--- _tmp/ccsrd.md 2025-07-20 23:31:04.920494398 -0500 +++ _tmp/ccsrd.new.md 2025-07-21 00:03:22.764713139 -0500 @@ -55,20 +55,20 @@ - [Index](#choose-index){.dropdown-item} - [Character Sentence Generator](#character-sentence-generator){.dropdown-item} - [PDFs](#pdfs){.dropdown-item} - - [Player\'s Guide](og-cspg.html){.dropdown-item} + - [Player's Guide](og-cspg.html){.dropdown-item} - [Daft Drafts](og-dd.html){.dropdown-item} - - [What\'s in the Book?](#choose-products){.dropdown-item} + - [What's in the Book?](#choose-products){.dropdown-item} ::: ::: ::: {#og-content .container-xxl .rounded-3 .mt-1 .mb-1 .print-across} ::: {.ps-3 role="main"} ::: {#part0} -# [Old Gus\']{.og-chap} Cypher System Reference Document {#top .pt-2} +# [Old Gus']{.og-chap} Cypher System Reference Document {#top .pt-2} version 2.00h (2025-07-19) -- [Player\'s Guide: OG-CSPG](og-cspg.html){.btn .mt-1 .mb-1 .border} +- [Player's Guide: OG-CSPG](og-cspg.html){.btn .mt-1 .mb-1 .border} - [Original Content: OG-DD](og-dd.html){.btn .mt-1 .mb-1 .border} - [Github](https://github.com/callmepartario/og-csrd){.btn .mt-1 .mb-1 .border} - [☕ Ko-fi](https://ko-fi.com/oldgus){.btn .mt-1 .mb-1 .border} @@ -113,7 +113,7 @@ - [Adventure: [Trapped in Flames]{.text-uppercase}](#trapped-in-flames) - [[Frequently Asked Questions]{.text-uppercase}](#faq) - [[Index]{.text-uppercase}](#index) - - [[What\'s In the Book?]{.text-uppercase}](#whats-in-the-book) + - [[What's In the Book?]{.text-uppercase}](#whats-in-the-book) ------------------------------------------------------------------------------------------------------------------------ @@ -125,12 +125,12 @@ ::: {.col .col-md-6} Welcome, reader--- -If you\'re new to the Cypher System, the official [Cypher System Reference Rules +If you're new to the Cypher System, the official [Cypher System Reference Rules Primer](https://www.montecookgames.com/store/product/cypher-system-rules-primer/){.og-icon .og-mcg} and [Cypher System Starter Set](https://www.montecookgames.com/store/product/cypher-system-starter-set/){.og-icon .og-mcg} are a great place to start. -*Old Gus\' Cypher System Reference Document* (OG-CSRD) is a hypertext version of the May 5, 2025 version of the [Cypher +*Old Gus' Cypher System Reference Document* (OG-CSRD) is a hypertext version of the May 5, 2025 version of the [Cypher System Reference Document (CSRD)](http://csol.montecookgames.com/){.og-icon .og-mcg}, and is published under the [Cypher System Open License (CSOL)](http://csol.montecookgames.com/){.og-icon .og-mcg}. The OG-CSRD is not associated with, endorsed by, or sponsored by [Monte Cook Games](http://montecookgames.com){.og-icon .og-mcg}. @@ -151,7 +151,7 @@ page 1)]{.og-ref}[(GF, 1)]{.og-ref} - [High Noon at Midnight](https://www.montecookgames.com/store/product/high-noon-at-midnight/){.og-icon .og-mcg} (2025): [(High Noon at Midnight, page 1)]{.og-ref}[(HNAM, 1)]{.og-ref} -- [It\'s Only Magic](https://www.montecookgames.com/store/product/its-only-magic/){.og-icon .og-mcg} (2024): [(It\'s +- [It's Only Magic](https://www.montecookgames.com/store/product/its-only-magic/){.og-icon .og-mcg} (2024): [(It\'s Only Magic, page 1)]{.og-ref}[(IOM, 1)]{.og-ref} - [Rust and Redemption](https://www.montecookgames.com/store/product/rust-and-redemption/){.og-icon .og-mcg} (2024): [(Rust and Redemption, page 1)]{.og-ref}[(RR, 1)]{.og-ref} @@ -164,7 +164,7 @@ - [Cypher System Reference Document (CSRD)](http://csol.montecookgames.com/){.og-icon .og-mcg}, Cypher System Rulebook (2015), or Cypher System Rulebook Deluxe Edition (2024): [(Errata)]{.og-ref} -While this document provides everything you need short of a few dice, the CSRD doesn\'t include everything in the +While this document provides everything you need short of a few dice, the CSRD doesn't include everything in the informing material---far from it. In addition to spectacular artwork and the seductive odor of book glue, each product includes additional useful rules, helpful guidance, setting information, and adventure material that each worth the sticker price. @@ -173,7 +173,7 @@ ::: {.col .col-md-6} #### Editorial Mission [#](#about-editorial-mission){.og-h-anchor aria-hidden="true"} {#about-editorial-mission .og-h-small} -Edits to the CSRD\'s text are kept to a minimum, but are made to: +Edits to the CSRD's text are kept to a minimum, but are made to: - Align with the [Cypher System Rulebook](https://www.montecookgames.com/store/product/cypher-system-rulebook-2/){.og-icon .og-mcg} chapter @@ -185,12 +185,12 @@ - Improve hyperlinking and usability A list of subsantial [Editorial Additions](#choose-editorial-additions), [Frequently Asked Questions](#faq) about the -game rules, [Optional Rules](#choose-optional-rules), and [What\'s In the Book?](#choose-products) (a guide to Cypher +game rules, [Optional Rules](#choose-optional-rules), and [What's In the Book?](#choose-products) (a guide to Cypher System products). Original or modified sections are identified: - [OG-CSRD](#choose-editorial-additions) [(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}[(OG-CSRD)]{.og-ref .og-ref-og} -- [Old Gus\' Daft Drafts](og-dd.html) [(Old Gus\' Daft Drafts)]{.og-ref .og-ref-og}[(OG-DD)]{.og-ref .og-ref-og} +- [Old Gus' Daft Drafts](og-dd.html) [(Old Gus\' Daft Drafts)]{.og-ref .og-ref-og}[(OG-DD)]{.og-ref .og-ref-og} ::: {.alert .ps-4 .pb-0} Alerts include definitions, optional rules, play examples, or other useful information. @@ -206,7 +206,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** Misprints, clarifications, food for thought, or inline cross-references. Don\'t mistake my +**Editor's Notes ---** Misprints, clarifications, food for thought, or inline cross-references. Don\'t mistake my scibbling in the margins for \"the rules\"---play it your way! ::: @@ -281,8 +281,8 @@ [(Cypher System Rulebook, page 7)]{.og-ref} -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 [Chapter 11: Rules of the +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 [Chapter 11: Rules of the Game](#chapter-11-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](#choose-rules). Whenever a @@ -291,35 +291,35 @@ The game master (GM) sets a [difficulty](#how-to-play-task-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 +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](#how-to-play-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. -To sum up, three things can decrease a task\'s difficulty: [skills](#modifying-the-difficulty-skills), +To sum up, three things can decrease a task's difficulty: [skills](#modifying-the-difficulty-skills), [assets](#modifying-the-difficulty-assets), and [Effort](#modifying-the-difficulty-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. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} Skills, assets, and effort are described in more detail in the [Modifying the Difficulty](#modifying-the-difficulty) @@ -337,7 +337,7 @@ concepts. Game master (GM) -: The player who doesn\'t run a character, but instead guides the flow of the story and runs all the NPCs. +: 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 or opponents. This @@ -370,7 +370,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** For more important game vocabulary, see [Key Concepts](#key-concepts). For an example of these +**Editor's Notes ---** For more important game vocabulary, see [Key Concepts](#key-concepts). For an example of these concepts in practice, see [An Example of Play](#an-example-of-play). ::: @@ -384,21 +384,21 @@ d20](#rules-rolling-the-die) against the 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](#choose-abilities) 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](#routine-actions) and don\'t require rolls. +actions](#routine-actions) and don't require rolls. Using [skills](#skills), [assets](#modifying-the-difficulty-assets), and [Effort](#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 can even ease the difficulty of an attack on a foe to 0 and +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 +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](#how-to-play-special-rolls). ##### Task Difficulty [#](#how-to-play-task-difficulty){.og-h-anchor aria-hidden="true"} {#how-to-play-task-difficulty .og-h-small} @@ -418,7 +418,7 @@ 7 \(21\) --- Formidable Impossible without skills or great effort. 8 \(24\) −15% Heroic A task worthy of tales told for years afterward. 9 \(27\) −30% Immortal A task worthy of legends that last lifetimes. - 10 \(30\) −45% Impossible A task that normal humans couldn\'t consider (but one that doesn\'t break the laws of physics). + 10 \(30\) −45% Impossible A task that normal humans couldn't consider (but one that doesn\'t break the laws of physics). : Task Difficulty ::: @@ -434,10 +434,10 @@ The difficulty of your attack roll depends on how powerful your opponent is. Just as tasks have a difficulty from 1 to 10, [creatures](#understanding-the-listings) 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 +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. -It\'s worth noting that [players make all die rolls](#rules-the-player-always-rolls). If a character attacks a creature, +It's worth noting that [players make all die rolls](#rules-the-player-always-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](#action-defend). ::: {.alert .ps-4 .pb-0} @@ -446,18 +446,18 @@ - **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. ::: -The [damage](#rules-damage) dealt by an attack is not determined by a roll---it\'s a flat number based on the +The [damage](#rules-damage) dealt by an attack is not determined by a roll---it's a flat number based on the [weapon](#equipment-weapons) or attack used. For example, a spear always does 4 points of damage. Your [Armor](#rules-armor) characteristic reduces the damage you take from attacks directed at you. You get Armor from wearing [physical armor](#equipment-armor) (such as a [leather jacket](#contemporary-armor-leather-jacket) in a modern game or chainmail in a fantasy setting) or from [special abilities](#choose-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 example, a leather +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 your Armor +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 @@ -472,7 +472,7 @@ particularly 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 + 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 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 @@ -481,7 +481,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** For more on combat, see [Encounters, Rounds, and +**Editor's Notes ---** For more on combat, see [Encounters, Rounds, and Initiative](#rules-encounters-rounds-and-initiative), [Attack Modifiers and Special Situations](#attack-modifiers-and-special-situations), [Effort and Damage](#effort-and-damage), and [Vehicular Combat](#action-vehicular-combat). @@ -495,10 +495,10 @@ When you roll a natural 19 (the d20 shows \"19\") and the roll is a success, you also have a [minor effect](#special-rolls-minor-effect). In combat, a minor effect inflicts 3 additional points of [damage](#rules-damage) -with your [attack](#action-attack), or, if you\'d prefer a special result, you could decide instead that you knock the +with your [attack](#action-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 other words, you not only succeed but +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 @@ -540,12 +540,12 @@ 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 +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](#choose-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](#type-adept)\'s +thrown knife (and most other thrown weapons) has short range. A bow has long range. An [Adept](#type-adept)'s [Onslaught](#ability-onslaught){.og-ability} ability also has short range. A character can [move](#action-move) an immediate distance as part of another action. In other words, they can take a @@ -557,10 +557,10 @@ 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 +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. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} @@ -570,7 +570,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The words \"immediate\" and \"close\" can be used interchangeably to talk about +**Editor's Notes ---** The words \"immediate\" and \"close\" can be used interchangeably to talk about [distance](#rules-distance). ::: @@ -586,12 +586,12 @@ The rewarded player, in turn, must 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](#character-advancement) (for details, see [Chapter 4: @@ -604,7 +604,7 @@ [(Cypher System Rulebook, page 12)]{.og-ref} -[Cyphers](#choose-cyphers) are abilities that have a single use. In many campaigns, cyphers aren\'t physical +[Cyphers](#choose-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](#chapter-10-equipment) or a [special @@ -612,7 +612,7 @@ 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. ------------------------------------------------------------------------------------------------------------------------ @@ -621,7 +621,7 @@ [(Cypher System Rulebook, page 12)]{.og-ref} -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 +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 @@ -650,7 +650,7 @@ - [Modifying the Difficulty](#modifying-the-difficulty) - [Optional Rule: Power Shifts](#optional-rule-power-shifts) -For a condensed version Cypher System rules just for players, see [Old Gus\' Unofficial Cypher System Player\'s +For a condensed version Cypher System rules just for players, see [Old Gus' Unofficial Cypher System Player\'s Guide](og-cspg.html). ::: @@ -708,7 +708,7 @@ - [Character Sheets](#og-cscs) [(OG-CSRD)]{.og-ref .og-ref-og} - [Cheat Sheets](#og-csqr) [(OG-CSRD)]{.og-ref .og-ref-og} - [Cypher Decks](#og-cd) [(OG-CSRD)]{.og-ref .og-ref-og} -- [Player\'s Guide](#og-cspg) [(OG-CSRD)]{.og-ref .og-ref-og} +- [Player's Guide](#og-cspg) [(OG-CSRD)]{.og-ref .og-ref-og} - [Sidekick Sheet](#pdf-sidekick) [(OG-CSRD)]{.og-ref .og-ref-og} Related Sections @@ -722,7 +722,7 @@ This chapter 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. ------------------------------------------------------------------------------------------------------------------------ @@ -739,11 +739,11 @@ [(Cypher System Rulebook, page 14)]{.og-ref} 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. @@ -791,7 +791,7 @@ - **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. ::: ------------------------------------------------------------------------------------------------------------------------ @@ -817,18 +817,18 @@ Your Pool is the most basic measurement of a stat. Comparing the Pools of two creatures will give you a general sense of which creature is superior in that stat. For example, a character who has a [Might](#might) Pool of 16 is stronger (in a 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 the average range. +stats---that's the average range. When your character is [injured, sickened, or attacked](#rules-damage), 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](#might) Pool, a poison that makes you clumsy reduces your [Speed](#speed) Pool, and a psionic blast -reduces your [Intellect](#intellect) Pool. You can also spend points from one of your stat Pools to decrease a task\'s +reduces your [Intellect](#intellect) Pool. You can also spend points from one of your stat Pools to decrease a task's difficulty (see [Effort](#effort), below). You can rest to [recover lost points](#recovery-rolls) from a stat Pool, and some [special abilities](#choose-abilities) or [cyphers](#choose-cyphers) might allow you to recover lost points quickly. ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** One way to think about your stat Pools is a well of stamina, potential, and efficacy. The +**Editor's Notes ---** One way to think about your stat Pools is a well of stamina, potential, and efficacy. The remaining points in your Pools are what you have left to give by using [special abilities](#choose-abilities) with costs, or applying [Effort](#effort). You can increase your stat Pools through [character advancement](#character-advancement) and special abilities like [Enhanced Might](#ability-enhanced-might){.og-ability}, @@ -844,22 +844,22 @@ to spend points from a stat Pool, your Edge for that stat reduces the cost. It also reduces the cost of applying [Effort](#effort) to a roll. -For example, let\'s say you have a mental blast ability, and activating it costs 1 point from your +For example, let's say you have a mental blast ability, and activating it costs 1 point from your [Intellect](#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](#might) Edge of 1, a [Speed](#speed) -Edge of 1, and an [Intellect](#intellect) Edge of 0. You\'ll always have an Edge of at least 1 in one stat. Your Edge +Edge of 1, and an [Intellect](#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 one level of Effort for free. +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 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. ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** One way to think about Edge is \"effortlessness\" or \"efficiency\"---Edge represents what a PC +**Editor's Notes ---** One way to think about Edge is \"effortlessness\" or \"efficiency\"---Edge represents what a PC can accomplish with a stat without having to try very hard or spend points from a stat Pool. You can increase your Edge through [character advancement](#character-advancement) and special abilities like [Enhanced Might Edge](#ability-enhanced-might-edge){.og-ability}, [Enhanced Speed Edge](#ability-enhanced-speed-edge){.og-ability}, and @@ -876,10 +876,10 @@ an attack (a Speed roll) and wants to increase the chance for success, you can apply Effort by spending 3 points from your [Speed](#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](#rules-determining-task-difficulty) further: each additional level +Applying more Effort can lower a task's [difficulty](#rules-determining-task-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), @@ -888,9 +888,9 @@ 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](#edge) from the total cost of applying Effort. For example, let\'s +When you apply Effort, subtract your relevant [Edge](#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. @@ -899,7 +899,7 @@ 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 +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.) @@ -911,12 +911,12 @@ ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} When applying Effort to melee attacks, you have the option of spending points from either your [Might](#might) Pool or your [Speed](#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 +that with melee you sometimes use brute force and sometimes use finesse, but with ranged attacks, it's always about careful targeting. ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** It might be easier to remember cost for Effort as being 1 point to use Effort, plus 2 points per +**Editor's Notes ---** It might be easier to remember cost for Effort as being 1 point to use Effort, plus 2 points per level of Effort. You can increase your Effort score through [character advancement](#character-advancement). For more on Effort, see [Effort Costs and Edge Reductions](#effort-costs-and-edge-reductions) and [Effort](#modifying-the-difficulty-effort) in [Chapter 11: Rules of the Game](#chapter-11-rules-of-the-game). @@ -932,7 +932,7 @@ blast, or something else. When using Effort to increase the damage of an [area attack](#special-situation-area-attacks), such as the explosion -created by an [Adept](#type-adept)\'s [Concussion](#ability-concussion){.og-ability} ability, you inflict 2 additional +created by an [Adept](#type-adept)'s [Concussion](#ability-concussion){.og-ability} 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. @@ -943,7 +943,7 @@ 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. @@ -976,7 +976,7 @@ convincing the guard 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). +have failed because their roll (8) would have been less than the task's original target number (9). ::: ::: {.alert .ps-4 .pb-0} @@ -988,19 +988,19 @@ Cordell](https://twitter.com/brucecordell/status/1283056573498052609) and [Sean K. Reynolds](https://twitter.com/seankreynolds/status/1282740692674940928), and input from others. -While the description of [Edge](#edge) says \"once a stat\'s Edge reaches 3, you can apply one level of -[Effort](#effort) for free\", that\'s not strictly true---your Edge of 3 is subtracted from the cost of spending the 3 +While the description of [Edge](#edge) says \"once a stat's Edge reaches 3, you can apply one level of +[Effort](#effort) for free\", that's not strictly true---your Edge of 3 is subtracted from the cost of spending the 3 points to use that level of Effort, negating the cost of using it. Furthermore, the final paragraph of [Multiple Uses of Effort and Edge](#multiple-uses-of-effort-and-edge) might lead one to believe that cost reductions for using abilities and using [Effort](#effort) are separate, potentially causing a remainder of [Edge](#edge) to go to waste, but this -isn\'t the case. Instead, when resolving an action: +isn't the case. Instead, when resolving an action: 1. Total all [Pool](#pool) point costs for the [task stat](#rules-determining-task-stat)---including [Effort](#effort) used, [special abilities](#choose-abilities) activated, [Speed Effort cost](#equipment-using-armor) for wearing armor, or an [initial cost](#rules-initial-cost) determined by the GM. Most of the time, all costs are paid from the same Pool as the task stat, and resolved with a single task roll. -2. Subtract each stat\'s [Edge](#edge) from its total Pool point cost. Pay any remaining costs. +2. Subtract each stat's [Edge](#edge) from its total Pool point cost. Pay any remaining costs. For example, if you [attack](#action-attack) with your [Onslaught](#ability-onslaught){.og-ability} ability (1 Intellect point), and use one level of Effort to ease the attack (3 Intellect points), and a second level of Effort to increase @@ -1043,23 +1043,23 @@ - When the PC [takes action](#rules-taking-action) on their own turn, the GM might call for one or more tasks, each with its own [difficulty](#rules-determining-task-difficulty). -- If the PC [modifies the difficulty](#modifying-the-difficulty) down to 0, they succeed automatically, and don\'t +- If the PC [modifies the difficulty](#modifying-the-difficulty) down to 0, they succeed automatically, and don't need to make a roll. -- If the player doesn\'t [roll the die](#rules-rolling-the-die), they cannot trigger [special +- If the player doesn't [roll the die](#rules-rolling-the-die), they cannot trigger [special rolls](#rules-special-rolls)---including [GM intrusion](#gm-intrusion). Most of the time, PCs can spend [Effort](#modifying-the-difficulty-effort) on each task they perform (and thus each roll -they make). Let\'s examine a few examples: +they make). Let's examine a few examples: - **Defending:** Because [the player always rolls](#rules-the-player-always-rolls), PCs often have to frantically - perform actions and tasks---even when it isn\'t their turn. For example, let\'s say you are fighting a giant squid. + perform actions and tasks---even when it isn't their turn. For example, let\'s say you are fighting a giant squid. You might end up spending [Effort](#effort) on several Speed [defense tasks](#action-defend). Each of these is an - action---one the PC didn\'t choose---but they can choose how much Effort to use on each one. + action---one the PC didn't choose---but they can choose how much Effort to use on each one. - **Complex Actions:** A PC has lot more agency when it comes to the [action](#choose-rules) they take on their turn. - Most of the time, a PC\'s action is resolved in just one task, but there are exceptions. For example, let\'s say you + Most of the time, a PC's action is resolved in just one task, but there are exceptions. For example, let\'s say you use your action to [move a short distance and make an attack](#action-move). If you fail the assigned difficulty 4 - [Speed](#speed) task, you don\'t get to make the attack at all. Using [Effort](#effort) might make the difference, + [Speed](#speed) task, you don't get to make the attack at all. Using [Effort](#effort) might make the difference, so forcing you to decide how much Effort to withhold for a second task---one that might not even occur---only complicates your decision-making and slows down the game. By providing an opportunity to use as much Effort as you want on the prerequisite task, the game naturally creates an [initial cost](#rules-initial-cost) for pushing the @@ -1081,7 +1081,7 @@ If you lack the available [Pool](#pool) points to pay the cost of performing a task, you can pay the remainder of the cost from your other Pools, in the same order they are depleted by [taking damage](#the-effects-of-taking-damage): -[Might](#might), then [Speed](#speed), and finally, [Intellect](#intellect). When you do, you don\'t change your +[Might](#might), then [Speed](#speed), and finally, [Intellect](#intellect). When you do, you don't change your position on [the damage track](#the-damage-track) as a result of the expenditure until after the task is resolved. Using this house rule, a wizard who is out of \"mana\" (Intellect points) might resort to blood sacrifice, casting @@ -1108,7 +1108,7 @@ - **Declare Effort After Rolling:** After you [roll the die](#rules-rolling-the-die) and know the result, you can choose to use [Effort](#effort) on the task, for example, easing the task to succeed, inflicting additional damage, or do something else specified by a [special ability](#choose-abilities). When using this option, the GM might - decide that a [special roll](#rules-special-rolls) of natural 20 doesn\'t decrease the point cost of the action to + decide that a [special roll](#rules-special-rolls) of natural 20 doesn't decrease the point cost of the action to 0. ::: @@ -1120,8 +1120,8 @@ 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 +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. @@ -1147,7 +1147,7 @@ in [Chapter 11: Rules of the Game](#chapter-11-rules-of-the-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 + area of lore, such as history or geology. You can even choose a skill based on your character's [special abilities](#choose-abilities). For example, if your character can make an [Intellect](#intellect) roll to [blast an enemy with mental force](#ability-onslaught){.og-ability}, you can become [trained](#key-concepts) in using that ability, easing the task of using it. If you choose a skill that you are already trained in, you become @@ -1169,7 +1169,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** Under [Character Tiers](#character-tiers) in [Chapter 4: Creating Your +**Editor's Notes ---** Under [Character Tiers](#character-tiers) in [Chapter 4: Creating Your Character](#chapter-4-creating-your-character), the *Other Options* character advancement can only replace the *Skills* advancement. Under under [Character Advancement](#character-advancement) in [Chapter 12: Experience Points](#chapter-12-experience-points), *Other Options* can take the place of any other advancement. Ultimately, the GM @@ -1204,7 +1204,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** To get an idea of how this works, try the [Cypher System Character Sentence +**Editor's Notes ---** To get an idea of how this works, try the [Cypher System Character Sentence Generator](#character-sentence-generator) at the end of the chapter! ::: @@ -1277,19 +1277,19 @@ - Woodworking ::: -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](#key-concepts) 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. 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](#key-concepts) 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 +Remember that if you gain a skill that you're already trained in, you become [specialized](#key-concepts) 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). @@ -1298,9 +1298,9 @@ If you gain a [special ability](#choose-abilities) through your [type](#choose-type), your [focus](#choose-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 time to choose a skill to be trained in, you can select your +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 +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. ::: {.alert .ps-4 .pb-0} @@ -1308,7 +1308,7 @@ [(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} -As defined in the [Key Concepts](#key-concepts), having an inability is the opposite of being trained---you\'re hindered +As defined in the [Key Concepts](#key-concepts), having an inability is the opposite of being 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. You can gain new skills or improve your existing skills through [character advancement](#character-advancement). @@ -1328,7 +1328,7 @@ [(Cypher System Rulebook, page 19)]{.og-ref} -In most campaigns, fluency in a language is considered a skill. So if you want to speak French, that\'s the same as +In most campaigns, fluency in a language is considered a skill. So if you want to speak French, that's the same as being trained in biology or swimming. ##### Optional Rule: Skills from Backgrounds [#](#optional-rule-skills-from-backgrounds){.og-h-anchor aria-hidden="true"} {#optional-rule-skills-from-backgrounds .og-h-small} @@ -1338,10 +1338,10 @@ This section is based on *Skills from Backgrounds* [(235)]{.og-ref} in the [Cypher System Rulebook](https://www.montecookgames.com/store/product/cypher-system-rulebook-2/){.og-icon .og-mcg}. -The GM can allow players to choose one or two additional [narrow skills](#skill-categories) appropriate to their PC\'s -background. For example, if an [Adept](#type-adept)\'s family owns a large vineyard as a result of rolling on the [Adept +The GM can allow players to choose one or two additional [narrow skills](#skill-categories) appropriate to their PC's +background. For example, if an [Adept](#type-adept)'s family owns a large vineyard as a result of rolling on the [Adept Background Connection](#adept-background-connection) table, they might be skilled in wine-making or being a sommelier. -Background skills aren\'t immediately applicable to the game\'s primary adventures, but should instead address other +Background skills aren't immediately applicable to the game\'s primary adventures, but should instead address other aspects of the PC, world, or setting. Skills with attacks, defense, or wearing armor are not appropriate background skills. @@ -1356,7 +1356,7 @@ Character [types](#choose-type) and [foci](#choose-focus) 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](#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](#type-adept) with an Intellect Edge of 2 wants to use their +per action. For example, let's say an [Adept](#type-adept) with an Intellect Edge of 2 wants to use their [Onslaught](#ability-onslaught){.og-ability} ability to create a bolt of force, which costs 1 Intellect point. They also want to increase the damage from the [attack](#action-attack) by using a level of [Effort](#effort), which costs 3 [Intellect](#intellect) points. The total cost for their action is 2 points from their Intellect [Pool](#pool) (1 point @@ -1368,17 +1368,17 @@ improve the ability further, as explained in the ability description. - **Action Abilities:** Many special abilities grant a character the option to perform an [action](#rules-actions) - 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. + 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 how you perform the action. - **Enabler Abilities:** 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](#defense-tasks), 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 as part of another action (such as adding fire + 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. + end of the ability's description says \"Enabler\" to remind you. - **Ability Durations:** Some abilities specify a duration, but you can always end one of your own abilities anytime you wish. @@ -1386,12 +1386,12 @@ ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} Because the Cypher System covers so many genres, not all of the [descriptors](#choose-descriptor), -[types](#choose-type), and [foci](#choose-focus) 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 the players know. +[types](#choose-type), and [foci](#choose-focus) 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 the players know. ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** For more on special abilities, see [Chapter 9: Abilities](#chapter-9-abilities). +**Editor's Notes ---** For more on special abilities, see [Chapter 9: Abilities](#chapter-9-abilities). ::: ------------------------------------------------------------------------------------------------------------------------ @@ -1435,9 +1435,9 @@ GM](#campaign-design-checklist). 1. Choose a [descriptor](#chapter-7-descriptor) and [focus](#chapter-8-focus) first. These are the core parts of your - character\'s identity. + character's identity. -2. Choose the [type](#chapter-5-type) that best completes your character concept. If you feel there\'s something +2. Choose the [type](#chapter-5-type) that best completes your character concept. If you feel there's something missing, talk to the GM about adding a [flavor](#chapter-6-flavor). 3. Choose a [character arc](#sample-character-arcs). If the GM allows, you might be able to change your character @@ -1500,7 +1500,7 @@ Reference Rules Primer](https://www.montecookgames.com/store/product/cypher-system-rules-primer/){.og-icon .og-mcg}. [Quest Portal](https://www.questportal.com/) includes a mobile-friendly Cypher System characer sheet, and you can import -a copy of [OrangeAsp\'s The Magnus Archives Character +a copy of [OrangeAsp's The Magnus Archives Character Sheet](https://app.questportal.com/template/The-Magnus-Archives-yo6jido2kvwe) for use if your game uses the optional [Stress](#horror-rules-stress) rule. ::: @@ -1524,7 +1524,7 @@ Sheets](https://www.montecookgames.com/store/product/cypher-system-character-portfolios-and-character-sheets/){.og-icon .og-mcg} are available for free from Monte Cook Games. -Old Gus\' Unofficial Cypher System Character Sheet (OG-CSCS) is a high contrast, form-fillable PDF character sheet that +Old Gus' Unofficial Cypher System Character Sheet (OG-CSCS) is a high contrast, form-fillable PDF character sheet that allows for additional customization for your character or campaign. ::: {.alert .pb-0} @@ -1547,11 +1547,11 @@ aria-label="Download PDF: OG-CSCS (Blank)"} ::: -Alternatively, Variarte\'s Cypher System Character Sheet is form-fillable, and features a simple layout with a +Alternatively, Variarte's Cypher System Character Sheet is form-fillable, and features a simple layout with a quick-reference to help the GM teach others how to play. ::: {.alert .pb-0} -[![Thumbnail: Variarte\'s Cypher System Character Sheet](images/variarte.webp){.img-fluid .border .shadow-sm +[![Thumbnail: Variarte's Cypher System Character Sheet](images/variarte.webp){.img-fluid .border .shadow-sm aria-hidden="true"}](pdfs/cypher-variarte-character-sheet-quick-reference.pdf){.d-block .text-center aria-hidden="true"} - [Download PDF](pdfs/cypher-variarte-character-sheet-quick-reference.pdf){.btn .mt-1 .mb-1 .border @@ -1579,7 +1579,7 @@ [(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} -Old Gus\' Cypher System Quick-Reference provides a 2-page overvew of the game\'s most important rules for players. +Old Gus' Cypher System Quick-Reference provides a 2-page overvew of the game\'s most important rules for players. ::: {.alert .pb-0} [![Thumbnail: OG-CSQR](images/og-csqr.webp){.img-fluid .border @@ -1591,20 +1591,20 @@ Alternatively, try these options: -- [mrkwnzl\'s Cypher System Cheat Sheet](pdfs/Cypher_System_Rolling_Cheat_Sheet.pdf){.btn .mt-1 .mb-1 .border} -- [Roll for Joy\'s Cypher System Cheat Sheet](https://roll4joy.org/2022/06/26/cypher-system-1-page-cheat-sheet/){.btn +- [mrkwnzl's Cypher System Cheat Sheet](pdfs/Cypher_System_Rolling_Cheat_Sheet.pdf){.btn .mt-1 .mb-1 .border} +- [Roll for Joy's Cypher System Cheat Sheet](https://roll4joy.org/2022/06/26/cypher-system-1-page-cheat-sheet/){.btn .mt-1 .mb-1 .border} -- [Saki\'s Cypher System GM Screen](https://actualizedadept.itch.io/cypher-system-gm-screen-csol){.btn .mt-1 .mb-1 +- [Saki's Cypher System GM Screen](https://actualizedadept.itch.io/cypher-system-gm-screen-csol){.btn .mt-1 .mb-1 .border} -- [Saytama_sama\'s Cypher System Cheat Sheet](https://drive.google.com/file/d/1Ul_NzSSBqnEPGSyZlYP98cr8TBz9ll_c){.btn +- [Saytama_sama's Cypher System Cheat Sheet](https://drive.google.com/file/d/1Ul_NzSSBqnEPGSyZlYP98cr8TBz9ll_c){.btn .mt-1 .mb-1 .border} - -###### Player\'s Guide [#](#og-cspg){.og-h-anchor aria-hidden="true"} {#og-cspg} +###### Player's Guide [#](#og-cspg){.og-h-anchor aria-hidden="true"} {#og-cspg} [(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} -[Old Gus\' Unofficial Cypher System Player\'s Guide (OG-CSPG)](og-cspg.html) presents a condensed version of the game +[Old Gus' Unofficial Cypher System Player\'s Guide (OG-CSPG)](og-cspg.html) presents a condensed version of the game rules and character options just for players. You can read it online or use the PDF to print excerpts for player portfolios for descriptors, types, foci, and more. @@ -1624,7 +1624,7 @@ [Monte Cook Games](https://www.montecookgames.com/store/){.og-icon .og-mcg} sells a number of useful physical card decks across their product lines. -Alternatively, Old Gus\' Cypher Decks (OG-CD) includes printable roll tables with card-sized handouts for each cypher, +Alternatively, Old Gus' Cypher Decks (OG-CD) includes printable roll tables with card-sized handouts for each cypher, reference cards for the rules of cypher use, and templates for you to create your own cyphers ahead of---or during---the game. @@ -1668,8 +1668,8 @@ [(Cypher System Rulebook, page 20)]{.og-ref} -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 +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-descriptor-type-and-focus) ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} @@ -1678,8 +1678,8 @@ You can choose from four character types: [Warrior](#type-warrior), [Adept](#type-adept), [Explorer](#type-explorer), and [Speaker](#type-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 +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. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} @@ -1687,7 +1687,7 @@ 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 +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](#type-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. @@ -1710,12 +1710,12 @@ spends 1 XP and presents a solution to a problem or complication. What a player intrusion can do usually introduces a change to the world or current circumstances rather than directly changing the character. For instance, an intrusion indicating that the cypher just used still has an additional use would be appropriate, but an intrusion that heals the -character would not. If a player has no XP to spend, they can\'t use a player intrusion. +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](#rules-actions) to trigger it. A player intrusion just happens. @@ -1739,18 +1739,18 @@ - **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 +- **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 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 +- **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. @@ -1766,15 +1766,15 @@ You can spend 1 [XP](#choose-xp) to use one of the following [player intrusions](#choose-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 +- **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 +- **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 +- **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](#special-situation-attacking-objects). ::: @@ -1831,7 +1831,7 @@ 5 -You trained in an isolated monastery. The monks think of you as a brother, but you\'re a stranger to all others. +You trained in an isolated monastery. The monks think of you as a brother, but you're a stranger to all others. 6 @@ -1888,7 +1888,7 @@ 19 -You saved the lives of a family when their house burned down. They\'re indebted to you, and their neighbors regard you +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 @@ -1915,7 +1915,7 @@ - **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 +- **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. @@ -1935,7 +1935,7 @@ - [Trained Without Armor](#ability-trained-without-armor) [(193)]{.og-ref} ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The 2015 Cypher System Rulebook [(25)]{.og-ref} lists [Pierce](#ability-pierce){.og-ability} and +**Editor's Notes ---** The 2015 Cypher System Rulebook [(25)]{.og-ref} lists [Pierce](#ability-pierce){.og-ability} and [Thrust](#ability-thrust){.og-ability} as first-tier Warrior abilities. ::: @@ -2014,10 +2014,10 @@ - [Parry](#ability-parry) [(168)]{.og-ref} ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** This edition of the CSRD adds [Greater Skill with +**Editor's Notes ---** This edition of the CSRD adds [Greater Skill with Attacks](#ability-greater-skill-with-attacks){.og-ability} to the fifth-tier warrior list. This ability was included in -2015 Cypher System Rulebook [(27)]{.og-ref}, and given it\'s listing as a [sixth-tier combat -ability](#sixth-tier-combat-abilities), it\'s likely the omission here was unintentional. +2015 Cypher System Rulebook [(27)]{.og-ref}, and given it's listing as a [sixth-tier combat +ability](#sixth-tier-combat-abilities), it's likely the omission here was unintentional. ::: ##### Sixth-Tier Warrior [#](#sixth-tier-warrior){.og-h-anchor aria-hidden="true"} @@ -2035,7 +2035,7 @@ - [Weapon and Body](#ability-weapon-and-body) [(196)]{.og-ref} ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The 2015 Cypher System Rulebook [(28)]{.og-ref} lists a ranged counterpart to [Spin +**Editor's Notes ---** The 2015 Cypher System Rulebook [(28)]{.og-ref} lists a ranged counterpart to [Spin Attack](#ability-spin-attack){.og-ability}---[Shooting Gallery](#ability-shooting-gallery){.og-ability}---as a sixth-tier Warrior ability. ::: @@ -2051,7 +2051,7 @@ 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](#ability-trained-without-armor){.og-ability} so he eases Speed defense actions. For his second ability, he chooses [Combat Prowess](#ability-combat-prowess){.og-ability} so he can inflict extra damage with his big knife. @@ -2060,7 +2060,7 @@ him a [Speed](#speed) [Edge](#edge) of 1. He rounds out his character with [Physical Skills](#ability-physical-skills){.og-ability} and chooses swimming and running. -The Warrior can bear two [cyphers](#choose-cyphers). The GM decides that Ray\'s first cypher is a pill that restores 6 +The Warrior can bear two [cyphers](#choose-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](#rules-distance). @@ -2068,17 +2068,17 @@ descriptor rules, Ray chooses [Strong](#descriptor-strong), which increases his [Might](#might) [Pool](#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](#equipment-weapons). He chooses a baseball bat that he\'ll use in a pinch. He keeps it in +extra medium or heavy [weapon](#equipment-weapons). 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](#focus-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](#speed) [defense rolls](#action-defend) if he has both knives out (the -\"[shield](#equipment-armor-shields)\" counts as an asset). The GM agrees. During the game, Ray\'s Warrior will be hard +\"[shield](#equipment-armor-shields)\" 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](#rules-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 +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 fighter. For his character arc, Ray chooses [Defeat a Foe](#arc-defeat-a-foe). That foe, he decides, is none other than someone @@ -2101,7 +2101,7 @@ magic, psychic powers, mutant abilities, or just a wide variety of intricate devices, depending on the setting. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -\"Magic\" here is a term used very loosely. It\'s a catch-all for the kinds of wondrous, possibly supernatural things +\"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. ::: @@ -2123,9 +2123,9 @@ ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} 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 +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. +not have Adepts. That's okay too. ::: ::: {.alert .ps-4 .pb-0} @@ -2140,7 +2140,7 @@ allies 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. + to an 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 @@ -2180,15 +2180,15 @@ 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. @@ -2217,7 +2217,7 @@ - **Weapons:** You can use light weapons without penalty. You have an [inability](#key-concepts) 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 +- **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. @@ -2306,7 +2306,7 @@ - [True Senses](#ability-true-senses) [(194)]{.og-ref} ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The 2015 Cypher System Rulebook [(36)]{.og-ref} lists [Divide Your +**Editor's Notes ---** The 2015 Cypher System Rulebook [(36)]{.og-ref} lists [Divide Your Mind](#ability-divide-your-mind){.og-ability} as a fifth-tier Adept ability. It may have been removed to preserve its niche as a [focus](#choose-focus) ability. ::: @@ -2339,7 +2339,7 @@ character, Onslaught, Ward, and Scan are all spells she has mastered 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 +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](#descriptor-graceful), which adds 2 points to her Speed Pool, bringing it to @@ -2348,10 +2348,10 @@ graceful, lithe movements that she incorporates into her spells. For her focus, she chooses [Leads](#focus-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 +round her out---she's good in all kinds of situations. Moreover, she has the [Good Advice](#ability-good-advice){.og-ability} 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 +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. @@ -2362,9 +2362,9 @@ ::: ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -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](#type-adept)) start with [Magic -Training](#ability-magic-training){.og-ability} as one of their tier 1 abilities. This doesn\'t make the character any +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](#type-adept)) start with [Magic +Training](#ability-magic-training){.og-ability} 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. ::: @@ -2382,13 +2382,13 @@ - **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 + Explorer 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. @@ -2444,7 +2444,7 @@ ::: table-responsive 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. @@ -2459,7 +2459,7 @@ 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. @@ -2486,7 +2486,7 @@ - **Weapons:** You can use light and medium weapons without penalty. You have an [inability](#key-concepts) 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 +- **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. @@ -2618,23 +2618,23 @@ medium armor when exploring. Last, they choose [Knowledge Skills](#ability-knowledge-skills){.og-ability} 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](#descriptor-hardy), -which increases their Might Pool to 17. They also heal more quickly and can operate better when injured. They\'re +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](#key-concepts) with -[initiative](#rules-encounters-rounds-and-initiative); however, it\'s effectively canceled out by their Danger Sense +[initiative](#rules-encounters-rounds-and-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](#focus-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 capable Explorer. +jumping. They're quite the capable Explorer. For their character arc, Sam chooses [Enterprise](#arc-enterprise). Exploring alien places sometimes turns up strange relics, and Sam figures they might be able to set up a service to reliably transport these items to responsible third @@ -2654,14 +2654,14 @@ - **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 +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 + with 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 @@ -2678,16 +2678,16 @@ When playing a Speaker, you can spend 1 [XP](#choose-xp) to use one of the following [player intrusions](#choose-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 +- **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](#followers) or other already-friendly NPC suggests a course of action with - regard to an urgent question, problem, or obstacle you\'re facing. + regard to an urgent 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. + there's something you\'re failing to understand or grasp. ::: ##### Speaker Stat Pools [#](#speaker-stat-pools){.og-h-anchor aria-hidden="true"} @@ -2718,25 +2718,25 @@ 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. : Adept Background Connection ::: @@ -2759,7 +2759,7 @@ - **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 +- **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. @@ -2788,7 +2788,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** In the 2015 Cypher System Rulebook [(46)]{.og-ref}, [Babel](#ability-babel){.og-ability} is +**Editor's Notes ---** In the 2015 Cypher System Rulebook [(46)]{.og-ref}, [Babel](#ability-babel){.og-ability} is listed a second-tier Speaker ability. ::: @@ -2811,10 +2811,10 @@ - [Unexpected Betrayal](#ability-unexpected-betrayal) [(195)]{.og-ref} ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** This edition of the CSRD omits the [Interaction +**Editor's Notes ---** This edition of the CSRD omits the [Interaction Skills](#ability-interaction-skills){.og-ability} ability from the list of second-tier Speaker abilities, because it is already assigned at first-tier. This is likely a misprint introduced by the removal of the 2015 Cypher System -Rulebook\'s [Skills](#ability-skills){.og-ability} ability. +Rulebook's [Skills](#ability-skills){.og-ability} ability. ::: ##### Third-Tier Speaker [#](#third-tier-speaker){.og-h-anchor aria-hidden="true"} @@ -2838,7 +2838,7 @@ - [Telling](#ability-telling) [(190)]{.og-ref} ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** In the 2015 Cypher System Rulebook [(48)]{.og-ref}, [Quick +**Editor's Notes ---** In the 2015 Cypher System Rulebook [(48)]{.og-ref}, [Quick Wits](#ability-quick-wits){.og-ability} is listed as a fouth-tier Speaker ability. ::: @@ -2877,7 +2877,7 @@ - [Stimulate](#ability-stimulate) [(186)]{.og-ref} ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** In the 2015 Cypher System Rulebook [(49)]{.og-ref}, [Font of +**Editor's Notes ---** In the 2015 Cypher System Rulebook [(49)]{.og-ref}, [Font of Inspiration](#ability-font-of-inspiration){.og-ability} is listed as a fifth-tier Speaker ability. The ability was omitted from the 2019 [Cypher System Rulebook](https://www.montecookgames.com/store/product/cypher-system-rulebook-2/){.og-icon .og-mcg}. @@ -2906,35 +2906,35 @@ 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](#ability-fast-talk){.og-ability} and [Spin Identity](#ability-spin-identity){.og-ability} 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, +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](#ability-encouragement){.og-ability} as well. Mary rounds out her first-tier abilities with [Interaction Skills](#ability-interaction-skills){.og-ability} (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 +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](#descriptor-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 +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](#recovery-rolls) each day. At first, Mary is sad that her descriptor gives her an [inability](#key-concepts) 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 figuring out the information herself. +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](#focus-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 investigate the weird. +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 investigate the weird. -For her character arc, Mary chooses [Fall From Grace](#arc-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 +For her character arc, Mary chooses [Fall From Grace](#arc-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. ::: @@ -2948,7 +2948,7 @@ better fit the genre or setting, or by a player and a GM to tweak a character to fit a concept. ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** For more on customizing PCs, see [Optional Rules](#choose-optional-rules). +**Editor's Notes ---** For more on customizing PCs, see [Optional Rules](#choose-optional-rules). ::: ##### Modifying Type Aspects [#](#modifying-type-aspects){.og-h-anchor aria-hidden="true"} @@ -2972,7 +2972,7 @@ [weapons](#equipment-weapons) without a penalty. [Warriors](#first-tier-warrior) can use all weapons, [Explorers](#first-tier-explorer) can use light and medium weapons, and [Adepts](#first-tier-adept) and [Speakers](#first-tier-speaker) can use light weapons. Any one of these weapon abilities can be sacrificed to gain - training in a different [skill](#skills) of the player\'s choice. + training in a different [skill](#skills) of the player's choice. ::: ##### Drawbacks and Penalties [#](#drawbacks-and-penalties){.og-h-anchor aria-hidden="true"} @@ -2988,8 +2988,8 @@ At any time, a player can give their character a 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](#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 + 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](#key-concepts) are like negative [skills](#skills). They make one type of task harder @@ -2999,7 +2999,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** For more drawbacks for PCs, see [harmful mutations](#harmful-mutations) and [XP +**Editor's Notes ---** For more drawbacks for PCs, see [harmful mutations](#harmful-mutations) and [XP advance](#optional-rule-xp-advance). ::: @@ -3051,12 +3051,12 @@ - Responder [(FR, 19)]{.og-ref} -*See also: [First Responders --- Foci](#first-responders-foci) and [First Responders --- What\'s in the +*See also: [First Responders --- Foci](#first-responders-foci) and [First Responders --- What's in the Book?](#first-responders-product)* ##### Gods of the Fall --- Types[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/gods-of-the-fall/){aria-label="Purchase Gods of the Fall"} [#](#gods-of-the-fall-types){.og-h-anchor aria-hidden="true"} {#gods-of-the-fall-types .og-h-small .og-h-small-icon .og-border} -*The Gods are eead---now it\'s your turn.