing a Speaker, you can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees. -Friendly NPC: An NPC you don’t know, someone you don’t know that well, or someone you know but who hasn’t been -particularly friendly in the past chooses to help you, though doesn’t necessarily explain why. Maybe they’ll ask you for +Friendly NPC: An NPC you don't know, someone you don't know that well, or someone you know but who hasn't been +particularly friendly in the past chooses to help you, though doesn't necessarily explain why. Maybe they'll ask you for a favor in return afterward, depending on how much trouble they go to. Perfect Suggestion: A follower or other already-friendly NPC suggests a course of action with regard to an urgent -question, problem, or obstacle you’re facing. +question, problem, or obstacle you're facing. Unexpected Gift: An NPC hands you a physical gift you were not expecting, one that helps put the situation at ease if -things seem strained, or provides you with a new insight for understanding the context of the situation if there’s -something you’re failing to understand or grasp. +things seem strained, or provides you with a new insight for understanding the context of the situation if there's +something you're failing to understand or grasp. SPEAKER STAT POOLS @@ -1613,25 +1613,25 @@ |-----|------------------------------------------------------------------------------------------------------------------------------------------------------------| | d20 | Background | | 1 | One of your parents was a famous entertainer in their early years and hoped you would excel in the same medium. | -| 2 | When you were a teenager, one of your siblings went missing and is presumed dead. The shock rent your family, and it’s something you’ve never gotten over. | +| 2 | When you were a teenager, one of your siblings went missing and is presumed dead. The shock rent your family, and it's something you've never gotten over. | | 3 | You were inducted into a secret society that claims to hold and protect esoteric knowledge opposing the forces of evil. | -| 4 | You lost one of your parents to alcoholism. They may still be alive, but you’d be hard pressed to find forgiveness. | +| 4 | You lost one of your parents to alcoholism. They may still be alive, but you'd be hard pressed to find forgiveness. | | 5 | You have no memory of anything that happened to you before the age of 18. | | 6 | Your grandparents raised you on a farm far from bustling urban centers. You like to think the instruction they gave you prepared you for anything. | | 7 | As an orphan, you had a difficult childhood, and your entry into adulthood was challenging. | | 8 | You grew up in extreme poverty, among criminals. You still have some connections with the old neighborhood. | | 9 | You served as an envoy for a powerful and influential person in the past, and they still look upon you with favor. | | 10 | You have an annoying rival who always seems to get in your way or foil your plans. | -| 11 | You’ve worked yourself into the position of spokesperson for an organization or company of some importance. | +| 11 | You've worked yourself into the position of spokesperson for an organization or company of some importance. | | 12 | Your neighbors were murdered, and the mystery remains unsolved. | | 13 | You have traveled extensively, and during that time you accumulated quite a collection of strange souvenirs. | | 14 | Your childhood sweetheart ended up with your best friend (now your ex-best friend). | | 15 | You are part of a maligned minority, but you work to bring the injustice of your status to public attention. | -| 16 | You’re part owner of a local bar, where you’re something of a whiz in creating specialty cocktails. | +| 16 | You're part owner of a local bar, where you're something of a whiz in creating specialty cocktails. | | 17 | You once ran a con that cheated important people out of money, and they want revenge. | | 18 | You used to act in a traveling theater, and they remember you fondly (as do people in the places you visited). | | 19 | You are in a close romantic relationship with someone in local politics. | -| 20 | Someone out there tries to pose as you, using your identity, often for nefarious ends. You’ve never met the culprit, but you’d certainly like to. | +| 20 | Someone out there tries to pose as you, using your identity, often for nefarious ends. You've never met the culprit, but you'd certainly like to. | FIRST-TIER SPEAKER @@ -1649,7 +1649,7 @@ Starting Equipment: Appropriate clothing and a light weapon of your choice, plus two expensive items, two moderately priced items, and up to four inexpensive items. -Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless +Special Abilities: Choose four of the abilities listed below. You can't choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog. (Some Speaker abilities, like Mind Reading or True Senses, imply a supernatural element. If this is inappropriate to the character or the setting, these abilities can be @@ -1809,32 +1809,32 @@ Mary wants to create a Speaker for a Lovecraftian horror campaign. She puts 3 of her additional stat points into her Intellect Pool and 3 into her Speed Pool; her stat Pools are now Might 8, Speed 12, and Intellect 14. As a first-tier -character, her Effort is 1, her Might Edge and Speed Edge are 0, and her Intellect Edge is 1. She’s smart and +character, her Effort is 1, her Might Edge and Speed Edge are 0, and her Intellect Edge is 1. She's smart and charismatic but not particularly tough. -Mary chooses Fast Talk and Spin Identity to help get into places and learn things she wants to know. She’s a bit of a -con artist. She’s good to her friends, however, and chooses Encouragement as well. Mary rounds out her first-tier +Mary chooses Fast Talk and Spin Identity to help get into places and learn things she wants to know. She's a bit of a +con artist. She's good to her friends, however, and chooses Encouragement as well. Mary rounds out her first-tier abilities with Interaction Skills (deceiving and persuasion). A Speaker normally starts with two cyphers, but the GM rules that characters in this campaign start with only -one—something creepy relating to their background. Mary’s cypher is an odd pocket watch given to her by her grandfather. -She doesn’t know how or why, but when activated, the watch allows her to take twice as many actions for three rounds. +one—something creepy relating to their background. Mary's cypher is an odd pocket watch given to her by her grandfather. +She doesn't know how or why, but when activated, the watch allows her to take twice as many actions for three rounds. -Mary’s character carries a small knife hidden in her bag in case of trouble. As a light weapon, it inflicts 2 points of +Mary's character carries a small knife hidden in her bag in case of trouble. As a light weapon, it inflicts 2 points of damage, but attacks with it are eased. Mary chooses Resilient for her descriptor and decides that she can probably learn the truth behind some of the strange -things that she’s heard about without feeling too much trauma if it’s horrible. Resilient increases her Might Pool to 10 -and her Intellect Pool to 16. She’s trained in Might and Intellect defense actions and gains an extra recovery roll each +things that she's heard about without feeling too much trauma if it's horrible. Resilient increases her Might Pool to 10 +and her Intellect Pool to 16. She's trained in Might and Intellect defense actions and gains an extra recovery roll each day. At first, Mary is sad that her descriptor gives her an inability in knowledge and puzzle tasks, but then she -realizes that the flaw fits her character well—she’s better at getting people to tell her what she needs to know than at +realizes that the flaw fits her character well—she's better at getting people to tell her what she needs to know than at figuring out the information herself. For her focus, Mary chooses Moves Like a Cat, granting her a final Speed Pool of 18 and training in balance. In the end, -she’s graceful and quick, charismatic, and hardier than she initially thought thanks to her drive. She’s ready to +she's graceful and quick, charismatic, and hardier than she initially thought thanks to her drive. She's ready to investigate the weird. -For her character arc, Mary chooses Fall From Grace. She decides she’s had an obsession with a strange tome that’s been +For her character arc, Mary chooses Fall From Grace. She decides she's had an obsession with a strange tome that's been in her family for generations, and her character is drawn to its strange languages and rituals. FANTASY CHARACTER OPTIONS @@ -1948,7 +1948,7 @@ Sorcerer (undead): Consorts With the Dead, Shepherds Spirits Trickster or Con Artist: These clever folks are typically Speakers, although they could be Adepts if they are very -magical (or Explorers if they aren’t magical at all). Foci choices include Fights Dirty, Works the Back Alleys, or +magical (or Explorers if they aren't magical at all). Foci choices include Fights Dirty, Works the Back Alleys, or Entertains. War-wizard: For those unusual characters who use a mix of weapon attacks and spells, play a Warrior with magic flavor or @@ -1988,7 +1988,7 @@ Magical characters get their abilities (which might be spells, rituals, or something else) from their type and focus, and they can use these abilities as they see fit as long as they spend the required Pool points. This technically makes -them more like spontaneous casters. If you’d like to play something more like a prepared-caster wizard with a large +them more like spontaneous casters. If you'd like to play something more like a prepared-caster wizard with a large selection of abilities that you narrow down each day, consider a spellcasting-oriented focus like Channels Divine Blessings, Masters Spells, or Speaks for the Land, and consider augmenting it with the optional spellcasting rule. @@ -2012,7 +2012,7 @@ Weapons: Some types have static first-tier abilities that let them use light, medium, and/or heavy weapons without a penalty. Warriors can use all weapons, Explorers can use light and medium weapons, and Adepts and Speakers can use light -weapons. Any one of these weapon abilities can be sacrificed to gain training in a different skill of the player’s +weapons. Any one of these weapon abilities can be sacrificed to gain training in a different skill of the player's choice. DRAWBACKS AND PENALTIES @@ -2025,8 +2025,8 @@ weakness in one stat and, in exchange, gain +1 to their Edge in one of the other two stats. So a PC can take a weakness of 1 in Speed to gain +1 to their Might Edge. -Normally, you can have a weakness only in a stat in which you have an Edge of 0. Further, you can’t have more than one -weakness, and you can’t have a weakness greater than 1 unless the additional weakness comes from another source (such as +Normally, you can have a weakness only in a stat in which you have an Edge of 0. Further, you can't have more than one +weakness, and you can't have a weakness greater than 1 unless the additional weakness comes from another source (such as a disease or disability arising from actions or conditions in the game). Inabilities: Inabilities are like negative skills. They make one type of task harder by hindering it. If a character @@ -2046,7 +2046,7 @@ choose Danger Sense as they would any other first-tier warrior ability, but they can never choose Bash. The GM should always be involved in flavoring a type. For example, they might know that for their science fiction game, -they want a type called a “Glam,” which is a Speaker flavored with certain technology abilities—specifically those that +they want a type called a "Glam," which is a Speaker flavored with certain technology abilities—specifically those that make the character a flamboyant starship pilot. Thus, they exchange the first-tier abilities Spin Identity and Inspire Aggression for the technology flavor abilities Datajack and Tech Skills so the character can plug into the ship directly and can take piloting and computers as skills. @@ -2062,7 +2062,7 @@ STEALTH FLAVOR -Characters with the stealth flavor are good at sneaking around, infiltrating places they don’t belong, and deceiving +Characters with the stealth flavor are good at sneaking around, infiltrating places they don't belong, and deceiving others. They use these abilities in a variety of ways, including combat. An Explorer with stealth flavor might be a thief, while a Warrior with stealth flavor might be an assassin. An Explorer with stealth flavor in a superhero setting might be a crimefighter who stalks the streets at night. @@ -2135,7 +2135,7 @@ Spring Away -Thief’s Luck +Thief's Luck Twist of Fate @@ -2146,7 +2146,7 @@ technology flavor might be a starship pilot, and a Speaker flavored with technology could be a techno-priest. Some of the less computer-oriented abilities might be appropriate for a steampunk character, while a modern-day -character could use some of the abilities that don’t involve starships or ultratech. +character could use some of the abilities that don't involve starships or ultratech. FIRST-TIER TECHNOLOGY ABILITIES @@ -2219,11 +2219,11 @@ MAGIC FLAVOR You know a little about magic. You might not be a wizard, but you know the basics—how it works, and how to accomplish a -few wondrous things. Of course, in your setting, “magic” might actually mean psychic powers, mutant abilities, weird +few wondrous things. Of course, in your setting, "magic" might actually mean psychic powers, mutant abilities, weird alien tech, or anything else that produces interesting and useful effects. An Explorer flavored with magic might be a wizard-hunter, and a Speaker with magical flavor might be a sorcerer-bard. -Although an Adept flavored with magic is still an Adept, you might find that swapping some of the type’s basic abilities +Although an Adept flavored with magic is still an Adept, you might find that swapping some of the type's basic abilities with those given here tailors the character in desirable ways. FIRST-TIER MAGIC ABILITIES @@ -2280,7 +2280,7 @@ Divine Intervention -Dragon’s Maw +Dragon's Maw Fast Travel @@ -2358,7 +2358,7 @@ SKILLS AND KNOWLEDGE FLAVOR -This flavor is for characters in roles that call for more knowledge and more real-world application of talent. It’s less +This flavor is for characters in roles that call for more knowledge and more real-world application of talent. It's less flashy and dramatic than supernatural powers or the ability to hack apart multiple foes, but sometimes expertise or know-how is the real solution to a problem. @@ -2416,24 +2416,24 @@ 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 descriptor places your character in the situation (the first adventure, which starts the campaign) and helps provide -motivation. It is the adjective of the sentence “I am an *adjective noun* who *verbs*.” +motivation. It is the adjective of the sentence "I am an *adjective noun* who *verbs*." Descriptors offer a one-time package of extra abilities, skills, or modifications to your stat Pools. Not all of a -descriptor’s offerings are positive character modifications. For example, some descriptors have inabilities—tasks that a -character isn’t good at. You can think of inabilities as negative skills—instead of being one step better at that kind -of task, you’re one step worse. If you become skilled at a task that you have an inability with, they cancel out. -Remember that characters are defined as much by what they’re *not* good at as by what they *are* good at. +descriptor's offerings are positive character modifications. For example, some descriptors have inabilities—tasks that a +character isn't good at. You can think of inabilities as negative skills—instead of being one step better at that kind +of task, you're one step worse. If you become skilled at a task that you have an inability with, they cancel out. +Remember that characters are defined as much by what they're *not* good at as by what they *are* good at. Descriptors also offer a few brief suggestions for how your character got involved with the rest of the group on their first adventure. You can use these, or not, as you wish. This section details fifty descriptors. Choose one of them for your character. You can pick any descriptor you wish regardless of your type. At the end of this chapter, a few options are provided for Customizing Descriptors, including -making a character’s species their descriptor. +making a character's species their descriptor. (Your descriptor matters most when you are a beginning character. The benefits (and perhaps drawbacks) that come from your descriptor will eventually be overshadowed by the growing importance of your type and focus. However, the influence -of your descriptor will remain at least somewhat important throughout your character’s life.) +of your descriptor will remain at least somewhat important throughout your character's life.) DESCRIPTORS @@ -2539,8 +2539,8 @@ APPEALING -You’re attractive to others, but perhaps more important, you are likeable and charismatic. You’ve got that “special -something” that draws others to you. You often know just the right thing to say to make someone laugh, put them at ease, +You're attractive to others, but perhaps more important, you are likeable and charismatic. You've got that "special +something" that draws others to you. You often know just the right thing to say to make someone laugh, put them at ease, or spur them to action. People like you, want to help you, and want to be your friend. You gain the following characteristics: @@ -2549,7 +2549,7 @@ Skill: You are trained in pleasant social interactions. -Resistant to Charms: You’re aware of how others can manipulate and charm people, and you notice when those tactics are +Resistant to Charms: You're aware of how others can manipulate and charm people, and you notice when those tactics are used on you. Because of this awareness, you are trained in resisting any kind of persuasion or seduction if you wish it. Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first @@ -2566,19 +2566,19 @@ BENEFICENT -Helping others is your calling. It’s why you’re here. Others delight in your outgoing and charitable nature, and you -delight in their happiness. You’re at your best when you’re aiding people, either by explaining how they can best +Helping others is your calling. It's why you're here. Others delight in your outgoing and charitable nature, and you +delight in their happiness. You're at your best when you're aiding people, either by explaining how they can best overcome a challenge or by demonstrating how to do so yourself. You gain the following characteristics: Generous: Allies who have spent the last day with you add +1 to their recovery rolls. -Altruistic: If you’re standing next to a creature that takes damage, you can intercede and take 1 point of that damage +Altruistic: If you're standing next to a creature that takes damage, you can intercede and take 1 point of that damage yourself (reducing the damage inflicted on the creature by 1 point). If you have Armor, it does not provide a benefit when you use this ability. -Skill: You’re trained in all tasks related to pleasant social interaction, putting other people at ease, and gaining +Skill: You're trained in all tasks related to pleasant social interaction, putting other people at ease, and gaining trust. Helpful: Whenever you help another character, that character gains the benefit as if you were trained even if you are @@ -2589,19 +2589,19 @@ Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure. -1\. Even though you didn’t know most of the other PCs beforehand, you invited yourself along on their quest. +1\. Even though you didn't know most of the other PCs beforehand, you invited yourself along on their quest. 2\. You saw the PCs struggling to overcome a problem and selflessly joined them to help. -3\. You’re nearly certain the PCs will fail without you. +3\. You're nearly certain the PCs will fail without you. -4\. The choice was between your tattered life and helping others. You haven’t looked back since. +4\. The choice was between your tattered life and helping others. You haven't looked back since. BRASH -You’re a self-assertive sort, confident in your abilities, energetic, and perhaps a bit irreverent toward ideas that you -don’t agree with. Some people call you bold and brave, but those you’ve put in their place might call you puffed up and -arrogant. Whatever. It’s not in your nature to care what other people think about you, unless those people are your +You're a self-assertive sort, confident in your abilities, energetic, and perhaps a bit irreverent toward ideas that you +don't agree with. Some people call you bold and brave, but those you've put in their place might call you puffed up and +arrogant. Whatever. It's not in your nature to care what other people think about you, unless those people are your friends or family. Even someone as brash as you knows that friends sometimes have to come first. You gain the following characteristics: @@ -2617,7 +2617,7 @@ 1\. You noticed something weird going on, and without much thought, you jumped in with both feet. -2\. You showed up when and where you did on a dare because, hey, you don’t back down from dares. +2\. You showed up when and where you did on a dare because, hey, you don't back down from dares. 3\. Someone called you out, but instead of walking into a fight, you walked into your current situation. @@ -2626,8 +2626,8 @@ CALM -You’ve spent most of your life in sedentary pursuits—books, movies, hobbies, and so on—rather than active ones. You’re -well versed in all manner of academia or other intellectual pursuits, but nothing physical. You’re not weak or feeble, +You've spent most of your life in sedentary pursuits—books, movies, hobbies, and so on—rather than active ones. You're +well versed in all manner of academia or other intellectual pursuits, but nothing physical. You're not weak or feeble, necessarily (although this is a good descriptor for characters who are elderly), but you have no experience in more physical activities. @@ -2644,9 +2644,9 @@ of fact, not conjecture or supposition, and must be something you could have logically read or seen in the past. You can do this one time, although the ability is renewed each time you make a recovery roll. -Inability: You’re just not a fighter. All physical attacks are hindered. +Inability: You're just not a fighter. All physical attacks are hindered. -Inability: You’re not the outdoorsy type. All climbing, running, jumping, and swimming tasks are hindered. +Inability: You're not the outdoorsy type. All climbing, running, jumping, and swimming tasks are hindered. Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure. @@ -2661,7 +2661,7 @@ CHAOTIC -Danger doesn’t mean much to you, mainly because you don’t think much about repercussions. In fact, you enjoy sowing +Danger doesn't mean much to you, mainly because you don't think much about repercussions. In fact, you enjoy sowing surprises, just to see what will happen. The more unexpected the result, the happier you are. Sometimes you are particularly manic, and for the sake of your companions, you restrain yourself from taking actions that you know will lead to disaster. @@ -2672,7 +2672,7 @@ Skill: You are trained in Intellect defense actions. -Chaotic: Once after each ten-hour recovery roll, if you don’t like the first result, you can reroll a die roll of your +Chaotic: Once after each ten-hour recovery roll, if you don't like the first result, you can reroll a die roll of your choice. If you do, and regardless of the outcome, the GM presents you with a GM intrusion. Inability: Your body is a bit worn from occasional excesses. Might defense tasks are hindered. @@ -2686,23 +2686,23 @@ 3\. Another PC released you from captivity, and to thank them, you volunteered to help. -4\. You have no idea how you joined the PCs. You’re just going along with it for now until answers present themselves. +4\. You have no idea how you joined the PCs. You're just going along with it for now until answers present themselves. CHARMING -You’re a smooth talker and a charmer. Whether through seemingly supernatural means or just a way with words, you can -convince others to do as you wish. Most likely, you’re physically attractive or at least highly charismatic, and others +You're a smooth talker and a charmer. Whether through seemingly supernatural means or just a way with words, you can +convince others to do as you wish. Most likely, you're physically attractive or at least highly charismatic, and others enjoy listening to your voice. You probably pay attention to your appearance, keeping yourself well groomed. You make -friends easily. You play up the personality facet of your Intellect stat; intelligence is not your strong suit. You’re +friends easily. You play up the personality facet of your Intellect stat; intelligence is not your strong suit. You're personable, but not necessarily studious or strong-willed. You gain the following characteristics: Personable: +2 to your Intellect Pool. -Skill: You’re trained in all tasks involving positive or pleasant social interaction. +Skill: You're trained in all tasks involving positive or pleasant social interaction. -Skill: You’re trained when using special abilities that influence the minds of others. +Skill: You're trained when using special abilities that influence the minds of others. Contact: You have an important contact who is in an influential position, such as a minor noble, the captain of the town guard/police, or the head of a large gang of thieves. You and the GM should work out the details together. @@ -2712,7 +2712,7 @@ Inability: Your willpower is not one of your strong points. Defense actions to resist mental attacks are hindered. -Additional Equipment: You’ve managed to talk your way into some decent discounts and bonuses in recent weeks. As a +Additional Equipment: You've managed to talk your way into some decent discounts and bonuses in recent weeks. As a result, you have enough cash jangling in your pocket to purchase a moderately priced item. Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first @@ -2722,27 +2722,27 @@ 2\. You instigated the whole thing and convinced the others to join you. -3\. One of the other PCs did a favor for you, and now you’re repaying that obligation by helping them with the task at +3\. One of the other PCs did a favor for you, and now you're repaying that obligation by helping them with the task at hand. 4\. There is a reward involved, and you need the money. CLEVER -You’re quick-witted, thinking well on your feet. You understand people, so you can fool them but are rarely fooled. +You're quick-witted, thinking well on your feet. You understand people, so you can fool them but are rarely fooled. Because you easily see things for what they are, you get the lay of the land swiftly, size up threats and allies, and -assess situations with accuracy. Perhaps you’re physically attractive, or maybe you use your wit to overcome any +assess situations with accuracy. Perhaps you're physically attractive, or maybe you use your wit to overcome any physical or mental imperfections. You gain the following characteristics: Smart: +2 to your Intellect Pool. -Skill: You’re trained in all interactions involving lies or trickery. +Skill: You're trained in all interactions involving lies or trickery. -Skill: You’re trained in defense rolls to resist mental effects. +Skill: You're trained in defense rolls to resist mental effects. -Skill: You’re trained in all tasks involving identifying or assessing danger, lies, quality, importance, function, or +Skill: You're trained in all tasks involving identifying or assessing danger, lies, quality, importance, function, or power. Inability: You were never good at studying or retaining trivial knowledge. Any task involving lore, knowledge, or @@ -2760,15 +2760,15 @@ 3\. You talked your way into the situation because you thought it might earn some money. -4\. You suspect that the other PCs won’t succeed without you. +4\. You suspect that the other PCs won't succeed without you. CLUMSY -Graceless and awkward, you were told that you’d grow out of it, but you never did. You often drop things, trip over your +Graceless and awkward, you were told that you'd grow out of it, but you never did. You often drop things, trip over your own feet, or knock things (or people) over. Some people get frustrated by this quality, but most find it funny and even a little charming. -(Some players may not want to be defined by a “negative” quality like Clumsy, but in truth, even this kind of descriptor +(Some players may not want to be defined by a "negative" quality like Clumsy, but in truth, even this kind of descriptor has enough advantages that it makes for capable and talented characters. What negative descriptors really do is make more interesting and complex characters that are often great fun to play.) @@ -2783,12 +2783,12 @@ Dumb Luck: The GM can introduce a GM intrusion on you, based on your clumsiness, without awarding you any XP (as if you had rolled a 1 on a d20 roll). However, if this happens, 50% of the time, your clumsiness works to your advantage. -Rather than hurting you (much), it helps you, or it hurts your enemies. You slip, but it’s just in time to duck an +Rather than hurting you (much), it helps you, or it hurts your enemies. You slip, but it's just in time to duck an attack. You fall down, but you trip your enemies as you crash into their legs. You turn around too quickly, but you end -up knocking the weapon from your foe’s hand. You and the GM should work together to determine the details. If the GM +up knocking the weapon from your foe's hand. You and the GM should work together to determine the details. If the GM wishes, they can use GM intrusions based on your clumsiness normally (awarding XP). -Skill: You’ve got a certain bull-like quality. You are trained in tasks involving breaking things. +Skill: You've got a certain bull-like quality. You are trained in tasks involving breaking things. Inability: Any task that involves balance, grace, or hand-to-eye coordination is hindered. @@ -2815,7 +2815,7 @@ an unthinkable and terrible fate. (Descriptors like Craven, Cruel, and Dishonorable might not be appropriate for every group. These are villainous traits -and some people want their PCs to be entirely heroic. But others don’t mind a little moral greyness thrown into the mix. +and some people want their PCs to be entirely heroic. But others don't mind a little moral greyness thrown into the mix. Still others see things like Craven and Cruel as traits to overcome as their characters develop (probably earning them different descriptors).) @@ -2823,11 +2823,11 @@ Furtive: +2 to your Speed Pool. -Skill: You’re trained in stealth-based tasks. +Skill: You're trained in stealth-based tasks. -Skill: You’re trained in running actions. +Skill: You're trained in running actions. -Skill: You’re trained in any action taken to escape danger, flee from a dangerous situation, or wheedle your way out of +Skill: You're trained in any action taken to escape danger, flee from a dangerous situation, or wheedle your way out of trouble. Inability: You do not willingly enter dangerous situations. Any initiative actions (to determine who goes first in @@ -2836,12 +2836,12 @@ Inability: You fall to pieces when you have to undertake a potentially dangerous task alone. Any such task (such as attacking a creature by yourself) is hindered. -Additional Equipment: You have a good luck charm or protective device to keep you out of harm’s way. +Additional Equipment: You have a good luck charm or protective device to keep you out of harm's way. Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure. -1\. You believe that you’re being hunted, and you have hired one of the other PCs as your protector. +1\. You believe that you're being hunted, and you have hired one of the other PCs as your protector. 2\. You seek to escape your shame and take up with capable individuals in the hopes of repairing your reputation. @@ -2853,7 +2853,7 @@ Maybe you have a notebook where you write down ideas so you can develop them later. Perhaps you email yourself ideas that strike you out of the blue so you can sort them in an electronic document. Or maybe you just sit down, stare at -your screen and, by indomitable force of will, produce something from nothing. However your gift works, you’re +your screen and, by indomitable force of will, produce something from nothing. However your gift works, you're creative—you code, write, compose, sculpt, design, direct, or otherwise create narratives that enthrall other people with your vision. @@ -2861,8 +2861,8 @@ Inventive: +2 to your Intellect Pool. -Original: You’re always coming up with something new. You’re trained in any task related to creating a narrative (such -as a story, play, or scenario). This includes deception, if the deception involves a narrative you’re able to tell. +Original: You're always coming up with something new. You're trained in any task related to creating a narrative (such +as a story, play, or scenario). This includes deception, if the deception involves a narrative you're able to tell. Skill: You are naturally inventive. You are trained in one specific creative skill of your choice: writing, computer coding, composing music, painting, drawing, and so on. @@ -2870,17 +2870,17 @@ Skill: You love solving riddles and the like. You are trained in puzzle-solving tasks. Skill: To be creative requires that you always be learning. You are trained in any task that involves finding out -something new, such as when you’re digging through a library, data bank, news archive, or similar collection of +something new, such as when you're digging through a library, data bank, news archive, or similar collection of knowledge. -Inability: You’re inventive but not charming. All tasks related to pleasant social interaction are hindered. +Inability: You're inventive but not charming. All tasks related to pleasant social interaction are hindered. Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure. 1\. You were doing research for a project and convinced the PCs to bring you along. -2\. You’re looking for new markets for the results of your creative output. +2\. You're looking for new markets for the results of your creative output. 3\. You fell in with the wrong crowd, but they grew on you. @@ -2890,7 +2890,7 @@ CRUEL Misfortune and suffering do not move you. When another endures hardship, you find it hard to care, and you may even -enjoy the pain and difficulty the person experiences if they’ve done you wrong in the past. Your cruel streak may derive +enjoy the pain and difficulty the person experiences if they've done you wrong in the past. Your cruel streak may derive from bitterness brought about by your own struggles and disappointments. You might be a hard pragmatist, doing what you feel you must even if others are worse for it. Or you could be a sadist, delighting in the pain you inflict. @@ -2906,15 +2906,15 @@ Cunning: +2 to your Intellect Pool. -Cruelty: When you use force, you can choose to maim or deliver painful injuries to draw out your foe’s suffering. +Cruelty: When you use force, you can choose to maim or deliver painful injuries to draw out your foe's suffering. Whenever you inflict damage, you can choose to inflict 2 fewer points of damage to ease your next attack against that foe. -Skill: You’re trained in tasks related to deception, intimidation, and persuasion when you interact with characters +Skill: You're trained in tasks related to deception, intimidation, and persuasion when you interact with characters experiencing physical or emotional pain. Inability: You have a hard time connecting with others, understanding their motives, or sharing their feelings. Any task -to ascertain another character’s motives, feelings, or disposition is hindered. +to ascertain another character's motives, feelings, or disposition is hindered. Additional Equipment: You have a valuable memento from the last person you destroyed. The memento is moderately priced, and you can sell it or trade it for an item of equal or lesser value. @@ -2927,14 +2927,14 @@ 2\. By joining the PCs, you see an opportunity to grow your personal power and status at the expense of others. -3\. You hope to make another PC’s life more difficult by joining the group. +3\. You hope to make another PC's life more difficult by joining the group. 4\. Joining the PCs gives you an opportunity to escape justice for a crime you committed. DISHONORABLE There is no honor among thieves—or betrayers, backstabbers, liars, or cheats. You are all of these things, and either -you don’t lose any sleep over it, or you deny the truth to others or to yourself. Regardless, you are willing to do +you don't lose any sleep over it, or you deny the truth to others or to yourself. Regardless, you are willing to do whatever it takes to get your own way. Honor, ethics, and principles are merely words. In your estimation, they have no place in the real world. @@ -2951,16 +2951,16 @@ Skill: You are trained in intimidation. -Inability: People don’t like or trust you. Pleasant social interactions are hindered. +Inability: People don't like or trust you. Pleasant social interactions are hindered. Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure. 1\. You are interested in what the PCs are doing, so you lied to them to get into their group. -2\. While skulking about, you overheard the PCs’ plans and realized that you wanted in. +2\. While skulking about, you overheard the PCs' plans and realized that you wanted in. -3\. One of the other PCs invited you, having no idea of what you’re truly like. +3\. One of the other PCs invited you, having no idea of what you're truly like. 4\. You bullied your way in with intimidation and bluster. @@ -2989,16 +2989,16 @@ 1\. You attempted to avoid it, but events seemed to conspire to draw you to where you are. -2\. Why not? It doesn’t matter. You’re doomed no matter what you do. +2\. Why not? It doesn't matter. You're doomed no matter what you do. -3\. One of the other PCs saved your life, and now you’re repaying that obligation by helping them with the task at hand. +3\. One of the other PCs saved your life, and now you're repaying that obligation by helping them with the task at hand. 4\. You suspect that the only hope you have of avoiding your fate might lie on this path. EMPATHIC -Other people are open books to you. You may have a knack for reading a person’s tells, those subtle movements that -convey an individual’s mood and disposition. Or you may receive information in a more direct way, feeling a person’s +Other people are open books to you. You may have a knack for reading a person's tells, those subtle movements that +convey an individual's mood and disposition. Or you may receive information in a more direct way, feeling a person's emotions as if they were tangible things, sensations that lightly brush against your mind. Your gift for empathy helps you navigate social situations and control them to avoid misunderstandings and prevent useless conflicts from erupting. @@ -3011,12 +3011,12 @@ Open Mind: +4 to your Intellect Pool. -Skill: You’re trained in tasks involving sensing other emotions, discerning dispositions, and getting a hunch about +Skill: You're trained in tasks involving sensing other emotions, discerning dispositions, and getting a hunch about people around you. -Skill: You’re trained in all tasks involving social interaction, pleasant or otherwise. +Skill: You're trained in all tasks involving social interaction, pleasant or otherwise. -Inability: Being so receptive to others’ thoughts and moods makes you vulnerable to anything that attacks your mind. +Inability: Being so receptive to others' thoughts and moods makes you vulnerable to anything that attacks your mind. Intellect defense rolls are hindered. Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first @@ -3024,7 +3024,7 @@ 1\. You sensed the commitment to the task the other PCs have and felt moved to help them. -2\. You established a close bond with another PC and can’t bear to be parted from them. +2\. You established a close bond with another PC and can't bear to be parted from them. 3\. You sensed something strange in one of the PCs and decided to join the group to see if you can sense it again and uncover the truth. @@ -3035,7 +3035,7 @@ You have walked a long and lonely road, leaving your home and your life behind. You might have committed a heinous crime, something so awful that your people forced you out, and if you dare return, you face death. You might have been -accused of a crime you didn’t commit and now must pay the price for someone else’s wicked deed. Your exile might be the +accused of a crime you didn't commit and now must pay the price for someone else's wicked deed. Your exile might be the result of a social gaffe—perhaps you shamed your family or a friend, or you embarrassed yourself in front of your peers, an authority, or someone you respect. Whatever the reason, you have left your old life behind and now strive to make a new one. @@ -3047,9 +3047,9 @@ Loner: You gain no benefit when you get help with a task from another character who is trained or specialized in that task. -Skill: You’re trained in all tasks involving sneaking. +Skill: You're trained in all tasks involving sneaking. -Skill: You’re trained in all tasks involving foraging, hunting, and finding safe places to rest or hide. +Skill: You're trained in all tasks involving foraging, hunting, and finding safe places to rest or hide. Inability: Living on your own for as long as you have makes you slow to trust others and awkward in social situations. Any task involving social interaction is hindered. @@ -3072,8 +3072,8 @@ FAST -You’re fleet of foot. Because you’re quick, you can accomplish tasks more rapidly than others can. You’re not just quick -on your feet, however—you’re quick with your hands, and you think and react quickly. You even talk quickly. +You're fleet of foot. Because you're quick, you can accomplish tasks more rapidly than others can. You're not just quick +on your feet, however—you're quick with your hands, and you think and react quickly. You even talk quickly. You gain the following characteristics: @@ -3084,7 +3084,7 @@ Fast: You can move a short distance and still take another action in the same round, or you can move a long distance as your action without needing to make any kind of roll. -Inability: You’re a sprinter, not a long-distance runner. You don’t have a lot of stamina. Might defense rolls are +Inability: You're a sprinter, not a long-distance runner. You don't have a lot of stamina. Might defense rolls are hindered. Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first @@ -3094,18 +3094,18 @@ 2\. One of the other PCs recruited you for your unique talents. -3\. You’re impulsive, and it seemed like a good idea at the time. +3\. You're impulsive, and it seemed like a good idea at the time. 4\. This mission ties in with a personal goal of your own. FOOLISH -Not everyone can be brilliant. Oh, you don’t think of yourself as stupid, and you’re not. It’s just that others might +Not everyone can be brilliant. Oh, you don't think of yourself as stupid, and you're not. It's just that others might have a bit more . . . wisdom. Insight. You prefer to barrel along headfirst through life and let other people worry -about things. Worrying’s never helped you, so why bother? You take things at face value and don’t fret about what +about things. Worrying's never helped you, so why bother? You take things at face value and don't fret about what tomorrow might bring. -People call you “idiot” or “numbskull,” but it doesn’t faze you much. +People call you "idiot" or "numbskull," but it doesn't faze you much. (It can be liberating and really fun to play a foolish character. In some ways, the pressure to always do the right, smart thing is off. On the other hand, if you play such a character as a bumbling moron in every situation, that can @@ -3131,14 +3131,14 @@ 2\. Someone asked you to join up with the other PCs. They told you not to ask too many questions, and that seemed fine to you. -3\. Your parent (or a parental/mentor figure) got you involved to give you something to do and maybe “teach you some -sense.” +3\. Your parent (or a parental/mentor figure) got you involved to give you something to do and maybe "teach you some +sense." -4\. The other PCs needed some muscle who wouldn’t overthink things. +4\. The other PCs needed some muscle who wouldn't overthink things. GRACEFUL -You have a perfect sense of balance, moving and speaking with grace and beauty. You’re quick, lithe, flexible, and +You have a perfect sense of balance, moving and speaking with grace and beauty. You're quick, lithe, flexible, and dexterous. Your body is perfectly suited to dance, and you use that advantage in combat to dodge blows. You might wear garments that enhance your agile movement and sense of style. @@ -3146,11 +3146,11 @@ Agile: +2 to your Speed Pool. -Skill: You’re trained in all tasks involving balance and careful movement. +Skill: You're trained in all tasks involving balance and careful movement. -Skill: You’re trained in all tasks involving physical performing arts. +Skill: You're trained in all tasks involving physical performing arts. -Skill: You’re trained in all Speed defense tasks. +Skill: You're trained in all Speed defense tasks. Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure. @@ -3159,7 +3159,7 @@ 2\. One of the other PCs convinced you that joining the group would be in your best interests. -3\. You’re afraid of what might happen if the other PCs fail. +3\. You're afraid of what might happen if the other PCs fail. 4\. There is reward involved, and you need the money. @@ -3167,7 +3167,7 @@ You conceal your true nature behind a mask and are loath to let anyone see who you really are. Protecting yourself, physically and emotionally, is what you care about most, and you prefer to keep everyone else at a safe distance. You -may be suspicious of everyone you meet, expecting the worst from people so you won’t be surprised when they prove you +may be suspicious of everyone you meet, expecting the worst from people so you won't be surprised when they prove you right. Or you might just be a bit reserved, careful about letting people through your gruff exterior to the person you really are. @@ -3199,7 +3199,7 @@ HARDY -Your body was built to take abuse. Whether you’re pounding down stiff drinks while holding up a bar in your favorite +Your body was built to take abuse. Whether you're pounding down stiff drinks while holding up a bar in your favorite watering hole or trading blows with a thug in a back alley, you keep going, shrugging off hurts and injuries that might slow or incapacitate a lesser person. Neither hunger nor thirst, cut flesh nor broken bone can stop you. You just press on through the pain and continue. @@ -3214,7 +3214,7 @@ Fast Healer: You halve the time it takes to make a recovery roll (minimum one action). Almost Unstoppable: While you are impaired on the damage track, you function as if you were hale. While you are -debilitated, you function as if you were impaired. In other words, you don’t suffer the effects of being impaired until +debilitated, you function as if you were impaired. In other words, you don't suffer the effects of being impaired until you become debilitated, and you never suffer the effects of being debilitated. You still die if all your stat Pools are 0. @@ -3240,7 +3240,7 @@ You are physically repugnant by almost any human standard. You might have had a serious accident, a harmful mutation, or just poor genetic luck, but you are incontrovertibly ugly. -You’ve more than made up for your appearance in other ways, however. Because you have to hide your appearance, you excel +You've more than made up for your appearance in other ways, however. Because you have to hide your appearance, you excel at sneaking about unnoticed or disguising yourself. But perhaps most important, being ostracized while others socialized, you took the time growing up to develop yourself as you saw fit—you grew strong or quick, or you honed your mind. @@ -3261,7 +3261,7 @@ 1\. One of the other PCs approached you while you were in disguise, recruiting you while believing you were someone else. -2\. While skulking about, you overheard the other PCs’ plans and realized you wanted in. +2\. While skulking about, you overheard the other PCs' plans and realized you wanted in. 3\. One of the other PCs invited you, but you wonder if it was out of pity. @@ -3275,7 +3275,7 @@ you are straightforward and offer quarter to any foe. You were likely instilled with this sense of honor by a parent or a mentor. Sometimes the distinction between what is -and isn’t honorable varies with different schools of thought, but in broad strokes, honorable people can agree on most +and isn't honorable varies with different schools of thought, but in broad strokes, honorable people can agree on most aspects of what honor means. You gain the following characteristics: @@ -3284,14 +3284,14 @@ Skill: You are trained in pleasant social interactions. -Skill: You are trained in discerning people’s true motives or seeing through lies. +Skill: You are trained in discerning people's true motives or seeing through lies. Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure. -1\. The PCs’ goals appear to be honorable and commendable. +1\. The PCs' goals appear to be honorable and commendable. -2\. You see that what the other PCs are about to do is dangerous, and you’d like to help protect them. +2\. You see that what the other PCs are about to do is dangerous, and you'd like to help protect them. 3\. One of the other PCs invited you, hearing of your trustworthiness. @@ -3309,20 +3309,20 @@ explorer might look around and check for danger nearby, you have to physically stop yourself from bulling on ahead. Why fuss around when the exciting thing is just ahead? -(Impulsive characters get into trouble. That’s their thing, and that’s fine. But if you’re constantly dragging your +(Impulsive characters get into trouble. That's their thing, and that's fine. But if you're constantly dragging your fellow PCs into trouble (or worse, getting them seriously hurt or killed), that will be annoying, to say the least. A -good rule of thumb is that impulsiveness doesn’t always mean a predilection for doing the wrong thing. Sometimes it’s +good rule of thumb is that impulsiveness doesn't always mean a predilection for doing the wrong thing. Sometimes it's the urge to do the right thing.) You gain the following characteristics: Reckless: +2 to your Speed Pool. -Skill: You’re trained in initiative actions (to determine who goes first in combat). +Skill: You're trained in initiative actions (to determine who goes first in combat). -Skill: You’re trained in Speed defense actions. +Skill: You're trained in Speed defense actions. -Inability: You’ll try anything once, but quickly grow bored after that. Any task that involves patience, willpower, or +Inability: You'll try anything once, but quickly grow bored after that. Any task that involves patience, willpower, or discipline is hindered. Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first @@ -3334,7 +3334,7 @@ 3\. You blew all of your money and now find yourself strapped for cash. -4\. You’re in trouble for acting recklessly. You join the other PCs because they offer a way out of your problem. +4\. You're in trouble for acting recklessly. You join the other PCs because they offer a way out of your problem. INQUISITIVE @@ -3346,19 +3346,19 @@ to do. You probably have a dozen books and travelogues about the world on you at any time. When not hitting the road and -looking around, you spend your time with your nose in a book, learning everything you can about the place you’re going +looking around, you spend your time with your nose in a book, learning everything you can about the place you're going so you know what to expect when you get there. You gain the following characteristics: Smart: +4 to your Intellect Pool. -Skill: You are eager to learn. You are trained in any task that involves learning something new, whether you’re talking +Skill: You are eager to learn. You are trained in any task that involves learning something new, whether you're talking to a local to get information or digging through old books to find lore. Skill: You have made a study of the world. You are trained in any task involving geography or history. -Inability: You tend to fixate on the details, making you somewhat oblivious to what’s going on around you. Any task to +Inability: You tend to fixate on the details, making you somewhat oblivious to what's going on around you. Any task to hear or notice dangers around you is hindered. Inability: When you see something interesting, you hesitate as you take in all the details. Initiative actions (to @@ -3379,19 +3379,19 @@ INTELLIGENT -You’re quite smart. Your memory is sharp, and you easily grasp concepts that others might struggle with. This aptitude -doesn’t necessarily mean that you’ve had years of formal education, but you have learned a great deal in your life, +You're quite smart. Your memory is sharp, and you easily grasp concepts that others might struggle with. This aptitude +doesn't necessarily mean that you've had years of formal education, but you have learned a great deal in your life, primarily because you pick things up quickly and retain so much. You gain the following characteristics: Smart: +2 to your Intellect Pool. -Skill: You’re trained in an area of knowledge of your choice. +Skill: You're trained in an area of knowledge of your choice. -Skill: You’re trained in all actions that involve remembering or memorizing things you experience directly. For example, +Skill: You're trained in all actions that involve remembering or memorizing things you experience directly. For example, instead of being good at recalling details of geography that you read about in a book, you can remember a path through a -set of tunnels that you’ve explored before. +set of tunnels that you've explored before. Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure. @@ -3408,7 +3408,7 @@ INTUITIVE You are often tickled by a sense of knowing what someone will say, how they will react, or how events might unfold. -Maybe you have a mutant sense, maybe you can see just a few moments ahead through time, or maybe you’re just good at +Maybe you have a mutant sense, maybe you can see just a few moments ahead through time, or maybe you're just good at reading people and extrapolating a situation. Whatever the case, many who look into your eyes immediately glance away, as if afraid of what you might see in their expression. @@ -3418,7 +3418,7 @@ Skill: You are trained in perception tasks. -Know What to Do: You can act immediately, even if it’s not your turn. Afterward, on your next regular turn, any action +Know What to Do: You can act immediately, even if it's not your turn. Afterward, on your next regular turn, any action you take is hindered. You can do this one time, although the ability is renewed each time you make a recovery roll. Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first @@ -3428,26 +3428,26 @@ 2\. You convinced one of the other PCs that your intuition is invaluable. -3\. You felt that something terrible would happen if you didn’t go. +3\. You felt that something terrible would happen if you didn't go. -4\. You’re confident the reason you arrived at this point will soon become clear. +4\. You're confident the reason you arrived at this point will soon become clear. JOVIAL -You’re cheerful, friendly, and outgoing. You put others at ease with a big smile and a joke, possibly one at your own +You're cheerful, friendly, and outgoing. You put others at ease with a big smile and a joke, possibly one at your own expense, though lightly ribbing your companions who can take it is also one of your favorite pastimes. Sometimes people -say you never take anything seriously. That’s not true, of course, but you have learned that to dwell on the bad too -long quickly robs the world of joy. You’ve always got a new joke in your back pocket because you collect them like some +say you never take anything seriously. That's not true, of course, but you have learned that to dwell on the bad too +long quickly robs the world of joy. You've always got a new joke in your back pocket because you collect them like some people collect bottles of wine. You gain the following characteristics: Witty: +2 to your Intellect Pool. -Skill: You’re convivial and set most people at ease with your attitude. You are trained in all tasks related to pleasant +Skill: You're convivial and set most people at ease with your attitude. You are trained in all tasks related to pleasant social interaction. -Skill: You have an advantage in figuring out the punch lines of jokes you’ve never heard before. You are trained in all +Skill: You have an advantage in figuring out the punch lines of jokes you've never heard before. You are trained in all tasks related to solving puzzles and riddles. Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first @@ -3455,7 +3455,7 @@ 1\. You solved a riddle before realizing that answering it would launch you into the adventure. -2\. The other PCs thought you’d bring some much-needed levity to the team. +2\. The other PCs thought you'd bring some much-needed levity to the team. 3\. You decided that all fun and no work was not the best way to get through life, so you joined up with the PCs. @@ -3463,10 +3463,10 @@ KIND -It’s always been easy for you to see things from the point of view of other people. That ability has made you -sympathetic to what they really want or need. From your perspective, you’re just applying the old proverb that “it’s -easier to catch flies with honey than with vinegar,” but others simply see your behavior as kindness. Of course, being -kind takes time, and yours is limited. You’ve learned that a small fraction of people don’t deserve your time or +It's always been easy for you to see things from the point of view of other people. That ability has made you +sympathetic to what they really want or need. From your perspective, you're just applying the old proverb that "it's +easier to catch flies with honey than with vinegar," but others simply see your behavior as kindness. Of course, being +kind takes time, and yours is limited. You've learned that a small fraction of people don't deserve your time or kindness—true sadists, narcissists, and similar folk will only waste your energy. So you deal with them swiftly, saving your kindness for those who deserve it and can benefit from your attention. @@ -3474,12 +3474,12 @@ Emotionally Intuitive: +2 to your Intellect Pool. -Skill: You know what it’s like to go a mile in someone else’s shoes. You’re trained in all tasks related to pleasant +Skill: You know what it's like to go a mile in someone else's shoes. You're trained in all tasks related to pleasant social interaction and discerning the dispositions of others. Karma: Sometimes, strangers just help you out. To gain the aid of a stranger, you must use a one action, ten-minute, or one-hour recovery roll (without gaining its healing benefit), and the GM determines the nature of the aid you gain. -Usually, the act of kindness isn’t enough to turn a bad situation completely around, but it may moderate a bad situation +Usually, the act of kindness isn't enough to turn a bad situation completely around, but it may moderate a bad situation and lead to new opportunities. For example, if you are captured, a guard loosens your bonds slightly, brings you water, or delivers a message. @@ -3492,7 +3492,7 @@ 2\. You gave the wrong person access to your money, and now you need to make some back. -3\. You’re ready to take your benevolence on the road and help more people than you could if you didn’t join the PCs. +3\. You're ready to take your benevolence on the road and help more people than you could if you didn't join the PCs. 4\. Your job, which seemed like it would be personally rewarding, is the opposite. You join the PCs to escape the drudgery. @@ -3507,7 +3507,7 @@ Smart: +2 to your Intellect Pool. -Skill: You’re trained in three areas of knowledge of your choice. +Skill: You're trained in three areas of knowledge of your choice. Inability: You have few social graces. Any task involving charm, persuasion, or etiquette is hindered. @@ -3528,8 +3528,8 @@ You rely on chance and timely good luck to get you through many situations. When people say that someone was born under a lucky star, they mean you. When you try your hand at something new, no matter how unfamiliar the task is, as often as -not you find a measure of success. Even when disaster strikes, it’s rarely as bad as it could be. More often, small -things seem to go your way, you win contests, and you’re often in the right place at the right time. +not you find a measure of success. Even when disaster strikes, it's rarely as bad as it could be. More often, small +things seem to go your way, you win contests, and you're often in the right place at the right time. You gain the following characteristics: @@ -3552,7 +3552,7 @@ that led you here. 4\. Your luck saved you when you avoided a speeding vehicle by a fortuitous fall through an opening in the ground (a -manhole, if in a modern setting). Beneath the ground, you found something you couldn’t ignore. +manhole, if in a modern setting). Beneath the ground, you found something you couldn't ignore. MAD @@ -3565,12 +3565,12 @@ Knowledgeable: +4 to your Intellect Pool. Fits of Insight: Whenever such knowledge is appropriate, the GM feeds you information although there is no clear -explanation as to how you could know such a thing. This is up to the GM’s discretion, but it should happen as often as +explanation as to how you could know such a thing. This is up to the GM's discretion, but it should happen as often as once each session. Erratic Behavior: You are prone to acting erratically or irrationally. When you are in the presence of a major discovery or subjected to great stress (such as a serious physical threat), the GM can introduce a GM intrusion that directs your -next action without awarding XP. You can still pay 1 XP to refuse the intrusion. The GM’s influence is the manifestation +next action without awarding XP. You can still pay 1 XP to refuse the intrusion. The GM's influence is the manifestation of your madness and thus is always something you would not likely do otherwise, but it is not directly, obviously harmful to you unless there are extenuating circumstances. (For example, if a foe suddenly leaps out of the darkness, you might spend the first round babbling incoherently or screaming the name of your first true love.) @@ -3586,25 +3586,25 @@ 2\. You instigated the whole thing and convinced the others to join you. -3\. One of the other PCs obtained a book of knowledge for you, and now you’re repaying that favor by helping them with +3\. One of the other PCs obtained a book of knowledge for you, and now you're repaying that favor by helping them with the task at hand. 4\. You feel compelled by inexplicable intuition. MECHANICAL -You have a special talent with machines of all kinds, and you’re adept at understanding and, if need be, repairing them. -Perhaps you’re a bit of an inventor, creating new machines from time to time. You get called “techie,” “tech,” “mech,” -“gear-head,” “motor-head,” or any of a number of other nicknames. Mechanics usually wear practical work clothes and +You have a special talent with machines of all kinds, and you're adept at understanding and, if need be, repairing them. +Perhaps you're a bit of an inventor, creating new machines from time to time. You get called "techie," "tech," "mech," +"gear-head," "motor-head," or any of a number of other nicknames. Mechanics usually wear practical work clothes and carry around a lot of tools. You gain the following characteristics: Smart: +2 to your Intellect Pool. -Skill: You’re trained in all actions involving identifying or understanding machines. +Skill: You're trained in all actions involving identifying or understanding machines. -Skill: You’re trained in all actions involving using, repairing, or crafting machines. +Skill: You're trained in all actions involving using, repairing, or crafting machines. Additional Equipment: You start with a variety of machine tools. @@ -3615,15 +3615,15 @@ 2\. You need money to buy tools and parts. -3\. It was clear that the mission couldn’t succeed without your skills and knowledge. +3\. It was clear that the mission couldn't succeed without your skills and knowledge. 4\. Another PC asked you to join them. MYSTERIOUS -The dark figure lurking silently in the corner? That’s you. No one really knows where you came from or what your motives -are—you play things close to the vest. Your manner perplexes and confounds others, but that doesn’t make you a poor -friend or ally. You’re just good at keeping things to yourself, moving about unseen, and concealing your presence and +The dark figure lurking silently in the corner? That's you. No one really knows where you came from or what your motives +are—you play things close to the vest. Your manner perplexes and confounds others, but that doesn't make you a poor +friend or ally. You're just good at keeping things to yourself, moving about unseen, and concealing your presence and identity. You gain the following characteristics: @@ -3655,7 +3655,7 @@ You think of yourself as mystical, attuned with the mysterious and the paranormal. Your true talents lie with the supernatural. You likely have experience with ancient lore, and you can sense and wield the supernatural—though whether -that means “magic,” “psychic phenomena,” or something else is up to you (and probably up to those around you as well). +that means "magic," "psychic phenomena," or something else is up to you (and probably up to those around you as well). Mystical characters often wear jewelry, such as a ring or an amulet, or have tattoos or other marks that show their interests. @@ -3663,7 +3663,7 @@ Smart: +2 to your Intellect Pool. -Skill: You’re trained in all actions involving identifying or understanding the supernatural. +Skill: You're trained in all actions involving identifying or understanding the supernatural. Sense Magic: You can sense whether the supernatural is active in situations where its presence is not obvious. You must study an object or location closely for a minute to get a feel for whether a mystical touch is at work. @@ -3686,10 +3686,10 @@ NAIVE -You’ve lived a sheltered life. Your childhood was safe and secure, so you didn’t get a chance to learn much about the +You've lived a sheltered life. Your childhood was safe and secure, so you didn't get a chance to learn much about the world—and even less chance to experience it. Whether you were training for something, had your nose in a book, or just -were sequestered in a secluded place, you haven’t done much, met many people, or seen many interesting things so far. -That’s probably going to change soon, but as you go forward into a larger world, you do so without some of the +were sequestered in a secluded place, you haven't done much, met many people, or seen many interesting things so far. +That's probably going to change soon, but as you go forward into a larger world, you do so without some of the understanding that others possess about how it all works. You gain the following characteristics: @@ -3698,9 +3698,9 @@ Incorruptible: You are trained in Intellect defense tasks and all tasks that involve resisting temptation. -Skill: You’re wide-eyed. You are trained in perception tasks. +Skill: You're wide-eyed. You are trained in perception tasks. -Inability: Any task that involves seeing through deceptions or determining someone’s secret motive is hindered. +Inability: Any task that involves seeing through deceptions or determining someone's secret motive is hindered. Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure. @@ -3734,7 +3734,7 @@ Skill: Your skill at making deductions can be imposing. You are trained in any task that involves intimidating another creature. -Inability: Your confidence comes off as arrogance to people who don’t know you. Any task involving positive social +Inability: Your confidence comes off as arrogance to people who don't know you. Any task involving positive social interactions is hindered. Additional Equipment: You have a bag of light tools. @@ -3746,14 +3746,14 @@ 2\. One of the PCs asked you to come along, believing that your talents would be invaluable to the mission. -3\. You believe that the PCs’ mission is somehow related to one of your investigations. +3\. You believe that the PCs' mission is somehow related to one of your investigations. 4\. A third party recruited you to follow the PCs and see what they were up to. RESILIENT You can take a lot of punishment, both physically and mentally, and still come back for more. It takes a lot to put you -down. Neither physical nor mental shocks or damage have a lasting effect. You’re tough to faze. Unflappable. +down. Neither physical nor mental shocks or damage have a lasting effect. You're tough to faze. Unflappable. Unstoppable. You gain the following characteristics: @@ -3768,9 +3768,9 @@ Skill: You are trained in Intellect defense tasks. -Inability: You’re hardy but not necessarily strong. Any task involving moving, bending, or breaking things is hindered. +Inability: You're hardy but not necessarily strong. Any task involving moving, bending, or breaking things is hindered. -Inability: You have a lot of willpower and mental fortitude, but you’re not necessarily smart. Any task involving +Inability: You have a lot of willpower and mental fortitude, but you're not necessarily smart. Any task involving knowledge or figuring out problems or puzzles is hindered. Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first @@ -3782,12 +3782,12 @@ 3\. You are bored and desperately in need of a challenge. -4\. You lost a bet—unfairly, you think—and had to take someone’s place on this mission. +4\. You lost a bet—unfairly, you think—and had to take someone's place on this mission. RISK-TAKING -It’s part of your nature to question what others think can’t or shouldn’t be done. You’re not insane, of course—you -wouldn’t attempt to leap across a mile-wide chasm just because you were dared. There’s impossible and then there’s the +It's part of your nature to question what others think can't or shouldn't be done. You're not insane, of course—you +wouldn't attempt to leap across a mile-wide chasm just because you were dared. There's impossible and then there's the just barely possible. You like to push the latter further than others, because it gives you a rush of satisfaction and pleasure when you succeed. The more you succeed, the more you find yourself looking for that next risky challenge to try yourself against. @@ -3796,45 +3796,45 @@ Nimble: +4 to your Speed Pool. -Skill: You’re adept at leveraging risk, and you are trained in tasks that involve some element of chance, such as +Skill: You're adept at leveraging risk, and you are trained in tasks that involve some element of chance, such as playing games or choosing between two or three apparently equal options. -Pressing Your Luck: You can choose to automatically succeed on one task without rolling, as long as the task’s +Pressing Your Luck: You can choose to automatically succeed on one task without rolling, as long as the task's difficulty is no higher than 6. When you do so, however, you also trigger a GM intrusion as if you had rolled a 1. The -intrusion doesn’t invalidate the success, but it probably qualifies it in some fashion. You can do this one time, +intrusion doesn't invalidate the success, but it probably qualifies it in some fashion. You can do this one time, although the ability renews each time you make a ten-hour recovery roll. -Inability: You may be nimble, but you’re not sneaky. Tasks related to sneaking and staying quiet are hindered. +Inability: You may be nimble, but you're not sneaky. Tasks related to sneaking and staying quiet are hindered. Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure. -1\. It seemed like there were equal odds that the other PCs wouldn’t succeed, which sounded good to you. +1\. It seemed like there were equal odds that the other PCs wouldn't succeed, which sounded good to you. 2\. You think the tasks ahead will present you with unique and fulfilling challenges. 3\. One of your biggest risks failed to go your way, and you need money to help pay that debt. -4\. You bragged that you never saw a risk you didn’t like, which is how you reached your current point. +4\. You bragged that you never saw a risk you didn't like, which is how you reached your current point. RUGGED -You’re a nature lover accustomed to living rough, pitting your wits against the elements. Most likely, you’re a skilled +You're a nature lover accustomed to living rough, pitting your wits against the elements. Most likely, you're a skilled hunter, gatherer, or naturalist. Years of living in the wild have left their mark with a worn countenance, wild hair, or scars. Your clothing is probably much less refined than the garments worn by city dwellers. You gain the following characteristics: -Skill: You’re trained in all tasks involving climbing, jumping, running, and swimming. +Skill: You're trained in all tasks involving climbing, jumping, running, and swimming. -Skill: You’re trained in all tasks involving training, riding, or placating natural animals. +Skill: You're trained in all tasks involving training, riding, or placating natural animals. -Skill: You’re trained in all tasks involving identifying or using natural plants. +Skill: You're trained in all tasks involving identifying or using natural plants. Inability: You have no social graces and prefer animals to people. Any task involving charm, persuasion, etiquette, or deception is hindered. -Additional Equipment: You carry an explorer’s pack with rope, two days’ rations, a bedroll, and other tools needed for +Additional Equipment: You carry an explorer's pack with rope, two days' rations, a bedroll, and other tools needed for outdoor survival. Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first @@ -3844,49 +3844,49 @@ 2\. One of the other PCs convinced you that joining the group would be in your best interests. -3\. You’re afraid of what might happen if the other PCs fail. +3\. You're afraid of what might happen if the other PCs fail. 4\. There is reward involved, and you need the money. SHARP-EYED -You’re perceptive and well aware of your surroundings. You notice the little details and remember them. You can be +You're perceptive and well aware of your surroundings. You notice the little details and remember them. You can be difficult to surprise. You gain the following characteristics: -Skill: You’re trained in initiative actions. +Skill: You're trained in initiative actions. -Skill: You’re trained in perception actions. +Skill: You're trained in perception actions. -Find the Flaw: If an opponent has a straightforward weakness (takes extra damage from fire, can’t see out of their left +Find the Flaw: If an opponent has a straightforward weakness (takes extra damage from fire, can't see out of their left eye, and so on), the GM will tell you what it is. Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure. -1\. You heard about what was going on, saw a flaw in the other PCs’ plan, and joined up to help them out. +1\. You heard about what was going on, saw a flaw in the other PCs' plan, and joined up to help them out. -2\. You noticed that the PCs have a foe (or at least a tail) they weren’t aware of. +2\. You noticed that the PCs have a foe (or at least a tail) they weren't aware of. 3\. You saw that the other PCs were up to something interesting and got involved. -4\. You’ve been noticing some strange things going on, and this all appears related. +4\. You've been noticing some strange things going on, and this all appears related. SKEPTICAL -You possess a questioning attitude regarding claims that are often taken for granted by others. You’re not necessarily a -“doubting Thomas” (a skeptic who refuses to believe anything without direct personal experience), but you’ve often +You possess a questioning attitude regarding claims that are often taken for granted by others. You're not necessarily a +"doubting Thomas" (a skeptic who refuses to believe anything without direct personal experience), but you've often benefited from questioning the statements, opinions, and received knowledge presented to you by others. You gain the following characteristics: Insightful: +2 to your Intellect Pool. -Skill: You’re trained in identifying. +Skill: You're trained in identifying. -Skill: You’re trained in all actions that involve seeing through a trick, an illusion, a rhetorical ruse designed to -evade the issue, or a lie. For example, you’re better at keeping your eye on the cup containing the hidden ball, sensing +Skill: You're trained in all actions that involve seeing through a trick, an illusion, a rhetorical ruse designed to +evade the issue, or a lie. For example, you're better at keeping your eye on the cup containing the hidden ball, sensing an illusion, or realizing if someone is lying to you (but only if you specifically concentrate and use this skill). Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first @@ -3904,21 +3904,21 @@ STEALTHY -You’re sneaky, slippery, and fast. These talents help you hide, move quietly, and pull off tricks that require sleight -of hand. Most likely, you’re wiry and small. However, you’re not much of a sprinter—you’re more dexterous than fleet of +You're sneaky, slippery, and fast. These talents help you hide, move quietly, and pull off tricks that require sleight +of hand. Most likely, you're wiry and small. However, you're not much of a sprinter—you're more dexterous than fleet of foot. You gain the following characteristics: Quick: +2 to your Speed Pool. -Skill: You’re trained in all stealth tasks. +Skill: You're trained in all stealth tasks. -Skill: You’re trained in all interactions involving lies or trickery. +Skill: You're trained in all interactions involving lies or trickery. -Skill: You’re trained in all special abilities involving illusions or trickery. +Skill: You're trained in all special abilities involving illusions or trickery. -Inability: You’re sneaky but not fast. All movement-related tasks are hindered. +Inability: You're sneaky but not fast. All movement-related tasks are hindered. Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure. @@ -3933,16 +3933,16 @@ STRONG -You’re extremely strong and physically powerful, and you use these qualities well, whether through violence or feats of +You're extremely strong and physically powerful, and you use these qualities well, whether through violence or feats of prowess. You likely have a brawny build and impressive muscles. You gain the following characteristics: Very Powerful: +4 to your Might Pool. -Skill: You’re trained in all actions involving breaking inanimate objects. +Skill: You're trained in all actions involving breaking inanimate objects. -Skill: You’re trained in all jumping actions. +Skill: You're trained in all jumping actions. Additional Equipment: You have an extra medium weapon or heavy weapon. @@ -3953,25 +3953,25 @@ 2\. One of the other PCs convinced you that joining the group would be in your best interests. -3\. You’re afraid of what might happen if the other PCs fail. +3\. You're afraid of what might happen if the other PCs fail. 4\. There is reward involved, and you need the money. STRONG-WILLED -You’re tough-minded, willful, and independent. No one can talk you into anything or change your mind when you don’t want -it changed. This quality doesn’t necessarily make you smart, but it does make you a bastion of willpower and resolve. +You're tough-minded, willful, and independent. No one can talk you into anything or change your mind when you don't want +it changed. This quality doesn't necessarily make you smart, but it does make you a bastion of willpower and resolve. You likely dress and act with unique style and flair, not caring what others think. You gain the following characteristics: Willful: +4 to your Intellect Pool. -Skill: You’re trained in resisting mental effects. +Skill: You're trained in resisting mental effects. -Skill: You’re trained in tasks requiring incredible focus or concentration. +Skill: You're trained in tasks requiring incredible focus or concentration. -Inability: Willful doesn’t mean brilliant. Any task that involves figuring out puzzles or problems, memorizing things, +Inability: Willful doesn't mean brilliant. Any task that involves figuring out puzzles or problems, memorizing things, or using lore is hindered. Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first @@ -3981,24 +3981,24 @@ 2\. One of the other PCs convinced you that joining the group would be in your best interests. -3\. You’re afraid of what might happen if the other PCs fail. +3\. You're afraid of what might happen if the other PCs fail. 4\. There is reward involved, and you need the money. SWIFT -You move quickly, able to sprint in short bursts and work with your hands with dexterity. You’re great at crossing +You move quickly, able to sprint in short bursts and work with your hands with dexterity. You're great at crossing distances quickly but not always smoothly. You are likely slim and muscular. You gain the following characteristics: Fast: +4 to your Speed Pool. -Skill: You’re trained in initiative actions (to determine who goes first in combat). +Skill: You're trained in initiative actions (to determine who goes first in combat). -Skill: You’re trained in running actions. +Skill: You're trained in running actions. -Inability: You’re fast but not necessarily graceful. Any task involving balance is hindered. +Inability: You're fast but not necessarily graceful. Any task involving balance is hindered. Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure. @@ -4007,16 +4007,16 @@ 2\. One of the other PCs convinced you that joining the group would be in your best interests. -3\. You’re afraid of what might happen if the other PCs fail. +3\. You're afraid of what might happen if the other PCs fail. 4\. There is reward involved, and you need the money. TONGUE-TIED -You’ve never been much of a talker. When forced to interact with others, you never think of the right thing to say—words +You've never been much of a talker. When forced to interact with others, you never think of the right thing to say—words fail you entirely, or they come out all wrong. You often end up saying precisely the wrong thing and insult someone unintentionally. Most of the time, you just keep mum. This makes you a listener instead—a careful observer. It also -means that you’re better at doing things than talking about them. You’re quick to take action. +means that you're better at doing things than talking about them. You're quick to take action. You gain the following characteristics: @@ -4024,7 +4024,7 @@ Skill: You are trained in perception. -Skill: You are trained in initiative (unless it’s a social situation). +Skill: You are trained in initiative (unless it's a social situation). Inability: All tasks relating to social interaction are hindered. @@ -4043,7 +4043,7 @@ TOUGH -You’re strong and can take a lot of physical punishment. You might have a large frame and a square jaw. Tough characters +You're strong and can take a lot of physical punishment. You might have a large frame and a square jaw. Tough characters frequently have visible scars. You gain the following characteristics: @@ -4052,27 +4052,27 @@ Healthy: Add 1 to the points you regain when you make a recovery roll. -Skill: You’re trained in Might defense actions. +Skill: You're trained in Might defense actions. Additional Equipment: You have an extra light weapon. Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure. -1\. You’re acting as a bodyguard for one of the other PCs. +1\. You're acting as a bodyguard for one of the other PCs. 2\. One of the PCs is your sibling, and you came along to watch out for them. 3\. You need money because your family is in debt. 4\. You stepped in to defend one of the PCs when that character was threatened. While talking to them afterward, you -heard about the group’s task. +heard about the group's task. VICIOUS -You try to hide what’s inside, fold it into yourself when everything inside you screams to let go, make them pay, make +You try to hide what's inside, fold it into yourself when everything inside you screams to let go, make them pay, make them hurt, and make them bleed. Sometimes you succeed for your friends—smiling like they smile, laughing when they -laugh, and sometimes even having other emotions of your own. But it’s always there, that feeling of frantic glee mixed +laugh, and sometimes even having other emotions of your own. But it's always there, that feeling of frantic glee mixed with hate that sometimes leaps out of you when you confront a foe. Violence your friends can tolerate, but you sometimes worry they will also learn that you are cruel. @@ -4082,11 +4082,11 @@ Bloodthirsty: Once you begin fighting, you see only red. You inflict 2 additional points of damage with any attack. -Berserk: Once you begin fighting, it’s hard for you to stop. In fact, it’s a difficulty 2 Intellect task to do so, even -if your foe surrenders or you’ve run out of foes. If the latter occurs and you fail to stop, you attack the nearest ally +Berserk: Once you begin fighting, it's hard for you to stop. In fact, it's a difficulty 2 Intellect task to do so, even +if your foe surrenders or you've run out of foes. If the latter occurs and you fail to stop, you attack the nearest ally within short range. -Additional Equipment: You have a record that you use to list those who’ve wronged you. +Additional Equipment: You have a record that you use to list those who've wronged you. Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure. @@ -4111,7 +4111,7 @@ Dauntless: +2 to your Might Pool. -Skill: You are trained in discerning people’s true motives or seeing through lies. +Skill: You are trained in discerning people's true motives or seeing through lies. Skill: Your adherence to a strict moral code has hardened your mind against fear, doubt, and outside influence. You are trained in Intellect defense tasks. @@ -4119,25 +4119,25 @@ Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure. -1\. The PCs are doing something virtuous, and you’re all about that. +1\. The PCs are doing something virtuous, and you're all about that. 2\. The PCs are on the road to perdition, and you see it as your task to set them on the proper moral route. 3\. One of the other PCs invited you, hearing of your virtuous ways. -4\. You put virtue before sense and defended someone’s honor in the face of an organization or power far greater than +4\. You put virtue before sense and defended someone's honor in the face of an organization or power far greater than you. You joined the PCs because they offered aid and friendship when, out of fear of reprisals, no one else would. WEIRD -You aren’t like anyone else, and that’s fine with you. People don’t seem to understand you—they even seem put off by -you—but who cares? You understand the world better than they do because you’re weird, and so is the world you live in. -The concept of “the weird” is well known to you. Strange devices, ancient locales, bizarre creatures, storms that can -transform you, living energy fields, conspiracies, aliens, and things most people can’t even name populate the world, +You aren't like anyone else, and that's fine with you. People don't seem to understand you—they even seem put off by +you—but who cares? You understand the world better than they do because you're weird, and so is the world you live in. +The concept of "the weird" is well known to you. Strange devices, ancient locales, bizarre creatures, storms that can +transform you, living energy fields, conspiracies, aliens, and things most people can't even name populate the world, and you thrive on them. You have a special attachment to it all, and the more you discover about the weirdness in the world, the more you might discover about yourself. -Weird characters might be mutants or people born with strange qualities, but sometimes they started out “normal” and +Weird characters might be mutants or people born with strange qualities, but sometimes they started out "normal" and adopted the weird by choice. You gain the following characteristics: @@ -4145,12 +4145,12 @@ Inner Light: +2 to your Intellect Pool. Distinctive Physical Quirk: You have a unique physical aspect that is, well, bizarre. Depending on the setting, this can -vary greatly. You might have purple hair or metal spikes on your head. Perhaps your hands don’t connect to your arms, +vary greatly. You might have purple hair or metal spikes on your head. Perhaps your hands don't connect to your arms, although they move as if they do. Maybe a third eye stares out from the side of your head, or superfluous tendrils grow from your back. Whatever it is, your quirk might be a mutation, a supernatural trait (a blessing or curse), a feature with no explanation, or just a really wild tattoo that draws a lot of attention. -A Sense for the Weird: Sometimes—at the GM’s discretion—weird things relating to the supernatural or its effects on the +A Sense for the Weird: Sometimes—at the GM's discretion—weird things relating to the supernatural or its effects on the world seem to call out to you. You can sense them from afar, and if you get within long range of such a thing, you can sense whether it is overtly dangerous or not. @@ -4168,7 +4168,7 @@ 3\. As an expert in the weird, you were specifically recruited by the other PCs. -4\. You felt drawn to join the other PCs, but you don’t know why. +4\. You felt drawn to join the other PCs, but you don't know why. CUSTOMIZING DESCRIPTORS @@ -4187,14 +4187,14 @@ If the descriptor seems lacking, add a moderately priced item as additional equipment to balance things out. With this general information, you can customize a descriptor, but keep in mind that a heavily customized descriptor -isn’t a descriptor if it no longer says one thing about a character. It’s better to use this information to create a new +isn't a descriptor if it no longer says one thing about a character. It's better to use this information to create a new descriptor that fits exactly how the player wants to portray the character. SPECIES AS DESCRIPTOR Sometimes, in settings that have alien or fantasy species, players want to play a member of that species rather than the -default (which is usually “human”). Most of the time, this choice is one of flavor rather than game mechanics. If you’re -a 7-foot-tall furry Rigellian with three eyes, that’s great, but it doesn’t change your stats or skills (though it may +default (which is usually "human"). Most of the time, this choice is one of flavor rather than game mechanics. If you're +a 7-foot-tall furry Rigellian with three eyes, that's great, but it doesn't change your stats or skills (though it may have roleplaying challenges). However, sometimes being a nonhuman results in more substantive changes. A PC ogre in a fantasy setting might have the @@ -4203,15 +4203,15 @@ who Controls Beasts, the character is an Ogre Warrior who Controls Beasts. The Genre chapter offers a few species descriptors, but many GMs will want to create their own as suits their setting. -It can’t be stressed enough, however, that nine times out of ten, in most genres, species differences aren’t significant +It can't be stressed enough, however, that nine times out of ten, in most genres, species differences aren't significant 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 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 -am an *adjective noun* who *verbs*.” +benefits when they create their character and each time they ascend to the next tier. It's the verb of the sentence "I +am an *adjective noun* who *verbs*." This chapter contains nearly a hundred sample foci, such as Bears a Halo of Fire, Would Rather Be Reading, and Pilots Starcraft. These foci can be chosen and used as presented by a player, or by the GM who adds them to a list of available @@ -4231,55 +4231,55 @@ When a focus is chosen for a character, they get a special connection to one or more of their fellow PCs, a first-tier ability, and perhaps additional starting equipment: one or two pieces of equipment that might be required for the character to use their ability, or that might pair well with the focus. For instance, a character that can build things -needs a set of tools. A character that’s constantly on fire needs a set of clothes that are immune to flame. A character +needs a set of tools. A character that's constantly on fire needs a set of clothes that are immune to flame. A character that draws runes to cast spells needs writing implements. A character that slays monsters with a sword needs a sword. -And so on. That said, many foci don’t require additional equipment. +And so on. That said, many foci don't require additional equipment. Each focus also offers one or more suggestions—GM intrusions—for possible effects or consequences of really good or really bad die rolls. -A couple of foci presented in this chapter provide a “type swap option” that allows a player to swap an ability that -would otherwise be gained from their type for the indicated ability instead. A player doesn’t have to make the swap; +A couple of foci presented in this chapter provide a "type swap option" that allows a player to swap an ability that +would otherwise be gained from their type for the indicated ability instead. A player doesn't have to make the swap; they merely have the option. For instance, the focus Loves the Void provides the option to gain the ability Have Spacesuit, Will Travel instead of a type ability. -As a character progresses to a new tier, a focus grants more abilities. Each tier’s benefit is usually labeled Action or +As a character progresses to a new tier, a focus grants more abilities. Each tier's benefit is usually labeled Action or Enabler. If an ability is labeled Action, a character must take an action to use it. If an ability is labeled Enabler, -it makes other actions better or gives some other benefit, but it’s not an action. An ability that allows a character to +it makes other actions better or gives some other benefit, but it's not an action. An ability that allows a character to blast foes with lasers is an action. An ability that grants additional damage when an attack is made is an enabler. An enabler is used in the same turn as another action, and often as part of another action. -Each tier’s benefits are independent of and cumulative with benefits from other tiers (unless indicated otherwise). So +Each tier's benefits are independent of and cumulative with benefits from other tiers (unless indicated otherwise). So if a first-tier ability grants +1 to Armor and a fourth-tier ability also grants +1 to Armor, when the character reaches fourth tier, a total of +2 to Armor is granted. At tier 3 and tier 6, the character is asked to choose one ability from the two options provided. -Finally, you can choose whether you want to expand the story behind the focus (though that’s not mandatory). +Finally, you can choose whether you want to expand the story behind the focus (though that's not mandatory). FOCUS CONNECTIONS -Choose a connection that goes well with the focus. If you’re a GM choosing (or creating) one or more foci for your +Choose a connection that goes well with the focus. If you're a GM choosing (or creating) one or more foci for your players, choose up to four of the following connections. Pick one other PC. For reasons unknown to you, that character is completely immune to your focus abilities, whether you use them for help or for harm. -Pick one other PC. You knew of that character years ago, but you don’t think they knew you. +Pick one other PC. You knew of that character years ago, but you don't think they knew you. -Pick one other PC. You’re always trying to impress them, but you’re not sure why. +Pick one other PC. You're always trying to impress them, but you're not sure why. -Pick one other PC. That character has a habit that annoys you, but you’re otherwise quite impressed with their +Pick one other PC. That character has a habit that annoys you, but you're otherwise quite impressed with their abilities. Pick one other PC. That character shows potential in appreciating your particular paradigm, fighting style, or other -focus-provided attribute. You would like to train them, but you’re not necessarily qualified to teach (that’s up to -you), and they might not be interested (that’s up to them). +focus-provided attribute. You would like to train them, but you're not necessarily qualified to teach (that's up to +you), and they might not be interested (that's up to them). -Pick one other PC. If they are within immediate range when you’re in a fight, sometimes they provide an asset, and +Pick one other PC. If they are within immediate range when you're in a fight, sometimes they provide an asset, and sometimes they accidentally hinder your attack rolls (FIFTYPERCENT% chance either way, determined per fight). -Pick one other PC. You once saved their life, and they clearly feel indebted to you. You wish they didn’t; it’s just +Pick one other PC. You once saved their life, and they clearly feel indebted to you. You wish they didn't; it's just part of the job. Pick one other PC. That character recently mocked you in some fashion that really hurt your feelings. How you deal with @@ -4293,14 +4293,14 @@ Pick one other PC. In the past, they taught you a few tricks to use in a fight. -Pick one other PC. That character doesn’t seem to approve of your methods. +Pick one other PC. That character doesn't seem to approve of your methods. -Pick one other PC. Long ago, the two of you were on opposite sides of a fight. You won, though you “cheated” in their -eyes (but from your perspective, all’s fair in a fight). They may be ready for a rematch, though that’s up to them. +Pick one other PC. Long ago, the two of you were on opposite sides of a fight. You won, though you "cheated" in their +eyes (but from your perspective, all's fair in a fight). They may be ready for a rematch, though that's up to them. Pick one other PC. You are always trying to impress that character with your skill, wit, appearance, or bravado. Perhaps they are a rival, perhaps you need their -respect, or perhaps you’re romantically interested +respect, or perhaps you're romantically interested in them. Pick one other PC. You fear that character is jealous of your abilities and worry that it might lead to problems. @@ -4312,10 +4312,10 @@ Pick two PCs (preferably ones who are likely to get in the way of your attacks). When you miss with an attack and the GM rules that you struck someone other than your target, you hit one of these two characters. -Pick one other PC. You’re not sure how or from where, but that character has a line on bottles of rare alcohol and can +Pick one other PC. You're not sure how or from where, but that character has a line on bottles of rare alcohol and can get them for you for half price. -Pick one other PC. You recently had a possession go missing, and you’re becoming convinced that they took it. Whether or +Pick one other PC. You recently had a possession go missing, and you're becoming convinced that they took it. Whether or not they did is up to them. Pick one other PC. They always seem to know where you are, or at least in what direction you are in relation to them. @@ -4332,7 +4332,7 @@ Pick one other PC. You have known that character for a while, and they helped you gain control of your focus-related abilities. -Pick one other PC. Sometime in that character’s past, they had a devastating experience while attempting something that +Pick one other PC. Sometime in that character's past, they had a devastating experience while attempting something that you do as a matter of course thanks to your focus. Whether they choose to tell you about it is up to them. Pick one other PC. Their occasional clumsiness and loud behavior irritate you. @@ -4346,18 +4346,18 @@ themselves. They survived, but just barely. It is up to the player of that character to decide whether they resent you or have decided to forgive you. -Pick one other PC. Recently, they accidentally (or perhaps intentionally) put you in a position of danger. You’re fine -now, but you’re wary around them. +Pick one other PC. Recently, they accidentally (or perhaps intentionally) put you in a position of danger. You're fine +now, but you're wary around them. Pick one other PC. From your perspective, they seem nervous around a specific idea, person, or situation. You would like to teach them how to be more comfortable with their fears (if they will let you). Pick one other PC. They called you a coward once. -Pick one other PC. That character always recognizes you or your handiwork, whether you’re in disguise or are long gone +Pick one other PC. That character always recognizes you or your handiwork, whether you're in disguise or are long gone when they arrive on the scene. -Pick one other PC. You inadvertently caused an accident that put them into a sleep so deep they didn’t wake for three +Pick one other PC. You inadvertently caused an accident that put them into a sleep so deep they didn't wake for three days. Whether they forgive you or not is up to them. Pick one other PC. You are pretty sure you are related in some fashion. @@ -4370,9 +4370,9 @@ Pick one other PC. They appear to have a treasured item that was once yours, but that you lost in a game of chance years ago. -Pick one other PC. If it wasn’t for you, that character would have failed a past test of mental achievement. +Pick one other PC. If it wasn't for you, that character would have failed a past test of mental achievement. -Pick one other PC. Based on a couple of comments you’ve overheard, you suspect that they don’t hold your area of +Pick one other PC. Based on a couple of comments you've overheard, you suspect that they don't hold your area of training or favorite hobby in the highest regard. Pick one other PC whose focus intertwines with yours. This odd connection affects them in some way. For example, if the @@ -4382,23 +4382,23 @@ their feet off the ground. They must decide whether or not to take you up on your offer. Pick one other PC. They are skeptical of your claims about something momentous that happened in your past. They might -even attempt to discredit you or discover the “secret” behind your story, though that’s up to them. +even attempt to discredit you or discover the "secret" behind your story, though that's up to them. Pick one other PC. They have a knack for being able to recognize where your plans or schemes have a weak spot. -Pick one other PC. That character’s face is so intriguing to you in a way you don’t understand that you sometimes find +Pick one other PC. That character's face is so intriguing to you in a way you don't understand that you sometimes find yourself sketching their likeness in the dirt or using some other medium you have access to. Pick one other PC. That character has an extra item of regular equipment you gave them, either something you made or an item you just wanted to give them. (They choose the item.) -Pick one other PC. They commissioned you to do a job for them. You’ve already been paid but haven’t yet completed the +Pick one other PC. They commissioned you to do a job for them. You've already been paid but haven't yet completed the job. Pick one other PC. You worked together in the past, and the job ended badly. Pick one other PC. While they stand next to you and use their action to concentrate on helping you, one of your focus -ability’s ranges is doubled. +ability's ranges is doubled. STORY BEHIND THE FOCUS @@ -4406,18 +4406,18 @@ multiple genres. A single descriptive sentence or two summarizes each one. After you choose a focus, you have the option to expand its presentation by adding more story and description relevant to the world or to the character. -For instance, if you choose Operates Undercover, the summarizing description is “Under the guise of someone else, you -seek to find answers the powerful do not want divulged.” If you choose Conducts Weird Science, the summary is “Your -preternatural insight and ability make you a scientist capable of amazing feats.” These descriptions provide what you +For instance, if you choose Operates Undercover, the summarizing description is "Under the guise of someone else, you +seek to find answers the powerful do not want divulged." If you choose Conducts Weird Science, the summary is "Your +preternatural insight and ability make you a scientist capable of amazing feats." These descriptions provide what you need to know to use the focus. However, if you wish (and *only* if you wish; there is no requirement to do so), you can add more to those descriptions -in a fashion that’s relevant for your game. For example, if you choose both Operates Undercover and Conducts Weird +in a fashion that's relevant for your game. For example, if you choose both Operates Undercover and Conducts Weird Science for use in a modern genre such as horror, urban fantasy, espionage, or something similar, you might expand the descriptions as shown in the following examples. -Operates Undercover: Espionage is not something you know anything about. At least, that’s what you want everyone to -believe, because in truth, you’ve been trained as a spy or covert agent. You might work for a government or for +Operates Undercover: Espionage is not something you know anything about. At least, that's what you want everyone to +believe, because in truth, you've been trained as a spy or covert agent. You might work for a government or for yourself. You might be a police detective or a criminal. You could even be an investigative reporter. Regardless, you learn information that others attempt to keep secret. You collect rumors and whispers, stories and @@ -4425,26 +4425,26 @@ the information they desire. Alternatively, you might sell what you have learned to those willing to pay a premium. You probably wear dark colors—black, charcoal grey, or midnight blue—to help blend into the shadows, unless the cover -you’ve chosen requires you to look like someone else. +you've chosen requires you to look like someone else. Conducts Weird Science: You could be a respected scientist, having been published in several peer-reviewed journals. Or you might be considered a crank by your contemporaries, pursuing fringe theories on what others consider to be scant -evidence. Truth is, you have a particular gift for sifting the edges of what’s possible. You can find new insights and +evidence. Truth is, you have a particular gift for sifting the edges of what's possible. You can find new insights and unlock odd phenomena with your experiments. Where others see a crackpot cornucopia, you sift the conspiracy theories for revelation. Whether you conduct your enquiries as a government contractor, a university researcher, a corporate -scientist, or an indulger of curiosity in your own garage lab following your muse, you push the boundaries of what’s +scientist, or an indulger of curiosity in your own garage lab following your muse, you push the boundaries of what's possible. You probably care more about your work than trivialities such as your appearance, polite or proper behavior, or social norms, but then again, an eccentric like you might turn the tables on that stereotype too. -If you want to go even further, you could determine where a character’s focus abilities come from. Depending on the +If you want to go even further, you could determine where a character's focus abilities come from. Depending on the genre, they could derive those abilities from advanced and persistent training, via magical runes, through cybernetic parts, from their genetic heritage, or because of their access to advanced technology. For instance, a character might be able to blast targets with lightning because they got zapped by strange radiation or because they picked up a lightning gun. On the other hand, it might be because their intense training allowed them to learn lightning magic. The -possibilities are nearly endless, and up to you to include or forgo. Because however a focus’s abilities were gained, -it’s also enough that they just work. +possibilities are nearly endless, and up to you to include or forgo. Because however a focus's abilities were gained, +it's also enough that they just work. FOCI @@ -4603,9 +4603,9 @@ Your robotic creations do as they are commanded. -(The word “robot” is used in this focus, though the robot you create might look very different from one created by +(The word "robot" is used in this focus, though the robot you create might look very different from one created by someone else, depending on the genre. Steampunk robots, organic robots, or even magical golems are all feasible -“robots.”) +"robots.") Tier 1: Robot Assistant @@ -4648,7 +4648,7 @@ Channels Divine Blessings -A devout follower of a divine being, you channel some of your deity’s power to achieve wonders. +A devout follower of a divine being, you channel some of your deity's power to achieve wonders. Tier 1: Blessing of the Gods @@ -4662,7 +4662,7 @@ Tier 6: Divine Symbol or Summon Demon -GM Intrusions: A demon investigates divine magic use. A rival cult has issues with the character’s teachings. +GM Intrusions: A demon investigates divine magic use. A rival cult has issues with the character's teachings. Commands Mental Powers @@ -4680,8 +4680,8 @@ Tier 6: Mind Control or Telepathic Network -GM Intrusions: Something glimpsed in the target’s mind is horrifying. A feedback loop allows the target to read the -character’s mind. +GM Intrusions: Something glimpsed in the target's mind is horrifying. A feedback loop allows the target to read the +character's mind. Conducts Weird Science @@ -4724,7 +4724,7 @@ Tier 6: True Necromancy or Word of Death -GM Intrusions: The character’s necromantic reputation precedes them. A corpse seeks revenge for being reanimated. +GM Intrusions: The character's necromantic reputation precedes them. A corpse seeks revenge for being reanimated. Controls Beasts @@ -4771,7 +4771,7 @@ COPIES SUPERPOWERS -You can copy others’ skills, abilities, and superpowers. +You can copy others' skills, abilities, and superpowers. Tier 1: Flex Skill @@ -4787,7 +4787,7 @@ Tier 6: Amazing Copying or Multiple -Copying GM Intrusions: A copied power ends unexpectedly or goes out of control. A copied power doesn’t bring secondary +Copying GM Intrusions: A copied power ends unexpectedly or goes out of control. A copied power doesn't bring secondary powers with it (like gaining superspeed without protection from air friction, or not being immune to the heat from your own fire bolts). @@ -4807,11 +4807,11 @@ Tier 6: Grandiose Illusion or Permanent Illusion -GM Intrusions: The illusion isn’t believable. The illusion is pierced at just the wrong moment. +GM Intrusions: The illusion isn't believable. The illusion is pierced at just the wrong moment. Crafts Unique Objects -You’re an inventor of strange and useful objects. +You're an inventor of strange and useful objects. Tier 1: Crafter @@ -4831,12 +4831,12 @@ GM Intrusions: The object malfunctions, breaks, or suffers catastrophic or unexpected failure. -(Cyphersmith works only in a setting where the cyphers are physical objects. If this isn’t the case, this ability should +(Cyphersmith works only in a setting where the cyphers are physical objects. If this isn't the case, this ability should probably be replaced with something akin to Weird Science Breakthrough from the Conducts Weird Science focus.) Dances With Dark Matter -You can manipulate shadow and “dark” matter. +You can manipulate shadow and "dark" matter. Tier 1: Ribbons of Dark Matter @@ -4904,7 +4904,7 @@ Tier 2: Trained Interlocutor -Tier 3: Advanced Command or Noble’s Courage +Tier 3: Advanced Command or Noble's Courage Tier 4: Expert Follower @@ -4915,9 +4915,9 @@ GM Intrusions: Debts incurred by a family are owed by the character. A long-lost sibling seeks to disinherit rivals. An assassin finds the character. -Doesn’t Do Much +Doesn't Do Much -You’re a slacker, but you know a little about a lot of things. +You're a slacker, but you know a little about a lot of things. Tier 1: Life Lessons @@ -4931,15 +4931,15 @@ Tier 5: Greater Enhanced Potential -Tier 6 Drawing on Life’s Experiences or Quick Wits +Tier 6 Drawing on Life's Experiences or Quick Wits GM Intrusions: New situations are confounding and stressful. Past actions (or inactions) come back to haunt the character. Drives Like A Maniac -Whether balancing on two wheels, jumping another vehicle, or driving head-on toward an oncoming enemy car, you don’t -think about the risks when you’re behind the wheel. +Whether balancing on two wheels, jumping another vehicle, or driving head-on toward an oncoming enemy car, you don't +think about the risks when you're behind the wheel. (Someone who Drives Like a Maniac needs access to a vehicle.) @@ -4981,7 +4981,7 @@ Tier 6: Resonant Quake or Return to the Obelisk -GM Intrusions: Cyphers and artifacts react unexpectedly in the character’s hands. +GM Intrusions: Cyphers and artifacts react unexpectedly in the character's hands. Employs Magnetism @@ -5042,7 +5042,7 @@ Exists Partially Out of Phase -A bit translucent, you’re slightly out of phase and can move through solid objects. +A bit translucent, you're slightly out of phase and can move through solid objects. Tier 1: Walk Through Walls @@ -5060,7 +5060,7 @@ Explores Dark Places -You’re the archetypal treasure hunter, scavenger, and finder of lost things. +You're the archetypal treasure hunter, scavenger, and finder of lost things. Tier 1: Superb Explorer @@ -5081,7 +5081,7 @@ Fights Dirty -You’ll do anything to win a fight: bite, scratch, kick, trick, and worse. +You'll do anything to win a fight: bite, scratch, kick, trick, and worse. Tier 1: Tracker @@ -5105,7 +5105,7 @@ Fights With Panache -You’re a swashbuckling daredevil who fights with flamboyant style that’s entertaining to watch. +You're a swashbuckling daredevil who fights with flamboyant style that's entertaining to watch. Tier 1: Attack Flourish @@ -5125,7 +5125,7 @@ Flies Faster Than a Bullet -You can fly, and you’re superstrong, hard to hurt, and fast too. Is there anything you can’t do? +You can fly, and you're superstrong, hard to hurt, and fast too. Is there anything you can't do? Tier 1: Hover @@ -5141,7 +5141,7 @@ Tier 6: Burning Light or Ignore Affliction -GM Intrusions: A nemesis finds the character. A strange material is found to nullify the character’s abilities. +GM Intrusions: A nemesis finds the character. A strange material is found to nullify the character's abilities. Focuses Mind Over Matter @@ -5201,7 +5201,7 @@ Tier 6: Machine Enhancement or Mind Surge GM Intrusions: Machines malfunction and shut down. Powerful machine intelligences can take control of lesser thinking -machines. Some people don’t trust a person who isn’t fully organic. +machines. Some people don't trust a person who isn't fully organic. Grows to Towering Heights @@ -5264,7 +5264,7 @@ Tier 3: Buddy System or Skill With Attacks -Tier 4: In Harm’s Way +Tier 4: In Harm's Way Tier 4: Enhanced Physique @@ -5309,11 +5309,11 @@ Tier 4: Surprise Attack -Tier 5: Hunter’s Drive +Tier 5: Hunter's Drive Tier 6: Greater Skill With Attacks or Multiple Quarry -GM Intrusions: The quarry notices the character. The quarry isn’t as vulnerable as it seemed. +GM Intrusions: The quarry notices the character. The quarry isn't as vulnerable as it seemed. IGNORES PHYSICAL DISTANCE @@ -5336,7 +5336,7 @@ Infiltrates -Subtlety, guile, and stealth allow you to get in where others can’t. +Subtlety, guile, and stealth allow you to get in where others can't. Tier 1: Stealth Skills @@ -5375,12 +5375,12 @@ Tier 6: Greater Enhanced Potential or Legal Intern -GM Intrusions: Onlookers react badly to a know-it-all. A distraction or interruption throws the character’s argument off +GM Intrusions: Onlookers react badly to a know-it-all. A distraction or interruption throws the character's argument off the rails. Is Idolized by Millions -You’re a celebrity and most people adore you. +You're a celebrity and most people adore you. Tier 1: Entourage @@ -5427,7 +5427,7 @@ Is Wanted by the Law -“WANTED, DEAD OR ALIVE” posters (or their equivalent) have appeared featuring your face. It’s up to you whether it’s a +"WANTED, DEAD OR ALIVE" posters (or their equivalent) have appeared featuring your face. It's up to you whether it's a mistake that snowballed out of control or you actually would kill someone just for looking at you. Tier 1: Enhanced Speed @@ -5466,7 +5466,7 @@ Tier 6: Object Bond Mastery or Trust to Luck GM Intrusions: The creature unexpectedly disappears into its bound object. The bound object cracks. The creature -disagrees and doesn’t do as asked. The creature says it’s leaving unless a task is performed for it. +disagrees and doesn't do as asked. The creature says it's leaving unless a task is performed for it. Leads @@ -5496,7 +5496,7 @@ Tier 1: Enhanced Intellect -Tier 1: There’s Your Problem +Tier 1: There's Your Problem Tier 2: Quick Study @@ -5539,7 +5539,7 @@ Looks for Trouble -You’re a scrapper and love a good fight. +You're a scrapper and love a good fight. Tier 1: Fists of Fury @@ -5562,7 +5562,7 @@ Loves the Void -When it’s just you, your spacesuit, and the panorama of stars wheeling out forever and always, you are at peace. +When it's just you, your spacesuit, and the panorama of stars wheeling out forever and always, you are at peace. Type Swap Option: Have Spacesuit, Will Travel @@ -5717,8 +5717,8 @@ Tier 6: Perfect Speed Burst or Greater Enhanced Speed -GM Intrusions: Even a cat can be clumsy. A jump isn’t quite as easy as it looks. An escape move is so overzealous that -it sends the character right into harm’s way. +GM Intrusions: Even a cat can be clumsy. A jump isn't quite as easy as it looks. An escape move is so overzealous that +it sends the character right into harm's way. Moves Like the Wind @@ -5743,7 +5743,7 @@ Murders -You’re an assassin, whether by trade, by inclination, or because it was that or be killed yourself. (Someone who Murders +You're an assassin, whether by trade, by inclination, or because it was that or be killed yourself. (Someone who Murders might have additional equipment, including three doses of a level 2 blade poison that inflicts 5 points of damage.) Tier 1: Surprise Attack @@ -5805,7 +5805,7 @@ Tier 6: Final Defiance or Ignore Affliction -GM Intrusions: Sometimes, it’s equipment or weapons that give out. +GM Intrusions: Sometimes, it's equipment or weapons that give out. Operates Undercover @@ -5821,7 +5821,7 @@ Tier 4: Pull a Fast One -Tier 5: Using What’s Available +Tier 5: Using What's Available Tier 6: Trust to Luck or Deadly Strike @@ -5845,11 +5845,11 @@ Tier 6: Greater Enhanced Might or Jump Attack -GM Intrusions: It’s easy to break delicate things or hurt someone accidentally. +GM Intrusions: It's easy to break delicate things or hurt someone accidentally. Pilots Starcraft -You’re a crack starship pilot. +You're a crack starship pilot. Tier 1: Pilot @@ -5877,8 +5877,8 @@ Plays Too Many Games -Lessons, reflexes, and strategies you’ve learned by playing too many games have applications in the real world, where -people who don’t play enough toil and live their dreary lives. +Lessons, reflexes, and strategies you've learned by playing too many games have applications in the real world, where +people who don't play enough toil and live their dreary lives. Tier 1: Game Lessons @@ -5888,13 +5888,13 @@ Tier 2: Resist Tricks -Tier 3: Sniper’s Aim or Enhanced Speed Edge +Tier 3: Sniper's Aim or Enhanced Speed Edge Tier 4: Mind Games Tier 4: Enhanced Intellect -Tier 5: Gamer’s Fortitude +Tier 5: Gamer's Fortitude Tier 6: Mind Surge or Gaming God @@ -5919,7 +5919,7 @@ Tier 6: Greater Enhanced Potential or Lethal Damage -GM Intrusions: It’s easy for a berserker to lose control and attack friend as well as foe. +GM Intrusions: It's easy for a berserker to lose control and attack friend as well as foe. Rides the Lightning @@ -5943,7 +5943,7 @@ Runs Away -Your first instinct is to run from danger, and you’ve gotten very good at it. +Your first instinct is to run from danger, and you've gotten very good at it. Tier 1: Go Defensive @@ -5966,7 +5966,7 @@ Sailed Beneath the Jolly Roger -You sailed with a crew of dread pirates, but you’ve decided to end your days as a pirate and join some other cause. The +You sailed with a crew of dread pirates, but you've decided to end your days as a pirate and join some other cause. The question is, will your past let you go so easily? Tier 1: Ignore the Pain @@ -6079,7 +6079,7 @@ Tier 2: Skill With Attacks -Tier 3: Shepherd’s Fury or Skill With Defense +Tier 3: Shepherd's Fury or Skill With Defense Tier 4: Greater Enhanced Potential @@ -6087,7 +6087,7 @@ Tier 6: Greater Skill With Attacks or Protective Wall -GM Intrusions: People in the community misunderstand the character’s motives. Rivals try to oust the character. +GM Intrusions: People in the community misunderstand the character's motives. Rivals try to oust the character. Shepherds Spirits @@ -6108,7 +6108,7 @@ Tier 6: Call Otherworldly Spirit or Infuse Spirit -GM Intrusions: Some people don’t trust those who deal with spirits. The dead sometimes don’t want shepherding. +GM Intrusions: Some people don't trust those who deal with spirits. The dead sometimes don't want shepherding. Shreds the Walls of the World @@ -6203,7 +6203,7 @@ Tier 6: Murderer or Heroic Monster Bane -GM Intrusions: The monster laid a trap or set an ambush. The monster has previously undisclosed abilities. The monster’s +GM Intrusions: The monster laid a trap or set an ambush. The monster has previously undisclosed abilities. The monster's mother vows revenge. SOARS ON AMAZING WINGS @@ -6229,13 +6229,13 @@ Solves Mysteries -You’re a master of deduction, using evidence to find the answer. +You're a master of deduction, using evidence to find the answer. Tier 1: Investigator Tier 1: Sleuth -Tier 2: Out of Harm’s Way +Tier 2: Out of Harm's Way Tier 3: You Studied or Skill With Attacks @@ -6265,7 +6265,7 @@ Tier 6: Call the Storm or Earthquake -GM Intrusions: An injured natural (but dangerous) creature is discovered. Someone’s poaching wildlife for their skins, +GM Intrusions: An injured natural (but dangerous) creature is discovered. Someone's poaching wildlife for their skins, leaving the carcasses to rot. A tree falls in the forest, one of the last elder trees. Stands Like a Bastion @@ -6316,7 +6316,7 @@ Tier 6:Break the Ranks or Not Dead Yet -GM Intrusions: An attack or effect interferes with the character’s elasticity. A stretched limb becomes overstressed and +GM Intrusions: An attack or effect interferes with the character's elasticity. A stretched limb becomes overstressed and weak. TAKES ANIMAL SHAPE @@ -6344,8 +6344,8 @@ Talks to Machines -You use your organic brain like a computer, interfacing “wirelessly” with any electronic device. You can control and -influence them in ways that others can’t. +You use your organic brain like a computer, interfacing "wirelessly" with any electronic device. You can control and +influence them in ways that others can't. Tier 1: Machine Affinity @@ -6369,7 +6369,7 @@ Throws With Deadly Accuracy -Everything that leaves your hand goes exactly where you’d like it to go and at the range and speed to make the perfect +Everything that leaves your hand goes exactly where you'd like it to go and at the range and speed to make the perfect impact. Tier 1: Precision @@ -6433,7 +6433,7 @@ (Although all character choices are subject to GM approval, Travels Through Time is a focus that the GM and player should probably have a long conversation about ahead of time, so the player knows the rules of time travel (if any) that -exist in the GM’s setting. A character with this focus can drastically alter a setting, if the rules of time travel +exist in the GM's setting. A character with this focus can drastically alter a setting, if the rules of time travel allow it.) Tier 1: Anticipation @@ -6452,7 +6452,7 @@ Was Foretold -You are the “chosen one,” and prophecy, prediction, prognostication, or some other method of determination expects great +You are the "chosen one," and prophecy, prediction, prognostication, or some other method of determination expects great things of you one day. Tier 1: Interaction Skills @@ -6508,7 +6508,7 @@ Tier 6: Masterful Armor Modification (Jet Assisted Flight) or Masterful Armor Modification (Cypher Pod) -GM Intrusions: The armor won’t come off. The armor acts under its own power. The armor suffers a momentary power loss. +GM Intrusions: The armor won't come off. The armor acts under its own power. The armor suffers a momentary power loss. NPCs are scared by the power armor. WIELDS AN ENCHANTED WEAPON @@ -6533,7 +6533,7 @@ Tier 6: Deadly Strike or Spin Attack GM Intrusions: A weapon breaks or is dropped. The character loses their connection to the weapon until they use an -action to reestablish the attunement. The weapon’s energy discharges in an unexpected way. +action to reestablish the attunement. The weapon's energy discharges in an unexpected way. WIELDS INVISIBLE FORCE @@ -6553,7 +6553,7 @@ Tier 6: Concussion or Generate Force Field -GM Intrusions: Invisibility partially fades, revealing the character’s presence. A force field is pierced by an unusual +GM Intrusions: Invisibility partially fades, revealing the character's presence. A force field is pierced by an unusual or unexpected attack. Wields Two Weapons at Once @@ -6574,11 +6574,11 @@ Tier 6: Disarming Attack or Spin Attack -GM Intrusions: A blade snaps in two or a weapon flies loose from its bearer’s grip. +GM Intrusions: A blade snaps in two or a weapon flies loose from its bearer's grip. Works for a Living -You take great satisfaction in a job well done, whether it’s coding, building houses, or mining asteroids. +You take great satisfaction in a job well done, whether it's coding, building houses, or mining asteroids. Tier 1: Handy @@ -6657,7 +6657,7 @@ Would Rather Be Reading -Books are your friends. What’s more important than knowledge? Nothing. +Books are your friends. What's more important than knowledge? Nothing. Tier 1: Knowledge Is Power @@ -6762,13 +6762,13 @@ Tier 6: Deadly Strike or Spin Attack GM Intrusions: A weapon breaks or isdropped. The weapon loses its connectionto you until you use an action toreestablish -the attunement. The weapon’senergy discharges in an unexpected way +the attunement. The weapon'senergy discharges in an unexpected way CREATING NEW FOCI This section provides everything you need to create your own foci. -Every focus has an overarching style, whether that’s exploration, energy manipulation, or simply dealing a lot of damage +Every focus has an overarching style, whether that's exploration, energy manipulation, or simply dealing a lot of damage in combat. These broad classifications are called focus categories. Each focus category has an overarching theme, followed by selection guidelines that describe how to choose abilities for @@ -6809,7 +6809,7 @@ CHOOSING ABILITIES BY RELATIVE POWER The ability selection guidelines invite you to choose an ability from one of three ranges: low tier, mid tier, and high -tier. These ranges correspond with the power “grades” given for every ability. These abilities are further sorted into +tier. These ranges correspond with the power "grades" given for every ability. These abilities are further sorted into ability categories based on the kinds of things they do—abilities that improve physical attacks are in the attack skill category, abilities that assist allies are in the support category, and so on. Look for the grades and categories in the Ability Categories and Relative Power section of the Abilities chapter. @@ -6817,9 +6817,9 @@ Low-tier abilities are best suited for focus options at tiers 1 and 2. Mid-tier abilities are best suited for focus options at tiers 3 and 4. High-tier abilities are best suited for focus options at tiers 5 and 6. -That said, sometimes you’ll find it appropriate to assign a low-tier ability at tier 3 or 4, or maybe a mid-tier ability -at tier 1 or 2. Do so sparingly, but don’t rule it out. It might be the only way to get all the abilities you want for -the focus you’re building. Higher-tier abilities usually cost more Pool points to use. So if a mid-tier ability is made +That said, sometimes you'll find it appropriate to assign a low-tier ability at tier 3 or 4, or maybe a mid-tier ability +at tier 1 or 2. Do so sparingly, but don't rule it out. It might be the only way to get all the abilities you want for +the focus you're building. Higher-tier abilities usually cost more Pool points to use. So if a mid-tier ability is made available at tier 1 or 2, or a high-tier ability is made available at tier 3 or 4, the higher cost will be a balancing factor. @@ -6827,7 +6827,7 @@ The guidelines within each category go a long way toward ensuring that the focus you build will be balanced. Sometimes it might be appropriate to grant a low-power ability along with a regular ability at a given tier, depending on the -needs of the focus. A “low-power ability” is deliberately open for GM interpretation, but generally speaking, should be +needs of the focus. A "low-power ability" is deliberately open for GM interpretation, but generally speaking, should be no more potent than a low-tier ability (that is, an ability that is normally available at tier 1 or 2). For instance, someone who uses cold might be able to create small snow sculptures in addition to emitting a cold ray. @@ -6835,39 +6835,39 @@ systems. And so on. Often, the focus guidelines note this as a possibility. However, you have great leeway in deciding if a focus needs an -additional ability, even if the guidelines for that tier don’t indicate one. If you do add an ability, or there is a -higher-power ability at a tier that normally shouldn’t have it, it might mean that the choice given at the next tier, or -the previous tier, isn’t quite as good. Balancing a focus is a bit of an art. Resist the urge to overpower the focus, -but don’t underpower it, either. +additional ability, even if the guidelines for that tier don't indicate one. If you do add an ability, or there is a +higher-power ability at a tier that normally shouldn't have it, it might mean that the choice given at the next tier, or +the previous tier, isn't quite as good. Balancing a focus is a bit of an art. Resist the urge to overpower the focus, +but don't underpower it, either. ABILITY GUIDELINES ARE NOT PERSCRIPTIVE -Each focus category provides a guideline for what kind of ability you should select at every tier. But don’t regard the -guidelines as something that you can’t vary. They’re not prescriptive; they’re just a place to start. You might want to -vary the kind of ability at a particular tier that isn’t indicated in the guidelines. As long as the chosen ability -falls within the expected power curve for that tier, it’s fine. The guideline isn’t meant to be a straitjacket. +Each focus category provides a guideline for what kind of ability you should select at every tier. But don't regard the +guidelines as something that you can't vary. They're not prescriptive; they're just a place to start. You might want to +vary the kind of ability at a particular tier that isn't indicated in the guidelines. As long as the chosen ability +falls within the expected power curve for that tier, it's fine. The guideline isn't meant to be a straitjacket. -For example, if you’re building a cold-using focus for a game set in a fantasy genre, you may decide that an ability +For example, if you're building a cold-using focus for a game set in a fantasy genre, you may decide that an ability that calls up a demon is a better choice at a particular tier than an ability that does damage in an area, which is what the tier 5 guideline for energy manipulation calls for. Making the change is probably especially valid if you call your new focus something like Channels the Ninth Circle. ABILITY SWAP -If you’re creating a focus and you think it should provide a suite of abilities at first tier that would mechanically -overload it, you have the option to add one as a “swap” ability. Doing so is as easy as allowing a character to swap out +If you're creating a focus and you think it should provide a suite of abilities at first tier that would mechanically +overload it, you have the option to add one as a "swap" ability. Doing so is as easy as allowing a character to swap out one of their type abilities for an indicated low-tier focus ability. The ability is gained instead of one of the -abilities normally granted by the character’s type. +abilities normally granted by the character's type. CONCEPT AND CATEGORY -Choosing to create a focus that uses a particular concept—say, creating illusions—doesn’t lock you into creating a focus +Choosing to create a focus that uses a particular concept—say, creating illusions—doesn't lock you into creating a focus within a particular category—in this case, environment manipulation. A focus can be constructed in a variety of ways using a particular energy, tool, or concept, each ultimately leading to a focus that provides different results. It all depends on your ends. In this case, creating illusions might be used to sway others, which argues for a focus built using the influence category guidelines. -In the same way, if a focus grants a character the ability to call some kind of force or energy, that doesn’t mean the +In the same way, if a focus grants a character the ability to call some kind of force or energy, that doesn't mean the focus should automatically be built using the energy manipulation category guidelines (though of course it *could,* if attacking and protecting yourself with that energy is the point). But a focus could be built that grants abilities to call energy or force that is primarily focused on durability, suggesting a tank combat focus (someone who can take a lot @@ -6875,7 +6875,7 @@ focus; or creating a follower composed of that energy or force, suggesting an ally use focus (that is, someone who uses helping creatures, NPCs, or even duplicate versions of themselves to give them a leg up). -Here’s another example: the focus Controls Gravity could conceivably be an environment manipulation focus or an energy +Here's another example: the focus Controls Gravity could conceivably be an environment manipulation focus or an energy manipulation focus. It depends on whether the focus is more concerned with crushing and holding things in place (environment manipulation) or on blasting things and protecting yourself with gravity (energy manipulation). @@ -6883,10 +6883,10 @@ earth, they might use it to transform themselves into a being of stone (tank combat), to batter foes (striker combat), or to create walls, barricades, and shields to protect their allies (support). -If you’re looking for an ability and can’t seem to find the right one in the vast catalog in the Abilities chapter, +If you're looking for an ability and can't seem to find the right one in the vast catalog in the Abilities chapter, consider reskinning one to make it seem new (and to accomplish what you need). Reskinning means that you use the -underlying mechanics of an ability as written but change the flavor in some fashion. For instance, maybe you’re creating -a new earth-moving focus but can’t find enough earth-related abilities to meet your need. It’s easy enough to change up +underlying mechanics of an ability as written but change the flavor in some fashion. For instance, maybe you're creating +a new earth-moving focus but can't find enough earth-related abilities to meet your need. It's easy enough to change up other abilities so they use earth instead of fire, cold, or magnetism. For instance, Wings of Fire might become Wings of Earth, Ice Armor could become Earth Armor, and so on. These alterations change nothing except the type of damage and any knock-on effects (for instance, Wings of Earth might generate clouds of dust in their wake). @@ -6901,12 +6901,12 @@ You can go further than reskinning and create one or more brand-new abilities. When doing this, try to find something as close as possible to the effect you want, then use it as a template. In any case, deciding how much an ability should -cost when it comes to a character’s Pool is one of the most important aspects of getting an ability right. +cost when it comes to a character's Pool is one of the most important aspects of getting an ability right. -You may notice that higher-tier abilities are more expensive. This is partly because they do more, but it’s also because +You may notice that higher-tier abilities are more expensive. This is partly because they do more, but it's also because higher-tier characters have more Edge than lower-tier characters, which means they pay fewer points from their relevant Pools. A third-tier character with 3 Edge in a relevant Pool pays no cost for abilities that cost 3 or fewer points. -That’s great for lower-tier abilities, but you’ll usually want a character to think a little bit about how often to use +That's great for lower-tier abilities, but you'll usually want a character to think a little bit about how often to use their most powerful abilities. That means they should cost at least 1 point more than the Edge the character is likely to have at that tier. (Often, a character will have an Edge in their relevant Pool equal to their tier.) @@ -6924,7 +6924,7 @@ ALLY USE Foci that prioritize providing NPC followers to the character are ally use foci. The followers give aid to the PC in a -variety of ways, but at base they usually provide an asset to the character’s actions. +variety of ways, but at base they usually provide an asset to the character's actions. Multiple potential themes exist within the ally use category, from abilities that allow a character to summon or craft allies to those that allow them to attract allies through fame, magic, or essential authority or charisma. @@ -6933,9 +6933,9 @@ Additional Equipment: Any object necessary for the character to keep an ally. For instance, someone with a focus that uses super-science to create robot allies would require tools to build and repair those allies. Some foci in this -category don’t require anything to gain or retain their benefits. +category don't require anything to gain or retain their benefits. -Minor Effect Suggestions: The NPC ally’s tasks are eased on its next turn. +Minor Effect Suggestions: The NPC ally's tasks are eased on its next turn. Major Effect Suggestions: The NPC ally gains an immediate extra action. @@ -6979,7 +6979,7 @@ The other option should be something that benefits the character—perhaps an offensive or defensive ability, or something that broadens their influence over their followers (or potential followers). -Tier 4: Choose a mid-tier ability that gives the character an offensive or defensive capability if they haven’t +Tier 4: Choose a mid-tier ability that gives the character an offensive or defensive capability if they haven't previously gained one, preferably within the theme of the focus. For instance, if the character gains followers because of their charisma, this ability might let them command foes for brief periods. If the character gains followers by building or calling them, this ability might let them affect entities of the same type that are not already their @@ -6991,7 +6991,7 @@ Tier 5: Choose an ability that improves the character by providing a defense, an improved stat Pool, or another kind of protection. -Alternatively, this ability could open a new front in influencing and calling NPC allies related to the focus’s theme. +Alternatively, this ability could open a new front in influencing and calling NPC allies related to the focus's theme. For instance, someone who keeps beast allies might gain an ability to call a horde of lesser beasts. Someone who builds robots might gain an ability to build several lesser robot helpers. And so on. @@ -6999,12 +6999,12 @@ Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other. -One of the abilities should improve a previously gained follower to level 5, if that wasn’t already provided at tier 5. -If that’s the case, this ability might be provided *in addition* to two other related abilities. +One of the abilities should improve a previously gained follower to level 5, if that wasn't already provided at tier 5. +If that's the case, this ability might be provided *in addition* to two other related abilities. Another high-tier option could provide a handful of level 3 followers to the character. -The last high-tier ability could open a new front in influencing and calling NPC allies related to the focus’s theme. +The last high-tier ability could open a new front in influencing and calling NPC allies related to the focus's theme. For instance, someone who gains followers through high charisma and training might gain an ability to learn otherwise impossible-to-glean information. @@ -7016,7 +7016,7 @@ In addition, because the benefits provided by such foci are mostly straightforward (usually with a few exceptions), most basic foci would also be appropriate for non-fantastic campaigns where magic, super-science, or psychic abilities -normally don’t come into play. That said, just because the abilities granted by basic foci are straightforward doesn’t +normally don't come into play. That said, just because the abilities granted by basic foci are straightforward doesn't mean they are not potent when combined with the abilities granted by type, descriptor, cyphers, and other character aspects. @@ -7028,11 +7028,11 @@ Minor Effect Suggestions: Next action is eased. -Major Effect Suggestions: Make a free, no-action recovery roll that doesn’t count against daily recovery rolls. +Major Effect Suggestions: Make a free, no-action recovery roll that doesn't count against daily recovery rolls. The following are examples and not meant to provide a complete list of all possible foci in this category. -• Doesn’t Do Much +• Doesn't Do Much • Interprets the Law @@ -7044,23 +7044,23 @@ Ability Selection Guidelines -Tier 1: Choose an ability that grants training or an asset to skills associated with the focus’s theme, or that grants 5 +Tier 1: Choose an ability that grants training or an asset to skills associated with the focus's theme, or that grants 5 or 6 points to a particular Pool. Alternatively, choose an ability that grants only 2 or 3 points to a particular Pool and an ability that provides training or an asset to just one task. -Tier 2: Choose whichever kind of ability wasn’t chosen at tier 1. +Tier 2: Choose whichever kind of ability wasn't chosen at tier 1. Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other. -One option should be a non-fantastic ability that improves the character’s abilities within the focus’s theme. For +One option should be a non-fantastic ability that improves the character's abilities within the focus's theme. For instance, if the theme involves paying attention in some fashion, an information-gathering ability might be appropriate. -The other option should be something that either improves the character’s Edge in an appropriate stat or provides the +The other option should be something that either improves the character's Edge in an appropriate stat or provides the character with some kind of defense. -Tier 4: Choose another ability that grants additional training or an asset to skills associated with the focus’s theme, +Tier 4: Choose another ability that grants additional training or an asset to skills associated with the focus's theme, or that grants 5 or 6 points to a particular Pool best suited to the focus. Or choose two abilities that provide only 2 or 3 points plus another tier 4 ability that improves a single task or skill. @@ -7069,7 +7069,7 @@ Finally, if the focus has yet to grant some kind of defense, a defensive ability could be provided here. Tier 5: Choose an ability that allows the character to branch out slightly—perhaps one like Expert Skill that allows -them to automatically succeed on a task they’re trained in. +them to automatically succeed on a task they're trained in. Alternatively, if a nonstandard benefit was provided at tier 4, provide the benefits suggested at tier 4 here. @@ -7085,7 +7085,7 @@ ENERGY MANIPULATION Energy manipulation foci offer abilities that can call fire, electricity, force, magnetism, or nonstandard forms of -energy such as cold, stone, or something stranger like “void” or “shadow.” These abilities usually give a character a +energy such as cold, stone, or something stranger like "void" or "shadow." These abilities usually give a character a way to achieve something of a balance between attacking enemies and granting themselves or allies additional protection. The focus usually also offers abilities that provide other ways to use specific energy for things like transportation, creating large concentrations of energy that can affect multiple targets, or creating a temporary object or barrier of @@ -7094,7 +7094,7 @@ Connection: Choose four relevant connections from the Focus Connections list. Additional Equipment: One or more pieces of equipment immune to the energy manipulated, which might be a set of clothes. -Alternatively, something related to the energy being generated. Some foci in this category don’t require additional +Alternatively, something related to the energy being generated. Some foci in this category don't require additional equipment. Energy Abilities: If a character type grants special abilities that normally use some other kind of energy, they now @@ -7104,7 +7104,7 @@ Minor Effect Suggestions: The target or something near the target is hindered because of residual energy. -Major Effect Suggestions: An important item on the target’s person is destroyed. +Major Effect Suggestions: An important item on the target's person is destroyed. The following are examples and not meant to provide a complete list of all possible foci in this category. @@ -7130,7 +7130,7 @@ ability to charge a depleted artifact or have an asset for dealing with electrical systems. A focus that absorbs energy might grant an ability to release it as a basic attack. And so on. -Tier 2: Choose whichever kind of ability wasn’t chosen at tier 1. +Tier 2: Choose whichever kind of ability wasn't chosen at tier 1. Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other. @@ -7141,7 +7141,7 @@ electricity), entombing a victim in a layer of ice (if using cold), creating perfect silence (if using sound), creating a dazzling blast of illumination (if using light), and so on. -Tier 4: Choose whichever kind of ability wasn’t chosen at tier 3. +Tier 4: Choose whichever kind of ability wasn't chosen at tier 3. Tier 5: Choose a high-tier ability that inflicts damage (and possibly a related effect) that can affect more than one target using the appropriate energy type, or an ability that uses the energy in some fashion not previously used, as @@ -7171,7 +7171,7 @@ Connection: Choose four relevant connections from the Focus Connections list. Additional Equipment: Any object necessary to manipulate the surrounding environment. For instance, someone with a focus -that grants the ability to craft objects would require basic tools. Some foci in this category don’t require anything to +that grants the ability to craft objects would require basic tools. Some foci in this category don't require anything to gain or retain their benefits. Environment Manipulation Abilities: Foci themes that involve imagery or visible energies can affect the look of your @@ -7205,7 +7205,7 @@ Ability Selection Guidelines Tier 1: Choose a low-tier ability that grants a basic use of an ability that alters the environment (or predicts it) -using the focus’s theme. For instance, a gravity-affecting focus might provide an ability that makes a target lighter or +using the focus's theme. For instance, a gravity-affecting focus might provide an ability that makes a target lighter or heavier. An illusion-crafting focus might grant an ability that allows the creation of an image. An object-making focus might grant a basic proficiency in creating a particular kind of object. A predictive focus might calculate outcomes and provide the @@ -7214,22 +7214,22 @@ Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge. -Tier 2: Choose a low-tier ability that provides a new defensive or offensive capability related to the focus’s theme. +Tier 2: Choose a low-tier ability that provides a new defensive or offensive capability related to the focus's theme. Alternatively, this ability might provide an additional or brand-new capability to manipulate the environment related to -the focus’s theme. +the focus's theme. Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other. -One option should be a mid-tier ability related to the focus’s theme that provides an additional environment +One option should be a mid-tier ability related to the focus's theme that provides an additional environment manipulation capacity or further improves the basic environment manipulation ability previously granted. This ability -isn’t directly offensive or defensive, but provides either an all-new ability related to the basic ability, or one that +isn't directly offensive or defensive, but provides either an all-new ability related to the basic ability, or one that increases the strength, range, or some other extension of the previously unlocked basic ability. The other mid-tier option should provide an offensive or defensive ability related to the specific form of movement the focus provides, if possible. -Tier 4: Choose a mid-tier ability that is either an offensive or a defensive use of the ability, whichever one wasn’t +Tier 4: Choose a mid-tier ability that is either an offensive or a defensive use of the ability, whichever one wasn't chosen as an option in the previous tier. Tier 5: Choose a high-tier penultimate use of the environment-manipulation ability. For instance, if the focus-granted @@ -7285,7 +7285,7 @@ Ability Selection Guidelines Tier 1: Choose a low-tier ability that grants the character basic exploratory, survival, or information-gathering -capabilities within the focus’s theme. +capabilities within the focus's theme. Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill (though this may already be covered in the main @@ -7305,12 +7305,12 @@ information-gathering ability. The other option should be something that benefits the character, either an offensive or defensive ability (especially -if this focus hasn’t already granted that) or something that further broadens the character’s ability to explore in the -focus’s chosen realm. +if this focus hasn't already granted that) or something that further broadens the character's ability to explore in the +focus's chosen realm. -Tier 4: Choose a mid-tier offensive or defensive ability (whichever wasn’t offered at tier 3) that benefits the +Tier 4: Choose a mid-tier offensive or defensive ability (whichever wasn't offered at tier 3) that benefits the character. Alternatively, if offensive and defensive abilities are already well represented, choose a different mid-tier -ability that broadens the character’s ability to explore, survive, or gather information. +ability that broadens the character's ability to explore, survive, or gather information. Tier 5: Choose a high-tier ability that alleviates some of the penalties for exploring, surviving, or gathering information in a normally inhospitable place. @@ -7321,21 +7321,21 @@ exploratory, survival, or information-gathering ability. The other option should be something that benefits the character, either an offensive or defensive ability, or yet -another ability that further broadens their capacity to explore in the focus’s chosen realm. +another ability that further broadens their capacity to explore in the focus's chosen realm. INFLUENCE -Foci that prioritize authority and influence—whether that’s to make people or machines do as commanded, to help others, +Foci that prioritize authority and influence—whether that's to make people or machines do as commanded, to help others, or to rise to some other prestigious and significant position—fall within the influence category. -These foci grant influence through training and persuasion, by direct mental manipulation, by using fame to get people’s +These foci grant influence through training and persuasion, by direct mental manipulation, by using fame to get people's attention and influence their actions, or simply by knowing and learning things that affect later decisions. In this sense, the concept of influence is broad. Connection: Choose four relevant connections from the Focus Connections list. Additional Equipment: Any object necessary to achieve the influence suggested should be granted as additional equipment. -Some influence foci don’t require anything to gain or retain their benefits. +Some influence foci don't require anything to gain or retain their benefits. Minor Effect Suggestions: The range or duration of the influencing ability is doubled. @@ -7368,26 +7368,26 @@ Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge. -Tier 2: Choose a low-tier ability that improves the character’s ability to apply influence. This might open an -additional front on the focus’s basic theme or simply further enhance the basic ability already provided. For instance, +Tier 2: Choose a low-tier ability that improves the character's ability to apply influence. This might open an +additional front on the focus's basic theme or simply further enhance the basic ability already provided. For instance, this tier 2 ability could ease influence-related tasks by a few steps, allow a telepath to read the minds of others who -have secrets they’d otherwise not reveal, or grant influence over physical objects (either to improve them or to learn +have secrets they'd otherwise not reveal, or grant influence over physical objects (either to improve them or to learn more about them). And so on. Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other. -One option should provide an offensive or defensive capability related to the focus’s specific kind of influence, if +One option should provide an offensive or defensive capability related to the focus's specific kind of influence, if possible. For instance, an inventor might create a serum that gives them increased abilities (which could be used for offense or defense), a telepath might have some method of blasting foes with mental energy, and someone with only the basic skills of debate and influence through fame might have to rely on weapon training or their entourage. The other mid-tier option should provide an additional ability to influence in the theme of the focus, or further -improve the basic influence ability previously granted. This option isn’t directly offensive or defensive, but provides +improve the basic influence ability previously granted. This option isn't directly offensive or defensive, but provides either an all-new ability related to the basic ability, or increases the strength, range, or some other extension of the previously unlocked basic ability. For instance, a telepath might have a psychic suggestion ability. Tier 4: Choose a mid-tier ability that is either an offensive or a defensive use of the influence ability, whichever one -wasn’t chosen as an option in the previous tier. +wasn't chosen as an option in the previous tier. Alternatively, this ability could grant an additional capability related to the kind of influence the focus provides. @@ -7408,17 +7408,17 @@ IRREGULAR -Most foci have a basic theme, a “character story” that logically leads to a series of related abilities. However, -certain foci themes are so wide that they don’t fit into any other category except an irregular one of their own. +Most foci have a basic theme, a "character story" that logically leads to a series of related abilities. However, +certain foci themes are so wide that they don't fit into any other category except an irregular one of their own. -Irregular foci provide a basket of disparate abilities. Usually that’s because the overarching theme is one that demands +Irregular foci provide a basket of disparate abilities. Usually that's because the overarching theme is one that demands variability and access to several different kinds of abilities. Often, these foci are found in genres that suggest additional rule tweaks to leverage their use even further, such as power shifts in the superhero genre and spellcasting in the fantasy genre. However, other irregular foci are possible. Connection: Choose four relevant connections from the Focus Connections list. -Additional Equipment: Any object necessary to the focus’s theme. For instance, a +Additional Equipment: Any object necessary to the focus's theme. For instance, a superhero-themed focus might grant a superhero costume. Minor Effect Suggestions: The target is also dazed for one round, during which time all of its tasks are hindered. @@ -7448,8 +7448,8 @@ skill training in a related area of knowledge or a related skill. Alternatively, it might offer a simple bonus of 2 or 3 points to a Pool. -Tier 2: Choose a low-tier ability that grants one of the benefits the focus theme promises, one that’s presumably not -immediately related to the one provided at tier 1. That said, if a defense wasn’t provided at tier 1, tier 2 is a good +Tier 2: Choose a low-tier ability that grants one of the benefits the focus theme promises, one that's presumably not +immediately related to the one provided at tier 1. That said, if a defense wasn't provided at tier 1, tier 2 is a good place to add it. Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other. @@ -7458,7 +7458,7 @@ provided at earlier tiers. The other option should include a method of attack if none has previously been granted. Alternatively, if the lower-tier -abilities don’t quite get the character where they need to be, this option might further increase a capability unlocked +abilities don't quite get the character where they need to be, this option might further increase a capability unlocked at a lower tier. Tier 4: Choose a mid-tier ability that grants one of the benefits the focus theme promises, one that may not be @@ -7471,15 +7471,15 @@ One option should grant one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers. However, this ability might also provide an ultimate version of a lower-tier ability if a -mid-tier or low-tier option wasn’t quite sufficient. +mid-tier or low-tier option wasn't quite sufficient. -The other option should provide an alternate method to round out the character in a way that doesn’t replicate the first +The other option should provide an alternate method to round out the character in a way that doesn't replicate the first tier 6 option. For instance, if the first option provided some kind of attack, this one might be an interaction, -information-gathering, or healing ability, depending on the focus’s overarching theme. +information-gathering, or healing ability, depending on the focus's overarching theme. MOVEMENT EXPERTISE -Foci that prioritize novel forms of movement—in order to excel in combat, escape situations most others can’t, move with +Foci that prioritize novel forms of movement—in order to excel in combat, escape situations most others can't, move with stealth for purposes of theft or escape, or move into locations normally inaccessible—fall within the movement expertise category. These foci usually have methods of granting either offense or defense through movement, though they may provide some means of doing both. @@ -7492,7 +7492,7 @@ Connection: Choose four relevant connections from the Focus Connections list. Additional Equipment: Any object necessary to achieve great speeds, change state, or otherwise gain the benefit of the -focus should be granted as additional equipment. Some foci in this category don’t require anything to gain or retain +focus should be granted as additional equipment. Some foci in this category don't require anything to gain or retain their benefits. Minor Effect Suggestions: The target is dazed, and their next action is hindered. @@ -7517,7 +7517,7 @@ Ability Selection Guidelines -Tier 1: Choose a low-tier ability that grants the basic benefit of the specific movement style, whether that’s enhanced +Tier 1: Choose a low-tier ability that grants the basic benefit of the specific movement style, whether that's enhanced speed, agility, immateriality, and so on. Sometimes an additional low-power ability is appropriate, depending on the focus. If the basic benefit of the movement @@ -7525,7 +7525,7 @@ provided seems like it should also unlock a basic offensive or defensive benefit (relying on the use of the initial basic ability), append it as well. -Tier 2: Choose a low-tier ability that provides a new offensive or defensive capability related to the focus’s theme. +Tier 2: Choose a low-tier ability that provides a new offensive or defensive capability related to the focus's theme. Alternatively, this ability might provide some additional capability related to the form of movement that grants useful information to the character that would normally be inaccessible to someone without the focus. @@ -7533,15 +7533,15 @@ Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other. One option should provide an additional movement capacity or further improve the basic movement capacity, related to the -focus’s theme. This isn’t directly offensive or defensive, but provides the character with a new level of ability or an +focus's theme. This isn't directly offensive or defensive, but provides the character with a new level of ability or an all-new ability related to their basic movement ability. The other option should provide either an offensive or a defensive capability related to the specific form of movement the focus provides. -Tier 4: Choose a mid-tier ability that further enhances the advantages provided by focus’s movement-enhancing paradigm. +Tier 4: Choose a mid-tier ability that further enhances the advantages provided by focus's movement-enhancing paradigm. This could provide a new or better form of defense (directly, or indirectly if moving to a location or time where danger -doesn’t threaten), or a new or better form of offense. +doesn't threaten), or a new or better form of offense. Tier 5: Choose a high-tier penultimate use of the movement-related ability. For instance, if the focus-provided movement is temporal, this ability might allow actual (if brief) jaunts of time travel. If the focus enhances speed, this ability @@ -7563,7 +7563,7 @@ Striker combat foci prioritize dealing damage in battle over other concerns. Foci in this category offer defensive abilities as well, but they emphasize abilities that provide ways to spike damage to heights that other foci normally -don’t reach. +don't reach. To achieve this end, a striker combat focus might offer mastery of a particular style of martial combat, which could be training with a particular weapon or martial art, or the use of a unique tool (or even a kind of energy). A style might @@ -7617,7 +7617,7 @@ Ability Selection Guidelines -Tier 1: Choose a low-tier ability that inflicts additional damage when a character attacks using the focus’s particular +Tier 1: Choose a low-tier ability that inflicts additional damage when a character attacks using the focus's particular fighting style, energy, or attitude, or when used against a chosen enemy. Sometimes an additional low-power ability is appropriate, depending on the focus. For instance, a focus that grants @@ -7635,18 +7635,18 @@ that kind of foe. Alternatively, the focus might offer another method for increasing damage within the chosen paradigm. Sometimes an additional low-power ability is appropriate at tier 2. If so, choose whichever -low-power ability wasn’t gained at tier 1. +low-power ability wasn't gained at tier 1. Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other. -One option should inflict additional damage when using the focus’s fighting style, energy, or attitude, or when used +One option should inflict additional damage when using the focus's fighting style, energy, or attitude, or when used against a chosen enemy. That could be as simple as an ability that offers an additional attack of that kind. The other option should provide a method to temporarily neutralize a foe by disarming them, dazing or stunning them, -slowing or holding them, or otherwise discombobulating them by using the focus’s fighting style, energy, or attitude, or +slowing or holding them, or otherwise discombobulating them by using the focus's fighting style, energy, or attitude, or when used against a chosen enemy. -Tier 4: Choose a mid-tier ability that further enhances the advantages provided by the focus’s paradigm. Often, this +Tier 4: Choose a mid-tier ability that further enhances the advantages provided by the focus's paradigm. Often, this includes training in a particular kind of attack. Alternatively, the ability might increase the advantages provided by achieving a certain combat status, such as gaining surprise. @@ -7677,7 +7677,7 @@ Additional Equipment: Any object necessary to provide support. For instance, someone with a focus that uses entertainment to help others would require an instrument or similar object in aid of their craft. Some foci in this -category don’t require anything to gain or retain their benefits. +category don't require anything to gain or retain their benefits. Minor Effect Suggestions: You can draw an attack without having to use an action at any point before the end of the next round. @@ -7708,16 +7708,16 @@ Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill, but it might be something that works with the initial -ability that, by itself, wouldn’t do much. +ability that, by itself, wouldn't do much. Tier 2: Choose a low-tier ability that follows up on the support style opened in the previous tier. If the previous -tier’s ability provided a means of protection only for the focus taker, this tier 2 ability should specifically provide +tier's ability provided a means of protection only for the focus taker, this tier 2 ability should specifically provide aid to another. If the previous tier specifically provided aid to another, this tier 2 ability could defend the focus -taker or provide an offensive capability grounded, if possible, in the focus’s theme. +taker or provide an offensive capability grounded, if possible, in the focus's theme. Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other. -One option should work within the focus’s theme to aid, heal, protect, or otherwise help another. +One option should work within the focus's theme to aid, heal, protect, or otherwise help another. The other option should be something that benefits the character, either an offensive or defensive ability, or something that broadens their expertise in some fashion. Alternatively, it could be another, different method of helping someone @@ -7746,7 +7746,7 @@ Some tank combat foci involve a physical transformation that grants additional protection, and others rely on specialized training, use tools like shields or heavy armor, or provide the ability to heal incredibly fast. The kinds -of physical transformation that a tank focus provides, if any, vary widely. A focus might turn a character’s skin to +of physical transformation that a tank focus provides, if any, vary widely. A focus might turn a character's skin to stone, reinforce their body with metal, turn them into a monstrous being, make them so big it becomes harder to hurt them, and so on. @@ -7754,7 +7754,7 @@ Additional Equipment: Any object necessary to maintain a physical transformation (such as a tool for repair if partly robotic, a shield or other defensive tool used if skilled, or possibly some kind of amulet or serum). Some tank combat -foci don’t require anything to gain or retain their benefits. +foci don't require anything to gain or retain their benefits. Minor Effect Suggestions: +2 to Armor for a few rounds. @@ -7786,7 +7786,7 @@ Ability Selection Guidelines -Tier 1: Choose a low-tier ability that provides defense within the focus’s theme. If the theme is simply intense +Tier 1: Choose a low-tier ability that provides defense within the focus's theme. If the theme is simply intense training or the use of a defensive tool, the ability might be as simple as a bonus to Armor. If protection comes from physical transformation, this ability provides the base form effects, benefits, and in some cases drawbacks for making the transformation. A low-tier enhanced healing ability would also be appropriate at first tier. @@ -7796,7 +7796,7 @@ someone with an abnormal physiognomy can fully heal. Other times, the secondary power may simply be training in a related skill, or it may unlock the ability to use a particular armor or shield without penalty. -Tier 2: If the theme of the focus isn’t physical transformation, choose a low-tier ability that provides an additional +Tier 2: If the theme of the focus isn't physical transformation, choose a low-tier ability that provides an additional method of defending, healing damage, or avoiding attacks. If the theme of the focus is physical transformation, choose a low-tier ability that unlocks a new capability related to @@ -7805,16 +7805,16 @@ Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other. -One option should provide an additional form of protection in keeping with the focus’s theme, such as more defensive +One option should provide an additional form of protection in keeping with the focus's theme, such as more defensive capabilities unlocked from a transformation (which might also come with additional offensive capabilities) or a simple physical enhancement if defense is gained by skills or enhanced healing. The other option should provide an offensive capability, especially if creating a non-transformation -focus that doesn’t already have offensive benefits. That capability could be an enhanced attack or provide some other +focus that doesn't already have offensive benefits. That capability could be an enhanced attack or provide some other benefit useful in combat, such as quickly evading or (on the other end of the continuum) becoming immovable. -Tier 4: Choose a mid-tier ability that further enhances the advantages provided by the focus’s damage-soaking paradigm. +Tier 4: Choose a mid-tier ability that further enhances the advantages provided by the focus's damage-soaking paradigm. Often, this includes training in a particular kind of defense. Alternatively, it might increase the advantages provided by previously unlocked defensive abilities, whether that means gaining greater control over a transformation, gaining additional chances to avoid damage or retry tasks related to enhanced determination, and so on. If the focus is lacking @@ -7830,14 +7830,14 @@ One option should use the focus paradigm to increase the defense, protection, or ability to shrug off damage. The other option could be a different way of being defensive. In some cases, the best defense is a good offense, so this -option could provide a high-tier offensive ability in keeping with the focus’s theme, whether that’s a straight-up +option could provide a high-tier offensive ability in keeping with the focus's theme, whether that's a straight-up damage boost on attacks or better control of an unstable physical transformation. SUPERHERO FOCI CUSTOMIZING FOCI -Sometimes not everything about a focus is right for a character’s concept, or perhaps the GM needs additional guidelines +Sometimes not everything about a focus is right for a character's concept, or perhaps the GM needs additional guidelines for creating a new focus. Either way, the solution lies in looking at foci abilities at their most basic default levels. At any tier, a player can select one of the following abilities in place of the ability granted by the tier. Many of @@ -7894,14 +7894,14 @@ ## 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. +any), and focus. They are sorted alphabetically by the ability's name. -A character’s type, flavor, and focus assign an appropriate tier to each ability. However, if you’re creating a +A character's type, flavor, and focus assign an appropriate tier to each ability. However, if you're creating a brand-new focus or type, we provide a couple of additional tools. The first is a power grade for each ability, which tells you about how potent it is in relation to other abilities. -Abilities appropriate for tiers 1 and 2 characters are called “low-tier” abilities. Abilities appropriate for tiers 3 -and 4 are called “mid-tier” abilities. Abilities appropriate for tiers 5 and 6 are called “high-tier” abilities. +Abilities appropriate for tiers 1 and 2 characters are called "low-tier" abilities. Abilities appropriate for tiers 3 +and 4 are called "mid-tier" abilities. Abilities appropriate for tiers 5 and 6 are called "high-tier" abilities. These abilities are further sorted into ability categories based on the kinds of things they do—abilities that improve physical attacks are in the attack skill category, abilities that assist allies are in the support category, and so on. @@ -7916,7 +7916,7 @@ The categories are mainly used by GMs when designing new foci for a campaign, allowing them to search a short list of abilities instead of trying to find something appropriate among the thousand or so abilities in this chapter. For -example, the GM might have a custom focus in their campaign called “Is Born of the Swamp” and want a defensive ability +example, the GM might have a custom focus in their campaign called "Is Born of the Swamp" and want a defensive ability for tier 5, so they can look at the high-tier abilities in the protection category and quickly narrow down what options are available. @@ -7930,8 +7930,8 @@ and it could be argued that some abilities could be included in more categories than are listed here. These categories have some overlap with the categories in the Focus chapter. For example, there is a support category -here and a support category in the Focus chapter. They aren’t intended to be exact parallels and they don’t mean exactly -the same thing. That said, if you’re creating a support-centric focus, many of the abilities in the support ability +here and a support category in the Focus chapter. They aren't intended to be exact parallels and they don't mean exactly +the same thing. That said, if you're creating a support-centric focus, many of the abilities in the support ability category would be appropriate choices. ATTACK SKILL @@ -7972,7 +7972,7 @@ Skill With Attacks -Sniper’s Aim +Sniper's Aim Specialized Throwing @@ -7984,7 +7984,7 @@ Greater Skill With Attacks -Hunter’s Drive +Hunter's Drive Master of Unarmed Fighting Style @@ -8086,7 +8086,7 @@ Deadly Swarm -Dragon’s Maw +Dragon's Maw Fire Servant @@ -8331,7 +8331,7 @@ Miraculous Health -Noble’s Courage +Noble's Courage One With the Wild @@ -8363,7 +8363,7 @@ Free to Move -Gamer’s Fortitude +Gamer's Fortitude Gaming God @@ -8575,7 +8575,7 @@ Deep Consideration -Drawing on Life’s +Drawing on Life's Experiences Information Gathering @@ -8590,7 +8590,7 @@ META -Modifies an existing ability or character trait’s effects or parameters, such as increasing range or, damage, easing the +Modifies an existing ability or character trait's effects or parameters, such as increasing range or, damage, easing the difficulty, giving you additional noncombat actions each turn, rerolling a failed attempt, or treating a number on the die as something different than normal. @@ -8830,7 +8830,7 @@ Seize the Moment -Shepherd’s Fury +Shepherd's Fury Slippery Customer @@ -8972,7 +8972,7 @@ Subtle Tricks -Thief’s Luck +Thief's Luck Trick Driver @@ -8982,7 +8982,7 @@ Ultra Enhancement -Using What’s Available +Using What's Available Usurp Cypher @@ -9159,7 +9159,7 @@ Mentally Tough -Out of Harm’s Way +Out of Harm's Way Phase Sprint @@ -9359,7 +9359,7 @@ SENSES Enhances your senses (seeing in the dark, seeing underwater or through mist, sensing danger, finding optimal places to -stand in combat, and so on), but doesn’t provide direct answers to questions like an information ability does. +stand in combat, and so on), but doesn't provide direct answers to questions like an information ability does. Low Tier: @@ -9896,7 +9896,7 @@ Elemental Protection -In Harm’s Way +In Harm's Way Lead by Inquiry @@ -10159,7 +10159,7 @@ Tech Skills -There’s Your Problem +There's Your Problem Tool Mastery @@ -10400,10 +10400,10 @@ Absorb Energy (7 Intellect points): You touch an object and absorb its energy. If you touch a manifest cypher, you render it useless. If you touch an artifact, roll for its depletion. If you touch another kind of powered machine or device, the GM determines whether its power is fully drained. In any case, you absorb energy from the object touched and -regain 1d10 Intellect points. If this would give you more Intellect than your Pool’s maximum, the extra points are lost, +regain 1d10 Intellect points. If this would give you more Intellect than your Pool's maximum, the extra points are lost, and you must make a Might defense roll. The difficulty of the roll is equal to the number of points over your maximum you absorbed. If you fail the roll, you take 5 points of damage and are unable to act for one round. You can use this -ability as a defense action when you’re the target of an incoming ability. Doing so cancels the incoming ability, and +ability as a defense action when you're the target of an incoming ability. Doing so cancels the incoming ability, and you absorb the energy as if it were a device. Action. Absorb Kinetic Energy: You absorb a portion of the energy of a physical attack or impact. You negate 1 point of damage @@ -10424,14 +10424,14 @@ 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 +attack, you get a free level of Effort on the task. You can't use this ability if your Speed Effort costs are reduced from wearing armor. Enabler. Action Processor (4 Intellect points): Drawing upon stored information and the ability to process incoming data at amazing speeds, you are trained in one physical task of your choice for ten minutes. For example, you can choose running, climbing, swimming, Speed defense, or attacks with a specific weapon. Action to initiate. -Adaptation: Thanks to a latent mutation, a device implanted in your spine, a ritual performed with dragon’s blood, or +Adaptation: Thanks to a latent mutation, a device implanted in your spine, a ritual performed with dragon's blood, or some other gift, you now remain at a comfortable temperature; never need to worry about dangerous radiation, diseases, or gases; and can always breathe in any environment (even the vacuum of space). Enabler. @@ -10446,14 +10446,14 @@ inflicting damage and disarming them so that their weapon is now in your hands or 10 feet (3 m) away on the ground—your choice. This disarming attack is hindered. Action. -Advantages of Being Big: When you use Enlarge, you’re so big that you can move massive objects more easily, climb +Advantages of Being Big: When you use Enlarge, you're so big that you can move massive objects more easily, climb buildings by using hand- and footholds unavailable to regular-sized people, and jump much farther. While you enjoy the effects of Enlarge, all climbing, lifting, and jumping tasks are eased. Enabler. -Advantages of Being Small: You’ve learned how to leverage your strength and accuracy in proportion to your size. Your +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. -Advice From a Friend (1 Intellect point): You know your friend’s strengths and weaknesses, and how to motivate them to +Advice From a Friend (1 Intellect point): You know your friend's strengths and weaknesses, and how to motivate them to succeed. When you give an ally a suggestion involving their next action, the character is trained in that action for one round. Action. @@ -10475,7 +10475,7 @@ you also use your Intellect Edge instead of your Speed Edge). Enabler. All-Out Con (7 Intellect points): You put everything into it. You add three free levels of Effort to the next task you -attempt. You can’t use this ability again until after you’ve taken a +attempt. You can't use this ability again until after you've taken a ten-hour recovery action. Action. Alleviate (3 Intellect points): You attempt to cancel or cure one malady (such as disease or poison) in one creature. @@ -10487,7 +10487,7 @@ 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 +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 @@ -10506,7 +10506,7 @@ Enabler. Amplify Sounds (2 Might points): For one minute, you can amplify distant or small sounds so that you can hear them -clearly, even if it’s a conversation or the sound of a small animal moving through an underground burrow up to a very +clearly, even if it's a conversation or the sound of a small animal moving through an underground burrow up to a very long distance away. You can attempt to perceive the sound even if interceding barriers block it or the sound is very slight, though this requires a few additional rounds of concentration. To discriminate the sound you wish in a noisy environment might also require a few additional rounds of concentration as you audibly explore the surrounding @@ -10516,7 +10516,7 @@ Anecdote (2 Intellect points): You can lift the spirits of a group of creatures and help them bond together by entertaining them with an uplifting or pointed anecdote. For the next hour, those who pay attention to your story are -trained in a task you choose that’s related to the anecdote, as long as it’s not an attack or defense task. Action to +trained in a task you choose that's related to the anecdote, as long as it's not an attack or defense task. Action to initiate, one minute to complete. Animal Scrying (4+ Intellect points): If you know the general location of an animal that is friendly toward you and @@ -10529,7 +10529,7 @@ becomes part of the transformation, rendering it unusable unless it has a passive effect, such as armor. In this form your stats remain the same as your normal form, but you can move and attack according to your animal shape (attacks from most animals this size are medium weapons, which you can use without penalty). Tasks requiring hands (such as using door -handles or pushing buttons) are hindered when in animal form. You cannot speak but can still use abilities that don’t +handles or pushing buttons) are hindered when in animal form. You cannot speak but can still use abilities that don't rely on human speech. You gain two minor abilities associated with the creature you become (see the Animal Form Minor Abilities table at the end of the Character Abilities section of this document). For example, if you transform into a bat, you become trained in perception and can fly up to a long distance each round. If you transform into an octopus, @@ -10541,7 +10541,7 @@ hindered. Anyone who sees you clearly in this hybrid form would never mistake you for a mere animal. Action to change or revert. -“Similar” is a broad term. Lions are similar to tigers and leopards, hawks are similar to ravens and swans, dogs are +"Similar" is a broad term. Lions are similar to tigers and leopards, hawks are similar to ravens and swans, dogs are similar to wolves and foxes, and so on. Even if your animal shape has multiple attack types (such as claws and bite), you can attack only once per round unless @@ -10592,7 +10592,7 @@ Flying: The animal can fly, which (depending on the type of animal) may be up to a short or long distance on its turn. Hands: The animal has paws or hands that are nearly as agile as those of a human. Unlike with most animal shapes, the -animal’s tasks that require hands are not hindered (although the GM may decide that some tasks requiring human agility, +animal's tasks that require hands are not hindered (although the GM may decide that some tasks requiring human agility, such as playing a flute, are still hindered). Scent: The animal has a strong sense of smell, gaining an asset on tracking and dealing with darkness or blindness. @@ -10603,7 +10603,7 @@ Venom: The animal is poisonous (usually through a bite), inflicting 1 additional point of damage. 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. +should alert you if you're about to walk into an ambush or a trap that is lower than level 5. Enabler. 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. @@ -10618,13 +10618,13 @@ immediate range. Whenever you want, your body (entirely or just part of it) sheds light, illuminating everything in short range. Enabler. -Applying Your Knowledge: When you help another character undertake any action that you’re untrained in, you are treated +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. Apportation (4 Intellect points): You call a physical object to you. You can choose any piece of normal equipment on the standard equipment list, or (no more than once per day) you can allow the GM to determine the object randomly. If you call a random object, it has a 10 percent chance of being a manifest cypher or artifact, a 50 percent chance of being a -piece of standard equipment, and a 40 percent chance of being a bit of worthless junk. You can’t use this ability to +piece of standard equipment, and a 40 percent chance of being a bit of worthless junk. You can't use this ability to take an item held by another creature. Action. Aquatic Combatant: You ignore penalties for any action (including fighting) in underwater environments. Enabler. @@ -10637,9 +10637,9 @@ 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. -Artifact Scavenger (6 Intellect points + 2 XP): You’ve developed a sixth sense for searching for the most valuable items +Artifact Scavenger (6 Intellect points + 2 XP): You've developed a sixth sense for searching for the most valuable items in the wasteland. If you spend the time required to succeed on two scavenging tasks, you can exchange all the results -you would otherwise obtain for a chance to gain an artifact of the GM’s choosing if you succeed on a difficulty 6 +you would otherwise obtain for a chance to gain an artifact of the GM's choosing if you succeed on a difficulty 6 Intellect task. You can use this ability at most once per day, and never within the same general area. Action to initiate, several hours to complete. @@ -10648,7 +10648,7 @@ Enabler. As Foretold in Prophecy: You accomplish something that proves you are truly the chosen one. The next task you attempt is -eased by three steps. You can’t use this ability again until after you’ve taken a one-hour or a ten-hour recovery +eased by three steps. You can't use this ability again until after you've taken a one-hour or a ten-hour recovery action. Action. As If One Creature: When you and your beast (from your Beast Companion ability) are within immediate distance of each @@ -10687,7 +10687,7 @@ Augment Cypher (2+ Intellect points): When you activate a cypher, add +1 to its level. In addition to the normal options for using Effort, you can choose to use Effort to increase the level of the cypher by an additional +1 (per level of -Effort applied). You can’t increase the cypher’s level above 10. Enabler. +Effort applied). You can't increase the cypher's level above 10. Enabler. Autodoctor: You are trained in healing, performing surgical procedures, and withstanding pain. You can perform surgeries on yourself, remaining conscious while you do so. Enabler. @@ -10734,14 +10734,14 @@ Beast Call (5 Intellect points): You summon a horde of small animals or a single level 4 beast to help you temporarily. These creatures do your bidding for as long as you focus your attention, but you must use your action each turn to -direct them. Creatures are native to the area and arrive under their own power, so if you’re in an unreachable place, -this ability won’t work. Action. +direct them. Creatures are native to the area and arrive under their own power, so if you're in an unreachable place, +this ability won't work. Action. Beast Companion: A level 2 creature of your size or smaller accompanies you and follows your instructions. You and the -GM must work out the details of your creature, and you’ll probably make rolls for it in combat or when it takes actions. +GM must work out the details of your creature, and you'll probably make rolls for it in combat or when it takes actions. The beast companion acts on your turn. As a level 2 creature, it has a target number of 6 and 6 health and it inflicts 2 points of damage. Its movement is based on its creature type (avian, swimmer, and so on). If your beast companion dies, -you can hunt in the wild for 1d6 days to find a new one. Enabler. (A creature’s level determines its target number, +you can hunt in the wild for 1d6 days to find a new one. Enabler. (A creature's level determines its target number, health, and damage, unless otherwise stated. So a level 2 beast companion has a target number of 6 and a health of 6, and it @@ -10753,7 +10753,7 @@ Beast Form: On five consecutive nights each month, you change into a monstrous beast for up to one hour each night. In this new form, you gain +8 to your Might Pool, +1 to your Might Edge, +2 to your Speed Pool, and +1 to your Speed Edge. -While in beast form, you can’t spend Intellect points for any reason other than to try to change to your normal form +While in beast form, you can't spend Intellect points for any reason other than to try to change to your normal form before the one-hour duration is over (a difficulty 2 task). In addition, you attack any and every living creature within short range. After you revert to your normal form, you take a –1 penalty to all rolls for one hour. If you did not kill and eat at least one substantial creature while in beast form, the penalty increases to –2 and affects all your rolls @@ -10768,10 +10768,10 @@ Betrayal: Any time you convince a foe that you are not a threat and then suddenly attack it (without provocation), the attack deals 4 additional points of damage. Enabler. -Better Living Through Chemistry (4 Intellect points): You’ve developed drug cocktails specifically designed to work with +Better Living Through Chemistry (4 Intellect points): You've developed drug cocktails specifically designed to work with your own biochemistry. Depending on which one you inject, it makes you smarter, faster, or tougher, but when it wears off, the crash is a doozy, so you use it only in desperate situations. You gain 2 to your Might Edge, Speed Edge, or -Intellect Edge for one minute, after which you can’t gain the benefit again for one hour. During this follow-up hour, +Intellect Edge for one minute, after which you can't gain the benefit again for one hour. During this follow-up hour, every time you spend points from a Pool, increase the cost by 1. Action. Better Surprise Attack: If attacking from a hidden vantage, with surprise, or before an opponent has acted, you get an @@ -10784,14 +10784,14 @@ Bigger Animal Shape: When you use Animal Shape, your animal form grows to about twice its normal size. Being so large, your beast form gains the following additional bonuses: +1 to Armor, +5 to your Might Pool, and you are trained in using -your animal form’s natural attacks as heavy weapons (if you weren’t already). However, your Speed defense tasks are +your animal form's natural attacks as heavy weapons (if you weren't already). However, your Speed defense tasks are hindered. While bigger, you also gain an asset to tasks that are easier for a larger creature to perform, like climbing, intimidating, wading rivers, and so on. Enabler. Bigger Beast Form: When you use Beast Form, your beast form grows bigger than before, during which time you achieve a height of 12 feet (4 m). Being so large, your beast form gains the following additional bonuses: +1 to Armor, +5 to your Might Pool, and you are -trained in using your fists as heavy weapons (if you weren’t already). However, your Speed defense tasks are hindered. +trained in using your fists as heavy weapons (if you weren't already). However, your Speed defense tasks are hindered. While bigger, you also gain an asset to tasks that are easier for a larger creature to perform, like climbing, intimidating, wading rivers, and so on. Enabler. @@ -10803,7 +10803,7 @@ Biomorphic Healing (4+ Might points): You consciously send out a pulse of your biomorphic field (a strange energy your 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. +recovery roll. You can't use this ability again on that creature until after its next ten-hour rest. Action. Blameless: You are trained in one of the following: deception, stealth, or disguise. Enabler. @@ -10814,7 +10814,7 @@ if you belong. Action to initiate or reinitiate. Blessing of the Gods: As a servant of the gods, you can call up blessings in their name. This blessing depends on the -god’s general demeanor and area of influence. Choose two of the abilities described below. +god's general demeanor and area of influence. Choose two of the abilities described below. *Authority/Law/Peace (3 Intellect points).* You prevent a foe that can hear and understand you from attacking anyone or anything for one round. Action. @@ -10868,14 +10868,14 @@ initiate. Block for Another: If you use a light or medium weapon, you can block attacks made against an ally near you. Choose one -creature within immediate range. You provide an asset to that creature’s Speed defense tasks. You can’t use Quick Block +creature within immediate range. You provide an asset to that creature's Speed defense tasks. You can't use Quick Block while using Block for Another. Enabler. Blood Fever: When you have no points in one or two Pools, you gain an asset to attacks or defense rolls (your choice). 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. +foe. You don't need to spend the points until you know that the first foe is down. Enabler. Blurring Speed (7 Speed points): You move so quickly that until your next turn, you look like a blur. While you are blurred, if you apply Effort to a melee attack task or Speed defense task, you get a free level of Effort on that task; @@ -10904,12 +10904,12 @@ 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. +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 +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 @@ -10926,7 +10926,7 @@ the option to exchange that ability for Healing Pulse.) Enabler. Bound Magic Creature: You have a level 3 magic ally bound to a physical object (perhaps a minor djinn bound to a lamp, a -lesser demon bound to a coin, or a spirit bound to a mirror). The magic ally doesn’t yet have the full power that one of +lesser demon bound to a coin, or a spirit bound to a mirror). The magic ally doesn't yet have the full power that one of its kind could possess when mature. Normally, the ally remains quiescent in its bound object. When you use an action to manifest it, it appears next to you as a creature that can converse with you. The creature has its own personality determined by the GM and is a level higher than its base level for one area of knowledge (such as local history). The GM @@ -10935,8 +10935,8 @@ Each time the magic ally becomes physically manifest, it remains so for up to one hour. During that period, it accompanies you and follows your instructions. The magic ally must remain an immediate distance from you; if it moves farther away, it is yanked back into its object at the end of your following turn and cannot return until after your -next ten-hour recovery roll. It doesn’t attack creatures, but it can use its action to serve as an asset for any one -attack you make on your turn. Otherwise, it can take actions on its own (though you’ll likely roll for it). +next ten-hour recovery roll. It doesn't attack creatures, but it can use its action to serve as an asset for any one +attack you make on your turn. Otherwise, it can take actions on its own (though you'll likely roll for it). If the creature is reduced to 0 health, it dissipates. It reforms in its object in 1d6 + 2 days. @@ -10950,11 +10950,11 @@ for using Effort, you can choose to use Effort to increase the maximum level of the target or increase the duration by one minute. Thus, to control the mind of a level 6 target (three levels above the normal limit) or control a target for four minutes (three minutes above the normal duration), you must apply three levels of Effort. When the duration ends, -the creature doesn’t remember being controlled or anything it did while under your influence. Action to initiate. +the creature doesn't remember being controlled or anything it did while under your influence. Action to initiate. Break the Line (4 Intellect points): You have an eye for group discipline and hierarchy, even among your foes. If a group of foes is gaining any kind of benefit from working together, you can attempt to disrupt that benefit by pointing -out the weak spot in the enemy’s line, formation, or swarm attack. This effect lasts for up to a minute or until all the +out the weak spot in the enemy's line, formation, or swarm attack. This effect lasts for up to a minute or until all the affected foes spend a round assessing and resetting themselves to regain their normal advantage. Action to initiate. Break the Ranks (6 Speed points): You move up to a short distance and attack up to four different foes as a single @@ -10999,7 +10999,7 @@ pressing the right button by luck, just breaking through, or even weirder explanations like touching a thin place between dimensions or an unexpected interaction with your equipment. The difficulty of the task is the level of the barrier. This ability allows you alone to pass through, not anyone else, and the way through closes at the end of your -turn (which might mean you’re trapped on the far side). You have an asset in any attempts to get through it again. In +turn (which might mean you're trapped on the far side). You have an asset in any attempts to get through it again. In addition to the normal options for using Effort, you can choose to use Effort to increase the maximum thickness of the barrier, each level adding 3 feet (1 m). Action. @@ -11035,13 +11035,13 @@ 4 points of damage (you can spend Effort normally on each individual lightning bolt attack). Three actions to initiate; action to call down a lightning strike. -Call Swarm (4 Intellect points): If you’re in a location where it’s possible for the creatures from your Influence Swarm +Call Swarm (4 Intellect points): If you're in a location where it's possible for the creatures from your Influence Swarm ability to come, you call a swarm of them for one hour. During this hour, they do as you telepathically command as long -as they are within long range. They can swarm about and hinder any or all opponents’ tasks. While the creatures are in +as they are within long range. They can swarm about and hinder any or all opponents' tasks. While the creatures are in long range, you can speak to them telepathically and perceive through their senses. Action to initiate. Call Through Time (6+ Intellect points): You call a creature or person of up to level 3 from the recent past, and it -appears next to you. You can choose a creature that you’ve previously encountered (even if it is now dead), or (no more +appears next to you. You can choose a creature that you've previously encountered (even if it is now dead), or (no more than once per day) you can allow the GM to determine the creature randomly. If you call a random creature, it has a 10 percent chance of being a creature of up to level 5. The creature has no memory of anything before being called by you, though it can speak and has the general knowledge a creature of its type should possess. The time-shifted creature does @@ -11049,14 +11049,14 @@ returns to the past. In addition to the normal options for using Effort, you can choose to use Effort to call a more powerful creature; each -level of Effort used in this way increases the creature’s level by 1. For example, applying one level of Effort calls a +level of Effort used in this way increases the creature's level by 1. For example, applying one level of Effort calls a specific creature of up to level 4 or a random creature with a 10 percent chance of being up to level 6. Action. Calm (3 Intellect points): Through jokes, song, or other art, you prevent a living foe from attacking anyone or anything for one round. Action. Calm Stranger (2+ Intellect points): You can cause one intelligent creature to remain calm as you speak. The creature -doesn’t need to speak your language, but it must be able to see you. It remains calm as long as you focus all your +doesn't need to speak your language, but it must be able to see you. It remains calm as long as you focus all your attention on it and it is not attacked or otherwise threatened. In addition to the normal options for using Effort, you can choose to use Effort to calm additional creatures allied with your initial target, one additional creature per level of Effort applied. Action. @@ -11066,7 +11066,7 @@ Captivate or Inspire: You can use this ability in one of two ways. Either your words keep the attention of all NPCs that hear them for as long as you speak, or your words inspire all NPCs that hear them to function as if they were one level higher for the next hour. In either case, you choose which NPCs are affected. If anyone in the crowd is attacked while -you’re trying to speak to them, you lose the crowd’s attention. Action to initiate. +you're trying to speak to them, you lose the crowd's attention. Action to initiate. 