* +*The Gods are eead---now it's your turn.* - [Champion](#type-warrior) [(GODS, 106)]{.og-ref} - [Destroyer](#type-explorer) [(GODS, 115)]{.og-ref} @@ -3064,10 +3064,10 @@ - [Shaper](#type-adept) [(GODS, 111)]{.og-ref} *See also: [Gods of the Fall --- Descriptors](#gods-of-the-fall-descriptors), [Gods of the Fall --- -Foci](#gods-of-the-fall-foci), and [Gods of the Fall --- What\'s in the Book?](#gods-of-the-fall-product)* +Foci](#gods-of-the-fall-foci), and [Gods of the Fall --- What's in the Book?](#gods-of-the-fall-product)* ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** To reconcile changes between the 2015 Cypher System Rulebook and CSRD, see [Ability Category: +**Editor's Notes ---** To reconcile changes between the 2015 Cypher System Rulebook and CSRD, see [Ability Category: Errata](#abilities-category-errata). ::: @@ -3081,7 +3081,7 @@ - Shriker [(HBP, 29)]{.og-ref} *See also: [Harrow: The Blighted Plane --- Descriptors](#harrow-the-blighted-plane-descriptors), [Harrow: The Blighted -Plane --- Foci](#harrow-the-blighted-plane-foci), and [Harrow: The Blighted Plane --- What\'s in the +Plane --- Foci](#harrow-the-blighted-plane-foci), and [Harrow: The Blighted Plane --- What's in the Book?](#harrow-the-blighted-plane-product)* ##### The Magnus Archives --- Types[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/the-magnus-archives-roleplaying-game/){aria-label="Purchase The Magnus Archives"} [#](#magnus-archives-types){.og-h-anchor aria-hidden="true"} {#magnus-archives-types .og-h-small .og-h-small-icon .og-border} @@ -3094,17 +3094,17 @@ - [Protector](#type-warrior) [(TMA, 36)]{.og-ref} *See also: [The Magnus Archives --- Descriptors](#magnus-archives-descriptors), [The Magnus Archives --- -Foci](#magnus-archives-foci), and [The Magnus Archives --- What\'s in the Book?](#magnus-archives-product)* +Foci](#magnus-archives-foci), and [The Magnus Archives --- What's in the Book?](#magnus-archives-product)* ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** There are a few differences in *The Magnus Archives* types: +**Editor's Notes ---** There are a few differences in *The Magnus Archives* types: -- *First-Tier Occultist* [(TMA, 51)]{.og-ref}. The Occultist\'s *Weapons* entry indicates no penalty with medium +- *First-Tier Occultist* [(TMA, 51)]{.og-ref}. The Occultist's *Weapons* entry indicates no penalty with medium weapons, rendering *Practiced with Weapons* [(TMA, 53)]{.og-ref} a useless choice for a *Second-Tier Occultist*. The *First-Tier Occultist* should probably start with an inability medium and heavy weapons, like most [Adept](#type-adept) analogues. - *First-Tier Elocutionist* [(TMA, 44)]{.og-ref}. Unlike most [Speaker](#type-speaker) analogues, the Elocutionist - doesn\'t start with an inability with medium weapons. + doesn't start with an inability with medium weapons. - Using supernatural abilities can cause a PC to accumulate [Stress](#horror-rules-stress). ::: @@ -3121,7 +3121,7 @@ *See also: [Mystery Flesh Pit National Park --- Descriptors](#mystery-flesh-pit-descriptors), [Mystery Flesh Pit National Park --- Flavors](#mystery-flesh-pit-flavors), and [Mystery Flesh Pit National Park --- -Foci](#mystery-flesh-pit-foci), and [Mystery Flesh Pit National Park --- What\'s in the +Foci](#mystery-flesh-pit-foci), and [Mystery Flesh Pit National Park --- What's in the Book?](#mystery-flesh-pit-product)* ##### Numenera Discovery --- Types[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/numenera-discovery/){aria-label="Purchase Numenera Discovery"} [#](#numenera-discovery-types){.og-h-anchor aria-hidden="true"} {#numenera-discovery-types .og-h-small .og-h-small-icon .og-border} @@ -3134,7 +3134,7 @@ - [Nano](#type-adept) [(NDIS, 36)]{.og-ref} *See also: [Numenera Discovery --- Descriptors](#numenera-discovery-descriptors), [Numenera Discovery --- -Foci](#numenera-discovery-foci), and [Numenera Discovery --- What\'s in the Book?](#numenera-discovery-product)* +Foci](#numenera-discovery-foci), and [Numenera Discovery --- What's in the Book?](#numenera-discovery-product)* ##### Neon Rain --- Types[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/neon-rain/){aria-label="Purchase Neon Rain"} [#](#neon-rain-types){.og-h-anchor aria-hidden="true"} {#neon-rain-types .og-h-small .og-h-small-icon .og-border} @@ -3146,7 +3146,7 @@ - [Tech](#type-adept) [(NR, 18)]{.og-ref} *See also: [Neon Rain --- Descriptors](#neon-rain-descriptors), [Neon Rain --- Foci](#neon-rain-foci) and [Neon Rain --- -What\'s in the Book?](#neon-rain-product)* +What's in the Book?](#neon-rain-product)* ##### Mortal Fantasy --- Types[[]{.og-icon .og-shop .ms-1 toggle="tooltip" title="Purchase from Third Party"}](https://www.drivethrurpg.com/product/212843/Mortal-Fantasy){aria-label="Purchase Mortal Fantasy"} [#](#mortal-fantasy-types){.og-h-anchor aria-hidden="true"} {#mortal-fantasy-types .og-h-small .og-h-small-icon .og-border} @@ -3177,15 +3177,15 @@ - Wright [(NDES, 18)]{.og-ref} *See also: [Numenera Destiny --- Descriptors](#numenera-destiny-descriptors), [Numenera Destiny --- -Foci](#numenera-destiny-foci), and [Numenera Destiny --- What\'s in the Book?](#numenera-destiny-product)* +Foci](#numenera-destiny-foci), and [Numenera Destiny --- What's in the Book?](#numenera-destiny-product)* ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** Under *First-Tier Wright* [(NDES, 22)]{.og-ref}, a Wright becomes trained in a crafting skill of +**Editor's Notes ---** Under *First-Tier Wright* [(NDES, 22)]{.og-ref}, a Wright becomes trained in a crafting skill of their choice, which include \"salvaging numenera\" and \"understanding numenera\"---among other choices. This training is immediately followed with a prescribed inability with both skills. If the Wright chooses training either of these skills, the training and inability cancel each other out (as described under the [definition of inability](#key-concepts) [(NDIS, 101)]{.og-ref}). Choosing these skills allows a Wright to effectively -[help](#cooperative-actions) [(NDIS, 118)]{.og-ref}---but not overshadow---another type\'s signature skills. +[help](#cooperative-actions) [(NDIS, 118)]{.og-ref}---but not overshadow---another type's signature skills. ::: ##### Numenera Character Options 2 --- Types[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/numenera-character-options-2/){aria-label="Purchase Numenera Character Options 2"} [#](#numenera-character-options-2-types){.og-h-anchor aria-hidden="true"} {#numenera-character-options-2-types .og-h-small .og-h-small-icon .og-border} @@ -3209,11 +3209,11 @@ - [Speaker](#type-speaker) [(OGOA, 51)]{.og-ref} *See also: [Old Gods of Appalachia --- Descriptors](#old-gods-of-appalachia-descriptors), [Old Gods of Appalachia --- -Foci](#old-gods-of-appalachia-foci), and [Old Gods of Appalachia --- What\'s in the +Foci](#old-gods-of-appalachia-foci), and [Old Gods of Appalachia --- What's in the Book?](#old-gods-of-appalachia-product)* ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** There are a few suspected misprints in the *Old Gods of Appalachia* types: +**Editor's Notes ---** There are a few suspected misprints in the *Old Gods of Appalachia* types: **Protector** @@ -3252,10 +3252,10 @@ - [Tec](#type-adept) [(PRED, 21)]{.og-ref} *See also: [Predation --- Descriptors](#predation-descriptors), [Predation --- Foci](#predation-foci), and [Predation ---- What\'s in the Book?](#predation-product)* +--- What's in the Book?](#predation-product)* ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** [Cypher limits](#cypher-limits) aren\'t prescribed in *Predation*\'s types. It\'s likely this is +**Editor's Notes ---** [Cypher limits](#cypher-limits) aren\'t prescribed in *Predation*\'s types. It\'s likely this is an oversight, and that the Karn, Osteon, and Pteryx start wth the ability to bear two cyphers, since they can choose the [Expert Cypher Use](#ability-expert-cypher-use){.og-ability} ability at third-tier. The Tec likely starts with the ability to bear three cyphers, since they can choose the [Adroit Cypher Use](#ability-adroit-cypher-use){.og-ability} @@ -3275,7 +3275,7 @@ - Wizard [(SS, 32)]{.og-ref} *See also: [Shotguns & Sorcery --- Descriptors](#shotguns-and-sorcery-descriptors), [Shotguns & Sorcery --- -Foci](#shotguns-and-sorcery-foci), and [Shotguns & Sorcery --- What\'s in the Book?](#shotguns-and-sorcery-product)* +Foci](#shotguns-and-sorcery-foci), and [Shotguns & Sorcery --- What's in the Book?](#shotguns-and-sorcery-product)* ##### The Strange --- Types[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/the-strange-corebook/){aria-label="Purchase The Strange"} [#](#the-strange-corebook-types){.og-h-anchor aria-hidden="true"} {#the-strange-corebook-types .og-h-small .og-h-small-icon .og-border} @@ -3287,7 +3287,7 @@ - Vector [(TS, 25)]{.og-ref} *See also: [The Strange --- Descriptors](#the-strange-corebook-descriptors), [The Strange --- -Foci](#the-strange-corebook-foci), and [The Strange --- What\'s in the Book?](#the-strange-corebook-product)* +Foci](#the-strange-corebook-foci), and [The Strange --- What's in the Book?](#the-strange-corebook-product)* ##### Tidal Blades --- Types[[]{.og-icon .og-shop .ms-1 toggle="tooltip" title="Purchase from Third Party"}](https://www.kickstarter.com/projects/druidcitygames/tidal-blades-rise-of-the-unfolders-cypher-system-rpg-book){aria-label="Purchase Tidal Blades"} [#](#tidal-blades-types){.og-h-anchor aria-hidden="true"} {#tidal-blades-types .og-h-small .og-h-small-icon .og-border} @@ -3310,10 +3310,10 @@ - Thinker [(UM, 38)]{.og-ref} *See also: [Unmasked --- Descriptors](#unmasked-descriptors), [Unmasked --- Foci](#unmasked-foci), and [Unmasked --- -What\'s in the Book?](#unmasked-product)* +What's in the Book?](#unmasked-product)* ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** To reconcile changes between the 2015 Cypher System Rulebook and CSRD, see [Ability Category: +**Editor's Notes ---** To reconcile changes between the 2015 Cypher System Rulebook and CSRD, see [Ability Category: Errata](#abilities-category-errata). ::: @@ -3327,7 +3327,7 @@ - [Speaker](#type-speaker) [(VURT, 55)]{.og-ref} - [Warrior](#type-warrior) [(VURT, 59)]{.og-ref} -*See also: [VURT --- Descriptors](#vurt-descriptors), [VURT --- Foci](#vurt-foci), and [VURT --- What\'s in the +*See also: [VURT --- Descriptors](#vurt-descriptors), [VURT --- Foci](#vurt-foci), and [VURT --- What's in the Book?](#vurt-product)* ------------------------------------------------------------------------------------------------------------------------ @@ -3389,7 +3389,7 @@ contains descriptions for [type](#choose-type) and [focus](#choose-focus) abilities in a single vast catalog. ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** For more on customizing PCs, see [Optional Rules](#choose-optional-rules). +**Editor's Notes ---** For more on customizing PCs, see [Optional Rules](#choose-optional-rules). ::: ::: {.alert .ps-4 .pb-0} @@ -3397,8 +3397,8 @@ [(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} -Using this rule, [flavor](#choose-flavor) abilities are added to a PC\'s list of [type](#choose-type) abilities---but no -sacrifices from the list are made. Since this rule makes flavor purely additive, it\'s probably a good idea if every PC +Using this rule, [flavor](#choose-flavor) abilities are added to a PC's list of [type](#choose-type) abilities---but no +sacrifices from the list are made. Since this rule makes flavor purely additive, it's probably a good idea if every PC has the option to choose a flavor at the start of the game, or earn one in the game, for example, by completing a [character arc](#choose-character-arc). @@ -3407,8 +3407,8 @@ [(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} This section is based on *Using Character Types to Define the Setting* [(415)]{.og-ref}. Using this rule, the GM allows -personalized flavors for PCs. It can be a good idea to choose a new name for the PC\'s When using this option, it\'s a -good the PC\'s [type](#choose-type) a new name that reflects their individual, group, or societal role in the setting, +personalized flavors for PCs. It can be a good idea to choose a new name for the PC's When using this option, it\'s a +good the PC's [type](#choose-type) a new name that reflects their individual, group, or societal role in the setting, and choose any [optional character advancements](#optional-character-advancements) they might have available to them. - **Gaining a Flavor:** The GM might allow PCs to earn a flavor by completing a [character arc](#choose-character-arc) @@ -3418,12 +3418,12 @@ benefit](#experience-points-long-term-benefits) or [character advancement](#character-advancement). - **Adding Flavor Abilities:** When a PC gains a flavor or advance to the next tier, that player and the GM should - work together to create a list of [special abilities](#choose-abilities) appropriate for the PC\'s tier. If the PC + work together to create a list of [special abilities](#choose-abilities) appropriate for the PC's tier. If the PC gained their flavor at a after reaching second-tier, the GM should allow them to make a few additional exchanges of type abilities. - **Approving Flavor Abilities:** The GM approves each ability to determine it is of appropriate tier, it is - appropriate to the game setting, and---most importantly---won\'t make another PC feel redundant, or be disruptive in + appropriate to the game setting, and---most importantly---won't make another PC feel redundant, or be disruptive in the game. ::: @@ -3431,17 +3431,17 @@ #### Charms and Figments Flavor [#](#flavor-charms-and-figments){.og-h-anchor aria-hidden="true"} {#flavor-charms-and-figments .og-border} -[(It\'s Only Magic, page 70)]{.og-ref} +[(It's Only Magic, page 70)]{.og-ref} Creating illusions and affecting minds are sometimes considered \"soft\" magical disciplines (as opposed to \"hard\" -disciplines that manipulate energy or physical matter). It\'s common for a character with an interest in one to learn a +disciplines that manipulate energy or physical matter). It's common for a character with an interest in one to learn a few spells in the other. ::: row ::: {.col .col-md-6} ##### First-Tier Charms and Figments Abilities [#](#first-tier-charms-and-figments-abilities){.og-h-anchor aria-hidden="true"} {#first-tier-charms-and-figments-abilities .og-h-small} -[(It\'s Only Magic, page 70)]{.og-ref} +[(It's Only Magic, page 70)]{.og-ref} - [Background Music](#ability-background-music) [(IOM, 65, 70)]{.og-ref} - [Fast Talk](#ability-fast-talk) [(138)]{.og-ref} @@ -3454,7 +3454,7 @@ ::: {.col .col-md-6} ##### Second-Tier Charms and Figments Abilities [#](#second-tier-charms-and-figments-abilities){.og-h-anchor aria-hidden="true"} {#second-tier-charms-and-figments-abilities .og-h-small} -[(It\'s Only Magic, page 70)]{.og-ref} +[(It's Only Magic, page 70)]{.og-ref} - [Calm Stranger](#ability-calm-stranger) [(118)]{.og-ref} - [Cloud Personal Memories](#ability-cloud-personal-memories) [(119)]{.og-ref} @@ -3465,7 +3465,7 @@ ::: {.col .col-md-6} ##### Third-Tier Charms and Figments Abilities [#](#third-tier-charms-and-figments-abilities){.og-h-anchor aria-hidden="true"} {#third-tier-charms-and-figments-abilities .og-h-small} -[(It\'s Only Magic, page 70)]{.og-ref} +[(It's Only Magic, page 70)]{.og-ref} - [Advanced Command](#ability-advanced-command) [(108)]{.og-ref} - [Illusory Disguise](#ability-illusory-disguise) [(150)]{.og-ref} @@ -3475,7 +3475,7 @@ ::: {.col .col-md-6} ##### Fourth-Tier Charms and Figments Abilities [#](#fourth-tier-charms-and-figments-abilities){.og-h-anchor aria-hidden="true"} {#fourth-tier-charms-and-figments-abilities .og-h-small} -[(It\'s Only Magic, page 70)]{.og-ref} +[(It's Only Magic, page 70)]{.og-ref} - [Calm](#ability-calm) [(118)]{.og-ref} - [Major Illusion](#ability-major-illusion) [(160)]{.og-ref} @@ -3487,7 +3487,7 @@ ::: {.col .col-md-6} ##### Fifth-Tier Charms and Figments Abilities [#](#fifth-tier-charms-and-figments-abilities){.og-h-anchor aria-hidden="true"} {#fifth-tier-charms-and-figments-abilities .og-h-small} -[(It\'s Only Magic, page 70)]{.og-ref} +[(It's Only Magic, page 70)]{.og-ref} - [Crowd Control](#ability-crowd-control) [(123)]{.og-ref} - [Mind Games](#ability-mind-games) [(162)]{.og-ref} @@ -3497,7 +3497,7 @@ ::: {.col .col-md-6} ##### Sixth-Tier Charms and Figments Abilities [#](#sixth-tier-charms-and-figments-abilities){.og-h-anchor aria-hidden="true"} {#sixth-tier-charms-and-figments-abilities .og-h-small} -[(It\'s Only Magic, page 70)]{.og-ref} +[(It's Only Magic, page 70)]{.og-ref} - [Flee](#ability-flee) [(141)]{.og-ref} - [Terrifying Image](#ability-terrifying-image) [(189)]{.og-ref} @@ -3534,7 +3534,7 @@ - [Trained Without Armor](#ability-trained-without-armor) [(193)]{.og-ref} ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The 2015 Cypher System Rulebook [(51)]{.og-ref} lists [Bash](#ability-bash){.og-ability}, +**Editor's Notes ---** The 2015 Cypher System Rulebook [(51)]{.og-ref} lists [Bash](#ability-bash){.og-ability}, [Pierce](#ability-pierce){.og-ability}, and [Thrust](#ability-thrust){.og-ability} as second-tier combat abilities. ::: ::: @@ -3585,16 +3585,16 @@ #### Cozy Magic Flavor [#](#flavor-cozy-magic){.og-h-anchor aria-hidden="true"} {#flavor-cozy-magic .og-border} -[(It\'s Only Magic, page 71)]{.og-ref} +[(It's Only Magic, page 71)]{.og-ref} -Sometimes a sorcerer isn\'t interested in combat magic and secrets of the universe. Sometimes \"cozy magic\" is enough: +Sometimes a sorcerer isn't interested in combat magic and secrets of the universe. Sometimes \"cozy magic\" is enough: bonding with a group of close friends, having a nice house, and providing support and comfort in times of need. ::: row ::: {.col .col-md-6} ##### First-Tier Cozy Magic Abilities [#](#first-tier-cozy-magic-abilities){.og-h-anchor aria-hidden="true"} {#first-tier-cozy-magic-abilities .og-h-small} -[(It\'s Only Magic, page 71)]{.og-ref} +[(It's Only Magic, page 71)]{.og-ref} - [Advice From a Friend](#ability-advice-from-a-friend) [(109)]{.og-ref} - [Check Status](#ability-check-status) [(IOM, 71)]{.og-ref} @@ -3605,7 +3605,7 @@ ::: {.col .col-md-6} ##### Second-Tier Cozy Magic Abilities [#](#second-tier-cozy-magic-abilities){.og-h-anchor aria-hidden="true"} {#second-tier-cozy-magic-abilities .og-h-small} -[(It\'s Only Magic, page 72)]{.og-ref} +[(It's Only Magic, page 72)]{.og-ref} - [Emotional Support Pet](#ability-emotional-support-pet) [(IOM, 72)]{.og-ref} - [Fetch](#ability-fetch) [(139)]{.og-ref} @@ -3617,7 +3617,7 @@ ::: {.col .col-md-6} ##### Third-Tier Cozy Magic Abilities [#](#third-tier-cozy-magic-abilities){.og-h-anchor aria-hidden="true"} {#third-tier-cozy-magic-abilities .og-h-small} -[(It\'s Only Magic, page 72)]{.og-ref} +[(It's Only Magic, page 72)]{.og-ref} - [Informer](#ability-informer) [(153)]{.og-ref} - [Laundry Day](#ability-laundry-day) [(IOM, 72)]{.og-ref} @@ -3627,7 +3627,7 @@ ::: {.col .col-md-6} ##### Fourth-Tier Cozy Magic Abilities [#](#fourth-tier-cozy-magic-abilities){.og-h-anchor aria-hidden="true"} {#fourth-tier-cozy-magic-abilities .og-h-small} -[(It\'s Only Magic, page 72)]{.og-ref} +[(It's Only Magic, page 72)]{.og-ref} - [Able Assistance](#ability-able-assistance) [(108)]{.og-ref} - [Pay It Forward](#ability-pay-it-forward) [(168)]{.og-ref} @@ -3637,7 +3637,7 @@ ::: {.col .col-md-6} ##### Fifth-Tier Cozy Magic Abilities [#](#fifth-tier-cozy-magic-abilities){.og-h-anchor aria-hidden="true"} {#fifth-tier-cozy-magic-abilities .og-h-small} -[(It\'s Only Magic, page 72)]{.og-ref} +[(It's Only Magic, page 72)]{.og-ref} - [Group Friendship](#ability-group-friendship) [(147)]{.og-ref} - [Undo](#ability-undo) [(195)]{.og-ref} @@ -3646,9 +3646,9 @@ ::: {.col .col-md-6} ##### Sixth-Tier Cozy Magic Abilities [#](#sixth-tier-cozy-magic-abilities){.og-h-anchor aria-hidden="true"} {#sixth-tier-cozy-magic-abilities .og-h-small} -[(It\'s Only Magic, page 72)]{.og-ref} +[(It's Only Magic, page 72)]{.og-ref} -- [Drawing on Life\'s Experiences](#ability-drawing-on-lifes-experiences) [(131)]{.og-ref} +- [Drawing on Life's Experiences](#ability-drawing-on-lifes-experiences) [(131)]{.og-ref} - [Stimulate](#ability-stimulate) [(186)]{.og-ref} - [Telepathic Network](#ability-telepathic-network) [(190)]{.og-ref} ::: @@ -3656,7 +3656,7 @@ #### Divination Flavor [#](#flavor-divination){.og-h-anchor aria-hidden="true"} {#flavor-divination .og-border} -[(It\'s Only Magic, page 73)]{.og-ref} +[(It's Only Magic, page 73)]{.og-ref} Knowledge is power! Characters with the divination flavor are familiar with using magic to learn information, see into hidden places, and discover secrets. @@ -3665,7 +3665,7 @@ ::: {.col .col-md-6} ##### First-Tier Divination Abilities [#](#first-tier-divination-abilities){.og-h-anchor aria-hidden="true"} {#first-tier-divination-abilities .og-h-small} -[(It\'s Only Magic, page 73)]{.og-ref} +[(It's Only Magic, page 73)]{.og-ref} - [Babel](#ability-babel) [(112)]{.og-ref} - [Scan](#ability-scan) [(179)]{.og-ref} @@ -3675,7 +3675,7 @@ ::: {.col .col-md-6} ##### Second-Tier Divination Abilities [#](#second-tier-divination-abilities){.og-h-anchor aria-hidden="true"} {#second-tier-divination-abilities .og-h-small} -[(It\'s Only Magic, page 73)]{.og-ref} +[(It's Only Magic, page 73)]{.og-ref} - [Diagnose Device](#ability-diagnose-device) [(IOM, 73, 75)]{.og-ref} - [Mind Reading](#ability-mind-reading) [(162)]{.og-ref} @@ -3687,7 +3687,7 @@ ::: {.col .col-md-6} ##### Third-Tier Divination Abilities [#](#third-tier-divination-abilities){.og-h-anchor aria-hidden="true"} {#third-tier-divination-abilities .og-h-small} -[(It\'s Only Magic, page 73)]{.og-ref} +[(It's Only Magic, page 73)]{.og-ref} - [Creature Insight](#ability-creature-insight) [(123)]{.og-ref} - [Device Insight](#ability-device-insight) [(129)]{.og-ref} @@ -3698,7 +3698,7 @@ ::: {.col .col-md-6} ##### Fourth-Tier Divination Abilities [#](#fourth-tier-divination-abilities){.og-h-anchor aria-hidden="true"} {#fourth-tier-divination-abilities .og-h-small} -[(It\'s Only Magic, page 73)]{.og-ref} +[(It's Only Magic, page 73)]{.og-ref} - [Reading the Room](#ability-reading-the-room) [(175)]{.og-ref} - [Remote Viewing](#ability-remote-viewing) [(176)]{.og-ref} @@ -3708,7 +3708,7 @@ ::: {.col .col-md-6} ##### Fifth-Tier Divination Abilities [#](#fifth-tier-divination-abilities){.og-h-anchor aria-hidden="true"} {#fifth-tier-divination-abilities .og-h-small} -[(It\'s Only Magic, page 73)]{.og-ref} +[(It's Only Magic, page 73)]{.og-ref} - [Knowing the Unknown](#ability-knowing-the-unknown) [(156)]{.og-ref} - [Read the Signs](#ability-read-the-signs) [(176)]{.og-ref} @@ -3718,7 +3718,7 @@ ::: {.col .col-md-6} ##### Sixth-Tier Divination Abilities [#](#sixth-tier-divination-abilities){.og-h-anchor aria-hidden="true"} {#sixth-tier-divination-abilities .og-h-small} -[(It\'s Only Magic, page 73)]{.og-ref} +[(It's Only Magic, page 73)]{.og-ref} - [See Through Time](#ability-see-through-time) [(191)]{.og-ref} ::: @@ -3734,7 +3734,7 @@ An [Explorer](#type-explorer) flavored with magic might be a wizard-hunter, and a [Speaker](#type-speaker) with magical flavor might be a sorcerer-bard. Although an [Adept](#type-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. +that swapping some of the type's basic abilities with those given here tailors the character in desirable ways. [(34)]{.og-ref} ::: row @@ -3793,7 +3793,7 @@ - [Create](#ability-create) [(122)]{.og-ref} - [Divine Intervention](#ability-divine-intervention) [(130)]{.og-ref} -- [Dragon\'s Maw](#ability-dragons-maw) [(131)]{.og-ref} +- [Dragon's Maw](#ability-dragons-maw) [(131)]{.og-ref} - [Fast Travel](#ability-fast-travel) [(139)]{.og-ref} - [True Senses](#ability-true-senses) [(194)]{.og-ref} ::: @@ -3812,18 +3812,18 @@ #### Modern Magic Flavor [#](#flavor-modern-magic){.og-h-anchor aria-hidden="true"} {#flavor-modern-magic .og-border} -[(It\'s Only Magic, page 74)]{.og-ref} +[(It's Only Magic, page 74)]{.og-ref} Characters who live in a [modern world with magic and technology](#chapter-14-a-modern-magic) often know a bit about mixing the two of them together. These characters usually pick up a few useful spells (such as disrupting hostile magic -or disabling a mugger\'s pistol) from various sources, much like how people tend to learn skills unrelated to their day +or disabling a mugger's pistol) from various sources, much like how people tend to learn skills unrelated to their day job (like cooking, dancing, and playing guitar). ::: row ::: {.col .col-md-6} ##### First-Tier Modern Magic Abilities [#](#first-tier-modern-magic-abilities){.og-h-anchor aria-hidden="true"} {#first-tier-modern-magic-abilities .og-h-small} -[(It\'s Only Magic, page 74)]{.og-ref} +[(It's Only Magic, page 74)]{.og-ref} - [Cantrips](#cantrips) [(IOM, 82)]{.og-ref} (choose any four) - [Annoy Electronics](#ability-annoy-electronics) [(IOM, 74)]{.og-ref} @@ -3837,7 +3837,7 @@ ::: {.col .col-md-6} ##### Second-Tier Modern Magic Abilities [#](#second-tier-modern-magic-abilities){.og-h-anchor aria-hidden="true"} {#second-tier-modern-magic-abilities .og-h-small} -[(It\'s Only Magic, page 75)]{.og-ref} +[(It's Only Magic, page 75)]{.og-ref} - [Charm Machine](#ability-charm-machine) [(119)]{.og-ref} - [Dispel Magic](#ability-dispel-magic) [(IOM, 75)]{.og-ref} @@ -3851,7 +3851,7 @@ ::: {.col .col-md-6} ##### Third-Tier Modern Magic Abilities [#](#third-tier-modern-magic-abilities){.og-h-anchor aria-hidden="true"} {#third-tier-modern-magic-abilities .og-h-small} -[(It\'s Only Magic, page 75)]{.og-ref} +[(It's Only Magic, page 75)]{.og-ref} - [Diagnose Device](#ability-diagnose-device) [(IOM, 73, 75)]{.og-ref} - [Network Tap](#ability-network-tap) [(165)]{.og-ref} @@ -3861,7 +3861,7 @@ ::: {.col .col-md-6} ##### Fourth-Tier Modern Magic Abilities [#](#fourth-tier-modern-magic-abilities){.og-h-anchor aria-hidden="true"} {#fourth-tier-modern-magic-abilities .og-h-small} -[(It\'s Only Magic, page 75)]{.og-ref} +[(It's Only Magic, page 75)]{.og-ref} - [Repair Machine](#ability-repair-machine) [(IOM, 75)]{.og-ref} - [Soothe the Savage](#ability-soothe-the-savage) [(184)]{.og-ref} @@ -3870,7 +3870,7 @@ ::: {.col .col-md-6} ##### Fifth-Tier Modern Magic Abilities [#](#fifth-tier-modern-magic-abilities){.og-h-anchor aria-hidden="true"} {#fifth-tier-modern-magic-abilities .og-h-small} -[(It\'s Only Magic, page 75)]{.og-ref} +[(It's Only Magic, page 75)]{.og-ref} - [Granite Wall](#ability-granite-wall) [(146)]{.og-ref} - [Tower of Will](#ability-tower-of-will) [(193)]{.og-ref} @@ -3879,7 +3879,7 @@ ::: {.col .col-md-6} ##### Sixth-Tier Modern Magic Abilities [#](#sixth-tier-modern-magic-abilities){.og-h-anchor aria-hidden="true"} {#sixth-tier-modern-magic-abilities .og-h-small} -[(It\'s Only Magic, page 75)]{.og-ref} +[(It's Only Magic, page 75)]{.og-ref} - [Information Gathering](#ability-information-gathering) [(153)]{.og-ref} - [Trust to Luck](#ability-trust-to-luck) [(194)]{.og-ref} @@ -3888,7 +3888,7 @@ #### Protection Flavor [#](#flavor-protection){.og-h-anchor aria-hidden="true"} {#flavor-protection .og-border} -[(It\'s Only Magic, page 76)]{.og-ref} +[(It's Only Magic, page 76)]{.og-ref} Characters with the protection flavor use magic to defend against hostile environments, hazardous substances, dangerous creatures, and intrusive mental powers. @@ -3897,7 +3897,7 @@ ::: {.col .col-md-6} ##### First-Tier Protection Abilities [#](#first-tier-protection-abilities){.og-h-anchor aria-hidden="true"} {#first-tier-protection-abilities .og-h-small} -[(It\'s Only Magic, page 76)]{.og-ref} +[(It's Only Magic, page 76)]{.og-ref} - [Closed Mind](#ability-closed-mind) [(119)]{.og-ref} - [Resonance Field](#ability-resonance-field) [(176)]{.og-ref} @@ -3907,7 +3907,7 @@ ::: {.col .col-md-6} ##### Second-Tier Protection Abilities [#](#second-tier-protection-abilities){.og-h-anchor aria-hidden="true"} {#second-tier-protection-abilities .og-h-small} -[(It\'s Only Magic, page 76)]{.og-ref} +[(It's Only Magic, page 76)]{.og-ref} - [Safe Sex](#ability-safe-sex) [(IOM, 72, 75, 76)]{.og-ref} - [Trained Without Armor](#ability-trained-without-armor) [(193)]{.og-ref} @@ -3917,7 +3917,7 @@ ::: {.col .col-md-6} ##### Third-Tier Protection Abilities [#](#third-tier-protection-abilities){.og-h-anchor aria-hidden="true"} {#third-tier-protection-abilities .og-h-small} -[(It\'s Only Magic, page 76)]{.og-ref} +[(It's Only Magic, page 76)]{.og-ref} - [Energy Protection](#ability-energy-protection) [(134)]{.og-ref} - [Force Field Barrier](#ability-force-field-barrier) [(143)]{.og-ref} @@ -3927,7 +3927,7 @@ ::: {.col .col-md-6} ##### Fourth-Tier Protection Abilities [#](#fourth-tier-protection-abilities){.og-h-anchor aria-hidden="true"} {#fourth-tier-protection-abilities .og-h-small} -[(It\'s Only Magic, page 76)]{.og-ref} +[(It's Only Magic, page 76)]{.og-ref} - [Counter Danger](#ability-counter-danger) [(122)]{.og-ref} - [Elemental Protection](#ability-elemental-protection) [(133)]{.og-ref} @@ -3937,7 +3937,7 @@ ::: {.col .col-md-6} ##### Fifth-Tier Protection Abilities [#](#fifth-tier-protection-abilities){.og-h-anchor aria-hidden="true"} {#fifth-tier-protection-abilities .og-h-small} -[(It\'s Only Magic, page 76)]{.og-ref} +[(It's Only Magic, page 76)]{.og-ref} - [Defensive Field](#ability-defensive-field) [(127)]{.og-ref} - [Nothing But Defend](#ability-nothing-but-defend) [(166)]{.og-ref} @@ -3947,7 +3947,7 @@ ::: {.col .col-md-6} ##### Sixth-Tier Protection Abilities [#](#sixth-tier-protection-abilities){.og-h-anchor aria-hidden="true"} {#sixth-tier-protection-abilities .og-h-small} -[(It\'s Only Magic, page 76)]{.og-ref} +[(It's Only Magic, page 76)]{.og-ref} - [Reactive Field](#ability-reactive-field) [(174)]{.og-ref} - [Untouchable](#ability-untouchable) [(195)]{.og-ref} @@ -3958,7 +3958,7 @@ [(Cypher System Rulebook, page 37)]{.og-ref} -This flavor is for characters in roles that call for more knowledge and more real-world application of talent. It\'s +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. @@ -4031,7 +4031,7 @@ [(Cypher System Rulebook, page 34)]{.og-ref} -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](#type-explorer) with stealth flavor might be a thief, while a [Warrior](#type-warrior) with stealth flavor might be an assassin. An Explorer with stealth flavor in a [superhero](#chapter-18-superheroes) setting might be a crimefighter who stalks the streets at @@ -4050,7 +4050,7 @@ - [Stealth Skills](#ability-stealth-skills) [(186)]{.og-ref} ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The 2015 Cypher System Rulebook [(51)]{.og-ref} lists [Fleet of +**Editor's Notes ---** The 2015 Cypher System Rulebook [(51)]{.og-ref} lists [Fleet of Foot](#ability-fleet-of-foot){.og-ability} as a first-tier stealth ability. ::: ::: @@ -4067,7 +4067,7 @@ - [Surprise Attack](#ability-surprise-attack) [(188)]{.og-ref} ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The 2015 Cypher System Rulebook [(51)]{.og-ref} lists +**Editor's Notes ---** The 2015 Cypher System Rulebook [(51)]{.og-ref} lists [Impersonate](#ability-impersonate){.og-ability} as a second-tier stealth ability. ::: ::: @@ -4086,7 +4086,7 @@ - [Seize the Moment](#ability-seize-the-moment) [(181)]{.og-ref} ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The 2015 Cypher System Rulebook [(55)]{.og-ref} lists [Subterfuge]{.og-ability}---renamed +**Editor's Notes ---** The 2015 Cypher System Rulebook [(55)]{.og-ref} lists [Subterfuge]{.og-ability}---renamed [Subtle Steps](#ability-subtle-steps){.og-ability} in the 2019 [Cypher System Rulebook](https://www.montecookgames.com/store/product/cypher-system-rulebook-2/){.og-icon .og-mcg}---as a third-tier stealth ability. @@ -4123,7 +4123,7 @@ - [Exploit Advantage](#ability-exploit-advantage) [(137)]{.og-ref} - [Spring Away](#ability-spring-away) [(186)]{.og-ref} -- [Thief\'s Luck](#ability-thiefs-luck) [(191)]{.og-ref} +- [Thief's Luck](#ability-thiefs-luck) [(191)]{.og-ref} - [Twist of Fate](#ability-twist-of-fate) [(194)]{.og-ref} ::: ::: @@ -4138,7 +4138,7 @@ 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. [(35)]{.og-ref} +character could use some of the abilities that don't involve starships or ultratech. [(35)]{.og-ref} ::: row ::: {.col .col-md-6} @@ -4194,13 +4194,13 @@ ::: col-md-12 ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** If a PC chooses [Shipspeak](#ability-shipspeak){.og-ability} at third-tier, it requires [Machine -Bond](#ability-machine-bond){.og-ability}---which isn\'t available until fourth-tier. The GM might: +**Editor's Notes ---** If a PC chooses [Shipspeak](#ability-shipspeak){.og-ability} at third-tier, it requires [Machine +Bond](#ability-machine-bond){.og-ability}---which isn't available until fourth-tier. The GM might: - Make [Machine Bond](#ability-machine-bond){.og-ability} a third-tier ability - Make [Shipspeak](#ability-shipspeak){.og-ability} a fourth-tier ability - Use [Shipspeak](#ability-shipspeak-2015){.og-ability} from the 2015 Cypher System Rulebook [(56)]{.og-ref}, which - doesn\'t require [Machine Bond](#ability-machine-bond){.og-ability}. + doesn't require [Machine Bond](#ability-machine-bond){.og-ability}. ::: ::: @@ -4265,7 +4265,7 @@ *See also: [Mystery Flesh Pit National Park --- Descriptors](#mystery-flesh-pit-descriptors), [Mystery Flesh Pit National Park --- Types](#mystery-flesh-pit-types), [Mystery Flesh Pit National Park --- Foci](#mystery-flesh-pit-foci), -and [Mystery Flesh Pit National Park --- What\'s in the Book?](#mystery-flesh-pit-product)* +and [Mystery Flesh Pit National Park --- What's in the Book?](#mystery-flesh-pit-product)* ##### Planar Character Options --- Flavors[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/planar-character-options/){aria-label="Planar Character Options"} [#](#planar-character-options-flavors){.og-h-anchor aria-hidden="true"} {#planar-character-options-flavors .og-h-small .og-h-small-icon .og-border} @@ -4276,7 +4276,7 @@ *See also: [Planar Character Options --- Descriptors](#planar-character-options-descriptors) and [Planar Character Options --- Foci](#planar-character-options-foci)* -##### Old Gus\' Daft Drafts --- Flavors[[]{.og-icon .og-csrd-read .ms-1 toggle="tooltip" title="Read Online"}](og-dd.html){aria-label="Read Online"} [#](#og-dd-flavors){.og-h-anchor aria-hidden="true"} {#og-dd-flavors .og-h-small .og-h-small-icon .og-border} +##### Old Gus' Daft Drafts --- Flavors[[]{.og-icon .og-csrd-read .ms-1 toggle="tooltip" title="Read Online"}](og-dd.html){aria-label="Read Online"} [#](#og-dd-flavors){.og-h-anchor aria-hidden="true"} {#og-dd-flavors .og-h-small .og-h-small-icon .og-border} *A collection of free, online options for your best game ever!* @@ -4286,8 +4286,8 @@ - [Psionic](og-dd.html#flavor-psionic) [(OG-DD)]{.og-ref .og-ref-og} - [Ritualist](og-dd.html#flavor-ritualist) [(OG-DD)]{.og-ref .og-ref-og} -*See also: [Old Gus\' Daft Drafts --- Descriptors](#og-dd-descriptors), [Old Gus\' Draft Drafts --- Foci](#og-dd-foci), -and [Old Gus\' Draft Drafts --- What\'s in the Book?](#og-dd-product)* +*See also: [Old Gus' Daft Drafts --- Descriptors](#og-dd-descriptors), [Old Gus\' Draft Drafts --- Foci](#og-dd-foci), +and [Old Gus' Draft Drafts --- What\'s in the Book?](#og-dd-product)* ------------------------------------------------------------------------------------------------------------------------ @@ -4444,33 +4444,33 @@ verbs.\"](#character-descriptor-type-and-focus) Descriptors offer a one-time package of extra [abilities](#choose-abilities), [skills](#skills), or modifications to -your stat [Pools](#pool). Not all of a descriptor\'s offerings are positive character modifications. For example, some -descriptors have [inabilities](#key-concepts)---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 +your stat [Pools](#pool). Not all of a descriptor's offerings are positive character modifications. For example, some +descriptors have [inabilities](#key-concepts)---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. +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](#customizing-descriptors), including making a character\'s species their descriptor. +Descriptors](#customizing-descriptors), including making a character's species their descriptor. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} 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](#chapter-5-type) and [focus](#chapter-8-focus). However, the influence of your descriptor will remain at least somewhat important throughout -your character\'s life. +your character's life. Descriptors like [Craven](#descriptor-craven), [Cruel](#descriptor-cruel), and [Dishonorable](#descriptor-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. Still others see things like Craven and +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). ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** Completing a [character arc](#character-arcs) might cause a PC to change their descriptor. +**Editor's Notes ---** Completing a [character arc](#character-arcs) might cause a PC to change their descriptor. ::: ------------------------------------------------------------------------------------------------------------------------ @@ -4481,7 +4481,7 @@ [(Cypher System Rulebook, page 38)]{.og-ref} -You\'re attractive to others, but perhaps more important, you are likeable and charismatic. You\'ve got that \"special +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. @@ -4491,7 +4491,7 @@ - **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 +- **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. @@ -4510,19 +4510,19 @@ [(Cypher System Rulebook, page 39)]{.og-ref} -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](#recovery-rolls). -- **Altruistic:** If you\'re standing next to a creature that takes damage, you can intercede and take 1 point of that +- **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 +- **Skill:** You're trained in all tasks related to pleasant social interaction, putting other people at ease, and gaining trust. - **Helpful:** Whenever you [help](#cooperative-actions) another character, that character gains the benefit as if you @@ -4533,10 +4533,10 @@ - **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. -4. The choice was between your tattered life and helping others. You haven\'t looked back since. +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. ::: ::: col-12 @@ -4544,9 +4544,9 @@ [(Cypher System Rulebook, page 39)]{.og-ref} -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 +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: @@ -4561,7 +4561,7 @@ the first adventure. 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. 4. You told your friend that nothing could scare you, and nothing you saw would change your mind. They brought you to your current point. @@ -4572,8 +4572,8 @@ [(Cypher System Rulebook, page 40)]{.og-ref} -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 +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. @@ -4588,9 +4588,9 @@ past. You can do this one time, although the ability is renewed each time you make a [recovery roll](#recovery-rolls). -- **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. @@ -4611,7 +4611,7 @@ [(Cypher System Rulebook, page 40)]{.og-ref} -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. @@ -4622,7 +4622,7 @@ - **Skill:** You are trained in Intellect defense actions. -- **Chaotic:** Once after each ten-hour [recovery roll](#recovery-rolls), if you don\'t like the first result, you can +- **Chaotic:** Once after each ten-hour [recovery roll](#recovery-rolls), 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. @@ -4633,7 +4633,7 @@ 1. Another PC recruited you while you were on your best behavior, before realizing how chaotic you were. 2. You have reason to believe that being with the other PCs will help you gain control over your erratic behavior. 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. ::: ::: col-12 @@ -4641,19 +4641,19 @@ [(Cypher System Rulebook, page 41)]{.og-ref} -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. @@ -4664,7 +4664,7 @@ - **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. +- **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 @@ -4672,7 +4672,7 @@ 1. You convinced one of the other PCs to tell you what they were doing. 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. ::: @@ -4682,20 +4682,20 @@ [(Cypher System Rulebook, page 41)]{.og-ref} -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, +- **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, @@ -4710,7 +4710,7 @@ 1. You convinced one of the other PCs to tell you what they were doing. 2. From afar, you observed that something interesting was going on. 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. ::: ::: col-12 @@ -4718,7 +4718,7 @@ [(Cypher System Rulebook, page 41)]{.og-ref} -Graceless and awkward, you were told that you\'d grow out of it, but you never did. You often drop things, trip over +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. @@ -4734,12 +4734,12 @@ - **Dumb Luck:** The GM can introduce a [GM intrusion](#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 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 + 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 wishes, they can use GM intrusions based on your clumsiness normally (awarding [XP](#choose-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. @@ -4776,11 +4776,11 @@ - **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 +- **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 @@ -4789,12 +4789,12 @@ - **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. 3. One of the other PCs bullied you into coming along. 4. The group answered your cries for help when you were in trouble. @@ -4807,7 +4807,7 @@ 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. @@ -4815,9 +4815,9 @@ - **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 +- **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. + 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. @@ -4825,16 +4825,16 @@ - **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 + out 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. 4. A creative life is often one beset with financial hurdles. You joined the PCs because you hoped it would be profitable. @@ -4846,7 +4846,7 @@ [(Cypher System Rulebook, page 43)]{.og-ref} 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 +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. @@ -4862,15 +4862,15 @@ - **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 +- **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 +- **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. + Any task 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. @@ -4881,7 +4881,7 @@ 1. You suspect that you might gain a long-term advantage from helping the other PCs and may be able to use that advantage against your enemies. 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. ::: @@ -4891,7 +4891,7 @@ [(Cypher System Rulebook, page 44)]{.og-ref} 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. @@ -4908,14 +4908,14 @@ - **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. -3. One of the other PCs invited you, having no idea of what you\'re truly like. +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. 4. You bullied your way in with intimidation and bluster. ::: @@ -4946,8 +4946,8 @@ the first adventure. 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. -3. One of the other PCs saved your life, and now you\'re repaying that obligation by helping them with the task at +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. 4. You suspect that the only hope you have of avoiding your fate might lie on this path. ::: @@ -4957,8 +4957,8 @@ [(Cypher System Rulebook, page 44)]{.og-ref} -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. @@ -4971,19 +4971,19 @@ - **Open Mind:** +4 to your Intellect Pool. -- **Skill:** You\'re trained in tasks involving sensing other emotions, discerning dispositions, and getting a hunch +- **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 +- **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 adventure. 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. 4. You joined the PCs to escape an unpleasant relationship or negative environment. @@ -4996,7 +4996,7 @@ 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 +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. @@ -5008,9 +5008,9 @@ - **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. @@ -5034,8 +5034,8 @@ [(Cypher System Rulebook, page 45)]{.og-ref} -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. - **Energetic:** +2 to your Speed Pool. @@ -5044,7 +5044,7 @@ - **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 +- **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 @@ -5052,7 +5052,7 @@ 1. You jumped in to save one of the other PCs who was in dire need. 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. ::: @@ -5061,12 +5061,12 @@ [(Cypher System Rulebook, page 46)]{.og-ref} -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 tomorrow +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. You gain the following characteristics: @@ -5089,7 +5089,7 @@ 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.\" -4. The other PCs needed some muscle who wouldn\'t overthink things. +4. The other PCs needed some muscle who wouldn't overthink things. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} It can be liberating and really fun to play a foolish character. In some ways, the pressure to always do the right, @@ -5098,15 +5098,15 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The advantages of the Foolish descriptor\'s *Carefree* trait might be too much for games with a +**Editor's Notes ---** The advantages of the Foolish descriptor\'s *Carefree* trait might be too much for games with a lot of rolls. The GM might use one of the following variants instead: - **Carefree:** You succeed more on luck than anything. When you roll for a task, you can roll twice and take the - higher result. After using this ability, you can\'t use it again until after your next [recovery + higher result. After using this ability, you can't use it again until after your next [recovery roll](#recovery-rolls). Enabler. - **Carefree:** You succeed more on luck than anything. When you roll for a task, you can roll twice and take the - higher result. If you succeed, you can\'t use this ability again until after your next [recovery + higher result. If you succeed, you can't use this ability again until after your next [recovery roll](#recovery-rolls). Enabler. - **Carefree:** You succeed more on luck than anything. When you roll for a task, you can roll twice and take the @@ -5120,7 +5120,7 @@ [(Cypher System Rulebook, page 46)]{.og-ref} -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. @@ -5128,18 +5128,18 @@ - **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. 1. Against your better judgment, you joined the other PCs because you saw that they were in danger. 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. ::: @@ -5150,7 +5150,7 @@ 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. @@ -5183,7 +5183,7 @@ [(Cypher System Rulebook, page 47)]{.og-ref} -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. @@ -5198,7 +5198,7 @@ - **Fast Healer:** You halve the time it takes to make a [recovery roll](#recovery-rolls) (minimum one action). - **Almost Unstoppable:** While you are impaired on [the damage track](#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 + 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 you become debilitated, and you never suffer the effects of being debilitated. You still die if all your stat Pools are 0. @@ -5226,7 +5226,7 @@ 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 +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. @@ -5246,7 +5246,7 @@ 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. 4. You bullied your way in with intimidation and bluster. ::: @@ -5262,7 +5262,7 @@ 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: @@ -5271,13 +5271,13 @@ - **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. -2. You see that what the other PCs are about to do is dangerous, and you\'d like to help protect them. +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. 3. One of the other PCs invited you, hearing of your trustworthiness. 4. You asked politely if you could join the other PCs in their mission. ::: @@ -5301,12 +5301,12 @@ - **Reckless:** +2 to your Speed Pool. -- **Skill:** You\'re trained in [initiative](#rules-encounters-rounds-and-initiative) actions (to determine who goes +- **Skill:** You're trained in [initiative](#rules-encounters-rounds-and-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, +- **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 @@ -5315,12 +5315,12 @@ 1. You heard what the other PCs were up to and suddenly decided to join them. 2. You pulled everyone together after you heard rumors about something interesting you want to see or do. 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. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -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. ::: ::: @@ -5338,19 +5338,19 @@ 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 +- **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 +- **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. @@ -5372,19 +5372,19 @@ [(Cypher System Rulebook, page 49)]{.og-ref} -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 +- **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. + path through a 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. @@ -5402,7 +5402,7 @@ [(Cypher System Rulebook, page 49)]{.og-ref} 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. @@ -5412,7 +5412,7 @@ - **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 +- **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](#recovery-rolls). @@ -5421,8 +5421,8 @@ 1. You just knew you had to come along. 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. -4. You\'re confident the reason you arrived at this point will soon become clear. +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. ::: ::: col-12 @@ -5430,27 +5430,27 @@ [(Cypher System Rulebook, page 50)]{.og-ref} -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 +- **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 +- **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 adventure. 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. 4. It was either go with the PCs or face up to a circumstance that was anything but jovial. ::: @@ -5460,10 +5460,10 @@ [(Cypher System Rulebook, page 50)]{.og-ref} -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 +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 +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. @@ -5471,12 +5471,12 @@ - **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 +- **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](#recovery-rolls) (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 + 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 and lead to new opportunities. For example, if you are captured, a guard loosens your bonds slightly, brings you water, or delivers a message. @@ -5487,7 +5487,7 @@ 1. A PC needed your help, and you agreed to come along as a kindness. 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. ::: @@ -5505,7 +5505,7 @@ - **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. @@ -5527,8 +5527,8 @@ 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: @@ -5550,7 +5550,7 @@ 3. You found a briefcase lying alongside the road. It was battered, but inside you found a lot of strange documents 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. ::: ::: col-12 @@ -5567,13 +5567,13 @@ - **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 + 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](#gm-intrusion) that directs your next action without awarding [XP](#choose-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 + 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.) @@ -5587,7 +5587,7 @@ 1. Voices in your head told you to go. 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. ::: @@ -5597,8 +5597,8 @@ [(Cypher System Rulebook, page 52)]{.og-ref} -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,\" +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. @@ -5606,9 +5606,9 @@ - **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. @@ -5617,7 +5617,7 @@ 1. While repairing a nearby machine, you overheard the other PCs talking. 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. ::: @@ -5626,9 +5626,9 @@ [(Cypher System Rulebook, page 52)]{.og-ref} -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 +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: @@ -5669,7 +5669,7 @@ - **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. @@ -5694,10 +5694,10 @@ [(Cypher System Rulebook, page 53)]{.og-ref} -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: @@ -5706,9 +5706,9 @@ - **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. @@ -5743,7 +5743,7 @@ - **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 +- **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. @@ -5753,7 +5753,7 @@ 1. You overheard the other PCs discussing their mission and volunteered your services. 