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. @@ -11074,7 +11074,7 @@ 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 -engages in extreme maneuvers like those described, any tasks to remain on the vehicle’s surface are eased. Enabler. +engages in extreme maneuvers like those described, any tasks to remain on the vehicle's surface are eased. Enabler. Careful Aim: You are trained in attacks with all weapons that you throw. Enabler. @@ -11107,7 +11107,7 @@ Change the Paradigm (6+ Intellect points): You sway the worldview of a creature you spend at least one round speaking to, as long as it can understand you. The creature changes its mind on a significant belief, which could include something as straightforward as helping you instead of trying to kill you, or it could be something more esoteric. This -effect lasts for at least ten minutes, but it can last longer if the creature wasn’t previously your foe. During this +effect lasts for at least ten minutes, but it can last longer if the creature wasn't previously your foe. During this time, the creature takes actions in accordance with the wisdom you have imparted to it. The target must be level 2 or lower. In addition to the normal options for using Effort, you can choose to use Effort to increase the maximum level of the target by one for each level of Effort applied. Action to initiate. @@ -11124,9 +11124,9 @@ that comes within immediate range along your path with an asset to the attack. Targets that take damage take an additional 3 points and are knocked prone. Action. -Charm Machine (2 Intellect points): You convince an unintelligent machine to “like” you. A machine that likes you is 50 +Charm Machine (2 Intellect points): You convince an unintelligent machine to "like" you. A machine that likes you is 50 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. +you controlled by a detonator that likes you, there is a 50 percent chance that it won't explode. Action to initiate. 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. @@ -11136,14 +11136,14 @@ Cloud Personal Memories (3 Intellect points): If you interact with or study a target for at least a round, you gain a sense of how its mind works, which you can use against it in the most blunt fashion possible. You can attempt to confuse -it and make it forget what’s just happened. On a success, you erase up to the last five minutes of its memory. Action to +it and make it forget what's just happened. On a success, you erase up to the last five minutes of its memory. Action to prepare; action to initiate. Coaxing Power (2 Intellect points): You boost the power or function of a machine so that it operates at one level higher than normal for one hour. Action to initiate. Cognizant Offense: During combat, your brain shifts into a sort of battle mode where all potential attacks you could -make are plotted on vector graphs in your mind’s eye, which always provides the best option. Your attacks are eased. +make are plotted on vector graphs in your mind's eye, which always provides the best option. Your attacks are eased. Enabler. Cold Burst (5+ Intellect points): You emit a burst of cold in all directions, up to short range. All within the burst @@ -11167,13 +11167,13 @@ 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 -work, but “Flee” might. In addition, the command can require the creature to take only one action, so “Unlock the door” -might work, but “Unlock the door and run through it” won’t. A commanded creature can still defend itself normally and +able to understand you. The command can't inflict direct harm on the creature or its allies, so "Commit suicide" won't +work, but "Flee" might. In addition, the command can require the creature to take only one action, so "Unlock the door" +might work, but "Unlock the door and run through it" won't. A commanded creature can still defend itself normally and return an attack if one is made on it. If you possess another ability that allows you to command a creature, you can target two creatures at once as your base effect if you use either ability. Action. -Command Beast (3+ Intellect points): You can command a nonhostile, nonhuman beast (such as one that you’ve made calm +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 @@ -11184,7 +11184,7 @@ target. Thus, to command a level 5 beast (two levels above the normal limit), you must apply two levels of Effort. Action to initiate. -Command Machine (4 Intellect points): If you’ve charmed an unintelligent machine or have spoken telepathically with an +Command Machine (4 Intellect points): If you've charmed an unintelligent machine or have spoken telepathically with an intelligent machine, you can attempt to command it to take one action within its capabilities on its next turn. (If you use this ability to command an intelligent machine, it likely becomes hostile to you afterward.) Action. @@ -11194,7 +11194,7 @@ object (as the Destroy Metal ability), or you can craft it into another desired shape (crudely, unless you have the proper crafting skills). You can then move the new object anywhere within range. For example, you could take a few metal shields, fuse them together, and use the resulting shape to block a doorway. You can use this ability to make an -attack—causing a foe’s armor to constrict, rendering a metal item into shards that you fling across the battlefield, and +attack—causing a foe's armor to constrict, rendering a metal item into shards that you fling across the battlefield, and so on—against one target within short range. Regardless of the form of the attack, it is an Intellect action that deals 7 points of damage. Action. @@ -11202,15 +11202,15 @@ range. If you are successful, the target cannot attack you for one minute, during which time it follows your verbal commands if it can hear and understand you. Action to initiate. -Communication (2 Intellect points): You can convey a basic concept to a creature that normally can’t speak or understand +Communication (2 Intellect points): You can convey a basic concept to a creature that normally can't speak or understand speech. The creature can also give you a very basic answer to a simple question. Action. Community Activist: When speaking to others in a community you have a strong connection to, you are trained in persuasion and intimidation tasks about topics that directly relate to the community. Enabler. -Community Knowledge (2 Intellect points): If you’ve invested yourself in a community and have spent at least a few +Community Knowledge (2 Intellect points): If you've invested yourself in a community and have spent at least a few months living there, you can learn things about it through a variety of methods. Sometimes contacts slip the information -to you. Other times, you’re able to draw conclusions simply by what you can see and hear. When you use this ability, you +to you. Other times, you're able to draw conclusions simply by what you can see and hear. When you use this ability, you can ask the GM one question about the community and get a very short answer. Action. Computer Programming: You are trained in using (and exploiting) computer software, you know one or more computer @@ -11223,11 +11223,11 @@ Concussive Blast (2 Intellect points): You release a beam of pure force that smashes into a creature within short range, inflicting 5 points of damage and moving it back an immediate distance. Action. -Confidence Artist: When you’re hacking into a computer system, running a con, picking a pocket, fooling or tricking a +Confidence Artist: When you're hacking into a computer system, running a con, picking a pocket, fooling or tricking a dupe, sneaking something by a guard, and so on, you gain an asset on the task. Enabler. Confounding Banter (4 Intellect points): You spew a stream of nonsense to distract a foe within immediate range. On a -successful Intellect roll, your defense roll against the creature’s next attack before the end of the next round is +successful Intellect roll, your defense roll against the creature's next attack before the end of the next round is eased. Action. Confuse Enemy (4 Intellect points): Through a clever bit of misdirection involving a flourish of your coat, ducking at @@ -11266,7 +11266,7 @@ Control Weather (10 Intellect points): You change the weather in your general region. If performed indoors, this creates minor effects, such as mist, mild temperature changes, and so on. If performed outside, you can create rain, fog, snow, wind, or any other kind of normal (not overly severe) weather. The change lasts for a natural length of time so that a -storm might last for an hour, fog for two or three hours, and snow for a few hours (or for ten minutes if it’s out of +storm might last for an hour, fog for two or three hours, and snow for a few hours (or for ten minutes if it's out of season). For the first ten minutes after activating this ability, you can create more dramatic and specific effects, such as lightning strikes, giant hailstones, twisters, hurricane-force winds, and so on. These effects must occur within 1,000 feet (300 m) of your location. You must spend your turn concentrating to create an effect or maintain it in a new @@ -11286,29 +11286,29 @@ creature, you can choose to make one attack roll with an asset. If you hit, you inflict damage with both attacks and treat the attacks as if they were one attack for the purpose of subtracting Armor from the damage. Action. -Copy Power (2+ Intellect points): You can copy someone else’s superpower for an hour, performing it as if it were +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 +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 +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. +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). +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. Counter Danger (4 Intellect points): You negate a source of potential danger related to one creature or object within immediate distance for one minute (instead of one round, as with Foil Danger). This could be a weapon or device held by -someone, a creature’s natural ability, or a trap triggered by a pressure plate. You can also try to counter an action +someone, a creature's natural ability, or a trap triggered by a pressure plate. You can also try to counter an action (like moving or making a conventional mundane attack with a weapon, a claw, etc.). Action. (Using Counter Danger is -usually a matter of the character applying quick thinking in the face of immediate danger. The ability doesn’t rely on +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.) Countermeasures (4 Intellect points): You immediately end one ongoing effect (such as an effect created by a character @@ -11326,7 +11326,7 @@ hour. Action. Create Deadly Poison (3+ Intellect points): You create one dose of a level 2 poison that either inflicts 5 points of -damage or hinders the poisoned creature’s actions for ten minutes (your choice each time you create the poison). You can +damage or hinders the poisoned creature's actions for ten minutes (your choice each time you create the poison). You can apply this poison to a weapon, food, or drink as part of the action of creating it. In addition to the normal options for using Effort, you can choose to use Effort to increase the level of the poison; each level of Effort used in this way increases the poison level by 1. If unused, the poison loses its potency after one hour. Action. @@ -11341,18 +11341,18 @@ Critter Companion: A level 1 creature accompanies you and follows your instructions. This creature is no larger than a large cat (about 20 pounds, or 9 kg) and is normally some sort of domesticated species. You and the GM must work out the -details of your creature, and you’ll probably make rolls for it in combat or when it takes actions. The critter +details of your creature, and you'll probably make rolls for it in combat or when it takes actions. The critter companion acts on your turn. As a level 1 creature, it has a target number of 3 and 3 health, and it inflicts 1 point of 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. 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 +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 command unless you specifically command them otherwise. In addition to the normal options for using Effort, you can choose to use Effort to increase the maximum level of the targets or affect an additional five people. Thus, to control a group that has a level 4 target (two levels above the normal limit) or a group of fifteen people, you must apply two -levels of Effort. When the Crowd Control ability ends, the creatures remember your commands but don’t remember being +levels of Effort. When the Crowd Control ability ends, the creatures remember your commands but don't remember being controlled—your commands seemed reasonable at the time. Action to initiate. Crushing Blow (2 Might points): When you use a bashing or bladed weapon in both hands and apply Effort on the attack, @@ -11364,14 +11364,14 @@ Crystalline Body: You are composed of animate, translucent crystal the color of amber. Work with your GM to decide your exact form, though it is likely about the shape and size of a humanoid. Your crystal body grants you +2 to Armor and +4 -to your Might Pool. However, you’re not quick and your Speed defense tasks are hindered. Certain conditions, like +to your Might Pool. However, you're not quick and your Speed defense tasks are hindered. Certain conditions, like mundane diseases and poisons, do not affect you. Your crystalline body repairs itself more slowly than a body of living flesh would. You have only the one-round, one-hour, and ten-hour recovery rolls available each day; you do not have a ten-minute recovery roll available. Any ability you have that requires a ten-minute recovery roll instead requires a one-hour recovery roll. Enabler. -Curious: You’re always curious about your surroundings, even on a subconscious level. Whenever you use Effort to attempt -navigation, perception, or initiative tasks in an area that you’ve only rarely or never visited before, you can apply an +Curious: You're always curious about your surroundings, even on a subconscious level. Whenever you use Effort to attempt +navigation, perception, or initiative tasks in an area that you've only rarely or never visited before, you can apply an additional free level of Effort. Enabler. Cutting Light (2 Intellect points): You emit a thin beam of energized light from your hand. This inflicts 5 points of @@ -11382,12 +11382,12 @@ 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. +of the second cypher's normal effect, you add one free level of Effort to the first cypher spell. Enabler. Cyphersmith: All manifest cyphers you use function at one level higher than normal. If given a week and the right tools, chemicals, and parts, you can tinker with one of your manifest cyphers, transforming it into another 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, you probably can’t transform a pill into a helmet. Enabler. +example, you probably can't transform a pill into a helmet. Enabler. Abilities—D @@ -11430,14 +11430,14 @@ no light shines. Otherwise, the structure can possess different densities, textures, and capacities. This means it can include windows, doors with locks, furnishings, and even decor, as long as it is all black as pitch. For example, you could shape the dark matter into a large, defensible structure; a sturdy 100-foot (30 m) bridge; or anything similar. -The structure is a level 6 creation and lasts for 24 hours. You can’t keep more than one such structure solid at any one +The structure is a level 6 creation and lasts for 24 hours. You can't keep more than one such structure solid at any one time. Action. Datajack (1 Intellect point): With computer access, you jack in instantly and learn a bit more about something you can see. You get an asset on a task involving that person or object. Action. Daydream (4 Intellect points): You pull someone into a daydream, substituting a dream of your own creation for the -target’s reality for up to one minute. You can affect a target within long range that you can see, or a target within 10 +target's reality for up to one minute. You can affect a target within long range that you can see, or a target within 10 miles (16 km) that you have hair or skin clippings from. To all outward appearances, an affected target stands (or lies) unmoving. But inside, the substituted reality (or dream within a dream, if the target was sleeping) is what the target experiences. If the target is under duress, it can attempt another Intellect defense roll each round to break free, @@ -11450,7 +11450,7 @@ next turn are hindered. This attack inflicts normal damage. Action. Dazzling Sunburst (2 Intellect points): You send a barrage of dazzling colors at a creature within short range and, if -successful, inflict 2 points of damage on the target. In addition, the creature’s attacks are hindered on its next turn, +successful, inflict 2 points of damage on the target. In addition, the creature's attacks are hindered on its next turn, unless the target relies primarily on senses other than sight. Action. Deactivate Mechanisms (5+ Speed points): You make a melee attack that inflicts no damage against a machine. Instead, if @@ -11462,15 +11462,15 @@ Deadly Aim (3 Speed points): For the next minute, all ranged attacks you make inflict 2 additional points of damage. Action to initiate. -Deadly Strike (5 Might points): If you strike a foe of level 3 or lower with a weapon you’re practiced with, you kill +Deadly Strike (5 Might points): If you strike a foe of level 3 or lower with a weapon you're practiced with, you kill the target instantly. Action. -Deadly Swarm (6 Intellect points): If you’re in a location where it’s possible for your swarm of creatures from your +Deadly Swarm (6 Intellect points): If you're in a location where it's possible for your swarm of creatures from your Influence Swarm ability to come, you call a swarm of them for ten minutes. During this time, they do as you -telepathically command as long as they are within long range. They can swarm about and hinder any or all opponents’ +telepathically command as long as they are within long range. They can swarm about and hinder any or all opponents' tasks, or they can focus the swarm and attack all opponents within immediate range of each other (all within long range of you). The attacking swarm inflicts 4 points of damage. While the creatures are in long range, you can speak to them -telepathically and perceive through their senses. Action to initiate. (Swarms don’t usually have game stats, but if +telepathically and perceive through their senses. Action to initiate. (Swarms don't usually have game stats, but if needed, a typical swarm is level 2. Only attacks that affect a large area affect the swarm.) Death Touch (6 Intellect points): You gather disrupting energy in your fingertip and touch a creature. If the target is @@ -11493,7 +11493,7 @@ Deep Consideration (6 Intellect points): When you develop a plan that involves you and your friends working together to accomplish a goal, you can ask the GM one very general question about what is likely to happen if you carry out the plan, and you will get a simple, brief answer. In addition, all of you gain an asset to one roll related to enacting the -plan you developed together, as long as you put the plan into action within a few days of the plan’s creation. Action. +plan you developed together, as long as you put the plan into action within a few days of the plan's creation. Action. Deep Reserves: When others are exhausted, you can push through. Once each day, you can transfer up to 5 points among your Pools in any combination, at a rate of 1 point per round. For example, you could transfer 3 points of Might to @@ -11519,8 +11519,8 @@ Defense Master: Every time you succeed at a Speed defense task, you can make an immediate attack against your foe. (If you have Dodge and Respond, you can exchange that ability for Dodge and Resist.) Your attack must be the same type -(melee weapon, ranged weapon, or unarmed) as the attack you defend against. If you don’t have an appropriate type of -weapon ready, you can’t use this ability. Enabler. +(melee weapon, ranged weapon, or unarmed) as the attack you defend against. If you don't have an appropriate type of +weapon ready, you can't use this ability. Enabler. Defensive Augmentation: By upgrading your nervous and immune systems, you are trained in Might defense and Speed defense tasks. Enabler. @@ -11559,7 +11559,7 @@ a given situation or a predominant feeling. In other words, someone who is labeled innocent can be innocent in a certain circumstance, or they can be generally innocent of terrible crimes (such as murder, major theft, and so on). Likewise, you can declare that a creature is guilty of a particular crime or of terrible deeds in general. The accuracy of your -assessment isn’t important as long as you believe it to be the truth; the GM may require you to give a rationale. +assessment isn't important as long as you believe it to be the truth; the GM may require you to give a rationale. Henceforth, your tasks to socially interact with someone you designate as innocent gain an asset, and your attacks against those you designate as guilty gain an asset. You can change your assessment, but it requires another designation action. The benefits of the designation last until you change it or until you are shown proof that it is wrong. Action. @@ -11569,7 +11569,7 @@ Destined for Greatness: You enjoy uncanny luck as if something was watching over you and keeping you from harm. When you would otherwise descend a step on the damage track, make an Intellect defense roll versus the difficulty set by the level of the foe or effect. If you succeed, you do not descend that step. If the step was because you fell to 0 points -in a Pool, you are still at 0 points; you just don’t suffer the negative effects of being impaired or debilitated. If +in a Pool, you are still at 0 points; you just don't suffer the negative effects of being impaired or debilitated. If you would otherwise descend the final step on the damage track to death, a successful defense roll keeps you at 1 point in one Pool, and you remain debilitated. Enabler. @@ -11581,7 +11581,7 @@ object damage track, the object descends all three steps and is destroyed. Action. Detect Life (3+ Might points): You consciously send out a pulse of your your life energy. You detect all living -creatures within short range, even if they are behind cover, though not if they’re behind a force field. When you detect +creatures within short range, even if they are behind cover, though not if they're behind a force field. When you detect a creature, you detect its general location (to within an immediate range). If you apply two additional levels of Effort, you can increase the range of detection to long. Action. @@ -11631,13 +11631,13 @@ Action to initiate or reinitiate. Disarming Attack (5 Speed points): You attempt a Speed task to disarm a foe as part of your melee attack. If you -succeed, your attack inflicts 3 additional points of damage and the target’s weapon is knocked from their grip, landing -up to 20 feet (6 m) away. If you fail, you still attempt your normal attack, but you don’t inflict the extra damage or +succeed, your attack inflicts 3 additional points of damage and the target's weapon is knocked from their grip, landing +up to 20 feet (6 m) away. If you fail, you still attempt your normal attack, but you don't inflict the extra damage or disarm the opponent if you hit. Action. Disarming Strike (3 Speed points): Your attack inflicts 1 point less damage and disarms your foe so that their weapon is now 10 feet (3 m) away on the ground. (If your chosen weapon is a whip, you can instead deposit the disarmed weapon into -your hands; if your chosen weapon is a bow or other ranged weapon that fires physical rounds, you can instead “nail” the +your hands; if your chosen weapon is a bow or other ranged weapon that fires physical rounds, you can instead "nail" the disarmed weapon to a nearby object or structure. Choosing to do either of these hinders your attack.) Action. Discerning Mind: You have +3 Armor against damaging attacks and damaging effects that target your mind and Intellect. @@ -11646,8 +11646,8 @@ Discipline of Watchfulness (7 Intellect points): 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 can apply a free level -of Effort to any initiative tasks they attempt. This benefit is ongoing while you remain in the allies’ company. It ends -if you leave, but it resumes if you return to the allies’ company within 24 hours. If you leave the allies’ company for +of Effort to any initiative tasks they attempt. This benefit is ongoing while you remain in the allies' company. It ends +if you leave, but it resumes if you return to the allies' company within 24 hours. If you leave the allies' company for more than 24 hours, you must spend another 24 hours together to reactivate the benefit. You must spend the Intellect point cost each 24 hours you wish to keep the benefit active. Enabler. @@ -11662,11 +11662,11 @@ 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 +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 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. +understand you. You choose which targets are affected. Affected targets' actions are hindered for one round. Enabler. 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 @@ -11676,15 +11676,15 @@ fail the attack roll. Enabler. Distance Viewing (5 Intellect points): You know that space and distance are illusions. You concentrate to create an -invisible, immobile sensor at a location you have previously visited or viewed (at the GM’s discretion, you may have to +invisible, immobile sensor at a location you have previously visited or viewed (at the GM's discretion, you may have to succeed at an Intellect task if the location is warded). The sensor lasts for one hour. Once it is created, you can -concentrate to see, hear, and smell through the sensor. It doesn’t grant you sensory capabilities beyond the norm. +concentrate to see, hear, and smell through the sensor. It doesn't grant you sensory capabilities beyond the norm. Action to create; action to check. Distant Interface (2 Intellect points): You can activate, deactivate, or control a machine at long range as if you were next to it, even if normally you would have to touch or manually operate it. If you have never interacted with the particular machine before, the task is hindered by two steps. To use this ability, you must understand the function of -the machine, it must be your size or smaller, and it can’t be connected to another intelligence (or be intelligent +the machine, it must be your size or smaller, and it can't be connected to another intelligence (or be intelligent itself). Action. Distortion (2 Intellect points): You modify how a willing creature within short range reflects light for one minute. The @@ -11696,7 +11696,7 @@ 100 feet. Enabler. Divert Attacks (4 Speed points): For one minute, you automatically deflect or dodge any ranged projectile attacks. -However, on your next turn after you’re attacked with ranged projectiles, all your other actions are hindered. Action to +However, on your next turn after you're attacked with ranged projectiles, all your other actions are hindered. Action to initiate. Divide Your Mind (7 Intellect points): You split your consciousness into two parts. For one minute, you can take two @@ -11715,7 +11715,7 @@ Divine Radiance (2 Intellect points): Your prayer calls divine radiance from the heavens to punish an unworthy target within long range, inflicting 4 points of damage. If the target is a demon, spirit, or something similar, it also stands in unwilling awe of the divine energy coursing through it and is unable to act on its next turn. Once exposed to this -blessing, the target can’t be awed by this attack again for several hours. Action. +blessing, the target can't be awed by this attack again for several hours. Action. Divine Symbol (5+ Intellect points): You invoke divine power by scribing a glowing symbol in the air with your fingers. Writhing pillars of divine radiance spear up to five targets within long range. A successful attack on a target inflicts @@ -11735,10 +11735,10 @@ Double Strike (3 Might points): When you wield two weapons, you can choose to make one attack roll against a foe. If you hit, you inflict damage with both weapons plus 2 additional points of damage, and because you made a single attack, the -target’s Armor is subtracted only once. Action. +target's Armor is subtracted only once. Action. -Dragon’s Maw (6 Intellect points): You fashion and control a “hovering” phantasmal construct of magic within long range -that resembles a dragon’s head. The construct lasts for up to an hour, until it is destroyed, or until you cast another +Dragon's Maw (6 Intellect points): You fashion and control a "hovering" phantasmal construct of magic within long range +that resembles a dragon's head. The construct lasts for up to an hour, until it is destroyed, or until you cast another spell. It is a level 4 construct that inflicts 6 points of damage with its bite when directed. While the construct persists, you can use it to manipulate large objects, carry heavy items in its mouth, or attack foes. If you use it to attack foes, you must use your action to directly control the phantom maw for each attack. Action to initiate. @@ -11757,7 +11757,7 @@ is a robot, you inflict 3 points of damage and restore 3 points to your Might or Speed Pool. If the target is an object, you restore points to your Might or Speed Pool equal to the level of the target. If the target is a manifest cypher, it is fully drained and useless. Artifacts and similar devices must immediately check for depletion (items with a depletion -of “—” are either immune to this ability or have a depletion of 1 in 1d10 when attacked with this ability). Action. +of "—" are either immune to this ability or have a depletion of 1 in 1d10 when attacked with this ability). Action. Drain Power (5 Speed points): You affect the main power source of a robot or machine, inflicting upon it all four conditions in Disable Mechanisms at once. You must touch the robot to do this (if you are making an attack, it inflicts @@ -11768,8 +11768,8 @@ difficulty 3 Intellect task. Each additional time you use this ability, the task is hindered by an additional step. The difficulty returns to 3 after you rest for ten hours. Action. -Drawing on Life’s Experiences (6 Intellect points): You’ve seen a lot and done a lot, and that experience comes in -handy. Ask the GM one question, and you’ll receive a general answer. The GM assigns a level to the question, so the more +Drawing on Life's Experiences (6 Intellect points): You've seen a lot and done a lot, and that experience comes in +handy. Ask the GM one question, and you'll receive a general answer. The GM assigns a level to the question, so the more obscure the answer, the more difficult the task. Generally, knowledge that you could find by looking somewhere other than your current location is level 1, and obscure knowledge of the past is level 7. Action. @@ -11806,12 +11806,12 @@ Dual Defense: When you wield two weapons, you are trained in Speed defense tasks. Enabler. -Dual Distraction (1+ Speed points): When you wield two weapons, your opponent’s next attack is hindered, and if you +Dual Distraction (1+ Speed points): When you wield two weapons, your opponent's next attack is hindered, and if you apply Effort on your next attack against that same foe, you get a free level of Effort on the task. Enabler. Dual Light Wield: You can use two light weapons at the same time, making two separate attacks on your turn as a single action. You remain limited by the amount of Effort you can apply on one action, but because you make separate attacks, -your opponent’s Armor applies to both. Anything that modifies your attack or damage applies to both attacks, unless it’s +your opponent's Armor applies to both. Anything that modifies your attack or damage applies to both attacks, unless it's specifically tied to one of the weapons. Enabler. Dual Medium Wield: You can use two light weapons or medium weapons at the same time (or one light weapon and one medium @@ -11852,8 +11852,8 @@ a short distance regardless of your ability to see. Enabler. 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 +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 must choose a different noncombat skill. Enabler. Elastic Grip (3 Might points): Your attack with your stretchy limbs or body is eased. If you hit, you can grab the @@ -11868,7 +11868,7 @@ Enabler. Electrical Flight (5 Intellect points): You exude an aura of crackling electricity that lets you fly a long distance -each round for ten minutes. You can’t carry other creatures with you. Action to activate. +each round for ten minutes. You can't carry other creatures with you. Action to activate. Elemental Protection (4+ Intellect points): You and every target you designate within immediate range gains +5 Armor against one type of direct elemental damage (such as fire, lightning, shadow, or thorn) for one hour, or until you cast @@ -11879,23 +11879,23 @@ Embrace the Night (7+ Intellect points): You fashion a truly horrifying facade of a creature from swirling ribbons of dark matter and launch it at your foes within long range. Each round, you can attack a target within long range using -the creation as your weapon. When you attack, the creature inserts hair-fine tendrils of shadow into the target’s eyes +the creation as your weapon. When you attack, the creature inserts hair-fine tendrils of shadow into the target's eyes and brain. The target takes 3 points of Intellect damage (ignores Armor) and is stunned for one round so that it loses its next turn. Alternatively, you can cause the creature to take other actions, as long as you are able to see it and mentally control it as your action. The creature disperses after about a minute. Action to initiate. Embraced by Darkness (6 Intellect points): For the next hour, you take on some characteristics of a shadow thanks to a -fundamental adaptation of your flesh or a device you’ve kept secret. Your appearance is a dark silhouette. When you +fundamental adaptation of your flesh or a device you've kept secret. Your appearance is a dark silhouette. When you apply a level of Effort to sneaking tasks, you get a free level of Effort on the task. During this time, you can move through the air at a rate of a short distance per round, and you can move through solid barriers (even those that are sealed to prevent the passage of light or shadow), but not energy barriers, at a rate of 1 foot (30 cm) per round. You -can perceive while passing through a barrier or object, which allows you to peek through walls. As a shadow, you can’t -affect or be affected by normal matter. Likewise, you can’t attack, touch, or otherwise affect anything. However, +can perceive while passing through a barrier or object, which allows you to peek through walls. As a shadow, you can't +affect or be affected by normal matter. Likewise, you can't attack, touch, or otherwise affect anything. However, 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. 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. +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. Enchanted Movement (4+ Intellect points): You use your enchanted weapon to move yourself to any location within a long @@ -11952,14 +11952,14 @@ Energy Protection (3+ Intellect points): Choose a discrete type of energy that you have experience with (such as heat, sonic, electricity, and so on). You gain +10 to Armor against damage from that type of energy for ten minutes. Alternatively, you gain +1 to Armor against damage from that energy for 24 hours. You must be familiar with the type of -energy; for example, if you have no experience with a certain kind of extradimensional energy, you can’t protect against +energy; for example, if you have no experience with a certain kind of extradimensional energy, you can't protect against it. In addition to the normal options for using Effort, you can choose to use Effort to protect more targets; each level of Effort used in this way affects up to two additional targets. You must touch additional targets to protect them. Action to initiate. Energy Resistance: Choose a discrete type of energy that you have experience with (such as heat, sonic, electricity, and so on). You gain +5 to Armor against damage from that type of energy. You must be familiar with the type of energy; for -example, if you have no experience with a certain kind of extradimensional energy, you can’t protect against it. You can +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 Strength (3 Intellect points): For the next ten minutes, you gain an asset on tasks that depend on brute force, @@ -11984,7 +11984,7 @@ Enhanced Might Edge: You gain +1 to your Might Edge. Enabler. Enhanced Phased Attack (5 Intellect points): This ability works like the Phased Attack ability except that your attack -also disrupts the foe’s vitals, dealing an additional 5 points of damage. Enabler. +also disrupts the foe's vitals, dealing an additional 5 points of damage. Enabler. Enhanced Physique: You gain 3 points to divide among your Might and Speed Pools however you wish. Enabler. @@ -12014,13 +12014,13 @@ from its position, but it can attack and defend normally. The target can also use its action attempting to break free. You can increase the level of the force snare by 1 per level of Effort applied. Action to initiate. -Enthrall (1 Intellect point): While talking, you grab and keep another creature’s attention, even if the creature can’t -understand you. For as long as you do nothing but speak (you can’t even move), the other creature takes no actions other +Enthrall (1 Intellect point): While talking, you grab and keep another creature's attention, even if the creature can't +understand you. For as long as you do nothing but speak (you can't even move), the other creature takes no actions other than to defend itself, even over multiple rounds. If the creature is attacked, the effect ends. Action. Entourage: You gain an entourage of five level 1 twenty-somethings that accompanies you wherever you go unless you purposefully disband it for a particular outing. You can ask them to deliver things for you, run messages, pick up your -dry cleaning—pretty much whatever you want, within reason. They can also run interference if you’re trying to avoid +dry cleaning—pretty much whatever you want, within reason. They can also run interference if you're trying to avoid someone, help hide you from media attention, help you muscle through a crowd, and so on. On the other hand, if a situation becomes physically violent, they retreat to safety. Enabler. @@ -12037,16 +12037,16 @@ suitable hiding place is nearby. Enabler. 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 +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. -Evasion: You’re hard to affect when you don’t want to be affected. You are trained in all defense tasks. Enabler. +Evasion: You're hard to affect when you don't want to be affected. You are trained in all defense tasks. Enabler. Everything Is a Weapon: You can take any small object—a coin, a pen, a bottle, a stone, and so on—and throw it with such force and precision that it inflicts damage as a light weapon. Enabler. Exile (5 Intellect points): You send a target that you touch hurtling into another random dimension or universe, where -it remains for ten minutes. You have no idea what happens to the target while it’s gone, but at the end of ten minutes, +it remains for ten minutes. You have no idea what happens to the target while it's gone, but at the end of ten minutes, it returns to the precise spot it left. Action. Expanded Repertoire: The number of subtle cyphers you can bear at the same time increases by one. Enabler. @@ -12057,19 +12057,19 @@ component, a chemical needed to complete a vaccine for a disease, a spare part required to repair a damaged device, the tracks of a specific beast, or the sword that a thief stole from you, this ability is of great use. For the next 24 hours, if you come within short range of the thing and circumstances are such that it is possible for you to perceive -the thing (for example, it’s not in a locked chamber for which you do not have the key), you find it. This ability +the thing (for example, it's not in a locked chamber for which you do not have the key), you find it. This ability assumes that you are constantly on the lookout, always looking everywhere possible, peering behind obstacles, and so -on—if you’re running for your life, sleeping, or otherwise occupied, this ability does not help you. You use this +on—if you're running for your life, sleeping, or otherwise occupied, this ability does not help you. You use this ability in lieu of making a roll to find the thing, but only if the difficulty for finding the object is level 6 or -below. You can apply Effort to increase the maximum level of the thing you’re trying to find (each level of Effort used +below. You can apply Effort to increase the maximum level of the thing you're trying to find (each level of Effort used this way increases the maximum level by 1). Action to initiate. Experienced in Armor: The cost reduction from your Practiced in Armor ability improves. You now reduce the Speed cost by 2. Enabler. -Expert Crafter: Instead of rolling, you can choose to automatically succeed on a crafting task you’re trained in. The +Expert Crafter: Instead of rolling, you can choose to automatically succeed on a crafting task you're trained in. The task must be difficulty 4 or lower. If you are able to reduce the assessed difficulty of a crafting task to 4 or lower, -this ability also applies to each subtask, assuming something doesn’t interrupt you during the ensuing time to build. +this ability also applies to each subtask, assuming something doesn't interrupt you during the ensuing time to build. Enabler. Expert Cypher Use: You can bear three cyphers at a time. Enabler. @@ -12083,17 +12083,17 @@ Expert Pilot: You are specialized in all tasks related to piloting a starcraft. Enabler. -Expert Skill: Instead of rolling a d20, you can choose to automatically succeed on a task you’re trained in. The task -must be difficulty 4 or lower, and it can’t be an attack roll or a defense roll. Enabler. (A character can’t apply +Expert Skill: Instead of rolling a d20, you can choose to automatically succeed on a task you're trained in. The task +must be difficulty 4 or lower, and it can't be an attack roll or a defense roll. Enabler. (A character can't apply Effort or other abilities to any task they accomplish using Expert Skill.) Explains the Ineffable: Through anecdotes, historical retellings, and citing knowledge that few but you have previously understood, you enlighten your friends. After spending 24 hours with you, once per day, each of your friends can ease a -particular task by two steps. This benefit is ongoing while you remain in your friends’ company. It ends if you leave, -but it resumes if you return to your friends’ company within 24 hours. If you leave your friends’ company for longer +particular task by two steps. This benefit is ongoing while you remain in your friends' company. It ends if you leave, +but it resumes if you return to your friends' company within 24 hours. If you leave your friends' company for longer than that, you must spend another 24 hours together to reactivate the benefit. Enabler. -Exploit Advantage: Even if you can do something well, you’ve learned that you can always do it even better. Whenever you +Exploit Advantage: Even if you can do something well, you've learned that you can always do it even better. Whenever you have an asset for a roll, you ease the task by one additional step. Enabler. Exploratory Experience: You are trained in two additional skills in which you are not already trained. Choose from the @@ -12127,7 +12127,7 @@ cannot use this more than one time per area per 24 hours. Action to initiate, five minutes to complete. Eye Gouge (2 Speed points): You make an attack against a creature with an eye. The attack is hindered, but if you hit, -the creature has trouble seeing for the next hour. During this time, the creature’s tasks that rely on sight (which is +the creature has trouble seeing for the next hour. During this time, the creature's tasks that rely on sight (which is most tasks) are hindered. Action. Eyes Adjusted: You can see in extremely dim light as though it were bright light. You can see in total darkness as if it @@ -12136,13 +12136,13 @@ Abilities—F Face Morph (2+ Intellect points): You alter your features and coloration for one hour, hiding your identity or -impersonating someone. This affects only your face, not the rest of your body. You can’t perfectly duplicate someone -else’s face, but you can be accurate enough to fool someone who knows that person casually. You have an asset in all +impersonating someone. This affects only your face, not the rest of your body. You can't perfectly duplicate someone +else's face, but you can be accurate enough to fool someone who knows that person casually. You have an asset in all 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. 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, +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 asset. Each time you familiarize yourself with a new area, you lose focus on a previous area unless you spend 1 XP to retain the familiarity permanently. Action to initiate, one hour to complete. @@ -12152,9 +12152,9 @@ Action. Fast Kill (2 Speed points): You know how to kill quickly. When you hit with a melee or ranged attack, you deal 4 -additional points of damage. You can’t make this attack in two consecutive rounds. Action. +additional points of damage. You can't make this attack in two consecutive rounds. Action. -Fast Talk (1 Intellect point): When speaking with an intelligent creature who can understand you and isn’t hostile, you +Fast Talk (1 Intellect point): When speaking with an intelligent creature who can understand you and isn't hostile, you convince that creature to take one reasonable action in the next round. A reasonable action must be agreed upon by the GM; it should not put the creature or its allies in obvious danger or be wildly out of character. Action. @@ -12165,7 +12165,7 @@ 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. +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. Fearsome Reputation (3 Intellect points): You and those you travel with have earned a fearsome reputation in some parts. @@ -12178,7 +12178,7 @@ Enabler. Feint (2 Speed points): If you use one action creating a misdirection or diversion, in the next round you can take -advantage of your opponent’s lowered defenses. Make a melee attack roll against that opponent. You gain an asset on this +advantage of your opponent's lowered defenses. Make a melee attack roll against that opponent. You gain an asset on this attack. If your attack is successful, it inflicts 4 additional points of damage. Action. Fellow Explorer: You gain a level 2 follower. One of their modifications must be for tasks related to perception. @@ -12198,10 +12198,10 @@ Field-Reinforced Armor: You gain +1 to Armor while wearing the power armor from your Powered Armor ability. Enabler. Fiery Hand of Doom (3 Intellect points): While your Shroud of Flame is active, you can reach into your halo and produce -a hand made of animate flame that is twice the size of a human’s hand. The hand acts as you direct, floating in the air. +a hand made of animate flame that is twice the size of a human's hand. The hand acts as you direct, floating in the air. Directing the hand is an action. Without a command, the hand does nothing. It can move a long distance in a round, but it never moves farther away from you than long range. The hand can grab, move, and carry things, but anything it touches -takes 1 point of damage per round from the heat. The hand can also attack. It’s a level 3 creature and deals 1 extra +takes 1 point of damage per round from the heat. The hand can also attack. It's a level 3 creature and deals 1 extra point of damage from fire when it attacks. Once created, the hand lasts for ten minutes. Action to create; action to direct. @@ -12214,7 +12214,7 @@ not receive healing or otherwise gain points in a Pool during your final round(s) of activity, you are subject to the effects of Not Dead Yet. Enabler. -Find an Opening (1 Intellect point): You use trickery to find an opening in your foe’s defenses. If you succeed on a +Find an Opening (1 Intellect point): You use trickery to find an opening in your foe's defenses. If you succeed on a Speed roll against one creature within immediate range, your next attack against that creature before the end of the next round is eased. Action. @@ -12224,12 +12224,12 @@ Find the Hidden (4+ Intellect points): You see the traceries of objects as they move through space and time. You can sense the distance and direction of any specific inanimate object that you once touched. This takes anywhere from one action to hours of concentration, depending on what the GM feels is appropriate due to time, distance, or other -mitigating circumstances. However, you don’t know in advance how long it will take. If you use at least two levels of +mitigating circumstances. However, you don't know in advance how long it will take. If you use at least two levels of Effort, once you have established the distance and direction, you remain in contact with the object for one hour per level of Effort used. Thus, if it moves, you are aware of its new position. Action to initiate; action each round to concentrate. -Find the Way: When you apply Effort to a navigation task because you don’t know the way, are lost, are attempting to +Find the Way: When you apply Effort to a navigation task because you don't know the way, are lost, are attempting to blaze a new route, need to choose between two or more otherwise similar paths to take, or something very similar, you can apply a free level of Effort. Enabler. @@ -12248,14 +12248,14 @@ Fire Servant (6 Intellect points): While your Shroud of Flame is active, you reach into your halo and produce an automaton of fire that is your general shape and size. It acts as you direct each round. Directing the servant is an action, and you can command it only when you are within long range of it. Without a command, the servant continues to -follow your previous command. You can also give it a simple programmed action, such as “Wait here, and attack anyone who -comes within short range until they’re dead.” The servant lasts for ten minutes, is a level 5 creature, and deals 1 +follow your previous command. You can also give it a simple programmed action, such as "Wait here, and attack anyone who +comes within short range until they're dead." The servant lasts for ten minutes, is a level 5 creature, and deals 1 extra point of damage from fire when it attacks. Action to create; action to direct. Fire Tendrils (5 Intellect points): When you wish it, your halo (from your Shroud of Flame ability) sprouts three tendrils of flame that last for up to ten minutes. As an action, you can use the tendrils to attack, making a separate attack roll for each. Each tendril inflicts 4 points of damage. Otherwise, the attacks function as standard attacks. If -you don’t use the tendrils to attack, they remain but do nothing. Enabler. +you don't use the tendrils to attack, they remain but do nothing. Enabler. Fists of Fury: You inflict 2 additional points of damage with unarmed attacks. Enabler. @@ -12276,9 +12276,9 @@ damage, 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. -Flash Across the Miles (6+ Intellect points): You can move to an open location on the planet that you’re familiar with +Flash Across the Miles (6+ Intellect points): You can move to an open location on the planet that you're familiar with almost instantaneously, transformed into a bolt of lightning. If you apply a level of Effort, you can attempt to -penetrate covered locations that you’re aware of as long as a route exists from the open air to the area you want to +penetrate covered locations that you're aware of as long as a route exists from the open air to the area you want to reach that electricity can easily follow. Action. Flee (6 Intellect points): All non-allies within short distance who can hear your dreadful, intimidating words flee from @@ -12293,21 +12293,21 @@ Flex Lore: After each ten-hour recovery roll when you have access to a high-technology digital reference library (such as one that might be found in a starship or in a learning center), choose one field of knowledge related to a specific planet or some other location. The field might be habitations, customs, governments, characteristics of the main -species, important figures, and so on. You’re trained in that field until you use this ability again. You could use this -ability with an area of knowledge you’re already trained in to become specialized. Enabler. +species, important figures, and so on. You're trained in that field until you use this ability again. You could use this +ability with an area of knowledge you're already trained in to become specialized. Enabler. Flex Skill: At the beginning of each day, choose one task (other than attacks or defense) on which you will concentrate. -For the rest of that day, you’re trained in that task. You can’t use this ability with a skill in which you’re already +For the rest of that day, you're trained in that task. You can't use this ability with a skill in which you're already trained to become specialized. 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 +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 (4+ Intellect points): You can float and fly through the air for one hour. For each level of Effort applied, you can affect one additional creature of your size or smaller. You must touch the creature to bestow the power of flight. -You direct the other creature’s movement, and while flying, it must remain within sight of you or fall. In terms of +You direct the other creature's movement, and while flying, it must remain within sight of you or fall. In terms of overland movement, a flying creature moves about 20 miles (32 km) per hour and is not affected by terrain. Action to initiate. @@ -12324,14 +12324,14 @@ 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 +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. Foil Danger (2 Intellect points): You negate one source of potential danger related to one creature or object that you are aware of within immediate distance for one round. This could be a weapon or device held by someone, a trap triggered -by a pressure plate, or a creature’s natural ability (something special, innate, and dangerous, like a dragon’s fiery -breath or a giant cobra’s venom). You can also try to foil a foe‘s mundane action (such as an attack with a weapon or -claw), so that the action isn‘t made this round. Make your roll against the level of the attack, danger, or creature. +by a pressure plate, or a creature's natural ability (something special, innate, and dangerous, like a dragon's fiery +breath or a giant cobra's venom). You can also try to foil a foe's mundane action (such as an attack with a weapon or +claw), so that the action isn't made this round. Make your roll against the level of the attack, danger, or creature. Action. Font of Healing: With your approval, other creatures can touch you and regain 1d6 points to either their Might Pool or @@ -12343,7 +12343,7 @@ Force at Distance (4+ Intellect points): You temporarily bend the fundamental law of gravity around a creature or object (up to twice your mass) within short range. The target is caught in your telekinetic grip, and you can move it up to a short distance in any direction each round that you retain your hold. A creature in your grip can take actions, but it -can’t move under its own power. Each round after the initial attack, you can attempt to keep your grip on the target by +can't move under its own power. Each round after the initial attack, you can attempt to keep your grip on the target by spending 2 additional Intellect points and succeeding at a difficulty 2 Intellect task. If your concentration lapses, the target drops back to the ground. In addition to the normal options for using Effort, you can choose to use Effort to increase the amount of mass you can affect. Each level allows you to affect a creature or object twice as massive as @@ -12373,7 +12373,7 @@ of a thought. You can dismiss it just as easily. To use the force shield, you must hold it in one of your hands. You are practiced in using your exotic shield in one hand as a light melee weapon; however, if you attack with both your shield and a weapon held in the other hand, both attacks are hindered. When you are unconscious or sleeping, the force field -dissipates. Enabler. (A shield, including one produced by a force field, provides an asset to a character’s Speed +dissipates. Enabler. (A shield, including one produced by a force field, provides an asset to a character's Speed defense task while it is held in one hand.) Force to Reckon With: You can break through force fields and energy barriers as if they were physical walls. Enabler. @@ -12388,7 +12388,7 @@ fortification, you ease the crafting difficulty by two steps, to a minimum of difficulty 1. Enabler. Fortified Position (2 Might points): For the next minute, you gain +1 Armor and an asset to your Might defense tasks, as -long as you haven’t moved more than an immediate distance since your last turn. Action to initiate. +long as you haven't moved more than an immediate distance since your last turn. Action to initiate. Foul Aura (5+ Intellect points): Your words, gestures, and touch invest an object no larger than yourself with an aura of doom, fear, and doubt for one day. Creatures that can hear and understand you feel an urge to move at least a short @@ -12400,7 +12400,7 @@ tasks you attempt are eased. Enabler. Free to Move: You ignore all movement penalties and adjustments due to terrain or other obstacles. You can fit through -any space large enough to fit your head. Tasks involving breaking free of bonds, a creature’s grip, or any similar +any space large enough to fit your head. Tasks involving breaking free of bonds, a creature's grip, or any similar impediment gain three free levels of Effort. Enabler. Freezing Touch (4 Intellect points): Your hands become so cold that your touch freezes solid a living target of your @@ -12408,7 +12408,7 @@ Touch), you can use it as part of the Freezing Touch attack. Action. Frenzy (1 Intellect point): When you wish, while in combat, you can enter a state of frenzy. While in this state, you -can’t use Intellect points, but you gain +1 to your Might Edge and your Speed Edge. This effect lasts as long as you +can't use Intellect points, but you gain +1 to your Might Edge and your Speed Edge. This effect lasts as long as you wish, but it ends if no combat is taking place within range of your senses. Enabler. Friendly Help: If your friend tries a task and fails, they can try again without spending Effort if you help. You @@ -12431,13 +12431,13 @@ one level higher. Enabler. Fusion Armor: A procedure gives you biometal implants in major portions of your body, you grow metal-hard skin, the -blessings of an angel protect you, or something similar happens. These changes give you +1 to Armor even when you’re not +blessings of an angel protect you, or something similar happens. These changes give you +1 to Armor even when you're not wearing physical armor. Enabler. Abilities—G Gain Unusual Companion: You gain a special specimen as a constant companion. It is level 4, probably the size of a small -dog, and follows your telepathic commands. You and the GM must work out the details of your creature, and you’ll +dog, and follows your telepathic commands. You and the GM must work out the details of your creature, and you'll probably make rolls for it in combat or when it takes actions. The companion acts on your turn. If your companion dies, you can hunt in the wild for 1d6 days to find a new one. Enabler. @@ -12445,14 +12445,14 @@ unlucky number. Whenever you make a roll that day and get a number matching your lucky number, your next task is eased. Whenever you make a roll that day and get a number matching your unlucky number, your next task is hindered. Enabler. -Game Lessons: You’ve played so many games that you’ve picked up some real knowledge. Choose any two noncombat skills. +Game Lessons: You've played so many games that you've picked up some real knowledge. Choose any two noncombat skills. You are trained in those skills. Enabler. Gamer: Pick any one style of game such as real-time strategy games, games of chance in the style of poker, roleplaying games, and so on. You can apply an asset to a task related to playing that style of game once between each recovery roll. Enabler. -Gamer’s Fortitude: Sitting and playing a game for twelve hours straight is not something most people can do, but you’ve +Gamer's Fortitude: Sitting and playing a game for twelve hours straight is not something most people can do, but you've figured it out. Once after each ten-hour recovery roll, you can transfer up to 5 points between your Pools in any combination, at a rate of 1 point per round. For example, you could transfer 3 points of Might to Speed and 2 points of Intellect to Speed, which would take a total of five rounds. Action. @@ -12493,9 +12493,9 @@ phased within a barrier or object, which allows you to peek through walls. Action 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 +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 -taking place within range of your senses. Once the effect of this ability ends, you can’t enter it again for one minute. +taking place within range of your senses. Once the effect of this ability ends, you can't enter it again for one minute. Enabler. Go to Ground (4 Speed points): You move up to a long distance and attempt to hide. When you do, you gain an asset on the @@ -12528,27 +12528,27 @@ creatures in immediate range. Affected creatures take 3 points of damage and are either pushed out of immediate range or fall down (your choice). Action. -Good Advice: Anyone can help an ally, easing whatever task they’re attempting. However, you have the benefit of clarity +Good Advice: Anyone can help an ally, easing whatever task they're attempting. However, you have the benefit of clarity and wisdom. When you help another character, they gain an additional asset. Enabler. Got a Feeling (4 Intellect points): You have an uncanny intuition when it comes to finding things. While exploring, you can extend your senses up to 1 mile (1.5 km) in any direction and ask the GM a very simple, general question—usually a -yes-or-no question—about that area, such as “Is there an orc encampment nearby?” or “Is there dark matter to be found in -that rusted hulk?” If the answer you seek is not in the area, you receive no information. Action. +yes-or-no question—about that area, such as "Is there an orc encampment nearby?" or "Is there dark matter to be found in +that rusted hulk?" If the answer you seek is not in the area, you receive no information. Action. Grab: While you are using the Enlarge ability, you can attack by attempting to wrap your massive hands around a target the size of a normal human or smaller. While you maintain your hold as your action, you keep the target from moving or -taking physical actions (other than attempts to escape). The target’s escape attempt is hindered by two steps due to +taking physical actions (other than attempts to escape). The target's escape attempt is hindered by two steps due to your size. If you wish, you can automatically inflict 3 points of damage each round on the target while you hold it, but you can also keep it protected (by taking all attacks otherwise meant for the target). Action. -Grand Deception (3 Intellect points): You convince an intelligent creature that can understand you and isn’t hostile of +Grand Deception (3 Intellect points): You convince an intelligent creature that can understand you and isn't hostile of something that is wildly and obviously untrue. Action. Grandiose Illusion (8 Intellect points): You create a fantastically complex scene of images that fit within a 1-mile (1.5 km) cube that you are also within. You must be able to see the images when you create them. The images can move in the cube and act in accordance with your desires. They can also act logically (such as reacting appropriately to fire or -attacks) when you aren’t directly observing them. The illusion includes sound and smell. For example, armies can clash +attacks) when you aren't directly observing them. The illusion includes sound and smell. For example, armies can clash in battle, with air support from machines or flying creatures, on and above terrain of your creation. The illusion lasts for one hour (or longer, if you concentrate on it after that time). Action. @@ -12557,7 +12557,7 @@ ten hours. If you apply three levels of Effort, the wall is permanent until destroyed naturally. Action to initiate. Grasping Foliage (3+ Intellect points): Roots, branches, grass, or other natural foliage in the area snags and holds a -foe you designate within short range for up to one minute. A foe caught in the grasping foliage can’t move from its +foe you designate within short range for up to one minute. A foe caught in the grasping foliage can't move from its position, and all physical tasks, attacks, and defenses are hindered, including attempts to free itself. In addition to the normal options for using Effort, you can choose to use Effort to deal damage with the initial attack. Each level applied inflicts 2 additional points of damage when Grasping Foliage first snags and holds your foe. @@ -12565,7 +12565,7 @@ You can also use this ability to clear an area of entangling growth in the immediate radius, such as an area of tall grass, thick brush, impenetrable vines, and so on. Action. -Gravity Cleave (3 Intellect points): You can harm a target within short range by rapidly increasing gravity’s pull on +Gravity Cleave (3 Intellect points): You can harm a target within short range by rapidly increasing gravity's pull on one portion of the target and decreasing it on another, inflicting 6 points of damage. Action. 