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. ::: @@ -5763,7 +5763,7 @@ [(Cypher System Rulebook, page 54)]{.og-ref} 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: @@ -5778,10 +5778,10 @@ - **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 +- **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 +- **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 @@ -5790,7 +5790,7 @@ 1. You saw that the PCs clearly need someone like you to help them out. 2. Someone asked you to watch over one of the PCs in particular, and you agreed. 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. ::: ::: col-12 @@ -5798,9 +5798,9 @@ [(Cypher System Rulebook, page 54)]{.og-ref} -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 +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. @@ -5808,23 +5808,23 @@ - **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 +- **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](#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 + 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, although the ability renews each time you make a ten-hour [recovery roll](#recovery-rolls). -- **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. ::: ::: col-12 @@ -5832,22 +5832,22 @@ [(Cypher System Rulebook, page 55)]{.og-ref} -You\'re a nature lover accustomed to living rough, pitting your wits against the elements. Most likely, you\'re a +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 +- **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 @@ -5855,7 +5855,7 @@ 1. Against your better judgment, you joined the other PCs because you saw that they were in danger. 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. ::: @@ -5864,25 +5864,25 @@ [(Cypher System Rulebook, page 55)]{.og-ref} -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](#rules-encounters-rounds-and-initiative) actions. +- **Skill:** You're trained in [initiative](#rules-encounters-rounds-and-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 +- **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. -2. You noticed that the PCs have a foe (or at least a tail) they weren\'t aware of. +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. 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. ::: ::: col-12 @@ -5890,18 +5890,18 @@ [(Cypher System Rulebook, page 55)]{.og-ref} -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 +- **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). @@ -5921,21 +5921,21 @@ [(Cypher System Rulebook, page 56)]{.og-ref} -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 +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. @@ -5951,16 +5951,16 @@ [(Cypher System Rulebook, page 56)]{.og-ref} -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. @@ -5969,7 +5969,7 @@ 1. Against your better judgment, you joined the other PCs because you saw that they were in danger. 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. ::: @@ -5978,19 +5978,19 @@ [(Cypher System Rulebook, page 56)]{.og-ref} -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 +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 +- **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 @@ -5998,7 +5998,7 @@ 1. Against your better judgment, you joined the other PCs because you saw that they were in danger. 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. ::: @@ -6007,26 +6007,26 @@ [(Cypher System Rulebook, page 57)]{.og-ref} -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](#rules-encounters-rounds-and-initiative) actions (to determine who goes +- **Skill:** You're trained in [initiative](#rules-encounters-rounds-and-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. 1. Against your better judgment, you joined the other PCs because you saw that they were in danger. 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. ::: @@ -6035,10 +6035,10 @@ [(Cypher System Rulebook, page 57)]{.og-ref} -You\'ve never been much of a talker. When forced to interact with others, you never think of the right thing to +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. +also means that you're better at doing things than talking about them. You\'re quick to take action. You gain the following characteristics: @@ -6046,7 +6046,7 @@ - **Skill:** You are trained in perception. -- **Skill:** You are trained in [initiative](#rules-encounters-rounds-and-initiative) (unless it\'s a social +- **Skill:** You are trained in [initiative](#rules-encounters-rounds-and-initiative) (unless it's a social situation). - **Inability:** All tasks relating to social interaction are hindered. @@ -6067,7 +6067,7 @@ [(Cypher System Rulebook, page 57)]{.og-ref} -You\'re strong and can take a lot of physical punishment. You might have a large frame and a square jaw. Tough +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: @@ -6076,18 +6076,18 @@ - **Healthy:** Add 1 to the points you regain when you make a [recovery roll](#recovery-rolls). -- **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. ::: ::: col-12 @@ -6095,9 +6095,9 @@ [(Cypher System Rulebook, page 58)]{.og-ref} -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. @@ -6108,11 +6108,11 @@ - **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 +- **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. @@ -6138,7 +6138,7 @@ - **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. @@ -6146,10 +6146,10 @@ - **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. ::: @@ -6158,10 +6158,10 @@ [(Cypher System Rulebook, page 58)]{.og-ref} -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 +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 +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. @@ -6173,12 +6173,12 @@ - **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 + this can 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 +- **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. @@ -6193,7 +6193,7 @@ 2. Whether the other PCs realize it or not, their mission has to do with something weird that you know about, so you got involved. 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. ::: ::: @@ -6217,11 +6217,11 @@ 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 +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. ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** For more on broad and narrow skills, see [Skill Categories](#skill-categories). For more on +**Editor's Notes ---** For more on broad and narrow skills, see [Skill Categories](#skill-categories). For more on customizing PCs, see [Optional Rules](#choose-optional-rules). ::: @@ -6233,7 +6233,7 @@ 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 +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](#chapter-13-fantasy) @@ -6244,13 +6244,13 @@ Beasts. [Part 3: Genres](#part-3-genres) 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 enough to warrant this treatment. The differences between a [Mysterious](#descriptor-mysterious) +their setting. 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](#descriptor-mysterious) character and a [Virtuous](#descriptor-virtuous) one are probably greater than those between an Alpha Centauran and an Earthling. ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** For more ideas on creating species descriptors with biological differences, see +**Editor's Notes ---** For more ideas on creating species descriptors with biological differences, see [Mutations](#mutations) and the [Mutant](#post-apocalyptic-species-mutant) descriptor. ::: @@ -6259,8 +6259,8 @@ [(Cypher System Rulebook, page 59)]{.og-ref} -If a player wants to play a nearly human species without any exceptional or unique special abilities, it\'s easy for a -GM to pick an appropriate descriptor and use it as that species\' descriptor. A greyhound-like species might have the +If a player wants to play a nearly human species without any exceptional or unique special abilities, it's easy for a +GM to pick an appropriate descriptor and use it as that species' descriptor. A greyhound-like species might have the [Fast](#descriptor-fast) descriptor. ##### Variant Rule: Two Descriptors [#](#variant-rule-two-descriptors){.og-h-anchor aria-hidden="true"} {#variant-rule-two-descriptors .og-h-small} @@ -6268,13 +6268,13 @@ [(Godforsaken, page 86)]{.og-ref} In many [fantasy](#chapter-13-fantasy) or [science fiction](#chapter-15-science-fiction) settings, a species descriptor -can take the place of a character\'s descriptor. However, this creates a situation where only human characters have the +can take the place of a character's descriptor. However, this creates a situation where only human characters have the variability of choosing a descriptor that suits their personality. The GM might instead allow all human characters to have two descriptors, and nonhuman characters to have a standard descriptor in addition to their species descriptor. -Sometimes contradictory descriptors might weaken or negate each other\'s benefits and drawbacks. If one descriptor gives +Sometimes contradictory descriptors might weaken or negate each other's benefits and drawbacks. If one descriptor gives training in a skill and another gives an [inability](#key-concepts) in that skill, they cancel each other out and the -character doesn\'t have any modifier for that skill at all. +character doesn't have any modifier for that skill at all. ::: ------------------------------------------------------------------------------------------------------------------------ @@ -6319,9 +6319,9 @@ - [Numenera: Liminal Shore](#liminal-shore-descriptors) - [Numenera: The Ninth World Guidebook](#ninth-world-guidebook-descriptors) - [Numenera: The Octopi of the Ninth World](#octopi-of-the-ninth-world-descriptors) -- [Torment: Tides of Numenera---The Explorer\'s Guide](#torment-the-explorers-guide-descriptors) +- [Torment: Tides of Numenera---The Explorer's Guide](#torment-the-explorers-guide-descriptors) - [Old Gods of Appalachia](#old-gods-of-appalachia-descriptors) -- [Old Gus\' Daft Drafts](#og-dd-descriptors) +- [Old Gus' Daft Drafts](#og-dd-descriptors) - [Path of the Planebreaker](#path-of-the-planebreaker-descriptors) - [Planar Character Options](#planar-character-options-descriptors) - [Predation](#predation-descriptors) @@ -6337,7 +6337,7 @@ ##### Characters: Crews --- Descriptors[[]{.og-icon .og-shop .ms-1 toggle="tooltip" title="Purchase from Third Party"}](https://www.drivethrurpg.com/product/183126/Characters-Crews){aria-label="Purchase Characters: Crews"} [#](#characters-crews-descriptors){.og-h-anchor aria-hidden="true"} {#characters-crews-descriptors .og-h-small .og-h-small-icon .og-border} -*You\'re stronger as a team! Crews provides a framework for using the [Two Descriptors](#variant-rule-two-descriptors) +*You're stronger as a team! Crews provides a framework for using the [Two Descriptors](#variant-rule-two-descriptors) variant rule to add a shared party descriptor with connections to the setting.* Crew Descriptors @@ -6394,11 +6394,11 @@ - Moord [(GF, 202)]{.og-ref} -*See also: [Godforsaken --- What\'s in the Book?](#godforsaken-product)* +*See also: [Godforsaken --- What's in the Book?](#godforsaken-product)* ##### Gods of the Fall --- Descriptors[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/gods-of-the-fall/){aria-label="Purchase Gods of the Fall"} [#](#gods-of-the-fall-descriptors){.og-h-anchor aria-hidden="true"} {#gods-of-the-fall-descriptors .og-h-small .og-h-small-icon .og-border} -*The Gods are eead---now it\'s your turn.* +*The Gods are eead---now it's your turn.* - [Beneficent](#descriptor-beneficent) [(GODS, 124)]{.og-ref} - [Chaotic](#descriptor-chaotic) [(GODS, 125)]{.og-ref} @@ -6413,7 +6413,7 @@ - Taran [(GODS, 128)]{.og-ref} *See also: [Gods of the Fall --- Types](#gods-of-the-fall-types), [Gods of the Fall --- Foci](#gods-of-the-fall-foci), -and [Gods of the Fall --- What\'s in the Book?](#gods-of-the-fall-product)* +and [Gods of the Fall --- What's in the Book?](#gods-of-the-fall-product)* ##### Harrow: The Blighted Plane --- Descriptors[[]{.og-icon .og-shop .ms-1 toggle="tooltip" title="Purchase from Third Party"}](https://undergroundoracle.com/pages/harrow-the-blighted-plane){aria-label="Purchase Harrow: The Blighted Plane"} [#](#harrow-the-blighted-plane-descriptors){.og-h-anchor aria-hidden="true"} {#harrow-the-blighted-plane-descriptors .og-h-small .og-h-small-icon .og-border} @@ -6452,7 +6452,7 @@ - [Vicious](#descriptor-vicious) [(HBP, 43)]{.og-ref} *See also: [Harrow: The Blighted Plane --- Types](#harrow-the-blighted-plane-types), [Harrow: The Blighted Plane --- -Foci](#harrow-the-blighted-plane-foci), and [Harrow: The Blighted Plane --- What\'s in the +Foci](#harrow-the-blighted-plane-foci), and [Harrow: The Blighted Plane --- What's in the Book?](#harrow-the-blighted-plane-product)* ##### The Magnus Archives --- Descriptors[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/the-magnus-archives-roleplaying-game/){aria-label="Purchase Mortal Fantasy"} [#](#magnus-archives-descriptors){.og-h-anchor aria-hidden="true"} {#magnus-archives-descriptors .og-h-small .og-h-small-icon .og-border} @@ -6488,10 +6488,10 @@ - Tech-Savvy [(TMA, 26)]{.og-ref} *See also: [The Magnus Archives --- Types](#magnus-archives-types), [The Magnus Archives --- -Foci](#magnus-archives-foci), and [The Magnus Archives --- What\'s in the Book?](#magnus-archives-product)* +Foci](#magnus-archives-foci), and [The Magnus Archives --- What's in the Book?](#magnus-archives-product)* ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** *The Magnus Archives* includes its own method of [Customizing +**Editor's Notes ---** *The Magnus Archives* includes its own method of [Customizing Descriptors](#customizing-descriptors). The No-Nonsense and Sturdy descriptors include an analogue of the [Resolute](#ability-stress-resolute){.og-ability} ability, which helps them deal with [Stress](#horror-rules-stress) accumulation. @@ -6511,7 +6511,7 @@ - Half-orc [(MF, 32)]{.og-ref} - The Hollowed [(MF, 32)]{.og-ref} -The *Mortal Fantasy* Gnome differs considerably from the CSRD\'s [Gnome](#fantasy-species-gnome). +The *Mortal Fantasy* Gnome differs considerably from the CSRD's [Gnome](#fantasy-species-gnome). *See also: [Mortal Fantasy --- Types](#mortal-fantasy-types)* @@ -6524,7 +6524,7 @@ - Furious [(NR, 25)]{.og-ref} - Luddite [(NR, 25)]{.og-ref} -*See also: [Neon Rain --- Types](#neon-rain-types), [Neon Rain --- Foci](#neon-rain-foci) and [Neon Rain --- What\'s in +*See also: [Neon Rain --- Types](#neon-rain-types), [Neon Rain --- Foci](#neon-rain-foci) and [Neon Rain --- What's in the Book?](#neon-rain-product)* ##### Mystery Flesh Pit National Park --- Descriptors[[]{.og-icon .og-shop .ms-1 toggle="tooltip" title="Purchase from Third Party"}](https://www.drivethrurpg.com/en/product/498633/mystery-flesh-pit-national-park-the-rpg){aria-label="Purchase Mystery Flesh Pit National Park"} [#](#mystery-flesh-pit-descriptors){.og-h-anchor aria-hidden="true"} {#mystery-flesh-pit-descriptors .og-h-small .og-h-small-icon .og-border} @@ -6583,7 +6583,7 @@ *See also: [Mystery Flesh Pit National Park --- Types](#mystery-flesh-pit-types), [Mystery Flesh Pit National Park --- Flavors](#mystery-flesh-pit-flavors), [Mystery Flesh Pit National Park --- Foci](#mystery-flesh-pit-foci), and [Mystery -Flesh Pit National Park --- What\'s in the Book?](#mystery-flesh-pit-product)* +Flesh Pit National Park --- What's in the Book?](#mystery-flesh-pit-product)* ##### Numenera Discovery --- Descriptors[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/numenera-discovery/){aria-label="Purchase Numenera Discovery"} [#](#numenera-discovery-descriptors){.og-h-anchor aria-hidden="true"} {#numenera-discovery-descriptors .og-h-small .og-h-small-icon .og-border} @@ -6610,7 +6610,7 @@ - Varjellen [(NDIS, 394)]{.og-ref} *See also: [Numenera Discovery --- Types](#numenera-discovery-types), [Numenera Discovery --- -Foci](#numenera-discovery-foci), and [Numenera Discovery --- What\'s in the Book?](#numenera-discovery-product)* +Foci](#numenera-discovery-foci), and [Numenera Discovery --- What's in the Book?](#numenera-discovery-product)* ##### Numenera Destiny --- Descriptors[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/numenera-destiny/){aria-label="Purchase Numenera Destiny"} [#](#numenera-destiny-descriptors){.og-h-anchor aria-hidden="true"} {#numenera-destiny-descriptors .og-h-small .og-h-small-icon .og-border} @@ -6653,7 +6653,7 @@ - [Vicious](#descriptor-vicious) [(NDES, 54)]{.og-ref} *See also: [Numenera Destiny --- Types](#numenera-destiny-types), [Numenera Destiny --- Foci](#numenera-destiny-foci), -and [Numenera Destiny --- What\'s in the Book?](#numenera-destiny-product)* +and [Numenera Destiny --- What's in the Book?](#numenera-destiny-product)* ##### Numenera Character Options --- Descriptors[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/numenera-character-options/){aria-label="Purchase Numenera Character Options"} [#](#numenera-character-options-descriptors){.og-h-anchor aria-hidden="true"} {#numenera-character-options-descriptors .og-h-small .og-h-small-icon .og-border} @@ -6820,7 +6820,7 @@ *See also: [Numenera: The Octopi of the Ninth World --- Foci](#octopi-of-the-ninth-world-foci)* -##### Torment: Tides of Numenera---The Explorer\'s Guide --- Descriptors[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/torment-the-explorers-guide/){aria-label="Purchase Torment: Tides of Numenera—The Explorer's Guide"} [#](#torment-the-explorers-guide-descriptors){.og-h-anchor aria-hidden="true"} {#torment-the-explorers-guide-descriptors .og-h-small .og-h-small-icon .og-border} +##### Torment: Tides of Numenera---The Explorer's Guide --- Descriptors[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/torment-the-explorers-guide/){aria-label="Purchase Torment: Tides of Numenera—The Explorer's Guide"} [#](#torment-the-explorers-guide-descriptors){.og-h-anchor aria-hidden="true"} {#torment-the-explorers-guide-descriptors .og-h-small .og-h-small-icon .og-border} *Explore new lands. Discover new creatures. Unearth new secrets.* @@ -6833,7 +6833,7 @@ - Ghibra [(TTN, 149)]{.og-ref} -*See also: [Torment: Tides of Numenera---The Explorer\'s Guide --- Foci](#torment-the-explorers-guide-foci)* +*See also: [Torment: Tides of Numenera---The Explorer's Guide --- Foci](#torment-the-explorers-guide-foci)* ##### Old Gods of Appalachia --- Descriptors[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/old-gods-of-appalachia-roleplaying-game/){aria-label="Purchase Predation"} [#](#old-gods-of-appalachia-descriptors){.og-h-anchor aria-hidden="true"} {#old-gods-of-appalachia-descriptors .og-h-small .og-h-small-icon .og-border} @@ -6882,10 +6882,10 @@ - Vengeful [(OGOA, 82)]{.og-ref} *See also: [Old Gods of Appalachia --- Types](#old-gods-of-appalachia-types), [Old Gods of Appalachia --- -Foci](#old-gods-of-appalachia-foci), and [Old Gods of Appalachia --- What\'s in the +Foci](#old-gods-of-appalachia-foci), and [Old Gods of Appalachia --- What's in the Book?](#old-gods-of-appalachia-product)* -##### Old Gus\' Daft Drafts --- Descriptors[[]{.og-icon .og-csrd-read .ms-1 toggle="tooltip" title="Read Online"}](og-dd.html){aria-label="Read Online"} [#](#og-dd-descriptors){.og-h-anchor aria-hidden="true"} {#og-dd-descriptors .og-h-small .og-h-small-icon .og-border} +##### Old Gus' Daft Drafts --- Descriptors[[]{.og-icon .og-csrd-read .ms-1 toggle="tooltip" title="Read Online"}](og-dd.html){aria-label="Read Online"} [#](#og-dd-descriptors){.og-h-anchor aria-hidden="true"} {#og-dd-descriptors .og-h-small .og-h-small-icon .og-border} *A collection of free, online options for your best game ever!* @@ -6906,7 +6906,7 @@ - [Dweenle](og-dd.html#descriptor-dweenle) [(OG-DD)]{.og-ref .og-ref-og} - [Elowarin](og-dd.html#descriptor-elowarin) [(OG-DD)]{.og-ref .og-ref-og} - [Gazurtoid](og-dd.html#descriptor-gazurtoid) [(OG-DD)]{.og-ref .og-ref-og} -- [G\'nunk](og-dd.html#descriptor-gnunk) [(OG-DD)]{.og-ref .og-ref-og} +- [G'nunk](og-dd.html#descriptor-gnunk) [(OG-DD)]{.og-ref .og-ref-og} - [Humna-humna](og-dd.html#descriptor-Humna-humna) [(OG-DD)]{.og-ref .og-ref-og} - [Kaillerian](og-dd.html#descriptor-kaillerian) [(OG-DD)]{.og-ref .og-ref-og} - [Mechan](og-dd.html#descriptor-mechan) [(OG-DD)]{.og-ref .og-ref-og} @@ -6922,8 +6922,8 @@ - [Veloxi](og-dd.html#descriptor-veloxi) [(OG-DD)]{.og-ref .og-ref-og} - [Yloi](og-dd.html#descriptor-yloi) [(OG-DD)]{.og-ref .og-ref-og} -*See also: [Old Gus\' Draft Drafts --- Foci](#og-dd-foci), [Old Gus\' Draft Drafts --- Flavors](#og-dd-flavors), and -[Old Gus\' Draft Drafts --- What\'s in the Book?](#og-dd-product)* +*See also: [Old Gus' Draft Drafts --- Foci](#og-dd-foci), [Old Gus\' Draft Drafts --- Flavors](#og-dd-flavors), and +[Old Gus' Draft Drafts --- What\'s in the Book?](#og-dd-product)* ##### Path of the Planebreaker --- Descriptors[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/path-of-the-planebreaker/){aria-label="Purchase Path of the Planebreaker"} [#](#path-of-the-planebreaker-descriptors){.og-h-anchor aria-hidden="true"} {#path-of-the-planebreaker-descriptors .og-h-small .og-h-small-icon .og-border} @@ -6934,7 +6934,7 @@ - Laghristi [(POTP, 64)]{.og-ref} - Traveler [(POTP, 172)]{.og-ref} -*See also: [Path of the Planebreaker --- Foci](#path-of-the-planebreaker-foci) and [Path of the Planebreaker --- What\'s +*See also: [Path of the Planebreaker --- Foci](#path-of-the-planebreaker-foci) and [Path of the Planebreaker --- What's in the Book?](#path-of-the-planebreaker-product)* ##### Planar Character Options --- Descriptors[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/planar-character-options/){aria-label="Planar Character Options"} [#](#planar-character-options-descriptors){.og-h-anchor aria-hidden="true"} {#planar-character-options-descriptors .og-h-small .og-h-small-icon .og-border} @@ -6968,7 +6968,7 @@ - Slick [(PRED, 38)]{.og-ref} - Volcanic [(PRED, 38)]{.og-ref} -*See also: [Predation --- Types](#predation-types), [Predation --- Foci](#predation-foci), and [Predation --- What\'s in +*See also: [Predation --- Types](#predation-types), [Predation --- Foci](#predation-foci), and [Predation --- What's in the Book?](#predation-product)* ##### Shotguns & Sorcery --- Descriptors[[]{.og-icon .og-shop .ms-1 toggle="tooltip" title="Purchase from Third Party"}](https://www.drivethrurpg.com/product/314247/Shotguns--Sorcery-The-Roleplaying-Game){aria-label="Purchase Shotguns & Sorcery"} [#](#shotguns-and-sorcery-descriptors){.og-h-anchor aria-hidden="true"} {#shotguns-and-sorcery-descriptors .og-h-small .og-h-small-icon .og-border} @@ -7006,11 +7006,11 @@ - Orc [(SS, 22)]{.og-ref} *See also: [Shotguns & Sorcery --- Types](#shotguns-and-sorcery-types), [Shotguns & Sorcery --- -Foci](#shotguns-and-sorcery-foci), and [Shotguns & Sorcery --- What\'s in the Book?](#shotguns-and-sorcery-product)* +Foci](#shotguns-and-sorcery-foci), and [Shotguns & Sorcery --- What's in the Book?](#shotguns-and-sorcery-product)* ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** Race in *Shotguns & Sorcery* determines many aspects of a PC, including starting Pools. As such, -these races differ considerably from the CSRD\'s [Dwarf](#fantasy-species-dwarf), [Elf](#fantasy-species-elf), and +**Editor's Notes ---** Race in *Shotguns & Sorcery* determines many aspects of a PC, including starting Pools. As such, +these races differ considerably from the CSRD's [Dwarf](#fantasy-species-dwarf), [Elf](#fantasy-species-elf), and [Halfling](#fantasy-species-halfling), and from the descriptor template. ::: @@ -7034,12 +7034,12 @@ - [Tough](#descriptor-tough) [(TS, 50)]{.og-ref} *See also: [The Strange --- Types](#the-strange-corebook-types), [The Strange --- Foci](#the-strange-corebook-foci), and -[The Strange --- What\'s in the Book?](#the-strange-corebook-product)* +[The Strange --- What's in the Book?](#the-strange-corebook-product)* ##### The Strange: Alternate Origins --- Descriptors[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/alternate-origins/){aria-label="Purchase The Strange: Alternate Origins"} [#](#the-strange-alternate-origins-descriptors){.og-h-anchor aria-hidden="true"} {#the-strange-alternate-origins-descriptors .og-h-small .og-h-small-icon .og-border} -*What if your character isn\'t from Earth? What if she came here from one of those recursions---or what if your campaign -is set in Earth\'s shoals, in places where the characters don\'t even know Earth exists? What if you just want even more +*What if your character isn't from Earth? What if she came here from one of those recursions---or what if your campaign +is set in Earth's shoals, in places where the characters don\'t even know Earth exists? What if you just want even more flexibility in how characters translate in your campaign?* - Ardeynic [(TSAO, 3)]{.og-ref} @@ -7060,7 +7060,7 @@ ##### In Translation: The Strange Character Options --- Descriptors[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/in-translation-the-strange-character-options/){aria-label="Purchase In Translation: The Strange Character Options"} [#](#in-translation-the-strange-character-options-descriptors){.og-h-anchor aria-hidden="true"} {#in-translation-the-strange-character-options-descriptors .og-h-small .og-h-small-icon .og-border} -*Translating to a new recursion? It\'s not just about visiting---it\'s about becoming a part of it. About becoming a +*Translating to a new recursion? It's not just about visiting---it\'s about becoming a part of it. About becoming a different version of yourself.* - Addicted [(TSCO, 16)]{.og-ref} @@ -7091,7 +7091,7 @@ - Calculating [(SF, 210)]{.og-ref} -*See also: [The Stars are Fire --- What\'s in the Book?](#the-stars-are-fire-product)* +*See also: [The Stars are Fire --- What's in the Book?](#the-stars-are-fire-product)* ##### Tidal Blades --- Descriptors[[]{.og-icon .og-shop .ms-1 toggle="tooltip" title="Purchase from Third Party"}](https://www.kickstarter.com/projects/druidcitygames/tidal-blades-rise-of-the-unfolders-cypher-system-rpg-book){aria-label="Purchase Tidal Blades"} [#](#tidal-blades-foci){.og-h-anchor aria-hidden="true"} {#tidal-blades-descriptors .og-h-small .og-h-small-icon .og-border} @@ -7154,7 +7154,7 @@ - Iota [(TB, 84)]{.og-ref} - Magnafron [(TB, 85)]{.og-ref} - Mutant [(TB, 88)]{.og-ref} -- Nag\'i [(TB, 86)]{.og-ref} +- Nag'i [(TB, 86)]{.og-ref} - Salamander [(TB, 86)]{.og-ref} - Turtle [(TB, 87)]{.og-ref} - Tyro [(TB, 87)]{.og-ref} @@ -7170,7 +7170,7 @@ - Punk [(UM, 26)]{.og-ref} - Show-Off [(UM, 27)]{.og-ref} -*See also: [Unmasked --- Types](#unmasked-types), [Unmasked --- Foci](#unmasked-foci), and [Unmasked --- What\'s in the +*See also: [Unmasked --- Types](#unmasked-types), [Unmasked --- Foci](#unmasked-foci), and [Unmasked --- What's in the Book?](#unmasked-product)* ##### VURT --- Descriptors[[]{.og-icon .og-shop .ms-1 toggle="tooltip" title="Purchase from Third Party"}](http://www.ravendeskgames.com/vurt-the-tabletop-roleplaying-game){aria-label="Purchase VURT"} [#](#vurt-descriptors){.og-h-anchor aria-hidden="true"} {#vurt-descriptors .og-h-small .og-h-small-icon .og-border} @@ -7210,7 +7210,7 @@ - Vurtdog [(VURT, 27)]{.og-ref} - Vurtman [(VURT, 29)]{.og-ref} -*See also: [VURT --- Types](#vurt-types), [VURT --- Foci](#vurt-foci), and [VURT --- What\'s in the +*See also: [VURT --- Types](#vurt-types), [VURT --- Foci](#vurt-foci), and [VURT --- What's in the Book?](#vurt-product)* ------------------------------------------------------------------------------------------------------------------------ @@ -7258,7 +7258,7 @@ - [Defends the Gate](#focus-defends-the-gate) [(66)]{.og-ref} - [Defends the Weak](#focus-defends-the-weak) [(66)]{.og-ref} - [Descends From Nobility](#focus-descends-from-nobility) [(67)]{.og-ref} -- [Doesn\'t Do Much](#focus-doesnt-do-much) [(67)]{.og-ref} +- [Doesn't Do Much](#focus-doesnt-do-much) [(67)]{.og-ref} - [Drives Like a Maniac](#focus-drives-like-a-maniac) [(67)]{.og-ref} - [Emerged From the Obelisk](#focus-emerged-from-the-obelisk) [(67)]{.og-ref} - [Employs Magnetism](#focus-employs-magnetism) [(67)]{.og-ref} @@ -7387,7 +7387,7 @@ [(Cypher System Rulebook, page 60)]{.og-ref} 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 +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.\"](#character-descriptor-type-and-focus) This chapter contains nearly a hundred sample foci, such as [Bears a Halo of Fire](#focus-bears-a-halo-of-fire), [Would @@ -7415,32 +7415,32 @@ 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](#choose-abilities), and perhaps additional starting [equipment](#choose-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 +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 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. +slays monsters with a sword needs a sword. 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; +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](#focus-loves-the-void) provides the option to gain the ability [Have Spacesuit, Will Travel](#ability-have-spacesuit-will-travel){.og-ability} 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 +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](#choose-rules) 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 +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 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](#rules-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](#focus-story-behind-the-focus) (though -that\'s not mandatory). +that's not mandatory). ------------------------------------------------------------------------------------------------------------------------ @@ -7448,21 +7448,21 @@ [(Cypher System Rulebook, page 61)]{.og-ref} -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. 1. 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. -2. Pick one other PC. You knew of that character years ago, but you don\'t think they knew you. -3. Pick one other PC. You\'re always trying to impress them, but you\'re not sure why. -4. Pick one other PC. That character has a habit that annoys you, but you\'re otherwise quite impressed with their +2. Pick one other PC. You knew of that character years ago, but you don't think they knew you. +3. Pick one other PC. You're always trying to impress them, but you\'re not sure why. +4. Pick one other PC. That character has a habit that annoys you, but you're otherwise quite impressed with their abilities. 5. 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). -6. Pick one other PC. If they are within immediate range when you\'re in a fight, sometimes they provide an asset, and + 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). +6. 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 (50% chance either way, determined per fight). -7. Pick one other PC. You once saved their life, and they clearly feel indebted to you. You wish they didn\'t; it\'s +7. 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. 8. Pick one other PC. That character recently mocked you in some fashion that really hurt your feelings. How you deal with this (if at all) is up to you. @@ -7471,20 +7471,20 @@ or have robotic parts. 10. Pick one other PC. That character comes from the same place you do, and you knew each other as children. 11. Pick one other PC. In the past, they taught you a few tricks to use in a fight. -12. Pick one other PC. That character doesn\'t seem to approve of your methods. +12. Pick one other PC. That character doesn't seem to approve of your methods. 13. 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 + 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. 14. 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 in them. + Perhaps they are a rival, perhaps you need their respect, or perhaps you're romantically interested in them. 15. Pick one other PC. You fear that character is jealous of your abilities and worry that it might lead to problems. 16. Pick one other PC. You accidentally caught them in a trap you set, and they had to get free on their own. 17. Pick one other PC. You were once hired to track down someone who was close to that character. 18. 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. -19. Pick one other PC. You\'re not sure how or from where, but that character has a line on bottles of rare alcohol and +19. 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. -20. Pick one other PC. You recently had a possession go missing, and you\'re becoming convinced that they took it. +20. 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. 21. Pick one other PC. They always seem to know where you are, or at least in what direction you are in relation to them. @@ -7496,7 +7496,7 @@ ability you use in any 24-hour period costs 2 fewer points. 25. Pick one other PC. You have known that character for a while, and they helped you gain control of your focus-related abilities. -26. Pick one other PC. Sometime in that character\'s past, they had a devastating experience while attempting something +26. 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. 27. Pick one other PC. Their occasional clumsiness and loud behavior irritate you. 28. Pick one other PC. In the recent past, while practicing, you accidentally hit them with an attack, wounding them @@ -7505,14 +7505,14 @@ 30. Pick one other PC. In the recent past, while escaping a threat, you accidentally left that character to fend for 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. -31. 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. +31. 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. 32. 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). 33. Pick one other PC. They called you a coward once. -34. Pick one other PC. That character always recognizes you or your handiwork, whether you\'re in disguise or are long +34. 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. -35. Pick one other PC. You inadvertently caused an accident that put them into a sleep so deep they didn\'t wake for +35. 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. 36. Pick one other PC. You are pretty sure you are related in some fashion. 37. Pick one other PC. You accidentally learned something they were trying to keep a secret. @@ -7520,25 +7520,25 @@ become dazzled for a few rounds, which hinders their actions. 39. 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. -40. Pick one other PC. If it wasn\'t for you, that character would have failed a past test of mental achievement. -41. Pick one other PC. Based on a couple of comments you\'ve overheard, you suspect that they don\'t hold your area of +40. Pick one other PC. If it wasn't for you, that character would have failed a past test of mental achievement. +41. 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. 42. Pick one other PC whose focus intertwines with yours. This odd connection affects them in some way. For example, if the character uses a weapon, your focus ability sometimes improves their attack in some fashion. 43. Pick one other PC. They are deathly afraid of heights. You would like to teach them how to be more comfortable with their feet off the ground. They must decide whether or not to take you up on your offer. 44. 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. + might even attempt to discredit you or discover the \"secret\" behind your story, though that's up to them. 45. Pick one other PC. They have a knack for being able to recognize where your plans or schemes have a weak spot. -46. Pick one other PC. That character\'s face is so intriguing to you in a way you don\'t understand that you sometimes +46. 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. 47. 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.) -48. Pick one other PC. They commissioned you to do a job for them. You\'ve already been paid but haven\'t yet completed +48. 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. 49. Pick one other PC. You worked together in the past, and the job ended badly. 50. 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. + focus ability's ranges is doubled. ------------------------------------------------------------------------------------------------------------------------ @@ -7556,13 +7556,13 @@ 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 Science +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](#chapter-16-horror), urban fantasy, espionage, or something similar, you might expand the descriptions as shown in the following examples. ::: {.alert .ps-4 .pb-0} -- **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 +- **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. @@ -7572,27 +7572,27 @@ 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. + cover 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 + 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 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 possible. + 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. ------------------------------------------------------------------------------------------------------------------------ @@ -7742,11 +7742,11 @@ [(High Noon at Midnight, page 104)]{.og-ref} -You read the land. You know every twisted arroyo, spiny cactus, and change in the weather. And what you don\'t know, you +You read the land. You know every twisted arroyo, spiny cactus, and change in the weather. And what you don't know, you soon learn by sniffing the wind, tasting the dirt, and squinting across the wilderness landscapes. As you go, you mark the way for others to follow, notching trees or scribing stones with your personal symbol. As you become more and more -accomplished, the network of trails you\'ve blazed enhances not only your reputation as a pathfinder, but also your -personal spiritual strength, allowing you to see what\'s happening along them, to flash along the miles you blazed in +accomplished, the network of trails you've blazed enhances not only your reputation as a pathfinder, but also your +personal spiritual strength, allowing you to see what's happening along them, to flash along the miles you blazed in mere moments, and even return to the first time you ever set foot on a trail. **Additional Equipment:** You have a hatchet, blue dye, and a brush---all equipment you use to blaze your trails in the @@ -7756,13 +7756,13 @@ 1. Pick one other PC. For some reason, whenever that character stands right next to you, your navigation tasks are hindered. -2. Pick one other PC. You\'re not sure how they found out, but that character knows about the one time you got lost and - couldn\'t find your way without help. +2. Pick one other PC. You're not sure how they found out, but that character knows about the one time you got lost and + couldn't find your way without help. 3. Pick one other PC. Seeing you use your focus abilities triggers memories in them of having grown up someplace completely different than where they previously remembered. That memory is up to the other PC. If the memory is weird enough, they may want your help to find a way back there. 4. Pick one other PC. You found them close to death while you were blazing a path out in the wilderness. They either - have no memory of what led them to that spot, or ended up there for a harrowing reason---it\'s up to that PC. + have no memory of what led them to that spot, or ended up there for a harrowing reason---it's up to that PC. - Tier 1: [Pathfinder Skills](#ability-pathfinder-skills) [(HNAM, 104)]{.og-ref} - Tier 2: [Happy Trails](#ability-happy-trails) [(HNAM, 104)]{.og-ref} @@ -7867,7 +7867,7 @@ [(Cypher System Rulebook, page 65)]{.og-ref} -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](#ability-blessing-of-the-gods) [(114)]{.og-ref} - Tier 2: [Enhanced Intellect](#ability-enhanced-intellect) [(135)]{.og-ref} @@ -7878,19 +7878,19 @@ - Tier 6: [Divine Symbol](#ability-divine-symbol) [(131)]{.og-ref} or [Summon Demon](#ability-summon-demon) [(188)]{.og-ref} -**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. ::: ::: {.col-12 .col-md-6} ##### Codes Magic Apps [#](#focus-codes-magic-apps){.og-h-anchor aria-hidden="true"} {#focus-codes-magic-apps .og-h-small .og-border} -[(It\'s Only Magic, page 45)]{.og-ref} +[(It's Only Magic, page 45)]{.og-ref} You are a maker, a crafter, but you use a unique combination of code and magic instead of wood, steel, or circuit -boards. Like anyone who\'s spent a lot of time working on a computer, you\'ve learned some strange secrets, not all of +boards. Like anyone who's spent a lot of time working on a computer, you\'ve learned some strange secrets, not all of them entirely legal, and you know a lot about games, people, and how things work. More than just a computer nerd, -you\'re a developer and (although you might not admit it) a hacker. Most of your specialized gear is hardware or -software for your computer or smart device, so you can dress however you want. You\'re probably used to wearing +you're a developer and (although you might not admit it) a hacker. Most of your specialized gear is hardware or +software for your computer or smart device, so you can dress however you want. You're probably used to wearing comfortable clothes, sitting for hours at a time, and enjoying many caffeinated beverages (that have permanently discolored some of your clothing). @@ -7901,9 +7901,9 @@ 1. Pick one other PC. You once created a magical app to help get them out of a sticky situation (parking ticket, failing grade, clingy relationship, and so on). 2. Pick one other PC. You know they know an embarrassing or incriminating secret about you. -3. Pick one other PC. Something about this person annoys or distracts you so that when they\'re within immediate range, +3. Pick one other PC. Something about this person annoys or distracts you so that when they're within immediate range, your tasks with computers and magical lore are hindered. -4. Pick one other PC. Every now and then, you\'re able to copy a magical app cypher and send it to them (effectively +4. Pick one other PC. Every now and then, you're able to copy a magical app cypher and send it to them (effectively creating a duplicate of one of yours). - Tier 1: [Magical Programmer](#ability-magical-programmer) [(IOM, 45)]{.og-ref} @@ -7926,8 +7926,8 @@ [(We Are All Mad Here, page 174)]{.og-ref} -Fuck the world and its horrors. You have a mean streak living inside you that you can\'t control---and honestly have no -desire to. You\'d never hurt your friends and family, of course. But everyone and everything else? Curse them. +Fuck the world and its horrors. You have a mean streak living inside you that you can't control---and honestly have no +desire to. You'd never hurt your friends and family, of course. But everyone and everything else? Curse them. - Tier 1: [Terrifying Presence](#ability-terrifying-presence) [(190)]{.og-ref} - Tier 2: [Erase Memories](#ability-erase-memories) [(136)]{.og-ref} @@ -7939,7 +7939,7 @@ Mind](#ability-break-their-mind) [(116)]{.og-ref} ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -Characters who Curse the World aren\'t necessarily evil or wicked; they are angry, hurt, and possibly seeking to get +Characters who Curse the World aren't necessarily evil or wicked; they are angry, hurt, and possibly seeking to get even with those who have wronged them or the ones they love (or at least keep themselves and their loved ones from being hurt again). ::: @@ -7951,11 +7951,11 @@ [(High Noon at Midnight, page 106)]{.og-ref} You know just where to look to find the latest wanted posters. Each one that goes up on the side of the jail or the wall -of the post office is potentially another job and another reward. But money\'s only half the deal---you also do it for -the rush when you finally apprehend someone you\'ve tracked across three territories. Some folks prefer to collect -bounties without any undue fuss. But it wouldn\'t be fun if those you stalk don\'t put up a fight when you finally find -them. And if it\'s a fight, well, they\'d best watch themselves. Most bounties you take on are advertised as dead or -alive. You\'d prefer them alive so they can face justice, but if it\'s down to you or them, that\'s no choice at all. +of the post office is potentially another job and another reward. But money's only half the deal---you also do it for +the rush when you finally apprehend someone you've tracked across three territories. Some folks prefer to collect +bounties without any undue fuss. But it wouldn't be fun if those you stalk don\'t put up a fight when you finally find +them. And if it's a fight, well, they\'d best watch themselves. Most bounties you take on are advertised as dead or +alive. You'd prefer them alive so they can face justice, but if it\'s down to you or them, that\'s no choice at all. **Additional Equipment:** Heavy leather duster (light armor). @@ -7964,11 +7964,11 @@ 1. Pick one other PC. They accidentally provided information to a competing bounty hunter that lost you a quarry with a particularly lucrative reward. 2. Pick one other PC. You happened to see a few documents while tracking down something unrelated, which leads you to - believe they\'re not exactly who they claim to be. You\'ve since grown comfortable with them, but remain vigilant in + believe they're not exactly who they claim to be. You\'ve since grown comfortable with them, but remain vigilant in case they turn out to be dangerous. 3. Pick one other PC. They rescued you from a train when outlaws blew it up, pulling you out of the wreckage at great risk to themself. -4. Pick one other PC. They know a secret story about your past that doesn\'t reflect especially well on your character. +4. Pick one other PC. They know a secret story about your past that doesn't reflect especially well on your character. But back then, you were young and stupid. Not like today. Right? - Tier 1: [Seek and Hide](#ability-seek-and-hide) [(HNAM, 106)]{.og-ref} @@ -8003,8 +8003,8 @@ - Tier 6: [Mind Control](#ability-mind-control) [(162)]{.og-ref} or [Telepathic Network](#ability-telepathic-network) [(190)]{.og-ref} -**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 [#](#focus-conducts-weird-science){.og-h-anchor aria-hidden="true"} {#focus-conducts-weird-science .og-h-small .og-border} @@ -8031,23 +8031,23 @@ ::: {.col-12 .col-md-6} ##### Conjures Bullets [#](#focus-conjures-bullets){.og-h-anchor aria-hidden="true"} {#focus-conjures-bullets .og-h-small .og-border} -[(It\'s Only Magic, page 46)]{.og-ref} +[(It's Only Magic, page 46)]{.og-ref} You blend sorcery and firearms into an amazing mix of magic and technology. Bullets and spells are almost interchangeable to you; your magic has a firearm motif and you cast using your gun. You might be a trick-shot sorcerer, a magical member of the armed forces, or an outlaw with a flair for arcane power. Gun nuts and wizard purists might look down on your blended technique, but you can do things that nobody else can do. You might call yourself a guncaster, spellshooter, or triggermage. You wear clothing that leaves your arms and hands free to use your weapon and cast spells, -preferring something more flashy than a gunslinger\'s long coat and more intimidating than typical magician or witch +preferring something more flashy than a gunslinger's long coat and more intimidating than typical magician or witch clothing. - **Additional Equipment:** Medium or heavy handgun. - **Connection:** Choose one of the following, or choose one of the [Focus Connections](#focus-connections). -1. Pick one other PC. You once grazed this character with one of your spell bullets; it\'s up to them whether they\'ve +1. Pick one other PC. You once grazed this character with one of your spell bullets; it's up to them whether they\'ve forgiven you or still resent you for it. -2. Pick one other PC. You\'ve accidentally discovered that you can shoot their spells out of your gun just like you do +2. Pick one other PC. You've accidentally discovered that you can shoot their spells out of your gun just like you do with your own spells, but the PC must be touching your gun while you fire it. 3. Pick one other PC. Based on your interactions, you think this character resents your use of guns, magic, or both. 4. Pick one other PC. This character can barely hear your gunshots (magical or otherwise), which are no louder than a @@ -8062,9 +8062,9 @@ - Tier 5: [Bullet Jaunt](#ability-bullet-jaunt) [(IOM, 47)]{.og-ref} - Tier 6: [Deadeye](#ability-deadeye) [(IOM, 47)]{.og-ref} or [Special Shot](#ability-special-shot) [(184)]{.og-ref} -**Minor Effect Suggestion:** The attack hits the side of the foe\'s head, deafening them for a few minutes. +**Minor Effect Suggestion:** The attack hits the side of the foe's head, deafening them for a few minutes. -**Major Effect Suggestion:** The foe\'s major blood vessel is hit, causing them to bleed 1 point of damage each round +**Major Effect Suggestion:** The foe's major blood vessel is hit, causing them to bleed 1 point of damage each round until someone succeeds at a difficulty 3 Intellect or Speed task to bind the wound. ::: @@ -8084,7 +8084,7 @@ - Tier 6: [True Necromancy](#ability-true-necromancy) [(194)]{.og-ref} or [Word of Death](#ability-word-of-death) [(200)]{.og-ref} -**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 [#](#focus-controls-beasts){.og-h-anchor aria-hidden="true"} {#focus-controls-beasts .og-h-small .og-border} @@ -8129,7 +8129,7 @@ [(Claim the Sky, page 46)]{.og-ref} -You can copy others\' skills, abilities, and superpowers. +You can copy others' skills, abilities, and superpowers. - Tier 1: [Flex Skill](#ability-flex-skill) [(141)]{.og-ref} - Tier 1: [Flex Skill](#ability-flex-skill) [(141)]{.og-ref} @@ -8141,7 +8141,7 @@ - Tier 6: [Amazing Copying](#ability-amazing-copying) [(CTS, 48)]{.og-ref} or [Multiple Copying](#ability-multiple-copying) [(CTS, 54)]{.og-ref} -**GM Intrusions:** A copied power ends unexpectedly or goes out of control. A copied power doesn\'t bring secondary +**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). ::: @@ -8162,7 +8162,7 @@ - Tier 6: [Grandiose Illusion](#ability-grandiose-illusion) [(146)]{.og-ref} or [Permanent Illusion](#ability-permanent-illusion) [(169)]{.og-ref} -**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. ::: ::: {.col-12 .col-md-6} @@ -8170,7 +8170,7 @@ [(Cypher System Rulebook, page 66)]{.og-ref} -You\'re an inventor of strange and useful objects. +You're an inventor of strange and useful objects. - Tier 1: [Crafter](#ability-crafter) [(122)]{.og-ref} - Tier 1: [Master Identifier](#ability-master-identifier) [(160)]{.og-ref} @@ -8255,7 +8255,7 @@ - Type Swap Option: [Retinue](#ability-retinue) [(177)]{.og-ref} - Tier 1: [Privileged Nobility](#ability-privileged-nobility) [(172)]{.og-ref} - Tier 2: [Trained Interlocutor](#ability-trained-interlocutor) [(193)]{.og-ref} -- Tier 3: [Advanced Command](#ability-advanced-command) [(108)]{.og-ref} or [Noble\'s +- Tier 3: [Advanced Command](#ability-advanced-command) [(108)]{.og-ref} or [Noble's Courage](#ability-nobles-courage) [(166)]{.og-ref} - Tier 4: [Expert Follower](#ability-expert-follower) [(137)]{.og-ref} - Tier 5: [Asserting Your Privilege](#ability-asserting-your-privilege) [(110)]{.og-ref} @@ -8267,11 +8267,11 @@ ::: ::: {.col-12 .col-md-6} -##### Doesn\'t Do Much [#](#focus-doesnt-do-much){.og-h-anchor aria-hidden="true"} {#focus-doesnt-do-much .og-h-small .og-border} +##### Doesn't Do Much [#](#focus-doesnt-do-much){.og-h-anchor aria-hidden="true"} {#focus-doesnt-do-much .og-h-small .og-border} [(Cypher System Rulebook, page 66)]{.og-ref} -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](#ability-life-lessons) [(158)]{.og-ref} - Tier 2: [Totally Chill](#ability-totally-chill) [(192)]{.og-ref} @@ -8280,7 +8280,7 @@ - Tier 4: [Life Lessons](#ability-life-lessons) [(158)]{.og-ref} - Tier 4: [Greater Skill With Defense](#ability-greater-skill-with-defense) [(147)]{.og-ref} - Tier 5: [Greater Enhanced Potential](#ability-greater-enhanced-potential) [(146)]{.og-ref} -- Tier 6: [Drawing on Life\'s Experiences](#ability-drawing-on-lifes-experiences) [(131)]{.og-ref} or [Quick +- Tier 6: [Drawing on Life's Experiences](#ability-drawing-on-lifes-experiences) [(131)]{.og-ref} or [Quick Wits](#ability-quick-wits) [(174)]{.og-ref} **GM Intrusions:** New situations are confounding and stressful. Past actions (or inactions) come back to haunt the @@ -8292,8 +8292,8 @@ [(Cypher System Rulebook, page 66)]{.og-ref} -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. - Tier 1: [Driver](#ability-driver) [(132)]{.og-ref} - Tier 1: [Driving on the Edge](#ability-driving-on-the-edge) [(132)]{.og-ref} @@ -8332,7 +8332,7 @@ - Tier 6: [Resonant Quake](#ability-resonant-quake) [(177)]{.og-ref} or [Return to the Obelisk](#ability-return-to-the-obelisk) [(177)]{.og-ref} -**GM Intrusions:** Cyphers and artifacts react unexpectedly in the character\'s hands. +**GM Intrusions:** Cyphers and artifacts react unexpectedly in the character's hands. ::: ::: {.col-12 .col-md-6} @@ -8374,7 +8374,7 @@ to a poem or song are forgotten. ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The CSRD corrects a misprint in the [Cypher System +**Editor's Notes ---** The CSRD corrects a misprint in the [Cypher System Rulebook](https://www.montecookgames.com/store/product/cypher-system-rulebook-2/){.og-icon .og-mcg}, which lists [Inspiration](#ability-inspiration){.og-ability} instead of [Inspiring Ease](#ability-inspiring-ease){.og-ability} at tier 2. [Master Entertainer](#ability-master-entertainer){.og-ability} was also amended to reflect this change. These @@ -8407,7 +8407,7 @@ [(Cypher System Rulebook, page 68)]{.og-ref} -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](#ability-walk-through-walls) [(196)]{.og-ref} - Tier 2: [Defensive Phasing](#ability-defensive-phasing) [(127)]{.og-ref} @@ -8427,7 +8427,7 @@ [(Cypher System Rulebook, page 68)]{.og-ref} -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](#ability-superb-explorer) [(188)]{.og-ref} - Tier 2: [Superb Infiltrator](#ability-superb-infiltrator) [(188)]{.og-ref} @@ -8448,7 +8448,7 @@ [(We Are All Mad Here, page 175)]{.og-ref} -Everyone thinks you\'re brave, intrepid---fearless, even. They tell stories about you, the person who\'s never felt +Everyone thinks you're brave, intrepid---fearless, even. They tell stories about you, the person who\'s never felt fear, how you went out to seek what you see as an elusive emotion and never found it. But you know the truth. You may present yourself as someone who is fearless and courageous, but deep down, you are terrified of everything. Fear drives you, and in its face, you stand tall and shout the loudest. Because you are also afraid of being seen for who you truly @@ -8475,7 +8475,7 @@ [(Cypher System Rulebook, page 68)]{.og-ref} -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](#ability-tracker) [(193)]{.og-ref} - Tier 1: [Stalker](#ability-stalker) [(186)]{.og-ref} @@ -8497,7 +8497,7 @@ [(Cypher System Rulebook, page 68)]{.og-ref} -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](#ability-attack-flourish) [(111)]{.og-ref} - Tier 2: [Quick Block](#ability-quick-block) [(173)]{.og-ref} @@ -8517,7 +8517,7 @@ [(Cypher System Rulebook, page 68)]{.og-ref} -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](#ability-hover) [(149)]{.og-ref} - Tier 2: [Greater Enhanced Potential](#ability-greater-enhanced-potential) [(146)]{.og-ref} @@ -8529,7 +8529,7 @@ - Tier 6: [Burning Light](#ability-burning-light) [(116)]{.og-ref} or [Ignore Affliction](#ability-ignore-affliction) [(150)]{.og-ref} -**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. ::: ::: {.col-12 .col-md-6} @@ -8590,7 +8590,7 @@ [(162)]{.og-ref} **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. +thinking machines. Some people don't trust a person who isn\'t fully organic. ::: ::: {.col-12 .col-md-6} @@ -8599,11 +8599,11 @@ [(High Noon at Midnight, page 108)]{.og-ref} How long have you been haunting the card tables? Seems like a lifetime. You probably played your first hand of poker -before you could even read words. People, though, were much easier to understand. You could always read other folks\' -tells, whether that\'s squinting, tapping, stammering, pulling at their earlobe, or any of a thousand other ways you -know when to call their bluffs. Which is not to say you haven\'t walked away from the table in the hole. But you\'ve -always been able to make it up later. So far, anyway. Lately, you\'ve been having weird dreams of loss and void. Is Lady -Luck fixin\' to turn her back on you? You hope not, because there ain\'t nothing in the world keeping you from gambling +before you could even read words. People, though, were much easier to understand. You could always read other folks' +tells, whether that's squinting, tapping, stammering, pulling at their earlobe, or any of a thousand other ways you +know when to call their bluffs. Which is not to say you haven't walked away from the table in the hole. But you\'ve +always been able to make it up later. So far, anyway. Lately, you've been having weird dreams of loss and void. Is Lady +Luck fixin' to turn her back on you? You hope not, because there ain\'t nothing in the world keeping you from gambling it all away. **Additional Equipment:** A deck of especially fine playing cards. @@ -8611,10 +8611,10 @@ **Connection:** Choose one of the following, or choose one of the [Focus Connections](#focus-connections). 1. Pick one other PC. They beat you in a game of cards or dice when you totally thought you had them figured out. You - befriended them rather than taking it personally (though it\'s possible you\'ve won that and more back since). + befriended them rather than taking it personally (though it's possible you\'ve won that and more back since). 2. Pick one other PC. Whenever they sit next to you, Lady Luck seems to notice. Sometimes your tasks are eased, other times hindered, and you never know ahead of time how things will go for a given game. -3. Pick one other PC. This character doesn\'t seem to care for how you make your living at the card tables. +3. Pick one other PC. This character doesn't seem to care for how you make your living at the card tables. 4. Pick one other PC. When you were hurt by another gambler whose clock you cleaned, they stood up for you at great risk to themself. @@ -8684,7 +8684,7 @@ - Tier 2: [Weather the Vicissitudes](#ability-weather-the-vicissitudes) [(197)]{.og-ref} - Tier 3: [Buddy System](#ability-buddy-system) [(116)]{.og-ref} or [Skill With Attacks](#ability-skill-with-attacks) [(183)]{.og-ref} -- Tier 4: [In Harm\'s Way](#ability-in-harms-way) [(152)]{.og-ref} +- Tier 4: [In Harm's Way](#ability-in-harms-way) [(152)]{.og-ref} - Tier 4: [Enhanced Physique](#ability-enhanced-physique) [(135)]{.og-ref} - Tier 5: [Inspire Action](#ability-inspire-action) [(154)]{.og-ref} - Tier 6: [Deep Consideration](#ability-deep-consideration) [(126)]{.og-ref} or [Skill With @@ -8700,10 +8700,10 @@ [(High Noon at Midnight, page 110)]{.og-ref} The saloon is an old friend, whether or not you visit the same one twice. Whatever the name on the sign out front, the -pungent smells of whiskey, cigars, and sawdust lift your spirits like nothing else. \'Cept for actual spirits, of -course. When that first shot hits your throat and sets a warm blaze in your belly, you can\'t keep a smile from your -lips. This here\'s your home away from home, and inside are your friends, both old and those soon to be made. Though not -everyone\'s happy to see you---troublemakers soon learn that in a scrap, you only hit harder with each shot of whiskey +pungent smells of whiskey, cigars, and sawdust lift your spirits like nothing else. 'Cept for actual spirits, of +course. When that first shot hits your throat and sets a warm blaze in your belly, you can't keep a smile from your +lips. This here's your home away from home, and inside are your friends, both old and those soon to be made. Though not +everyone's happy to see you---troublemakers soon learn that in a scrap, you only hit harder with each shot of whiskey you pour down your throat. **Additional Equipment:** You carry a sturdy, leak-proof metallic whiskey flask. @@ -8712,12 +8712,12 @@ 1. Pick one other PC. This character has spent a lot of time with you saloon hopping. Once between any ten-hour rest, you gain an additional asset when you collaborate on the same task, fight the same foe, and so on. -2. Pick one other PC. You saw them get their ass whooped in a saloon fight once, though they didn\'t know you saw it. +2. Pick one other PC. You saw them get their ass whooped in a saloon fight once, though they didn't know you saw it. You can choose whether or not to share that information. 3. Pick one other PC. You and this character once had a terrible drunken argument that neither of you remember exactly, but neither can you let it go. Once between any ten-hour rest (when the GM chooses), an action is hindered when you collaborate on the same task, fight the same foe, and so on. -4. Pick one other PC. This character has still never visited your favorite saloon, and you\'ve promised to take them +4. Pick one other PC. This character has still never visited your favorite saloon, and you've promised to take them one day. Whether or not the character is interested is up to them. - Tier 1: [Jovial Presence](#ability-jovial-presence) [(HNAM, 110)]{.og-ref} @@ -8731,11 +8731,11 @@ - Tier 6: [Inspiration in a Glass](#ability-inspiration-in-a-glass) [(HNAM, 111)]{.og-ref} or [Lethal Damage](#ability-lethal-damage-hnam-110) [(HNAM, 110)]{.og-ref} -**Minor Effect Suggestion:** You don\'t have to use an action to activate your next [Jovial +**Minor Effect Suggestion:** You don't have to use an action to activate your next [Jovial Presence](#ability-jovial-presence){.og-ability} ability. **Major Effect Suggestion:** You remember something a stranger in a saloon once said, and you can ask the GM one -question about what you\'re looking at. +question about what you're looking at. ::: ::: {.col-12 .col-md-6} @@ -8769,24 +8769,24 @@ - Tier 3: [Horde Fighting](#ability-horde-fighting) [(149)]{.og-ref} or [Sprint and Grab](#ability-sprint-and-grab) [(186)]{.og-ref} - Tier 4: [Surprise Attack](#ability-surprise-attack) [(188)]{.og-ref} -- Tier 5: [Hunter\'s Drive](#ability-hunters-drive) [(149)]{.og-ref} +- Tier 5: [Hunter's Drive](#ability-hunters-drive) [(149)]{.og-ref} - Tier 6: [Greater Skill With Attacks](#ability-greater-skill-with-attacks) [(147)]{.og-ref} or [Multiple Quarry](#ability-multiple-quarry) [(164)]{.og-ref} -**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. ::: ::: {.col-12 .col-md-6} ##### Hunts Witches [#](#focus-hunts-witches){.og-h-anchor aria-hidden="true"} {#focus-hunts-witches .og-h-small .og-border} -[(It\'s Only Magic, page 48)]{.og-ref} +[(It's Only Magic, page 48)]{.og-ref} You know enough about magic to mistrust anyone who uses it, especially witches---people who study ancient rituals, make pacts with evil creatures, and use their power for personal gain. Warped by their abilities, they are dangerous threats -to regular folks, and it\'s up to people like you to find and eliminate those threats. Sure, some witches claim to be -good and even act friendly, but you\'ve seen it go bad all too often, and you won\'t be fooled again. You always carry +to regular folks, and it's up to people like you to find and eliminate those threats. Sure, some witches claim to be +good and even act friendly, but you've seen it go bad all too often, and you won\'t be fooled again. You always carry weapons for fighting witches, or at least know what common tools will do as a weapon in a pinch. You wear clothing -appropriate to the region and era (especially if regular people don\'t know about magic or witches and you have to hide +appropriate to the region and era (especially if regular people don't know about magic or witches and you have to hide what you do). You may have a token, icon, or other reminder of your purpose, such as a lucky coin, a holy book, or a pouch of magic-thwarting herbs given to you by your mentor. @@ -8795,11 +8795,11 @@ - **Connection:** Choose one of the following, or choose one of the [Focus Connections](#focus-connections). -1. Pick one other PC. You are friends, and you\'d hate to see anything bad happen to them. +1. Pick one other PC. You are friends, and you'd hate to see anything bad happen to them. 2. Pick one other PC. You know that some mysterious quality about them makes witches tend to choose them as targets over other people. -3. Pick one other PC. You know they\'ve had a run-in with a witch before, and you want to hear how that played out. -4. Pick one other PC. You\'ve known this person quite a while, and in fact it was a witch attack against them that +3. Pick one other PC. You know they've had a run-in with a witch before, and you want to hear how that played out. +4. Pick one other PC. You've known this person quite a while, and in fact it was a witch attack against them that convinced you to start hunting witches. - Tier 1: [Witch Bane](#ability-witch-bane) [(IOM, 49)]{.og-ref} @@ -8813,7 +8813,7 @@ [(IOM, 49)]{.og-ref} **Minor Effect Suggestion:** You intimidate your foe so much that they pause, taking no action on their next turn (but -they\'re still able to defend themselves). +they're still able to defend themselves). **Major Effect Suggestion:** You are so intimidating that your foe chooses to flee, or at least retreat a bit to recover its courage and think of a new strategy. @@ -8842,7 +8842,7 @@ [(Cypher System Rulebook, page 70)]{.og-ref} -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](#ability-stealth-skills) [(186)]{.og-ref} - Tier 1: [Sense Attitudes](#ability-sense-attitudes) [(181)]{.og-ref} @@ -8862,18 +8862,18 @@ ::: {.col-12 .col-md-6} ##### Inks Spells on Skin [#](#focus-inks-spells-on-skin){.og-h-anchor aria-hidden="true"} {#focus-inks-spells-on-skin .og-h-small .og-border} -[(It\'s Only Magic, page 50)]{.og-ref} +[(It's Only Magic, page 50)]{.og-ref} Your enchanted heritage is etched upon you. Studying strange formulas, mystic runes, and magical glyphs to learn spells -is one thing. Making spells truly a part of you is another, but that\'s exactly what you do when you apply magical inks +is one thing. Making spells truly a part of you is another, but that's exactly what you do when you apply magical inks to create intricate spell tattoos across your body. Each tattoo you inscribe on yourself is not merely a design, but the keystone of a spell, giving you the ability to cast it. Because your tattoos are magical, you can continually add to -those you\'ve already accumulated without ruining the designs, allowing your mastery over magic to grow. You often wear +those you've already accumulated without ruining the designs, allowing your mastery over magic to grow. You often wear clothing that bares your arms and perhaps other parts of your body to expose your tattoos, so that others know you for a spellcaster. - **Readying Spell Tattoos:** You learn two abilities (spells) at every tier of this focus, and each of them becomes a - tattoo on your body. However, for each tier\'s spells, you can only have one of the two readied (available for + tattoo on your body. However, for each tier's spells, you can only have one of the two readied (available for casting) at any given time, and the other is merely an interesting design until you change your readied spell for that tier. To change one readied spell, immediately after using a one-hour or ten-hour [recovery roll](#recovery-rolls), you must spend one minute in meditation, after which you can swap one readied spell. @@ -8883,9 +8883,9 @@ - **Connection:** Choose one of the following, or choose one of the [Focus Connections](#focus-connections). -1. Pick one other PC. They once broke a bottle of one of your magical tattoo inks. It\'s up to you if you\'ve forgiven +1. Pick one other PC. They once broke a bottle of one of your magical tattoo inks. It's up to you if you\'ve forgiven them or not. -2. Pick one other PC. You think they could learn your tattoo magic, and you\'d like to teach them. They may or may not +2. Pick one other PC. You think they could learn your tattoo magic, and you'd like to teach them. They may or may not be interested in learning it. 3. Pick one other PC. Whenever you ready your spells for the day, this character feels faint pain on their body where your corresponding tattoo is. @@ -8916,7 +8916,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** For the [Inks Spells on Skin](#focus-inks-spells-on-skin) focus, the ability choices at tiers 3 +**Editor's Notes ---** For the [Inks Spells on Skin](#focus-inks-spells-on-skin) focus, the ability choices at tiers 3 and 6 allow you to choose two abilities. You can keep one of your chosen abilities at the ready, as detailed under *Readying Spell Tattoos*. ::: @@ -8939,16 +8939,16 @@ - Tier 6: [Greater Enhanced Potential](#ability-greater-enhanced-potential) [(146)]{.og-ref} or [Legal Intern](#ability-legal-intern) [(157)]{.og-ref} -**GM Intrusions:** Onlookers react badly to a know-it-all. A distraction or interruption throws the character\'s +**GM Intrusions:** Onlookers react badly to a know-it-all. A distraction or interruption throws the character's argument off the rails. ##### Is A Car Wizard [#](#focus-is-a-car-wizard){.og-h-anchor aria-hidden="true"} {#focus-is-a-car-wizard .og-h-small .og-border} -[(It\'s Only Magic, page 52)]{.og-ref} +[(It's Only Magic, page 52)]{.og-ref} Your skill behind the wheel is legendary, combining natural talent and specialized magic to perform stunts and tricks that are impossible for regular people. Nothing beats the feel of wind in your hair, except maybe the intense purr of a -finely tuned engine augmented by sorcery. You love pushing yourself (and your vehicle) to the limit, even if it\'s +finely tuned engine augmented by sorcery. You love pushing yourself (and your vehicle) to the limit, even if it's dangerous---better to die a legend than live a long, dull life driving something boring. You enjoy drawing attention to yourself, so you tend to wear sleek clothing, stylish sunglasses, and borderline-gaudy jewelry, but never anything that interferes with your ability to control a car or cast a spell. @@ -8958,12 +8958,12 @@ - **Connection:** Choose one of the following, or choose one of the [Focus Connections](#focus-connections). 1. Pick one other PC. To repay a favor they did for you a while ago, you promised to drive them somewhere. They - haven\'t taken you up on it yet. + haven't taken you up on it yet. 2. Pick one other PC. You were the getaway driver for them once in the past---perhaps for something criminal, a car stunt for a viral video, or to avoid a bad situation. 3. Pick one other PC. You know they were once in a very bad car collision that left the vehicle a wreck, but they - somehow weren\'t hurt at all. -4. Pick one other PC. They used to associate with someone who was trying to hunt you down, but they haven\'t been in + somehow weren't hurt at all. +4. Pick one other PC. They used to associate with someone who was trying to hunt you down, but they haven't been in contact with that person in a while. - Tier 1: [Driver](#ability-driver) [(132)]{.og-ref} @@ -8987,7 +8987,7 @@ [(Cypher System Rulebook, page 70)]{.og-ref} -You\'re a celebrity and most people adore you. +You're a celebrity and most people adore you. - Tier 1: [Entourage](#ability-entourage) [(136)]{.og-ref} - Tier 1: [Celebrity Talent](#ability-celebrity-talent) [(119)]{.og-ref} @@ -9035,7 +9035,7 @@ [(Cypher System Rulebook, page 70)]{.og-ref} -\"WANTED, DEAD OR ALIVE\" posters (or their equivalent) have appeared featuring your face. It\'s up to you whether it\'s +\"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](#ability-enhanced-speed) [(135)]{.og-ref} @@ -9069,7 +9069,7 @@ Luck](#ability-trust-to-luck) [(194)]{.og-ref} **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. ::: ::: {.col-12 .col-md-6} @@ -9099,19 +9099,19 @@ ::: {.col-12 .col-md-6} ##### Learned From the Classics [#](#focus-learned-from-the-classics){.og-h-anchor aria-hidden="true"} {#focus-learned-from-the-classics .og-h-small .og-border} -[(It\'s Only Magic, page 54)]{.og-ref} +[(It's Only Magic, page 54)]{.og-ref} -Magic comes intuitively to some people, but you\'ve always had to work a bit harder. Luckily, you find that research +Magic comes intuitively to some people, but you've always had to work a bit harder. Luckily, you find that research comes naturally. You know what questions to ask; you know which books, websites, or professionals will have the answers. -You spent years studying and practicing, and you taught yourself everything you know. Now you\'re a skilled magician -who\'s always eager to learn more---evidenced by your lengthy reading list. +You spent years studying and practicing, and you taught yourself everything you know. Now you're a skilled magician +who's always eager to learn more---evidenced by your lengthy reading list. - **Connection:** Choose one of the following, or choose one of the [Focus Connections](#focus-connections). 1. Pick one other PC. They appreciate (but do not necessarily share) your obsession with books, libraries, and research. 2. Pick one other PC. You once owed this character a lot of money (or vice versa), although that debt is now paid. -3. Pick one other PC. They remind you about an obscure author whose books you enjoy, and you can\'t help but like them. +3. Pick one other PC. They remind you about an obscure author whose books you enjoy, and you can't help but like them. 4. Pick one other PC. You think this person is woefully ignorant about a lot of important topics (history, magic, ethics, and so on). @@ -9139,7 +9139,7 @@ You deal with bad situations as they arise, learning new lessons each time. - Tier 1: [Enhanced Intellect](#ability-enhanced-intellect) [(135)]{.og-ref} -- Tier 1: [There\'s Your Problem](#ability-theres-your-problem) [(190)]{.og-ref} +- Tier 1: [There's Your Problem](#ability-theres-your-problem) [(190)]{.og-ref} - Tier 2: [Quick Study](#ability-quick-study) [(174)]{.og-ref} - Tier 3: [Hard to Distract](#ability-hard-to-distract) [(148)]{.og-ref} - Tier 3: [Enhanced Intellect Edge](#ability-enhanced-intellect-edge) [(135)]{.og-ref} or [Flex @@ -9156,8 +9156,8 @@ [(We Are All Mad Here, page 175)]{.og-ref} -You spent a lot of time in another world, one that others don\'t believe actually exists. What you learned there gives -you insight and vision that most people don\'t have. You\'ve seen things. Beautiful things. Unspeakable things. Some of +You spent a lot of time in another world, one that others don't believe actually exists. What you learned there gives +you insight and vision that most people don't have. You\'ve seen things. Beautiful things. Unspeakable things. Some of them came back with you and stay with you to this day. - Tier 1: [See the Unseen](#ability-see-the-unseen) [(180)]{.og-ref} @@ -9166,13 +9166,13 @@ Hidden](#ability-find-the-hidden) [(140)]{.og-ref} - Tier 4: [Pay It Forward](#ability-pay-it-forward) [(168)]{.og-ref} - Tier 5: [Nightmare](#ability-nightmare) [(165)]{.og-ref} -- Tier 6: [Explains the Ineffable](#ability-explains-the-ineffable) [(137)]{.og-ref} or [Drawing on Life\'s +- Tier 6: [Explains the Ineffable](#ability-explains-the-ineffable) [(137)]{.og-ref} or [Drawing on Life's Experiences](#ability-drawing-on-lifes-experiences) [(131)]{.og-ref} ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} A character who Lived Among the Fey might have spent time among the fairies (or other creatures in a different far-off land) or they may have dreamed, hallucinated, or imagined the whole thing. Do they know the difference? Does it matter? -The name of the focus can be changed to something that more appropriately reflects the character\'s experience, such as +The name of the focus can be changed to something that more appropriately reflects the character's experience, such as Fell Into Wonderland or Crossed Into Narnia. ::: ::: @@ -9204,7 +9204,7 @@ [(Cypher System Rulebook, page 71)]{.og-ref} -You\'re a scrapper and love a good fight. +You're a scrapper and love a good fight. - Tier 1: [Fists of Fury](#ability-fists-of-fury) [(140)]{.og-ref} - Tier 1: [Wound Tender](#ability-wound-tender) [(200)]{.og-ref} @@ -9226,7 +9226,7 @@ [(Cypher System Rulebook, page 71)]{.og-ref} -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](#ability-have-spacesuit-will-travel) [(148)]{.og-ref} - Tier 1: [Vacuum Skilled](#ability-vacuum-skilled) [(196)]{.og-ref} @@ -9252,8 +9252,8 @@ Death eternally walks the labyrinth of the Heartwood, touching those who pass by, but few notice this ever-changing figure. You, however, are intimate with Death in all their many forms. Perhaps you are both drawn to and frightened of -them. Perhaps you\'ve spent too much time in their company, and have become infatuated with them. Perhaps you\'ve lost -friends and loved ones to their dark embrace. Whatever your feelings about Death, you\'ve made a deal with them, one you +them. Perhaps you've spent too much time in their company, and have become infatuated with them. Perhaps you\'ve lost +friends and loved ones to their dark embrace. Whatever your feelings about Death, you've made a deal with them, one you hope will bring you the closure that you seek. - Tier 1: [Blessing of the Gods](#ability-blessing-of-the-gods) [(114)]{.og-ref} (Death) @@ -9272,8 +9272,8 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** *Heartwood* is the featured setting in [We Are All Mad -Here](https://www.montecookgames.com/store/product/we-are-all-mad-here/){.og-icon .og-mcg}. The GM might agree it\'s +**Editor's Notes ---** *Heartwood* is the featured setting in [We Are All Mad +Here](https://www.montecookgames.com/store/product/we-are-all-mad-here/){.og-icon .og-mcg}. The GM might agree it's reasonable for a PC who [Made a Deal With Death](#focus-made-a-deal-with-death) to also gain [Blessing of the Gods](#ability-blessing-of-the-gods){.og-ability} (Protection) at Tier 1---It fits thematically, and the ability usually provides two blessing options to a PC. @@ -9369,7 +9369,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** Precusors to the Cypher System included a *Carries a Quiver* focus. If you want to play an +**Editor's Notes ---** Precusors to the Cypher System included a *Carries a Quiver* focus. If you want to play an incredible archer or other ranged weapon expert, the [Masters Weaponry](#focus-masters-weaponry), [Is Licensed to Carry](#focus-is-licensed-to-carry), [Hunts](#focus-hunts), [Slays Monsters](#focus-slays-monsters), or [Conjures Bullets](#focus-conjures-bullets) foci all make good options, depending on the setting. @@ -9382,20 +9382,20 @@ [(Rust and Redemption, page 119)]{.og-ref} You were raised in an underground bunker by Milly, an AI instance installed in your brain before you developed cognition -of your own. Unlike AI zombies, your personality and motivations haven\'t been replaced; your sense of self grew +of your own. Unlike AI zombies, your personality and motivations haven't been replaced; your sense of self grew alongside the AI, as collaborators rather than foes. This granted you superior intellect and an uncanny knack for -computers. Now you\'ve emerged into the larger world, where survivors are predisposed to distrust you, and you may need +computers. Now you've emerged into the larger world, where survivors are predisposed to distrust you, and you may need to keep your background a secret to be accepted. Whether you hate AI or remain loyal to Milly, you face the best odds if -you can fit in with another group of survivors. After all, there\'s a lot you don\'t know about how things work on the +you can fit in with another group of survivors. After all, there's a lot you don\'t know about how things work on the surface and the things people have done to stay alive in the past twenty years. - **Additional Equipment:** You have scars on your scalp in the shape of circuitry (like Lichtenberg figures). You - probably keep these hidden, as they identify you as one of Milly\'s children to anyone familiar with the mark. + probably keep these hidden, as they identify you as one of Milly's children to anyone familiar with the mark. - **Connection:** Choose one of the following, or choose one of the [Focus Connections](#focus-connections). 1. Pick one other PC. You fear that character is jealous of your abilities, and that it might lead to problems. -2. Pick one other PC. You\'re not sure how or from where, but that character has access to rare machine parts and can +2. Pick one other PC. You're not sure how or from where, but that character has access to rare machine parts and can get them for you at half price. 3. Pick one other PC. Seeing you use your focus abilities triggers unpleasant memories for that character. That memory is up to the other PC, although they may not be able to consciously recall it. @@ -9460,8 +9460,8 @@ - Tier 6: [Perfect Speed Burst](#ability-perfect-speed-burst) [(169)]{.og-ref} or [Greater Enhanced Speed](#ability-greater-enhanced-speed) [(146)]{.og-ref} -**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. ::: ::: {.col-12 .col-md-6} @@ -9490,7 +9490,7 @@ [(Cypher System Rulebook, page 73)]{.og-ref} -You\'re an assassin, whether by trade, by inclination, or because it was that or be killed yourself. +You're an assassin, whether by trade, by inclination, or because it was that or be killed yourself. - Tier 1: [Surprise Attack](#ability-surprise-attack) [(188)]{.og-ref} - Tier 1: [Assassin Skills](#ability-assassin-skills) [(110)]{.og-ref} @@ -9550,7 +9550,7 @@ - Tier 6: [Final Defiance](#ability-final-defiance) [(139)]{.og-ref} or [Ignore Affliction](#ability-ignore-affliction) [(150)]{.og-ref} -**GM Intrusions:** Sometimes, it\'s equipment or weapons that give out. +**GM Intrusions:** Sometimes, it's equipment or weapons that give out. ::: ::: {.col-12 .col-md-6} @@ -9565,7 +9565,7 @@ - Tier 3: [Agent Provocateur](#ability-agent-provocateur) [(109)]{.og-ref} or [Run and Fight](#ability-run-and-fight) [(179)]{.og-ref} - Tier 4: [Pull a Fast One](#ability-pull-a-fast-one) [(173)]{.og-ref} -- Tier 5: [Using What\'s Available](#ability-using-whats-available) [(195)]{.og-ref} +- Tier 5: [Using What's Available](#ability-using-whats-available) [(195)]{.og-ref} - Tier 6: [Trust to Luck](#ability-trust-to-luck) [(194)]{.og-ref} or [Deadly Strike](#ability-deadly-strike) [(125)]{.og-ref} @@ -9593,7 +9593,7 @@ - Tier 6: [Greater Enhanced Might](#ability-greater-enhanced-might) [(146)]{.og-ref} or [Jump Attack](#ability-jump-attack) [(156)]{.og-ref} -**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. ::: ::: {.col-12 .col-md-6} @@ -9601,7 +9601,7 @@ [(Cypher System Rulebook, page 74)]{.og-ref} -You\'re a crack starship pilot. +You're a crack starship pilot. - Tier 1: [Pilot](#ability-pilot) [(170)]{.og-ref} - Tier 1: [Flex Lore](#ability-flex-lore) [(141)]{.og-ref} @@ -9625,18 +9625,18 @@ [(Cypher System Rulebook, page 74)]{.og-ref} -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](#ability-game-lessons) [(144)]{.og-ref} - Tier 1: [Gamer](#ability-gamer) [(144)]{.og-ref} - Tier 2: [Zero Dark Eyes](#ability-zero-dark-eyes) [(200)]{.og-ref} - Tier 2: [Resist Tricks](#ability-resist-tricks) [(176)]{.og-ref} -- Tier 3: [Sniper\'s Aim](#ability-snipers-aim) [(184)]{.og-ref} or [Enhanced Speed +- Tier 3: [Sniper's Aim](#ability-snipers-aim) [(184)]{.og-ref} or [Enhanced Speed Edge](#ability-enhanced-speed-edge) [(135)]{.og-ref} - Tier 4: [Mind Games](#ability-mind-games) [(162)]{.og-ref} - Tier 4: [Enhanced Intellect](#ability-enhanced-intellect) [(135)]{.og-ref} -- Tier 5: [Gamer\'s Fortitude](#ability-gamers-fortitude) [(144)]{.og-ref} +- Tier 5: [Gamer's Fortitude](#ability-gamers-fortitude) [(144)]{.og-ref} - Tier 6: [Mind Surge](#ability-mind-surge) [(162)]{.og-ref} or [Gaming God](#ability-gaming-god) [(144)]{.og-ref} **GM Intrusions:** Missed attacks strike the wrong target. Equipment breaks. Sometimes people react negatively to @@ -9646,7 +9646,7 @@ ::: {.col-12 .col-md-6} ##### Practices Moon Magic [#](#focus-practices-moon-magic){.og-h-anchor aria-hidden="true"} {#focus-practices-moon-magic .og-h-small .og-border} -[(It\'s Only Magic, page 56)]{.og-ref} +[(It's Only Magic, page 56)]{.og-ref} The moon is a powerful force on the world, in terms of both science and magic. She hangs overhead like a watchful eye, makes creatures act strangely, represents cycles of time, and causes the ebb and flow of the tides. To you, she is a @@ -9664,8 +9664,8 @@ and even allowing you to shoot around corners. 2. Pick one other PC. You know they think your obsession with the moon is weird, pointless, or superstitious, and you feel the need to prove them wrong. -3. Pick one other PC. Sometimes you can\'t detect them with any of your senses or affect them with your magic, even - when they\'re right in front of you. +3. Pick one other PC. Sometimes you can't detect them with any of your senses or affect them with your magic, even + when they're right in front of you. 4. Pick one other PC. Your power and theirs have an unusual connection; instead of using your one-action [recovery roll](#recovery-rolls) on yourself, you can use it on them (and vice versa). @@ -9681,7 +9681,7 @@ **Minor Effect Suggestion:** Your foe is dazzled by a burst of moonlight, hindering them for one round. -**Major Effect Suggestion:** A surge of lunar power knocks your foe prone and disarms them of an object they\'re +**Major Effect Suggestion:** A surge of lunar power knocks your foe prone and disarms them of an object they're holding, which lands an immediate distance away. ::: @@ -9693,8 +9693,8 @@ You prepared for ultimate disaster, unlike most of the sheeple. Which means you stashed away food, water, and other survival gear when things were still okay. You trained yourself for harsh conditions, for basic machine and electronic repair, and maybe even in a musical instrument to pass the time in the bunker when no other entertainments could be had. -You\'d excel in a small group of other survivors, but you\'re ready to go it alone if that\'s what it takes. Above all, -you\'re prepared to make it through whatever the future holds, no matter how daunting the odds. Because you prepped +You'd excel in a small group of other survivors, but you\'re ready to go it alone if that\'s what it takes. Above all, +you're prepared to make it through whatever the future holds, no matter how daunting the odds. Because you prepped wisely. - **Additional Equipment:** A firearm of your choice (with ten bullets or shells), a [handloading tool @@ -9706,7 +9706,7 @@ rather than seeking revenge for using your resources. 2. Pick one other PC. You used to play card games with them before the apocalypse, and you still owe them money, though what that means now is difficult to say. -3. Pick one other PC. This character doesn\'t seem to want any of your stored food or water. +3. Pick one other PC. This character doesn't seem to want any of your stored food or water. 4. Pick one other PC. When you were hurt, they carried you to your prepped hideout at great risk to themselves. - Tier 1: [Practiced in Light Armor](#ability-practiced-in-light-armor) [(RR, 121)]{.og-ref} @@ -9744,7 +9744,7 @@ - Tier 6: [Greater Enhanced Potential](#ability-greater-enhanced-potential) [(146)]{.og-ref} or [Lethal Damage](#ability-lethal-damage) [(158)]{.og-ref} -**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. ::: ::: {.col-12 .col-md-6} @@ -9756,12 +9756,12 @@ [(Rust and Redemption, page 122)]{.og-ref} When civilization fell, you did what you had to do to stay alive. Did you kill innocent people? Probably, insofar as -anyone who survived the end can really be considered \"innocent.\" You figured they\'d have done the same to you. But +anyone who survived the end can really be considered \"innocent.\" You figured they'd have done the same to you. But whether they deserved it or not, you and the other raiders you ran with survived, and your targets did not. -Then something life-changing happened to you, altering your perspective; it\'s up to you to decide what. In any case, -you\'ve turned over a new leaf. You don\'t indiscriminately kill anymore, though surviving is still a goal. But you\'ve -joined with others who you want to protect as much as or even more than your own life. You\'re done with raiding. But is +Then something life-changing happened to you, altering your perspective; it's up to you to decide what. In any case, +you've turned over a new leaf. You don\'t indiscriminately kill anymore, though surviving is still a goal. But you\'ve +joined with others who you want to protect as much as or even more than your own life. You're done with raiding. But is raiding (and those who might recognize you as a raider) done with you? - **Additional Equipment:** You have a tattoo from your raiding days that you probably keep hidden, as it would @@ -9769,12 +9769,12 @@ - **Connection:** Choose one of the following, or choose one of the [Focus Connections](#focus-connections). -1. Pick one other PC. That character knows that you were a raider, even though it is a secret you\'ve kept from the +1. Pick one other PC. That character knows that you were a raider, even though it is a secret you've kept from the other PCs so far. 2. Pick one other PC. They were also a raider, however briefly, along with you (if they agree to this connection). -3. Pick one other PC. You feel very protective of this character and don\'t want to see them harmed. -4. Pick one other PC. You know that you\'re responsible for the death of someone that character knew while you were - raiding; they don\'t know it, but the guilt has been waking you up in the middle of the night. +3. Pick one other PC. You feel very protective of this character and don't want to see them harmed. +4. Pick one other PC. You know that you're responsible for the death of someone that character knew while you were + raiding; they don't know it, but the guilt has been waking you up in the middle of the night. - Tier 1: [Ignore the Pain](#ability-ignore-the-pain) [(150)]{.og-ref} - Tier 1: [Wilderness Life](#ability-wilderness-life) [(199)]{.og-ref} @@ -9797,11 +9797,11 @@ [(Rust and Redemption, page 123)]{.og-ref} -You are a student of the before-times. Maybe that\'s because you grew up in the ruins of an old library and read -everything as your hobby, you found a friendly AI archivist who taught you about how things once were, you\'re +You are a student of the before-times. Maybe that's because you grew up in the ruins of an old library and read +everything as your hobby, you found a friendly AI archivist who taught you about how things once were, you're long-lived and were alive before the apocalypse, or you have a deep recollection of the world before the end for some other reason. This knowledge gives you an appreciation of the before-times as well as a point of view that many other -survivors lack that benefits you in and around ruins. You can find things others wouldn\'t know to look for, plucking +survivors lack that benefits you in and around ruins. You can find things others wouldn't know to look for, plucking fruits of the past that would otherwise go unharvested. - **Additional Equipment:** One book on a technical topic such as plumbing, carpentry, electronics, or physics; it @@ -9830,7 +9830,7 @@ 124)]{.og-ref} **Minor Effect Suggestion:** You remember something about the area that proves advantageous later, such as realizing -there\'s probably a fresh location to [scavenge](#scavenging) close by that has a good chance of not having been picked +there's probably a fresh location to [scavenge](#scavenging) close by that has a good chance of not having been picked over by other survivors. **Major Effect Suggestion:** A foe forgets about you unless you draw attention to yourself. @@ -9842,7 +9842,7 @@ [(High Noon at Midnight, page 112)]{.og-ref} Few things feel more empowering than when you jump into the saddle and ride! Maybe you have a special mount called -Thunder, Caballo, Dusty, or a name you don\'t share with others. Or perhaps any mount will serve, because you\'re just +Thunder, Caballo, Dusty, or a name you don't share with others. Or perhaps any mount will serve, because you\'re just that skilled in the saddle. Whatever the case, when you and your mount are moving, other folks say they have a hard time figuring where one of you stops and the other begins---you act as a single creature that almost nothing can stop. @@ -9850,12 +9850,12 @@ **Connection:** Choose one of the following, or choose one of the [Focus Connections](#focus-connections). -1. Pick one other PC. You promised that character a ride anywhere they wanted to go on your mount. They haven\'t yet +1. Pick one other PC. You promised that character a ride anywhere they wanted to go on your mount. They haven't yet taken you up on your offer. -2. Pick one other PC. You rode them to safety after they got in trouble with the law. Trouble hasn\'t found you because +2. Pick one other PC. You rode them to safety after they got in trouble with the law. Trouble hasn't found you because of it. Yet. -3. Pick one other PC. That character was hired to kill you, but they didn\'t, because they like your mount. -4. Pick one other PC. Due to a misunderstanding of identity, you rode them down once. They still have a scar, but it\'s +3. Pick one other PC. That character was hired to kill you, but they didn't, because they like your mount. +4. Pick one other PC. Due to a misunderstanding of identity, you rode them down once. They still have a scar, but it's up to them whether they hold it against you. - Tier 1: [Rider](#ability-rider-hnam) [(HNAM, 112)]{.og-ref} @@ -9897,7 +9897,7 @@ [(Cypher System Rulebook, page 74)]{.og-ref} -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](#ability-go-defensive) [(145)]{.og-ref} - Tier 2: [Enhanced Speed](#ability-enhanced-speed) [(135)]{.og-ref} @@ -9919,7 +9919,7 @@ [(Cypher System Rulebook, page 74)]{.og-ref} -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](#ability-ignore-the-pain) [(150)]{.og-ref} @@ -10054,14 +10054,14 @@ - Tier 1: [Community Knowledge](#ability-community-knowledge) [(121)]{.og-ref} - Tier 1: [Community Activist](#ability-community-activist) [(121)]{.og-ref} - Tier 2: [Skill With Attacks](#ability-skill-with-attacks) [(183)]{.og-ref} -- Tier 3: [Shepherd\'s Fury](#ability-shepherds-fury) [(182)]{.og-ref} or [Skill With +- Tier 3: [Shepherd's Fury](#ability-shepherds-fury) [(182)]{.og-ref} or [Skill With Defense](#ability-skill-with-defense) [(183)]{.og-ref} - Tier 4: [Greater Enhanced Potential](#ability-greater-enhanced-potential) [(146)]{.og-ref} - Tier 5: [Evasion](#ability-evasion) [(136)]{.og-ref} - Tier 6: [Greater Skill With Attacks](#ability-greater-skill-with-attacks) [(147)]{.og-ref} or [Protective Wall](#ability-protective-wall) [(172)]{.og-ref} -**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. ::: ::: {.col-12 .col-md-6} @@ -10080,7 +10080,7 @@ - Tier 6: [Call Otherworldly Spirit](#ability-call-otherworldly-spirit) [(117)]{.og-ref} or [Infuse Spirit](#ability-infuse-spirit) [(153)]{.og-ref} -**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. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} In some settings, the Shepherds Spirits focus applies to only one kind of spirit, such as spirits of the deceased, @@ -10179,7 +10179,7 @@ [(149)]{.og-ref} **GM Intrusions:** The monster laid a trap or set an ambush. The monster has previously undisclosed abilities. The -monster\'s mother vows revenge. +monster's mother vows revenge. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} Although wielding a sword in a setting where people usually do not carry such weapons is fine, you can change the Slays @@ -10213,11 +10213,11 @@ [(Cypher System Rulebook, page 77)]{.og-ref} -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](#ability-investigator) [(155)]{.og-ref} - Tier 1: [Sleuth](#ability-sleuth) [(183)]{.og-ref} -- Tier 2: [Out of Harm\'s Way](#ability-out-of-harms-way) [(167)]{.og-ref} +- Tier 2: [Out of Harm's Way](#ability-out-of-harms-way) [(167)]{.og-ref} - Tier 3: [You Studied](#ability-you-studied) [(200)]{.og-ref} or [Skill With Attacks](#ability-skill-with-attacks) [(131)]{.og-ref} - Tier 4: [Draw Conclusion](#ability-draw-conclusion) [(131)]{.og-ref} @@ -10245,7 +10245,7 @@ - Tier 6: [Call the Storm](#ability-call-the-storm) [(117)]{.og-ref} or [Earthquake](#ability-earthquake) [(133)]{.og-ref} -**GM Intrusions:** An injured natural (but dangerous) creature is discovered. Someone\'s poaching wildlife for their +**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. ::: @@ -10260,7 +10260,7 @@ You once crossed paths with a fiery demon, learned a bit of blazecraft from an alchemist, or maybe just always had a special talent for starting fires. That and your love of letting your six shooters bark combine to make you the feared gunfighter that you are today. You might have developed a reputation already as you move between plains and badlands, -using your uncanny skills to avenge, promote justice, or just enrich yourself. Whatever the case, it\'s how you\'ll +using your uncanny skills to avenge, promote justice, or just enrich yourself. Whatever the case, it's how you\'ll acquit yourself when, inevitably, you draw your burning iron. **Additional Equipment:** A six shooter (medium or heavy weapon) and 20 rounds of ammunition. @@ -10269,9 +10269,9 @@ 1. Pick one other PC. This character also likes fire. You both deal 1 additional point of damage when you fight the same foe using fire. -2. Pick one other PC. You\'re certain this character appreciates your smoldering gun and is impressed by how well you +2. Pick one other PC. You're certain this character appreciates your smoldering gun and is impressed by how well you shoot. This may or may not actually be the case. -3. Pick one other PC. They quietly think you\'re either a demon or kin to demons. How they feel about demons is up to +3. Pick one other PC. They quietly think you're either a demon or kin to demons. How they feel about demons is up to them. 4. Pick one other PC. You failed to protect this character at some point in the past, and you feel compelled to make up for your failure. @@ -10325,12 +10325,12 @@ ::: {.col-12 .col-md-6} ##### Steers the Coven [#](#focus-steers-the-coven){.og-h-anchor aria-hidden="true"} {#focus-steers-the-coven .og-h-small .og-border} -[(It\'s Only Magic, page 58)]{.og-ref} +[(It's Only Magic, page 58)]{.og-ref} Magic is strongest when wielded by a community. The strength of a community is derived from the strength of its leader, -and you\'ve taken on the role. Maybe you were chosen, or maybe you volunteered. Maybe you have an official title and +and you've taken on the role. Maybe you were chosen, or maybe you volunteered. Maybe you have an official title and responsibilities, or maybe you serve as an informal mentor. Maybe you run a [coven](#covens) with bylaws and a charter, -or maybe you host gatherings where your friends and family can perform rituals together. Regardless, you\'re responsible +or maybe you host gatherings where your friends and family can perform rituals together. Regardless, you're responsible for a coalition of magicians who look to you for guidance, protection, and problem-solving. - **Connection:** Choose one of the following, or choose one of the [Focus Connections](#focus-connections). @@ -10339,19 +10339,19 @@ belonging to another coven with contrary goals. 2. Pick one other PC. You want to learn more about this person so you can decide if they should join your coven or are somehow a threat to it. -3. Pick one other PC. Long ago you were very close to this character, but you drifted apart. You\'ll need to decide if - you\'re starting anew or trying to rekindle the old friendship. +3. Pick one other PC. Long ago you were very close to this character, but you drifted apart. You'll need to decide if + you're starting anew or trying to rekindle the old friendship. 4. Pick one other PC. This character or someone they care about is in your coven, and you feel responsible for protecting them. - Tier 1: [Community Activist](#ability-community-activist) [(121)]{.og-ref} - Tier 1: [Community Knowledge](#ability-community-knowledge) [(121)]{.og-ref} -- Tier 2: [Shepherd\'s Fury](#ability-shepherds-fury) [(182)]{.og-ref} +- Tier 2: [Shepherd's Fury](#ability-shepherds-fury) [(182)]{.og-ref} - Tier 3: [Inspire Action](#ability-inspire-action) [(154)]{.og-ref} or [True Guardian](#ability-true-guardian) [(194)]{.og-ref} - Tier 4: [Ritual Guidance](#ability-ritual-guidance) [(IOM, 58)]{.og-ref} - Tier 5: [Protective Instincts](#ability-protective-instincts) [(IOM, 58)]{.og-ref} -- Tier 6: [Deep Consideration](#ability-deep-consideration) [(126)]{.og-ref} or [Drawing on Life\'s +- Tier 6: [Deep Consideration](#ability-deep-consideration) [(126)]{.og-ref} or [Drawing on Life's Experiences](#ability-drawing-on-lifes-experiences) [(131)]{.og-ref} **Minor Effect Suggestion:** The evident power of the support from your coven intimidates a foe, who retreats a short @@ -10379,7 +10379,7 @@ - Tier 6: [Break the Ranks](#ability-break-the-ranks) [(116)]{.og-ref} or [Not Dead Yet](#ability-not-dead-yet) [(166)]{.og-ref} -**GM Intrusions:** An attack or effect interferes with the character\'s elasticity. A stretched limb becomes +**GM Intrusions:** An attack or effect interferes with the character's elasticity. A stretched limb becomes overstressed and weak. ::: @@ -10388,16 +10388,16 @@ [(High Noon at Midnight, page 116)]{.og-ref} -Your body is a venomous weapon able to cripple and kill. Watchful as a coiled rattlesnake, you\'re ready to evade an +Your body is a venomous weapon able to cripple and kill. Watchful as a coiled rattlesnake, you're ready to evade an attacker, then strike back with fists, elbows, knees, or feet that sink into flesh with the speed of fangs. Fact is, -you\'ve got a supernatural connection to venomous serpents, the rattler in particular. That spiritual fusion empowers +you've got a supernatural connection to venomous serpents, the rattler in particular. That spiritual fusion empowers you both offensively and defensively, maybe even eventually giving you power over snakes, or allowing you to become a serpent avatar after shedding your skin. **Connection:** Choose one of the following, or choose one of the [Focus Connections](#focus-connections). 1. Pick one other PC. You rescued this character from a bad situation, but in doing so, you killed someone close to the - character. Maybe that was also the PC\'s persecutor, but there\'s still some tension between you. + character. Maybe that was also the PC's persecutor, but there\'s still some tension between you. 2. Pick one other PC. You were once given a package to deliver to them from a mysterious source, but you lost the package before you were able to hand it over. 3. Pick one other PC. You accidently envenomated them when they shook you awake or otherwise startled you. How they @@ -10416,10 +10416,10 @@ - Tier 6: [Shed Skin](#ability-shed-skin) [(HNAM, 117)]{.og-ref} or [Spray Venom](#ability-spray-venom) [(HNAM, 117)]{.og-ref} -**Minor Effect Suggestion:** You make yourself a target, easing your allies\' defense rolls until your next turn. +**Minor Effect Suggestion:** You make yourself a target, easing your allies' defense rolls until your next turn. **Major Effect Suggestion:** You get a second wind and can make an immediate [recovery roll](#recovery-rolls) that -doesn\'t count against your regular number of recovery rolls today. +doesn't count against your regular number of recovery rolls today. ::: ::: {.col-12 .col-md-6} @@ -10447,7 +10447,7 @@ [(Cypher System Rulebook, page 77)]{.og-ref} 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. +influence them in ways that others can't. - Tier 1: [Machine Affinity](#ability-machine-affinity) [(159)]{.og-ref} - Tier 1: [Distant Interface](#ability-distant-interface) [(130)]{.og-ref} @@ -10469,7 +10469,7 @@ [(Cypher System Rulebook, page 77)]{.og-ref} -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](#ability-precision) [(171)]{.og-ref} @@ -10528,21 +10528,21 @@ ::: {.col-12 .col-md-6} ##### Transmits Energy [#](#focus-transmits-energy){.og-h-anchor aria-hidden="true"} {#focus-transmits-energy .og-h-small .og-border} -[(It\'s Only Magic, page 59)]{.og-ref} +[(It's Only Magic, page 59)]{.og-ref} -Magic is often compared to electromagnetism: it\'s an invisible and ubiquitous force that holds everything together. +Magic is often compared to electromagnetism: it's an invisible and ubiquitous force that holds everything together. Magic runs through every living creature, the ground, and even the air around us. You can sense---and influence---the -flow of power, the way some people can hear currents running through wire. In a crisis, you attack by draining a foe\'s +flow of power, the way some people can hear currents running through wire. In a crisis, you attack by draining a foe's energy. Otherwise, you focus on helping others by catalyzing and enhancing their magic abilities. - **Connection:** Choose one of the following, or choose one of the [Focus Connections](#focus-connections). -1. Pick one other PC. This character thinks you\'re some sort of energy vampire, either dangerous or just annoying. +1. Pick one other PC. This character thinks you're some sort of energy vampire, either dangerous or just annoying. 2. Pick one other PC. You believe they have insight about how to master your magic, if you can just convince them to trust you with their secrets. 3. Pick one other PC. You once knocked out this character with your power, but were able to jolt them back awake again. At the time they seemed to think it was funny. -4. Pick one other PC. You once recharged one of their powerful cyphers, although you\'re not sure how you managed it. +4. Pick one other PC. You once recharged one of their powerful cyphers, although you're not sure how you managed it. - Tier 1: [Lend a Hand](#ability-lend-a-hand) [(IOM, 59)]{.og-ref} - Tier 2: [Drain Creature](#ability-drain-creature) [(131)]{.og-ref} @@ -10576,11 +10576,11 @@ ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} 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 allow it. +in the GM's setting. A character with this focus can drastically alter a setting, if the rules of time travel allow it. ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The [Cypher System +**Editor's Notes ---** The [Cypher System Rulebook](https://www.montecookgames.com/store/product/cypher-system-rulebook-2/){.og-icon .og-mcg} includes additional guidance under *For the GM: Managing Time Travel* [(192)]{.og-ref}. ::: @@ -10592,14 +10592,14 @@ ::: {.col-12 .col-md-6} ##### Turns Decay to Growth [#](#focus-turns-decay-to-growth){.og-h-anchor aria-hidden="true"} {#focus-turns-decay-to-growth .og-h-small .og-border} -[(It\'s Only Magic, page 60)]{.og-ref} +[(It's Only Magic, page 60)]{.og-ref} -You\'re comfortable with decomposition: the bacteria and fungi that break down organic material are living creatures, -and you coax magic from the interplay of life and death. To you, rot isn\'t cause for revulsion---it\'s an opportunity +You're comfortable with decomposition: the bacteria and fungi that break down organic material are living creatures, +and you coax magic from the interplay of life and death. To you, rot isn't cause for revulsion---it\'s an opportunity to build something new. Maggots, mushrooms, and mold are actors in your process, not unlike familiars. You probably keep a garden, nourished by your meticulously maintained compost pile. Your community might express discomfort with your -methods, leading to friction. If you react to criticism by isolating yourself, you won\'t be lonely for very long---what -you have to offer is vital and rare, and it\'s inevitable that someone will ask you for help. +methods, leading to friction. If you react to criticism by isolating yourself, you won't be lonely for very long---what +you have to offer is vital and rare, and it's inevitable that someone will ask you for help. - **Connection:** Choose one of the following, or choose one of the [Focus Connections](#focus-connections). @@ -10652,7 +10652,7 @@ with that of a random cypher. ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The [Uses Wild Magic](#focus-uses-wild-magic) focus uses [subtle cyphers](#subtle-cyphers) as +**Editor's Notes ---** The [Uses Wild Magic](#focus-uses-wild-magic) focus uses [subtle cyphers](#subtle-cyphers) as spells. The GM can make other kinds of [cyphers](#choose-cyphers) into subtle cyphers for the purposes of this focus. ::: ::: @@ -10662,19 +10662,19 @@ [(Rust and Redemption, page 124)]{.og-ref} -Most people want to hide from the devastation or just curl up and die rather than face a hostile world. Not you. You\'re -determined to see what\'s out there, to survive, and, more than that, to thrive. It\'s that or let the radioactive +Most people want to hide from the devastation or just curl up and die rather than face a hostile world. Not you. You're +determined to see what's out there, to survive, and, more than that, to thrive. It\'s that or let the radioactive rats---or whatever it is that hunts the ruins---get you. If you were around before the end, you could have been a soldier, mercenary, or at least someone who had basic survival training. What sets you apart from all the others like you is that you decided to hope when everything looked darkest. -Since then, you have eaten your share of spoiled food and irradiated water, and survived. Whether that\'s because -you\'ve adapted, you\'re luckier, or you were just tougher than the rest is anyone\'s guess. But you\'re still walking +Since then, you have eaten your share of spoiled food and irradiated water, and survived. Whether that's because +you've adapted, you\'re luckier, or you were just tougher than the rest is anyone\'s guess. But you\'re still walking the wastes even though so many others are gone. -You probably don\'t spend a lot of time on your appearance, given that you wear the cobbled-together clothing and bits -and pieces of armor you\'re able to [scavenge](#scavenging) from the ruins. Appearance doesn\'t matter; actions do. +You probably don't spend a lot of time on your appearance, given that you wear the cobbled-together clothing and bits +and pieces of armor you're able to [scavenge](#scavenging) from the ruins. Appearance doesn\'t matter; actions do. - **Additional Equipment:** You have a piece of before-times equipment with three analog dials that measure temperature, air pressure, and humidity. (You also know the names for the instruments nestled behind those dials: a @@ -10684,9 +10684,9 @@ - **Connection:** Choose one of the following, or choose one of the [Focus Connections](#focus-connections). 1. Pick one other PC. This character appears to be an able survivor, but in your mind, they seem to be at the end of - their rope. You\'re constantly trying to convince them to keep trying, go the distance, and survive for a better + their rope. You're constantly trying to convince them to keep trying, go the distance, and survive for a better tomorrow. -2. Pick one other PC. You feel very protective of this character and don\'t want to see them harmed. +2. Pick one other PC. You feel very protective of this character and don't want to see them harmed. 3. Pick one other PC. This character comes from the same place you do, and you knew each other as children. Whether that place exists any longer is something you and that character should decide. 4. Pick one other PC. You found this character almost dead in the wastes. You rescued them, nursed them back to health, @@ -10704,7 +10704,7 @@ - Tier 4: [Improved Recovery](#ability-improved-recovery) [(152)]{.og-ref} - Tier 4: [Push on Through](#ability-push-on-through) [(173)]{.og-ref} - Tier 5: [Ignore the Pain](#ability-ignore-the-pain) [(150)]{.og-ref} -- Tier 6: [Using What\'s Available](#ability-using-whats-available) [(195)]{.og-ref} or [Wasteland +- Tier 6: [Using What's Available](#ability-using-whats-available) [(195)]{.og-ref} or [Wasteland Camouflage](#ability-wasteland-camouflage) [(RR, 125)]{.og-ref} **Minor Effect Suggestion:** You restore 2 points to your Might Pool. @@ -10789,7 +10789,7 @@ - Tier 6: [Masterful Armor Modification](#ability-masterful-armor-modification) (Jet-Assisted Flight) [(160)]{.og-ref} or [Masterful Armor Modification](#ability-masterful-armor-modification) (Cypher Pod) [(160)]{.og-ref} -**GM Intrusions:** The armor won\'t come off. The armor acts under its own power. The armor suffers a momentary power +**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. ::: @@ -10812,7 +10812,7 @@ [(185)]{.og-ref} **GM Intrusions:** A weapon breaks or is dropped. The weapon loses its connection to you until you use an action to -reestablish the attunement. The weapon\'s energy discharges in an unexpected way. +reestablish the attunement. The weapon's energy discharges in an unexpected way. ::: ::: {.col-12 .col-md-6} @@ -10832,7 +10832,7 @@ - Tier 6: [Concussion](#ability-concussion) [(121)]{.og-ref} or [Generate Force Field](#ability-generate-force-field) [(145)]{.og-ref} -**GM Intrusions:** Invisibility partially fades, revealing the character\'s presence. A force field is pierced by an +**GM Intrusions:** Invisibility partially fades, revealing the character's presence. A force field is pierced by an unusual or unexpected attack. ::: @@ -10853,7 +10853,7 @@ - Tier 6: [Disarming Attack](#ability-disarming-attack) [(129)]{.og-ref} or [Spin Attack](#ability-spin-attack) [(185)]{.og-ref} -**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. ::: ::: {.col-12 .col-md-6} @@ -10861,7 +10861,7 @@ [(Cypher System Rulebook, page 78)]{.og-ref} -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](#ability-handy) [(148)]{.og-ref} - Tier 2: [Muscles of Iron](#ability-muscles-of-iron) [(165)]{.og-ref} @@ -10940,7 +10940,7 @@ [(Cypher System Rulebook, page 79)]{.og-ref} -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](#ability-knowledge-is-power) [(156)]{.og-ref} - Tier 2: [Greater Enhanced Intellect](#ability-greater-enhanced-intellect) [(146)]{.og-ref} @@ -10965,7 +10965,7 @@ 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 +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 @@ -10996,9 +10996,9 @@ - **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 +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. @@ -11016,21 +11016,21 @@ 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 Prescriptive [#](#focus-ability-guidelines-are-not-prescriptive){.og-h-anchor aria-hidden="true"} {#focus-ability-guidelines-are-not-prescriptive} [(Cypher System Rulebook, page 80)]{.og-ref} -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. @@ -11039,22 +11039,22 @@ [(Cypher System Rulebook, page 80)]{.og-ref} -If you\'re creating a focus and you think it should provide a suite of abilities at first tier that would mechanically +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 [#](#focus-concept-and-category){.og-h-anchor aria-hidden="true"} {#focus-concept-and-category} [(Cypher System Rulebook, page 81)]{.og-ref} -Choosing to create a focus that uses a particular concept---say, creating illusions---doesn\'t lock you into creating a +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 @@ -11062,7 +11062,7 @@ focus; or creating a [follower](#followers) 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](#focus-controls-gravity) could conceivably be an environment +Here's another example: the focus [Controls Gravity](#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). @@ -11071,11 +11071,11 @@ 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 [Chapter 9: +If you're looking for an ability and can\'t seem to find the right one in the vast catalog in [Chapter 9: Abilities](#chapter-9-abilities), 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 other abilities so they use earth instead of fire, cold, or magnetism. For +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](#ability-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). @@ -11096,12 +11096,12 @@ 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 +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 +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 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.) @@ -11147,7 +11147,7 @@ [(Cypher System Rulebook, page 82)]{.og-ref} Foci that prioritize providing NPC [follower](#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. +the PC in a 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. @@ -11156,9 +11156,9 @@ - **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. + this 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. @@ -11201,7 +11201,7 @@ 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 @@ -11213,7 +11213,7 @@ - **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 + 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. @@ -11222,12 +11222,12 @@ - **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 + 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. @@ -11241,7 +11241,7 @@ 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. @@ -11253,13 +11253,13 @@ - **Minor Effect Suggestions:** Next action is eased. -- **Major Effect Suggestions:** Make a free, no-action [recovery roll](#recovery-rolls) that doesn\'t count against +- **Major Effect Suggestions:** Make a free, no-action [recovery roll](#recovery-rolls) that doesn't count against daily recovery rolls. ::: {.alert .ps-4 .pb-0} The following are examples and not meant to provide a complete list of all possible foci in this category. -- [Doesn\'t Do Much](#focus-doesnt-do-much) +- [Doesn't Do Much](#focus-doesnt-do-much) - [Interprets the Law](#focus-interprets-the-law) - [Learns Quickly](#focus-learns-quickly) - [Works for a Living](#focus-works-for-a-living) @@ -11270,26 +11270,26 @@ [(Cypher System Rulebook, page 83)]{.og-ref} -- **Tier 1:** Choose an ability that grants training or an asset to skills associated with the focus\'s theme, or that +- **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 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, or that grants 5 or 6 points to a particular Pool best suited to the focus. Or choose two abilities + 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. Alternatively, provide a branch-out ability suggested at tier 5. @@ -11297,7 +11297,7 @@ 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. + allows 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. @@ -11326,7 +11326,7 @@ - **Connection:** Choose four relevant connections from the [Focus Connections](#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 + clothes. 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 @@ -11336,7 +11336,7 @@ - **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. ::: {.alert .ps-4 .pb-0} The following are examples and not meant to provide a complete list of all possible foci in this category. @@ -11363,7 +11363,7 @@ an 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. @@ -11376,7 +11376,7 @@ (if using 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 @@ -11409,7 +11409,7 @@ - **Connection:** Choose four relevant connections from the [Focus Connections](#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 + a focus 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 @@ -11441,7 +11441,7 @@ [(Cypher System Rulebook, page 85)]{.og-ref} - **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 + it) 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 @@ -11451,25 +11451,25 @@ 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 +- **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. + related to 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, + ability 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 chosen as an option in the previous tier. + 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 manipulation is illusory, this ability might haunt a target with terrifying images. If the focus is @@ -11531,7 +11531,7 @@ [(Cypher System Rulebook, page 86)]{.og-ref} - **Tier 1:** Choose a low-tier ability that grants the character basic exploratory, survival, or - information-gathering capabilities within the focus\'s theme. + information-gathering 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 @@ -11552,12 +11552,12 @@ 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. + (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. -- **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. + mid-tier 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. @@ -11569,23 +11569,23 @@ 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 [#](#focus-category-influence){.og-h-anchor aria-hidden="true"} {#focus-category-influence} [(Cypher System Rulebook, page 87)]{.og-ref} -Foci that prioritize authority and influence---whether that\'s to make people or machines do as commanded, to help +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 attention and influence their actions, or simply by knowing and learning things that affect later decisions. +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](#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. + equipment. 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. @@ -11616,28 +11616,28 @@ 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 +- **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 + of others who 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, + 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 + 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. + whichever one 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. @@ -11666,9 +11666,9 @@ [(Cypher System Rulebook, page 88)]{.og-ref} 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. +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 +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](#optional-rule-power-shifts) in the superhero genre and [spellcasting](#optional-rule-spellcasting) in the fantasy genre. However, other irregular @@ -11676,7 +11676,7 @@ - **Connection:** Choose four relevant connections from the [Focus Connections](#focus-connections) list. -- **Additional Equipment:** Any object necessary to the focus\'s theme. For instance, a superhero-themed focus might +- **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 @@ -11711,8 +11711,8 @@ grants 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 +- **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 @@ -11722,7 +11722,7 @@ those 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 + lower-tier 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 @@ -11736,17 +11736,17 @@ 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. + ability if a 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 + 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. + interaction, information-gathering, or healing ability, depending on the focus's overarching theme. ##### Movement Expertise [#](#focus-category-movement-expertise){.og-h-anchor aria-hidden="true"} {#focus-category-movement-expertise} [(Cypher System Rulebook, page 89)]{.og-ref} -Foci that prioritize novel forms of movement---in order to excel in combat, escape situations most others can\'t, move +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. @@ -11759,7 +11759,7 @@ - **Connection:** Choose four relevant connections from the [Focus Connections](#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 + of the 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. @@ -11783,7 +11783,7 @@ [(Cypher System Rulebook, page 89)]{.og-ref} -- **Tier 1:** Choose a low-tier ability that grants the basic benefit of the specific movement style, whether that\'s +- **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 @@ -11791,7 +11791,7 @@ the movement 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 +- **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 @@ -11801,15 +11801,15 @@ 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 + the 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 +- **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. + time where danger 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, @@ -11833,7 +11833,7 @@ 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 @@ -11877,7 +11877,7 @@ [(Cypher System Rulebook, page 90)]{.og-ref} -- **Tier 1:** Choose a low-tier ability that inflicts additional damage when a character attacks using the focus\'s +- **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 @@ -11897,19 +11897,19 @@ 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. + 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 + 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 + 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, +- **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. @@ -11943,7 +11943,7 @@ - **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](#cooperative-actions) without having to use an action at any point before the end of the next round. @@ -11972,17 +11972,17 @@ 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. + the initial 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 + previous 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. + could defend the focus 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 @@ -12015,7 +12015,7 @@ 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. @@ -12023,7 +12023,7 @@ - **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. + tank combat foci don't require anything to gain or retain their benefits. - **Minor Effect Suggestions:** +2 to Armor for a few rounds. @@ -12048,7 +12048,7 @@ [(Cypher System Rulebook, page 93)]{.og-ref} -- **Tier 1:** Choose a low-tier ability that provides defense within the focus\'s theme. If the theme is simply +- **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](#rules-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 @@ -12059,7 +12059,7 @@ 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 +- **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 @@ -12070,15 +12070,15 @@ - **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 form of protection in keeping with the focus\'s theme, such as more + 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 benefit + 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 +- **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](rules-retrying-a-task-after-failure) tasks @@ -12096,7 +12096,7 @@ 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 + this 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. ------------------------------------------------------------------------------------------------------------------------ @@ -12105,7 +12105,7 @@ [(Cypher System Rulebook, page 94)]{.og-ref} -Sometimes not everything about a focus is right for a character\'s concept, or perhaps the GM needs additional +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. @@ -12168,7 +12168,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** For more on customizing PCs, see [Optional Rules](#choose-optional-rules). +**Editor's Notes ---** For more on customizing PCs, see [Optional Rules](#choose-optional-rules). ::: ------------------------------------------------------------------------------------------------------------------------ @@ -12209,9 +12209,9 @@ - [Jade Colossus: Ruins of the Prior Worlds](#jade-colossus-foci) - [Numenera: The Ninth World Guidebook](#ninth-world-guidebook-foci) - [Numenera: The Octopi of the Ninth World](#octopi-of-the-ninth-world-foci) -- [Torment: Tides of Numenera---The Explorer\'s Guide](#torment-the-explorers-guide-foci) +- [Torment: Tides of Numenera---The Explorer's Guide](#torment-the-explorers-guide-foci) - [Old Gods of Appalachia](#old-gods-of-appalachia-foci) -- [Old Gus\' Daft Drafts](#og-dd-foci) +- [Old Gus' Daft Drafts](#og-dd-foci) - [Path of the Planebreaker](#path-of-the-planebreaker-foci) - [Planar Character Options](#planar-character-options-foci) - [Predation](#predation-foci) @@ -12274,13 +12274,13 @@ *See also: [Expanded Worlds --- Descriptors](#expanded-worlds-descriptors)* ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** This *Walks the Wasteland* focus differs significantly from the [Walks the +**Editor's Notes ---** This *Walks the Wasteland* focus differs significantly from the [Walks the Wasteland](#focus-walks-the-wasteland) focus in the CSRD. Additionally, there are a few suspected misprints under *New Foci in Different Genres* [(EW, 16)]{.og-ref}: - *Commands Monsters* is missing from the *Fairy Tale* and *Mythological* lists. -- *Gazes Into the Abyss* is listed in the *Mythological* list, but the focus doesn\'t appear in *Expanded Worlds*. The +- *Gazes Into the Abyss* is listed in the *Mythological* list, but the focus doesn't appear in *Expanded Worlds*. The focus appears in [Numenera Character Options 2](#numenera-character-options-2-foci). - *Hacks the Network* is listed as *Hacks Networks* in the *Crime and Espionage* list. - *Serves and Protects* is missing from the *Crime and Espionage* and *Historical* lists. @@ -12294,14 +12294,14 @@ - Battles the Blaze [(FR, 23)]{.og-ref} - Befriends the Flames [(FR, 24)]{.og-ref} - Controls the Scene [(FR, 24)]{.og-ref} -- Shuts Death\'s Door [(FR, 25)]{.og-ref} +- Shuts Death's Door [(FR, 25)]{.og-ref} -*See also: [First Responders --- Types](#first-responders-types) and [First Responders --- What\'s in the +*See also: [First Responders --- Types](#first-responders-types) and [First Responders --- What's in the Book?](#first-responders-product)* ##### Gods of the Fall --- Foci[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/gods-of-the-fall/){aria-label="Purchase Gods of the Fall"} [#](#gods-of-the-fall-foci){.og-h-anchor aria-hidden="true"} {#gods-of-the-fall-foci .og-h-small .og-h-small-icon .og-border} -*The Gods are eead---now it\'s your turn.* +*The Gods are eead---now it's your turn.* - Finds the Flaw in All Things [(GODS, 130)]{.og-ref} - Revels in Trickery [(GODS, 131)]{.og-ref} @@ -12309,7 +12309,7 @@ - Walks with the Night [(GODS, 134)]{.og-ref} *See also: [Gods of the Fall --- Descriptors](#gods-of-the-fall-descriptors), [Gods of the Fall --- -Types](#gods-of-the-fall-types), and [Gods of the Fall --- What\'s in the Book?](#gods-of-the-fall-product)* +Types](#gods-of-the-fall-types), and [Gods of the Fall --- What's in the Book?](#gods-of-the-fall-product)* ##### Harrow: The Blighted Plane --- Foci[[]{.og-icon .og-shop .ms-1 toggle="tooltip" title="Purchase from Third Party"}](https://undergroundoracle.com/pages/harrow-the-blighted-plane){aria-label="Purchase Harrow: The Blighted Plane"} [#](#harrow-the-blighted-plane-foci){.og-h-anchor aria-hidden="true"} {#harrow-the-blighted-plane-foci .og-h-small .og-h-small-icon .og-border} @@ -12340,7 +12340,7 @@ - [Works the Gutter](#focus-works-the-back-alleys) [(HBP, 65)]{.og-ref} *See also: [Harrow: The Blighted Plane --- Descriptors](#harrow-the-blighted-plane-descriptors), [Harrow: The Blighted -Plane --- Types](#harrow-the-blighted-plane-types), and [Harrow: The Blighted Plane --- What\'s in the +Plane --- Types](#harrow-the-blighted-plane-types), and [Harrow: The Blighted Plane --- What's in the Book?](#harrow-the-blighted-plane-product)* ##### The Magnus Archives --- Foci[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/the-magnus-archives-roleplaying-game/){aria-label="Purchase The Magnus Archives"} [#](#magnus-archives-foci){.og-h-anchor aria-hidden="true"} {#magnus-archives-foci .og-h-small .og-h-small-icon .og-border} @@ -12367,7 +12367,7 @@ - [Would Rather Be Reading](#focus-would-rather-be-reading) [(TMA, 88)]{.og-ref} *See also: [The Magnus Archives --- Descriptors](#magnus-archives-descriptors), [The Magnus Archives --- -Types](#magnus-archives-types) and [The Magnus Archives --- What\'s in the Book?](#magnus-archives-product)* +Types](#magnus-archives-types) and [The Magnus Archives --- What's in the Book?](#magnus-archives-product)* ##### Mystery Flesh Pit National Park --- Foci[[]{.og-icon .og-shop .ms-1 toggle="tooltip" title="Purchase from Third Party"}](https://www.drivethrurpg.com/en/product/498633/mystery-flesh-pit-national-park-the-rpg){aria-label="Purchase Mystery Flesh Pit National Park"} [#](#mystery-flesh-pit-foci){.og-h-anchor aria-hidden="true"} {#mystery-flesh-pit-foci .og-h-small .og-h-small-icon .og-border} @@ -12376,7 +12376,7 @@ Innocent Bystanders - [Calculates the Incalculable](#focus-calculates-the-incalculable) [(MFPNP, 50)]{.og-ref} -- [Doesn\'t Do Much](#focus-doesnt-do-much) [(MFPNP, 50)]{.og-ref} +- [Doesn't Do Much](#focus-doesnt-do-much) [(MFPNP, 50)]{.og-ref} - [Drives like a Maniac](#focus-drives-like-a-maniac) [(MFPNP, 50)]{.og-ref} - [Entertains](#focus-entertains) [(MFPNP, 50)]{.og-ref} - [Helps Their Friends](#focus-helps-their-friends) [(MFPNP, 50)]{.og-ref} @@ -12419,7 +12419,7 @@ *See also: [Mystery Flesh Pit National Park --- Descriptors](#mystery-flesh-pit-descriptors), [Mystery Flesh Pit National Park --- Types](#mystery-flesh-pit-types), [Mystery Flesh Pit National Park --- -Flavors](#mystery-flesh-pit-flavors), and [Mystery Flesh Pit National Park --- What\'s in the +Flavors](#mystery-flesh-pit-flavors), and [Mystery Flesh Pit National Park --- What's in the Book?](#mystery-flesh-pit-product)* ##### Neon Rain --- Foci[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/neon-rain/){aria-label="Purchase Neon Rain"} [#](#neon-rain-foci){.og-h-anchor aria-hidden="true"} {#neon-rain-foci .og-h-small .og-h-small-icon .og-border} @@ -12437,7 +12437,7 @@ - Weaponizes Chrome [(NR, 39)]{.og-ref} *See also: [Neon Rain --- Descriptors](#neon-rain-descriptors), [Neon Rain --- Types](#neon-rain-types), and [Neon Rain ---- What\'s in the Book?](#neon-rain-product)* +--- What's in the Book?](#neon-rain-product)* ##### Numenera Discovery --- Foci[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/numenera-discovery/){aria-label="Purchase Numenera Discovery"} [#](#numenera-discovery-foci){.og-h-anchor aria-hidden="true"} {#numenera-discovery-foci .og-h-small .og-h-small-icon .og-border} @@ -12470,7 +12470,7 @@ - Wields Power With Precision [(NDIS, 89)]{.og-ref} *See also: [Numenera Discovery --- Descriptors](#numenera-discovery-descriptors), [Numenera Discovery --- -Types](#numenera-discovery-types), and [Numenera Discovery --- What\'s in the Book?](#numenera-discovery-product)* +Types](#numenera-discovery-types), and [Numenera Discovery --- What's in the Book?](#numenera-discovery-product)* ##### Numenera Destiny --- Foci[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/numenera-destiny/){aria-label="Purchase Numenera Destiny"} [#](#numenera-destiny-foci){.og-h-anchor aria-hidden="true"} {#numenera-destiny-foci .og-h-small .og-h-small-icon .og-border} @@ -12510,7 +12510,7 @@ - Wields Words Like Weapons [(NDES, 103)]{.og-ref} *See also: [Numenera Destiny --- Descriptors](#numenera-destiny-descriptors), [Numenera Destiny --- -Types](#numenera-destiny-types), and [Numenera Destiny --- What\'s in the Book?](#numenera-destiny-product)* +Types](#numenera-destiny-types), and [Numenera Destiny --- What's in the Book?](#numenera-destiny-product)* ##### Numenera Character Options --- Foci[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/numenera-character-options/){aria-label="Purchase Numenera Character Options"} [#](#numenera-character-options-foci){.og-h-anchor aria-hidden="true"} {#numenera-character-options-foci .og-h-small .og-h-small-icon .og-border} @@ -12576,7 +12576,7 @@ ##### Jade Colossus: Ruins of the Prior Worlds --- Foci[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/jade-colossus-ruins-of-the-prior-worlds/){aria-label="Purchase Jade Colossus: Ruins of the Prior Worlds"} [#](#jade-colossus-foci){.og-h-anchor aria-hidden="true"} {#jade-colossus-foci .og-h-small .og-h-small-icon .og-border} -*The essential GM\'s companion for adventure building in the weird and wondrous Ninth World.* +*The essential GM's companion for adventure building in the weird and wondrous Ninth World.* - Delved Too Deeply [(JC, 17)]{.og-ref} - Has Three Hands [(JC, 18)]{.og-ref} @@ -12601,7 +12601,7 @@ *See also: [Numenera: The Octopi of the Ninth World --- Descriptors](#octopi-of-the-ninth-world-descriptors)* -##### Torment: Tides of Numenera---The Explorer\'s Guide --- Foci[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/torment-the-explorers-guide/){aria-label="Purchase Torment: Tides of Numenera—The Explorer's Guide"} [#](#torment-the-explorers-guide-foci){.og-h-anchor aria-hidden="true"} {#torment-the-explorers-guide-foci .og-h-small .og-h-small-icon .og-border} +##### Torment: Tides of Numenera---The Explorer's Guide --- Foci[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/torment-the-explorers-guide/){aria-label="Purchase Torment: Tides of Numenera—The Explorer's Guide"} [#](#torment-the-explorers-guide-foci){.og-h-anchor aria-hidden="true"} {#torment-the-explorers-guide-foci .og-h-small .og-h-small-icon .og-border} *Explore new lands. Discover new creatures. Unearth new secrets.* @@ -12609,7 +12609,7 @@ - Snares Deadly Prey [(TTN, 147)]{.og-ref} - Speaks with a Silver Tongue [(TTN, 148)]{.og-ref} -*See also: [Torment: Tides of Numenera---The Explorer\'s Guide --- +*See also: [Torment: Tides of Numenera---The Explorer's Guide --- Descriptors](#torment-the-explorers-guide-descriptors)* ##### Old Gods of Appalachia --- Foci[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/old-gods-of-appalachia-roleplaying-game/){aria-label="Purchase Predation"} [#](#old-gods-of-appalachia-foci){.og-h-anchor aria-hidden="true"} {#old-gods-of-appalachia-foci .og-h-small .og-h-small-icon .og-border} @@ -12625,7 +12625,7 @@ - [Cures What Ails Ya](#focus-works-miracles) [(OGOA, 92)]{.og-ref} - [Defends What Matters](#focus-defends-the-weak) [(OGOA, 93)]{.og-ref} - [Delves the Darkness](#focus-explores-dark-places) [(OGOA, 94)]{.og-ref} -- [Does What Needs Doin\'](#focus-works-for-a-living) [(OGOA, 96)]{.og-ref} +- [Does What Needs Doin'](#focus-works-for-a-living) [(OGOA, 96)]{.og-ref} - [Fears No Haints](#focus-shepherds-spirits) [(OGOA, 97)]{.og-ref} - [Gets Rough and Rowdy](#focus-needs-no-weapon) [(OGOA, 99)]{.og-ref} - [Hunts](#focus-hunts) [(OGOA, 100)]{.og-ref} @@ -12644,15 +12644,15 @@ - [Would Rather Be Reading](#focus-would-rather-be-reading) [(OGOA, 117)]{.og-ref} *See also: [Old Gods of Appalachia --- Descriptors](#old-gods-of-appalachia-descriptors), [Old Gods of Appalachia --- -Types](#old-gods-of-appalachia-types), and [Old Gods of Appalachia --- What\'s in the +Types](#old-gods-of-appalachia-types), and [Old Gods of Appalachia --- What's in the Book?](#old-gods-of-appalachia-product)* ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** Under *Crafts Powerful Objects* [(OGOA, 91)]{.og-ref}, the *Cypher Mastery* [(OGOA, +**Editor's Notes ---** Under *Crafts Powerful Objects* [(OGOA, 91)]{.og-ref}, the *Cypher Mastery* [(OGOA, 91)]{.og-ref} ability should be a tier 5 ability instead of tier 4. ::: -##### Old Gus\' Daft Drafts --- Foci[[]{.og-icon .og-csrd-read .ms-1 toggle="tooltip" title="Read Online"}](og-dd.html){aria-label="Read Online"} [#](#og-dd-foci){.og-h-anchor aria-hidden="true"} {#og-dd-foci .og-h-small .og-h-small-icon .og-border} +##### Old Gus' Daft Drafts --- Foci[[]{.og-icon .og-csrd-read .ms-1 toggle="tooltip" title="Read Online"}](og-dd.html){aria-label="Read Online"} [#](#og-dd-foci){.og-h-anchor aria-hidden="true"} {#og-dd-foci .og-h-small .og-h-small-icon .og-border} *A collection of free, online options for your best game ever!* @@ -12665,8 +12665,8 @@ - [Hoards Dross](og-dd.html#focus-hoards-dross) [(OG-DD)]{.og-ref .og-ref-og} - [Prepares Delicacies](og-dd.html#focus-prepares-delicacies) [(OG-DD)]{.og-ref .og-ref-og} -*See also: [Old Gus\' Draft Drafts --- Descriptors](#og-dd-descriptors), [Old Gus\' Draft Drafts --- -Flavors](#og-dd-flavors), and [Old Gus\' Draft Drafts --- What\'s in the Book?](#og-dd-product)* +*See also: [Old Gus' Draft Drafts --- Descriptors](#og-dd-descriptors), [Old Gus\' Draft Drafts --- +Flavors](#og-dd-flavors), and [Old Gus' Draft Drafts --- What\'s in the Book?](#og-dd-product)* ##### Path of the Planebreaker --- Foci[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/path-of-the-planebreaker/){aria-label="Purchase Path of the Planebreaker"} [#](#path-of-the-planebreaker-foci){.og-h-anchor aria-hidden="true"} {#path-of-the-planebreaker-foci .og-h-small .og-h-small-icon .og-border} @@ -12678,7 +12678,7 @@ - Wields a Chaos Blade [(POTP, 181)]{.og-ref} *See also: [Path of the Planebreaker --- Descriptors](#path-of-the-planebreaker-descriptors) and [Path of the -Planebreaker --- What\'s in the Book?](#path-of-the-planebreaker-product)* +Planebreaker --- What's in the Book?](#path-of-the-planebreaker-product)* ##### Planar Character Options --- Foci[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/planar-character-options/){aria-label="Planar Character Options"} [#](#planar-character-options-foci){.og-h-anchor aria-hidden="true"} {#planar-character-options-foci .og-h-small .og-h-small-icon .og-border} @@ -12714,7 +12714,7 @@ - Walks With Dinosaurs [(PRED, 44)]{.og-ref} *See also: [Predation --- Descriptors](#predation-descriptors), [Predation --- Types](#predation-types), and [Predation ---- What\'s in the Book?](#predation-product)* +--- What's in the Book?](#predation-product)* ##### Shotguns & Sorcery --- Foci[[]{.og-icon .og-shop .ms-1 toggle="tooltip" title="Purchase from Third Party"}](https://www.drivethrurpg.com/product/314247/Shotguns--Sorcery-The-Roleplaying-Game){aria-label="Purchase Shotguns & Sorcery"} [#](#shotguns-and-sorcery-foci){.og-h-anchor aria-hidden="true"} {#shotguns-and-sorcery-foci .og-h-small .og-h-small-icon .og-border} @@ -12751,7 +12751,7 @@ - [Works the Back Alleys](#focus-works-the-back-alleys) [(SS, 74)]{.og-ref} *See also: [Shotguns & Sorcery --- Descriptors](#shotguns-and-sorcery-descriptors), [Shotguns & Sorcery --- -Types](#shotguns-and-sorcery-types), and [Shotguns & Sorcery --- What\'s in the Book?](#shotguns-and-sorcery-product)* +Types](#shotguns-and-sorcery-types), and [Shotguns & Sorcery --- What's in the Book?](#shotguns-and-sorcery-product)* ##### The Strange --- Foci[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/the-strange-corebook/){aria-label="Purchase The Strange"} [#](#the-strange-corebook-foci){.og-h-anchor aria-hidden="true"} {#the-strange-corebook-foci .og-h-small .og-h-small-icon .og-border} @@ -12800,11 +12800,11 @@ - Awakens Dangerous Psychic Talent [(TS, 236)]{.og-ref} *See also: [The Strange --- Descriptors](#the-strange-corebook-descriptors), [The Strange --- -Types](#the-strange-corebook-types), and [The Strange --- What\'s in the Book?](#the-strange-corebook-product)* +Types](#the-strange-corebook-types), and [The Strange --- What's in the Book?](#the-strange-corebook-product)* ##### In Translation: The Strange Character Options --- Foci[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/in-translation-the-strange-character-options/){aria-label="Purchase In Translation: The Strange Character Options"} [#](#in-translation-the-strange-character-options-foci){.og-h-anchor aria-hidden="true"} {#in-translation-the-strange-character-options-foci .og-h-small .og-h-small-icon .og-border} -*Translating to a new recursion? It\'s not just about visiting---it\'s about becoming a part of it. About becoming a +*Translating to a new recursion? It's not just about visiting---it\'s about becoming a part of it. About becoming a different version of yourself.* † --- *denotes a draggable focus.* @@ -12863,7 +12863,7 @@ ##### Worlds Numberless and Strange --- Foci[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/worlds-numberless-and-strange/){aria-label="Purchase Worlds Numberless and Strange"} [#](#worlds-numberless-and-strange-foci){.og-h-anchor aria-hidden="true"} {#worlds-numberless-and-strange-foci .og-h-small .og-h-small-icon .og-border} -*What will you find as you venture into Earth\'s shoals?* +*What will you find as you venture into Earth's shoals?* † --- *denotes a draggable focus.* @@ -12901,14 +12901,14 @@ - Wants to Be Adored [(UM, 59)]{.og-ref} *See also: [Unmasked --- Descriptors](#unmasked-descriptors), [Unmasked --- Types](#unmasked-types), and [Unmasked --- -What\'s in the Book?](#unmasked-product)* +What's in the Book?](#unmasked-product)* ##### VURT --- Foci[[]{.og-icon .og-shop .ms-1 toggle="tooltip" title="Purchase from Third Party"}](http://www.ravendeskgames.com/vurt-the-tabletop-roleplaying-game){aria-label="Purchase VURT"} [#](#vurt-foci){.og-h-anchor aria-hidden="true"} {#vurt-foci .og-h-small .og-h-small-icon .og-border} *Amid the glass-strewn streets of the lethal and anarchic Manchester England of the near future, players ingest slender VURT feathers to travel to parallel worlds as vivid, unique, and unpredictable as our wildest dreams.* -- Can\'t be Mithered [(VURT, 67)]{.og-ref} +- Can't be Mithered [(VURT, 67)]{.og-ref} - Controls Blurbs [(VURT, 68)]{.og-ref} - Craves the Fix [(VURT, 69)]{.og-ref} - Delves Deeper [(VURT, 71)]{.og-ref} @@ -12937,7 +12937,7 @@ - Works for the City [(VURT, 93)]{.og-ref} - [Works the Room](#focus-entertains) [(VURT, 95)]{.og-ref} -*See also: [VURT --- Descriptors](#vurt-descriptors), [VURT --- Types](#vurt-types), and [VURT --- What\'s in the +*See also: [VURT --- Descriptors](#vurt-descriptors), [VURT --- Types](#vurt-types), and [VURT --- What's in the Book?](#vurt-product)* ------------------------------------------------------------------------------------------------------------------------ @@ -12955,7 +12955,7 @@ Ability Categories -† --- *denotes ablilities that don\'t appear in any [type](#choose-type), [flavor](#choose-flavor), or +† --- *denotes ablilities that don't appear in any [type](#choose-type), [flavor](#choose-flavor), or [focus](#choose-focus) ability lists.* ‡ --- *denotes abilities categorized by the editor.* @@ -13034,10 +13034,10 @@ [(Cypher System Rulebook, page 95)]{.og-ref} 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](#choose-type), [flavor](#choose-flavor), and [focus](#choose-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. +A character's [type](#choose-type), [flavor](#choose-flavor), and [focus](#choose-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. @@ -13086,8 +13086,8 @@ These categories have some overlap with the [Focus Categories](#focus-focus-categories). For example, there is a [support category here](#abilities-category-support) and a [support category in Chapter 8: -Focus](#focus-category-support). 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 +Focus](#focus-category-support). 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. ::: @@ -13130,7 +13130,7 @@ - [Serv-0 Aim](#ability-serv-0-aim) [(181)]{.og-ref} - [Serv-0 Brawler](#ability-serv-0-brawler) [(181)]{.og-ref} - [Skill With Attacks](#ability-skill-with-attacks) [(183)]{.og-ref} -- [Sniper\'s Aim](#ability-snipers-aim) [(184)]{.og-ref} +- [Sniper's Aim](#ability-snipers-aim) [(184)]{.og-ref} - [Specialized Throwing](#ability-specialized-throwing) [(185)]{.og-ref} - [Trained Guncasting](#ability-trained-guncasting) [(IOM, 47)]{.og-ref}‡ ::: @@ -13143,7 +13143,7 @@ - [As Foretold in Prophecy](#ability-as-foretold-in-prophecy) [(110)]{.og-ref} - [Duel to the Death](#ability-duel-to-the-death) [(132)]{.og-ref} - [Greater Skill With Attacks](#ability-greater-skill-with-attacks) [(147)]{.og-ref} -- [Hunter\'s Drive](#ability-hunters-drive) [(149)]{.og-ref} +- [Hunter's Drive](#ability-hunters-drive) [(149)]{.og-ref} - [Never Miss a Shot](#ability-never-miss-a-shot) [(HNAM, 115)]{.og-ref}‡ - [Master of Unarmed Fighting Style](#ability-master-of-unarmed-fighting-style) [(160)]{.og-ref} - [Mastery With Attacks](#ability-mastery-with-attacks) [(161)]{.og-ref} @@ -13160,7 +13160,7 @@ swarms, conjured spirits, and so on. ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** For more on companion abilities, see [Chapter 11-A: Followers and +**Editor's Notes ---** For more on companion abilities, see [Chapter 11-A: Followers and Factions](#chapter-11-a-followers-and-factions). ::: @@ -13220,7 +13220,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** A duplicate entry for the [Time Doppelganger](#ability-time-doppelganger){.og-ability} ability +**Editor's Notes ---** A duplicate entry for the [Time Doppelganger](#ability-time-doppelganger){.og-ability} ability has been removed from this category by the editor. ::: @@ -13239,7 +13239,7 @@ - [Call Through Time](#ability-call-through-time) [(118)]{.og-ref} - [Conjuration](#ability-conjuration) [(121)]{.og-ref} - [Deadly Swarm](#ability-deadly-swarm) [(125)]{.og-ref} -- [Dragon\'s Maw](#ability-dragons-maw) [(131)]{.og-ref} +- [Dragon's Maw](#ability-dragons-maw) [(131)]{.og-ref} - [Fire Servant](#ability-fire-servant) [(140)]{.og-ref} - [Improved Apportation](#ability-improved-apportation) [(151)]{.og-ref} - [Improved Companion](#ability-improved-companion) [(151)]{.og-ref} @@ -13441,7 +13441,7 @@ - [Immovable](#ability-immovable) [(150)]{.og-ref} - [Incredible Health](#ability-incredible-health) [(153)]{.og-ref} - [Miraculous Health](#ability-miraculous-health) [(163)]{.og-ref} -- [Noble\'s Courage](#ability-nobles-courage) [(166)]{.og-ref} +- [Noble's Courage](#ability-nobles-courage) [(166)]{.og-ref} - [One With the Wild](#ability-one-with-the-wild) [(167)]{.og-ref} - [Poison Resistance](#ability-poison-resistance) [(170)]{.og-ref}† - [Preternatural Senses](#ability-preternatural-senses) [(171)]{.og-ref} @@ -13466,7 +13466,7 @@ - [Deep Reserves](#ability-deep-reserves) [(126)]{.og-ref} - [Final Defiance](#ability-final-defiance) [(139)]{.og-ref} - [Free to Move](#ability-free-to-move) [(143)]{.og-ref} -- [Gamer\'s Fortitude](#ability-gamers-fortitude) [(144)]{.og-ref} +- [Gamer's Fortitude](#ability-gamers-fortitude) [(144)]{.og-ref} - [Gambling God](#ability-gambling-god) [(HNAM, 108)]{.og-ref}‡ - [Gaming God](#ability-gaming-god) [(144)]{.og-ref} - [Greater Healing Touch](#ability-greater-healing-touch) [(147)]{.og-ref} @@ -13672,7 +13672,7 @@ [Unmasked](https://www.montecookgames.com/store/product/unmasked/){.og-icon .og-mcg}. When two abilities with the same name are listed, the most authoritative version is listed first. Be sure to read the -surrounding material for each ability\'s full context. +surrounding material for each ability's full context. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} Many abilities from the 2015 Cypher Sytem Rulebook were simply renamed or reworded, but others may have been removed or @@ -13688,7 +13688,7 @@ [(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} -- [Calm Command](#ability-calm-command) [(OG-CSRD)]{.og-ref .og-ref-og} (Captain\'s Calm [(SF, 210)]{.og-ref}) +- [Calm Command](#ability-calm-command) [(OG-CSRD)]{.og-ref .og-ref-og} (Captain's Calm [(SF, 210)]{.og-ref}) - [Chop](#ability-chop) [(Errata)]{.og-ref} - [Crush](#ability-crush) [(Errata)]{.og-ref} - [Extra Edge](#ability-extra-edge) [(Errata)]{.og-ref} @@ -13930,7 +13930,7 @@ [(Cypher System Rulebook, page 99)]{.og-ref} - [Deep Consideration](#ability-deep-consideration) [(126)]{.og-ref} -- [Drawing on Life\'s Experiences](#ability-drawing-on-lifes-experiences) [(131)]{.og-ref} +- [Drawing on Life's Experiences](#ability-drawing-on-lifes-experiences) [(131)]{.og-ref} - [Information Gathering](#ability-information-gathering) [(153)]{.og-ref} - [Knowing the Unknown](#ability-knowing-the-unknown) [(156)]{.og-ref} - [Mind of a Leader](#ability-mind-of-a-leader) [(162)]{.og-ref} @@ -13944,7 +13944,7 @@ [(Cypher System Rulebook, page 100)]{.og-ref} -Modifies an existing ability or character trait\'s effects or parameters, such as increasing range or, damage, easing +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. @@ -13964,7 +13964,7 @@ - [Boost Manifest Cypher](#ability-boost-manifest-cypher) [(CTS, 51)]{.og-ref}†‡ - [Breaking Even](#ability-breaking-even) [(HNAM, 68)]{.og-ref}†‡ - [Car Magic](#ability-car-magic) [(IOM, 53)]{.og-ref}‡ -- [Cardsharp\'s Luck](#ability-cardshaps-luck) [(HNAM, 68)]{.og-ref}†‡ +- [Cardsharp's Luck](#ability-cardshaps-luck) [(HNAM, 68)]{.og-ref}†‡ - [Careful Shot](#ability-careful-shot) [(118)]{.og-ref} - [Charge](#ability-charge) [(119)]{.og-ref} - [Coaxing Power](#ability-coaxing-power) [(119)]{.og-ref} @@ -13983,7 +13983,7 @@ - [Enchanted Weapon](#ability-enchanted-weapon) [(GF, 31)]{.og-ref}[(CTS, 52)]{.og-ref}‡ - [Energize Object](#ability-energize-object) [(134)]{.og-ref} - [Enhanced Body](#ability-enhanced-body) [(134)]{.og-ref} -- [Entropy\'s Hand](#ability-entropys-luck) [(HNAM, 68)]{.og-ref}†‡ +- [Entropy's Hand](#ability-entropys-luck) [(HNAM, 68)]{.og-ref}†‡ - [Evade All Consequence](#ability-evade-all-consequence) [(HNAM, 70)]{.og-ref}†‡ - [Expanded Repertoire](#ability-expanded-repertoire) [(GF, 31)]{.og-ref}‡ - [Extra Use](#ability-extra-use) [(138)]{.og-ref}† @@ -14017,7 +14017,7 @@ - [Range Increase](#ability-range-increase) [(174)]{.og-ref} - [Reload](#ability-reload) [(176)]{.og-ref} - [Shuffle Wizard](#ability-shuffle-wizard) [(HNAM, 68)]{.og-ref}†‡ -- [Shyster\'s Face](#ability-shysters-face) [(HNAM, 71)]{.og-ref}†‡ +- [Shyster's Face](#ability-shysters-face) [(HNAM, 71)]{.og-ref}†‡ - [Smaller](#ability-smaller) [(CTS, 56)]{.og-ref}‡ - [Something in the Road](#ability-something-in-the-road) [(184)]{.og-ref} - [Spellpay](#ability-spellpay) [(IOM, 74)]{.og-ref}‡ @@ -14114,7 +14114,7 @@ - [Roaming Third Eye](#ability-roaming-third-eye) [(178)]{.og-ref} - [Robot Improvement](#ability-robot-improvement) [(179)]{.og-ref}† - [Seize the Moment](#ability-seize-the-moment) [(181)]{.og-ref} -- [Shepherd\'s Fury](#ability-shepherds-fury) [(182)]{.og-ref} +- [Shepherd's Fury](#ability-shepherds-fury) [(182)]{.og-ref} - [Slippery Customer](#ability-slippery-customer) [(183)]{.og-ref} - [Small Flight](#ability-small-flight) [(CTS, 55)]{.og-ref}‡ - [Space Fighting](#ability-space-fighting) [(184)]{.og-ref} @@ -14208,12 +14208,12 @@ - [Shield Burst](#ability-shield-burst) [(182)]{.og-ref} - [Shred Existence](#ability-shred-existence) [(183)]{.og-ref} - [Subtle Tricks](#ability-subtle-tricks) [(187)]{.og-ref}† -- [Thief\'s Luck](#ability-thiefs-luck) [(191)]{.og-ref} +- [Thief's Luck](#ability-thiefs-luck) [(191)]{.og-ref} - [Trick Driver](#ability-trick-driver) [(194)]{.og-ref} - [Twist of Fate](#ability-twist-of-fate) [(194)]{.og-ref} - [Two Things at Once](#ability-two-things-at-once) [(194)]{.og-ref} - [Ultra Enhancement](#ability-ultra-enhancement) [(194)]{.og-ref} -- [Using What\'s Available](#ability-using-whats-available) [(195)]{.og-ref} +- [Using What's Available](#ability-using-whats-available) [(195)]{.og-ref} - [Usurp Cypher](#ability-usurp-cypher) [(195)]{.og-ref} - [Venom in their Blood](#ability-venom-in-their-blood) [(HNAM, 117)]{.og-ref}‡ - [Weightless Shot](#ability-weightless-shot) [(197)]{.og-ref} @@ -14364,7 +14364,7 @@ - [Magic Shield](#ability-magic-shield) [(159)]{.og-ref}† - [Mentally Tough](#ability-mentally-tough) [(162)]{.og-ref} - [Nimble in the Saddle](#ability-nimble-in-the-saddle) [(HNAM, 112)]{.og-ref}‡ -- [Out of Harm\'s Way](#ability-out-of-harms-way) [(167)]{.og-ref} +- [Out of Harm's Way](#ability-out-of-harms-way) [(167)]{.og-ref} - [Phase Sprint](#ability-phase-sprint) [(170)]{.og-ref} - [Powered Armor](#ability-powered-armor) [(171)]{.og-ref} - [Practiced in Armor](#ability-practiced-in-armor) [(171)]{.og-ref} @@ -14558,7 +14558,7 @@ [(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} -- [Entropy\'s Hand](#ability-entropys-luck) [(HNAM, 68)]{.og-ref}†‡ +- [Entropy's Hand](#ability-entropys-luck) [(HNAM, 68)]{.og-ref}†‡ - [Safe Sex](#ability-safe-sex) [(IOM, 72, 75, 76)]{.og-ref}‡ ::: @@ -14593,7 +14593,7 @@ - [Improved Success](#ability-improved-success) [(152)]{.og-ref} - [Never Fumble](#ability-never-fumble) [(165)]{.og-ref} - [Physically Gifted](#ability-physically-gifted) [(170)]{.og-ref} -- [Thief\'s Luck](#ability-thiefs-luck) [(191)]{.og-ref} +- [Thief's Luck](#ability-thiefs-luck) [(191)]{.og-ref} - [Twist of Fate](#ability-twist-of-fate) [(194)]{.og-ref} ::: ::: @@ -14603,7 +14603,7 @@ [(Cypher System Rulebook, page 103)]{.og-ref} 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. ::: row ::: col-12 @@ -14697,7 +14697,7 @@ - [Snake Charmer](#ability-snake-charmer) [(HNAM, 116)]{.og-ref}‡ - [Underworld Contacts](#ability-underworld-contacts) [(195)]{.og-ref} - [Unexpected Betrayal](#ability-unexpected-betrayal) [(195)]{.og-ref} -- [Won\'t Be Fooled Again](#ability-wont-be-fooled-again) [(HNAM, 71)]{.og-ref}†‡ +- [Won't Be Fooled Again](#ability-wont-be-fooled-again) [(HNAM, 71)]{.og-ref}†‡ ::: ::: col-12 @@ -14730,7 +14730,7 @@ like Spray that let you attack multiple targets as your action. ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** For more on making weapon type a significant choice, see the optional rule for adding [Weapon +**Editor's Notes ---** For more on making weapon type a significant choice, see the optional rule for adding [Weapon Properties](#optional-rule-weapon-properties). ::: @@ -15043,7 +15043,7 @@ - [All-Out Con](#ability-all-out-con) [(109)]{.og-ref} - [Colossal](#ability-colossal) [(120)]{.og-ref} - [Deep Reserves](#ability-deep-reserves) [(126)]{.og-ref} -- [Gamer\'s Fortitude](#ability-gamers-fortitude) [(144)]{.og-ref} +- [Gamer's Fortitude](#ability-gamers-fortitude) [(144)]{.og-ref} - [Gargantuan](#ability-gargantuan) [(144)]{.og-ref} - [Great Tree](#ability-great-tree) [(GF, 31)]{.og-ref}‡ - [Horde Tactics](#ability-horde-tactics) [(149)]{.og-ref}† @@ -15111,7 +15111,7 @@ - [Dual Wards](#ability-dual-wards) [(132)]{.og-ref} - [Elemental Protection](#ability-elemental-protection) [(133)]{.og-ref} - [Fruitfully Pass the Time](#ability-fruitfully-pass-the-time) [(RR, 121)]{.og-ref}‡ -- [In Harm\'s Way](#ability-in-harms-way) [(152)]{.og-ref} +- [In Harm's Way](#ability-in-harms-way) [(152)]{.og-ref} - [Lead by Inquiry](#ability-lead-by-inquiry) [(157)]{.og-ref} - [Pay It Forward](#ability-pay-it-forward) [(168)]{.og-ref} - [Play to the Crowd](#ability-play-to-the-crowd) [(170)]{.og-ref}† @@ -15277,7 +15277,7 @@ - [Taking Advantage](#ability-taking-advantage) [(188)]{.og-ref} - [Task Training](#ability-task-training) [(189)]{.og-ref}† - [Tech Skills](#ability-tech-skills) [(189)]{.og-ref} -- [There\'s Your Problem](#ability-theres-your-problem) [(190)]{.og-ref} +- [There's Your Problem](#ability-theres-your-problem) [(190)]{.og-ref} - [Tool Mastery](#ability-tool-mastery) [(192)]{.og-ref} - [Tracker](#ability-tracker) [(193)]{.og-ref} - [Trained Excavator](#ability-trained-excavator) [(193)]{.og-ref}† @@ -15405,7 +15405,7 @@ - [Perfect Parking Space](#ability-perfect-parking-space) [(IOM, 53)]{.og-ref}‡ - [Phased Pocket](#ability-phased-pocket) [(170)]{.og-ref}† - [Shrink](#ability-shrink) [(CTS, 55)]{.og-ref}‡ -- [Shyster\'s Face](#ability-shysters-face) [(HNAM, 71)]{.og-ref}†‡ +- [Shyster's Face](#ability-shysters-face) [(HNAM, 71)]{.og-ref}†‡ - [Spin Identity](#ability-spin-identity) [(185)]{.og-ref} - [Vanish](#ability-vanish) [(196)]{.og-ref}† - [War Flesh](#ability-war-flesh) [(CTS, 56)]{.og-ref}‡ @@ -15472,10 +15472,10 @@ **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, + object touched and 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 + 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 you absorb the energy as if it were a device. Action. [(108)]{.og-ref} ::: @@ -15517,7 +15517,7 @@ **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](#special-rolls-minor-effect) rather than deal extra damage. If you apply Effort to the attack, you get a [free level of Effort](#modifying-the-difficulty-effort) on the - task. You can\'t use this ability if your [Speed Effort costs](#equipment-using-armor) are reduced from wearing + task. You can't use this ability if your [Speed Effort costs](#equipment-using-armor) are reduced from wearing armor. Enabler. [(108)]{.og-ref} ::: @@ -15528,7 +15528,7 @@ ::: - ::: {#ability-adaptation} - **Adaptation:** Thanks to a latent mutation, a device implanted in your spine, a ritual performed with dragon\'s + **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. [(108)]{.og-ref} @@ -15540,7 +15540,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** [Adroit Cypher Use](#ability-adroit-cypher-use){.og-ability} doesn\'t require a PC to be able to +**Editor's Notes ---** [Adroit Cypher Use](#ability-adroit-cypher-use){.og-ability} doesn\'t require a PC to be able to bear three cyphers (for example, by being an [Adept](#type-adept) or having gained the [Expert Cypher Use](#ability-expert-cypher-use){.og-ability} ability. If you have the [Expert Cypher Use](#ability-expert-cypher-use){.og-ability} ability, replace it with a different mid-tier ability from your type or @@ -15561,20 +15561,20 @@ ::: - ::: {#ability-advantages-of-being-big} - **Advantages of Being Big:** When you use [Enlarge](#ability-enlarge){.og-ability}, you\'re so big that you can move + **Advantages of Being Big:** When you use [Enlarge](#ability-enlarge){.og-ability}, 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. [(109)]{.og-ref} ::: - ::: {#ability-advantages-of-being-small} - **Advantages of Being Small:** You\'ve learned how to leverage your strength and accuracy in proportion to 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](#ability-shrink){.og-ability}, and climbing and jumping tasks are eased. Enabler. [(CTS, 48)]{.og-ref} ::: - ::: {#ability-advice-from-a-friend} - **Advice From a Friend (1 Intellect point):** You know your friend\'s strengths and weaknesses, and how to motivate + **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. [(109)]{.og-ref} ::: @@ -15610,8 +15610,8 @@ - ::: {#ability-all-out-con} **All-Out Con (7 Intellect points):** You put everything into it. You add three [free levels of - Effort](#modifying-the-difficulty-effort) to the next task you attempt. You can\'t use this ability again until - after you\'ve taken a ten-hour recovery action. Action. [(109)]{.og-ref} + Effort](#modifying-the-difficulty-effort) to the next task you attempt. You can't use this ability again until + after you've taken a ten-hour recovery action. Action. [(109)]{.og-ref} ::: - ::: {#ability-alleviate} @@ -15622,7 +15622,7 @@ - ::: {#ability-always-tinkering} **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](#manifest-cyphers) 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 + random and always 2 levels lower than normal (minimum 1). It's also temperamental and fragile. These are called temperamental cyphers. If you give one to anyone else to use, it falls apart immediately, useless. Action to initiate; one hour to complete. [(CTS, 48)]{.og-ref} ::: @@ -15662,7 +15662,7 @@ - ::: {#ability-amplify-sounds} **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 + them 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 @@ -15674,7 +15674,7 @@ - ::: {#ability-anecdote} **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. + 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 initiate, one minute to complete. [(109)]{.og-ref} ::: @@ -15692,7 +15692,7 @@ 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 rely on human speech. You gain two minor abilities associated with the creature you + still use abilities that don't rely on human speech. You gain two minor abilities associated with the creature you become. 