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 @@ -12580,7 +12580,7 @@ Greater Beast Form: When using Beast Form, your beast form gains the following additional bonuses: +1 to your Might Edge, +2 to your Speed Pool, and +1 to your Speed Edge. Enabler. -Greater Controlled Change: It’s easier to change into and out of the shape granted by your Beast Form ability. +Greater Controlled Change: It's easier to change into and out of the shape granted by your Beast Form ability. Transforming either way is now a difficulty 2 Intellect task. Enabler. Greater Designation: You can assign an innocent or guilty label to all creatures within immediate range when you use @@ -12598,9 +12598,9 @@ Greater Enhanced Speed: You gain 6 points to your Speed Pool. Enabler. Greater Frenzy (4 Intellect points): When you wish, while in combat, you can enter a state of frenzy. While in this -state, you can’t use Intellect points, but you gain +2 to your Might Edge and your Speed Edge. This effect lasts as long +state, you can't use Intellect points, but you gain +2 to your Might Edge and your Speed Edge. This effect lasts as long as you wish, but it ends if no combat is taking place within range of your senses. If you have the Frenzy ability, you -can use it or this ability, but you can’t use both at the same time. Enabler. +can use it or this ability, but you can't use both at the same time. Enabler. Greater Healing Touch (4 Intellect points): You touch a creature and restore its Might Pool, Speed Pool, and Intellect Pool to their maximum values, as if it were fully rested. A single creature can benefit from this ability only once each @@ -12611,7 +12611,7 @@ Greater Skill With Attacks: Choose one type of attack, even one in which you are already trained: light bashing, light bladed, light ranged, medium bashing, medium bladed, medium ranged, heavy bashing, heavy bladed, or heavy ranged. You -are trained in attacks using that type of weapon. If you’re already trained in that type of attack, you instead are +are trained in attacks using that type of weapon. If you're already trained in that type of attack, you instead are specialized in that type of attack. Enabler. Greater Skill With Defense: Choose one type of defense task, even one in which you are already trained: Might, Speed, or @@ -12622,7 +12622,7 @@ designate within immediate distance of you) positively, as they would a potential friend. Action. Guide Bolt (4+ Intellect points): When you make -an attack with a metallic bolt or metal-tipped arrow on a target within short range, you can improve the attack’s aim +an attack with a metallic bolt or metal-tipped arrow on a target within short range, you can improve the attack's aim and velocity, which grants an asset to the attack and inflicts an additional 2 points of damage. If you apply a level of Effort, you grant the same benefits to a ranged attack made by an ally within immediate range. In any case, you can use this ability only once per round. Enabler. @@ -12636,7 +12636,7 @@ Hack the Impossible (3 Intellect points): You can persuade robots, machines, and computers to do your bidding. You can discover an encrypted password, break through security on a website, briefly turn off a machine such as a surveillance -camera, or disable a robot with a moment’s worth of fiddling. Action. +camera, or disable a robot with a moment's worth of fiddling. Action. Hacker (2 Intellect points): You gain quick access to a desired bit of information in a computer or similar device, or you access one of its primary functions. Action. @@ -12649,7 +12649,7 @@ knowledge in these realms also gives you an asset to craft entirely new items within your spheres of knowledge and the limits of possibility within the setting. Enabler. -Hard Choices: Sometimes, you believe that you’ve got to lie to those who trust you for their own good. You are +Hard Choices: Sometimes, you believe that you've got to lie to those who trust you for their own good. You are specialized in deception tasks. Enabler. Hard Target: If you move a short distance or farther on your turn, all Speed defense rolls are eased. Enabler. @@ -12663,7 +12663,7 @@ Hard to See: When you move, you are a blur. It is impossible to make out your identity as you run past, and in a round where you do nothing but move, stealth tasks and Speed defense tasks are eased. Enabler. -Hard-Won Resilience: In your explorations of dark places, you’ve been exposed to all sorts of terrible things and are +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. Harder Light: When you create an object out of hard light, the object is one level higher than normal. Enabler. @@ -12675,19 +12675,19 @@ reserves for up to twelve hours at a time with enough reaction mass to get around in zero gravity on jets of ionized gas for that same period. After each use, the suit must be recharged, either with already-charged cartridges of air and reaction mass or by allowing the suit to sit idle in an area with breathable atmosphere for at least two hours, during -which time it will recharge both air and reaction mass using integrated solid state mechanisms. The suit’s power supply -is a radioisotope thermoelectric generator, which means it’ll function for a few decades before needing to be changed +which time it will recharge both air and reaction mass using integrated solid state mechanisms. The suit's power supply +is a radioisotope thermoelectric generator, which means it'll function for a few decades before needing to be changed out. Enabler. Heads-Up Display (2+ Intellect points): Your Powered Armor ability comes with systems that help you make sense of, analyze, and use your weapons in your environment. When you trigger this ability, you gain an asset on one attack roll -as the suit perfectly outlines foes and steadies your aim, regardless of whether you’re making a melee or ranged attack. +as the suit perfectly outlines foes and steadies your aim, regardless of whether you're making a melee or ranged attack. Alternatively, you can use the heads-up display to magnify your vision, increasing your vision range to 5 miles (8 km) for two rounds. If you apply one level of Effort, you can also see through mundane materials (such as wood, concrete, plastic, and stone) to a short distance in false color images. If you apply two levels of Effort, you can see through special materials (such as solid lead or other substances) to an immediate distance in false color images; however, the -GM might require you to succeed at an Intellect-based task first, depending on the material blocking your armor’s +GM might require you to succeed at an Intellect-based task first, depending on the material blocking your armor's sensors. Enabler. @@ -12704,10 +12704,10 @@ Hedge Magic (1 Intellect point): You can perform small tricks: temporarily change the color or basic appearance of a small object, cause small objects to float through the air, clean a small area, mend a broken object, prepare (but not -create) food, and so on. You can’t use Hedge Magic to harm another creature or object. Action. +create) food, and so on. You can't use Hedge Magic to harm another creature or object. Action. Heightened Skills: You are trained in two tasks of your choosing (other than attacks or defense). If you choose a task -you’re already trained in, you instead become specialized in that task. You can’t choose a task you’re already +you're already trained in, you instead become specialized in that task. You can't choose a task you're already specialized in. Enabler. Hemorrhage (2+ Might points): You make a powerful and precise strike that inflicts additional damage later. On your next @@ -12741,13 +12741,13 @@ motionless in the air or float up to a short distance as your action; otherwise, you drift with the wind or with any momentum you have gained. This effect lasts for up to ten minutes. Action to initiate. -How Others Think: You have a sense of how people think. You’re trained in one of the following tasks: persuasion, +How Others Think: You have a sense of how people think. You're trained in one of the following tasks: persuasion, deception, or detecting falsehoods. Enabler. Huge: When you use Enlarge, you can choose to grow up to 16 feet (5 m) in height. When you do, you add +1 to Armor (a total of +2 to Armor) and deal 2 additional points of damage with melee attacks. Enabler. -Hunter’s Drive (5 Intellect points): Through force of will, when you wish it, you grant yourself greater prowess in the +Hunter's Drive (5 Intellect points): Through force of will, when you wish it, you grant yourself greater prowess in the hunt for ten minutes. During this time, you gain an asset to all tasks involving your quarry, including attacks. Your quarry is the creature you selected with your Quarry ability. Enabler. @@ -12762,8 +12762,8 @@ Ice Creation (4+ Intellect points): You create a solid object of ice that is your size or smaller. The object is crude and can have no moving parts, so you can make a sword, a shield, a short ladder, and so on. Your ice objects are as -strong as iron, but if you’re not in constant contact with them, they function for only 1d6 + 6 rounds before breaking -or melting. For example, you can make and wield an ice sword, but if you give it to another PC, the sword won’t last as +strong as iron, but if you're not in constant contact with them, they function for only 1d6 + 6 rounds before breaking +or melting. For example, you can make and wield an ice sword, but if you give it to another PC, the sword won't last as long for that character. In addition to the normal options for using Effort, you can choose to use Effort to create objects larger than you. For each level of Effort used in this way, you can create an object up to twice again as large as you. Action. @@ -12783,7 +12783,7 @@ Ignore the Pain: You ignore the impaired condition and treat the debilitated condition as impaired. Enabler. Illuminating Touch (1 Intellect point): You touch an object, and that object sheds light to illuminate everything in -short range. The light remains until you use an action to touch the object again, or until you’ve illuminated more +short range. The light remains until you use an action to touch the object again, or until you've illuminated more objects than you have tiers, in which case the oldest objects you illuminated go dark first. Action. Illusory Disguise (2+ Intellect points): You appear to be someone or something else, roughly of your size and shape, for @@ -12793,33 +12793,33 @@ Illusory Duplicate (2 Intellect points): You create a single image of yourself within immediate range. The image looks like you as you are now (including how you are dressed). The image can move (for example, you could make it walk or -attack), but it can’t move more than an immediate distance from where you created it. The illusion includes sound and +attack), but it can't move more than an immediate distance from where you created it. The illusion includes sound and smell. It lasts for ten minutes and changes as you direct (no concentration is needed). If you move beyond short range of the illusion, it vanishes. Action to create. Illusory Evasion (5 Intellect points): When you would be hit by an attack, you teleport an immediate distance away, leaving behind an illusory copy of yourself to be struck by that attack instead of you. This destroys the illusion but -leaves you unharmed by the attack. If the attack affects an area and the teleportation can’t get you out of that area, +leaves you unharmed by the attack. If the attack affects an area and the teleportation can't get you out of that area, the attack still affects you normally. Enabler. Illusory Selves (4 Intellect points): You create four holographic duplicates of yourself within short range. The -duplicates last for one minute. You mentally direct their actions, and the duplicates aren’t mirror images—each one can +duplicates last for one minute. You mentally direct their actions, and the duplicates aren't mirror images—each one can do different things. If struck violently, they either disappear permanently or freeze motionless (your choice). Action to create. Immovable: You gain +3 to your Might Pool. You can attempt a Might task to avoid being knocked down, pushed back, or -moved against your will even if the effect attempting to move you doesn’t allow it. If you apply Effort to this task, +moved against your will even if the effect attempting to move you doesn't allow it. If you apply Effort to this task, you can apply two free levels of Effort. Enabler. Impart Ideal (3 Intellect points): After interacting for at least one minute with a creature who can hear and understand you, you can attempt to temporarily impart an ideal to it that you could not otherwise convince it to adopt. An ideal is -different than a specific suggestion or command; an ideal is an overarching value such as “All life is sacred,” “My -political party is the best,” “Children should be seen, not heard,” and so on. An ideal influences a creature’s behavior -but doesn’t control it. The imparted ideal lasts as long as befits the situation, but usually at least a few hours. The +different than a specific suggestion or command; an ideal is an overarching value such as "All life is sacred," "My +political party is the best," "Children should be seen, not heard," and so on. An ideal influences a creature's behavior +but doesn't control it. The imparted ideal lasts as long as befits the situation, but usually at least a few hours. The ideal is jeopardized if someone friendly to the creature spends a minute or more bringing it back to its senses. Action. Impart Understanding: Your Learning the Path ability works more effectively, allowing you to ease a task by two steps or -to provide two assets to a friend’s task, instead of easing normally. Enabler. +to provide two assets to a friend's task, instead of easing normally. Enabler. Impersonate (2 Intellect points): For one hour, you alter your voice, posture, and mannerisms, whip together a disguise, and gain an asset on an attempt to impersonate someone else, whether it is a specific individual (Bob the cop) or a @@ -12830,7 +12830,7 @@ remains where it is. Action. Impossible Walk (5+ Speed points): You can walk (or crawl or run) on steep inclines and horizontal surfaces (such as -walls and cliffs) for the next minute as if they were flat ground. When using this ability, “down” for you is either the +walls and cliffs) for the next minute as if they were flat ground. When using this ability, "down" for you is either the surface you are walking on or the normal orientation of gravity (your choice). If you apply one level of Effort, you can also walk on the ceiling or on a liquid or semi-liquid surface such as water, mud, quicksand, or even lava (although touching a dangerous surface like lava still harms you). If you apply two levels of Effort, you can also walk on air as @@ -12844,7 +12844,7 @@ However, you can still release energy only 1 point at a time. Enabler. Improved Apportation (6 Intellect points): You call a creature of up to level 3, which appears next to you. You can -choose a creature that you’ve previously encountered, or (no more than once per day) you can allow the GM to determine +choose a creature that you've previously encountered, or (no more than once per day) you can allow the GM to determine the creature randomly. If you call a random creature, it has a 10 percent chance of being a creature of up to level 5. The creature has no memory of anything before being called by you, though it can speak and has the general knowledge a creature of its type should possess. The creature is receptive to communication and helping you (unless shown that it @@ -12857,14 +12857,14 @@ Improved Companion: Your companion (such as a controlled beast) or follower increases to level 4. As a level 4 creature, it has a target number of 12 and 12 health, and it inflicts 4 points of damage (though in most cases, instead of attacking, it provides an asset to your attacks). You can gain this ability once per tier. Each additional time you -select it, it increases your companion or follower’s level by 1. Enabler. +select it, it increases your companion or follower's level by 1. 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. +ability categories. It doesn't matter if a type or focus makes it available at a lower or higher tier. Improved Designation: When you use Designation, you can designate one additional creature to be innocent or guilty, which means up to two creatures at a time may be innocent, or two guilty, or one innocent and one guilty. Enabler. @@ -12872,12 +12872,12 @@ Improved Edge: Choose one of your Edge stats that is 0. It increases to 1. Enabler. Improved Gravity Cleave (9 Intellect points): You can harm a group of targets within long range by rapidly increasing -gravity’s pull on one portion of each target and decreasing it on another, inflicting 6 points of damage. The targets +gravity's pull on one portion of each target and decreasing it on another, inflicting 6 points of damage. The targets must be within immediate range of each other. Action. Improved Machine Companion: The machine from your Machine Companion ability improves, becoming a level 5 creature with the ability either to fly a long distance each round (and carry you) for up to ten minutes at a time, or to carry an -extra cypher for you that doesn’t count against your cypher limit. Enabler. +extra cypher for you that doesn't count against your cypher limit. Enabler. Improved 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. @@ -12910,13 +12910,13 @@ dumb luck. Enabler. (Improvise can be used on a task a character has an inability in, but instead of gaining an asset, the character just loses the inability penalty.) -In Harm’s Way (3 Intellect points): When you put your friends before yourself as your action, you ease all defense tasks +In Harm's Way (3 Intellect points): When you put your friends before yourself as your action, you ease all defense tasks for all characters you choose that are adjacent to you. This lasts until the end of your next turn. If one of your 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. +but only if you're not already impaired or debilitated. Enabler. 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 +Intellect Edge increase by 1. When you make a recovery roll on a starcraft you're familiar with, you recover 5 additional points. Enabler. Increased Effects: You treat rolls of natural 19 as rolls of natural 20 for either Might actions or Speed actions (your @@ -12938,9 +12938,9 @@ Cure one person with an incurable disease or condition. -Create a weapon designed to hurt something that can’t otherwise be hurt. +Create a weapon designed to hurt something that can't otherwise be hurt. -Create a defense designed to protect against something that can’t otherwise be stopped. +Create a defense designed to protect against something that can't otherwise be stopped. Action to initiate; a full day of work to complete. @@ -12956,9 +12956,9 @@ task with a difficulty of 4. Enabler. Infer Thoughts (4 Intellect points): If you interact with or study a target for at least a round, you can attempt to -read its surface thoughts, even if the subject doesn’t want you to. You must be able to see the target. Once you have -gained a sense of what it’s thinking—through its body language, its speech, and what it does and doesn’t say—you can -continue to infer the target’s surface thoughts for up to one minute as long as you can still see and hear the target. +read its surface thoughts, even if the subject doesn't want you to. You must be able to see the target. Once you have +gained a sense of what it's thinking—through its body language, its speech, and what it does and doesn't say—you can +continue to infer the target's surface thoughts for up to one minute as long as you can still see and hear the target. Action to prepare; action to initiate. Inferno Trail (6 Intellect points): For the next minute, you leave a trail of flame in your wake. The trail matches your @@ -12978,7 +12978,7 @@ if they are within a mile of you, one or more machines will probably provide the answer. Action. Informer: You gain an informer within an allied community. They act as your secret (or known) informer. If something of -note happens in your informer’s location, they will use whatever means they have available to tell you about it. +note happens in your informer's location, they will use whatever means they have available to tell you about it. Enabler. Infuse Spirit: When you kill a creature or destroy a spirit with an attack, if you choose, its spirit (if unprotected) @@ -12992,14 +12992,14 @@ and so on as normal (breathing is not an issue). If the crystal is destroyed or takes major damage while you are within it, you immediately exit, cannot act for three rounds, and move two steps down the damage track. Action to enter and exit. (A character should specify where they place the crystal for the Inhabit Crystal ability before using it, even if -it’s just on the ground at their feet.) +it's just on the ground at their feet.) 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 -Inner Defense: Life’s trials have toughened you and made you hard to read. You are trained in any task to resist another -creature’s attempt to discern your true feelings, beliefs, or plans. You are likewise trained in resisting torture, +Inner Defense: Life's trials have toughened you and made you hard to read. You are trained in any task to resist another +creature's attempt to discern your true feelings, beliefs, or plans. You are likewise trained in resisting torture, telepathic intrusion, and mind control. Enabler. Innovator: You can modify any artifact to give it different or better abilities as if that artifact were one level lower @@ -13007,12 +13007,12 @@ Insect Eruption (6 Intellect points): You call a swarm of insects in a place where it is possible for insects to appear. They remain for one minute, and during this time, they do as you command while they are within long range. They can -swarm about and hinder any or all creatures’ tasks, or you can focus the swarm and attack all targets within immediate +swarm about and hinder any or all creatures' tasks, or you can focus the swarm and attack all targets within immediate range of each other (all within long range of you). The attacking swarm inflicts 2 points of damage per round. You can also command the swarm to move heavy objects through collective effort, eat through wooden walls, and perform other actions suitable for a supernatural swarm. Action to initiate. -Insight: You are trained in tasks to discern others’ motives and to ascertain their general nature. You have a knack for +Insight: You are trained in tasks to discern others' motives and to ascertain their general nature. You have a knack for sensing whether or not someone is truly innocent. Enabler. Inspiration (6 Intellect points): You speak words of encouragement and inspiration. All allies within short range who @@ -13021,7 +13021,7 @@ Inspire Action (4 Intellect points): If one ally can see and easily understand you, you can instruct that ally to take an action. If the ally chooses to take that exact action, they can do so as an additional action immediately. Doing so -doesn’t interfere with the ally taking a normal action on their turn. Action. +doesn't interfere with the ally taking a normal action on their turn. Action. Inspire Aggression (2 Intellect points): Your words twist the mind of a character within short range who is able to understand you, unlocking their more primitive instincts. As a result, they gain an asset on their Might-based attack @@ -13029,7 +13029,7 @@ Inspire Coordinated Actions (9 Intellect points): If your allies can see and easily understand you, you can instruct each of them to take one specific action (the same action for all of them). If any of them choose to take that exact -action, they can do so as an additional action immediately. This doesn’t interfere with them taking their normal actions +action, they can do so as an additional action immediately. This doesn't interfere with them taking their normal actions on their turns. Action. Inspire the Innocent (3 Intellect points): You speak words of encouragement and inspiration to everyone within immediate @@ -13039,8 +13039,8 @@ Inspiring Ease: Through stories, songs, art, or other forms of entertainment, you inspire your friends. After spending 24 hours with you, once per day each of your friends can ease a task. This benefit is ongoing while you remain in the -friend’s company. It ends if you leave, but it resumes if you return to the friend’s company within 24 hours. If you -leave the friend’s company for more than 24 hours, you must spend another 24 hours together to reactivate the benefit. +friend's company. It ends if you leave, but it resumes if you return to the friend's company within 24 hours. If you +leave the friend's company for more than 24 hours, you must spend another 24 hours together to reactivate the benefit. Enabler. Inspiring Success (6 Intellect points): When you succeed on a roll to perform a task related to the stat that you choose @@ -13112,7 +13112,7 @@ Jump Attack (5+ Might points): You attempt a difficulty 4 Might roll to jump high into the air as part of your melee attack action. If you succeed at the jump and your attack hits, you inflict 3 additional points of damage and knock the -foe prone. If you fail at the jump, you still make your normal attack roll, but you don’t inflict the extra damage or +foe prone. If you fail at the jump, you still make your normal attack roll, but you don't inflict the extra damage or knock down the opponent if you hit. In addition to the normal options for using Effort, you can choose to use Effort to enhance your jump; each level of Effort used in this way adds +2 feet to the height and +1 damage to the attack. Action. @@ -13126,8 +13126,8 @@ of broken furniture. The level of the item determines the difficulty of the task, but the appropriateness of the materials eases or hinders it as well. Generally, the object can be no larger than something you can hold in one hand, and it functions once (or, in the case of a weapon or similar item, is essentially useful for one encounter). If you -spend at least ten minutes on the task, you can create an item of level 5 or lower. You can’t change the nature of the -materials involved. For example, you can’t take iron rods and make a pile of gold coins or a wicker basket. Action. +spend at least ten minutes on the task, you can create an item of level 5 or lower. You can't change the nature of the +materials involved. For example, you can't take iron rods and make a pile of gold coins or a wicker basket. Action. Just a Bit Mad: You are trained in Intellect defense tasks. Enabler. @@ -13153,8 +13153,8 @@ difficult the task. Generally, knowledge that you could find by looking somewhere other than your current location is level 1, and obscure knowledge of the past is level 7. Gaining knowledge of the future is impossible. Action. -Knowledge of the Law: You’re trained in the law of the land. If you don’t know the answer to a question of law, you know -where and how to research it (a university’s law library is a good place to start, but you’ve also got online sources). +Knowledge of the Law: You're trained in the law of the land. If you don't know the answer to a question of law, you know +where and how to research it (a university's law library is a good place to start, but you've also got online sources). Enabler. Knowledge Is Power: Choose two noncombat skills in which you are not trained. You are trained in those skills. Enabler. @@ -13176,13 +13176,13 @@ one), as opposed to conducting the analysis with your field science kit. Action to initiate, 2d20 minutes to complete. Late Inspiration (3 Intellect points): You retry a task you failed within the past one minute, using the same difficulty -and modifiers, except this time you have an asset on the task. If this retry fails, you can’t use this ability to retry +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. 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 -the allies’ company within 24 hours. If you leave the allies’ company for more than 24 hours, you must spend another 24 +This benefit is ongoing while you remain in your allies' company. It ends if you leave, but it resumes if you return to +the allies' company within 24 hours. If you leave the allies' company for more than 24 hours, you must spend another 24 hours together to reactivate the benefit. Enabler. Lead From the Front: You gain 3 new points to divide among your stat Pools however you wish. Enabler. @@ -13200,7 +13200,7 @@ Legerdemain (1 Speed point): You can perform small but seemingly impossible tricks. For example, you can make a small object in your hands disappear and move into a desired spot within reach (like your pocket). You can make someone believe that they have something in their possession that they do not have (or vice versa). You can switch similar -objects right in front of someone’s eyes. Action. +objects right in front of someone's eyes. Action. 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 @@ -13213,14 +13213,14 @@ 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. +change, and the character wouldn't gain any of the creature's magical abilities. 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. Lethal Ploy (5+ Intellect points): Long experience has revealed to you that subterfuge is your friend in desperate -situations. You push, attack, or distract the target in some seemingly inconsequential way that leads to the target’s +situations. You push, attack, or distract the target in some seemingly inconsequential way that leads to the target's death. The target must be level 2 or lower. In addition to the normal options for using Effort, you can choose to use Effort to increase the maximum level of the target by 1. Thus, to kill a level 5 target (three levels above the normal limit), you must apply three levels of Effort. Action. @@ -13247,7 +13247,7 @@ during that duration, you can concentrate to see, hear, and smell what that creature is experiencing, instead of using your own senses. If you or the creature move out of long range, the connection is broken. Action to initiate. -Living Armor (4 Intellect points): If you’re in a location where it’s possible for your creatures from Influence Swarm +Living Armor (4 Intellect points): If you're in a location where it's possible for your creatures from Influence Swarm to come, you call a swarm around you for one hour. They crawl over your body or fly around you in a cloud. During this time, your Speed defense tasks are eased, and you gain +1 to Armor. Action to initiate. @@ -13260,12 +13260,12 @@ you depart. Action. Living Off the Land: Given an hour or so, you can always find edible food and potable water in the wilderness. You can -even find enough for a small group of people, if need be. Further, since you’re so hardy and have gained resistance over +even find enough for a small group of people, if need be. Further, since you're so hardy and have gained resistance over time, you are trained in resisting the effects of natural poisons (such as those from plants or living creatures). -You’re also immune to natural diseases. Enabler. +You're also immune to natural diseases. Enabler. Living Wall (3 Might points): You specify a confined area—such as an open doorway, a hallway, or a space between two -trees—where you stand. For the next ten minutes, if anyone attempts to enter or pass through that area and you don’t +trees—where you stand. For the next ten minutes, if anyone attempts to enter or pass through that area and you don't wish it, you make an automatic attack against them. If you hit, not only do you inflict damage, but they must also stop their movement. Enabler. @@ -13292,12 +13292,12 @@ machine. Action. Machine Companion: You create a level 3 animate, intelligent machine that accompanies you and acts as you direct. As a -level 3 machine companion, it has a target number of 9 and 9 health, and it inflicts 3 points of damage. If it’s +level 3 machine companion, it has a target number of 9 and 9 health, and it inflicts 3 points of damage. If it's destroyed, it takes you one month to create a new one. Enabler. Machine Efficiency (3 Intellect points): You can make a blaster shoot farther, coax more speed from a skycycle, improve the clarity of a camera, jury-rig a light to be brighter, speed up a network connection, and so on. You increase an -object’s level by 2 for one minute, or you treat the object as an asset that eases an associated task by two steps for +object's level by 2 for one minute, or you treat the object as an asset that eases an associated task by two steps for one minute (your choice). Action to initiate. Machine Enhancement: Any time you use Effort on an Intellect action, add one of the following enhancements to the action @@ -13316,8 +13316,8 @@ activation of technological devices that you touch. Enabler. Machine Telepathy (3 Intellect points): You can read the surface thoughts of a machine within short range, even if the -machine doesn’t want you to. You must be able to see the machine. Once you have established contact, you can read the -target’s thoughts for up to one minute. If you or the target move out of range, the connection is broken. If you have +machine doesn't want you to. You must be able to see the machine. Once you have established contact, you can read the +target's thoughts for up to one minute. If you or the target move out of range, the connection is broken. If you have the Mind Reading ability, when you apply Effort to Machine Telepathy, you gain a free level of Effort. Action to initiate. @@ -13350,7 +13350,7 @@ Major Illusion (3 Intellect points): You create a complex scene of images within immediate range. The entire scene must fit within a -100-foot (30 m) cube. The images can move, but they can’t leave the area defined by the cube. The illusion includes +100-foot (30 m) cube. The images can move, but they can't leave the area defined by the cube. The illusion includes sound and smell. It lasts for ten minutes and changes as you direct (no concentration is needed). If you move beyond immediate range of the cube, the illusion vanishes. Action to create. @@ -13370,7 +13370,7 @@ Master Cypher Use: You can bear five cyphers at a time. Enabler. -Master Entertainer: Your Inspiring Ease ability works more effectively, easing your friends’ tasks by two steps rather +Master Entertainer: Your Inspiring Ease ability works more effectively, easing your friends' tasks by two steps rather than one step. Enabler. Master Identifier: You are trained in identifying the function of any kind of device. Enabler. @@ -13396,8 +13396,8 @@ *Drone (3 Intellect points).* A level 4 drone no larger than 1 foot (30 cm) on a side launches from your armor for one hour, flying up to a long distance each round. The drone accompanies you and follows your instructions. It has -manipulators, allowing it to attempt to accomplish physical tasks. You’ll probably make rolls for your drone when it -takes actions. A drone in combat usually doesn’t make separate attacks but helps with yours. On your action, if the +manipulators, allowing it to attempt to accomplish physical tasks. You'll probably make rolls for your drone when it +takes actions. A drone in combat usually doesn't make separate attacks but helps with yours. On your action, if the drone is next to you, it serves as an asset for one attack you make on your turn. If the drone is destroyed, you must spend another 2 XP to rebuild it or choose another Masterful Armor Modification. Action to initiate. @@ -13411,7 +13411,7 @@ Mastery With Attacks: Choose one type of attack in which you are trained: light bashing, light bladed, light ranged, medium bashing, medium bladed, medium ranged, heavy bashing, heavy bladed, or heavy ranged. You are specialized in -attacks using that type of weapon. Enabler. (If you aren’t trained in an attack, select Skill With Attacks to become +attacks using that type of weapon. Enabler. (If you aren't trained in an attack, select Skill With Attacks to become trained in that attack.) Mastery With Defense: Choose one type of defense task in which you are trained: Might, Speed, or Intellect. You are @@ -13427,20 +13427,20 @@ 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 +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. -Mechanical Telepathy (3 Intellect points): By touching a thinking machine, you gain access to its surface “thoughts.” +Mechanical Telepathy (3 Intellect points): By touching a thinking machine, you gain access to its surface "thoughts." Action. 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 +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 +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 +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 @@ -13449,14 +13449,14 @@ Memory Becomes Action (4+ Intellect points): You can duplicate a one-action character ability, performing it as if it were natural for you. You must have seen the ability used within the past week, it must be third tier or lower, and it must be an ability with a point cost. In addition to the point cost of Memory Becomes Action, you must pay the Might, -Speed, or Intellect cost of the ability you are copying. For example, if you want to copy a friend’s Lunge attack (which -normally costs 2 Might points), you’d pay 4 Intellect points to activate Memory Becomes Action and 2 Might points to use +Speed, or Intellect cost of the ability you are copying. For example, if you want to copy a friend's Lunge attack (which +normally costs 2 Might points), you'd pay 4 Intellect points to activate Memory Becomes Action and 2 Might points to use Lunge. In addition to the normal options for using Effort, you can choose to use Effort to copy an ability you saw longer than one week ago; each level of Effort used in this way extends the time period by one week. Enabler. -Mental Link (1+ Intellect point): You open a pathway to another creature’s mind via a light touch, which allows you to +Mental Link (1+ Intellect point): You open a pathway to another creature's mind via a light touch, which allows you to transmit thoughts and images to each other. The mental link remains regardless of distance and lasts for one hour. In 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. @@ -13478,17 +13478,17 @@ that you can travel by 1 mile (1.5 km). Your physical body is helpless until this effect ends. You cannot use your physical senses to perceive anything. For -example, your body could sustain a significant injury, and you wouldn’t know it. Your body cannot take Intellect damage, +example, your body could sustain a significant injury, and you wouldn't know it. Your body cannot take Intellect damage, so if your body takes enough damage to reduce both your Might Pool and your Speed Pool to 0, your mind snaps back to your body, and you are stunned until the end of the next round as you try to reorient yourself to your predicament. Action to initiate. -(Mentally projecting characters may attract psychic entities and predators that PCs normally don’t have to deal with, +(Mentally projecting characters may attract psychic entities and predators that PCs normally don't have to deal with, run into weather psychic phenomena that risks severing their connection, and possibly even become lost on a different metaphysical plane.) Mentally Tough: Staring into the naked weave of hyperspace, warped space, or a similar effect related to -faster-than-light travel is hard on the mind, but you’ve developed resistance. You’re trained in Intellect defense +faster-than-light travel is hard on the mind, but you've developed resistance. You're trained in Intellect defense tasks. Enabler. Meticulous Planner: If you spend a long time planning an action, you gain an asset on performing it. The time to study @@ -13512,7 +13512,7 @@ case-by-case basis. In addition to the normal options for using Effort, you can choose to use Effort to increase the maximum level of the target or increase the duration by one minute. Thus, to control the mind of a level 5 target (three levels above the normal limit) or control a target for four minutes (three minutes above the normal duration), you must -apply three levels of Effort. When the duration ends, the creature doesn’t remember being controlled or anything it did +apply three levels of Effort. When the duration ends, the creature doesn't remember being controlled or anything it did while under your command. Action to initiate. Mind for Might: When performing a task that would normally require spending points from your Intellect Pool, you can @@ -13527,9 +13527,9 @@ brief answer. Action. Mind Reading (2 Intellect points): You can read the surface thoughts of a creature within short range, even if the -target doesn’t want you to. You must be able to see your target. Once you have established contact, you can read the -target’s thoughts for up to one minute. If you also have the Mind Reading special ability from another source, you can -use this ability at long range, and you don’t need to be able to see the target (but you do have to know that the target +target doesn't want you to. You must be able to see your target. Once you have established contact, you can read the +target's thoughts for up to one minute. If you also have the Mind Reading special ability from another source, you can +use this ability at long range, and you don't need to be able to see the target (but you do have to know that the target is within range). Action to initiate. Mind Surge: In addition to your normal recovery rolls each day, you can—at any time between ten-hour rests—recover 1d6 + @@ -13537,10 +13537,10 @@ Minor Illusion (1 Intellect point): You create a single image of a creature or object within immediate range. The image must fit within a 10-foot (3 m) -cube. The image can move (for example, you could make the illusion of a person walk or attack), but it can’t leave the +cube. The image can move (for example, you could make the illusion of a person walk or attack), but it can't leave the area defined by the cube. The illusion includes sound but not smell. It lasts for ten minutes, but if you want to change the original illusion significantly—such as making a creature appear to be wounded—you must concentrate on it again -(though doing so doesn’t cost additional Intellect points). If you move beyond immediate range of the cube, the illusion +(though doing so doesn't cost additional Intellect points). If you move beyond immediate range of the cube, the illusion vanishes. Action to create; action to modify. Minor Wish: At your request, the magic ally from your Bound Magic Creature ability can use its action to cast a minor @@ -13554,22 +13554,22 @@ *Light of Truth.* Whenever you attempt to discern falsehood during the next hour, the task is eased by two steps. -*Touch of Grace.* With the magic ally’s touch, you add 3 points to any stat Pool. If you are not damaged, you add the -points to your chosen Pool’s maximum. They remain until you spend them, you lose them to damage, or an hour passes. +*Touch of Grace.* With the magic ally's touch, you add 3 points to any stat Pool. If you are not damaged, you add the +points to your chosen Pool's maximum. They remain until you spend them, you lose them to damage, or an hour passes. Miraculous Health: When you would descend a step on the damage track, you can attempt a Might task to resist, with a -difficulty equal to the level of the foe or effect that harmed you. If successful, you don’t descend the step and you -regain 1 point in any Pool that is bereft of points. You can’t use this ability again until after your next ten-hour +difficulty equal to the level of the foe or effect that harmed you. If successful, you don't descend the step and you +regain 1 point in any Pool that is bereft of points. You can't use this ability again until after your next ten-hour rest. Enabler. Misdirect (3 Speed points): When an opponent misses you, you can redirect their attack to another target (a creature or -object) of your choosing that’s within immediate range of you. Make an unmodified attack roll against the new target (do -not use any of your or the opponent’s modifiers to the attack roll, but you can apply Effort for accuracy). If the -attack hits, the target takes damage from your opponent’s attack. Enabler. +object) of your choosing that's within immediate range of you. Make an unmodified attack roll against the new target (do +not use any of your or the opponent's modifiers to the attack roll, but you can apply Effort for accuracy). If the +attack hits, the target takes damage from your opponent's attack. Enabler. Misdirect Blame (2+ Intellect points): Using your clever words and knowledge of others, you can attempt to alter the narrative so that a target of up to level 3 within short range becomes uncertain of its conviction in one simple area, -such as their conviction that you just stole a fruit from their stand or their belief that they’ve never met you before. +such as their conviction that you just stole a fruit from their stand or their belief that they've never met you before. This effect usually lasts only for the period of time you spend speaking, and perhaps up to a minute longer, before the target realizes its error. In addition to the normal options for using Effort, you can choose to use Effort to increase the target level that can be affected. Afterward, all your tasks to persuade or otherwise socially interact with the @@ -13582,7 +13582,7 @@ 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. +0). You can't use this ability if your Speed Effort costs are reduced from wearing armor. Enabler. Moderate Wish: At your request, the magic ally from your Bound Magic Creature ability can spend its action casting a moderate spell on you. Afterward, it must retreat to its bound object to rest for at least one hour. The effects it can @@ -13593,8 +13593,8 @@ *Golden Fury.* A golden light blazes in your eyes. For the next three minutes, if you attack a target, you inflict 5 additional points of damage. -*Improved Touch of Grace.* With the magic ally’s touch, you add 6 points to any stat Pool. If you are not damaged, you -add the points to your chosen Pool’s maximum. They remain until you spend them, you lose them to damage, or an hour +*Improved Touch of Grace.* With the magic ally's touch, you add 6 points to any stat Pool. If you are not damaged, you +add the points to your chosen Pool's maximum. They remain until you spend them, you lose them to damage, or an hour passes. *Invisible.* With a touch, the magic ally bends light that falls on you, so you seem to disappear. You are invisible to @@ -13605,11 +13605,11 @@ Modify Artifact Power (6 Intellect points): You permanently add +1 to the level of an artifact of up to level 5. The difficulty of this task is equal to the modified higher level of the artifact. If the task is failed, the artifact makes -a depletion roll and is not advanced in level. Once modified, the artifact can’t be similarly boosted again. Action. +a depletion roll and is not advanced in level. Once modified, the artifact can't be similarly boosted again. 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 +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. @@ -13618,7 +13618,7 @@ science kit (or a permanent lab, if you have access to one), and succeed at a difficulty 3 Intellect-based task. When complete, using the device eases all tasks performed in conjunction with the device, until the device inevitably breaks. For example, you could overclock a computer so research tasks using it are easier, modify an espresso maker so that each -cup of coffee made with it is better, modify a car’s engine so that it goes faster (or modify its steering so it handles +cup of coffee made with it is better, modify a car's engine so that it goes faster (or modify its steering so it handles better), and so on. Each use of the modified device requires a depletion roll of 1–5 on a d20. Action to initiate, one hour to complete. @@ -13641,9 +13641,9 @@ 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. -Mount: A level 3 creature serves you as a mount and follows your instructions. While you’re mounted on it, the creature +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 +details of the creature, and you'll probably make rolls for it when it takes noncombat actions. The mount acts on your turn. If your mount dies, you can hunt in the wild for 3d6 days to find a new one. Enabler. Move Metal (1 Intellect point): You can exert force on metal objects within short range for one round. Once activated, @@ -13651,7 +13651,7 @@ of a fit, capable, adult human), and you can use it to move metal objects, push against metal objects, and so on. For example, in your round, you could lift and pull a light metal object anywhere within range to yourself or move a heavy object (like a piece of furniture) about 10 feet (3 m). This power lacks the fine control to wield a weapon or move -objects with much speed, so in most situations, it’s not a means of attack. You can’t use this ability on your own body. +objects with much speed, so in most situations, it's not a means of attack. You can't use this ability on your own body. The power lasts for one hour or until its Might Pool is depleted, whichever comes first. Action. Move Mountains (9 Intellect points): You exert a tremendous amount of physical force within 250 feet (75 m) of you. You @@ -13663,14 +13663,14 @@ Moving Like Water (3 Speed points): You spin and move so that your defense and attacks are aided by your fluid motion. For one minute, all your attacks and Speed defense tasks gain an asset. Enabler. -Multiple Copying: When you use Copy Power, you can copy two of the creature’s abilities at the same time. In addition to +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. Multiple Quarry (6 Intellect points): This ability functions like the Quarry ability except that you can select up to three creatures as quarry. You must be able to see all three creatures when you initiate this ability. If you have -Hunter’s Drive, it applies to all three creatures. Action to initiate. +Hunter's Drive, it applies to all three creatures. Action to initiate. Multiple Skills: You are trained in three skills of your choice in which you are not already trained. You can select this ability multiple times. Each time you select it, you must choose three different skills. Enabler. @@ -13680,7 +13680,7 @@ 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 +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. @@ -13700,7 +13700,7 @@ Abilities—N -Natural Charisma: You are trained in all social interactions, whether they involve charm, learning a person’s secrets, +Natural Charisma: You are trained in all social interactions, whether they involve charm, learning a person's secrets, or intimidating others. Enabler. Natural Crafter: All commonplace objects or structures you craft are effectively one level higher than an average @@ -13715,7 +13715,7 @@ each additional Intellect point you spend when you activate the ability. Action to animate. Negate Danger (7 Intellect points): You permanently negate a source of potential danger related to one creature or -object within immediate distance. This could be a weapon or device held by someone, a creature’s natural ability, or a +object within immediate distance. This could be a weapon or device held by someone, a creature's natural ability, or a trap triggered by a pressure plate. Action. Negotiate (3 Intellect points): In any gathering where two or more people are trying to establish the truth or come to a @@ -13725,7 +13725,7 @@ 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 +failed roll, feedback or perhaps some defense from the network you're accessing inflicts 4 points of Intellect damage on you (ignores Armor). Action. (Generally, knowledge that you could find by looking somewhere other than your current location is level 1, while obscure knowledge of the past is level 7. Gaining knowledge of the future is impossible.) @@ -13737,15 +13737,15 @@ it on your foes. The nightmare (level 5) persists each round while you use your action concentrating on it (or until you disperse it or it is destroyed). It has one of the following abilities, which you choose when you call it. -*Confusion.* Instead of making a normal attack, the nightmare’s attack confuses the target for one round. On its next +*Confusion.* Instead of making a normal attack, the nightmare's attack confuses the target for one round. On its next action, the target attacks an ally. -*Horrify.* Instead of making a normal attack, the nightmare’s attack horrifies the target, which drops to its knees (or +*Horrify.* Instead of making a normal attack, the nightmare's attack horrifies the target, which drops to its knees (or similar appendages). The target takes 3 points of damage that ignore Armor and is dazed for one round, during which time all its tasks are hindered. -*Pustule Eruption.* Instead of making a normal attack, the nightmare’s attack causes rancid, painful pustules to rise -all over the target’s skin for one minute. If the target takes a forceful action (such as attacking another creature or +*Pustule Eruption.* Instead of making a normal attack, the nightmare's attack causes rancid, painful pustules to rise +all over the target's skin for one minute. If the target takes a forceful action (such as attacking another creature or moving farther than an immediate distance), the pustules burst, dealing 5 points of damage that ignore Armor. Action to initiate, action each round to concentrate. @@ -13758,13 +13758,13 @@ a light weapon. Enabler. No One Knows Better: You are trained in two of the following skills: persuasion, deception, intimidation, research, -knowledge in one area, or seeing through deception. If you choose a skill in which you’re already trained, you become +knowledge in one area, or seeing through deception. If you choose a skill in which you're already trained, you become specialized in that skill instead. Enabler. -Noble’s Courage (3+ Intellect points): Your noble lineage teaches that courage is necessary to do things that are +Noble's Courage (3+ Intellect points): Your noble lineage teaches that courage is necessary to do things that are difficult, tedious, or dangerous. When your mind would be negatively affected by an effect of up to level 4, whether something as overt as a psychic command or illness or something as subtle as fear or even boredom, your courage -neutralizes the effect for up to a minute or, if you’re actively being attacked, until the next attack. For each level +neutralizes the effect for up to a minute or, if you're actively being attacked, until the next attack. For each level of Effort applied, you can increase the level of the effect you can neutralize by 1. Enabler. Not Dead Yet: When you would normally be dead, you instead fall unconscious for one round and then awaken. You @@ -13822,17 +13822,17 @@ perception. While you have this asset and you are conscious and able to take actions, other characters gain no benefit from surprising you. The effect lasts for one hour. Action. -Opening Statement: You’re trained in tasks related to persuasion, deception, and detecting the falsehoods of others. +Opening Statement: You're trained in tasks related to persuasion, deception, and detecting the falsehoods of others. Enabler. Opportunist: You have an asset on any attack roll you make against a creature that has already been attacked at some point during the round and is within immediate range. Enabler. -Oratory (4 Intellect points): When speaking with a group of intelligent creatures that can understand you and aren’t +Oratory (4 Intellect points): When speaking with a group of intelligent creatures that can understand you and aren't hostile, you convince them to take one reasonable action in the next round. A reasonable action should not put the creatures or their allies in obvious danger or be wildly out of character. Action. -Out of Harm’s Way: No matter how careful, an investigator sometimes ends up in a scrap. Knowing how to survive is more +Out of Harm's Way: No matter how careful, an investigator sometimes ends up in a scrap. Knowing how to survive is more than half the battle. You are trained in Speed defense tasks. Enabler. Outlast the Foe: If you have been in combat for five full rounds, you have an asset for all tasks in the remainder of @@ -13845,7 +13845,7 @@ Outside Reality (6+ Intellect points): You exist outside of everything until the start of your next turn. To you, a few seconds pass while you are alone in a cool void. To everyone else, you seem to vanish for a few seconds and reappear in -the same place. While in this unreal state, you can use abilities or objects on yourself, but you can’t perceive, +the same place. While in this unreal state, you can use abilities or objects on yourself, but you can't perceive, interact with, or affect the rest of the world, and vice versa. Time-based effects already on you (like a poison that inflicts damage every round) are paused while you exist outside reality, but when this ability ends they resume as if no time had passed. In addition to the normal options for using Effort, you can choose to use Effort to increase the @@ -13892,7 +13892,7 @@ Patient Recovery: You gain an extra ten-minute recovery roll each day. Enabler. -Pay It Forward (3 Intellect points): You can pass on what you’ve learned. When you give another character a suggestion +Pay It Forward (3 Intellect points): You can pass on what you've learned. When you give another character a suggestion involving their next action that is not an attack, their action is eased for one minute. Action. Perfect Control: You no longer need to make a roll to use Beast Form or change into your normal form. You can change @@ -13902,14 +13902,14 @@ Perfect Stranger (3 Intellect points): You alter your posture and way of speaking and make a small but real alteration to an outfit (such as putting on or taking off a hat, reversing a cloak, and so on). For the next hour (or as long as -you keep up the alteration), even creatures that know you well don’t recognize you. All tasks related to hiding your +you keep up the alteration), even creatures that know you well don't recognize you. All tasks related to hiding your true identity during this period gain one free level of Effort. Action to initiate. Perks of Stardom: You are adept at claiming the rewards that fame can generate. When you are recognized, you can be -seated at any restaurant, be let into any government building, be invited to any show or sports event (even if they’re +seated at any restaurant, be let into any government building, be invited to any show or sports event (even if they're sold out), get a seat at a private function of any sort, or get into any club, no matter how exclusive. When dealing -with someone who can’t or won’t immediately give in to your desire, you gain an asset on all tasks related to persuasion -if that person recognizes you or is convinced that you’re a celebrity even if they don’t recognize you. Enabler. +with someone who can't or won't immediately give in to your desire, you gain an asset on all tasks related to persuasion +if that person recognizes you or is convinced that you're a celebrity even if they don't recognize you. Enabler. Permanent Illusion (9 Intellect points): An illusion (or portion of an illusion) that you create using Minor Illusion or related ability that fits within a 10-foot (3 m) cube becomes permanent.You can permanently end the illusion as an @@ -13923,15 +13923,15 @@ 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. Enabler. -Phase Door (4 Intellect points): You can phase into a solid object’s surface and then phase out of any other solid +Phase Door (4 Intellect points): You can phase into a solid object's surface and then phase out of any other solid object within long range of the first, even if the two objects are not connected. There must be no intervening barriers between the two objects, and you must be aware of or able to see the destination object. Action. Phase Foe (6+ Intellect points): You gather disrupting energy in your fingertip and touch a creature. If the target is an NPC or a creature of level 3 or lower, it becomes phased as if it had used the Ghost ability. However, unless it can figure out how to control its movement while being phased, which most creatures have no experience with, it begins to -sink through solid matter. If it can’t control itself or end the effect, it might be gone for good because when it -becomes solid again after ten minutes, it’s probably deep in the earth. For each additional level of Effort you apply, +sink through solid matter. If it can't control itself or end the effect, it might be gone for good because when it +becomes solid again after ten minutes, it's probably deep in the earth. For each additional level of Effort you apply, you can attempt to affect a target of one level higher. Action. Phase Sprint (1+ Speed points): You can run up to a long distance as long as you take no other actions. During your @@ -13940,18 +13940,18 @@ Note that some of your other special abilities may enable specific actions that you can take while using Phase Sprint. For instance, when using Disrupting Touch, you can make one touch attack while moving (though this ends your movement). -Action. (You don’t have to run in one long, straight line when using Phase Sprint, but can instead zig and zag, curve, +Action. (You don't have to run in one long, straight line when using Phase Sprint, but can instead zig and zag, curve, or even return to where you started.) (Other abilities can be used with Phase Sprint to unlock additional effects, including Disrupting Touch, Scratch Existence, Invisible Phasing, and Phase Detonation. These abilities are additive enablers, requiring the user to spend points for both abilities, and sometimes from two different Pools.) -Phased Attack (3 Intellect points): The attack you make on this turn ignores your foe’s armor. The ability works for +Phased Attack (3 Intellect points): The attack you make on this turn ignores your foe's armor. The ability works for whatever kind of attack you use (melee, ranged, energy, and so on). Enabler. Phased Pocket (2+ Intellect points): You connect yourself for one hour to a small space that is out of phase and moves with you. You can access this space as if it were a convenient pocket or bag, but nobody else can perceive or access the space unless they have the ability to interact with transdimensional areas. The space can hold up to 1 cubic foot. The -space is a part of you, so you can’t use it to carry more cyphers than your limit, a detonation cypher activated inside +space is a part of you, so you can't use it to carry more cyphers than your limit, a detonation cypher activated inside the space harms you, and so on. When the connection ends, anything in the space falls out. For each 2 additional Intellect points you spend, the pocket lasts an additional hour. Enabler. @@ -13960,7 +13960,7 @@ you must choose two different skills. Enabler. Physically Gifted: Any time you spend points from your Might Pool or Speed Pool on an action for any reason, if you roll -a 1 on the associated die, you reroll, always taking the second result (even if it’s another 1). Enabler. +a 1 on the associated die, you reroll, always taking the second result (even if it's another 1). Enabler. Pierce (1 Speed point): This is a well-aimed, penetrating ranged attack. You make an attack and inflict 1 additional point of damage if your weapon has a sharp point. Action. @@ -14009,9 +14009,9 @@ Powerful Rhetoric (1 Intellect point): After engaging a creature in conversation for at least a minute, you can attempt to influence how that creature is perceived, promoting it as a friend, dismissing it as a fool, or denouncing it as an enemy. Your words are so well chosen that even you and it are affected, because your conviction and its doubt are -paramount. The accuracy of your assessment isn’t important as long as you keep up the rhetoric. From then on (or until -you change your rhetoric or the creature offers a convincing defense to those who’ve heard your label), the friend’s -social interactions gain an asset, the fool’s social interactions are hindered, or the enemy’s defenses are hindered. +paramount. The accuracy of your assessment isn't important as long as you keep up the rhetoric. From then on (or until +you change your rhetoric or the creature offers a convincing defense to those who've heard your label), the friend's +social interactions gain an asset, the fool's social interactions are hindered, or the enemy's defenses are hindered. Action to initiate, one minute to complete. Practiced in Armor: You can wear armor for long periods of time without tiring and can compensate for slowed reactions @@ -14049,15 +14049,15 @@ The next time you interact with it (possibly in the following round), a related task (such as persuading the creature, attacking it, or defending from its attack) is eased. Action. -Predictive Model (2+ Intellect points): If you’ve used Predictive Equation on a creature, object, or location within the +Predictive Model (2+ Intellect points): If you've used Predictive Equation on a creature, object, or location within the last few days, you can learn one random fact about the subject that is pertinent to a topic you designate. If you also have the magic flavor ability Premonition, one use of either ability grants you two random but related facts about the -subject. In addition, you can use Predictive Model on the same subject multiple times (even if you’ve learned a -creature’s level), but each time you do, you must apply one additional level of Effort than on your previous use. +subject. In addition, you can use Predictive Model on the same subject multiple times (even if you've learned a +creature's level), but each time you do, you must apply one additional level of Effort than on your previous use. Action. Premonition (2 Intellect points): You learn one random fact about a creature or location that is pertinent to a topic -you designate. Alternatively, you can choose to learn a creature’s level; however, if you do so, you cannot learn +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. Preternatural Senses: While you are conscious and able to use an action, you cannot be surprised. In addition, you are @@ -14105,7 +14105,7 @@ The creature you inhabit can use your Intellect Edge in place of their own. In addition, you and the creature have an asset on any task that involves perception. -When you take an action, you use the creature’s body to perform that action if they allow it. +When you take an action, you use the creature's body to perform that action if they allow it. Action to initiate. @@ -14128,7 +14128,7 @@ that can understand you, dealing 6 points of Intellect damage (ignores Armor) per round. The psychosis can be dispersed if a target uses an action doing nothing but calming and centering itself. Action to initiate. -Pull a Fast One (3 Intellect points): When you’re running a con, picking a pocket, fooling or tricking a dupe, sneaking +Pull a Fast One (3 Intellect points): When you're running a con, picking a pocket, fooling or tricking a dupe, sneaking something by a guard, and so on, you gain an asset on the task. Enabler. Punish All the Guilty (3 Speed points): You can attack up to five foes within immediate range that you have designated @@ -14142,7 +14142,7 @@ Push (2 Intellect points): You telekinetically push a creature or object an immediate distance in any direction you wish. You must be able to see the target, which must be your size or smaller, must not be affixed to anything, and must -be within short range. The push is quick, and the force is too crude to be manipulated. For example, you can’t use this +be within short