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, you are trained in stealth and can breathe underwater. If you apply a level of Effort when you use this ability, you can either become a talking animal or take a hybrid shape. The @@ -15768,7 +15768,7 @@ 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 + 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 @@ -15784,15 +15784,15 @@ - ::: {#ability-animal-senses-and-sensibilities} **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. + 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. [(109)]{.og-ref} ::: - ::: {#ability-annoy-electronics} **Annoy Electronics (1 Intellect point):** You interfere with the operations of an electronic device. The device must be within short range and you must be able to see it. Your interference is limited to things you could do in a - few seconds if you were directly using the device. For example, you could make a person\'s phone start playing a - loud video, type one or two commands on a computer\'s keyboard, hit a bunch of buttons in an elevator, or change the + few seconds if you were directly using the device. For example, you could make a person's phone start playing a + loud video, type one or two commands on a computer's keyboard, hit a bunch of buttons in an elevator, or change the station or volume on a television screen. You must succeed at an Intellect-based task against the device or its bearer (whichever level is higher). If you have never interacted with the particular device before, the task is hindered by two steps. Action. [(IOM, 74)]{.og-ref} @@ -15815,13 +15815,13 @@ ::: - ::: {#ability-apocalyptic-stare} - **Apocalyptic Stare:** Your demeanor is of someone who shouldn\'t be trifled with. You are trained in intimidation. + **Apocalyptic Stare:** Your demeanor is of someone who shouldn't be trifled with. You are trained in intimidation. Enabler. [(RR, 125)]{.og-ref} ::: - ::: {#ability-applying-your-knowledge} **Applying Your Knowledge:** When you [help](#cooperative-actions) another character undertake any action that - you\'re untrained in, you are treated as if you are trained in it. Action. [(110)]{.og-ref} + you're untrained in, you are treated as if you are trained in it. Action. [(110)]{.og-ref} ::: - ::: {#ability-app-tinkerer} @@ -15839,7 +15839,7 @@ [equipment](#chapter-10-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](#manifest-cyphers) or [artifact](#choose-artifacts), 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 take an item + 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. [(110)]{.og-ref} ::: @@ -15856,17 +15856,17 @@ - ::: {#ability-arcanaphone} **Arcanaphone (2 Intellect points):** You make use of your cellular service to start a telephone call or use text - messaging, lasting up to ten minutes. To anyone watching you, you look like you\'re in \"hands free\" mode. In all + messaging, lasting up to ten minutes. To anyone watching you, you look like you're in \"hands free\" mode. In all respects, this works as if you were carrying your device with you and using it directly (meaning the network notes your current location as if you were carrying your phone, and you may not have coverage in some areas). The first time you use this ability with your mobile service, you must contact their customer service department to authorize - the magic (taking ten to sixty minutes), as if it were a new device. You can\'t use this ability if you don\'t have + the magic (taking ten to sixty minutes), as if it were a new device. You can't use this ability if you don\'t have a cellular account. Action to initiate. [(IOM, 74)]{.og-ref} ::: ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -In [modern fantasy](#choose-modern-magic) settings where most people don\'t know about magic, connecting your spell to -your cellular service probably requires a lot of strange answers and lies about the \"device\" you\'re trying to add to +In [modern fantasy](#choose-modern-magic) settings where most people don't know about magic, connecting your spell to +your cellular service probably requires a lot of strange answers and lies about the \"device\" you're trying to add to your account. ::: @@ -15878,9 +15878,9 @@ ::: - ::: {#ability-artifact-scavenger} - **Artifact Scavenger (6 Intellect points + 2 XP):** You\'ve developed a sixth sense for searching for the most + **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 + 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 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. [(110)]{.og-ref} ::: @@ -15893,7 +15893,7 @@ - ::: {#ability-as-foretold-in-prophecy} **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 + 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 action. Action. [(110)]{.og-ref} ::: @@ -15908,7 +15908,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** [As If One Creature](#ability-as-if-one-creature){.og-ability} can be used to improve a +**Editor's Notes ---** [As If One Creature](#ability-as-if-one-creature){.og-ability} can be used to improve a [familiar](#familiars) at tier 6. ::: @@ -15923,7 +15923,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** In the 2015 Cypher System Rulebook [(53)]{.og-ref}, the [Assassin +**Editor's Notes ---** In the 2015 Cypher System Rulebook [(53)]{.og-ref}, the [Assassin Strike](#ability-assassin-strike){.og-ability} ability is named [Assassinate]{.og-ability}. The two abilities are otherwise identical. ::: @@ -15971,7 +15971,7 @@ - ::: {#ability-augment-cypher} **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. [(111)]{.og-ref} + level of Effort applied). You can't increase the cypher\'s level above 10. Enabler. [(111)]{.og-ref} ::: - ::: {#ability-autodoctor} @@ -16033,7 +16033,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** For more on making weapon type a significant choice, see the optional rule for adding [Weapon +**Editor's Notes ---** For more on making weapon type a significant choice, see the optional rule for adding [Weapon Properties](#optional-rule-weapon-properties). ::: @@ -16070,13 +16070,13 @@ - ::: {#ability-beast-call} **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. [(112)]{.og-ref} + 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. [(112)]{.og-ref} ::: - ::: {#ability-beast-companion} **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 + 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 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. @@ -16084,13 +16084,13 @@ ::: ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -A creature\'s [level](#understanding-the-listings) determines its target number, health, and damage, unless otherwise +A creature's [level](#understanding-the-listings) 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 inflicts 2 points of damage. A level 4 beast companion has a target number of 12 and a health of 12, and it inflicts 4 points of damage. And so on. ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The GM might want to consider a [Beast Companion](#ability-beast-companion){.og-ability} to be a +**Editor's Notes ---** The GM might want to consider a [Beast Companion](#ability-beast-companion){.og-ability} to be a [follower](#followers), or make them available as a [familiar](#familiars). ::: @@ -16102,14 +16102,14 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** [Beast Eyes](#ability-beast-eyes){.og-ability} can be used to improve a [familiar](#familiars) +**Editor's Notes ---** [Beast Eyes](#ability-beast-eyes){.og-ability} can be used to improve a [familiar](#familiars) at tier 4. ::: - ::: {#ability-beast-form} **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 + 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 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 @@ -16132,10 +16132,10 @@ ::: - ::: {#ability-better-living-through-chemistry} - **Better Living Through Chemistry (4 Intellect points):** You\'ve developed drug cocktails specifically designed to + **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 + 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, every time you spend points from a Pool, increase the cost by 1. Action. [(113)]{.og-ref} ::: @@ -16157,7 +16157,7 @@ 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 + are trained in using 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. [(GF, 29)]{.og-ref}[(CTS, 49)]{.og-ref} @@ -16167,7 +16167,7 @@ **Bigger Beast Form:** When you use [Beast Form](#ability-beast-form){.og-ability}, 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. While bigger, you also gain an + 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. [(113)]{.og-ref} ::: @@ -16183,12 +16183,12 @@ - ::: {#ability-biomorphic-healing} **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](#recovery-rolls). You can\'t use this ability again on that creature until + immediate one-action [recovery roll](#recovery-rolls). You can't use this ability again on that creature until after its next ten-hour rest. Action. [(113)]{.og-ref}[(See ability details)]{.og-ability-notes} ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** It\'s unclear what the [\"+\" in the point cost](#special-abilities) of [Biomorphic +**Editor's Notes ---** It\'s unclear what the [\"+\" in the point cost](#special-abilities) of [Biomorphic Healing](#ability-biomorphic-healing){.og-ability} is in reference to. If the GM agrees, a PC can use a level of Effort to extend the range of the ability from short to long, to add an additional target, or to give the target +1 bonus to the [recovery roll](#recovery-rolls) prompted by the ability. @@ -16211,7 +16211,7 @@ ::: - ::: {#ability-blaze-door} - **Blaze Door (5+ Intellect points):** You can instantly transport yourself between two blaze symbols you\'ve + **Blaze Door (5+ Intellect points):** You can instantly transport yourself between two blaze symbols you've previously marked, as long as you use this ability while within immediate range of one of your symbols. In addition to the normal options for using Effort, you can choose to use Effort to bring other people within immediate range with you; each level of Effort used in this way affects up to three additional targets. Action. [(HNAM, @@ -16220,7 +16220,7 @@ - ::: {#ability-blaze-recovery} **Blaze Recovery:** You gain an additional one-action [recovery roll](#recovery-rolls) if you take it within long - range of a blaze symbol you\'ve made. Once you\'ve used this ability, you can\'t use it again until after your next + range of a blaze symbol you've made. Once you\'ve used this ability, you can\'t use it again until after your next ten-hour recovery roll. Enabler. [(HNAM, 104)]{.og-ref} ::: @@ -16242,7 +16242,7 @@ - ::: {#ability-blessing-of-the-gods} **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. + on the 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. @@ -16278,8 +16278,8 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** In a cost comparison against [Onslaught](#ability-onslaught){.og-ability}, [Blessing of the -Gods](#ability-blessing-of-the-gods){.og-ability} (Death) should probably ignore a target\'s [Armor](#rules-armor). +**Editor's Notes ---** In a cost comparison against [Onslaught](#ability-onslaught){.og-ability}, [Blessing of the +Gods](#ability-blessing-of-the-gods){.og-ability} (Death) should probably ignore a target's [Armor](#rules-armor). ::: - ::: {#ability-blind-machine} @@ -16310,7 +16310,7 @@ - ::: {#ability-block-for-another} **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 + Choose one creature within immediate range. You provide an asset to that creature's Speed defense tasks. You can\'t use [Quick Block](#ability-quick-block){.og-ability} while using Block for Another. Enabler. [(115)]{.og-ref} ::: @@ -16327,7 +16327,7 @@ - ::: {#ability-bloodlust} **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. + another foe. You don't need to spend the points until you know that the first foe is down. Enabler. [(115)]{.og-ref} ::: @@ -16369,14 +16369,14 @@ 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](#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 + [ambient damage](#ambient-damage) like a falling brick wall or a fireplace's flames). You can increase the level of + the created effect by applying levels of Effort to this ability, each level of Effort increasing the effect's level by 1. You can activate this ability as part of the action to create an illusion (using whatever ability it is that you use to create illusions, such as [Minor Illusion](#ability-minor-illusion){.og-ability}), or use a separate action to apply it to one of your existing illusions. The effect ends if the illusion is destroyed, you let the illusion - lapse, the effect\'s health is reduced to 0, or ten minutes pass. Enabler. [(CTS, 51)]{.og-ref} + lapse, the effect's health is reduced to 0, or ten minutes pass. Enabler. [(CTS, 51)]{.og-ref} ::: - ::: {#ability-boost-manifest-cypher} @@ -16400,7 +16400,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** [Bottle KO](#ability-bottle-ko){.og-ability} is almost identical to the [Knock +**Editor's Notes ---** [Bottle KO](#ability-bottle-ko){.og-ability} is almost identical to the [Knock Out](#ability-knock-out){.og-ability} ability. ::: @@ -16425,9 +16425,9 @@ spiritual form and cannot manifest again until after your next ten-hour [recovery roll](#recovery-rolls). While manifested, they accompany you and follow your instructions. The familiar must remain within an immediate distance of you; if they move farther away, they are yanked back into their magical mark at the end of your following turn - and cannot return until after your next ten-hour recovery roll. The familiar doesn\'t make attacks, but they can use + and cannot return until after your next ten-hour recovery roll. The familiar doesn't make attacks, but they can use their action to grant you an asset for any one attack you make on your turn. Otherwise, they can take actions on - their own (though you\'ll likely roll for them). + their own (though you'll likely roll for them). If the familiar is reduced to 0 health, they dissipate into their spiritual form and cannot manifest again until 1d6 + 2 days have passed. @@ -16442,13 +16442,13 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The GM might want to consider a [Bound Magic +**Editor's Notes ---** The GM might want to consider a [Bound Magic Familiar](#ability-bound-magic-familiar){.og-ability} to be a [follower](#followers). ::: - ::: {#ability-bound-magic-creature} **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 + 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 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 @@ -16457,9 +16457,9 @@ 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](#recovery-rolls). It doesn\'t attack creatures, but it can use its action + after your next ten-hour [recovery roll](#recovery-rolls). 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). + 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. @@ -16468,7 +16468,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The GM might want to consider a magic ally to be a [follower](#followers). +**Editor's Notes ---** The GM might want to consider a magic ally to be a [follower](#followers). ::: - ::: {#ability-brainwashing} @@ -16479,14 +16479,14 @@ 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 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 + of Effort. When the duration ends, the creature doesn't remember being controlled or anything it did while under your influence. Action to initiate. [(116)]{.og-ref} ::: - ::: {#ability-break-the-line} **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 + 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 affected foes spend a round assessing and resetting themselves to regain their normal advantage. Action to initiate. [(116)]{.og-ref} ::: @@ -16519,9 +16519,9 @@ ::: - ::: {#ability-breaking-even} - **Breaking Even:** When they wish, a [Cardsharp](#weird-west-gambling) doesn\'t walk away from a game or bet having - lost any money. They may not have any winnings, either (especially if they didn\'t use their [Cardsharp - abilities](#weird-west-cardsharp-abilities)), but at least they\'re not out any money. The specific mechanism of how + **Breaking Even:** When they wish, a [Cardsharp](#weird-west-gambling) doesn't walk away from a game or bet having + lost any money. They may not have any winnings, either (especially if they didn't use their [Cardsharp + abilities](#weird-west-cardsharp-abilities)), but at least they're not out any money. The specific mechanism of how this happens varies by game and circumstance, but somehow, the invisible force associated with the Cardsharp tweaks the situation so the Cardsharp breaks even. Enabler. [(HNAM, 68)]{.og-ref} ::: @@ -16569,7 +16569,7 @@ through, 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 + 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 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. [(116)]{.og-ref} ::: @@ -16617,7 +16617,7 @@ ::: - ::: {#ability-call-their-bluff} - **Call Their Bluff (3 Intellect points):** Are they bluffing or can they back up their claim? It doesn\'t really + **Call Their Bluff (3 Intellect points):** Are they bluffing or can they back up their claim? It doesn't really matter when you fix your stare on a target within long range. If your Intellect attack succeeds, the target suffers 2 points of [ambient damage](#ambient-damage) each round for one minute or until the target can throw off the effect (PC targets suffer Intellect damage). If you use your action on a subsequent round to fully concentrate on the @@ -16626,16 +16626,16 @@ ::: - ::: {#ability-call-swarm} - **Call Swarm (4 Intellect points):** If you\'re in a location where it\'s possible for the creatures from your + **Call Swarm (4 Intellect points):** If you're in a location where it\'s possible for the creatures from your [Influence Swarm](#ability-influence-swarm){.og-ability} 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 long range, you can speak to them telepathically + 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. [(118)]{.og-ref} ::: - ::: {#ability-call-through-time} **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), + 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 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. @@ -16643,7 +16643,7 @@ turn to direct it; otherwise it 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 + each 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. [(118)]{.og-ref} ::: @@ -16655,7 +16655,7 @@ - ::: {#ability-calm-stranger} **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 + 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 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. [(118)]{.og-ref} @@ -16669,7 +16669,7 @@ **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. + is attacked while you're trying to speak to them, you lose the crowd\'s attention. Action to initiate. [(118)]{.og-ref} ::: @@ -16680,12 +16680,12 @@ ::: - ::: {#ability-car-magic} - **Car Magic (3+ Intellect points):** You can alter a magical ability you cast so it also affects the vehicle you\'re - driving, as if it were a part of you. For example, if you\'re driving and you cast Hover on yourself, you and the + **Car Magic (3+ Intellect points):** You can alter a magical ability you cast so it also affects the vehicle you're + driving, as if it were a part of you. For example, if you're driving and you cast Hover on yourself, you and the car begin to float; if you cast [Invisibility](#ability-invisibility){.og-ability} on yourself, you and the car turn invisible. Spells cast on a car this way tend to last only a few rounds before expiring (although the spell still lasts its full duration on you). The cost of [Car Magic](#ability-car-magic){.og-ability} is added to the cost of - the spell you\'re casting. In addition to the normal options for using Effort, you can use Effort to affect other + the spell you're casting. In addition to the normal options for using Effort, you can use Effort to affect other creatures within the car; each level of Effort used in this way affects up to two additional creatures in the car. Enabler. [(IOM, 53)]{.og-ref} ::: @@ -16699,7 +16699,7 @@ **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 + the vehicle engages in extreme maneuvers like those described, any tasks to remain on the vehicle's surface are eased. Enabler. [(118)]{.og-ref} ::: @@ -16709,7 +16709,7 @@ ::: - ::: {#ability-cardshaps-luck} - **Cardsharp\'s Luck:** When the [Cardsharp](#weird-west-gambling) rolls for a task and succeeds, they roll again. If + **Cardsharp's Luck:** When the [Cardsharp](#weird-west-gambling) rolls for a task and succeeds, they roll again. If the second number rolled is higher than the first, they get a minor effect. If they roll the same number again, they get a major effect. Enabler. [(HNAM, 68)]{.og-ref} ::: @@ -16767,7 +16767,7 @@ **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 + esoteric. 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. @@ -16796,7 +16796,7 @@ - ::: {#ability-charm-machine} **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. + 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. [(119)]{.og-ref} ::: @@ -16806,13 +16806,13 @@ current status---eating, driving, sleeping, angry, injured, fine, great, frightened, worried, and so on, generally in the form of a short sentence or a few words. - These creatures don\'t have to share anything they don\'t want to, including acknowledging that you checked on them, - but they can\'t lie through this connection. For example, one person might let you know that they\'re upset, but - that doesn\'t mean you know why (they\'re dealing with a recent breakup) or what they\'re doing about it (drinking + These creatures don't have to share anything they don\'t want to, including acknowledging that you checked on them, + but they can't lie through this connection. For example, one person might let you know that they\'re upset, but + that doesn't mean you know why (they\'re dealing with a recent breakup) or what they\'re doing about it (drinking to cope). You automatically succeed at using this ability; no roll is required. Only you receive the status information. Other - people affected by the spell do not get a sense of each other\'s statuses, nor do they know who else you\'re + people affected by the spell do not get a sense of each other's statuses, nor do they know who else you\'re checking on. If you spend 5 Intellect points, you can check on twenty creatures at once, and for every 1 Intellect point you @@ -16820,7 +16820,7 @@ ::: ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -[Check Status](#ability-check-status){.og-ability} sort of operates like checking a person\'s current status on a social +[Check Status](#ability-check-status){.og-ability} sort of operates like checking a person's current status on a social media platform; some versions of the spell convey information only as emojis instead of words. Some people become addicted to checking on the status of their friends, much like people get addicted to scrolling through social media. ::: @@ -16839,7 +16839,7 @@ - ::: {#ability-cloud-personal-memories} **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 + 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 prepare; action to initiate. [(119)]{.og-ref} ::: @@ -16855,7 +16855,7 @@ - ::: {#ability-cognizant-offense} **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 + could make are plotted on vector graphs in your mind's eye, which always provides the best option. Your attacks are eased. Enabler. [(119)]{.og-ref} ::: @@ -16888,8 +16888,8 @@ - ::: {#ability-comfort-and-encouragement} **Comfort and Encouragement (2+ Intellect points):** You speak to a non-hostile creature within short range, telling - them exactly what they need to hear to have a better day. You don\'t know what these words are until you say them, - but you know they will help the creature\'s attitude. If the creature spends a round or two thinking about what you + them exactly what they need to hear to have a better day. You don't know what these words are until you say them, + but you know they will help the creature's attitude. If the creature spends a round or two thinking about what you said, they gain an asset on one task of their choosing within one hour. Alternatively, if the creature has an ongoing penalty to tasks (such as having a hangover, sadness from a recent fight with their romantic partner, an injury, or a stressful situation at work), they can ignore that penalty for the next hour. In addition to the normal @@ -16900,16 +16900,16 @@ - ::: {#ability-command} **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 + 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 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. [(120)]{.og-ref} ::: - ::: {#ability-command-beast} - **Command Beast (3+ Intellect points):** You can command a nonhostile, nonhuman beast (such as one that you\'ve made + **Command Beast (3+ Intellect points):** You can command a nonhostile, nonhuman beast (such as one that you've made calm with [Soothe the Savage](#ability-soothe-the-savage){.og-ability}) 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, @@ -16922,7 +16922,7 @@ ::: - ::: {#ability-command-machine} - **Command Machine (4 Intellect points):** If you\'ve charmed an unintelligent machine or have spoken telepathically + **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. [(120)]{.og-ref} @@ -16935,7 +16935,7 @@ destroy a metal object (as the [Destroy Metal](#ability-destroy-metal){.og-ability} 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, + 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 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. [(120)]{.og-ref} @@ -16948,7 +16948,7 @@ ::: - ::: {#ability-communication} - **Communication (2 Intellect points):** You can convey a basic concept to a creature that normally can\'t speak or + **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. [(121)]{.og-ref} ::: @@ -16958,9 +16958,9 @@ ::: - ::: {#ability-community-knowledge} - **Community Knowledge (2 Intellect points):** If you\'ve invested yourself in a community and have spent at least a + **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 + 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 can ask the GM one question about the community and get a very short answer. Action. [(121)]{.og-ref} ::: @@ -16982,13 +16982,13 @@ ::: - ::: {#ability-confidence-artist} - **Confidence Artist:** When you\'re hacking into a computer system, running a con, picking a pocket, fooling or + **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. [(121)]{.og-ref} ::: - ::: {#ability-confounding-banter} **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 + On a successful Intellect roll, your defense roll against the creature's next attack before the end of the next round is eased. Action. [(121)]{.og-ref} ::: @@ -17066,7 +17066,7 @@ 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 season). For the first ten minutes after activating this ability, you can create more + 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 round. These effects inflict 6 points of damage each round. If you have @@ -17101,20 +17101,20 @@ ::: - ::: {#ability-copy-power} - **Copy Power (2+ Intellect points):** You can copy someone else\'s superpower for an hour, performing it as if it + **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 + appropriate low-tier ability that most closely resembles that power. For example, if you're battling a supervillain who can create blasts of force, if you copy that ability, you gain a low-tier ability that creates a blast of force. In addition to the point cost of Copy Power, you must pay the Might, Speed, or Intellect cost (if any) of the - equivalent ability that the GM chose. For example, if you want to copy a supervillain\'s force blast, the GM will - probably decide that\'s equivalent to [Onslaught](#ability-onslaught){.og-ability}, so you\'d pay 2 Intellect points + 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](#ability-onslaught){.og-ability}, so you\'d pay 2 Intellect points to activate Copy Power and 1 Intellect point to use Onslaught. - You can copy only one power at a time; copying another one ends any other power you\'re copying with this ability. + You 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 + Copy Power doesn't copy effects of a power that permanently adds points to your Pools, such as [Enhanced Body](#ability-enhanced-body){.og-ability}. In addition to the normal options for using Effort, you can choose to use Effort to copy an ability you saw longer @@ -17125,14 +17125,14 @@ - ::: {#ability-counter-danger} **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](#ability-foil-danger){.og-ability}). This could be a weapon or device held by someone, a creature\'s natural + Danger](#ability-foil-danger){.og-ability}). 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 (like moving or making a conventional mundane attack with a weapon, a claw, *etc.*). Action. [(122)]{.og-ref} ::: ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} Using [Counter Danger](#ability-counter-danger){.og-ability} is 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. +thinking in the face of immediate danger. The ability doesn't rely on supernatural means, but rather a practical act. ::: - ::: {#ability-countercharm} @@ -17154,10 +17154,10 @@ ::: - ::: {#ability-courting-lady-luck} - **Courting Lady Luck:** Maybe Lady Luck\'s watching over you and keeping you from harm, or maybe you\'re just damn + **Courting Lady Luck:** Maybe Lady Luck's watching over you and keeping you from harm, or maybe you\'re just damn lucky. When you would otherwise descend a step on [the damage track](#the-damage-track), make an Intellect defense roll against 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 + 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 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. [(HNAM, 108)]{.og-ref} ::: @@ -17175,7 +17175,7 @@ - ::: {#ability-create-deadly-poison} **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 + points of 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. @@ -17198,7 +17198,7 @@ - ::: {#ability-critter-companion} **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. + work out the 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. @@ -17206,7 +17206,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The GM might want to consider a [Critter Companion](#ability-critter-companion){.og-ability} to +**Editor's Notes ---** The GM might want to consider a [Critter Companion](#ability-critter-companion){.og-ability} to be a [follower](#followers). ::: @@ -17216,7 +17216,7 @@ smaller, must not be affixed to anything, and must be within short range. The creature safely arrives at your chosen location without any residual force. If the creature knows you and you have a free hand, you can automatically grab the creature as part of the action of using this ability. This ability lacks the fine control to move anything with - much speed, so in most situations, it\'s used to reposition an animal (such as a pet) out of a dangerous or + much speed, so in most situations, it's used to reposition an animal (such as a pet) out of a dangerous or inconvenient location. For example, you could safely pull a scared cat out from under a bed, retrieve a puppy from a storm drain, or relocate a wild bird that got inside your house. Action. [(IOM, 66)]{.og-ref} ::: @@ -17229,7 +17229,7 @@ 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 controlled---your commands seemed reasonable at the time. Action to initiate. + commands but don't remember being controlled---your commands seemed reasonable at the time. Action to initiate. [(123)]{.og-ref} ::: @@ -17241,7 +17241,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** [Crushing Blow](#ability-crushing-blow){.og-ability} grants a [free level of +**Editor's Notes ---** [Crushing Blow](#ability-crushing-blow){.og-ability} grants a [free level of Effort](#modifying-the-difficulty-effort) to damage, provided the PC uses at least one level of [Effort](#effort) to ease the attack, and pays 2 [Might](#might) points to use the ability---the same cost as using another level of Effort. Effectively, this ability allows the PC to exceed their Effort score in one way: dealing damage with weapon attacks. @@ -17278,7 +17278,7 @@ - ::: {#ability-crystalline-body} **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 + to Armor and +4 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](#recovery-rolls) available each day; you do not have a ten-minute recovery roll available. Any ability you @@ -17286,9 +17286,9 @@ ::: - ::: {#ability-curious} - **Curious:** You\'re always curious about your surroundings, even on a subconscious level. Whenever you use Effort + **Curious:** You're always curious about your surroundings, even on a subconscious level. Whenever you use Effort to attempt navigation, perception, or [initiative](#rules-encounters-rounds-and-initiative) tasks in an area that - you\'ve only rarely or never visited before, you can apply an additional [free level of + you've only rarely or never visited before, you can apply an additional [free level of Effort](#modifying-the-difficulty-effort). Enabler. [(123)]{.og-ref} ::: @@ -17306,7 +17306,7 @@ - ::: {#ability-cypher-surge} **Cypher Surge:** When you use a [subtle cyphers](#subtle-cyphers) 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 + other subtle cypher. Instead of the second cypher's normal effect, you add one [free level of Effort](#modifying-the-difficulty-effort) to the first cypher spell. Enabler. [(GF, 29)]{.og-ref} ::: @@ -17314,13 +17314,13 @@ **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. + transformation is logical---for example, you probably can't transform a pill into a helmet. Enabler. [(124)]{.og-ref} ::: ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} [Cyphersmith](#ability-cyphersmith){.og-ability} 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 +isn't the case, this ability should probably be replaced with something akin to [Weird Science Breakthrough](#ability-weird-science-breakthrough){.og-ability} from the [Conducts Weird Science](#focus-conducts-weird-science) focus. ::: @@ -17348,7 +17348,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The words \"immediate\" and \"close\" can be used interchangeably to talk about +**Editor's Notes ---** The words \"immediate\" and \"close\" can be used interchangeably to talk about [distance](#rules-distance). ::: @@ -17403,7 +17403,7 @@ from which 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 + 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 time. Action. [(124)]{.og-ref} ::: @@ -17414,7 +17414,7 @@ - ::: {#ability-daydream} **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 + 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 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 @@ -17431,7 +17431,7 @@ - ::: {#ability-dazzling-sunburst} **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 + and, if 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. [(125)]{.og-ref} ::: @@ -17447,7 +17447,7 @@ - ::: {#ability-deadeye} **Deadeye:** You inflict an additional 6 points of damage with any single-target attack spell cast through a firearm - using [Spell Bullet](#ability-spell-bullet){.og-ability}. If the attack spell doesn\'t inflict damage, you instead + using [Spell Bullet](#ability-spell-bullet){.og-ability}. If the attack spell doesn't inflict damage, you instead can modify the spell as if you had applied two levels of Intellect Effort to it. If you have the [Iron Eye](#ability-iron-eye){.og-ability} ability, you can exchange it for [Trained Guncasting](#ability-trained-guncasting){.og-ability}. Enabler. [(IOM, 47)]{.og-ref}[(See ability @@ -17460,7 +17460,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** [High Noon at +**Editor's Notes ---** [High Noon at Midnight](https://www.montecookgames.com/store/product/high-noon-at-midnight/){.og-icon .og-mcg} presents a different version of this ability. ::: @@ -17471,18 +17471,18 @@ ::: - ::: {#ability-deadly-strike} - **Deadly Strike (5 Might points):** If you strike a foe of level 3 or lower with a weapon you\'re practiced with, + **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. [(125)]{.og-ref} ::: - ::: {#ability-deadly-swarm} - **Deadly Swarm (6 Intellect points):** If you\'re in a location where it\'s possible for your swarm of creatures + **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-influence-swarm){.og-ability} 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\' tasks, or they can focus the swarm and attack all opponents within + 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 needed, a typical swarm is level 2. Only attacks that + 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.) [(125)]{.og-ref} ::: @@ -17493,7 +17493,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** In the 2015 Cypher System Rulebook [(35)]{.og-ref}, the [Death +**Editor's Notes ---** In the 2015 Cypher System Rulebook [(35)]{.og-ref}, the [Death Touch](#ability-death-touch){.og-ability} ability is named [Slay]{.og-ability}. The two abilities differ only in the pronouns used in the description. ::: @@ -17530,7 +17530,7 @@ 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. [(126)]{.og-ref} + the plan's creation. Action. [(126)]{.og-ref} ::: - ::: {#ability-deep-reserves} @@ -17582,8 +17582,8 @@ **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](#ability-dodge-and-respond){.og-ability}, you can exchange that ability for [Dodge and Resist](#ability-dodge-and-resist){.og-ability}.) 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. [(127)]{.og-ref} + 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. [(127)]{.og-ref} ::: - ::: {#ability-defensive-augmentation} @@ -17641,7 +17641,7 @@ assessment of 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 + 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. 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 @@ -17657,7 +17657,7 @@ **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](#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 + 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 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. [(127)]{.og-ref} @@ -17677,14 +17677,14 @@ - ::: {#ability-detect-life} **Detect Life (3+ Might points):** You consciously send out a pulse of 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 + 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. [(128)]{.og-ref}[(See ability details)]{.og-ability-notes} ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** [Detect Life](#ability-detect-life){.og-ability} has been amended by the editor to correct a +**Editor's Notes ---** [Detect Life](#ability-detect-life){.og-ability} has been amended by the editor to correct a double word misprint of \"your your\". ::: @@ -17703,7 +17703,7 @@ ::: - ::: {#ability-diagnose-device} - **Diagnose Device (2 Intellect points):** You ease by two steps the task to diagnose what\'s wrong with a human-made + **Diagnose Device (2 Intellect points):** You ease by two steps the task to diagnose what's wrong with a human-made electronic or mechanical device or system (such as a computer, clothes dryer, or toilet) that is damaged, malfunctioning, or broken. You must touch the device to diagnose it. Typically a successful roll means that you learn the main problem and its cause. For example, you could learn that a bricked phone is infected with malware, a @@ -17762,8 +17762,8 @@ - ::: {#ability-disarming-attack} **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 + 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. [(129)]{.og-ref} ::: @@ -17786,8 +17786,8 @@ 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](#modifying-the-difficulty-effort) to any [initiative](#rules-encounters-rounds-and-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 + 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. [(129)]{.og-ref} ::: @@ -17809,18 +17809,18 @@ ::: ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -You probably can\'t use [Disguise Other](#ability-disguise-other){.og-ability} to disguise a kind of creature that is +You probably can't use [Disguise Other](#ability-disguise-other){.og-ability} to disguise a kind of creature that is very different from you, such as a human disguising a robot, animal, or crystalline alien. ::: - ::: {#ability-disincentivize} **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 + who can understand you. You choose which targets are affected. Affected targets' actions are hindered for one round. Enabler. [(129)]{.og-ref}[(See ability details)]{.og-ability-notes} ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** It\'s unclear what kind of action [Disincentivize](#ability-disincentivize){.og-ability} +**Editor's Notes ---** It\'s unclear what kind of action [Disincentivize](#ability-disincentivize){.og-ability} enables, or if it can enable any action the PC takes. The ability seems quite powerful in comparison with comparable abilities like [Bash](#ability-bash){.og-ability} and [Swipe](#ability-swipe){.og-ability}. If the GM agrees, the ability is an action rather than an enabler, and is treated as an [area attack](#special-situation-area-attacks). @@ -17845,9 +17845,9 @@ - ::: {#ability-distance-viewing} **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 + an 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 + you can 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. [(130)]{.og-ref} ::: @@ -17855,7 +17855,7 @@ **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 + function of the machine, it must be your size or smaller, and it can't be connected to another intelligence (or be intelligent itself). Action. [(130)]{.og-ref} ::: @@ -17872,7 +17872,7 @@ - ::: {#ability-divert-attacks} **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 + attacks. However, on your next turn after you're attacked with ranged projectiles, all your other actions are hindered. Action to initiate. [(130)]{.og-ref} ::: @@ -17899,7 +17899,7 @@ **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. [(130)]{.og-ref} + exposed to this blessing, the target can't be awed by this attack again for several hours. Action. [(130)]{.og-ref} ::: - ::: {#ability-divine-symbol} @@ -17930,12 +17930,12 @@ - ::: {#ability-double-strike} **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. [(131)]{.og-ref} + single attack, the target's Armor is subtracted only once. Action. [(131)]{.og-ref} ::: - ::: {#ability-dragons-maw} - **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 + **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. @@ -17971,12 +17971,12 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** [Drain Creature](#ability-drain-creature){.og-ability} and [Drain -Machine](#ability-drain-machine){.og-ability} aren\'t specific about what the [\"+\" in their point +**Editor's Notes ---** [Drain Creature](#ability-drain-creature){.og-ability} and [Drain +Machine](#ability-drain-machine){.og-ability} aren't specific about what the [\"+\" in their point cost](#special-abilities) is in reference to---neither. These abilities were quite different in the 2015 Cypher System Rulebook, with a function more like that of the [Drain Power](#ability-mutation-powerful-drain-power){.og-ability} mutation. If the GM agrees, [Effort](#effort) used to increase the [damage](#rules-damage) of these abilities also -increases the number of points restored to the PC\'s [Might](#might) or [Speed](#speed) [Pools](#pool) by 1--3 points. +increases the number of points restored to the PC's [Might](#might) or [Speed](#speed) [Pools](#pool) by 1--3 points. ::: - ::: {#ability-drain-power} @@ -17993,8 +17993,8 @@ ::: - ::: {#ability-drawing-on-lifes-experiences} - **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 + **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. [(131)]{.og-ref} @@ -18056,7 +18056,7 @@ ::: - ::: {#ability-dual-distraction} - **Dual Distraction (1+ Speed points):** When you wield two weapons, your opponent\'s next attack is hindered, and if + **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](#modifying-the-difficulty-effort) on the task. Enabler. [(132)]{.og-ref} ::: @@ -18064,18 +18064,18 @@ - ::: {#ability-dual-light-wield} **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 specifically tied to one of the weapons. Enabler. [(132)]{.og-ref}[(See ability + attacks, 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. [(132)]{.og-ref}[(See ability details)]{.og-ability-notes} ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** If you use your [action](#rules-actions) to [activate a special +**Editor's Notes ---** If you use your [action](#rules-actions) to [activate a special ability](#action-activate-a-special-ability) like [Bash](#ability-bash){.og-ability} or [Swipe](#ability-swipe){.og-ability}, then [Dual Light Wield](#ability-dual-light-wield){.og-ability} allows you to make two attacks with that ability---once with each weapon. Direct your [Effort](#effort) wisely, dividing it between -increasing the chance for a successful attack, or dealing enough damage to overcome an enemy\'s [Armor](#rules-armor). -It\'s probably best to roll two d20s, and then resolve the results of each attack, for example, you don\'t benefit from +increasing the chance for a successful attack, or dealing enough damage to overcome an enemy's [Armor](#rules-armor). +It's probably best to roll two d20s, and then resolve the results of each attack, for example, you don\'t benefit from a successful [Bash](#ability-bash){.og-ability} or [Swipe](#ability-swipe){.og-ability} just because you connected with the \"first\" of the two attacks, but you can increase the chance of applying the effect by attacking one target with both attacks, or apply the effects to two targets. @@ -18139,7 +18139,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** [Illumination](#attack-modifiers-illumination) plays a huge factor in combat. +**Editor's Notes ---** [Illumination](#attack-modifiers-illumination) plays a huge factor in combat. ::: - ::: {#ability-echolocation} @@ -18172,7 +18172,7 @@ - ::: {#ability-electrical-flight} **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. [(133)]{.og-ref} + distance each round for ten minutes. You can't carry other creatures with you. Action to activate. [(133)]{.og-ref} ::: - ::: {#ability-elemental-protection} @@ -18191,26 +18191,26 @@ **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 and brain. The target takes 3 points of Intellect damage (ignores Armor) and is stunned for one round + 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. [(133)]{.og-ref}[(See ability details)]{.og-ability-notes} ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** It\'s unclear what the [\"+\" in the point cost](#special-abilities) of [Embrace the +**Editor's Notes ---** It\'s unclear what the [\"+\" in the point cost](#special-abilities) of [Embrace the Night](#ability-embrace-the-night){.og-ability} is in reference to. ::: - ::: {#ability-embraced-by-darkness} **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 + thanks to a 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](#modifying-the-difficulty-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, attacks and effects + 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. [(133)]{.og-ref} ::: @@ -18235,7 +18235,7 @@ - ::: {#ability-enable-others} **Enable Others:** You can use the [helping rules](#cooperative-actions) 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 + attempting a physical task. Unlike the normal helping rules, this doesn't require you to use your action helping the other character with the task. This requires no action on your part. Enabler. [(133)]{.og-ref} ::: @@ -18320,7 +18320,7 @@ **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 + of 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. [(134)]{.og-ref} @@ -18329,7 +18329,7 @@ - ::: {#ability-energy-resistance} **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 + 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 select this ability more than once. Each time you select it, you must choose a different kind of energy. Enabler. [(134)]{.og-ref} ::: @@ -18381,7 +18381,7 @@ - ::: {#ability-enhanced-phased-attack} **Enhanced Phased Attack (5 Intellect points):** This ability works like the [Phased - Attack](#ability-phased-attack){.og-ability} ability except that your attack also disrupts the foe\'s vitals, + Attack](#ability-phased-attack){.og-ability} ability except that your attack also disrupts the foe's vitals, dealing an additional 5 points of damage. Enabler. [(135)]{.og-ref} ::: @@ -18433,8 +18433,8 @@ ::: - ::: {#ability-enthrall} - **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 + **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. [(136)]{.og-ref} ::: @@ -18447,19 +18447,19 @@ - ::: {#ability-entourage} **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 + up your 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. [(136)]{.og-ref}[(See ability details)]{.og-ability-notes} ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The GM might want to consider each member of the [Entourage](#ability-entourage){.og-ability} to +**Editor's Notes ---** The GM might want to consider each member of the [Entourage](#ability-entourage){.og-ability} to be a unique [follower](#followers). ::: - ::: {#ability-entropys-luck} - **Entropy\'s Luck:** If the [Cardsharp](#weird-west-gambling) fails on a task, they can change the die result to a + **Entropy's Luck:** If the [Cardsharp](#weird-west-gambling) fails on a task, they can change the die result to a natural 20; however, when they do so, a repercussion is also automatically triggered. Enabler. [(HNAM, 68)]{.og-ref} ::: @@ -18493,22 +18493,22 @@ ::: - ::: {#ability-evade-all-consequence} - **Evade All Consequence:** A mark who finally realizes that they\'ve been conned by the - [Shyster](#weird-west-swindling) doesn\'t come looking for revenge if the Shyster doesn\'t want them to. The Shyster - may not have succeeded in their confidence game, especially if they didn\'t use their Shyster abilities, but at + **Evade All Consequence:** A mark who finally realizes that they've been conned by the + [Shyster](#weird-west-swindling) doesn't come looking for revenge if the Shyster doesn\'t want them to. The Shyster + may not have succeeded in their confidence game, especially if they didn't use their Shyster abilities, but at least their bones remain unbroken. The specific mechanism of how all consequences are evaded varies by game and - circumstance, but somehow, the invisible hand of fate tweaks the situation so the Shyster isn\'t taken in or hurt. + circumstance, but somehow, the invisible hand of fate tweaks the situation so the Shyster isn't taken in or hurt. Enabler. [(HNAM, 70)]{.og-ref} ::: - ::: {#ability-evanesce} **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 + loses track of you. Although you're not invisible, you can\'t be seen until you reveal yourself again by moving out of the shadows or from behind cover (or by making an attack). Action. [(136)]{.og-ref} ::: - ::: {#ability-evasion} - **Evasion:** You\'re hard to affect when you don\'t want to be affected. You are trained in all defense tasks. + **Evasion:** You're hard to affect when you don\'t want to be affected. You are trained in all defense tasks. Enabler. [(136)]{.og-ref} ::: @@ -18519,7 +18519,7 @@ - ::: {#ability-exile} **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 + 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 returns to the precise spot it left. Action. [(136)]{.og-ref} ::: @@ -18537,11 +18537,11 @@ 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 + 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 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 + obstacles, and so 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 + 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 this way increases the maximum level by 1). Action to initiate. [(136)]{.og-ref} ::: @@ -18552,7 +18552,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** In the 2015 Cypher System Rulebook [(26, 41, 49)]{.og-ref}, the [Experienced in +**Editor's Notes ---** In the 2015 Cypher System Rulebook [(26, 41, 49)]{.og-ref}, the [Experienced in Armor](#ability-experienced-in-armor){.og-ability} ability is named [Experienced With Armor]{.og-ability}. If your game uses [Alternative Armor Encumbrance](#optional-rule-alternative-armor-encumbrance), use the following version instead: @@ -18564,9 +18564,9 @@ ::: - ::: {#ability-expert-crafter} - **Expert Crafter:** Instead of rolling, you can choose to automatically succeed on a crafting task you\'re trained + **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 + 4 or lower, this ability also applies to each subtask, assuming something doesn't interrupt you during the ensuing time to build. Enabler. [(137)]{.og-ref} ::: @@ -18596,33 +18596,33 @@ ::: - ::: {#ability-expert-skill} - **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. + **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. [(137)]{.og-ref}[(See ability details)]{.og-ability-notes} ::: ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -A character can\'t apply [Effort](#effort) or other [abilities](#choose-abilities) to any task they accomplish using +A character can't apply [Effort](#effort) or other [abilities](#choose-abilities) to any task they accomplish using [Expert Skill](#ability-expert-skill){.og-ability}. ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The sidebar above is presented in the CSRD (and also in the 2015 Cypher System Rulebook -[(42)]{.og-ref}, where the ability is named [Expert]{.og-ability}). The sidebar isn\'t presented in the 2019 [Cypher +**Editor's Notes ---** The sidebar above is presented in the CSRD (and also in the 2015 Cypher System Rulebook +[(42)]{.og-ref}, where the ability is named [Expert]{.og-ability}). The sidebar isn't presented in the 2019 [Cypher System Rulebook](https://www.montecookgames.com/store/product/cypher-system-rulebook-2/){.og-icon .og-mcg}. Even with the sidebar, [Expert Skill](#ability-expert-skill){.og-ability} is unclear about how frequently it allows a PC to bypass a task roll: - Is the difficulty 4 mentioned before or [determined by the GM](#rules-determining-task-difficulty), or after the PC [modifies the difficulty](#modifying-the-difficulty)? If the answer is \"before\", the ability becomes a little less - attractive. If the answer is \"after\", the PC\'s [skill](#modifying-the-difficulty-skills) means the ability - actually works on difficulty 5 tasks if they\'re trained, and difficulty 6 tasks if the PC is specialized. + attractive. If the answer is \"after\", the PC's [skill](#modifying-the-difficulty-skills) means the ability + actually works on difficulty 5 tasks if they're trained, and difficulty 6 tasks if the PC is specialized. -- [Effort](#modifying-the-difficulty-effort) clearly can\'t be used to ease the task as noted in the sidebar, and +- [Effort](#modifying-the-difficulty-effort) clearly can't be used to ease the task as noted in the sidebar, and [special abilities](#choose-abilities) that provide [assets](#modifying-the-difficulty-assets) or otherwise ease the task are also prohibited, but what if a special ability like [Investigative Skills](#ability-investigative-skills){.og-ability} provides training in a relevant - [skill](#modifying-the-difficulty-skills)? They\'re probably an exception. + [skill](#modifying-the-difficulty-skills)? They're probably an exception. - What about other sources of [assets](#modifying-the-difficulty-assets), for example, [equipment](#choose-equipment) or [cyphers](#choose-cyphers)? If they can be used to lower the difficulty to a 4, can the PC use [Expert @@ -18639,14 +18639,14 @@ - ::: {#ability-explains-the-ineffable} **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 than that, you must spend another 24 hours together to reactivate the benefit. Enabler. + 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 than that, you must spend another 24 hours together to reactivate the benefit. Enabler. [(137)]{.og-ref} ::: - ::: {#ability-exploit-advantage} - **Exploit Advantage:** Even if you can do something well, you\'ve learned that you can always do it even better. + **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. [(137)]{.og-ref} ::: @@ -18697,7 +18697,7 @@ - ::: {#ability-eye-gouge} **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 + you hit, 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. [(138)]{.og-ref} ::: @@ -18712,8 +18712,8 @@ - ::: {#ability-face-morph} **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 + 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. [(138)]{.og-ref} ::: @@ -18729,7 +18729,7 @@ - ::: {#ability-familiarize} **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 + a long distance across that you are able to directly access and move about in. Once you've familiarized yourself with an area, all your tasks related to perception, navigation, salvaging and scavenging, defense, and moving about the area gain an asset. Each time you familiarize yourself with a new area, you lose focus on a previous area unless you spend 1 [XP](#choose-xp) to retain the familiarity permanently. Action to initiate, one hour to complete. @@ -18744,11 +18744,11 @@ - ::: {#ability-fast-kill} **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. [(138)]{.og-ref} + additional points of damage. You can't make this attack in two consecutive rounds. Action. [(138)]{.og-ref} ::: - ::: {#ability-fast-talk} - **Fast Talk (1 Intellect point):** When speaking with an intelligent creature who can understand you and isn\'t + **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. [(138)]{.og-ref} @@ -18764,8 +18764,8 @@ - ::: {#ability-faster-wild-magic} **Faster Wild Magic:** If you spend ten minutes preparing your magic, you can fill any of your open cypher slots with [subtle cyphers](#subtle-cyphers) chosen randomly by the GM (this time can be part of a ten-minute, one-hour, - or ten-hour recovery action if you are awake for the entire time). You can\'t use this ability again until after - you\'ve taken a ten-hour recovery action. You can still use [Magical + or ten-hour recovery action if you are awake for the entire time). You can't use this ability again until after + you've taken a ten-hour recovery action. You can still use [Magical Repertoire](#ability-magical-repertoire){.og-ability} to fill your cypher slots. Action to initiate, ten minutes to complete. [(GF, 31)]{.og-ref} ::: @@ -18773,8 +18773,8 @@ - ::: {#ability-fate-breaker} **Fate Breaker:** Something beyond your ken takes an interest in you. If you fail on a task (including an attack or a defense), 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.) This ability doesn\'t work if you roll a natural 1 for an attempted task, unless you - reroll using [Consequences of Luck](#ability-consequences-of-luck){.og-ability} and obtain a result that isn\'t in + difficulty is higher than 6.) This ability doesn't work if you roll a natural 1 for an attempted task, unless you + reroll using [Consequences of Luck](#ability-consequences-of-luck){.og-ability} and obtain a result that isn't in the failure range. Once you use this ability, it is not available again until after you make a ten-hour [recovery roll](#recovery-rolls). Enabler. [(HNAM, 108)]{.og-ref} ::: @@ -18794,7 +18794,7 @@ - ::: {#ability-feint} **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 + take 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. [(139)]{.og-ref} ::: @@ -18830,11 +18830,11 @@ - ::: {#ability-fiery-hand-of-doom} **Fiery Hand of Doom (3 Intellect points):** While your [Shroud of Flame](#ability-shroud-of-flame){.og-ability} 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 + 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. 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 point of damage from fire when it attacks. Once + 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. [(139)]{.og-ref} ::: @@ -18852,7 +18852,7 @@ ::: - ::: {#ability-find-an-opening} - **Find an Opening (1 Intellect point):** You use trickery to find an opening in your foe\'s defenses. If you succeed + **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. [(139)]{.og-ref} ::: @@ -18867,14 +18867,14 @@ **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 + other 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. [(140)]{.og-ref} ::: - ::: {#ability-find-the-way} - **Find the Way:** When you apply Effort to a navigation task because you don\'t know the way, are lost, are + **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](#modifying-the-difficulty-effort). Enabler. [(140)]{.og-ref} ::: @@ -18903,7 +18903,7 @@ 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 + 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. [(140)]{.og-ref} ::: @@ -18912,7 +18912,7 @@ **Fire Tendrils (5 Intellect points):** When you wish it, your halo (from your [Shroud of Flame](#ability-shroud-of-flame){.og-ability} 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 + 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. [(140)]{.og-ref} ::: @@ -18921,7 +18921,7 @@ ::: - ::: {#ability-fixer} - **Fixer:** You\'ve learned enough of the past that you are trained in tasks to repair and build before-times + **Fixer:** You've learned enough of the past that you are trained in tasks to repair and build before-times equipment, or equipment made with before-times parts. In addition, repairing and building tasks take you about 20% less time to complete. Enabler. [(RR, 123)]{.og-ref} ::: @@ -18951,7 +18951,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** It\'s interesting to compare [Flash](#ability-flash){.og-ability} with +**Editor's Notes ---** It\'s interesting to compare [Flash](#ability-flash){.og-ability} with [Shatter](#ability-shatter){.og-ability} (another low-tier [area attack](#special-situation-area-attacks)): - *Range.* [Shatter](#ability-shatter){.og-ability} can be used at short range, but @@ -18960,14 +18960,14 @@ - *Area.* [Flash](#ability-flash){.og-ability} might not affect the character that uses it, since the user has fine control over the area \"up to an immediate range\". - *Requirements.* The differences above also explain the higher activation cost for - [Flash](#ability-flash){.og-ability}, which also doesn\'t require the presence of an object the way + [Flash](#ability-flash){.og-ability}, which also doesn't require the presence of an object the way [Shatter](#ability-shatter){.og-ability} does. ::: - ::: {#ability-flash-across-the-miles} - **Flash Across the Miles (6+ Intellect points):** You can move to an open location on the planet that you\'re + **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 + 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 reach that electricity can easily follow. Action. [(141)]{.og-ref} ::: @@ -18984,7 +18984,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The 2015 Cypher System Rulebook [(25)]{.og-ref} presented an alternative version of this ability +**Editor's Notes ---** The 2015 Cypher System Rulebook [(25)]{.og-ref} presented an alternative version of this ability with no cost, but an eased difficuly on the [move](#action-move) task: - ::: {#ability-fleet-of-foot-2015} @@ -19001,28 +19001,28 @@ **Flex Lore:** After each ten-hour [recovery roll](#recovery-rolls) 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 + 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. [(141)]{.og-ref} ::: - ::: {#ability-flex-skill} **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 trained to become specialized. Enabler. [(141)]{.og-ref} + 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 trained to become specialized. Enabler. [(141)]{.og-ref} ::: - ::: {#ability-flex-weapon-skill} **Flex Weapon Skill:** At the beginning of each day, choose one type of attack: light bashing, light bladed, light ranged, medium bashing, medium bladed, medium ranged, heavy bashing, heavy bladed, or heavy ranged. For the rest of - that day, you are trained in attacks using that type of weapon. You can\'t use this ability with an attack skill in - which you\'re already trained to become specialized. Enabler. [(CTS, 53)]{.og-ref} + that day, you are trained in attacks using that type of weapon. You can't use this ability with an attack skill in + which you're already trained to become specialized. Enabler. [(CTS, 53)]{.og-ref} ::: - ::: {#ability-flight} **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 + 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 overland movement, a flying creature moves about 20 miles (32 km) per hour and is not affected by terrain. Action to initiate. [(141)]{.og-ref} ::: @@ -19046,7 +19046,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The [Fling](#ability-fling){.og-ability} ability first appeared in [In Translation: The Strange +**Editor's Notes ---** The [Fling](#ability-fling){.og-ability} ability first appeared in [In Translation: The Strange Character Options](https://www.montecookgames.com/store/product/in-translation-the-strange-character-options/){.og-icon .og-mcg} [(TSCO, 10)]{.og-ref}. This setting uses [Lbject Level, Health, and Armor](#optional-rule-object-level-health-and-armor) optional rule instead of the usual rules for [attacking @@ -19057,21 +19057,21 @@ **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 + of 9 and 9 health, and it inflicts 3 points of damage. If it's killed or destroyed, it takes you one month to find or create a suitable replacement. Enabler. [(CTS, 53)]{.og-ref}[(See ability details)]{.og-ability-notes} ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The GM might want to consider a [Flying Companion](#ability-flying-companion){.og-ability} to be +**Editor's Notes ---** The GM might want to consider a [Flying Companion](#ability-flying-companion){.og-ability} to be a [follower](#followers). ::: - ::: {#ability-foil-danger} **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 + 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. Action. [(142)]{.og-ref} ::: @@ -19082,13 +19082,13 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** A [Font of Inspiration](#ability-font-of-inspiration){.og-ability} ability is presented in the +**Editor's Notes ---** A [Font of Inspiration](#ability-font-of-inspiration){.og-ability} ability is presented in the 2015 Cypher System Rulebook [(49)]{.og-ref} as a fifth-tier Speaker ability: - ::: {#ability-font-of-inspiration} **Font of Inspiration:** With your approval, characters within immediate range can use an action to gain inspiration from your presence; the difficulty of one action they take in the following round is reduced by one step. This - inspiration costs each affected character 2 Intellect points. Once this ability is used, others can\'t gain + inspiration costs each affected character 2 Intellect points. Once this ability is used, others can't gain inspiration from you again until after you make a [recovery roll](#recovery-rolls). Enabler. [(Errata)]{.og-ref}[(See ability details)]{.og-ability-notes} ::: @@ -19103,7 +19103,7 @@ **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 + 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 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 @@ -19132,7 +19132,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The CSRD clarifies the [Force Field](#ability-force-field){.og-ability} ability\'s interactions +**Editor's Notes ---** The CSRD clarifies the [Force Field](#ability-force-field){.og-ability} ability\'s interactions with [attacking objects](#special-situation-attacking-objects). This change is also present in deluxe editions of the Cypher System Rulebook. The prior wording for the ability---which assumed the use of the [Object Level, Health, and Armor](#optional-rule-object-level-health-and-armor) optional rule instead of the usual rules for [attacking @@ -19155,7 +19155,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** In the 2015 Cypher System Rulebook [(33)]{.og-ref}, the [Force Field +**Editor's Notes ---** In the 2015 Cypher System Rulebook [(33)]{.og-ref}, the [Force Field Barrier](#ability-force-field-barrier){.og-ability} ability is named [Barrier]{.og-ability}. The only difference is the new version specifically calls the barrier \"a force field\". ::: @@ -19169,7 +19169,7 @@ ::: ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -A [shield](#equipment-armor-shields), including one produced by a force field, provides an asset to a character\'s +A [shield](#equipment-armor-shields), including one produced by a force field, provides an asset to a character's [Speed](#speed) [defense task](#action-defend) while it is held in one hand. ::: @@ -19189,7 +19189,7 @@ - ::: {#ability-forgeborn-bullet} **Forgeborn Bullet (5 Intellect points):** Your fired bullet blooms into a fiery forgeborn with a somewhat humanoid - appearance that does your bidding for up to ten minutes. (You can\'t summon a forgeborn and attack with the same + appearance that does your bidding for up to ten minutes. (You can't summon a forgeborn and attack with the same bullet.) After its task is complete, you dismiss the fiery forgeborn as part of another action, or if it is destroyed, it implodes back into a smoldering bullet. Action to initiate. [(HNAM, 115)]{.og-ref}[(See ability details)]{.og-ability-notes} @@ -19214,7 +19214,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The GM might want to consider a fiery forgeborn created by [Forgeborn +**Editor's Notes ---** The GM might want to consider a fiery forgeborn created by [Forgeborn Bullet](#ability-forgeborn-bullet){.og-ability} to be a [follower](#followers). ::: @@ -19226,7 +19226,7 @@ - ::: {#ability-fortified-position} **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. + tasks, as long as you haven't moved more than an immediate distance since your last turn. Action to initiate. [(143)]{.og-ref} ::: @@ -19246,7 +19246,7 @@ - ::: {#ability-free-to-move} **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 + through 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](#modifying-the-difficulty-effort). Enabler. [(143)]{.og-ref}[(See ability details)]{.og-ability-notes} ::: @@ -19254,12 +19254,12 @@ - ::: {#ability-free-to-move-hnam} **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. You can apply three [free levels of - Effort](#modifying-the-difficulty-effort) to tasks involving breaking free of bonds, a creature\'s grip, or any + Effort](#modifying-the-difficulty-effort) to tasks involving breaking free of bonds, a creature's grip, or any similar impediment. Enabler. [(HNAM, 106)]{.og-ref}[(See ability details)]{.og-ability-notes} ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** [High Noon at +**Editor's Notes ---** [High Noon at Midnight](https://www.montecookgames.com/store/product/high-noon-at-midnight/){.og-icon .og-mcg} presents this ability differently, but the effects are identical. ::: @@ -19273,7 +19273,7 @@ - ::: {#ability-frenzy} **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 + 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 wish, but it ends if no combat is taking place within range of your senses. Enabler. [(143)]{.og-ref} ::: @@ -19299,7 +19299,7 @@ playing a fiddle, harmonica, or other instrument; or something else that others would enjoy watching or hearing you do. When you perform with the skill gained through this ability for one minute and you succeed on a difficulty 3 performance roll, you and all allies within short range who can hear and see you immediately gain a one-action - [recovery roll](#recovery-rolls). You can\'t use this on someone again until you use a one-hour or ten-hour recovery + [recovery roll](#recovery-rolls). You can't use this on someone again until you use a one-hour or ten-hour recovery roll. Action to initiate, one minute to complete. [(RR, 121)]{.og-ref} ::: @@ -19321,7 +19321,7 @@ - ::: {#ability-fusion-armor} **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 wearing physical armor. Enabler. [(144)]{.og-ref} + you're not wearing physical armor. Enabler. [(144)]{.og-ref} ::: #### Abilities---G [#](#abilities-g){.og-h-anchor aria-hidden="true"} {#abilities-g .og-border} @@ -19330,7 +19330,7 @@ - ::: {#ability-gain-rattler-companion} **Gain Rattler Companion:** You gain a supernatural rattlesnake---a dust diamondback---as a constant companion. It - is over 10 feet (3 m) long and follows your psychic commands. You\'ll probably make rolls for it in combat or when + is over 10 feet (3 m) long and follows your psychic commands. You'll probably make rolls for it in combat or when it takes actions (or it can ease your attacks or your defenses in combat). The companion acts on your turn. If your companion dies, you can hunt in the badlands for a few days to find a new one. Enabler. [(HNAM, 116)]{.og-ref}[(See ability details)]{.og-ability-notes} @@ -19354,19 +19354,19 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The GM might want to consider a rattler companion to be a [follower](#followers). +**Editor's Notes ---** The GM might want to consider a rattler companion to be a [follower](#followers). ::: - ::: {#ability-gain-unusual-companion} **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 probably make rolls for it in combat or when it takes actions. The companion acts on your turn. If your + 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. [(144)]{.og-ref}[(See ability details)]{.og-ability-notes} ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The GM might want to consider an unusual companion to be a [follower](#followers). +**Editor's Notes ---** The GM might want to consider an unusual companion to be a [follower](#followers). ::: - ::: {#ability-gallop-across-the-sky} @@ -19390,7 +19390,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** [High Noon at +**Editor's Notes ---** [High Noon at Midnight](https://www.montecookgames.com/store/product/high-noon-at-midnight/){.og-icon .og-mcg} presents a different version of this ability. ::: @@ -19406,7 +19406,7 @@ ::: - ::: {#ability-game-lessons} - **Game Lessons:** You\'ve played so many games that you\'ve picked up some real knowledge. Choose any two noncombat + **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. [(144)]{.og-ref} ::: @@ -19417,8 +19417,8 @@ ::: - ::: {#ability-gamers-fortitude} - **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](#recovery-rolls), you can transfer up to 5 + **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](#recovery-rolls), 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. [(144)]{.og-ref} @@ -19484,7 +19484,7 @@ **Gift of Appeasement (2+ Intellect points):** You conjure a trifle that can fit in one hand and will please a creature within immediate range. The object is impractical and inexpensive, but delightful to the creature. Examples include their favorite kind of cookie, a small crafted coffee beverage, or a paper origami of their favorite animal. - You don\'t know what the spell will create, but you know it will please them if you give it as a gift. If the + You don't know what the spell will create, but you know it will please them if you give it as a gift. If the creature spends one minute appreciating the object (such as eating the cookie, drinking the coffee, or examining the origami), they gain an asset on one task of their choosing within one hour. In addition to the normal options for using Effort, you can use Effort to affect more creatures; each level of Effort affects one additional creature. @@ -19493,9 +19493,9 @@ - ::: {#ability-go-defensive} **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 + of threat. While in this state, you can't use points from your Intellect Pool, but you gain +1 to your Speed Edge and gain two assets to Speed defense tasks. This effect lasts as long as you wish or until you attack a foe or no - combat is taking place within range of your senses. Once the effect of this ability ends, you can\'t enter it again + 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. Enabler. [(145)]{.og-ref} ::: @@ -19544,7 +19544,7 @@ ::: - ::: {#ability-good-advice} - **Good Advice:** Anyone can help an ally, easing whatever task they\'re attempting. However, you have the benefit of + **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](#cooperative-actions) another character, they gain an additional asset. Enabler. [(145)]{.og-ref} ::: @@ -19560,14 +19560,14 @@ - ::: {#ability-grab} **Grab:** While you are using the [Enlarge](#ability-enlarge){.og-ability} 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 + 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 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. [(146)]{.og-ref} ::: - ::: {#ability-grand-deception} - **Grand Deception (3 Intellect points):** You convince an intelligent creature that can understand you and isn\'t + **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. [(146)]{.og-ref} ::: @@ -19575,7 +19575,7 @@ **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. + appropriately to fire or 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. [(146)]{.og-ref} @@ -19590,7 +19590,7 @@ - ::: {#ability-grasping-foliage} **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 + 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 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 @@ -19602,7 +19602,7 @@ - ::: {#ability-gravity-cleave} **Gravity Cleave (3 Intellect points):** You can harm a target within short range by rapidly increasing - [gravity](#effects-of-gravity)\'s pull on one portion of the target and decreasing it on another, inflicting 6 + [gravity](#effects-of-gravity)'s pull on one portion of the target and decreasing it on another, inflicting 6 points of damage. Action. [(146)]{.og-ref} ::: @@ -19630,7 +19630,7 @@ ::: - ::: {#ability-greater-controlled-change} - **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. [(146)]{.og-ref} ::: @@ -19664,9 +19664,9 @@ - ::: {#ability-greater-frenzy} **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 + 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 as you wish, but it ends if no combat is taking place within range of your senses. If you have the - [Frenzy](#ability-frenzy){.og-ability} ability, you can use it or this ability, but you can\'t use both at the same + [Frenzy](#ability-frenzy){.og-ability} ability, you can use it or this ability, but you can't use both at the same time. Enabler. [(146)]{.og-ref} ::: @@ -19685,7 +19685,7 @@ - ::: {#ability-greater-skill-with-attacks} **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 + ranged. You 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. [(147)]{.og-ref} ::: @@ -19704,7 +19704,7 @@ - ::: {#ability-guide-bolt} **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 and velocity, which grants an asset to the attack and inflicts + 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. [(147)]{.og-ref} @@ -19720,8 +19720,8 @@ **Gun Jammer (2+ Intellect points):** You can interfere with a firearm so the next time it is used, it jams or misfires. The weapon must be within short range and you must be able to see it. Make an Intellect-based attack against the weapon or its bearer (whichever level is higher). If you succeed, the next attack with the firearm - fails, and the weapon won\'t fire until someone uses an action to correct the problem. If you activate this ability - when it isn\'t your turn, your attack against the weapon is hindered. In addition to the normal options for using + fails, and the weapon won't fire until someone uses an action to correct the problem. If you activate this ability + when it isn't your turn, your attack against the weapon is hindered. In addition to the normal options for using Effort, you can use Effort to affect more firearms; each level of Effort affects one additional target. Action or enabler. [(IOM, 47, 75)]{.og-ref} ::: @@ -19737,7 +19737,7 @@ - ::: {#ability-hack-the-impossible} **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. [(147)]{.og-ref} + surveillance camera, or disable a robot with a moment's worth of fiddling. Action. [(147)]{.og-ref} ::: - ::: {#ability-hacker} @@ -19763,13 +19763,13 @@ ::: - ::: {#ability-happy-trails} - **Happy Trails:** Whether you\'re traveling along a path you\'ve previously marked, or you\'re navigating and - blazing a new trail, roaming with you puts your companions at ease. During rests on any day you\'ve traveled + **Happy Trails:** Whether you're traveling along a path you\'ve previously marked, or you\'re navigating and + blazing a new trail, roaming with you puts your companions at ease. During rests on any day you've traveled together, you and your party gain +1 to your [recovery rolls](#recovery-rolls). Enabler. [(HNAM, 104)]{.og-ref} ::: - ::: {#ability-hard-choices} - **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. [(148)]{.og-ref} ::: @@ -19797,13 +19797,13 @@ ::: - ::: {#ability-hard-won-resilience} - **Hard-Won Resilience:** In your explorations of dark places, you\'ve been exposed to all sorts of terrible things + **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. [(148)]{.og-ref} ::: - ::: {#ability-hardened-by-the-end} - **Hardened by the End:** You\'re trained in Might defense tasks. [(RR, 125)]{.og-ref} + **Hardened by the End:** You're trained in Might defense tasks. [(RR, 125)]{.og-ref} ::: - ::: {#ability-harder-light} @@ -19828,7 +19828,7 @@ 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 + 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. [(148)]{.og-ref} ::: @@ -19836,14 +19836,14 @@ **Heads-Up Display (2+ Intellect points):** Your [Powered Armor](#ability-powered-armor){.og-ability} 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. + 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 sensors. Enabler. [(148)]{.og-ref} + blocking your armor's sensors. Enabler. [(148)]{.og-ref} ::: - ::: {#ability-healing-pulse} @@ -19864,13 +19864,13 @@ - ::: {#ability-hedge-magic} **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. + (but not create) food, and so on. You can't use Hedge Magic to harm another creature or object. Action. [(149)]{.og-ref} ::: - ::: {#ability-heightened-skills} **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 + a task you're already trained in, you instead become specialized in that task. You can\'t choose a task you\'re already specialized in. Enabler. [(149)]{.og-ref} ::: @@ -19883,7 +19883,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** [Hemorrhage](#ability-hemorrhage){.og-ability} replaces the [Mighty Blow]{.og-ability} ability +**Editor's Notes ---** [Hemorrhage](#ability-hemorrhage){.og-ability} replaces the [Mighty Blow]{.og-ability} ability in the 2015 Cypher System Rulebook [(26)]{.og-ref}: - ::: {#ability-mighty-blow} @@ -19943,7 +19943,7 @@ You can ignite a structure (if you succeed on an Intellect-based task against its level). - You can create a flaming message in the sky consisting of a handful of words that lasts for up to a minute. - - 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 your target uses to move, reducing their maximum movement speed to immediate for a few days or until they receive expert medical care. - You can shoot a strap holding a backpack, armor, or a similarly strapped on item so that it falls off. @@ -19958,7 +19958,7 @@ ::: - ::: {#ability-how-others-think} - **How Others Think:** You have a sense of how people think. You\'re trained in one of the following tasks: + **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. [(149)]{.og-ref} ::: @@ -19978,7 +19978,7 @@ ::: - ::: {#ability-hunters-drive} - **Hunter\'s Drive (5 Intellect points):** Through force of will, when you wish it, you grant yourself greater + **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-quarry){.og-ability} ability. Enabler. [(149)]{.og-ref} @@ -19991,10 +19991,10 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** In a cost comparison against [Onslaught](#ability-onslaught){.og-ability}, [Hurl +**Editor's Notes ---** In a cost comparison against [Onslaught](#ability-onslaught){.og-ability}, [Hurl Flame](#ability-hurl-flame){.og-ability} can seem lackluster. PCs attacking [Hurl Flame](#ability-hurl-flame){.og-ability} might occasionally deal additional damage over time to a burning target, ignore -a target\'s [Armor](#rules-armor), destroy a wooden shield, or unleash havoc by setting objects on fire. It also might +a target's [Armor](#rules-armor), destroy a wooden shield, or unleash havoc by setting objects on fire. It also might be interesting to allow them learn to use [Effort](#effort) to add an additional target as a [power stunt](#superhero-power-stunts). ::: @@ -20012,9 +20012,9 @@ - ::: {#ability-ice-creation} **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 + 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 long for that character. In addition to the normal options for using Effort, you can choose to + 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. [(150)]{.og-ref} ::: @@ -20046,7 +20046,7 @@ - ::: {#ability-illuminating-touch} **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 + everything in 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. [(150)]{.og-ref} ::: @@ -20061,7 +20061,7 @@ - ::: {#ability-illusory-duplicate} **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 + walk or 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. [(150)]{.og-ref} ::: @@ -20069,20 +20069,20 @@ - ::: {#ability-illusory-evasion} **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 + 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, the attack still affects you normally. Enabler. [(150)]{.og-ref} ::: - ::: {#ability-illusory-selves} **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 + 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. [(150)]{.og-ref} ::: - ::: {#ability-immovable} **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 + 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, you can apply two [free levels of Effort](#modifying-the-difficulty-effort). Enabler. [(150)]{.og-ref} ::: @@ -20091,14 +20091,14 @@ 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, + 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. [(151)]{.og-ref} ::: - ::: {#ability-impart-understanding} **Impart Understanding:** Your [Learning the Path](#ability-learning-the-path){.og-ability} 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 + 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. [(151)]{.og-ref} ::: @@ -20138,7 +20138,7 @@ - ::: {#ability-improved-apportation} **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 + can 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 @@ -20154,12 +20154,12 @@ **Improved Companion:** Your companion (such as a controlled beast) or [follower](#followers) 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. + Each additional time you select it, it increases your companion or follower's level by 1. Enabler. [(151)]{.og-ref}[(See ability details)]{.og-ability-notes} ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** [Improved Companion](#ability-improved-companion){.og-ability} can be used to improve a +**Editor's Notes ---** [Improved Companion](#ability-improved-companion){.og-ability} can be used to improve a [familiar](#familiars) at tier 5. ::: @@ -20172,7 +20172,7 @@ ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} When you use [Improved Copying](#ability-improved-copying){.og-ability}, a copied ability must be low, medium, or high -tier according to how it is listed in the [ability categories](#choose-abilities). It doesn\'t matter if a type or focus +tier according to how it is listed in the [ability categories](#choose-abilities). It doesn't matter if a type or focus makes it available at a lower or higher tier. ::: @@ -20188,7 +20188,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The 2015 Cypher System Rulebook [(25)]{.og-ref} presented a more restrictive version of this +**Editor's Notes ---** The 2015 Cypher System Rulebook [(25)]{.og-ref} presented a more restrictive version of this ability: - ::: {#ability-extra-edge} @@ -20199,14 +20199,14 @@ - ::: {#ability-improved-gravity-cleave} **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 + increasing 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. [(151)]{.og-ref} ::: - ::: {#ability-improved-machine-companion} **Improved Machine Companion:** The machine from your [Machine Companion](#ability-machine-companion){.og-ability} 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 + 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](#cypher-limits). Enabler. [(152)]{.og-ref} ::: @@ -20267,10 +20267,10 @@ ::: - ::: {#ability-in-harms-way} - **In Harm\'s Way (3 Intellect points):** When you put your friends before yourself as your action, you ease all + **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. [(152)]{.og-ref} + otherwise take, but only if you're not already impaired or debilitated. Enabler. [(152)]{.og-ref} ::: - ::: {#ability-incapacitate} @@ -20280,7 +20280,7 @@ - ::: {#ability-incomparable-pilot} **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](#recovery-rolls) on a starcraft you\'re familiar + and Intellect Edge increase by 1. When you make a [recovery roll](#recovery-rolls) on a starcraft you're familiar with, you recover 5 additional points. Enabler. [(152)]{.og-ref} ::: @@ -20292,7 +20292,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** [Increased Effects](#ability-increased-effects){.og-ability} replaces the [Minor to +**Editor's Notes ---** [Increased Effects](#ability-increased-effects){.og-ability} replaces the [Minor to Major]{.og-ability} ability in the 2015 Cypher System Rulebook [(27)]{.og-ref}. Other than their names, the abilities are identical. ::: @@ -20312,8 +20312,8 @@ - Create a teleportation gate that remains open for one minute. - Transmute one substance into another substance. - Cure one person with an incurable disease or condition. - - 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 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. Action to initiate; a full day of work to complete. [(153)]{.og-ref} ::: @@ -20337,9 +20337,9 @@ - ::: {#ability-infer-thoughts} **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 + 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. Action to prepare; action to initiate. [(153)]{.og-ref} ::: @@ -20370,7 +20370,7 @@ - ::: {#ability-informer} **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 + something of note happens in your informer's location, they will use whatever means they have available to tell you about it. Enabler. [(153)]{.og-ref} ::: @@ -20393,7 +20393,7 @@ ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} A character should specify where they place the crystal for the [Inhabit Crystal](#ability-inhabit-crystal){.og-ability} -ability before using it, even if it\'s just on the ground at their feet. +ability before using it, even if it's just on the ground at their feet. ::: - ::: {#ability-innate-power} @@ -20403,8 +20403,8 @@ ::: - ::: {#ability-inner-defense} - **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 + **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. [(154)]{.og-ref} ::: @@ -20416,14 +20416,14 @@ - ::: {#ability-insect-eruption} **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 + They can 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. [(154)]{.og-ref} ::: - ::: {#ability-insight} - **Insight:** You are trained in tasks to discern others\' motives and to ascertain their general nature. You have a + **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. [(154)]{.og-ref} ::: @@ -20435,7 +20435,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** [Inspiration](#ability-inspiration){.og-ability} first appeared as sixth-tier +**Editor's Notes ---** [Inspiration](#ability-inspiration){.og-ability} first appeared as sixth-tier [Arkus](#numenera-destiny-types) ability in [Numenera Destiny](https://www.montecookgames.com/store/product/numenera-destiny-in-pdf/){.icon .icon-mcg}, which might make it an appropriate option for a sixth-tier [Speaker](#type-speaker) type in the right setting. In the 2019 [Cypher System @@ -20453,14 +20453,14 @@ made in a saloon or similar enjoyable location. You gain a level 6 [subtle cypher](#subtle-cyphers) of the general variety that you want (though the GM chooses the specifics) and can use it next round. If you are already at your cypher limit when you use this ability, choose which cypher you replace with the new one. In addition to the normal - options for using Effort, you can choose to use Effort to increase the cypher\'s level; each level of Effort used in + options for using Effort, you can choose to use Effort to increase the cypher's level; each level of Effort used in this way increases the level by 1. Action. [(HNAM, 110)]{.og-ref} ::: - ::: {#ability-inspire-action} **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. + immediately. Doing so doesn't interfere with the ally taking a normal action on their turn. Action. [(154)]{.og-ref} ::: @@ -20471,7 +20471,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** In the 2015 Cypher System Rulebook [(35)]{.og-ref}, the [Inspire +**Editor's Notes ---** In the 2015 Cypher System Rulebook [(35)]{.og-ref}, the [Inspire Aggression](#ability-inspire-aggression){.og-ability} ability is named [Aggression]{.og-ability}. The two abilities differ only in the pronouns used in the description. ::: @@ -20479,7 +20479,7 @@ - ::: {#ability-inspire-coordinated-actions} **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 + that exact action, they can do so as an additional action immediately. This doesn't interfere with them taking their normal actions on their turns. Action. [(154)]{.og-ref} ::: @@ -20494,14 +20494,14 @@ - ::: {#ability-inspiring-ease} **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 + 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. Enabler. [(154)]{.og-ref}[(See ability details)]{.og-ability-notes} ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** [Inspiring Ease](#ability-inspiring-ease){.og-ability} replaces the [Inspiration]{.og-ability} -ability in the 2015 Cypher System Rulebook [(120)]{.og-ref}. Don\'t confuse it with the +**Editor's Notes ---** [Inspiring Ease](#ability-inspiring-ease){.og-ability} replaces the [Inspiration]{.og-ability} +ability in the 2015 Cypher System Rulebook [(120)]{.og-ref}. Don't confuse it with the [Inspiration](#ability-inspiration){.og-ability} ability in the CSRD [(Errata)]{.og-ref}. ::: @@ -20586,7 +20586,7 @@ - ::: {#ability-iron-eye} **Iron Eye:** You inflict an additional 3 points of damage with any single-target attack spell cast through a - firearm using [Spell Bullet](#ability-spell-bullet){.og-ability}. If the attack spell doesn\'t inflict damage, you + firearm using [Spell Bullet](#ability-spell-bullet){.og-ability}. If the attack spell doesn't inflict damage, you instead can modify the spell as if you had applied a level of Intellect Effort to it. Enabler. [(IOM, 47)]{.og-ref} ::: @@ -20595,7 +20595,7 @@ ::: - ::: {#ability-iron-liver} - **Iron Liver:** When they wish, an [Inebriate](#weird-west-drinking) doesn\'t suffer ill effects of alcohol, + **Iron Liver:** When they wish, an [Inebriate](#weird-west-drinking) doesn't suffer ill effects of alcohol, including descending steps on [the intoxication track](#weird-west-intoxication-track) (see boxed text). Instead, they can put down shot after shot of whiskey or other drink with no apparent effect, other than being able to access the abilities noted. Enabler. [(HNAM, 67)]{.og-ref} @@ -20627,7 +20627,7 @@ - ::: {#ability-jovial-presence} **Jovial Presence (2 Intellect points):** You observe or study a creature, object, or location for at least one round. 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. If you\'re in a saloon, the task is eased by two + creature, attacking it, or defending from its attack) is eased. If you're in a saloon, the task is eased by two steps. Action. [(HNAM, 110)]{.og-ref} ::: @@ -20640,7 +20640,7 @@ - ::: {#ability-jump-attack} **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 + 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 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. [(156)]{.og-ref} @@ -20659,8 +20659,8 @@ out 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 + 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. [(156)]{.og-ref} ::: @@ -20680,7 +20680,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** [High Noon at +**Editor's Notes ---** [High Noon at Midnight](https://www.montecookgames.com/store/product/high-noon-at-midnight/){.og-icon .og-mcg} presents a variant of the [Knock Out](#ability-knock-out){.og-ability} ability---[Bottle KO](#ability-bottle-ko){.og-ability}. ::: @@ -20700,7 +20700,7 @@ ::: - ::: {#ability-know-where-it-hurts} - **Know Where It Hurts:** You inflict 1 additional point of damage against targets you\'ve successfully tracked, + **Know Where It Hurts:** You inflict 1 additional point of damage against targets you've successfully tracked, hidden from, used [Overwatch](#ability-overwatch){.og-ability} on, or studied for one full action. Enabler. [(HNAM, 106)]{.og-ref} ::: @@ -20724,8 +20724,8 @@ ::: - ::: {#ability-knowledge-of-the-law} - **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 + **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. [(156)]{.og-ref} ::: @@ -20760,15 +20760,15 @@ - ::: {#ability-late-inspiration} **Late Inspiration (3 Intellect points):** You [retry](rules-retrying-a-task-after-failure) 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 it again. Enabler. [(157)]{.og-ref} + this retry fails, you can't use this ability to retry it again. Enabler. [(157)]{.og-ref} ::: - ::: {#ability-laundry-day} **Laundry Day (3+ Intellect points):** You select two batches of laundry within immediate range, each large enough for a typical washing machine or dryer. The laundry agitates and spins in midair for a minute, becoming clean and dry as it does so, after which it sorts and stacks itself into neat piles or, if you know where it belongs and - that\'s within short range, putting itself away. Particularly dirty clothes automatically take a few extra minutes - to finish cleaning and drying. The spell doesn\'t harm delicate items or clothing that needs special care (such as + that's within short range, putting itself away. Particularly dirty clothes automatically take a few extra minutes + to finish cleaning and drying. The spell doesn't harm delicate items or clothing that needs special care (such as dry cleaning or low temperature). In addition to the normal options for using Effort, you can use Effort to affect more batches of laundry; each level of Effort affects two additional batches. Action to initiate; one minute to complete. [(IOM, 72)]{.og-ref} @@ -20777,8 +20777,8 @@ - ::: {#ability-lead-by-inquiry} **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 + 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 hours together to reactivate the benefit. Enabler. [(157)]{.og-ref} ::: @@ -20798,7 +20798,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** [Learned a Few Things Over Drinks](#ability-learned-a-few-things-over-drinks){.og-ability} is +**Editor's Notes ---** [Learned a Few Things Over Drinks](#ability-learned-a-few-things-over-drinks){.og-ability} is identical to the [Learned a Few Things](#ability-learned-a-few-things){.og-ability} ability. ::: @@ -20817,13 +20817,13 @@ **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. [(157)]{.og-ref} + similar objects right in front of someone's eyes. Action. [(157)]{.og-ref} ::: - ::: {#ability-lend-a-hand} **Lend a Hand:** If an ally attempts a magical task and fails, they can [try again](rules-retrying-a-task-after-failure) without spending Effort if you help them. You provide this advantage to - your friend even if you are not trained in the task that they\'re retrying. Enabler. [(IOM, 59)]{.og-ref} + your friend even if you are not trained in the task that they're retrying. Enabler. [(IOM, 59)]{.og-ref} ::: - ::: {#ability-lend-animal-shape} @@ -20839,13 +20839,13 @@ 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. [(GF, + Effort to the change, and the character wouldn't gain any of the creature\'s magical abilities. [(GF, 32)]{.og-ref}[(CTS, 53)]{.og-ref} ::: - ::: {#ability-let-them-try} - **Let Them Try:** They usually don\'t give up without a fight. You are trained in Speed defense tasks. If your foe - is someone you\'ve successfully interacted with (as noted under [Know Where It + **Let Them Try:** They usually don't give up without a fight. You are trained in Speed defense tasks. If your foe + is someone you've successfully interacted with (as noted under [Know Where It Hurts](#ability-know-where-it-hurts){.og-ability}), your Speed defense tasks against them also gain an asset. Enabler. [(HNAM, 106)]{.og-ref} ::: @@ -20858,7 +20858,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** [High Noon at +**Editor's Notes ---** [High Noon at Midnight](https://www.montecookgames.com/store/product/high-noon-at-midnight/){.og-icon .og-mcg} presents this ability differently, but the effects are identical: @@ -20879,7 +20879,7 @@ - ::: {#ability-lethal-ploy} **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 death. The target must be level 2 or lower. In addition to the normal options for using Effort, you + 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. [(158)]{.og-ref} ::: @@ -20937,7 +20937,7 @@ ::: - ::: {#ability-living-armor} - **Living Armor (4 Intellect points):** If you\'re in a location where it\'s possible for your creatures from + **Living Armor (4 Intellect points):** If you're in a location where it\'s possible for your creatures from [Influence Swarm](#ability-influence-swarm){.og-ability} 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. [(158)]{.og-ref} @@ -20956,15 +20956,15 @@ - ::: {#ability-living-off-the-land} **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 + 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 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. [(158)]{.og-ref} + living creatures). You're also immune to natural diseases. Enabler. [(158)]{.og-ref} ::: - ::: {#ability-living-wall} **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 wish it, you make an automatic attack against them. If you hit, not only do you inflict damage, but + 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. [(158)]{.og-ref} ::: @@ -21005,19 +21005,19 @@ - ::: {#ability-machine-companion} **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 destroyed, it takes you one month to create a new one. Enabler. [(159)]{.og-ref}[(See ability + damage. If it's destroyed, it takes you one month to create a new one. Enabler. [(159)]{.og-ref}[(See ability details)]{.og-ability-notes} ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The GM might want to consider a [Machine Companion](#ability-machine-companion){.og-ability} to +**Editor's Notes ---** The GM might want to consider a [Machine Companion](#ability-machine-companion){.og-ability} to be a [follower](#followers). ::: - ::: {#ability-machine-efficiency} **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 + 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 one minute (your choice). Action to initiate. [(159)]{.og-ref} ::: @@ -21043,8 +21043,8 @@ - ::: {#ability-machine-telepathy} **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 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 the [Mind Reading](#ability-mind-reading){.og-ability} ability, when you apply Effort to Machine Telepathy, you gain a [free level of Effort](#modifying-the-difficulty-effort). Action to initiate. [(159)]{.og-ref} ::: @@ -21057,7 +21057,7 @@ - ::: {#ability-mage-clock} **Mage Clock:** You can mentally connect to a universal magical clock, allowing you to know the local time, down to a tenth of a second. You can have up to three magical timers at once, each of which sounds a mental alarm after an - amount of time you specify or at a specific time (such as nine minutes from now, three hours from now, or 8 o\'clock + amount of time you specify or at a specific time (such as nine minutes from now, three hours from now, or 8 o'clock in the morning). Action. [(IOM, 74)]{.og-ref} ::: @@ -21074,7 +21074,7 @@ **Magical App Hacker:** All [magical app cyphers](#modern-magic-cypher-apps) you use function at one level higher than normal. If given a week, you can tinker with one of your magical app cyphers, transforming it into another magical app cypher of the same type that you had in the past. The GM and player should collaborate to ensure that - the transformation is logical---for example, a magical app that creates a fiery explosion probably can\'t be turned + the transformation is logical---for example, a magical app that creates a fiery explosion probably can't be turned into a healing app. Enabler. [(IOM, 45)]{.og-ref} ::: @@ -21117,7 +21117,7 @@ - ::: {#ability-magnification} **Magnification (1+ Intellect point):** You create a rectangular frame, visible only to you, that doubles the - magnification of whatever you see through it. The frame defaults to hovering in front of your face about an arm\'s + magnification of whatever you see through it. The frame defaults to hovering in front of your face about an arm's length away, but you can use your action to move it up, down, or to either side. The frame lasts for ten minutes and grants an asset on perception tasks at range. For each level of Effort you apply to this ability, you can increase the magnification by another increment (×3 for one level of Effort, ×4 for two levels of Effort, and so on). Action. @@ -21136,7 +21136,7 @@ - ::: {#ability-major-illusion} **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 + 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 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. [(160)]{.og-ref} ::: @@ -21171,7 +21171,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** [Master Cypher Use](#ability-master-cypher-use){.og-ability} doesn\'t require a PC to have the +**Editor's Notes ---** [Master Cypher Use](#ability-master-cypher-use){.og-ability} doesn\'t require a PC to have the [Adroit Cypher Use](#ability-adroit-cypher-use){.og-ability} ability. If you have the [Adroit Cypher Use](#ability-adroit-cypher-use){.og-ability} ability, replace it with a different high-tier ability from your type or focus. @@ -21179,12 +21179,12 @@ - ::: {#ability-master-entertainer} **Master Entertainer:** Your [Inspiring Ease](#ability-inspiring-ease){.og-ability} ability works more effectively, - easing your friends\' tasks by two steps rather than one step. Enabler. [(Errata)]{.og-ref}[(See ability + easing your friends' tasks by two steps rather than one step. Enabler. [(Errata)]{.og-ref}[(See ability details)]{.og-ability-notes} ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The CSRD corrects a misprint in the [Cypher System +**Editor's Notes ---** The CSRD corrects a misprint in the [Cypher System Rulebook](https://www.montecookgames.com/store/product/cypher-system-rulebook-2/){.og-icon .og-mcg} for the [Master Entertainer](#ability-master-entertainer){.og-ability} ability, which linked its effects to the [Inspiration](#ability-inspiration){.og-ability} ability instead of [Inspiring @@ -21230,8 +21230,8 @@ cypher](#manifest-cyphers) beyond what your [cypher limit](#cypher-limits) normally allows. Enabler. - *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 + 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 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](#choose-xp) to rebuild it or choose another Masterful Armor Modification. Action to initiate. @@ -21248,7 +21248,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** [Experienced in Armor](#ability-experienced-in-armor){.og-ability} and [Mastery in +**Editor's Notes ---** [Experienced in Armor](#ability-experienced-in-armor){.og-ability} and [Mastery in Armor](#ability-experienced-in-armor){.og-ability} improve [Practiced in Armor](#ability-practiced-in-armor){.og-ability}. If you have [Experienced in Armor](#ability-experienced-in-armor){.og-ability}, replace it with a different [mid-tier @@ -21277,7 +21277,7 @@ ::: ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -If you aren\'t trained in an attack, select [Skill With Attacks](#ability-skill-with-attacks){.og-ability} to become +If you aren't trained in an attack, select [Skill With Attacks](#ability-skill-with-attacks){.og-ability} to become trained in that attack. ::: @@ -21299,12 +21299,12 @@ - ::: {#ability-maximize-cypher} **Maximize Cypher:** Choose one [subtle cypher](#subtle-cyphers) you bear. Its level becomes the maximum level possible for that cypher. For example, a meditation aid has a level range of 1d6 + 2, so maximizing that cypher - changes its level to 8. You can have only one maximized subtle cypher at a time. You can\'t use this ability again - until after you\'ve taken a ten-hour recovery action. Enabler. [(GF, 32)]{.og-ref} + changes its level to 8. You can have only one maximized subtle cypher at a time. You can't use this ability again + until after you've taken a ten-hour recovery action. Enabler. [(GF, 32)]{.og-ref} ::: - ::: {#ability-mean-drunk} - **Mean Drunk:** For one minute, the [Inebriate](#weird-west-drinking)\'s ranged attacks deal 1 additional point of + **Mean Drunk:** For one minute, the [Inebriate](#weird-west-drinking)'s ranged attacks deal 1 additional point of damage. Drink (part of same action) to activate. [(HNAM, 67)]{.og-ref} ::: @@ -21316,11 +21316,11 @@ - ::: {#ability-medium-teleportation} **Medium Teleportation (5+ Intellect points):** You instantly teleport yourself to any location within a long distance that you can see. In addition to the normal options for using Effort, you can choose to use Effort to - increase your range, teleport to a location you can\'t see, or bring other people with you. Each additional long - distance costs one level of Effort. Teleporting to a destination you can\'t see costs one level of Effort. Each + increase your range, teleport to a location you can't see, or bring other people with you. Each additional long + distance costs one level of Effort. Teleporting to a destination you can't see costs one level of Effort. Each additional one or two targets brought with you costs one level of Effort (you must touch any additional targets). These levels of Effort are counted separately, so teleporting an additional long distance away to a location you - can\'t see with two passengers costs a total of three levels of Effort. Action. [(CTS, 53)]{.og-ref} + can't see with two passengers costs a total of three levels of Effort. Action. [(CTS, 53)]{.og-ref} ::: ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} @@ -21333,15 +21333,15 @@ **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](#ability-lunge){.og-ability} attack (which normally costs 2 Might points), you\'d pay 4 Intellect points to + pay the Might, Speed, or Intellect cost of the ability you are copying. For example, if you want to copy a friend's + [Lunge](#ability-lunge){.og-ability} 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. [(161)]{.og-ref} ::: - ::: {#ability-mental-link} - **Mental Link (1+ Intellect point):** You open a pathway to another creature\'s mind via a light touch, which allows + **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. [(161)]{.og-ref} @@ -21371,21 +21371,21 @@ 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 + 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. [(161)]{.og-ref} ::: ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -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. ::: - ::: {#ability-mentally-tough} **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. [(162)]{.og-ref} ::: @@ -21421,7 +21421,7 @@ 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 + 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. [(162)]{.og-ref} ::: @@ -21444,10 +21444,10 @@ - ::: {#ability-mind-reading} **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 + 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](#ability-mind-reading){.og-ability} 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). + 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. [(162)]{.og-ref} ::: @@ -21459,9 +21459,9 @@ - ::: {#ability-minor-illusion} **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 area defined by the cube. The illusion includes sound but not smell. + 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). + 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 vanishes. Action to create; action to modify. [(162)]{.og-ref} ::: @@ -21477,28 +21477,28 @@ - *Golden Ward.