range. The push is quick, and the force is too crude to be manipulated. For example, you can't use this ability to pull a lever or close a door. Action. Push Off and Throw (3 Speed points): You can make precise, point-to-point jumps in microgravity, which means you can @@ -14168,7 +14168,7 @@ First, you must summon a spirit. If it is a spirit of the dead, you must have personally known the creature, have an object that was owned by the creature, or touch the physical remains -of the creature. For other spirits, you must know the spirit’s full name or have a great deal of an element (such as +of the creature. For other spirits, you must know the spirit's full name or have a great deal of an element (such as fire or earth) that the spirit is associated with. If the spirit responds, it can manifest as an insubstantial shade that answers for itself, it can inhabit an object or @@ -14176,7 +14176,7 @@ The spirit may not wish to answer your questions, in which case you must persuade it to help. You can attempt to psychically wrestle the spirit into submission (an Intellect task), or you can try diplomacy, deception, or blackmail -(“Answer me, or I’ll tell your children that you were a philanderer” or “I’ll destroy this relic that belonged to you”). +("Answer me, or I'll tell your children that you were a philanderer" or "I'll destroy this relic that belonged to you"). The GM determines what the spirit might know, based on the knowledge it possessed in life. @@ -14185,7 +14185,7 @@ Quick Block: If you use a light or medium weapon, you are trained in Speed defense tasks. Enabler. Quick Death (2 Speed points): You know how to kill quickly. When you hit with a melee or ranged attack, you deal 4 -additional points of damage. You can’t make this attack in two consecutive rounds. Action. +additional points of damage. You can't make this attack in two consecutive rounds. Action. Quick Recovery: Your second recovery roll (usually requiring ten minutes) is only a single action. Enabler. @@ -14216,14 +14216,14 @@ levels if you use it within the next minute. Action. Quicker Than Most: Experience has honed your reaction times, because those who act first gain the advantage in most -situations. You’re trained in tasks related to initiative, seeing underlying patterns, and solving puzzles. Enabler. +situations. You're trained in tasks related to initiative, seeing underlying patterns, and solving puzzles. Enabler. Abilities—R 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 -the gate,” “Charge that group of orcs,” or something similar. Action to initiate. +next few rounds gain one asset on any one attack or defense task within the next hour that you suggest, such as "Hold +the gate," "Charge that group of orcs," or something similar. Action to initiate. Range Increase: Ranges for you increase by one step. Immediate becomes short, short becomes long, long becomes very long, and very long becomes 1,000 feet (300 m). Enabler. @@ -14232,12 +14232,12 @@ Rapid Processing (6 Intellect points): You or a target you touch experiences a higher level of mental and physical reaction time for about a minute. During that period, all Speed tasks (including Speed defense rolls) are eased. In -addition, the target can take one extra action at any time before the ability’s duration expires. Action. +addition, the target can take one extra action at any time before the ability's duration expires. Action. Rapid Recovery: You can make most recovery rolls faster than normal. You can make your -one-action recovery roll as part of another action or when it isn’t your turn, your ten-minute recovery roll takes you +one-action recovery roll as part of another action or when it isn't your turn, your ten-minute recovery roll takes you only one action, and your one-hour recovery roll takes you only ten minutes (your ten-hour rest is unchanged). If you -make a recovery roll when it isn’t your turn, until the end of your next turn all of your tasks are hindered. Enabler. +make a recovery roll when it isn't your turn, until the end of your next turn all of your tasks are hindered. Enabler. Ray of Confusion (2 Intellect points): You project a grey beam of confusion at a creature within short range, inflicting 1 point of damage that ignores Armor. In addition, until the end of the next round, all tasks, attacks, and defenses the @@ -14256,8 +14256,8 @@ 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 -question. “Why were these cattle killed?” is not an appropriate question because it has more to do with the mindset of +answer if you succeed on the Intellect roll. "What killed the cattle in this barn?" is a good example of a simple +question. "Why were these cattle killed?" is not an appropriate question because it has more to do with the mindset of the killer than the barn. Simple questions usually have a difficulty of 2, but extremely technical questions or those that involve facts meant to be kept secret can have a much higher difficulty. Action. @@ -14267,21 +14267,21 @@ Recycled Cyphers: All manifest cyphers you use function at one level higher than normal. In addition, if given a week and at least ten items of junk from the Junk table, you can tinker with one of your manifest cyphers, transforming it into another 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, you probably can’t transform a pill into a helmet. Enabler. +transformation is logical— for example, you probably can't transform a pill into a helmet. Enabler. Regenerate: Your ability to heal (whether from a potent spell, unique mutation, or cybernetic graft) continues to function even if you die from violence, as long as your body is mostly intact. One minute after your death, this ability activates and brings you back to life; however, you come back with a permanent 2-point deduction from your Intellect Pool. Enabler. (A character might discover that Regenerate is both a blessing and a curse, because relying on it too -much leads to a kind of malaise that vitality alone can‘t fix.) +much leads to a kind of malaise that vitality alone can't fix.) Regenerate Other (9 Might points): You can confer your Regenerate ability on another creature that you touch and attempt -to return it to life, as long as its body is mostly intact. (If you don’t have the Regenerate ability, you gain it, but +to return it to life, as long as its body is mostly intact. (If you don't have the Regenerate ability, you gain it, but can use it only on yourself.) The difficulty of the task is equal to 3 plus the number of days the target has been dead. (If the body has been perfectly preserved in stasis or through some other non-damaging preservation mechanism, no time limit applies.) Enabler. -Regeneration (6 Intellect points): You restore points to a target’s Might or Speed Pool in one of two ways: either the +Regeneration (6 Intellect points): You restore points to a target's Might or Speed Pool in one of two ways: either the chosen Pool regains up to 6 points, or it is restored to a total value of 12. You make this decision when you initiate this ability. Points are regenerated at a rate of 1 point each round. You must remain within immediate range of the target the whole time, either touching them or conversing with them. In no case can this raise a Pool higher than its @@ -14291,8 +14291,8 @@ one hour. The force field increases the level of the object or structure by 2 for tasks related to durability and withstanding damage and destruction. Action to initiate. -Release Energy: You release 1 point of energy you’ve absorbed with your Absorb Kinetic Energy ability, magnifying and -focusing it into a blast of energy that strikes a single foe within long range for 4 points of damage. (If you don’t +Release Energy: You release 1 point of energy you've absorbed with your Absorb Kinetic Energy ability, magnifying and +focusing it into a blast of energy that strikes a single foe within long range for 4 points of damage. (If you don't have any kinetic energy absorbed, you can still use this ability, but it requires that you transform a fraction of yourself into the blast, which costs 1 point of Might.) Action. @@ -14303,7 +14303,7 @@ position within long range that you can see. The new position can be any direction from you, but it cannot be inside a solid object. Action. -Remote Control (5 Intellect points): You can use a starcraft’s communication and sensor arrays to launch an attack that +Remote Control (5 Intellect points): You can use a starcraft's communication and sensor arrays to launch an attack that briefly renders an enemy starcraft within 20 miles (32 km) inoperative for up to a minute. Action. (Remote Control is a masterful attempt to jam or hack an enemy spacecraft, a task normally requiring multiple rolls, and you only succeed if you roll a total of three successes before rolling a total of two failures. However, all such tasks are hindered by at @@ -14319,7 +14319,7 @@ from that vantage point as if you had used the Sensor ability there, but only for one or two rounds. Either application takes anywhere from one action to hours of concentration, depending on what the GM feels is -appropriate due to time, distance, or other mitigating circumstances. However, you don’t know in advance how long it +appropriate due to time, distance, or other mitigating circumstances. However, you don't know in advance how long it will take. Action to initiate; action each round to concentrate. @@ -14333,7 +14333,7 @@ Reshape (5 Intellect points): You reshape matter within short range in an area no larger than a 5-foot (1.5 m) cube. If you use only one action on this ability, the changes you make are crude at best. If you spend at least ten minutes and -succeed at a hindered appropriate crafting task, you can make complex changes to the material. You can’t change the +succeed at a hindered appropriate crafting task, you can make complex changes to the material. You can't change the nature of the material, only its shape. Thus, you can make a hole in a wall or floor, or you can seal one up. You can fashion a rudimentary sword from a large piece of iron. You can break or repair a chain. With multiple uses of this ability, you could bring about large changes, making a bridge, a wall, or a similar structure. Action. @@ -14350,9 +14350,9 @@ Resist the Elements: You resist heat, cold, and similar extremes. You have a special +2 to Armor against ambient damage or other damage that would normally ignore Armor. Enabler. -Resist Tricks: You’re trained in solving puzzles and recognizing tricks from years of game playing. Enabler. +Resist Tricks: You're trained in solving puzzles and recognizing tricks from years of game playing. Enabler. -Resist Underwater Hazards: Whether you’re resisting crushing waters while exploring the depths or a sting from a +Resist Underwater Hazards: Whether you're resisting crushing waters while exploring the depths or a sting from a poisonous fish, all defense tasks while submerged in water are eased. Enabler. Resonance Field (1 Intellect point): Faint lines in a color you choose form a tracery over your entire body and emit @@ -14377,7 +14377,7 @@ Restore Life (9+ Intellect points): You can attempt to restore life to a dead creature of up to level 3, as long as the corpse is no more than a day old and is mostly intact. You can also attempt to restore life to a corpse that is much older but is especially well preserved. The difficulty of the Intellect task is equal to the level of the creature -you’re attempting to restore to life. For each additional level of Effort applied, you can attempt to restore the life +you're attempting to restore to life. For each additional level of Effort applied, you can attempt to restore the life of a creature whose level is 1 higher. When first restored to life, a creature is dazed for at least a day, and all tasks they attempt are hindered. Action; one minute to initiate. @@ -14395,9 +14395,9 @@ Retinue: Four level 2 followers join you (and your first follower, if you have one). One of their modifications must be for tasks related to serving as your personal assistants. In addition to other tasks they might individually take on -your behalf, they can also work together to run interference if you’re trying to avoid someone, help hide you from the +your behalf, they can also work together to run interference if you're trying to avoid someone, help hide you from the attention of others, help you muscle through a crowd, and so on. If a situation becomes physically violent, they provide -an asset to your Speed defense tasks and, if you command it, try to hold a foe’s attention while you escape. Enabler. +an asset to your Speed defense tasks and, if you command it, try to hold a foe's attention while you escape. Enabler. Retrieve Memories (3 Intellect points): You touch the remains of a recently killed creature and make an Intellect-based roll to restore its mind to life long enough to learn information from it. The GM sets the difficulty based on the @@ -14405,8 +14405,8 @@ difficulty 2 task, one that has been dead for an hour is a difficulty 4 task, and one that has been dead for a few days is a difficulty 9 task. If you succeed, you awaken the corpse, causing its head to animate and perceive things as if it were alive. This enables communication for about one minute, which is how long it takes for the creature to realize that -it’s dead. The creature is limited to what it knew in life, though it cannot recall minor memories, only big events of -importance to it. When the effect ends, or if you fail the roll, the creature’s brain dissolves to mush and cannot be +it's dead. The creature is limited to what it knew in life, though it cannot recall minor memories, only big events of +importance to it. When the effect ends, or if you fail the roll, the creature's brain dissolves to mush and cannot be awakened again. Action. Return to Sender (3 Speed points): If you succeed at a Speed defense task against a melee attack, you can make an @@ -14417,14 +14417,14 @@ You must know of the crystal you are going to use as an exit before you enter the first crystal. You can take one additional creature with you for each level of Effort applied. Action. -Reveal (2+ Intellect points): You adjust a creature’s eyesight so that it can see normally in areas of dim light and +Reveal (2+ Intellect points): You adjust a creature's eyesight so that it can see normally in areas of dim light and darkness. You can affect one willing creature within immediate range for one hour. In addition to the normal options for 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. 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 +creatures in the area are hindered, and leaving the area requires a creature's entire action to move. You can dismiss the dark matter early as an action. Action to initiate. Rider: You are trained in riding any kind of creature that serves as a mount, such as a noble warhorse. Enabler. @@ -14434,10 +14434,10 @@ of its starting position. Enabler. Robot Assistant: A level 2 robot of your size or smaller (built by you) accompanies you and follows your instructions. -You and the GM must work out the details of your robot. You’ll probably make rolls for it when it takes actions. A robot -assistant in combat usually doesn’t make separate attacks but helps with yours. On your action, if the artificial +You and the GM must work out the details of your robot. You'll probably make rolls for it when it takes actions. A robot +assistant in combat usually doesn't make separate attacks but helps with yours. On your action, if the artificial assistant is next to you, it serves as an asset for one attack you make on your turn. If the robot is destroyed, you can -repair the original with a few days’ worth of tinkering, or build a new one with a week’s worth of half-time labor. +repair the original with a few days' worth of tinkering, or build a new one with a week's worth of half-time labor. Enabler. Robot Builder: You are trained in tasks related to building and repairing robots. For the purposes of repair, you can @@ -14481,7 +14481,7 @@ turret, treat it as one level lower than its normal level. However, if the laser is fired by you or someone else who has your permission, the laser attacks are eased. Action to reconfigure; action to return to normal robot configuration. -Ruin Lore: You are trained in scavenging, which means you’re more likely to find useful things, and junk that can +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. Run and Fight (4 Might points): You can move a short distance and make a melee attack that inflicts 2 additional points @@ -14495,7 +14495,7 @@ 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 +Salvage and Comfort (2 Intellect points): You're familiar with open space. If you spend an hour using your spacecraft's sensors and make a difficulty 3 Intellect roll, you can find salvage in the form of abandoned spacecraft, drifting motes of matter that were once inhabited, or a place to hide from pursuit in what most people would otherwise assume to be empty space (such as in a nebula, an asteroid field, or the shadow of a moon). Salvage you turn up includes enough food @@ -14508,9 +14508,9 @@ learn whatever facts the GM feels are pertinent about the matter and energy in that area. For example, you might learn that the wooden box contains a device of metal and plastic. You might learn that the glass cylinder is full of poisonous gas, and that its metal stand has an electrical field running through it that connects to a metal mesh in the floor. You -might learn that the creature standing before you is a mammal with a small brain. However, this ability doesn’t tell you -what the information means. Thus, in the first example, you don’t know what the metal and plastic device does. In the -second, you don’t know if stepping on the floor causes the cylinder to release the gas. In the third, you might suspect +might learn that the creature standing before you is a mammal with a small brain. However, this ability doesn't tell you +what the information means. Thus, in the first example, you don't know what the metal and plastic device does. In the +second, you don't know if stepping on the floor causes the cylinder to release the gas. In the third, you might suspect that the creature is not very intelligent, but scans, like looks, can be deceiving. Many materials and energy fields prevent or resist scanning. Action. @@ -14518,7 +14518,7 @@ Alternatively, you can hinder any action by the machine (or by someone attempting to use the machine) for one minute. Action. -Scratch Existence (1+ Might points): You can choose to phase in a way that “scratches” normal matter in a long streak as +Scratch Existence (1+ Might points): You can choose to phase in a way that "scratches" normal matter in a long streak as you run using Phase Sprint. This tears a bit at you, too, reflected by the Might cost. When you use Phase Sprint, you inflict 2 points of damage (ignores Armor) to one target you select as you pass within immediate range, without triggering Disrupting Touch. In addition to the normal options for using Effort, you can choose to use Effort to @@ -14531,8 +14531,8 @@ Enabler. -Sculpt Flesh (2 Intellect points): You cause a willing creature’s fingers to lengthen into claws and their teeth to grow -into fangs. The effect lasts for ten minutes. The damage dealt by the target’s unarmed strikes increases to 4 points. +Sculpt Flesh (2 Intellect points): You cause a willing creature's fingers to lengthen into claws and their teeth to grow +into fangs. The effect lasts for ten minutes. The damage dealt by the target's unarmed strikes increases to 4 points. Action. Sculpt Light (4 Intellect points): You create an object of solid light in any shape you can imagine that is your size or @@ -14544,11 +14544,11 @@ would be hindered by a pitching deck, moving through rigging, and so on is a routine task for you. Enabler. See History (4 Intellect points): You touch an object, read the subtle echoes of its existence through time, ask the GM -a question about the object’s past, and get a general answer. The answers are often in the form of brief images or +a question about the object's past, and get a general answer. The answers are often in the form of brief images or sensations rather than specific answers in a language you know. The GM assigns a level to the question, so the more obscure the answer, the more difficult the task. » Generally, knowledge that you could find by looking somewhere other than your current location is level 1, and obscure knowledge of the past is level 7. After you use this ability, you -have an asset on identifying the object. Action. (“Obscure” is a relative term—a sage might not know how a vampire +have an asset on identifying the object. Action. ("Obscure" is a relative term—a sage might not know how a vampire acquired a specific artifact, but someone using See History on that artifact would have an easy time sensing that event.) @@ -14569,7 +14569,7 @@ partially in this universe. When looking for things more conventionally hidden, the task is eased. Enabler. See Through Matter (3+ Intellect points): You can see through matter as if it were transparent. You can see through up -to 6 inches (15 cm) of material for one round. Doing so is a task whose difficulty is equal to the material or object’s +to 6 inches (15 cm) of material for one round. Doing so is a task whose difficulty is equal to the material or object's level. In addition to the normal options for using Effort, you can choose to use Effort to see through another 6 inches of material for each additional level of Effort you apply toward that goal. Action. @@ -14579,7 +14579,7 @@ task. This takes anywhere from one action to hours of concentration, depending on what the GM feels is appropriate due to -time, distance, or other mitigating circumstances. However, you don’t know in advance how long it will take. +time, distance, or other mitigating circumstances. However, you don't know in advance how long it will take. Action to initiate; action each round to concentrate. @@ -14589,11 +14589,11 @@ douse the flames. Action. Seize the Initiative (5 Intellect points): Within one minute of successfully using your Draw Conclusion ability, you can -take one additional, immediate action, which you can take out of turn. After using this ability, you can’t use it again +take one additional, immediate action, which you can take out of turn. After using this ability, you can't use it again until after your next ten-hour recovery roll. Enabler. Seize the Moment (4+ Speed points): If you succeed on a Speed defense roll to resist an attack, you gain an action. You -can use the action immediately even if you have already taken a turn in the round. You don’t take an action during the +can use the action immediately even if you have already taken a turn in the round. You don't take an action during the next round, unless you apply a level of Effort when you use Seize the Moment. Enabler. Sense Ambush: You are never surprised by an attack. Enabler. @@ -14607,15 +14607,15 @@ Sensor (4 Intellect points): You create an immobile, invisible sensor within immediate range that lasts for 24 hours. At any time during that duration, you can concentrate to see, hear, and smell through the sensor, no matter how far you -move from it. The sensor doesn’t grant you sensory capabilities beyond the norm. If you also have this ability from +move from it. The sensor doesn't grant you sensory capabilities beyond the norm. If you also have this ability from another source, it lasts twice as long. Action to create; action to check. Sensor Array (3 Intellect points): You are trained in using starcraft sensory instruments. These instruments allow users -to answer general questions about a location, such as “How many people are in the mining colony?” or “Where did the -other spacecraft crash?” Action. +to answer general questions about a location, such as "How many people are in the mining colony?" or "Where did the +other spacecraft crash?" Action. Serv-0: You build a tiny robot assistant. It is level 1 and cannot take independent actions or leave your immediate -area. In truth, it’s more an extension of you than a separate being. It gains a modification in using machines and other +area. In truth, it's more an extension of you than a separate being. It gains a modification in using machines and other technological devices. Enabler. Serv-0 Aim: Your Serv-0 aids you in ranged combat. It gains a modification in ranged attacks. Enabler. @@ -14644,7 +14644,7 @@ Sharp Senses: You are trained in all tasks involving perception. Enabler. -Sharp-Eyed: Because you must always keep an eye out when you’re traveling, you are trained in all tasks related to +Sharp-Eyed: Because you must always keep an eye out when you're traveling, you are trained in all tasks related to perception and navigation. Enabler. Shatter (2+ Intellect points): You interrupt the fundamental force holding normal matter together for a moment, causing @@ -14673,7 +14673,7 @@ Action to initiate. -Shepherd’s Fury: You inflict 3 additional points of damage when engaging in combat that directly relates to advancing +Shepherd's Fury: You inflict 3 additional points of damage when engaging in combat that directly relates to advancing the needs of a community you are associated with. (You and the GM can decide whether a particular situation warrants the additional damage.) Enabler. @@ -14703,10 +14703,10 @@ 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 +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 +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 @@ -14718,13 +14718,13 @@ can allow the target to act freely or override control on a case-by case basis. 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 affect a level 5 target (two levels above the normal limit), you must apply two levels of Effort. When the effect ends, the creature vaguely -remembers doing your will, but it’s as blurry as a dream. Action to initiate. +remembers doing your will, but it's as blurry as a dream. Action to initiate. Shred Existence: When you use Disrupting Touch, Scratch Existence, or Phase Detonation, you inflict an additional 5 points of damage that ignores Armor. Enabler. Shroud of Flame (1 Intellect point): At your command, your entire body becomes shrouded in flames that last up to ten -minutes. The fire doesn’t burn you, but it automatically inflicts 2 points of damage to anyone who tries to touch you or +minutes. The fire doesn't burn you, but it automatically inflicts 2 points of damage to anyone who tries to touch you or strike you with a melee attack. Flames from another source can still hurt you. While the shroud is active, you gain +2 Armor against damage from fire from another source. Enabler. @@ -14779,7 +14779,7 @@ 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 +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 @@ -14792,7 +14792,7 @@ Snipe (2 Speed points): If you spend one action aiming, in the next round you can make a precise ranged attack. You have an asset on this attack. If your attack is successful, it inflicts 4 additional points of damage. Action. -Sniper’s Aim: By dint of almost constant practice playing games that simulate making ranged attacks, your hand-eye +Sniper's Aim: By dint of almost constant practice playing games that simulate making ranged attacks, your hand-eye coordination is off the chart. You have an asset on all ranged attacks. Enabler. Something in the Road: When you use a vehicle as a weapon, you inflict 5 additional points of damage. Enabler. @@ -14801,13 +14801,13 @@ Enabler. Soothe the Savage (2 Intellect points): You calm a nonhuman beast within 30 feet (9 m). You must speak to it (although -it doesn’t need to understand your words), and it must see you. It remains calm for one minute or for as long as you +it doesn't need to understand your words), and it must see you. It remains calm for one minute or for as long as you focus all your attention on it. 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. Action. 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 +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 months afterward. Action. @@ -14820,8 +14820,8 @@ low-gravity conditions, the attack inflicts 6 additional points of damage. Enabler. Speaker for the Dead (2+ Intellect points): You can ask a question of a dead being whose corpse you are touching. -Because the answer comes through the filter of the being’s understanding and personality, it can’t answer questions that -it wouldn’t have understood in life, and it can’t provide answers that it wouldn’t have known in life. In fact, the +Because the answer comes through the filter of the being's understanding and personality, it can't answer questions that +it wouldn't have understood in life, and it can't provide answers that it wouldn't have known in life. In fact, the being is not compelled to answer at all, so you might need to interact with it in a way that would have convinced it to answer while it was alive. For each additional Intellect point you spend when you activate the ability, you can ask the being an additional question. Action. @@ -14829,7 +14829,7 @@ Special Shot: When you hit a target with a gun attack, you can choose to reduce the damage by 1 point but hit the target in a precise spot. Some of the possible effects include (but are not limited to) the following: -You can shoot an object out of someone’s hand. +You can shoot an object out of someone's hand. You can shoot the leg, wing, or other limb it uses to move, reducing its maximum movement speed to immediate for a few days or until it receives expert medical care. @@ -14858,16 +14858,16 @@ way). Action. Spin Identity (2+ Intellect points): You convince all intelligent creatures who can see, hear, and understand you that -you are someone or something other than who you actually are. You don’t impersonate a specific individual known to the +you are someone or something other than who you actually are. You don't impersonate a specific individual known to the victim. Instead, you convince the victim that you are someone they do not know belonging to a certain category of -people. “We’re from the government.” “I’m just a simple farmer from the next town over.” “Your commander sent me.” A -disguise isn’t necessary, but a good disguise will almost certainly be an asset to the roll involved. If you attempt to +people. "We're from the government." "I'm just a simple farmer from the next town over." "Your commander sent me." A +disguise isn't necessary, but a good disguise will almost certainly be an asset to the roll involved. If you attempt to convince more than one creature, the Intellect cost increases by 1 point per additional victim. Fooled creatures remain so for up to an hour, unless your actions or other circumstances reveal your true identity earlier. Action. Spirit Accomplice: A level 3 spirit accompanies you and follows your instructions. The spirit must remain within immediate range—if it moves farther away, it fades at the end of your following turn and cannot return for a day. You -and the GM must work out the details of your spirit accomplice, and you’ll probably make rolls for it when it takes +and the GM must work out the details of your spirit accomplice, and you'll probably make rolls for it when it takes actions. The spirit accomplice acts on your turn, can move a short distance each round, and exists partially out of phase (allowing it to move through walls, though it makes a poor porter). The spirit takes up residence in an object you designate, and it manifests as either an invisible presence or a ghostly shade. Your spirit accomplice is specialized in @@ -14875,12 +14875,12 @@ The spirit is normally insubstantial, but if you use an action and spend 3 Intellect points, it accretes enough substance to affect the world around it. As a level 3 creature with substance, it has a target number of 9 and a health -of 9. It doesn’t attack creatures, but while substantial, it can use its action to serve as an asset for any one attack +of 9. It doesn't attack creatures, but while substantial, it can use its action to serve as an asset for any one attack you make on your turn. -While corporeal, the spirit can’t move through objects or fly. A spirit remains corporeal for up to ten minutes at a +While corporeal, the spirit can't move through objects or fly. A spirit remains corporeal for up to ten minutes at a time, but fades back to being insubstantial if not actively engaged. If your spirit accomplice is destroyed, it reforms -in 1d6 days, or you can attract a new spirit in 2d6 days. Enabler. (An insubstantial creature can’t affect or be +in 1d6 days, or you can attract a new spirit in 2d6 days. Enabler. (An insubstantial creature can't affect or be affected by anything unless indicated otherwise, such as when an attack is made with a special weapon. An insubstantial creature can pass through solid matter without hindrance, but solid energy barriers, such as magical fields of force, keep it at bay.) @@ -14892,7 +14892,7 @@ weapon, such as a crank crossbow or submachine gun), you can spray multiple shots around your target to increase the chance of hitting. This ability uses 1d6 + 1 rounds of ammo (or all the ammo in the weapon, if it has less than the number rolled). You are trained in making this attack. If the attack is successful, it deals 1 less point of damage than -normal. You can also use this ability on multiple thrown weapons (stones, shuriken, daggers, and so on) if you‘re +normal. You can also use this ability on multiple thrown weapons (stones, shuriken, daggers, and so on) if you're carrying them on your person or they are all within reach. Action. Spring Away (5 Speed points): Whenever you succeed on a Speed defense roll, you can immediately move up to a short @@ -14912,7 +14912,7 @@ unfailingly remain awake and alert for up to eight hours. During this time, you are trained in perception tasks as well as stealth tasks to conceal yourself from those who might approach. Action to initiate. -Stare Them Down: One doesn’t play games of chicken with other maniac drivers without gaining mental strength. You’re +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. Stasis (3 Intellect points): You surround a foe of your size or smaller with scintillating energy, keeping it from @@ -14937,7 +14937,7 @@ Still As a Statue (5 Might points): Drawing upon the power of your Golem Body, you freeze in place, burying your essence deep in your stone core. During this time, you lose all mobility as well as the ability to take physical actions. You -cannot sense what’s happening around you, and no time seems to pass for you. While Still As a Statue, you gain +10 to +cannot sense what's happening around you, and no time seems to pass for you. While Still As a Statue, you gain +10 to Armor against damage of all sorts. Under normal circumstances, you automatically rouse to normal wakefulness and mobility a day later. If an ally you trust shakes you hard enough (with a minimum cost of 2 Might points), you rouse earlier. Action to initiate. @@ -14954,7 +14954,7 @@ point beyond that hinders all of your tasks. Enabler. Storm Seed (3 Intellect points): If outside or in a large-enough enclosed space, you can seed a natural storm of a kind -common to the area. Doing so requires at least an hour’s concentration as you use your connection to the air (whether +common to the area. Doing so requires at least an hour's concentration as you use your connection to the air (whether this is due to nanobots, elemental spirits, magic, or some other source) to initiate proper conditions, though it could take longer if the GM feels there are additional obstacles at play. Once the storm begins, it lasts for about ten minutes. Once during that period, you can create a more dramatic and specific effect appropriate to that kind of storm, @@ -14969,7 +14969,7 @@ running. Enabler. Strategize (6 Intellect points): Having an action plan in place before facing a challenge improves the odds of success, -even if that plan is eventually changed or discarded once it’s put into play. If you and your allies spend at least ten +even if that plan is eventually changed or discarded once it's put into play. If you and your allies spend at least ten minutes going over a plan of action, all of you gain one free level of Effort that can be applied to one task you attempt during the execution of that plan within the next 24 hours. The plan of action must be something concrete and executable in order to gain this benefit. Action to initiate, ten minutes to complete. @@ -14980,7 +14980,7 @@ Stun Attack (6 Speed points): You attempt a difficulty 5 Speed task to stun a creature as part of your melee or ranged attack. If you succeed, your attack inflicts its normal damage and stuns the creature for one round, causing it to lose -its next turn. If you fail, you still make your normal attack roll, but you don’t stun the opponent if you hit. If you +its next turn. If you fail, you still make your normal attack roll, but you don't stun the opponent if you hit. If you also have this ability from another source (such as having it as a type ability and a focus ability), using this costs you only 3 points instead of 6 points. Action. @@ -14990,20 +14990,20 @@ Speed defense tasks. Enabler. Subsonic Rumble (2 Intellect points): For one minute or until you use some other sound manipulation ability, you emit a -subsonic rumble that most living creatures can’t hear but which has an effect on them all the same. The effect lasts for +subsonic rumble that most living creatures can't hear but which has an effect on them all the same. The effect lasts for one minute and affects all creatures you select within short range. All tasks related to resisting persuasion, intimidation, and fear are hindered by two steps for affected targets. Action to initiate. Subtle Steps: When you move no more than a short distance, you can move without making a sound, regardless of the surface you move across. Enabler. -Subtle Tricks: You can use your skills and special abilities in ways that don’t look like you’re doing anything. If the +Subtle Tricks: You can use your skills and special abilities in ways that don't look like you're doing anything. If the skill or ability would normally require an obvious movement, phrase, or other action by you, it instead seems to happen on its own. Instead of using your tools to pick a lock, the lock clicks open as you stand near it. Instead of manipulating a computer screen, the information you want appears on the screen when you look at it. Instead of bluffing your way past some guards, they step aside as you approach and let you through. This ability usually only works up to an immediate distance. You still must spend points and make rolls to use your skills and abilities with Subtle Tricks. -Using a skill or ability in a subtle way hinders the task. This ability can’t be used to conceal your attack or defense +Using a skill or ability in a subtle way hinders the task. This ability can't be used to conceal your attack or defense rolls. Enabler. Successive Attack (2 Speed points): If you take down a foe, you can immediately make another attack on that same turn @@ -15012,7 +15012,7 @@ Suggestion (5+ Intellect points): You suggest an action to a creature within immediate range. If the action is something that the target might normally do anyway, it follows your suggestion. If the suggestion is something that is outside of -the target’s nature or express duty (such as asking a guard to let an intruder pass), the suggestion fails. The creature +the target's nature or express duty (such as asking a guard to let an intruder pass), the suggestion fails. The creature must be level 2 or lower. The effect of your suggestion lasts for up to a minute. In addition to the normal options for using Effort, you can choose to use Effort to increase the maximum level of the @@ -15034,7 +15034,7 @@ Sun Siphon: The safe limit of your Siphon Pool from the Store Energy ability increases by 3 points. If you spend an hour in sunlight (or an hour in contact with a suitable powerful energy source), you automatically fill your Siphon Pool to -its safe limit. You can’t refill your Siphon Pool this way again until after your next ten-hour recovery roll. Enabler. +its safe limit. You can't refill your Siphon Pool this way again until after your next ten-hour recovery roll. Enabler. Sunlight (3 Intellect points): A mote of light travels from you to a spot you choose within long range. When the mote reaches that spot, it flares and casts bright light in a 200-foot (60 m) radius, and darkness within 1,000 feet (300 m) @@ -15071,23 +15071,23 @@ Taking Advantage: When your foe is weakened, dazed, stunned, moved down the damage track, or disadvantaged in some other way, your attacks against that foe are eased beyond any other modifications due to the disadvantage. Enabler. -Tall Tale (3 Intellect points): You tell a short anecdote to a foe that can understand you about something you’ve -witnessed in your life that’s so over the top yet so convincing that, if you are successful, the foe is dazed for one +Tall Tale (3 Intellect points): You tell a short anecdote to a foe that can understand you about something you've +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. 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. +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. Task Specialization: Choose one task (other than attacks or defense) that you are trained in. You become specialized in -that task. (You can instead use this ability as Task Training to become trained in a task you aren’t trained in.) +that task. (You can instead use this ability as Task Training to become trained in a task you aren't trained in.) Enabler. Task Training: Choose one task (other than attacks or defense) that you are not trained or specialized in. You become trained in that task. Enabler. Taunt Foe (4 Might or Intellect points): You can make an attack on a foe as part of drawing an attack (which is not -something you can do normally when attempting to draw an attack). In cases where an intelligent or determined foe isn’t +something you can do normally when attempting to draw an attack). In cases where an intelligent or determined foe isn't drawn to you, you can attempt an Intellect action as part of the attack. If that Intellect action is successful, the foe attacks you. Your defenses against that attack are hindered by one step, instead of being hindered by two steps as normal when drawing an attack. Enabler. @@ -15104,7 +15104,7 @@ allies work better together as a cohesive unit. During any round in which you rally your team (by spending 2 Intellect points as part of another action), you and your allies inflict 1 additional point of damage in combat. This benefit applies only to allies with whom you have spent the last 24 hours. It ends if you leave, but it resumes if you return to -your allies’ company within 24 hours. If you leave for more than 24 hours, you must spend another 24 hours together to +your allies' company within 24 hours. If you leave for more than 24 hours, you must spend another 24 hours together to reactivate the benefit. Enabler. Tech Skills: You are trained in two skills in which you are not already trained. Choose two of the following: crafting, @@ -15115,29 +15115,29 @@ effective Might Pool of 10, a Might Edge of 1, and an Effort of 2 (approximately equal to the strength of a fit, capable adult human), and you can use it to move objects, push against objects, and so on. For example, you could lift and pull a light object anywhere within range to yourself or move a heavy object (like a piece of furniture) about 10 feet (3 m). -This power lacks the fine control to wield a weapon or move objects with much speed, so in most situations, it’s not a -means of attack. You can’t use this ability on your own body. The power lasts for one hour or until its Might Pool is -depleted, whichever comes first. Action. (If you’re using Telekinesis to move an object across the room, and an average -fit human could do it with their arms, you can do it with your psychokinesis. You have to use the power’s Might Pool, +This power lacks the fine control to wield a weapon or move objects with much speed, so in most situations, it's not a +means of attack. You can't use this ability on your own body. The power lasts for one hour or until its Might Pool is +depleted, whichever comes first. Action. (If you're using Telekinesis to move an object across the room, and an average +fit human could do it with their arms, you can do it with your psychokinesis. You have to use the power's Might Pool, Might Edge, and Effort only if a PC would have to do so, such as if a character tried to push open a barred door.) Telepathic (1+ Intellect points): You can speak telepathically with others who are within short range. Communication is -two-way, but the other party must be willing and able to communicate. You don’t have to see the target, but you must -know that it’s within range. You can have more than one active contact at once, but you must establish contact with each +two-way, but the other party must be willing and able to communicate. You don't have to see the target, but you must +know that it's within range. You can have more than one active contact at once, but you must establish contact with each target individually. Each contact lasts up to ten minutes. If you apply a level of Effort to increase the duration rather than ease the task, the contact lasts for 24 hours. Action to establish contact. Telepathic Network (0+ Intellect points): When you wish it, you can contact up to ten creatures known to you, no matter where they are. All targets must be willing and able to communicate. You automatically succeed at establishing a telepathic network; no roll is required. All creatures in the network are linked and can communicate telepathically with -one another. They can also “overhear” anything said in the network, if they wish. Activating this ability doesn’t -require an action and doesn’t cost Intellect points; to you, it’s as easy as speaking out loud. The network lasts until +one another. They can also "overhear" anything said in the network, if they wish. Activating this ability doesn't +require an action and doesn't cost Intellect points; to you, it's as easy as speaking out loud. The network lasts until you choose to end it. If you spend 5 Intellect points, you can contact twenty creatures at once, and for every 1 Intellect point you spend above that, you can add ten more creatures to the network. These larger networks last for ten minutes. Creating a network of twenty or more creatures does require an action to establish contact. Enabler. Teleportation (6+ Intellect points): You instantaneously transmit yourself to any location that you have seen or been -to, no matter the distance, as long as it is on Earth (or whatever world you’re currently on). In addition to the normal +to, no matter the distance, as long as it is on Earth (or whatever world you're currently on). In addition to the normal options for using Effort, you can choose to 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. @@ -15161,9 +15161,9 @@ ends, the target is exhausted and disoriented by the experience, hindering all tasks for one hour. Action. Temporal Dislocation (7 Intellect points): You disappear and travel up to one hour into the future or the past. While -dislocated in time, you perceive events as they transpire from your position using your normal senses, but you can’t +dislocated in time, you perceive events as they transpire from your position using your normal senses, but you can't interact with or change anything. If you project yourself into the past, you remain there for one hour, at which point -you’ve caught up to the present (to anyone with you in the present, you only seem to flicker out of existence for a +you've caught up to the present (to anyone with you in the present, you only seem to flicker out of existence for a moment). If you project yourself into the future, you remain there until the present catches up to you (to anyone with you in the present, you vanish for one hour and reappear in the place you left). Action. @@ -15186,28 +15186,28 @@ Terrifying Presence (2+ Intellect points): You convince one intelligent target of level 3 or lower that you are its worst nightmare. The target must be within short range and be able to understand you. For as long as you do nothing but -speak (you can’t even move), the target is paralyzed with fear, runs away, or takes some other action appropriate to the +speak (you can't even move), the target is paralyzed with fear, runs away, or takes some other action appropriate to the circumstances. 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 terrorize a level 5 target (two levels above the normal limit), you must apply two levels of Effort. Action. -There’s Your Problem: You are trained in tasks related to figuring out how to solve problems with multiple solutions +There's Your Problem: You are trained in tasks related to figuring out how to solve problems with multiple solutions (like the best way to pack a truck, calm an enraged customer, give a cat a shot of insulin, or find a route through the city for maximum speed). Enabler. -Thief’s Luck: Luck is not the chaotic ocean of random chance most people believe it to be. If you fail on a task +Thief's Luck: Luck is not the chaotic ocean of random chance most people believe it to be. If you fail on a task (including an attack roll or a defense roll), you can change the die result to a natural 20. That still might not be enough to succeed if the difficulty is higher than 6. Once you use this ability, it is not available again until after -you make a ten-hour recovery roll. (Thief’s Luck doesn’t work if you roll a natural 1 for an attempted task, unless you +you make a ten-hour recovery roll. (Thief's Luck doesn't work if you roll a natural 1 for an attempted task, unless you also have and use the ability Wrest From Chance.) Enabler. Think Your Way Out: When you wish it, you can use points from your Intellect Pool rather than your Might Pool or Speed Pool on any noncombat action. Enabler. -Thinking Ahead (variable Intellect points): You produce a remedy that removes a negative condition because you’ve +Thinking Ahead (variable Intellect points): You produce a remedy that removes a negative condition because you've previously spent considerable time thinking ahead and preparing for your current situation. For instance, if another -character is poisoned, you produce an antidote, or if they’re blinded, you produce a salve that returns sight (assuming -they weren’t blinded because their eyes were destroyed). The Intellect cost for using this ability is equal to the level +character is poisoned, you produce an antidote, or if they're blinded, you produce a salve that returns sight (assuming +they weren't blinded because their eyes were destroyed). The Intellect cost for using this ability is equal to the level of effect or creature that caused the negative condition. Action. Third Eye (1 Intellect point): You visualize a place within short range and cast your mind to that place, creating an @@ -15251,14 +15251,14 @@ killed, you take 5 points of damage that ignore Armor, and you lose your next action. If you are killed while the doppelganger is present, you live on as the doppelganger (it becomes your character instead of being an NPC that disappears). In addition to the normal options for using Effort, you can choose to use Effort to increase the duration -of this ability; each level of Effort used in this way adds one minute to the doppelganger’s existence. +of this ability; each level of Effort used in this way adds one minute to the doppelganger's existence. If you also have this ability from another source, you may use either ability, the doppelganger is 1 level higher, and it has 3 additional health. Action. Time Loop (4 Intellect points): You call yourself from a few moments in the future to help you in the present. On the round you use this ability, your future self appears anywhere you choose within immediate range and takes an action. On -the second round, you and your future self both take actions, and your future self’s action is eased. On the third +the second round, you and your future self both take actions, and your future self's action is eased. On the third round, you and your future self both disappear. On the fourth round, you catch up to your future self, reappear wherever your future self initially appeared in the first round, and can take your actions normally. @@ -15269,8 +15269,8 @@ Action. -(In effect, Time Loop lets “you” take an action on the round you use it, two actions on the second round, and zero -actions on the third round, and then you’re back to normal after that.) +(In effect, Time Loop lets "you" take an action on the round you use it, two actions on the second round, and zero +actions on the third round, and then you're back to normal after that.) Time Travel (10+ Intellect points): You and up to three willing characters you choose within immediate range travel to a point in time that you specify when you use this ability. The point in time must be within ten years of the present. For @@ -15297,7 +15297,7 @@ 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. -Total Awareness: You possess such a high level of awareness that it’s very difficult to surprise, hide from, or sneak up +Total Awareness: You possess such a high level of awareness that it's very difficult to surprise, hide from, or sneak up on you. When you apply a level of Effort to initiative and perception tasks, you gain two free levels of Effort. Enabler. @@ -15306,7 +15306,7 @@ Tough As Nails: When you are impaired or debilitated on the damage track, Might-based tasks and defense rolls you attempt are eased. If you also have Ignore the Pain, make a difficulty 1 Might defense roll when you reach 0 points in all three of your Pools to immediately regain 1 Might point and avoid dying. Each time you attempt to save yourself with -this ability before your next ten-hour recovery roll, the task is hindered. Enabler. (A character can’t apply Effort or +this ability before your next ten-hour recovery roll, the task is hindered. Enabler. (A character can't apply Effort or other abilities to any task accomplished using Tough As Nails.) Tough It Out: Working for a living has toughened you over time. You have +1 to Armor against any kind of physical @@ -15331,7 +15331,7 @@ (being trained in using guns) or action (Spray). Trained Interlocutor: Through wit, charm, humor, and grace (or sometimes rudeness, threatening posture, and obscenity), -you’re better able to talk others into what you want. You are trained in all interactions. Enabler. +you're better able to talk others into what you want. You are trained in all interactions. Enabler. Trained Slayer: You are trained in using swords. Enabler. @@ -15354,7 +15354,7 @@ deadfalls and snares using natural objects from the surrounding environment. When you lay a trap, decide whether you want to hold the victim in place (a snare) or inflict damage (a deadfall). Creating a snare is a difficulty 3 task, while the difficulty of creating a deadfall is equal to the number of points of damage you want it to inflict. For -example, if you want to inflict 4 points of damage, that’s a difficulty 4 task (the training that comes with this +example, if you want to inflict 4 points of damage, that's a difficulty 4 task (the training that comes with this ability eases the task). On a success, you create your one-use trap in about one minute, and it is considered level 3 for the purposes of @@ -15380,8 +15380,8 @@ 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 +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. @@ -15407,15 +15407,15 @@ True Senses: You can see in complete darkness up to 50 feet (15 m) as if it were dim light. You recognize holograms, disguises, optical illusions, sound mimicry, and other such tricks (for all senses) for what they are. Enabler. -Trust to Luck (3 Intellect points): Sometimes, you’ve just got to roll the dice and hope things add up in your favor. -When you use Trust to Luck, roll a d6. On any even result, the task you’re attempting is eased by two steps. On a roll +Trust to Luck (3 Intellect points): Sometimes, you've just got to roll the dice and hope things add up in your favor. +When you use Trust to Luck, roll a d6. On any even result, the task you're attempting is eased by two steps. On a roll of 1, the task is hindered. Enabler. Tumbling Moves (5 Speed points): When you use an action to move, Speed defense rolls are eased until the end of your next turn. Enabler. Twist of Fate: Experience has taught you a lot, including that sometimes luck is something that you have to make for -yourself. When you roll a 1, you can reroll. You must use the new result, even if it’s another 1. Enabler. +yourself. When you roll a 1, you can reroll. You must use the new result, even if it's another 1. Enabler. Twisting the Knife (4 Speed points): In a round after successfully striking a foe with a melee weapon, you can opt to automatically deal standard damage to the foe with that same weapon without any modifiers (2 points for a light weapon, @@ -15434,7 +15434,7 @@ Uncanny Luck (4 Speed points): When you roll for a task and succeed, roll again. If the second number rolled is higher than the first, you get a minor effect. If you roll the same number again, you get a major effect. If you have Uncanny -Luck from another source or a similar ability, it’s your choice (no roll required) whether you get a minor effect, a +Luck from another source or a similar ability, it's your choice (no roll required) whether you get a minor effect, a major effect, or a free activation of one of your tier 1–3 focus abilities. Enabler. Understanding (1 Intellect point): You observe or study a creature or object. Your next interaction with that creature @@ -15444,7 +15444,7 @@ not necessarily your friends and might not be trustworthy, but they recognize you as a peer. You and the GM should work out the details of your underworld contacts. Enabler. -Undo (5 Intellect points): You turn back time a few seconds, effectively undoing a single creature’s most recent action. +Undo (5 Intellect points): You turn back time a few seconds, effectively undoing a single creature's most recent action. That creature can then immediately repeat the same action or try something different. Action. Unexpected Betrayal: Within a round or two of successfully using Enthrall, Fast Talk, or a similar ability on a target @@ -15461,14 +15461,14 @@ 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. -Untouchable (6 Intellect points): You change your phase state for the next minute so that you can’t affect or be +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. +can affect you, but likewise you can't attack, touch, or otherwise affect anything. Action to initiate. -Untouchable While Moving (4 Intellect points): You change your phase state for the next minute so that you can’t affect +Untouchable While Moving (4 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, as long as you move at least an immediate distance each round while phased. -If you don’t move on your turn, the effect ends. While you are phased, only mental attacks and special transdimensional -energies, devices, or abilities can affect you, but likewise you can’t attack, touch, or otherwise affect anything. +If you don't move on your turn, the effect ends. While you are phased, 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. Up to Speed: If you do nothing but move for three actions in a row, you accelerate greatly and can move up to 200 mph @@ -15477,13 +15477,13 @@ 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, -but you must know that it’s within range. Your shared senses last ten minutes. Action to establish. +willing or unwilling target within long range; an unwilling target can try to resist. You don't need to see the target, +but you must know that it's within range. Your shared senses last ten minutes. Action to establish. Using the Environment (4 Intellect points): You find some way to use the environment to your advantage in a fight. For the next ten minutes, attack rolls and Speed defense rolls are eased. Action to initiate. -Using What’s Available (4 Intellect points): If you have the time and the freedom to scrounge for everyday materials in +Using What's Available (4 Intellect points): If you have the time and the freedom to scrounge for everyday materials in your environment, you can fashion a temporary asset that will aid you once to accomplish a specific task. For example, if you need to climb a wall, you could create some sort of climbing assistance device; if you need to break out of a cell, you can find something to use as a lockpick; if you need to create a small distraction, you could put together @@ -15492,7 +15492,7 @@ Usurp Cypher: Choose one cypher that you carry. The cypher must have an effect that is not instantaneous. You destroy the cypher and gain its power, which functions for you continuously. You can choose a cypher when you gain this ability, -or you can wait and make the choice later. However, once you usurp a cypher’s power, you cannot later switch to a +or you can wait and make the choice later. However, once you usurp a cypher's power, you cannot later switch to a different cypher—the usurping ability works only once. Action to initiate. Abilities—V @@ -15506,7 +15506,7 @@ your presence or position—attacking, using an ability, moving a large object, and so on. Action. Verbal Misdirection (2+ Intellect points): With fast talk and bewildering words, you can confuse and distract anyone -that you’re speaking with, giving you an asset on social interactions with that person for ten minutes. In addition to +that you're speaking with, giving you an asset on social interactions with that person for ten minutes. In addition to the normal options for using Effort, you can choose to use Effort to affect additional creatures (one per level of Effort). Enabler. @@ -15525,8 +15525,8 @@ Vindictive Performance (5 Intellect points): When you tell a joke, perform a song or poem, draw a picture, relate an anecdote, or otherwise provide entertainment, you can select one individual from the audience who is able to understand -you. During your performance, you heap indirect but biting derision on this target. If you succeed, the target doesn’t -realize that they’ve become the victim of your performance until you wrap up the entertainment at a moment you choose in +you. During your performance, you heap indirect but biting derision on this target. If you succeed, the target doesn't +realize that they've become the victim of your performance until you wrap up the entertainment at a moment you choose in a way that strikes home. The target suffers 6 points of Intellect damage (ignores Armor) and loses their next turn. One or more actions to initiate. @@ -15536,8 +15536,8 @@ Abilities—W Walk Through Walls (2 Intellect points): You can slowly pass through physical barriers at a rate of 1 inch (2.5 cm) per -round (minimum of one round to pass through any barrier). You can’t act (other than moving) or perceive anything until -you pass entirely through the barrier. You can’t pass through energy barriers. Action. +round (minimum of one round to pass through any barrier). You can't act (other than moving) or perceive anything until +you pass entirely through the barrier. You can't pass through energy barriers. Action. Wall of Lightning (6 Intellect points): You create a barrier of crackling electricity up to 2,500 square feet (230 sq. m) in size, shaped as you wish. The wall is a level 7 barrier. Anyone within immediate distance of the wall @@ -15579,8 +15579,8 @@ have +1 to Armor. Also, you resist heat, cold, and similar extremes and have an additional +1 to Armor against ambient damage or other damage that would normally ignore Armor. Enabler. -Weight of the World (6+ Intellect points): You can increase a target’s weight dramatically. The target is pulled to the -ground and can’t move physically under its own power for one minute. The target must be within short range. In addition +Weight of the World (6+ Intellect points): You can increase a target's weight dramatically. The target is pulled to the +ground and can't move physically under its own power for one minute. The target must be within short range. In addition to the normal options for using Effort, you can choose to use Effort to affect additional creatures (one per level of Effort). Action. @@ -15589,9 +15589,9 @@ microgravity conditions, you can choose to reduce the damage by 2 points but hit the target in a precise spot. Some of the possible effects include (but are not limited to) the following: -You punch a hole in the target’s suit, so it begins to leak air into the vacuum slowly, or all at once (your choice). +You punch a hole in the target's suit, so it begins to leak air into the vacuum slowly, or all at once (your choice). -You hit the reaction mass of the target’s maneuvering pack, which means the target can no longer change their +You hit the reaction mass of the target's maneuvering pack, which means the target can no longer change their trajectory, or they go spinning off in a random direction (your choice). You can shoot a spacecraft, and degrade one ship system by one step (systems include engines, weapons, and atmosphere). @@ -15620,16 +15620,16 @@ 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. -The Wild Is on Your Side (5 Intellect points): While you’re in the wilderness, foes within short range are tripped by +The Wild Is on Your Side (5 Intellect points): While you're in the wilderness, foes within short range are tripped by rocks, tangled in vines, bitten by insects, and distracted or confused by small animals, which hinders all their tasks for ten minutes. Action to initiate. 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. +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. Wild Vitality (4 Intellect points): You attune with the life force of a natural creature (your size or bigger) within long range that you can see. This is a level 2 Intellect task. If you succeed, the creature is not harmed, but through @@ -15642,12 +15642,12 @@ Wilderness Awareness (4 Intellect points): Your connection to the natural world extends to a degree that some would call supernatural. While in the wilderness, you can extend your senses up to a mile in any direction and ask the GM a very -simple, general question about that area, such as “Where is the orc camp?” or “Is my friend Deithan still alive?” If the +simple, general question about that area, such as "Where is the orc camp?" or "Is my friend Deithan still alive?" If the answer you seek is not in the area, you receive no information. Action. Wilderness Encouragement (3 Intellect points): While in the wilderness, or when talking about your time in the wilderness, your stirring words of encouragement grant a target within short range that can understand you 1d6 points to -one Pool. You can’t use this ability on the same creature again until they’ve made a recovery roll. Action. +one Pool. You can't use this ability on the same creature again until they've made a recovery roll. Action. Wilderness Explorer: While taking any action (including fighting) in the wild, you ignore any penalties due to natural causes such as tall grass, thick brush, rugged terrain, weather, and so on. Enabler. @@ -15657,7 +15657,7 @@ Wilderness Lore: You are trained in wilderness navigation and in identifying plants and creatures. Enabler. -Will of a Leader (9 Intellect points): You harden your allies’ dedication and capabilities. Each ally within immediate +Will of a Leader (9 Intellect points): You harden your allies' dedication and capabilities. Each ally within immediate range gains +1 Edge to one stat of their choice for one hour. You also gain this benefit to one stat of your choice. Action. @@ -15699,7 +15699,7 @@ Winter Gauntlets: When you use Frost Touch, you inflict an additional 3 points of damage if you touch a creature, or an additional 2 points of damage if you infuse a weapon. In addition, damaged targets are frozen in place (if standing on a -solid surface) and can’t move from their location until they use an action to break free. The target can still attack +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. Wooden Body (1+ Might points): You transform your body into living wood for ten minutes, which grants you several @@ -15713,7 +15713,7 @@ sacrifice a cypher in your possession that is level 6 or higher. You issue the word to one creature within long range that you can see. The affected target must obey the command for several hours before it is free to act as it wishes. Targets that are attacked while under the effect of the command can defend themselves. Typical commands include -“retreat,” “calm,” “come,” and “stay.” The GM decides how the target acts once a command is given. Action. +"retreat," "calm," "come," and "stay." The GM decides how the target acts once a command is given. Action. Word of Death (5+ Intellect points): Your attack is the utterance of a magic word so terrible that it snuffs the life from a living target within short range. The target must be level 1. In addition to the normal options for using Effort, @@ -15753,15 +15753,15 @@ Abilities—Z -Zero Dark Eyes: Some people’s eyes are degraded by constantly playing games. And maybe that’ll happen to you, but not -yet. You’re still young and instead of degrading, your vision is actually better thanks to all your practice. You can +Zero Dark Eyes: Some people's eyes are degraded by constantly playing games. And maybe that'll happen to you, but not +yet. You're still young and instead of degrading, your vision is actually better thanks to all your practice. You can 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 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 +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 their hip. ANIMAL FORM MINOR ABILITIES TABLE @@ -15802,7 +15802,7 @@ Flying: The animal can fly, which (depending on the type of animal) may be up to a short or long distance on its turn. Hands: The animal has paws or hands that are nearly as agile as those of a human. Unlike with most animal shapes, the -animal’s tasks that require hands are not hindered (although the GM may decide that some tasks requiring human agility, +animal's tasks that require hands are not hindered (although the GM may decide that some tasks requiring human agility, such as playing a flute, are still hindered). Scent: The animal has a strong sense of smell, gaining an asset on tracking and dealing with darkness or blindness. @@ -15831,7 +15831,7 @@ and profit, fuel and upkeep for the ship might be expensive. Hauling a few passengers from Epsilon Eridani back to Earth might earn enough to purchase six expensive items but cost the equivalent of two expensive items, leaving the crew with the means to refuel and maintain the ship for two further voyages. In such a game, where money only means keeping the -ship flying, no one has to talk in specific amounts. Characters might refer to “galactic credits” or something similar, +ship flying, no one has to talk in specific amounts. Characters might refer to "galactic credits" or something similar, but amounts might not be tracked on the character sheets. PRICE CATEGORIES @@ -15844,7 +15844,7 @@ A moderately priced item is something that common people buy, but not too often and not in great quantities. A small piece of furniture. A major entertainment. An expensive meal. A new outfit. -An expensive item is something that would strain a common person’s finances. Rent on a simple apartment. A major piece +An expensive item is something that would strain a common person's finances. Rent on a simple apartment. A major piece of furniture. A very nice outfit. The cost to travel a long distance (if appropriate to the setting). A very expensive item is probably out of the reach of most people except in very special circumstances. Jewelry. Luxury @@ -15859,8 +15859,8 @@ moderate one, and 1,000 times the cost of an inexpensive one. An exorbitant item is priced ten times beyond that. (In some settings, even the generalization offered by the pricing categories might be too specific or cumbersome. In -many superhero games, for example, prices are relatively moot. After saving the city, typical superheroes don’t worry -about paying rent or how much dinner will cost. On the other hand, in a grittier superhero game, maybe that’s exactly +many superhero games, for example, prices are relatively moot. After saving the city, typical superheroes don't worry +about paying rent or how much dinner will cost. On the other hand, in a grittier superhero game, maybe that's exactly what they worry about.) USING THE PRICE CATEGORIES @@ -15868,14 +15868,14 @@ Regardless of how precise you want to be with prices and currency, you can use the price categories in a variety of ways. -It’s easy for a GM to say to a player “You can afford two extra moderately priced things at the start of the game.” The +It's easy for a GM to say to a player "You can afford two extra moderately priced things at the start of the game." The player can look on the list and pick two moderately priced items without worrying about their cost. Plus, this approach makes it clear that they get two items, not twenty inexpensive items or one more expensive item that perhaps would not be appropriate for a starting character. The categories make it easy to lump similar items together. -The GM can also say “You can have whatever inexpensive items you want, and don’t worry about the cost.” At higher tiers, +The GM can also say "You can have whatever inexpensive items you want, and don't worry about the cost." At higher tiers, when the PCs have more wealth, followers, and so on, the GM can do this with moderate or even expensive items. This -allows the group to skip over playing through a shopping trip to get supplies, and players don’t have to track prices +allows the group to skip over playing through a shopping trip to get supplies, and players don't have to track prices down to the last coin. Finally, the categories can be shorthand when evaluating loot, dividing up the spoils among the PCs, and resolving other @@ -15886,7 +15886,7 @@ Mundane equipment is about level 4—less if of inferior quality or materials, more if of superior quality or materials. This means that in a setting based on the distant past, the default level might be 3, while in the future it might be 5 -or 6. So an average serf ’s tool in the Dark Ages is level 3, easily broken, while an average tool on a space station is +or 6. So an average serf 's tool in the Dark Ages is level 3, easily broken, while an average tool on a space station is level 6, made of advanced polymers. ARMOR @@ -15901,12 +15901,12 @@ In general, light armor is a moderately priced item, medium armor is expensive, and heavy armor is very expensive. The Genre chapter offers more specific details on the kinds of armor available in a given setting. Keep in mind that in many -genres, it’s quite odd, at best, to run around in armor tougher than a leather jacket. +genres, it's quite odd, at best, to run around in armor tougher than a leather jacket. USING ARMOR Anyone can wear any armor, but it can be taxing. Wearing armor increases the cost of using a level of Effort when -attempting a Speed-based action. So if you’re wearing light armor and want to use two levels of Effort on a Speed-based +attempting a Speed-based action. So if you're wearing light armor and want to use two levels of Effort on a Speed-based roll to run across difficult terrain, it costs 7 points from your Speed Pool rather than 5 (3 for the first level of Effort, plus 2 for the second level of Effort, plus 1 per level for wearing light armor). Edge reduces the overall cost as normal. If you are not experienced with a certain type of armor but wear it anyway, this cost is further increased @@ -15949,9 +15949,9 @@ Breastplate: A fitted metal plate or set of plates that protect your torso but not your arms or legs, giving you greater movement than full plate at the cost of some protection. -Brigandine: Long strips of metal attached to a cloth or leather backing. Often called “splint mail.” +Brigandine: Long strips of metal attached to a cloth or leather backing. Often called "splint mail." -Chainmail: Mail armor made from hundreds of interlocking metal rings or links. Often called “chain” or “chain armor.” +Chainmail: Mail armor made from hundreds of interlocking metal rings or links. Often called "chain" or "chain armor." Dwarven breastplate: A high-quality breastplate crafted by a skilled dwarf, providing good protection and great mobility. Dwarven breastplate is medium armor (2 Armor) but encumbers the wearer as if it were light armor (it has a @@ -15964,28 +15964,28 @@ elven smiths know how to make it). Full plate: A complete suit of fitted metal plates that give excellent coverage and protection against attacks. The -joints are protected by small layered plates over flexible chain. Sometimes called “plate mail.” +joints are protected by small layered plates over flexible chain. Sometimes called "plate mail." -Heavy cloth: Clothing that’s heavy enough to reduce the effect of attacks against you, such as winter clothing or a +Heavy cloth: Clothing that's heavy enough to reduce the effect of attacks against you, such as winter clothing or a fashionable leather outfit. Heavy cloth provides 1 Armor against piercing or slashing attacks like arrows and swords, -but not bashing attacks like clubs or hammers. Heavy cloth doesn’t have a Speed Effort cost. It can’t be worn with other +but not bashing attacks like clubs or hammers. Heavy cloth doesn't have a Speed Effort cost. It can't be worn with other kinds of armor. -Hides and furs: Made from thick or poorly cured animal skins. It’s heavier and bulkier than other kinds of leather +Hides and furs: Made from thick or poorly cured animal skins. It's heavier and bulkier than other kinds of leather armor, but easier to make, especially by resource-poor crafters. Leather jerkin: Armor made of hardened pieces of leather (usually boiled or treated with chemicals) that mainly covers -your torso. It’s stiffer than leather used for clothing, but still flexible enough that you can bend and twist in it. -Some jerkins are reinforced with metal studs (and may be called “studded leather”), and brigandine improves upon that +your torso. It's stiffer than leather used for clothing, but still flexible enough that you can bend and twist in it. +Some jerkins are reinforced with metal studs (and may be called "studded leather"), and brigandine improves upon that concept. Padded: Cloth armor that is deliberately designed with multiple layers to be thick and protective. This is sometimes -called “quilted armor” because it is a layer of padding sewn between two layers of cloth. Padded armor provides 1 Armor +called "quilted armor" because it is a layer of padding sewn between two layers of cloth. Padded armor provides 1 Armor against piercing or slashing attacks like arrows and swords, but not bashing attacks like clubs or hammers. Padded armor -doesn’t have a Speed Effort cost. It can’t be worn with other kinds of armor. +doesn't have a Speed Effort cost. It can't be worn with other kinds of armor. -Scale: Mail armor made from overlapping scales or plates attached to a leather or cloth backing. Often called “scale -mail.” +Scale: Mail armor made from overlapping scales or plates attached to a leather or cloth backing. Often called "scale +mail." Shield: Provides an asset to Speed defense. Shield sizes vary from a small buckler to a large kite shield (in the Cypher System, the difference is mainly flavor, and for game purposes they all grant the wearer the same benefit). @@ -16032,7 +16032,7 @@ Medium weapons inflict 4 points of damage. Medium weapons include broadswords, battleaxes, maces, crossbows, spears, typical handguns, light rifles, sawed-off shotguns, and so on. Most weapons are medium. Anything that could be used in -one hand (even if it’s often used in two hands, such as a quarterstaff or spear) is a medium weapon. +one hand (even if it's often used in two hands, such as a quarterstaff or spear) is a medium weapon. Heavy weapons inflict 6 points of damage, and you must use two hands to attack with them. Heavy weapons are huge swords, great hammers, massive axes, halberds, heavy crossbows, rifles, regular shotguns, assault rifles, and so on. Anything @@ -16047,7 +16047,7 @@ In general, light weapons are moderately priced items, medium weapons are expensive, and heavy weapons are very expensive. Ammunition for a ranged weapon is inexpensive. The Genre chapter offers more specific details on weapons -available in a given setting. Keep in mind that in many genres, it’s not acceptable to run around carrying dangerous +available in a given setting. Keep in mind that in many genres, it's not acceptable to run around carrying dangerous weapons. FANTASY WEAPONS DESCRIPTIONS @@ -16075,24 +16075,24 @@ Greatsword: A two-handed version of the broadsword. -Hammer: A wooden handle with a heavy metal head, either one-sided (like a carpenter’s hammer) or two-sided (like a +Hammer: A wooden handle with a heavy metal head, either one-sided (like a carpenter's hammer) or two-sided (like a sledgehammer). Hand crossbow: A smaller and weaker version of a light crossbow. It fires crossbow bolts. You can fire it with one hand. You need two hands to load it. -Handaxe: A light, one-handed axe that’s good for melee or throwing. +Handaxe: A light, one-handed axe that's good for melee or throwing. Heavy crossbow: A heavier, more powerful version of a light crossbow. You need two hands to fire or load it. Action to reload. Heavy mace: A larger, two-handed version of a mace. -Javelin: A light spear that’s designed to be thrown. +Javelin: A light spear that's designed to be thrown. Light crossbow: A bow with a handle and mechanism for drawing and holding the string. It fires crossbow bolts. You can fire it with one hand. You need two hands to load it. Action to reload. Mace: A wooden handle with a heavy metal head -that’s spherical, flanged, or knobbed. +that's spherical, flanged, or knobbed. Maul: A larger version of the hammer, such as a sledgehammer. @@ -16100,7 +16100,7 @@ You can throw it with one hand. Action to refold it so it can be thrown again. If you hit an opponent with the net, all of their physical actions are hindered until they take an action to remove it. -Pick: A hafted weapon with a sideways metal spike on the end, similar to a miner’s tool. +Pick: A hafted weapon with a sideways metal spike on the end, similar to a miner's tool. Polearm: Various kinds of spears, sometimes with hooks or additional blades for special purposes like tripping a foe or pulling an opponent from their mount. @@ -16188,7 +16188,7 @@ Acid: A flask of strong acid. Can be thrown up to short range, inflicting acid damage as a light weapon (ignores Armor). If poured carefully, it can damage or destroy a small item or areas made of stone or metal. -Adventuring pack: Includes 50 feet (15 m) of rope, three days’ iron rations, three spikes, small hammer, a set of warm +Adventuring pack: Includes 50 feet (15 m) of rope, three days' iron rations, three spikes, small hammer, a set of warm clothes, boots, and three torches. Alchemist fire: A flask of chemicals that burst into flames upon contact with air. The flames burn out after one round. @@ -16225,7 +16225,7 @@ Healing kit: A collection of bandages, needles, thread, and basic medicines. Provides an asset on healing tasks. Some parts are reusable, but the kit runs out after about five uses. -Lamp: A hollow container filled with oil that slowly burns to provide light (often resembling a “genie lamp”). A lamp +Lamp: A hollow container filled with oil that slowly burns to provide light (often resembling a "genie lamp"). A lamp creates normal light in an immediate area and dim light out to the short area beyond that. It burns for three to four hours on 1 pint (.5 L) of oil. If dropped, it might spill oil, break, or both. @@ -16233,10 +16233,10 @@ lantern creates normal light in an immediate area and dim light out to the short area beyond that. It burns for three to four hours on 1 pint (.5 L) of oil. If dropped, it is less likely to spill than a lamp. -Lockpicks: Also known as thieves’ tools, this set provides everything a skilled person needs to pick locks and disarm +Lockpicks: Also known as thieves' tools, this set provides everything a skilled person needs to pick locks and disarm traps. -Manacles: Metal or heavy wooden restraints that hold an enemy’s wrists or ankles in place and are secured with a pin. A +Manacles: Metal or heavy wooden restraints that hold an enemy's wrists or ankles in place and are secured with a pin. A common set of manacles is level 5. Oil: A pint (.5 L) of lamp oil in a leather flask. It burns for three to four hours in a lantern or lamp. If prepped @@ -16307,13 +16307,13 @@ 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 +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 +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. @@ -16323,51 +16323,51 @@ Specific pieces of clothing vary by climate and local custom, but usually include a hat, shirt, belt, pants or skirt, shoes, and underclothes. -Artisan’s outfit: A suitable outfit for a person who performs a trade (blacksmith, cobbler, and so on). Often includes +Artisan's outfit: A suitable outfit for a person who performs a trade (blacksmith, cobbler, and so on). Often includes an apron and a belt for holding tools. -Ascetic’s outfit: A simple outfit worn by monks and other people who eschew displays of wealth and status. Specific +Ascetic's outfit: A simple outfit worn by monks and other people who eschew displays of wealth and status. Specific styles vary by climate and the philosophical tenets of the wearer, but a typical example is a loose shirt, loose breeches, sandals, a cap, and several cloth straps that can serve as a belt, scarf, or simple adornments. Cold-weather outfit: A heavier set of clothing for protection against cold weather. -Entertainer’s costume: Interesting (and usually colorful) clothing appropriate for an entertainer such as an actor, +Entertainer's costume: Interesting (and usually colorful) clothing appropriate for an entertainer such as an actor, bard, juggler, or acrobat. -Explorer’s outfit: A set of sturdy clothing for adventurers and experienced travelers who want to be prepared for +Explorer's outfit: A set of sturdy clothing for adventurers and experienced travelers who want to be prepared for various activities and environments. Fancy outfit: A stylish set of clothes according to the local fashions and customs. Generally the minimum required for meeting with important townsfolk such as a mayor or noble. Higher-status events require outfits that cost up to four times as much. -Peasant’s outfit: Very simple clothing for free people of low social status. Includes a kerchief or cap, shirt or +Peasant's outfit: Very simple clothing for free people of low social status. Includes a kerchief or cap, shirt or blouse, trousers or skirt, and heavy cloth shoes or foot wrappings. Priestly vestments: Garments appropriate for performing ceremonies for a specific religion. A common example is a hat or headdress, long tunic or dress, tabard or stole, and shoes, with the outer pieces marked with appropriate symbols. -Traveler’s outfit: A comfortable set of clothes that includes gloves, a protective hat, a jacket, and a cloak with a +Traveler's outfit: A comfortable set of clothes that includes gloves, a protective hat, a jacket, and a cloak with a hood. -Wizard’s outfit: Clothing that identifies the wearer as a practitioner of arcane magic. A typical outfit includes an +Wizard's outfit: Clothing that identifies the wearer as a practitioner of arcane magic. A typical outfit includes an interesting hat or cap, a robe with long sleeves and many pockets, and shoes, often adorned with runes or representations of magical creatures such as dragons. Scholars and sages wear very similar garments that lack the mystical aspects of wizard clothing. | Item | Price | |-----------------------|-------| -| Artisan’s outfit | 2 gp | -| Ascetic’s outfit | 1 gp | +| Artisan's outfit | 2 gp | +| Ascetic's outfit | 1 gp | | Cold-weather outfit | 6 gp | -| Entertainer’s costume | 3 gp | -| Explorer’s outfit | 8 gp | +| Entertainer's costume | 3 gp | +| Explorer's outfit | 8 gp | | Fancy outfit | 25 gp | -| Peasant’s outfit | 1 sp | +| Peasant's outfit | 1 sp | | Priestly vestments | 5 gp | -| Traveler’s outfit | 2 gp | -| Wizard’s outfit | 5 gp | +| Traveler's outfit | 2 gp | +| Wizard's outfit | 5 gp | ANIMALS AND GEAR DESCRIPTIONS Draft horse: A strong horse able to carry or pull heavy loads. @@ -16416,22 +16416,22 @@ CYPHERS Cyphers can sometimes be physical items like equipment, but they work very differently. To be entirely accurate, cyphers -might have the veneer of equipment, but don’t fall into the trap of confusing the two. Cyphers are far more akin to PC +might have the veneer of equipment, but don't fall into the trap of confusing the two. Cyphers are far more akin to PC special abilities than to gear. In a fantasy game, they might be potions, scrolls, or charms. In a science fiction game, cyphers might be interesting throwaway devices or alien crystals of unknown providence. In other games, they might just represent good fortune or sudden inspiration. See the Cyphers chapter for more details. ARTIFACTS -Artifacts are more powerful than equipment and can’t simply be purchased. The Genre chapter offers a few sample +Artifacts are more powerful than equipment and can't simply be purchased. The Genre chapter offers a few sample artifacts appropriate for various settings. 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 +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 +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. For GM information on artifacts, see the Running the Cypher System chapter. @@ -16444,23 +16444,23 @@ occurs more rarely than most PCs would probably like. After the characters find an artifact, identifying it is a separate Intellect task. The GM sets the difficulty of the -task, but it is usually equal to the artifact’s level. Identifying it takes fifteen minutes to three hours. If the PCs -can’t identify an artifact, they can bring it to an expert to be identified or, if desired, traded or sold. +task, but it is usually equal to the artifact's level. Identifying it takes fifteen minutes to three hours. If the PCs +can't identify an artifact, they can bring it to an expert to be identified or, if desired, traded or sold. Characters can attempt to use an artifact that has not been identified, which is usually an Intellect task equal to the -artifact’s level + 2. Failure might mean that the PCs can’t figure out how to use the artifact or they use it -incorrectly (GM’s discretion). Of course, even if characters use an unidentified artifact correctly the first time, they +artifact's level + 2. Failure might mean that the PCs can't figure out how to use the artifact or they use it +incorrectly (GM's discretion). Of course, even if characters use an unidentified artifact correctly the first time, they have no idea what the effect might be. Once characters identify an artifact, using it for the first time requires an additional Intellect action; this process 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. +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 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 -make the game run smoothly, but it’s the people, not the rules or the dice, that direct the action and determine the +make the game run smoothly, but it's the people, not the rules or the dice, that direct the action and determine the story—and the fun. If a rule gets in the way or detracts from the game, the players and the GM should work together to change it. @@ -16468,24 +16468,24 @@ 1\. The player tells the GM what they want to do. This is a character action. -2\. The GM determines if that action is routine (and therefore works without needing a roll) or if there’s a chance of +2\. The GM determines if that action is routine (and therefore works without needing a roll) or if there's a chance of failure. 3\. If there is a chance of failure, the GM determines which stat the task uses (Might, Speed, or Intellect) and the -task’s difficulty—how hard it will be on a scale from 1 (really easy) to 10 (basically impossible). +task's difficulty—how hard it will be on a scale from 1 (really easy) to 10 (basically impossible). 4\. The player and the GM determine if anything about the character—such as training, equipment, special abilities, or various actions—can modify the difficulty up or down by one or more steps. If these modifications reduce the difficulty to less than 1, the action is routine (and therefore works with no roll needed). -5\. If the action still isn’t routine, the GM uses its difficulty to determine the target number—how high the player -must roll to succeed at the action (see the Task Difficulty table). The GM doesn’t have to tell the player what the +5\. If the action still isn't routine, the GM uses its difficulty to determine the target number—how high the player +must roll to succeed at the action (see the Task Difficulty table). The GM doesn't have to tell the player what the target number is, but they can give the player a hint, especially if the character would reasonably know if the action was easy, average, difficult, or impossible. 6\. The player rolls a d20. If they roll equal to or higher than the target number, the character succeeds. -That’s it. That’s how to do anything, whether it’s identifying an unknown device, calming a raging drunk, climbing a +That's it. That's how to do anything, whether it's identifying an unknown device, calming a raging drunk, climbing a treacherous cliff, or battling a demigod. Even if you ignored all the other rules, you could still play the Cypher System with just this information. The key features here are: character actions, determining task difficulty, and determining modifications. @@ -16497,40 +16497,40 @@ CHARACTER: Any creature in the game capable of acting, whether it is a player character (PC) run by a player or a nonplayer character (NPC) run by the game master (GM). In the Cypher System, even bizarre creatures, sentient machines, -and living energy beings can be “characters.” +and living energy beings can be "characters." DIFFICULTY: A measure of how easy it is to accomplish a task. Difficulty is rated on a scale from 1 (lowest) to 10 -(highest). Altering the difficulty to make a task harder is called “hindering.” Altering it to make a task easier is -called “easing.” All changes in difficulty are measured in steps. Difficulty often equates directly with level, so +(highest). Altering the difficulty to make a task harder is called "hindering." Altering it to make a task easier is +called "easing." All changes in difficulty are measured in steps. Difficulty often equates directly with level, so opening a level 3 locked door probably has a difficulty of 3. -EASE: A decrease in a task’s difficulty, usually by one step. If something doesn’t say how many steps it eases a task, +EASE: A decrease in a task's difficulty, usually by one step. If something doesn't say how many steps it eases a task, then it reduces the difficulty by one step. EFFORT: Spending points from a stat Pool to reduce the difficulty of a task. A PC decides whether or not to apply Effort on their turn before the roll is made. NPCs never apply Effort. -HINDER: An increase in a task’s difficulty, usually by one step. If something doesn’t say how many steps it hinders a +HINDER: An increase in a task's difficulty, usually by one step. If something doesn't say how many steps it hinders a task, then it increases the difficulty by one step. -INABILITY: The opposite of trained—you’re hindered whenever you attempt a task that you have an inability in. If you +INABILITY: The opposite of trained—you're hindered whenever you attempt a task that you have an inability in. If you also become trained in the task, the training and the inability cancel each other out and you become practiced. LEVEL: A way to measure the strength, difficulty, power, or challenge of something in the game. Everything in the game has a level. NPCs and objects have levels that determine the difficulty of any task related to them. For example, an -opponent’s level determines how hard they are to hit or avoid in combat. A door’s level indicates how hard it is to -break down. A lock’s level determines how hard it is to pick. Levels are rated on a scale from 1 (lowest) to 10 +opponent's level determines how hard they are to hit or avoid in combat. A door's level indicates how hard it is to +break down. A lock's level determines how hard it is to pick. Levels are rated on a scale from 1 (lowest) to 10 (highest). PC tiers are a little like levels, but they go only from 1 to 6 and mechanically work very differently than -levels—for example, a PC’s tier does not determine a task’s difficulty. +levels—for example, a PC's tier does not determine a task's difficulty. PRACTICED: The normal, unmodified ability to use a skill—not trained, specialized, or an inability. Your type determines -what weapon skills you’re practiced in; if you aren’t practiced with a type of weapon, you have an inability in it. +what weapon skills you're practiced in; if you aren't practiced with a type of weapon, you have an inability in it. ROLL: A d20 roll made by a PC to determine whether an action is successful. Although the game occasionally uses other -dice, when the text simply refers to “a roll,” it always means a d20 roll. +dice, when the text simply refers to "a roll," it always means a d20 roll. -ROUND: A length of time about five to ten seconds long. There are about ten rounds in a minute. When it’s really -important to track precise time, use rounds. Basically, it’s the length of time to take an action in the game, but since +ROUND: A length of time about five to ten seconds long. There are about ten rounds in a minute. When it's really +important to track precise time, use rounds. Basically, it's the length of time to take an action in the game, but since everyone more or less acts simultaneously, all characters get to take an action each round. SPECIALIZED: Having an exceptional amount of skill in a task. Being specialized eases the task by two steps. So, if you @@ -16541,7 +16541,7 @@ stat Pool can increase or decrease over the course of play—for example, you can lose points from your Might Pool when struck by an opponent, spend points from your Intellect Pool to activate a special ability, or rest to recover points in your Speed Pool after a long day of marching. Anything that damages a stat, restores a stat, or boosts or penalizes a -stat affects the stat’s Pool. +stat affects the stat's Pool. TASK: Any action that a PC attempts. The GM determines the difficulty of the task. In general, a task is something that you do and an action is you performing that task, but in most cases they mean the same thing. @@ -16556,7 +16556,7 @@ 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 +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. @@ -16573,41 +16573,41 @@ DETERMINING TASK STAT -Every task relates to one of a character’s three stats: Might, Speed, or Intellect. Physical activities that require +Every task relates to one of a character's three stats: Might, Speed, or Intellect. Physical activities that require strength, power, or endurance relate to Might. Physical activities that require agility, flexibility, or fast reflexes relate to Speed. Mental activities that require force of will, memory, or mental power relate to Intellect. This means you can generalize tasks into three categories: Might tasks, Speed tasks, and Intellect tasks. You can also generalize rolls into three categories: Might rolls, Speed rolls, and Intellect rolls. The category of the task or roll determines what kind of Effort you can apply to the roll and may determine how a -character’s other abilities affect the roll. For example, an Adept may have an ability that makes them better at +character's other abilities affect the roll. For example, an Adept may have an ability that makes them better at Intellect rolls, and a Warrior may have an ability that makes them better at Speed rolls. DETERMINING TASK DIFFICULTY -The most frequent thing a GM does during the game—and probably the most important thing—is set a task’s difficulty. To +The most frequent thing a GM does during the game—and probably the most important thing—is set a task's difficulty. To make the job easier, use the Task Difficulty table, which associates a difficulty rating with a descriptive name, a target number, and general guidance about the difficulty. -Every difficulty from 1 to 10 has a target number associated with it. The target number is easy to remember: it’s always +Every difficulty from 1 to 10 has a target number associated with it. The target number is easy to remember: it's always three times the difficulty. The target number is the minimum number a player needs to roll on a d20 to succeed at the task. Moving up or down on the table is called hindering or easing, which is measured in steps. -For example, reducing a difficulty 5 task to a difficulty 4 task is “easing the difficulty by one step” or just “easing -the difficulty” or “easing the task.” Most modifiers affect the difficulty rather than the player’s roll. This has two +For example, reducing a difficulty 5 task to a difficulty 4 task is "easing the difficulty by one step" or just "easing +the difficulty" or "easing the task." Most modifiers affect the difficulty rather than the player's roll. This has two consequences: Low target numbers such as 3 or 6, which would be boring in most games that use a d20, are not boring in the Cypher System. For example, if you need to roll a 6 or higher, you still have a 25% chance to fail. The upper levels of difficulty (7, 8, 9, and 10) are all but impossible because the target numbers are 21 or higher, -which you can’t roll on a d20. However, it’s common for PCs to have abilities or equipment that ease a task and thus +which you can't roll on a d20. However, it's common for PCs to have abilities or equipment that ease a task and thus lower the target number to something they *can* roll on a d20. -A character’s tier does not determine a task’s level. Things don’t get more difficult just because a character’s tier -increases—the world doesn’t instantly become a more difficult place. Fourth-tier characters don’t deal only with level 4 +A character's tier does not determine a task's level. Things don't get more difficult just because a character's tier +increases—the world doesn't instantly become a more difficult place. Fourth-tier characters don't deal only with level 4 creatures or difficulty 4 tasks (although a fourth-tier character probably has a better shot at success than a -first-tier character does). Just because something is level 4 doesn’t necessarily mean it’s meant only for fourth-tier +first-tier character does). Just because something is level 4 doesn't necessarily mean it's meant only for fourth-tier characters. Similarly, depending on the situation, a fifth-tier character could find a difficulty 2 task just as challenging as a second-tier character does. @@ -16619,11 +16619,11 @@ After the GM sets the difficulty for a task, the player can try to modify it for their character. Any such modification applies only to this particular attempt at the task. In other words, rewiring an electronic door lock normally might be difficulty 6, but since the character doing the work is skilled in such tasks, has the right tools, and has another -character assisting them, the difficulty in this instance might be much lower. That’s why it’s important for the GM to -set a task’s difficulty without taking the character into account. The character comes in at this step. +character assisting them, the difficulty in this instance might be much lower. That's why it's important for the GM to +set a task's difficulty without taking the character into account. The character comes in at this step. By using skills and assets, working together, and—perhaps most important—applying Effort, a character can ease a task by -multiple steps to make it easier. Rather than adding bonuses to the player’s roll, reducing the difficulty lowers the +multiple steps to make it easier. Rather than adding bonuses to the player's roll, reducing the difficulty lowers the target number. If they can reduce the difficulty of a task to 0, no roll is needed; success is automatic. (An exception is if the GM decides to use a GM intrusion on the task, in which case the player would have to make a roll at the original difficulty.) @@ -16641,51 +16641,51 @@ interpersonal interactions. The first level of being skilled is called being trained, and it eases that task by one step. More rarely, a character can be incredibly skilled at performing a task. This is called being specialized, and it eases the task by two steps instead of one. Skills can never decrease a task by more than two steps—any more than two -steps from being trained and specialized don’t count. +steps from being trained and specialized don't count. ASSETS An asset is anything that helps a character with a task, such as having a really good crowbar when trying to force open a door or being in a rainstorm when trying to put out a fire. Appropriate assets vary from task to task. The perfect awl -might help when woodworking, but it won’t make a dance performance much better. An asset usually eases a task by one -step. Assets can never ease a task by more than two steps—any more than two steps from assets don’t count. +might help when woodworking, but it won't make a dance performance much better. An asset usually eases a task by one +step. Assets can never ease a task by more than two steps—any more than two steps from assets don't count. (The important thing to remember is that a skill can reduce the difficulty by no more than two steps, and assets can -reduce the difficulty by no more than two steps, regardless of the situation. Thus, no task’s difficulty will ever be +reduce the difficulty by no more than two steps, regardless of the situation. Thus, no task's difficulty will ever be reduced by more than four steps without using Effort.) EFFORT -A player can apply Effort to ease a task. To do this, the player spends points from the stat Pool that’s most +A player can apply Effort to ease a task. To do this, the player spends points from the stat Pool that's most appropriate to the task. For example, applying Effort to push a heavy rock off a cliff requires a player to spend points -from the character’s Might Pool; applying Effort to activate an unusual machine interface requires them to spend points -from the character’s Intellect Pool. For every level of Effort spent on a task, the task is eased. It costs 3 points +from the character's Might Pool; applying Effort to activate an unusual machine interface requires them to spend points +from the character's Intellect Pool. For every level of Effort spent on a task, the task is eased. It costs 3 points from a stat Pool to apply one level of Effort, and it costs 2 additional points for every level thereafter (so it costs 5 points for two levels of Effort, 7 points for three levels of Effort, and so on). A character must spend points from the same stat Pool as the type of task or roll—Might points for a Might roll, Speed points for a Speed roll, or Intellect points for an Intellect roll. Every character has a maximum level of Effort they can apply to a single task. Effort can never ease a task by more than -six steps—any more than six steps from applying Effort doesn’t count. +six steps—any more than six steps from applying Effort doesn't count. Free Level of Effort: A few abilities give you a free level of Effort (these usually require you to apply at least one -level of Effort to a task). In effect, you’re getting one more level of Effort than what you paid for. This free level +level of Effort to a task). In effect, you're getting one more level of Effort than what you paid for. This free level of Effort can exceed the Effort limit for your character, but not the six-step limit for easing a task. ROLLING THE DIE To determine success or failure, a player rolls a die (always a d20). If they roll the target number or higher, they -succeed. Most of the time, that’s the end of it—nothing else needs to be done. Rarely, a character might apply a small +succeed. Most of the time, that's the end of it—nothing else needs to be done. Rarely, a character might apply a small modifier to the roll. If they have a +2 bonus when attempting specific actions, they add 2 to the number rolled. -However, the original roll matters if it’s a special roll. +However, the original roll matters if it's a special roll. -If a character applies a modifier to the die roll, it’s possible to get a result of 21 or higher, in which case they can +If a character applies a modifier to the die roll, it's possible to get a result of 21 or higher, in which case they can attempt a task with a target number above 20. But if there is no possibility for success—if not even rolling a natural 20 (meaning the d20 shows that number) is sufficient to accomplish the task—then no roll is made. Otherwise, characters would have a chance to succeed at everything, even impossible or ridiculous tasks such as climbing moonbeams, throwing elephants, or hitting a target on the opposite side of a mountain with an arrow. -If a character’s modifiers add up to +3, treat them as an asset instead. In other words, instead of adding a +3 bonus to +If a character's modifiers add up to +3, treat them as an asset instead. In other words, instead of adding a +3 bonus to the roll, reduce the difficulty by one step. For example, if a Warrior has a +1 bonus to attack rolls from a minor effect, a +1 bonus to attack rolls from a special weapon quality, and a +1 bonus to attack rolls from a special ability, they do not add 3 to their attack roll—instead, they reduce the difficulty of the attack by one step. So if they attack @@ -16700,12 +16700,12 @@ In the Cypher System, players always drive the action. That means they make all the die rolls. If a PC leaps out of a moving vehicle, the player rolls to see if they succeed. If a PC searches for a hidden panel, the player rolls to determine whether they find it. If a rockslide falls on a PC, the player rolls to try to get out of the way. If a PC and -an NPC arm wrestle, the player rolls, and the NPC’s level determines the target number. If a PC attacks a foe, the +an NPC arm wrestle, the player rolls, and the NPC's level determines the target number. If a PC attacks a foe, the player rolls to see if they hit. If a foe attacks the PC, the player rolls to see if they dodge the blow. As shown by the last two examples, the PC rolls whether they are attacking or defending. Thus, something that improves defenses might ease or hinder their rolls. For example, if a PC uses a low wall to gain cover from attacks, the wall -eases the player’s defense rolls. If a foe uses the wall to gain cover from the PC’s attacks, it hinders the player’s +eases the player's defense rolls. If a foe uses the wall to gain cover from the PC's attacks, it hinders the player's attack rolls. SPECIAL ROLLS @@ -16713,7 +16713,7 @@ If a character rolls a natural 1, 17, 18, 19, or 20 (meaning the d20 shows that number), special rules come into play. These are explained in more detail in the following sections. -1: GM Intrusion. The GM makes a free intrusion (see below) and doesn’t award experience points (XP) for it. +1: GM Intrusion. The GM makes a free intrusion (see below) and doesn't award experience points (XP) for it. 17: Damage Bonus. If the roll was a damage-dealing attack, it deals 1 additional point of damage. @@ -16732,7 +16732,7 @@ GM INTRUSION GM intrusion is explained in more detail in the Running the Cypher System chapter, but essentially it means that -something occurs to complicate the character’s life. The character hasn’t necessarily fumbled or done anything wrong +something occurs to complicate the character's life. The character hasn't necessarily fumbled or done anything wrong (although perhaps they did). It could just be that the task presents an unexpected difficulty or something unrelated affects the current situation. @@ -16751,26 +16751,26 @@ pit lands on their feet. Either the GM or the player can come up with a possible minor effect that fits the situation, but both must agree on what it should be. -Don’t waste a lot of time thinking of a minor effect if nothing appropriate suggests itself. Sometimes, in cases where -only success or failure matters, it’s okay to have no minor effect. Keep the game moving at an exciting pace. +Don't waste a lot of time thinking of a minor effect if nothing appropriate suggests itself. Sometimes, in cases where +only success or failure matters, it's okay to have no minor effect. Keep the game moving at an exciting pace. In combat, the easiest and most straightforward minor effect is dealing 3 additional points of damage with an attack. The following are other common minor effects for combat: Damage object: Instead of striking the foe, the attack strikes what the foe is holding. If the attack hits, the -character makes a Might roll with a difficulty equal to the object’s level. On a success, the object moves one or more +character makes a Might roll with a difficulty equal to the object's level. On a success, the object moves one or more steps down the object damage track. -Distract: For one round, all of the foe’s tasks are hindered. +Distract: For one round, all of the foe's tasks are hindered. -Knock back: The foe is knocked or forced back a few feet. Most of the time, this doesn’t matter much, but if the fight +Knock back: The foe is knocked or forced back a few feet. Most of the time, this doesn't matter much, but if the fight takes place on a ledge or next to a pit of lava, the effect can be significant. Move past: The character can move a short distance at the end of the attack. This effect is useful to get past a foe guarding a door, for example. -Strike a specific body part: The attacker strikes a specific spot on the defender’s body. The GM rules what special -effect, if any, results. For example, hitting a creature’s tentacle that is wrapped around an ally might make it easier +Strike a specific body part: The attacker strikes a specific spot on the defender's body. The GM rules what special +effect, if any, results. For example, hitting a creature's tentacle that is wrapped around an ally might make it easier for the ally to escape. Hitting a foe in the eye might blind it for one round. Hitting a creature in its one vulnerable spot might ignore Armor. @@ -16788,7 +16788,7 @@ impressed and possibly intimidated. A defender makes a free attack on a foe. Either the GM or the player can come up with a possible major effect that fits the situation, but both must agree on -what it should be. As with minor effects, don’t spend a lot of time agonizing over the details of a major effect. In +what it should be. As with minor effects, don't spend a lot of time agonizing over the details of a major effect. In cases where only success or failure matters, a major effect might offer the character a one-time asset (a modification of one step) to use the next time they attempt a similar action. When nothing else seems appropriate, the GM can simply grant the PC an additional action on their turn that same round. @@ -16810,7 +16810,7 @@ Retrying a Task after failure -If a character fails a task (whether it’s climbing a wall, picking a lock, trying to figure out a mysterious device, or +If a character fails a task (whether it's climbing a wall, picking a lock, trying to figure out a mysterious device, or something else) they can attempt it again, but they must apply at least one level of Effort when retrying that task. A retry is a new action, not part of the same action that failed, and it takes the same amount of time as the first attempt did. @@ -16818,24 +16818,24 @@ Sometimes the GM might rule that retries are impossible. Perhaps a character has one chance to convince the leader of a group of thugs not to attack, and after that, no amount of talking will stop them. -This rule doesn’t apply to something like attacking a foe in combat because combat is always changing and fluid. Each -round’s situation is new, not a repeat of a previous situation, so a missed attack can’t be retried. +This rule doesn't apply to something like attacking a foe in combat because combat is always changing and fluid. Each +round's situation is new, not a repeat of a previous situation, so a missed attack can't be retried. INITIAL COST -The GM can assign a point cost to a task just for trying it. Called an initial cost, it’s simply an indication that the -task is particularly taxing. For example, let’s say a character wants to try a Might action to open a heavy cellar door -that is partially rusted shut. The GM says that forcing the door open is a difficulty 5 task, and there’s an initial +The GM can assign a point cost to a task just for trying it. Called an initial cost, it's simply an indication that the +task is particularly taxing. For example, let's say a character wants to try a Might action to open a heavy cellar door +that is partially rusted shut. The GM says that forcing the door open is a difficulty 5 task, and there's an initial cost of 3 Might points simply to try. This initial cost is in addition to any points the character chooses to spend on the roll (such as when applying Effort), and the initial cost points do not affect the difficulty of the task. In other -words, the character must spend 3 Might points to attempt the task at all, but that doesn’t help them open the door. If +words, the character must spend 3 Might points to attempt the task at all, but that doesn't help them open the door. If they want to apply Effort to ease the task, they have to spend more points from their Might Pool. -Edge helps with the initial cost of a task, just as it does with any expenditure from a character’s Pool. In the +Edge helps with the initial cost of a task, just as it does with any expenditure from a character's Pool. In the previous example, if the character had a Might Edge of 2, they would have to spend only 1 point (3 points minus 2 from their Might Edge) for the initial cost to attempt the task. If they also applied a level of Effort to open the door, -they couldn’t use their Edge again—Edge applies only once per action—so using the Effort would cost the full 3 points. -Thus, they’d spend a total of 4 points (1 for the initial cost plus 3 for the Effort) from their Might Pool. +they couldn't use their Edge again—Edge applies only once per action—so using the Effort would cost the full 3 points. +Thus, they'd spend a total of 4 points (1 for the initial cost plus 3 for the Effort) from their Might Pool. The rationale of the initial cost rule is that even in the Cypher System, where things like Effort can help a character succeed on an action, logic still suggests that some actions are very difficult and taxing, particularly for some PCs @@ -16850,8 +16850,8 @@ sometimes referred to as close, or even point-blank, particularly when referring to ranges. -(The words “immediate” and “close” can be used interchangeably to talk about distance. If a creature or object is within -arm’s reach of the character, it can be considered both immediate and close.) +(The words "immediate" and "close" can be used interchangeably to talk about distance. If a creature or object is within +arm's reach of the character, it can be considered both immediate and close.) Short distance is anything greater than immediate distance but less than 50 feet (15 m) or so. @@ -16872,10 +16872,10 @@ their entire action, but the player might have to roll to see if the character slips, trips, or stumbles for moving so far so quickly. -GMs and players don’t need to determine exact distances. For example, if the PCs are fighting a group of guards, any -character can likely attack any foe in the general melee—they’re all within immediate range. However, if one trooper +GMs and players don't need to determine exact distances. For example, if the PCs are fighting a group of guards, any +character can likely attack any foe in the general melee—they're all within immediate range. However, if one trooper stays back to fire a blaster, a character might have to use their entire action to move the short distance required to -attack that foe. It doesn’t matter if the trooper is 20 feet (6 m) or 40 feet (12 m) away—it’s simply considered short +attack that foe. It doesn't matter if the trooper is 20 feet (6 m) or 40 feet (12 m) away—it's simply considered short distance. It does matter if the trooper is more than 50 feet (15 m) away because that distance would require a long move. @@ -16900,11 +16900,11 @@ Generally, keep time the same way that you normally would, using minutes, hours, days, and weeks. Thus, if the characters walk overland for 15 miles (24 km), about eight hours pass, even though the journey can be described in only -a few seconds at the game table. Precision timekeeping is rarely important. Most of the time, saying things like “That -takes about an hour” works fine. +a few seconds at the game table. Precision timekeeping is rarely important. Most of the time, saying things like "That +takes about an hour" works fine. -This is true even when a special ability has a specific duration. In an encounter, a duration of “one minute” is mostly -the same as saying “the rest of the encounter.” You don’t have to track each round that ticks by if you don’t want to. +This is true even when a special ability has a specific duration. In an encounter, a duration of "one minute" is mostly +the same as saying "the rest of the encounter." You don't have to track each round that ticks by if you don't want to. Likewise, an ability that lasts for ten minutes can safely be considered the length of an in-depth conversation, the time it takes to quickly explore a small area, or the time it takes to rest after a strenuous activity. @@ -16937,20 +16937,20 @@ ENCOUNTERS, ROUNDS, AND INITIATIVE -Sometimes in the course of the game, the GM or players will refer to an “encounter.” Encounters are not so much +Sometimes in the course of the game, the GM or players will refer to an "encounter." Encounters are not so much measurements of time as they are events or instances in which something happens, like a scene of a movie or a chapter in a book. An encounter might be a fight with a foe, a dramatic crossing of a raging river, or a stressful negotiation with -an important official. It’s useful to use the word when referring to a specific scene, as in “My Might Pool is low after -that encounter with the soul sorcerer yesterday.” +an important official. It's useful to use the word when referring to a specific scene, as in "My Might Pool is low after +that encounter with the soul sorcerer yesterday." A round is about five to ten seconds. The length of time is variable because sometimes one round might be a bit longer -than another. You don’t need to measure time more precisely than that. You can estimate that on average there are about +than another. You don't need to measure time more precisely than that. You can estimate that on average there are about ten rounds in a minute. In a round, everyone—each character and NPC—gets to take one action. To determine who goes first, second, and so on in a round, each player makes a Speed roll called an initiative roll. -Most of the time, it’s only important to know which characters act before the NPCs and which act after the NPCs. On an -initiative roll, a character who rolls higher than an NPC’s target number takes their action before the NPC does. As -with all target numbers, an NPC’s target number for an initiative roll is three times the NPC’s level. Many times, the +Most of the time, it's only important to know which characters act before the NPCs and which act after the NPCs. On an +initiative roll, a character who rolls higher than an NPC's target number takes their action before the NPC does. As +with all target numbers, an NPC's target number for an initiative roll is three times the NPC's level. Many times, the GM will have all NPCs take their actions at the same time, using the highest target number from among all the NPCs. Using this method, any characters who rolled higher than the target number act first, then all the NPCs act, and finally any characters who rolled lower than the target number act. @@ -16958,13 +16958,13 @@ (An initiative roll is a d20 roll. Since your initiative depends on how fast you are, if you spend Effort on the roll, the points come from your Speed Pool.) -The order in which the characters act usually isn’t important. If the players want to go in a precise order, they can +The order in which the characters act usually isn't important. If the players want to go in a precise order, they can act in initiative order (highest to lowest), by going around the table, by going oldest to youngest, and so on. -For example, Charles, Tammie, and Shanna’s characters are in combat with two level 2 security guards. The GM has the +For example, Charles, Tammie, and Shanna's characters are in combat with two level 2 security guards. The GM has the players make Speed rolls to determine initiative. Charles rolls an 8, Shanna rolls a 15, and Tammie rolls a 4. The target number for a level 2 creature is 6, so each round Charles and Shanna act before the guards, then the guards act, -and finally Tammie acts. It doesn’t matter whether Charles acts before or after Shanna, as long as they think it’s fair. +and finally Tammie acts. It doesn't matter whether Charles acts before or after Shanna, as long as they think it's fair. After everyone—all PCs and NPCs—in the combat has had a turn, the round ends and a new round begins. In all rounds after the first, everyone acts in the same order as they did in the first round. The characters cycle through this order until @@ -16977,26 +16977,26 @@ Since the action moves as a cycle, anything that lasts for a round ends where it started in the cycle. If Umberto uses an ability on an opponent that hinders its defenses for one round, the effect lasts until Umberto acts on his next turn. -A CLOSER LOOK AT SITUATIONS THAT DON’T INVOLVE PCs +A CLOSER LOOK AT SITUATIONS THAT DON'T INVOLVE PCs Ultimately, the GM is the arbiter of conflicts that do not involve the PCs. They should be adjudicated in the most interesting, logical, and story-based way possible. When in doubt, match the level of the NPCs (characters or creatures) or their respective effects to determine the results. Thus, if a level 4 NPC fights a level 3 NPC, the level 4 NPC will -win, but if they face a level 7 NPC, they’ll lose. Likewise, a level 4 creature resists poisons or devices of level 3 or +win, but if they face a level 7 NPC, they'll lose. Likewise, a level 4 creature resists poisons or devices of level 3 or lower but not those of level 5 and above. -The essence is this: in the Cypher System, it doesn’t matter if something is a creature, a poison, or a -gravity-dispelling ray. If it’s a higher level, it wins; if it’s a lower level, it loses. If two things of equal level +The essence is this: in the Cypher System, it doesn't matter if something is a creature, a poison, or a +gravity-dispelling ray. If it's a higher level, it wins; if it's a lower level, it loses. If two things of equal level oppose each other, there might be a long, drawn-out battle that could go either way. ACTIONS -Anything that your character does in a round is an action. It’s easiest to think of an action as a single thing that you -can do in five to ten seconds. For example, if you use your dart thrower to shoot a strange floating orb, that’s one +Anything that your character does in a round is an action. It's easiest to think of an action as a single thing that you +can do in five to ten seconds. For example, if you use your dart thrower to shoot a strange floating orb, that's one action. So is running for cover behind a stack of barrels, prying open a stuck door, using a rope to pull your friend up -from a pit, or activating a cypher (even if it’s stored in your pack). +from a pit, or activating a cypher (even if it's stored in your pack). -Opening a door and attacking a security guard on the other side are two actions. It’s more a matter of focus than time. +Opening a door and attacking a security guard on the other side are two actions. It's more a matter of focus than time. Drawing your sword and attacking a foe is all one action. Putting away your bow and pushing a heavy bookcase to block a door are two actions because each requires a different train of thought. @@ -17010,7 +17010,7 @@ Attack -Activate a special ability (one that isn’t an attack) +Activate a special ability (one that isn't an attack) Move @@ -17022,22 +17022,22 @@ ACTION: ATTACK -An attack is anything that you do to someone that they don’t want you to do. Slashing a foe with a curved dagger is an +An attack is anything that you do to someone that they don't want you to do. Slashing a foe with a curved dagger is an attack, blasting a foe with a lightning artifact is an attack, wrapping a foe in magnetically controlled metal cables is -an attack, and controlling someone’s mind is an attack. An attack almost always requires a roll to see if you hit or +an attack, and controlling someone's mind is an attack. An attack almost always requires a roll to see if you hit or otherwise affect your target. In the simplest kind of attack, such as a PC trying to stab a thug with a knife, the player rolls and compares their -result to the opponent’s target number. If their roll is equal to or greater than the target number, the attack hits. +result to the opponent's target number. If their roll is equal to or greater than the target number, the attack hits. Just as with any kind of task, the GM might modify the difficulty based on the situation, and the player might have a bonus to the roll or might try to ease the task using skills, assets, or Effort. -A less straightforward attack might be a special ability that stuns a foe with a mental blast. However, it’s handled the -same way: the player makes a roll against the opponent’s target number. Similarly, an attempt to tackle a foe and -wrestle it to the ground is still just a roll against the foe’s target number. +A less straightforward attack might be a special ability that stuns a foe with a mental blast. However, it's handled the +same way: the player makes a roll against the opponent's target number. Similarly, an attempt to tackle a foe and +wrestle it to the ground is still just a roll against the foe's target number. -Attacks are sometimes categorized as “melee” attacks, meaning that you hurt or affect something within immediate reach, -or “ranged” attacks, meaning that you hurt or affect something at a distance. +Attacks are sometimes categorized as "melee" attacks, meaning that you hurt or affect something within immediate reach, +or "ranged" attacks, meaning that you hurt or affect something at a distance. Melee attacks can be Might or Speed actions—player choice. Physical ranged attacks (such as bows, thrown weapons, and blasts of fire from a mutation) are almost always Speed actions, but those that come from special abilities tend to be @@ -17046,13 +17046,13 @@ Special abilities that require touching the target require a melee attack. If the attack misses, the power is not wasted, and you can try again each round as your action until you hit the target, use another ability, or take a different action that requires you to use your hands. These attempts in later rounds count as different actions, so you -don’t have to keep track of how much Effort you used when you activated the ability or how you used Edge. For example, -let’s say that in the first round of combat, you activate a special ability that requires you to touch your foe and you +don't have to keep track of how much Effort you used when you activated the ability or how you used Edge. For example, +let's say that in the first round of combat, you activate a special ability that requires you to touch your foe and you use Effort to ease the attack, but you roll poorly and miss your foe. In the second round of combat, you can try attacking again and use Effort to ease the attack roll. The GM and players are encouraged to describe every attack with flavor and flair. One attack roll might be a stab to the -foe’s arm. A miss might be the PC’s sword slamming into the wall. Combatants lunge, block, duck, spin, leap, and make +foe's arm. A miss might be the PC's sword slamming into the wall. Combatants lunge, block, duck, spin, leap, and make all kinds of movements that should keep combat visually interesting and compelling. The Running the Cypher System chapter has much more guidance in this regard. @@ -17063,22 +17063,22 @@ 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 Pools—usually the 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 +An attack against a PC subtracts points from one of the character's stat Pools—usually the 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 damage, which is usually the result of a mental attack, is always labeled as Intellect damage. Speed damage is often a physical attack, but attacks that deal Speed damage are fairly rare. -NPCs don’t have stat Pools. Instead, they have a characteristic called health. 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. +NPCs don't have stat Pools. Instead, they have a characteristic called health. 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 NPC’s description specifically explains this, assume that all damage is subtracted from the NPC’s +damage, but unless the NPC's description specifically explains this, assume that all damage is subtracted from the NPC's health. -Objects don’t have stat Pools or health. They have an object damage track, just like how PCs have a damage track. +Objects don't have stat Pools or health. They have an object damage track, just like how PCs have a damage track. Attacking objects might move them down their damage track. Damage is always a specific amount determined by the attack. For example, a slash with a broadsword or a blast with a -spike thrower deals 4 points of damage. An Adept’s Onslaught deals 4 points of damage. Often, there are ways for the +spike thrower deals 4 points of damage. An Adept's Onslaught deals 4 points of damage. Often, there are ways for the attacker to increase the damage. For example, a PC can apply Effort to deal 3 additional points of damage, and rolling a natural 17 on the attack roll deals 1 additional point of damage. @@ -17088,18 +17088,18 @@ takes damage, subtract their Armor value from the damage before reducing their stat Pool or health. 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. +For example, the Warrior's 2 Armor protects them from all physical attacks that deal 1 or 2 points of damage. The most common way to get Armor is to wear physical armor, such as a leather jacket, a bulletproof vest, a chainmail hauberk, bioengineered carapace grafts, or something else, depending on the setting. All physical armor comes in one of three categories: light, medium, or heavy. Light armor gives the wearer 1 point of Armor, medium gives 2 points of Armor, and heavy gives 3 points of Armor. -When you see the word “Armor” capitalized in the game rules (other than in the name of a special ability), it refers to -your Armor characteristic—the number you subtract from incoming damage. When you see the word “armor” in lowercase, it +When you see the word "Armor" capitalized in the game rules (other than in the name of a special ability), it refers to +your Armor characteristic—the number you subtract from incoming damage. When you see the word "armor" in lowercase, it refers to any physical armor you might wear. -Other effects can add to a character’s Armor. If a character is wearing chainmail (+2 to Armor) and has an ability that +Other effects can add to a character's Armor. If a character is wearing chainmail (+2 to Armor) and has an ability that covers them in a protective force field that grants +1 to Armor, their total is 3 Armor. If they also use a cypher that hardens their flesh temporarily for +1 to Armor, their total is 4 Armor. @@ -17113,14 +17113,14 @@ Ambient Damage -Some kinds of damage aren’t direct attacks against a creature, but they indirectly affect everything in the area. Most +Some kinds of damage aren't direct attacks against a creature, but they indirectly affect everything in the area. Most of these are environmental effects such as winter cold, high temperatures, or background radiation. Damage from these -kinds of sources is called ambient damage. Physical armor usually doesn’t protect against ambient damage, though a +kinds of sources is called ambient damage. Physical armor usually doesn't protect against ambient damage, though a well-insulated suit of armor can protect against cold weather. Damage From Hazards -Attacks aren’t the only way to inflict damage on a character. Experiences such as falling from a great height, being +Attacks aren't the only way to inflict damage on a character. Experiences such as falling from a great height, being burned in a fire, and spending time in severe weather also deal damage. Although no list of potential hazards could be comprehensive, the Damage From Hazards table includes common examples. @@ -17150,9 +17150,9 @@ GRAVITY WELL All bodies in space produce a gravitational field, though usually only things the size of a small moon or larger pose a -hazard to unprepared (and sometimes even to prepared) spacecraft. The larger the body, the “deeper” and wider the +hazard to unprepared (and sometimes even to prepared) spacecraft. The larger the body, the "deeper" and wider the associated gravity field. Any time a spacecraft launches from a moon or planet, it must escape the gravity well. For RPG -purposes, that’s either a routine task, or a low-difficulty one (assuming no complicating factors are at play). +purposes, that's either a routine task, or a low-difficulty one (assuming no complicating factors are at play). Gravity wells become a hazard when a spacecraft encounters one unexpectedly— usually because of a navigational or sensor error, but occasionally because of a moon or extreme gravity source being someplace unforeseen. @@ -17160,19 +17160,19 @@ Slingshot Trajectory: An unexpected encounter with a gravity well can sling a spacecraft off on a new and unwanted trajectory on a failed piloting task, the difficulty determined by the situation. -Captured: An unexpected encounter with a gravity well can also capture a spacecraft in the gravity well’s orbit, forcing +Captured: An unexpected encounter with a gravity well can also capture a spacecraft in the gravity well's orbit, forcing the craft to expend additional power to get free (power it may or may not have) BLACK HOLE Black holes are just extreme gravity wells. All the dangers associated with a gravity well also apply to black holes. A -couple of additional hazards are also associated with black holes, notably tidal destruction (“spaghettification”), time +couple of additional hazards are also associated with black holes, notably tidal destruction ("spaghettification"), time dilation, and being swallowed. -Tidal Desctruction: Mechanically speaking, while a spacecraft feels tidal forces by passing too close to a black hole’s +Tidal Desctruction: Mechanically speaking, while a spacecraft feels tidal forces by passing too close to a black hole's event horizon, all tasks aboard the craft are hindered, Void Rules are in effect, and if a GM intrusion is triggered thereby, the ship sustains major damage and risks coming apart. Meanwhile, PCs in the ship (assuming some sort of -fantastic tech-rated gravity nullifier isn’t in use) suffer 1 point of ambient damage each round. +fantastic tech-rated gravity nullifier isn't in use) suffer 1 point of ambient damage each round. A ship near a very large black hole (like Sagittarius A\*, the supermassive black hole at the center of the Milky Way Galaxy) can avoid tidal effects because the gravity gradient is so much wider, but still feel relativistic time @@ -17184,7 +17184,7 @@ Past the Event Horizon: The event horizon is the point of no return, where not even light can escape the clutch of gravity. If a spacecraft falls into a black hole, assuming it is not spaghettified by tidal forces, it is still lost -from the universe of its origin. At least, it’s lost assuming no intervention from a fantastic tech-rated +from the universe of its origin. At least, it's lost assuming no intervention from a fantastic tech-rated post-singularity AI or ancient ultra. RADIATION BELT/SOLAR FLARE @@ -17205,7 +17205,7 @@ Movies often depict asteroid belts as densely packed fields of tumbling rock that ships must constantly swerve through to avoid a collision. Such locations are not easy to find in the solar system. But such situations can occur in -fantastic settings, or possibly in solar systems other than Earth’s. +fantastic settings, or possibly in solar systems other than Earth's. Evasive Ateroid Piloting: During any round a spacecraft moves through a densely packed asteroid or debris field, the pilot (or shipmind) must succeed on a piloting task, whose difficulty is set by the situation. On a failed roll, a @@ -17215,7 +17215,7 @@ Finding Shelter: The best way to find shelter in order to effect repairs, or hide from pursuers, is to try to find an asteroid or piece of debris large enough for the spacecraft to land on or find a crevice to slide into. To land a -spacecraft on an asteroid or big piece of debris is a challenging (difficulty 5) piloting task to match the asteroid’s +spacecraft on an asteroid or big piece of debris is a challenging (difficulty 5) piloting task to match the asteroid's spin, then slide into the cramped space. The Effects of Taking Damage @@ -17223,10 +17223,10 @@ When an NPC reaches 0 health, it is either dead or (if the attacker wishes) incapacitated, meaning unconscious or beaten into submission. -As previously mentioned, damage from most sources is applied to a character’s Might Pool. Otherwise, stat damage always +As previously mentioned, damage from most sources is applied to a character's Might Pool. Otherwise, stat 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 +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 (unless the Pool is 0) @@ -17237,12 +17237,12 @@ Even if the damage is applied to another stat Pool, it still counts as its original type for the purpose of Armor and special 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, +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. +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 has four states (from best to worst): hale, impaired, debilitated, and dead. When one of a PC’s stat Pools +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. @@ -17250,7 +17250,7 @@ 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’s Enthrall, have effects other than damage to a stat Pool or +Some attacks, like a serpent's poisonous bite or a Speaker's Enthrall, 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. (When NPCs (who have only health) suffer Speed or Intellect damage, normally this is treated the same as Might damage. @@ -17269,27 +17269,27 @@ 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 and major effect results on their rolls, and they don’t deal as much extra damage in +An impaired character ignores minor and 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 +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. -(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.) +(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.) Recovering Points in a Pool -After losing or spending points in a Pool, you recover those points by resting. You can’t increase a Pool past its +After losing or spending points in a 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. 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 +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 and 2 points of 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. @@ -17300,15 +17300,15 @@ 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 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 +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. -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 +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. 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 +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. | | | @@ -17324,7 +17324,7 @@ Using points from a recovery roll to raise a stat Pool from 0 to 1 or higher also automatically moves the character up one step on the damage track. -If all of a PC’s stat Pools are above 0 and the character has taken special damage that moved them down the damage +If all of a PC's stat Pools are above 0 and the character has taken special damage that moved them down 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. @@ -17335,7 +17335,7 @@ ways, only some of which are easily represented by points of damage. Dazed and Stunned: Characters can be dazed when struck hard on the head, exposed to extremely loud sounds, or affected -by a mental attack. When this happens, for the duration of the daze effect (usually one round), all of the character’s +by a mental attack. When this happens, for the duration of the daze effect (usually one round), all of the character's tasks are hindered. Similar but more severe attacks can stun characters. Stunned characters lose their turn (but can still defend against attacks normally). @@ -17363,7 +17363,7 @@ The GM always has final say over what special damage will affect an NPC. Human NPCs usually react like characters, but nonhuman creatures might react very differently. For example, a tiny bit of venom is unlikely to hurt a gigantic dragon, -and it won’t affect an android or a demon at all. +and it won't affect an android or a demon at all. If an NPC is susceptible to an attack that would shift a character down the damage track, using that attack on the NPC usually renders it unconscious or dead. Alternatively, the GM could apply the debilitated condition to the NPC, with the @@ -17372,7 +17372,7 @@ ATTACK MODIFIERS AND SPECIAL SITUATIONS In combat situations, many modifiers might come into play. Although the GM is at liberty to assess whatever modifiers -they think are appropriate to the situation (that’s their role in the game), the following suggestions and guidelines +they think are appropriate to the situation (that's their role in the game), the following suggestions and guidelines might make that easier. Often the modifier is applied as a step in difficulty. So if a situation hinders attacks, that means if a PC attacks an NPC, the difficulty of the attack roll is increased by one step, and if an NPC attacks a PC, the difficulty of the defense roll is decreased by one step. This is because players make all rolls, whether they are @@ -17381,8 +17381,8 @@ When in doubt, if it seems like it should be harder to attack in a situation, hinder the attack rolls. If it seems like attacks should gain an advantage or be easier in some way, hinder the defense rolls. -(Precise ranges are not important in the Cypher System. The broadly defined “immediate,” “short,” “long,” and “very -long” ranges let the GM quickly make a judgment call and keep things moving. Basically, the idea is: your target is +(Precise ranges are not important in the Cypher System. The broadly defined "immediate," "short," "long," and "very +long" ranges let the GM quickly make a judgment call and keep things moving. Basically, the idea is: your target is right there, your target is close, your target is pretty far away, or your target is extremely far away.) Cover @@ -17390,10 +17390,10 @@ If a character is behind cover so that a significant portion of their body is behind something sturdy, attacks against the character are hindered. -If a character is entirely behind cover (their entire body is behind something sturdy), they can’t be attacked unless +If a character is entirely behind cover (their entire body is behind something sturdy), they can't be attacked unless the attack can go through the cover. For example, if a character hides behind a thin wooden screen and their opponent shoots the screen with a rifle that can penetrate the wood, the character can be attacked. However, because the attacker -can’t see the character clearly, this still counts as cover (attacks against the character are hindered). +can't see the character clearly, this still counts as cover (attacks against the character are hindered). Position @@ -17406,11 +17406,11 @@ Surprise -When a target isn’t aware of an incoming attack, the attacker has an advantage. A ranged sniper in a hidden position, an +When a target isn't aware of an incoming attack, the attacker has an advantage. A ranged sniper in a hidden position, an invisible assailant, or the first salvo in a successful ambush are all eased by two steps. For the attacker to gain this advantage, however, the defender truly must have no idea that the attack is coming. -If the defender isn’t sure of the attacker’s location but is still on guard, the attacks are eased by only one step. +If the defender isn't sure of the attacker's location but is still on guard, the attacks are eased by only one step. Range @@ -17420,25 +17420,25 @@ The majority of ranged attacks have only two ranges: short range and long range (a few have very long range). Short range is generally less than 50 feet (15 m) or so. Long range is generally from 50 feet (15 m) to about 100 feet (30 m). -Very long range is generally 100 feet (30 m) to 500 feet (150 m). Greater precision than that isn’t important in the +Very long range is generally 100 feet (30 m) to 500 feet (150 m). Greater precision than that isn't important in the Cypher System. If anything is longer than very long range, the exact range is usually spelled out, such as with an item that can fire a beam 1,000 feet (300 m) or teleport you up to 1 mile (1.5 km) away. Thus, the game has four measurements of distance: immediate, short, long, and very long. These apply to movement as -well. A few special cases—point-blank range and extreme range— modify an attack’s chance to successfully hit. +well. A few special cases—point-blank range and extreme range— modify an attack's chance to successfully hit. Point-Blank Range: If a character uses a ranged weapon against a target within immediate range, the attack is eased. -Extreme Range: Targets just at the limit of a weapon’s range are at extreme range. Attacks against such targets are +Extreme Range: Targets just at the limit of a weapon's range are at extreme range. Attacks against such targets are hindered. (The GM might allow a character with a ranged weapon to attack beyond extreme range, but the attack would be hindered by two steps for each range category beyond the normal limit. Attacks with hard limits, such as the blast radius of a bomb, -can’t be modified.) +can't be modified.) (In certain situations, such as a PC on top of a building looking across an open field, the GM should allow ranged attacks to exceed their maximum range. For example, in perfect conditions, a good archer can hit a large target with a -bow and arrow at 500 feet (150 m), much farther than a bow’s typical long range.) +bow and arrow at 500 feet (150 m), much farther than a bow's typical long range.) Illumination @@ -17458,7 +17458,7 @@ Darkness: Darkness is an area with no illumination at all, such as a moonless night with cloud cover or a room with no lights. Targets in complete darkness are nearly impossible to hit. If an attacker can use other senses (such as hearing) to get an idea of where the opponent might be, attacks against such targets are hindered by four steps. Otherwise, -attacks in complete darkness fail without the need for a roll unless the player spends 1 XP to “make a lucky shot” or +attacks in complete darkness fail without the need for a roll unless the player spends 1 XP to "make a lucky shot" or the GM uses GM intrusion. Attackers trained in low-light spotting ease the task. Attackers specialized in low-light spotting ease the task by two steps. @@ -17470,15 +17470,15 @@ dense mist makes ranged attacks nearly impossible (treat as darkness), and even melee attacks are hindered. Hiding Target: A target in dense foliage, behind a screen, or crawling amid the rubble in a ruin is hard to hit because -they’re hard to see. Ranged attacks against such targets are hindered. +they're hard to see. Ranged attacks against such targets are hindered. Invisible Target: If an attacker can use other senses (such as hearing) to get an idea of where the opponent might be, attacks against such targets are hindered by four steps. Otherwise, attacks against an invisible creature fail without -the need for a roll unless the player spends 1 XP to “make a lucky shot” or the GM uses GM intrusion. +the need for a roll unless the player spends 1 XP to "make a lucky shot" or the GM uses GM intrusion. Water -Being in shallow water can make it hard to move, but it doesn’t affect combat. Being in deep water can make things +Being in shallow water can make it hard to move, but it doesn't affect combat. Being in deep water can make things difficult, and being underwater entirely can seem as different as being on another world. Deep Water: Being in water up to your chest (or the equivalent thereof) hinders your attacks. Aquatic creatures ignore @@ -17489,7 +17489,7 @@ Aquatic creatures ignore these penalties. Underwater Ranged Combat: As with melee combat, nonaquatic creatures have problems fighting underwater. Some ranged -attacks are impossible underwater—you can’t throw things, fire a bow or crossbow, or use a blowgun. Many firearms also +attacks are impossible underwater—you can't throw things, fire a bow or crossbow, or use a blowgun. Many firearms also do not work underwater. Attacks with weapons that do work underwater are hindered. Ranges underwater 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. @@ -17513,8 +17513,8 @@ When an NPC ally of the PCs attacks another NPC, the GM can designate a player to roll and handle it like a PC attacking. Often, the choice is obvious. For example, a character who has a trained attack animal should roll when their -pet attacks enemies. If an NPC ally accompanying the party leaps into the fray, that ally’s favorite PC rolls for them. -NPCs cannot apply Effort. Of course, it’s perfectly fitting (and easier) to have the NPC ally use the cooperative action +pet attacks enemies. If an NPC ally accompanying the party leaps into the fray, that ally's favorite PC rolls for them. +NPCs cannot apply Effort. Of course, it's perfectly fitting (and easier) to have the NPC ally use the cooperative action rules to aid a PC instead of making direct attacks, or to compare the levels of the two NPCs (higher wins). SPECIAL SITUATION: COMBAT BETWEEN PCs @@ -17522,7 +17522,7 @@ When one PC attacks another PC, the attacking character makes an attack roll, and the other character makes a defense roll, adding any appropriate modifiers. If the attacking PC has a skill, ability, asset, or other effect that would ease the attack if it were made against an NPC, the character adds 3 to the roll for each step reduction (+3 for one step, +6 -for two steps, and so on). If the attacker’s final result is higher, the attack hits. If the defender’s result is +for two steps, and so on). If the attacker's final result is higher, the attack hits. If the defender's result is higher, the attack misses. Damage is resolved normally. The GM mediates all special effects. @@ -17545,7 +17545,7 @@ of Shatter says that applying Effort to increase the damage also means that targets take 1 point of damage if the PC fails the attack roll, so the leader takes 1 point of damage. In terms of what happens in the story, the cultists are caught flat-footed by the sudden detonation of one of their knives, but the leader ducks and is shielded from the blast. -Despite the leader’s quick moves, the blast is so intense that a few bits of metal slice them. +Despite the leader's quick moves, the blast is so intense that a few bits of metal slice them. SPECIAL SITUATION: ATTACKING OBJECTS @@ -17577,8 +17577,8 @@ ACTION: Activate a Special Ability Special abilities are granted by foci, types, and flavors, or provided by cyphers or other devices. If a special ability -affects another character in any kind of unwanted manner, it’s handled as an attack. This is true even if the ability is -normally not considered an attack. For example, if a character has a healing touch, and their friend doesn’t want to be +affects another character in any kind of unwanted manner, it's handled as an attack. This is true even if the ability is +normally not considered an attack. For example, if a character has a healing touch, and their friend doesn't want to be healed for some reason, an attempt to heal their unwilling friend is handled as an attack. Plenty of special abilities do not affect another character in an unwanted manner. For example, a PC might use Hover on @@ -17595,18 +17595,18 @@ sliding over in combat to take on a different opponent to help a friend, pushing through a door they just opened, and so on. This is considered an immediate distance, and a character can move this far as part of another action. -In a combat situation, if a character is in a large melee, they’re usually considered to be next to most other -combatants, unless the GM rules that they’re farther away because the melee is especially large or the situation +In a combat situation, if a character is in a large melee, they're usually considered to be next to most other +combatants, unless the GM rules that they're farther away because the melee is especially large or the situation dictates it. -If they’re not in melee but still nearby, they are considered to be a short distance away—usually less than 50 feet (15 -m). If they’re farther away than that but still involved in the combat, they are considered to be a long distance away, +If they're not in melee but still nearby, they are considered to be a short distance away—usually less than 50 feet (15 +m). If they're farther away than that but still involved in the combat, they are considered to be a long distance away, usually 50 to 100 feet (15 to 30 m), or possibly even a very long distance away, usually more than 100 feet to 500 feet (30 to 150 m). In a round, as an action, a character can make a short move. In this case, they are doing nothing but moving up to about 50 feet (15 m). Some terrain or situations will change the distance a character can move, but generally, making a short -move is considered to be a difficulty 0 action. No roll is needed; they just get where they’re going as their action. +move is considered to be a difficulty 0 action. No roll is needed; they just get where they're going as their action. A character can try to make a long move—up to 100 feet (30 m) or so—in one round. This is a Speed task with a difficulty of 4. As with any action, they can use skills, assets, or Effort to ease the task. Terrain, obstacles, or other @@ -17629,7 +17629,7 @@ Different environments affect movement in different ways. -Rough Terrain: A surface that’s considered rough terrain is covered in loose stones or other material, uneven or with +Rough Terrain: A surface that's considered rough terrain is covered in loose stones or other material, uneven or with unsure footing, unsteady, or a surface that requires movement across a narrow space, such as a cramped corridor or a slender ledge. Stairs are also considered rough terrain. Rough terrain does not slow normal movement on a round-by-round basis, but hinders move rolls. Rough terrain cuts long-term movement rates in half. @@ -17654,14 +17654,14 @@ Zero Gravity: In an environment without gravity, characters cannot move normally. Instead, they must push off from a surface and succeed at a Might roll to move (the difficulty is equal to one-quarter the distance traveled in feet). -Without a surface to push off from, a character cannot move. Unless the character’s movement takes them to a stable +Without a surface to push off from, a character cannot move. Unless the character's movement takes them to a stable object that they can grab or land against, they continue to drift in that direction each round, traveling half the distance of the initial push. Special Situation: A Chase When a PC is chasing an NPC or vice versa, the player should attempt a Speed action, with the difficulty based on the -NPC’s level. If the PC succeeds at the roll, they catch the NPC (if chasing), or they get away (if chased). In terms of +NPC's level. If the PC succeeds at the roll, they catch the NPC (if chasing), or they get away (if chased). In terms of the story, this one-roll mechanic can be the result of a long chase over many rounds. Alternatively, if the GM wants to play out a long chase, the character can make many rolls (perhaps one per level of the @@ -17673,15 +17673,15 @@ ACTION: WAIT -You can wait to react to another character’s action. +You can wait to react to another character's action. You decide what action will trigger your action, and if the triggering action happens, you get to take your action first -(unless going first wouldn’t make sense, like attacking a foe before they come into view). For example, if an orc -threatens you with a halberd, on your turn you can decide to wait, stating “If it stabs at me, I’m going to slash it -with my sword.” On the orc’s turn, it stabs, so you make your sword attack before that happens. +(unless going first wouldn't make sense, like attacking a foe before they come into view). For example, if an orc +threatens you with a halberd, on your turn you can decide to wait, stating "If it stabs at me, I'm going to slash it +with my sword." On the orc's turn, it stabs, so you make your sword attack before that happens. Waiting is also a good way to deal with a ranged attacker who rises from behind cover, fires an attack, and ducks back -down. You could say “I wait to see them pop up from behind cover and then I shoot them.” +down. You could say "I wait to see them pop up from behind cover and then I shoot them." (Waiting is also a useful tool for cooperative actions (see below).) @@ -17690,20 +17690,20 @@ Defending is a special action that only PCs can do, and only in response to being attacked. In other words, an NPC uses its action to attack, which forces a PC to make a defense roll. This is handled like any other kind of action, with circumstances, skill, assets, and Effort all potentially coming into play. Defending is a special kind of action in that -it does not happen on the PC’s turn. It’s never an action that a player decides to take; it’s always a reaction to an -attack. A PC can take a defense action when attacked (on the attacking NPC’s turn) and still take another action on +it does not happen on the PC's turn. It's never an action that a player decides to take; it's always a reaction to an +attack. A PC can take a defense action when attacked (on the attacking NPC's turn) and still take another action on their own turn. The type of defense roll depends on the type of attack. If a foe attacks a character with an axe, they can use Speed to -duck or block it with what they’re holding. If they’re struck by a poisoned dart, they can use a Might action to resist +duck or block it with what they're holding. If they're struck by a poisoned dart, they can use a Might action to resist its effects. If a psi-worm attempts to control their mind, they can use Intellect to fend off the intrusion. Sometimes an attack provokes two defense actions. For example, a poisonous reptile tries to bite a PC. They try to dodge the bite with a Speed action. If they fail, they take damage from the bite, and they must also attempt a Might action to -resist the poison’s effects. +resist the poison's effects. -If a character does not know an attack is coming, usually they can still make a defense roll, but they can’t add -modifiers (including the modifier from a shield), and they can’t use any skill or Effort to ease the task. If +If a character does not know an attack is coming, usually they can still make a defense roll, but they can't add +modifiers (including the modifier from a shield), and they can't use any skill or Effort to ease the task. If circumstances warrant—such as if the attacker is right next to the character—the GM might rule that the surprise attack simply hits. @@ -17713,23 +17713,23 @@ ACTION: DO SOMETHING ELSE -Players can try anything they can think of, although that doesn’t mean anything is possible. The GM sets the -difficulty—that’s their primary role in the game. Still, guided by the bounds of logic, players and GMs will find all -manner of actions and options that aren’t covered by a rule. That’s a good thing. +Players can try anything they can think of, although that doesn't mean anything is possible. The GM sets the +difficulty—that's their primary role in the game. Still, guided by the bounds of logic, players and GMs will find all +manner of actions and options that aren't covered by a rule. That's a good thing. Players should not feel constrained by the game mechanics when taking actions. Skills are not required to attempt an -action. Someone who’s never picked a lock can still try. The GM might hinder the task, but the character can still +action. Someone who's never picked a lock can still try. The GM might hinder the task, but the character can still attempt the action. Thus, players and GMs can return to the beginning of this chapter and look at the most basic expression of the rules. A player wants to take an action. The GM decides, on a scale of 1 to 10, how difficult that task is and what stat it uses. The player determines whether they have anything that might modify the difficulty and considers whether to apply Effort. -Once the final determination is made, they roll to see if their character succeeds. It’s as easy as that. +Once the final determination is made, they roll to see if their character succeeds. It's as easy as that. As further guidance, the following are some of the more common actions a player might take. (Players are encouraged to come up with their own ideas for what their characters do rather than looking at a list of -possible actions. That’s why there is a “do something else” action. PCs are not pieces on a game board—they are people +possible actions. That's why there is a "do something else" action. PCs are not pieces on a game board—they are people in a story. And like real people, they can try anything they can think of. (Succeeding is another matter entirely.) The task difficulty system provides GMs with the tools they need to adjudicate anything the players come up with.) @@ -17759,21 +17759,21 @@ Helping: If you use your action to help someone with a task, you ease the task. If you have an inability in a task, your help has no effect. If you use your action to help someone with a task that you are trained or specialized in, the task -is eased by two steps. Help is considered an asset, and someone receiving help usually can’t gain more than two assets +is eased by two steps. Help is considered an asset, and someone receiving help usually can't gain more than two assets on a single task if that help is provided by another character. For example, if Scott is trying to climb a steep incline and Sarah (who is trained in climbing) spends her turn helping -him, Scott’s task is eased by two steps. +him, Scott's task is eased by two steps. Sometimes you can help by performing a task that complements what another person is attempting. If your complementary -action succeeds, you ease the other person’s task. For example, if Scott tries to persuade a ship captain to let him on -board, Sarah could try to supplement Scott’s words with a flattering lie about the captain (a deception action), a +action succeeds, you ease the other person's task. For example, if Scott tries to persuade a ship captain to let him on +board, Sarah could try to supplement Scott's words with a flattering lie about the captain (a deception action), a display of knowledge about the region where the ship is headed (a geography action), or a direct threat to the captain -(an intimidation action). If Sarah’s roll is a success, Scott’s persuasion task is eased. +(an intimidation action). If Sarah's roll is a success, Scott's persuasion task is eased. -Distraction: When a character uses their turn to distract a foe, that foe’s attacks are hindered for one round. Multiple +Distraction: When a character uses their turn to distract a foe, that foe's attacks are hindered for one round. Multiple characters distracting a foe have no greater effect than a single character doing so—a foe is either distracted or not. -A distraction might be yelling a challenge, firing a warning shot, or a similar activity that doesn’t harm the foe. +A distraction might be yelling a challenge, firing a warning shot, or a similar activity that doesn't harm the foe. Draw the Attack: When an NPC attacks a character, another PC can prominently present themselves, shout taunts, and move to try to get the foe to attack them instead. In most cases, this action succeeds without a roll—the opponent attacks @@ -17784,7 +17784,7 @@ (Two characters attempting to draw an attack at the same time cancel each other out.) -Take the Attack: A character can use their action to throw themselves in front of a foe’s successful attack to save a +Take the Attack: A character can use their action to throw themselves in front of a foe's successful attack to save a nearby comrade. The attack automatically succeeds against the sacrificial character, and it deals 1 additional point of damage. A character cannot willingly take more than one attack each round in this way. @@ -17793,7 +17793,7 @@ Crafting is a tricky topic in the Cypher System because the same rules that govern building a spear also cover repairing a machine that can take you into hyperspace. Normally, the level of the item determines the difficulty of creating or repairing it as well as the time required. For cyphers, artifacts, other items 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 +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 @@ -17804,8 +17804,8 @@ level of skill, proper tools and materials, and so forth. A level 0 object requires no skill to make and is easily found in most locations. Sling stones and firewood are level 0 -items—producing them is routine. Making a torch from spare wood and oil-soaked cloth is simple, so it’s a level 1 -object. Making an arrow or a spear is fairly standard but not simple, so it’s a level 2 object. +items—producing them is routine. Making a torch from spare wood and oil-soaked cloth is simple, so it's a level 1 +object. Making an arrow or a spear is fairly standard but not simple, so it's a level 2 object. Generally speaking, a device to be crafted requires materials equal to its level and all the levels below it. So a level 5 device requires level 5 material, level 4 material, level 3 material, level 2 material, and level 1 material (and, @@ -17813,7 +17813,7 @@ The GM and players can gloss over much of the crafting details, if desired. Gathering all the materials to make a mundane item might not be worth playing out—but then again, it might be. For example, making a wooden spear in a forest -isn’t very interesting, but what if the characters have to make a spear in a treeless desert? Finding the wreckage of +isn't very interesting, but what if the characters have to make a spear in a treeless desert? Finding the wreckage of something made of wood or forcing a PC to fashion a spear out of the bones of a large beast could be interesting situations. @@ -17823,11 +17823,11 @@ it takes thirty minutes to one hour. Sometimes a GM will allow a rush job if the circumstances warrant it. This is different than using skill to reduce the -time required. In this case, the quality of the item is affected. Let’s say that a character needs to create a tool that +time required. In this case, the quality of the item is affected. Let's say that a character needs to create a tool that will cut through solid steel with a laser (a level 7 item), but they have to do it in one day. The GM might allow it, but the device might be extremely volatile, inflicting damage on the user, or it might work only once. The device is still considered a level 7 item to create in all other respects. Sometimes the GM will rule that reducing the time is -not possible. For example, a single human can’t make a chainmail vest in one hour without some kind of machine to help. +not possible. For example, a single human can't make a chainmail vest in one hour without some kind of machine to help. Possible crafting skills include: @@ -17860,7 +17860,7 @@ Woodcrafting Characters might try to make a cypher, an artifact, or an alien psionic starship do something other than its intended -function. Sometimes, the GM will simply declare the task impossible. You can’t turn a vial of healing elixir into a +function. Sometimes, the GM will simply declare the task impossible. You can't turn a vial of healing elixir into a two-way communicator. But most of the time, there is a chance of success. That said, tinkering with weird stuff is not easy. Obviously, the difficulty varies from situation to situation, but @@ -17874,10 +17874,10 @@ (The GM is free to overrule some attempts at creation, building, or repair, requiring that the character have a certain level of skill, proper tools and materials, and so forth.) -(Obviously, what is considered “weird stuff ” will vary from setting to setting, and sometimes the concept might not +(Obviously, what is considered "weird stuff " will vary from setting to setting, and sometimes the concept might not apply at all. But many times, there will be something in the setting that is too strange, too alien, too powerful, or too dangerous for PCs to mess around with (or at least mess around with easily). Einstein may have been extraordinary, -but that doesn’t mean he could reverse-engineer a teleporter made in another dimension.) +but that doesn't mean he could reverse-engineer a teleporter made in another dimension.) Crafting Difficulty and Time @@ -17901,7 +17901,7 @@ In a combat situation, a character can stand guard as their action. They do not make attacks, but all their defense tasks are eased. Further, if an NPC tries to get by them or take an action that they are guarding against, the character can attempt an eased Speed action based on the level of the NPC. Success means the NPC is prevented from taking the -action; the NPC’s action that turn is wasted. This is useful for blocking a doorway, guarding a friend, and so forth. +action; the NPC's action that turn is wasted. This is useful for blocking a doorway, guarding a friend, and so forth. If an NPC is standing guard, use the same procedure, but to get past the guard, the PC attempts a hindered Speed action against the NPC. For example, Diana is an NPC human with a level 3 bodyguard. The bodyguard uses their action to guard @@ -17912,7 +17912,7 @@ You can administer aid through bandaging and other succor, attempting to heal each patient once per day. This healing restores points to a stat Pool of your choice. Decide how many points you want to heal, and 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 +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. INTERACTING WITH CREATURES @@ -17930,21 +17930,21 @@ If you run an immediate distance before jumping, it counts as an asset, easing the jump. If you run a short distance before jumping, divide the jump distance (in feet) by 2 and then subtract 4 to determine the -difficulty of the jump. Because you’re running an immediate distance (and then some), you also count your running as an +difficulty of the jump. Because you're running an immediate distance (and then some), you also count your running as an asset. For example, jumping a distance of 20 feet (6 m) with a short running start has a difficulty of 5 (20 feet divided by 2 is 10, minus 4 is 6, minus 1 for running an immediate distance). For a vertical jump, the distance you clear (in feet) is equal to the difficulty of the jumping task. If you run an immediate distance, it counts as an asset, easing the jump. -(There’s nothing wrong with the GM simply assigning a difficulty level to a jump without worrying about the precise +(There's nothing wrong with the GM simply assigning a difficulty level to a jump without worrying about the precise distance. The rules here are just so everyone has some guidelines.) LOOKING OR LISTENING -Generally, the GM will describe any sight or sound that’s not purposefully difficult to detect. But if you want to look -for a hidden enemy, search for a secret panel, or listen for someone sneaking up on you, make an Intellect roll. If it’s -a creature, its level determines the difficulty of your roll. If it’s something else, the GM determines the difficulty +Generally, the GM will describe any sight or sound that's not purposefully difficult to detect. But if you want to look +for a hidden enemy, search for a secret panel, or listen for someone sneaking up on you, make an Intellect roll. If it's +a creature, its level determines the difficulty of your roll. If it's something else, the GM determines the difficulty of your roll. MOVING A HEAVY OBJECT @@ -17961,7 +17961,7 @@ As with figuring out a device, the level of the device usually determines the difficulty of the Intellect roll. Unless a device is very complex, the GM will often rule that once you figure it out, no roll is needed to operate it except under special circumstances. So if the PCs figure out how to use a hovercraft, they can operate it. If they are attacked, they -might need to roll to ensure that they don’t crash the vehicle into a wall while trying to avoid being hit. +might need to roll to ensure that they don't crash the vehicle into a wall while trying to avoid being hit. Unlike operating a device, disabling a device or picking a lock usually require rolls. These actions often involve special tools and assume that the character is not trying to destroy the device or lock. (A PC who *is* attempting to @@ -17970,8 +17970,8 @@ RIDING OR PILOTING -If you’re riding an animal that’s trained to be a mount, or driving or piloting a vehicle, you don’t need to make a roll -to do something routine such as going from point A to point B (just as you wouldn’t need to make a roll to walk there). +If you're riding an animal that's trained to be a mount, or driving or piloting a vehicle, you don't need to make a roll +to do something routine such as going from point A to point B (just as you wouldn't need to make a roll to walk there). However, staying mounted during a fight or doing something tricky with a vehicle requires a Speed roll to succeed. A saddle or other appropriate gear is an asset and eases the task. @@ -17997,7 +17997,7 @@ SWIMMING -If you’re simply swimming from one place to another, such as across a calm river or lake, use the standard movement +If you're simply swimming from one place to another, such as across a calm river or lake, use the standard movement rules, noting the fact that your character is in deep water. However, sometimes, special circumstances require a Might roll to make progress while swimming, such as when trying to avoid a current or being dragged into a whirlpool. @@ -18030,9 +18030,9 @@ In a vehicular chase, drivers attempt Speed actions just like in a regular chase, but the task may be based either on the level of the driver (modified by the level and movement rate of the vehicle) or on the level of the vehicle (modified by the level of the driver). So if a PC driving a typical car is chasing a level 3 NPC driving a level 5 -sports car, the PC would make three chase rolls with a difficulty of 5. If the PC’s car is a souped-up custom vehicle, +sports car, the PC would make three chase rolls with a difficulty of 5. If the PC's car is a souped-up custom vehicle, it might grant the PC an asset in the chase. If the PC is not in a car at all, but riding a bicycle, it might hinder the -chase rolls by two or three steps, or the GM might simply rule that it’s impossible. +chase rolls by two or three steps, or the GM might simply rule that it's impossible. VEHICULAR COMBAT @@ -18041,20 +18041,20 @@ level of the vehicle. If the vehicle is an armored car or a tank, all attacks are likely aimed at the vehicle, which has a level and probably an appropriate Armor rating, not unlike a creature. -The only time this isn’t true is with battles where only vehicles and not characters are involved. Thus, if the PCs are +The only time this isn't true is with battles where only vehicles and not characters are involved. Thus, if the PCs are in a shootout with bank robbers and both groups are in cars, use the standard rules. However, battles between starships of various kinds—from gigantic capital ships to single-pilot fighters—are a frequent occurrence in far-future science fiction settings. A submarine battle between two deep sea craft could be quite exciting. Characters in a modern-day game might find themselves in a tank fight. If PCs are involved in combat in which they are entirely enclosed in vehicles (so -that it’s not really the characters fighting, but the vehicles), use the following quick and easy guidelines. +that it's not really the characters fighting, but the vehicles), use the following quick and easy guidelines. -On this scale, combat between vehicles isn’t like traditional combat. Don’t worry about health, Armor, or anything like -that. Instead, just compare the levels of the vehicles involved. If the PCs’ vehicle has the higher level, the -difference in levels is how many steps the PCs’ attack and defense rolls are eased. If the PCs’ vehicle has the lower +On this scale, combat between vehicles isn't like traditional combat. Don't worry about health, Armor, or anything like +that. Instead, just compare the levels of the vehicles involved. If the PCs' vehicle has the higher level, the +difference in levels is how many steps the PCs' attack and defense rolls are eased. If the PCs' vehicle has the lower level, their rolls are hindered. If the levels are the same, there is no modification. These attack and defense rolls are modified by skill and Effort, as usual. Some vehicles also have superior weapons, -which ease the attack (since there is no “damage” amount to worry about), but this circumstance is probably uncommon in +which ease the attack (since there is no "damage" amount to worry about), but this circumstance is probably uncommon in this abstract system and should not affect the difficulty by more than one or maybe two steps. Further, if two vehicles coordinate their attack against one vehicle, the attack is eased. If three or more vehicles coordinate, the attack is eased by two steps. @@ -18062,31 +18062,31 @@ The attacker must try to target a specific system on or portion of an enemy vehicle. This hinders the attack based on the system or portion targeted. -That’s a lot of modifications. But it’s not really that hard. Let’s look at an example of a space battle. A PC in a +That's a lot of modifications. But it's not really that hard. Let's look at an example of a space battle. A PC in a small level 2 fighter attacks a level 4 frigate. Since the frigate is level 4, the difficulty of the attack starts at 4. But the attacking craft is weaker than the defender, so the attack is hindered equal to the difference in their levels (2). The fighter pilot must make a difficulty 6 attack on the frigate. However, the fighter is trying to swoop in and -damage the frigate’s drive, which hinders the attack by another three steps, for a total difficulty of 9. If the fighter -pilot is trained in space combat, they reduce the difficulty to 8, but it’s still impossible without help. So let’s say +damage the frigate's drive, which hinders the attack by another three steps, for a total difficulty of 9. If the fighter +pilot is trained in space combat, they reduce the difficulty to 8, but it's still impossible without help. So let's say that two other PCs—also in level 2 fighters—join in and coordinate their attack. Three ships coordinating an attack on one target eases the task by two steps, resulting in a final difficulty of 6. Still, the attacking PC would be wise to use Effort. Then the frigate retaliates, and the PC needs to make a defense roll. The level difference between the ships (2) means -the PC’s defense is hindered by two steps, so the difficulty of the PC’s defense roll starts out at 6. But the frigate -tries to take out the fighter’s weapons, hindering their attack (easing the PC’s defense) by two steps. Thus, the PC +the PC's defense is hindered by two steps, so the difficulty of the PC's defense roll starts out at 6. But the frigate +tries to take out the fighter's weapons, hindering their attack (easing the PC's defense) by two steps. Thus, the PC needs to succeed at a difficulty 4 task or lose their main weapons systems. -It’s important to remember that a failed attack doesn’t always mean a miss. The target ship might rock and reel from the -hit, but the bulk of the damage was absorbed by the shields, so there’s no significant damage. +It's important to remember that a failed attack doesn't always mean a miss. The target ship might rock and reel from the +hit, but the bulk of the damage was absorbed by the shields, so there's no significant damage. This bare-bones system should allow the GM and players to flesh out exciting encounters involving the whole group. For example, perhaps while one PC pilots a ship, another mans the guns, and another frantically attempts to repair damage to -the maneuvering thrusters before they crash into the space station they’re trying to defend. +the maneuvering thrusters before they crash into the space station they're trying to defend. -(During a vehicular battle, particularly a space battle, there’s a lot of chatter about shields failing, hull integrity, -being outmaneuvered, coming in too fast, and whatnot. These sorts of details are great, but they’re all flavor, so -they’re represented in the rules generally, rather than specifically.) +(During a vehicular battle, particularly a space battle, there's a lot of chatter about shields failing, hull integrity, +being outmaneuvered, coming in too fast, and whatnot. These sorts of details are great, but they're all flavor, so +they're represented in the rules generally, rather than specifically.) (For more details about vehicles, refer to the Genre chapter.) @@ -18108,7 +18108,7 @@
A random object begins to wiggle and crack, as though it’s about
+A random object begins to wiggle and crack, as though it's about
to hatch.
task might be simple (picking
the most beautiful rose from
-a garden) or complex (knitting seven sweaters from nettles). All actions that don’t contribute to completing the task +
a garden) or complex (knitting seven sweaters from nettles). All actions that don't contribute to completing the task are hindered.
Whistles music appropriate
-to what’s going on around it, including a nasal drone when it’s bored.
to what's going on around it, including a nasal drone when it's bored.
91–95 | -Holding (on 18–20 on successful attack roll, target can’t act on its + | Holding (on 18–20 on successful attack roll, target can't act on its next turn) |
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1 | -Unbroken Skin. The character can’t speak or make vocal noise for one hour. During this -period, their mouth and vocal cords simply don’t exist; instead, the Shyster’s lower face + | Unbroken Skin. The character can't speak or make vocal noise for one hour. During this +period, their mouth and vocal cords simply don't exist; instead, the Shyster's lower face features unbroken skin without evidence of hinging jaws. |
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5 | Truth Spasm. For the next few hours, any time anyone within audible range of the Shyster -speaks the truth, a penumbra (a shadow’s edge) briefly dims the speaker’s face and they +speaks the truth, a penumbra (a shadow's edge) briefly dims the speaker's face and they suffer a horrific vision of the people, places, or things they were speaking of falling into ruin. The affected character takes 2 points of Intellect damage (ignores Armor) each time, too. |
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6 | -Ghostly Retribution. A ghost of someone who died on account of the Shyster’s lies (or any lie + | Ghostly Retribution. A ghost of someone who died on account of the Shyster's lies (or any lie told by anyone) is summoned and attacks everyone. |
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05-06 | -Character’s skin color changes to something unusual (blue, orange purple) | +Character's skin color changes to something unusual (blue, orange purple) | ||||||||||||||||||||||||||||||||||||||||||||
07-08 | -Character’s footprints are glowing red arrows | +Character's footprints are glowing red arrows | ||||||||||||||||||||||||||||||||||||||||||||
09-10 | @@ -47129,7 +47129,7 @@||||||||||||||||||||||||||||||||||||||||||||||
11-12 | -Character’s skin grows fishlike eyes, which dry and fall off like scabs | +Character's skin grows fishlike eyes, which dry and fall off like scabs | ||||||||||||||||||||||||||||||||||||||||||||
13-14 | @@ -47141,7 +47141,7 @@||||||||||||||||||||||||||||||||||||||||||||||
17-18 | -Character says the word “sexy” in place of any adjective | +Character says the word "sexy" in place of any adjective | ||||||||||||||||||||||||||||||||||||||||||||
19-20 | @@ -47172,7 +47172,7 @@||||||||||||||||||||||||||||||||||||||||||||||
31-32 | -Character’s hand sometimes turns + | Character's hand sometimes turns into a battered plastic duplicate and falls off, with a new hand growing to replace it within seconds |
@@ -47185,13 +47185,13 @@
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35-36 | -Character’s head surrounded by + | Character's head surrounded by floating illusions of rude gestures and inappropriate words |
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37-38 | -Character’s vision distorted so all + | Character's vision distorted so all writing appears undecipherably blurred |
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51-52 | -Character’s thoughts broadcasted to + | Character's thoughts broadcasted to everyone within long range |
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57-58 | -Character’s voice is digitally + | Character's voice is digitally distorted and difficult to understand, hindering interaction tasks |
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63-64 | -Bugs frequently fly into character’s + | Bugs frequently fly into character's mouth when they speak |
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71-72 | -Character’s eyes shine like powerful + | Character's eyes shine like powerful flashlights, hindering their visual perception tasks |
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81-82 | Magical interference suppresses -the cypher’s function unless the +the cypher's function unless the character spends 4 Intellect points to cleanse its aura |
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83-84 | Magical interference decreases -character’s Intellect Edge by 2 |
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85-86 | @@ -47334,7 +47334,7 @@||||||||||||||||||||||||||||||||||||||||||||||
91 | -Character’s bones become brittle, + | Character's bones become brittle, hindering Might tasks |
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4 | -Electrician’s Tape | +Electrician's Tape | ||||||||||||||||||||||||||||||||||||||||||||
5-6 | @@ -48806,11 +48806,11 @@||||||||||||||||||||||||||||||||||||||||||||||
38 | -Plastic bag (won’t last long) | +Plastic bag (won't last long) | ||||||||||||||||||||||||||||||||||||||||||||
39-45 | -Textbook or “how‑to” manual (asset to related knowledge task if studied for about an hour) + | Textbook or "how‑to" manual (asset to related knowledge task if studied for about an hour)
task might be simple (picking the most beautiful rose from -a garden) or complex (knitting seven sweaters from nettles). All actions that don’t contribute to completing the task + a garden) or complex (knitting seven sweaters from nettles). All actions that don't contribute to completing the task are hindered. |
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6 | -Sometimes catches on fire when used; the blaze doesn’t do damage but it gives off heat and light. | +Sometimes catches on fire when used; the blaze doesn't do damage but it gives off heat and light. | ||||||||||||||||||||||||||||||||||||||||||||
7 | -Produces a rash, tattoo, or other mark on the wielder’s skin. | +Produces a rash, tattoo, or other mark on the wielder's skin. | ||||||||||||||||||||||||||||||||||||||||||||
8 | @@ -76568,11 +76568,11 @@||||||||||||||||||||||||||||||||||||||||||||||
9 | Whistles music appropriate -to what’s going on around it, including a nasal drone when it’s bored. |
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10 | -Sometimes moves of its own accord, but never when anyone’s looking at it. | +Sometimes moves of its own accord, but never when anyone's looking at it. | ||||||||||||||||||||||||||||||||||||||||||||
11 | @@ -76584,7 +76584,7 @@||||||||||||||||||||||||||||||||||||||||||||||
13 | -Causes the wielder’s hair to grow faster than normal. | +Causes the wielder's hair to grow faster than normal. | ||||||||||||||||||||||||||||||||||||||||||||
14 | @@ -76592,11 +76592,11 @@||||||||||||||||||||||||||||||||||||||||||||||
15 | -Draws fey creatures to it, whether it’s being used or not. | +Draws fey creatures to it, whether it's being used or not. | ||||||||||||||||||||||||||||||||||||||||||||
16 | -Whines incessantly if it hasn’t been used (or at least given some attention, such as being cleaned) in at least a + | Whines incessantly if it hasn't been used (or at least given some attention, such as being cleaned) in at least a day. | ||||||||||||||||||||||||||||||||||||||||||||
18 | -Changes appearance in some small way to match the wielder’s mood. | +Changes appearance in some small way to match the wielder's mood. | ||||||||||||||||||||||||||||||||||||||||||||
19 | @@ -76628,21 +76628,21 @@ | 01-03 | A tisket a tasket | | 04-06 | Bounding boots | | 07-09 | Boundless bag | -| 10-12 | Boy Blue’s horn | +| 10-12 | Boy Blue's horn | | 13-15 | Carving knife of sharpness | | 16-17 | Devils and tailors | | 18-20 | Fiddle of the fossegrim | -| 21-23 | Fortunate’s purse | +| 21-23 | Fortunate's purse | | 24-25 | Galoshes of fortune | -| 26-27 | Genie’s lamp | +| 26-27 | Genie's lamp | | 28-30 | Golden bridle | | 31-33 | Hatchet of the Woodsman | -| 34-36 | Hook’s hook | +| 34-36 | Hook's hook | | 37-39 | Horn of destruction | | 40-42 | Iron stove | | 43-45 | Knapsack of sevens | | 46-50 | Mirror mirror | -| 51-53 | Pandora’s box | +| 51-53 | Pandora's box | | 54-56 | Pixie dust | | 57-59 | Red cap | | 60-62 | Red riding hood | @@ -76651,14 +76651,14 @@ | 69-71 | Shapeshifter wand | | 72-74 | She-bear | | 75-77 | Shirt of nettles | -| 78-79 | Soldier’s cloak of invisibility | +| 78-79 | Soldier's cloak of invisibility | | 80-82 | Soulful fiddle | | 83-84 | Steadfast tin soldier | | 85-87 | Stone canoe | | 88-90 | Story knife | | 91-93 | Table-be-set | | 94-96 | Tinderbox | -| 97-98 | Tweedledee’s umbrella | +| 97-98 | Tweedledee's umbrella | | 99-00 | Vicious tankard | A SELECTION OF FAIRY TALE ARTIFACTS @@ -76670,7 +76670,7 @@ Form: Woven yellow basket with wooden handles Effect: This basket can contain up to one cypher per artifact level, as long as each is no larger than a typical cat. -Cyphers in the basket do not count against a character’s limit. +Cyphers in the basket do not count against a character's limit. Depletion: 1 in 1d20 (check each time a cypher is added to the basket) @@ -76701,13 +76701,13 @@ Putting all or part of a living thing into a boundless bag is always risky, as more than one person has had their hand or head turned to gold -(which might sound lovely, but typically isn’t). Also, doing so often causes the boundless bag to revert to a normal +(which might sound lovely, but typically isn't). Also, doing so often causes the boundless bag to revert to a normal bag. Items that create wealth in any fashion are particularly sought after. So much so that some items are believed to be cursed, due to the number of people who have met their untimely fate while in possession of a wealth-making artifact. -Boy Blue’s Horn +Boy Blue's Horn Level: 1d6 @@ -76726,7 +76726,7 @@ Form: Knife (light weapon) Effect: This weapon functions as a normal knife of its kind. When the wielder gets a special major effect when -attacking, they can choose to lop off one of the target’s limbs. +attacking, they can choose to lop off one of the target's limbs. Depletion: 1 in 1d10 (roll on each major effect) @@ -76739,7 +76739,7 @@ Form: Blood-stained draughtboard with figures of white gold, bronze, and pearl -Effect: Playing someone in a game of checkers or draughts eases all of the user’s positive social interactions with +Effect: Playing someone in a game of checkers or draughts eases all of the user's positive social interactions with their opponent. While playing, the user can make a move and interact with their opponent as a single action. The game lasts a number of rounds equal to the artifact level. @@ -76762,14 +76762,14 @@ Depletion: 1 in 1d20 -Fortunate’s Purse +Fortunate's Purse Level: 1d6 Form: Elegant knapsack that shifts colors to hide in plain sight Effect: Any object put inside the sack cannot be detected by physical senses or magic. The sack can hold a single item, -of any size and shape, at a time. Cyphers in Fortunate’s purse do not count against the user’s cypher limit. +of any size and shape, at a time. Cyphers in Fortunate's purse do not count against the user's cypher limit. Depletion: 1 in 1d20 (check each time an item is added to the knapsack) @@ -76789,7 +76789,7 @@ Depletion: 1 in 1d6 -Genie’s Lamp +Genie's Lamp Level: 1d6 + 2 @@ -76813,10 +76813,10 @@ Effect: To activate the bridle, the user must succeed on an Intellect interaction with a beast whose level does not exceed the artifact level. The bridle bonds to the creature, which immediately becomes calm. The creature awaits the -user’s commands and carries out orders +user's commands and carries out orders -to the best of its ability. The creature remains calmed for a number of hours equal to the artifact’s level minus the -creature’s level. (If the result is 0 or less, the creature is enslaved for only one minute.) +to the best of its ability. The creature remains calmed for a number of hours equal to the artifact's level minus the +creature's level. (If the result is 0 or less, the creature is enslaved for only one minute.) Depletion: 1 in 1d10 @@ -76832,7 +76832,7 @@ Depletion: 1 in 1d20 (check on each successful attack) -Hook’s Hook +Hook's Hook Level: 1d6 + 1 @@ -76840,14 +76840,14 @@ Effect: When placed on an amputated limb, the hook grafts on permanently. It works -as a simple hook and as a light weapon. When activated, Hook’s hook affects the +as a simple hook and as a light weapon. When activated, Hook's hook affects the minds of all thinking foes within long range. Those affected are instilled with terror, making them drop whatever -they’re holding and flee for a number of rounds equal to the artifact level. +they're holding and flee for a number of rounds equal to the artifact level. Depletion: 1 in 1d6 (for the fear ability). After depletion, it still functions as a hook and a weapon. -There are rumored to be any number of Hook’s hooks, all of which are made from different materials and serve different +There are rumored to be any number of Hook's hooks, all of which are made from different materials and serve different purposes, such as the scissors hook, oar hook, magnet hook, teacup hook, grappling-hook hook, and fishing rod hook. Enterprising characters might seek out multiple hooks, along with a way to exchange them easily. @@ -76902,10 +76902,10 @@ Level: 1d6 + 4 -Form: Ornate mirror that grows or shrinks in size according to its user’s needs. +Form: Ornate mirror that grows or shrinks in size according to its user's needs. Effect: When the user looks into the mirror and interacts with it, it grants their request, as it is able. Roll a d6 to -determine the mirror’s ability: +determine the mirror's ability: Most mirror mirrors have a personality all their own. Some sing their @@ -76929,7 +76929,7 @@||||||||||||||||||||||||||||||||||||||||||||||
1 | -Answers a question about the present (such as “Who is the fairest of them all?”) with a simple one- or two-word + | Answers a question about the present (such as "Who is the fairest of them all?") with a simple one- or two-word answer. | ||||||||||||||||||||||||||||||||||||||||||||
6 | -Coats the user’s skin with its reflective surface, offering protection. The first time the user would take damage, -the mirror shatters instead, reflecting the damage back to the user’s attacker. | +Coats the user's skin with its reflective surface, offering protection. The first time the user would take damage, +the mirror shatters instead, reflecting the damage back to the user's attacker. |