* You gain +1 to Armor for one hour from a translucent sheen of golden light. - *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 + - *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. [(162)]{.og-ref} ::: - ::: {#ability-miraculous-health} **Miraculous Health:** When you would descend a step on [the damage track](#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 + 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. [(163)]{.og-ref} ::: - ::: {#ability-misdirect} **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. [(163)]{.og-ref}[(See + 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. [(163)]{.og-ref}[(See ability details)]{.og-ability-notes} ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** [Misdirect](#ability-misdirect){.og-ability} replaces the [Daring +**Editor's Notes ---** [Misdirect](#ability-misdirect){.og-ability} replaces the [Daring Escape](#ability-daring-escape){.og-ability} ability in the 2015 Cypher System Rulebook [(52)]{.og-ref}: - ::: {#ability-daring-escape} @@ -21511,7 +21511,7 @@ - ::: {#ability-misdirect-blame} **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 + area, 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 @@ -21529,9 +21529,9 @@ **Mist Form (4 Intellect points):** You change into a cloud of mist for up to ten minutes, filling an immediate area. You gain an asset to sneaking tasks and Speed defense tasks, but you lose the benefit of any armor you wear. You can pass through any barrier that allows air to move through it (such as a fence, wire screen, cloth, or pipe), - moving up to an immediate distance each round. You can\'t affect or be affected by normal matter, but energy attacks + moving up to an immediate distance each round. You can't affect or be affected by normal matter, but energy attacks (like fire or explosions) and mental attacks still affect you. You cannot speak but can still use abilities that - don\'t rely on human speech or affecting physical matter (other than yourself). If large portions of the mist are + don't rely on human speech or affecting physical matter (other than yourself). If large portions of the mist are separated (such as behind a closed door) when you return to human form, you move one step down the damage track. Action to change or revert. [(IOM, 50)]{.og-ref} ::: @@ -21539,7 +21539,7 @@ - ::: {#ability-mobile-fighter} **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](#equipment-using-armor) are reduced + routine (difficulty 0). You can't use this ability if your [Speed Effort costs](#equipment-using-armor) are reduced from wearing armor. Enabler. [(163)]{.og-ref} ::: @@ -21552,8 +21552,8 @@ - *Golden Armor.* You gain +3 to Armor for one hour from a translucent sheen of golden light. - *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 + - *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 other creatures for ten minutes. While invisible, you are specialized in stealth and Speed defense @@ -21565,14 +21565,14 @@ - ::: {#ability-modify-artifact-power} **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 + artifact makes a depletion roll and is not advanced in level. Once modified, the artifact can't be similarly boosted again. Action. [(163)]{.og-ref} ::: - ::: {#ability-modify-cyphers} **Modify Cyphers:** You can take any two [manifest cyphers](#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 + that of a cypher you have used before (but not necessarily one you've ever built). The new cypher is a temperamental cypher, like those created with [Always Tinkering](#ability-always-tinkering){.og-ability}. 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. [(CTS, 54)]{.og-ref} @@ -21584,7 +21584,7 @@ item, have a field 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 + 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 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. [(164)]{.og-ref} ::: @@ -21611,7 +21611,7 @@ ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} Although [Moon Adaptation](#ability-moon-adaptation){.og-ability} protects you from the airless environment of the moon, -people traveling with you aren\'t so lucky---unless you teleport directly to a pressurized location such as a moon base +people traveling with you aren't so lucky---unless you teleport directly to a pressurized location such as a moon base or an abandoned NASA vehicle. ::: @@ -21641,12 +21641,12 @@ short distance with dim light, lasting for one minute. As your action or as part of the action of activating this ability, you can tighten the beam so it focuses on one creature, inflicting either 4 points of cold damage or 2 points of Intellect damage (ignores Armor), which immediately ends the spell. You automatically know if the struck - creature is a shapechanger (such as a werewolf), although this doesn\'t tell you what kind of shapechanger they are + creature is a shapechanger (such as a werewolf), although this doesn't tell you what kind of shapechanger they are or what their true form is. Action. [(164)]{.og-ref}[(See ability details)]{.og-ability-notes} ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** It\'s unclear what the [\"+\" in the point cost](#special-abilities) of +**Editor's Notes ---** It\'s unclear what the [\"+\" in the point cost](#special-abilities) of [Moonbeam](#ability-moonbeam){.og-ability} is in reference to. ::: @@ -21655,22 +21655,22 @@ All within the area take 4 points of damage from mystical cold and glow with faint moonlight equivalent to a candle for one minute (a creature can end this glow early as an action or by entering an area that moonlight cannot penetrate, such as a deep cave or a room with no windows). You automatically know if any creature in the area is a - shapechanger (such as a werewolf), although this doesn\'t tell you what kind of shapechanger they are or what their + shapechanger (such as a werewolf), although this doesn't tell you what kind of shapechanger they are or what their true form is. If you apply Effort to increase the damage rather than to ease the task, you deal 2 additional points of damage per level of Effort (instead of 3 points); targets in the area take 1 point of damage even if you fail the attack roll. Action. [(IOM, 56)]{.og-ref} ::: - ::: {#ability-mount} - **Mount:** A level 3 creature serves you as a mount and follows your instructions. While you\'re mounted on it, the + **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 + out the 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. [(164)]{.og-ref}[(See ability details)]{.og-ability-notes} ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The GM might want to consider a [Mount](#ability-mount){.og-ability} to be a +**Editor's Notes ---** The GM might want to consider a [Mount](#ability-mount){.og-ability} to be a [follower](#followers). ::: @@ -21680,8 +21680,8 @@ to the strength 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. The power lasts for one hour or until its Might Pool is depleted, + 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. [(164)]{.og-ref} ::: @@ -21702,7 +21702,7 @@ - ::: {#ability-multiple-copying} **Multiple Copying:** When you use [Copy Power](#ability-copy-power){.og-ability}, 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 + 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. [(CTS, 54)]{.og-ref} ::: @@ -21710,7 +21710,7 @@ - ::: {#ability-multiple-quarry} **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](#ability-hunters-drive){.og-ability}, it applies to all three creatures. Action to initiate. + have [Hunter's Drive](#ability-hunters-drive){.og-ability}, it applies to all three creatures. Action to initiate. [(164)]{.og-ref} ::: @@ -21728,7 +21728,7 @@ - ::: {#ability-multi-vanish} **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 + the area, you can make yourself invisible and don't count toward the limit of five invisible targets). Anything invisible has an asset on stealth and Speed defense tasks. Affected creatures can see each other in a limited way, and you can see them clearly. @@ -21746,7 +21746,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** [Murderer](#ability-murderer){.og-ability} replaces the [Slayer](#ability-slayer){.og-ability} +**Editor's Notes ---** [Murderer](#ability-murderer){.og-ability} replaces the [Slayer](#ability-slayer){.og-ability} ability in the 2015 Cypher System Rulebook [(28)]{.og-ref}: - ::: {#ability-slayer} @@ -21768,7 +21768,7 @@ [(Cypher System Rulebook, page 165)]{.og-ref} - ::: {#ability-natural-charisma} - **Natural Charisma:** You are trained in all social interactions, whether they involve charm, learning a person\'s + **Natural Charisma:** You are trained in all social interactions, whether they involve charm, learning a person's secrets, or intimidating others. Enabler. [(165)]{.og-ref} ::: @@ -21790,7 +21790,7 @@ - ::: {#ability-negate-danger} **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 + or 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. [(165)]{.og-ref} ::: @@ -21817,7 +21817,7 @@ - ::: {#ability-network-tap} **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 + On a failed roll, feedback or perhaps some defense from the network you're accessing inflicts 4 points of Intellect damage on you (ignores Armor). Action. [(165)]{.og-ref} ::: @@ -21833,7 +21833,7 @@ ::: - ::: {#ability-never-miss-a-shot} - **Never Miss a Shot:** If you shoot at a target and miss, reroll. If you hit, it\'s because your shot ricochets off + **Never Miss a Shot:** If you shoot at a target and miss, reroll. If you hit, it's because your shot ricochets off a nearby surface and actually hits, inflicting 2 fewer points of damage. Each time you reroll the same shot, 2 more points are deducted from the total damage, until the wildly ricocheting shot finally hits its target or the damage amount goes to 0. Enabler. [(HNAM, 115)]{.og-ref} @@ -21845,13 +21845,13 @@ (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 + - *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 + - *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 + - *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. [(165)]{.og-ref}[(See ability details)]{.og-ability-notes} @@ -21860,7 +21860,7 @@ - ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** Unlike most abilities, [Nightmare](#ability-nightmare){.og-ability} isn\'t identified as an +**Editor's Notes ---** Unlike most abilities, [Nightmare](#ability-nightmare){.og-ability} isn\'t identified as an action or an enabler. Presumably, the PC creates the nightmare with their action, which can then immediately take an action of its own. ::: @@ -21871,7 +21871,7 @@ ::: - ::: {#ability-nimble-in-the-saddle} - **Nimble in the Saddle:** Whether in the saddle or not, you\'ve developed amazing reflexes. You\'re trained in Speed + **Nimble in the Saddle:** Whether in the saddle or not, you've developed amazing reflexes. You\'re trained in Speed defense tasks. Enabler. [(HNAM, 112)]{.og-ref} ::: @@ -21885,22 +21885,22 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The GM might still allow PC with [No Need for +**Editor's Notes ---** The GM might still allow PC with [No Need for Weapons](#ability-no-need-for-weapons){.og-ability} to make unarmed attacks as a [light weapon](#equipment-weapons)---dealing less damage, but gaining an eased [attack](#action-attack). ::: - ::: {#ability-no-one-knows-better} **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 + research, 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. [(166)]{.og-ref} ::: - ::: {#ability-nobles-courage} - **Noble\'s Courage (3+ Intellect points):** Your noble lineage teaches that courage is necessary to do things that + **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 + courage 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. [(166)]{.og-ref} ::: @@ -21992,7 +21992,7 @@ ::: - ::: {#ability-opening-statement} - **Opening Statement:** You\'re trained in tasks related to persuasion, deception, and detecting the falsehoods of + **Opening Statement:** You're trained in tasks related to persuasion, deception, and detecting the falsehoods of others. Enabler. [(167)]{.og-ref} ::: @@ -22003,12 +22003,12 @@ - ::: {#ability-oratory} **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 + 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. [(167)]{.og-ref} ::: - ::: {#ability-out-of-harms-way} - **Out of Harm\'s Way:** No matter how careful, an investigator sometimes ends up in a scrap. Knowing how to survive + **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. [(167)]{.og-ref} ::: @@ -22029,7 +22029,7 @@ **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, interact with, or affect the rest of the world, and vice versa. Time-based effects already on 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 duration; each level of Effort used in this way adds one round to how long you spend outside @@ -22042,7 +22042,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** [Outwit](#ability-outwit){.og-ability} is a little vague, but it simply replaces the [task +**Editor's Notes ---** [Outwit](#ability-outwit){.og-ability} is a little vague, but it simply replaces the [task stat](#rules-determining-task-stat) for a [Speed](#speed) [defense task](#defense-tasks) to [Intellect](#intellect). This alternative version is a little more explicit, borrowing language from the [Blood Magician](#ability-blood-magician){.og-ability} ability: @@ -22140,16 +22140,16 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** [High Noon at +**Editor's Notes ---** [High Noon at Midnight](https://www.montecookgames.com/store/product/high-noon-at-midnight/){.og-icon .og-mcg} indicates blazing skill is used to leave trail symbols. Each symbol is placed in a visible location up to a very long distance apart. Your skill -with blazing makes your symbols easier for others to follow. Outside of encounters, leaving symbols doesn\'t hinder +with blazing makes your symbols easier for others to follow. Outside of encounters, leaving symbols doesn't hinder travel, but each takes a few rounds to create. PCs with the [Blazes Paths](#focus-blazes-paths) focus can make other use of these symbols. ::: - ::: {#ability-pay-it-forward} - **Pay It Forward (3 Intellect points):** You can pass on what you\'ve learned. When you give another character a + **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. [(168)]{.og-ref} ::: @@ -22163,8 +22163,8 @@ - ::: {#ability-perfect-parking-space} **Perfect Parking Space (3 Intellect points):** You can send your car into a pocket dimension that moves with you and is just large enough to hold it. Nobody other than you can perceive or access this space unless they have the - ability to interact with transdimensional areas. The space is a part of you, so you can\'t use it to store the car - if you and the car have more cyphers than your limit, a detonation cypher activated inside the car while it\'s in + ability to interact with transdimensional areas. The space is a part of you, so you can't use it to store the car + if you and the car have more cyphers than your limit, a detonation cypher activated inside the car while it's in the space harms you, and so on. Storing or retrieving the car happens over one minute as it slowly (and visibly) vanishes or reappears; you can reduce this time to just one round if you succeed at a level 4 Intellect task. Action to initiate. [(IOM, 53)]{.og-ref} @@ -22177,7 +22177,7 @@ - ::: {#ability-perfect-stranger} **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 + (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 true identity during this period gain one [free level of Effort](#modifying-the-difficulty-effort). Action to initiate. [(169)]{.og-ref} ::: @@ -22185,9 +22185,9 @@ - ::: {#ability-perks-of-stardom} **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 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 + 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. [(169)]{.og-ref} ::: @@ -22219,7 +22219,7 @@ ::: - ::: {#ability-phase-door} - **Phase Door (4 Intellect points):** You can phase into a solid object\'s surface and then phase out of any other + **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. [(170)]{.og-ref} @@ -22229,9 +22229,9 @@ **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-ghost){.og-ability} 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 + 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, you can attempt to affect a target + 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. [(170)]{.og-ref} ::: @@ -22248,7 +22248,7 @@ ::: ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -You don\'t have to run in one long, straight line when using [Phase Sprint](#ability-phase-sprint){.og-ability}, but can +You don't have to run in one long, straight line when using [Phase Sprint](#ability-phase-sprint){.og-ability}, but can instead zig and zag, curve, or even return to where you started. Other abilities can be used with [Phase Sprint](#ability-phase-sprint){.og-ability} to unlock additional effects, @@ -22259,7 +22259,7 @@ ::: - ::: {#ability-phased-attack} - **Phased Attack (3 Intellect points):** The attack you make on this turn ignores your foe\'s armor. The ability + **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. [(170)]{.og-ref} ::: @@ -22267,7 +22267,7 @@ **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 + 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 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. [(170)]{.og-ref} ::: @@ -22280,7 +22280,7 @@ - ::: {#ability-physically-gifted} **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. + you roll a 1 on the associated die, you reroll, always taking the second result (even if it's another 1). Enabler. [(170)]{.og-ref} ::: @@ -22291,7 +22291,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** For more on making weapon type a significant choice, see the optional rule for adding [Weapon +**Editor's Notes ---** For more on making weapon type a significant choice, see the optional rule for adding [Weapon Properties](#optional-rule-weapon-properties). ::: @@ -22352,7 +22352,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The words \"immediate\" and \"close\" can be used interchangeably to talk about +**Editor's Notes ---** The words \"immediate\" and \"close\" can be used interchangeably to talk about [distance](#rules-distance). ::: @@ -22374,10 +22374,10 @@ **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. Action to initiate, one minute to complete. [(171)]{.og-ref} + 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. Action to initiate, one minute to complete. [(171)]{.og-ref} ::: - ::: {#ability-practiced-in-armor} @@ -22387,7 +22387,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** If your game uses [Alternative Armor Encumbrance](#optional-rule-alternative-armor-encumbrance), +**Editor's Notes ---** If your game uses [Alternative Armor Encumbrance](#optional-rule-alternative-armor-encumbrance), use the following version of [Practiced in Armor](#ability-practiced-in-armor){.og-ability} instead: - ::: {#ability-practiced-in-armor-og} @@ -22418,7 +22418,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** In the 2015 Cypher System Rulebook [(30--31)]{.og-ref}, weapon training for each +**Editor's Notes ---** In the 2015 Cypher System Rulebook [(30--31)]{.og-ref}, weapon training for each [type](#choose-type) were assigned slightly differently, requiring the addition of [Practiced with Light Weapons](#ability-practiced-with-light-weapons){.og-ability} and [Practiced with Light and Medium Weapons](#ability-practiced-with-light-and-medium-weapons){.og-ability} abilities: @@ -22469,18 +22469,18 @@ ::: - ::: {#ability-predictive-model} - **Predictive Model (2+ Intellect points):** If you\'ve used [Predictive + **Predictive Model (2+ Intellect points):** If you've used [Predictive Equation](#ability-predictive-equation){.og-ability} 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](#flavor-magic) ability [Premonition](#ability-premonition){.og-ability}, 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 + 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. [(171)]{.og-ref} ::: - ::: {#ability-premonition} **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 + topic 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. [(171)]{.og-ref} ::: @@ -22556,7 +22556,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** [Pry Open](#ability-pry-open){.og-ability} replaces the [Opening +**Editor's Notes ---** [Pry Open](#ability-pry-open){.og-ability} replaces the [Opening Gambit](#ability-opening-gambit){.og-ability} ability in the 2015 Cypher System Rulebook [(27)]{.og-ref}: - ::: {#ability-opening-gambit} @@ -22586,7 +22586,7 @@ 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. Action to initiate. + When you take an action, you use the creature's body to perform that action if they allow it. Action to initiate. [(172)]{.og-ref} ::: @@ -22619,7 +22619,7 @@ ::: - ::: {#ability-pull-a-fast-one} - **Pull a Fast One (3 Intellect points):** When you\'re running a con, picking a pocket, fooling or tricking a dupe, + **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. [(173)]{.og-ref} ::: @@ -22642,7 +22642,7 @@ **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 ability to pull a lever or close a door. Action. [(173)]{.og-ref} + can't use this ability to pull a lever or close a door. Action. [(173)]{.og-ref} ::: - ::: {#ability-push-off-and-throw} @@ -22672,12 +22672,12 @@ - ::: {#ability-question-past-self} **Question Past Self (4+ Intellect points):** You reach into the past up to a week and mentally ask your past self - one or two questions about something you knew or observed at the chosen time. For example, if you\'ve forgotten an - important phone number or can\'t remember if a particular person was in a meeting, you can ask your past self about - it while it\'s still fresh in your past self \'s memory. Your past self doesn\'t perceive this as an intrusive + one or two questions about something you knew or observed at the chosen time. For example, if you've forgotten an + important phone number or can't remember if a particular person was in a meeting, you can ask your past self about + it while it's still fresh in your past self \'s memory. Your past self doesn\'t perceive this as an intrusive voice---it just seems like an unexpected moment of reflection about the questions your present self asks. This - doesn\'t allow you to remember things your past self didn\'t actually know at the time, but it can sometimes help - your present self (in the form of an asset) learn more about or realize something your past self wasn\'t really + doesn't allow you to remember things your past self didn\'t actually know at the time, but it can sometimes help + your present self (in the form of an asset) learn more about or realize something your past self wasn't really paying attention to at the time (such as seeing part of a password or noting whether there was a red delivery truck nearby). For each level of Effort you apply to this ability, you can reach an additional week further into the past. Action. [(173)]{.og-ref} @@ -22689,7 +22689,7 @@ 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 fire or earth) that the spirit is + 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 @@ -22697,7 +22697,7 @@ 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 + blackmail (\"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. Action to initiate. @@ -22711,7 +22711,7 @@ - ::: {#ability-quick-death} **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. [(173)]{.og-ref} + 4 additional points of damage. You can't make this attack in two consecutive rounds. Action. [(173)]{.og-ref} ::: - ::: {#ability-quick-recovery} @@ -22753,7 +22753,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** In the 2015 Cypher System Rulebook [(53)]{.og-ref}, the [Quick +**Editor's Notes ---** In the 2015 Cypher System Rulebook [(53)]{.og-ref}, the [Quick Throw](#ability-quick-throw){.og-ability} ability is named [Quick Draw]{.og-ability}. Other than their names, the abilities are identical. @@ -22786,13 +22786,13 @@ - ::: {#ability-quickdraw} **Quickdraw:** If you act first and your firearm is holstered, you can draw and fire your weapon so blindingly fast that you gain a surprise action against your foe, even if your foe was already aware of your presence (but not if - combat has already begun). This doesn\'t allow your allies to act with surprise, only you. You have an asset on the + combat has already begun). This doesn't allow your allies to act with surprise, only you. You have an asset on the attack. On a successful hit, you inflict 2 additional points of damage. Enabler. [(HNAM, 115)]{.og-ref} ::: - ::: {#ability-quicker-than-most} **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](#rules-encounters-rounds-and-initiative), seeing + most situations. You're trained in tasks related to [initiative](#rules-encounters-rounds-and-initiative), seeing underlying patterns, and solving puzzles. Enabler. [(174)]{.og-ref} ::: @@ -22802,7 +22802,7 @@ - ::: {#ability-raider-follower} **Raider Follower:** You gain a level 3 [follower](#followers) (initiative, stealth, and defense as level 4). The - follower does as you say and, generally speaking, isn\'t someone who makes the other PCs in your group feel + follower does as you say and, generally speaking, isn't someone who makes the other PCs in your group feel uncomfortable because of their presence. Enabler. [(RR, 122)]{.og-ref} ::: @@ -22820,12 +22820,12 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** [Range Increase](#ability-range-increase){.og-ability} increases the [distance](#rules-distance) +**Editor's Notes ---** [Range Increase](#ability-range-increase){.og-ability} increases the [distance](#rules-distance) at which the PC can target something with a ranged [weapon](#equipment-weapons), [special ability](#choose-abilities), -[cypher](#choose-cyphers) or [artifact](#choose-artifacts)---but it doesn\'t extend the reach of melee and touch-based +[cypher](#choose-cyphers) or [artifact](#choose-artifacts)---but it doesn't extend the reach of melee and touch-based attacks to short range. That function is gained from the *Increased Range* [power shift](#optional-rule-power-shifts)---a benefit rated as a [10 XP purchase](#gaining-more-power-shifts). [Range -Increase](#ability-range-increase){.og-ability} also doesn\'t increase the [distance](#rules-distance) a PC can move on +Increase](#ability-range-increase){.og-ability} also doesn't increase the [distance](#rules-distance) a PC can move on their turn, nor does it increase the size of [area attacks](#special-situation-area-attacks) and effects. ::: @@ -22837,15 +22837,15 @@ - ::: {#ability-rapid-processing} **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. + eased. In addition, the target can take one extra action at any time before the ability's duration expires. Action. [(174)]{.og-ref} ::: - ::: {#ability-rapid-recovery} **Rapid Recovery:** You can make most [recovery rolls](#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 + 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 + 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. [(174)]{.og-ref} ::: @@ -22909,7 +22909,7 @@ **Recycled Cyphers:** All [manifest cyphers](#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](#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 + player should collaborate to ensure that the transformation is logical--- for example, you probably can't transform a pill into a helmet. Enabler. [(175)]{.og-ref} ::: @@ -22922,19 +22922,19 @@ ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} A character might discover that[Regenerate](#ability-regenerate){.og-ability} 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. +relying on it too much leads to a kind of malaise that vitality alone can't fix. ::: - ::: {#ability-regenerate-other} **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 + 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 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. [(175)]{.og-ref} ::: - ::: {#ability-regeneration} - **Regeneration (6 Intellect points):** You restore points to a target\'s Might or Speed Pool in one of two ways: + **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 @@ -22948,9 +22948,9 @@ ::: - ::: {#ability-release-energy} - **Release Energy:** You release 1 point of energy you\'ve absorbed with your [Absorb Kinetic + **Release Energy:** You release 1 point of energy you've absorbed with your [Absorb Kinetic Energy](#ability-absorb-kinetic-energy){.og-ability} 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 + 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. [(175)]{.og-ref} ::: @@ -22967,7 +22967,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** [High Noon at +**Editor's Notes ---** [High Noon at Midnight](https://www.montecookgames.com/store/product/high-noon-at-midnight/){.og-icon .og-mcg} presents a different version of this ability. Before choosing either one, talk to the GM about any gun reloading rules, for example, those described in [Reloading Guns in the Weird West](#reloading-guns-in-the-weird-west). @@ -22980,7 +22980,7 @@ ::: - ::: {#ability-remote-control} - **Remote Control (5 Intellect points):** You can use a starcraft\'s communication and sensor arrays to launch an + **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. [(176)]{.og-ref} ::: @@ -22995,10 +22995,10 @@ - ::: {#ability-remote-slap} **Remote Slap (3 Intellect points):** You use an active telephone, cellular, internet, or closed-circuit video connection to slap a creature. The target must be actively using a device making use of this connection, such as - being on the other end of a phone call or text message, browsing the same social media website or app you\'re using, + being on the other end of a phone call or text message, browsing the same social media website or app you're using, or monitoring a closed-circuit camera that is recording you. Make an Intellect-based attack against the creature; success means the creature takes 1 point of damage, as if they had been telekinetically slapped in the face by the - device they\'re using. Each additional remote slap against that creature is hindered by an additional step + device they're using. Each additional remote slap against that creature is hindered by an additional step (resetting after one hour). Action. [(IOM, 67)]{.og-ref} ::: @@ -23013,7 +23013,7 @@ can see 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 + 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. [(176)]{.og-ref} ::: @@ -23034,7 +23034,7 @@ ::: - ::: {#ability-repeated-rituals} - **Repeated Rituals:** If you\'ve successfully completed a ritual in the past, tasks for performing that ritual again + **Repeated Rituals:** If you've successfully completed a ritual in the past, tasks for performing that ritual again are eased by two steps. Enabler. [(IOM, 54)]{.og-ref} ::: @@ -23047,7 +23047,7 @@ **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 nature of the material, only its shape. Thus, you can make a hole in a wall or floor, or you can + 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. [(176)]{.og-ref} @@ -23074,12 +23074,12 @@ ::: - ::: {#ability-resist-tricks} - **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. [(176)]{.og-ref} ::: - ::: {#ability-resist-underwater-hazards} - **Resist Underwater Hazards:** Whether you\'re resisting crushing waters while exploring the depths or a sting from + **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. [(176)]{.og-ref} ::: @@ -23110,7 +23110,7 @@ ::: - ::: {#ability-resource-seeker} - **Resource Seeker (3+ Intellect points):** When you are looking for a specific inexpensive item you\'d like to + **Resource Seeker (3+ Intellect points):** When you are looking for a specific inexpensive item you'd like to [scavenge](#scavenging) from nearby ruins, such as a candle, an aspirin, or a can of preserved chili, you can focus your attention on it so that you are more likely to find it. For the next ten minutes, if what you are seeking is within long range, you find it if you succeed on a difficulty 2 Intellect roll. Each time you use this ability again @@ -23128,7 +23128,7 @@ **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 + creature 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. [(177)]{.og-ref} ::: @@ -23154,10 +23154,10 @@ - ::: {#ability-retinue} **Retinue:** Four level 2 [followers](#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 + 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 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. [(177)]{.og-ref} + foe's attention while you escape. Enabler. [(177)]{.og-ref} ::: - ::: {#ability-retrieve-memories} @@ -23167,9 +23167,9 @@ only a few minutes is a 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 + 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 awakened again. Action. [(177)]{.og-ref} + the creature's brain dissolves to mush and cannot be awakened again. Action. [(177)]{.og-ref} ::: - ::: {#ability-return-to-sender} @@ -23179,7 +23179,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** [Return to Sender](#ability-return-to-sender){.og-ability} replaces the +**Editor's Notes ---** [Return to Sender](#ability-return-to-sender){.og-ability} replaces the [Riposte](#ability-riposte){.og-ability} ability in the 2015 Cypher System Rulebook [(53)]{.og-ref}: - ::: {#ability-riposte} @@ -23198,7 +23198,7 @@ ::: - ::: {#ability-reveal} - **Reveal (2+ Intellect points):** You adjust a creature\'s eyesight so that it can see normally in areas of dim + **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. @@ -23215,14 +23215,14 @@ - ::: {#ability-ribbons-of-dark-matter} **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. + attempted by 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. [(178)]{.og-ref} ::: - ::: {#ability-ride-across-the-miles} - **Ride Across the Miles (6+ Speed points):** You can ride your mount to an open location on the planet that you\'re + **Ride Across the Miles (6+ Speed points):** You can ride your mount to an open location on the planet that you're familiar with almost instantaneously. 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 reach. Action. [(HNAM, + that you're aware of as long as a route exists from the open air to the area you want to reach. Action. [(HNAM, 113)]{.og-ref} ::: @@ -23237,7 +23237,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** [High Noon at +**Editor's Notes ---** [High Noon at Midnight](https://www.montecookgames.com/store/product/high-noon-at-midnight/){.og-icon .og-mcg} presents this ability differently, but the effects are identical. ::: @@ -23255,15 +23255,15 @@ - ::: {#ability-robot-assistant} **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 + 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 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. Enabler. [(178)]{.og-ref}[(See ability details)]{.og-ability-notes} + 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. Enabler. [(178)]{.og-ref}[(See ability details)]{.og-ability-notes} ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The GM might want to consider a [Robot Assistant](#ability-robot-assistant){.og-ability} to be a +**Editor's Notes ---** The GM might want to consider a [Robot Assistant](#ability-robot-assistant){.og-ability} to be a [follower](#followers). ::: @@ -23304,7 +23304,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The GM might want to consider each member of a [Robot Fleet](#ability-robot-fleet){.og-ability} +**Editor's Notes ---** The GM might want to consider each member of a [Robot Fleet](#ability-robot-fleet){.og-ability} to be a [follower](#followers). ::: @@ -23332,18 +23332,18 @@ ::: - ::: {#ability-ruin-lore} - **Ruin Lore:** You are trained in [scavenging](#scavenging), which means you\'re more likely to find useful things, + **Ruin Lore:** You are trained in [scavenging](#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. [(179)]{.og-ref}[(See ability details)]{.og-ability-notes} ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3 .small} -**Editor\'s Notes ---** [Rust and +**Editor's Notes ---** [Rust and Redemption](https://www.montecookgames.com/store/product/rust-and-redemption/){.og-icon .og-mcg} presents this ability differently, but the effects are identical: - ::: {#ability-ruin-lore-rr} - **Ruin Lore:** You are trained in [scavenging](#scavenging), which means you\'re more likely to find useful things + **Ruin Lore:** You are trained in [scavenging](#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. [(RR, 123)]{.og-ref} ::: @@ -23355,7 +23355,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** In the 2015 Cypher System Rulebook [(35)]{.og-ref}, the [Run and +**Editor's Notes ---** In the 2015 Cypher System Rulebook [(35)]{.og-ref}, the [Run and Fight](#ability-run-and-fight){.og-ability} ability is named [Stab and Run]{.og-ability}. The two abilities differ only in the clarity of their wording. ::: @@ -23383,8 +23383,8 @@ ::: - ::: {#ability-salvage-and-comfort} - **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 + **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 and water for you and several others, as well as the possibility of weapons, @@ -23404,8 +23404,8 @@ 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 + 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. [(179)]{.og-ref} ::: @@ -23432,8 +23432,8 @@ ::: - ::: {#ability-sculpt-flesh} - **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 + **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. [(180)]{.og-ref} ::: @@ -23452,7 +23452,7 @@ - ::: {#ability-see-history} **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 + 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 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 @@ -23486,7 +23486,7 @@ - ::: {#ability-see-through-matter} **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 level. In addition to the normal options for using Effort, you can choose to use Effort to see + 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. [(180)]{.og-ref} ::: @@ -23498,7 +23498,7 @@ impossible 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. Action + 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. [(181)]{.og-ref} ::: @@ -23517,25 +23517,25 @@ - ::: {#ability-seize-the-initiative} **Seize the Initiative (5 Intellect points):** Within one minute of successfully using your [Draw Conclusion](#ability-draw-conclusion){.og-ability} 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 until after your next ten-hour [recovery + can take out of turn. After using this ability, you can't use it again until after your next ten-hour [recovery roll](#recovery-rolls). Enabler. [(181)]{.og-ref} ::: - ::: {#ability-seize-the-moment} **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. 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 next round, unless you apply a level of Effort when you use Seize the Moment. Enabler. [(181)]{.og-ref}[(See ability details)]{.og-ability-notes} ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** [Seize the Moment](#ability-seize-the-moment){.og-ability} replaces the [Seize +**Editor's Notes ---** [Seize the Moment](#ability-seize-the-moment){.og-ability} replaces the [Seize Opportunity](#ability-seize-opportunity){.og-ability} ability in the 2015 Cypher System Rulebook [(42)]{.og-ref}: - ::: {#ability-seize-opportunity} **Seize Opportunity (4 Speed points):** If you succeed on a Speed defense roll to resist an attack, you gain an action. You can use it immediately even if you have already taken a turn in the round. If you use this action to - attack, the difficulty of your attack is reduced by one step. You don\'t take an action during the next round. + attack, the difficulty of your attack is reduced by one step. You don't take an action during the next round. Enabler. [(Errata)]{.og-ref} [(See ability details)]{.og-ability-notes} @@ -23561,7 +23561,7 @@ - ::: {#ability-sensor} **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 + how far you 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. [(181)]{.og-ref} ::: @@ -23573,12 +23573,12 @@ - ::: {#ability-serv-0} **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 + immediate 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. [(181)]{.og-ref}[(See ability details)]{.og-ability-notes} ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The GM might want to consider a [Serv-0](#ability-serv-0){.og-ability} to be a +**Editor's Notes ---** The GM might want to consider a [Serv-0](#ability-serv-0){.og-ability} to be a [follower](#followers). ::: @@ -23647,7 +23647,7 @@ ::: - ::: {#ability-sharp-eyed} - **Sharp-Eyed:** Because you must always keep an eye out when you\'re traveling, you are trained in all tasks related + **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. [(182)]{.og-ref} ::: @@ -23704,7 +23704,7 @@ ::: - ::: {#ability-shepherds-fury} - **Shepherd\'s Fury:** You inflict 3 additional points of damage when engaging in combat that directly relates to + **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. [(182)]{.og-ref} ::: @@ -23731,9 +23731,9 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** It\'s likely [Shield Training](#ability-shield-training){.og-ability} contains a misprint, since -a PC\'s [shield](#equipment-armor-shields) provides an [asset](#modifying-the-difficulty-assets) to [Speed](#speed) -[defense](#action-defend) tasks---it doesn\'t ease the task outright. If the GM agrees, use this version instead: +**Editor's Notes ---** It\'s likely [Shield Training](#ability-shield-training){.og-ability} contains a misprint, since +a PC's [shield](#equipment-armor-shields) provides an [asset](#modifying-the-difficulty-assets) to [Speed](#speed) +[defense](#action-defend) tasks---it doesn't ease the task outright. If the GM agrees, use this version instead: - ::: {#ability-shield-training-og} **Shield Training:** If you use a shield, it provides two assets to your Speed defense tasks instead of one. @@ -23754,8 +23754,8 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The 2015 Cypher System Rulebook [(56)]{.og-ref} version of -[Shipspeak](#ability-shipspeak){.og-ability} doesn\'t require the [Machine Bond](#ability-machine-bond){.og-ability} +**Editor's Notes ---** The 2015 Cypher System Rulebook [(56)]{.og-ref} version of +[Shipspeak](#ability-shipspeak){.og-ability} doesn't require the [Machine Bond](#ability-machine-bond){.og-ability} ability. Use this version if you need something more flexible: - ::: {#ability-shipspeak-2015} @@ -23775,10 +23775,10 @@ - ::: {#ability-short-teleportation} **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 + range, teleport to a location you can't see, or bring other people with you. Each additional short distance costs + one level of Effort. Teleporting to a destination you can't see costs one level of Effort. Each additional target brought with you costs one level of Effort (you must touch any additional targets). These levels of Effort are - counted separately, so teleporting an additional short distance away to a location you can\'t see with one passenger + counted separately, so teleporting an additional short distance away to a location you can't see with one passenger costs a total of three levels of Effort. Action. [(CTS, 55)]{.og-ref} ::: @@ -23795,7 +23795,7 @@ instruction. You 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. + ends, the creature vaguely remembers doing your will, but it's as blurry as a dream. Action to initiate. [(183)]{.og-ref} ::: @@ -23837,20 +23837,20 @@ - ::: {#ability-shroud-of-flame} **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 + 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 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. [(183)]{.og-ref} ::: - ::: {#ability-shuffle-wizard} **Shuffle Wizard:** For ten minutes, the [Cardsharp](#weird-west-gambling) gains +1 to Speed Edge and eases Speed - defense rolls by two steps. Tasks to distract onlookers by the [Cardsharp](#weird-west-gambling)\'s ability to + defense rolls by two steps. Tasks to distract onlookers by the [Cardsharp](#weird-west-gambling)'s ability to shuffle and manipulate cards are also eased by two steps. Draw card, throw dice, or flip coin (each a separate action) to activate. [(HNAM, 68)]{.og-ref} ::: - ::: {#ability-shysters-face} - **Shyster\'s Face:** The [Shyster](#weird-west-swindling)\'s face seems to peel away and reforms in some other + **Shyster's Face:** The [Shyster](#weird-west-swindling)\'s face seems to peel away and reforms in some other guise, allowing them to hide their identity or attempt to impersonate someone else, granting two assets to any tasks involving disguise for one hour. Wink, raise an eyebrow, or quirk mouth (part of same action) to activate. [(HNAM, 71)]{.og-ref} @@ -23877,7 +23877,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** [High Noon at +**Editor's Notes ---** [High Noon at Midnight](https://www.montecookgames.com/store/product/high-noon-at-midnight/){.og-icon .og-mcg} presents this ability differently, but the effects are identical. ::: @@ -23889,14 +23889,14 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The 2015 Cypher System Rulebook [(46)]{.og-ref} presented a +**Editor's Notes ---** The 2015 Cypher System Rulebook [(46)]{.og-ref} presented a [Skills](#ability-skills){.og-ability} ability as a second-tier [Speaker](#type-speaker) ability. The ability was removed in the 2019 [Cypher System Rulebook](https://www.montecookgames.com/store/product/cypher-system-rulebook-2/){.og-icon .og-mcg}. - ::: {#ability-skills} **Skills:** You are trained in one task of your choosing (other than attacks or defense). If you choose a task - you\'re already trained in, you become specialized in that task. You can\'t choose a task you\'re already + you're already trained in, you become specialized in that task. You can\'t choose a task you\'re already specialized in. [(Errata)]{.og-ref}[(See ability details)]{.og-ability-notes} ::: ::: @@ -23939,7 +23939,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** It\'s unclear what the [\"+\" in the point cost](#special-abilities) of [Small +**Editor's Notes ---** It\'s unclear what the [\"+\" in the point cost](#special-abilities) of [Small Flight](#ability-small-flight){.og-ability} is in reference to. ::: @@ -23950,12 +23950,12 @@ - ::: {#ability-smoldering-gun} **Smoldering Gun (1 Intellect point):** Your gun blazes with flame for ten minutes, glowing red and discharging a - tendril of smoke from the barrel. The flames don\'t burn you, but you inflict 1 additional point of damage with the + tendril of smoke from the barrel. The flames don't burn you, but you inflict 1 additional point of damage with the gun while it burns. While the gun burns, it automatically flares when anyone tries to touch you or strike you with a melee attack, dealing 2 points of damage to them. Flames from another source can still hurt you. While your gun smolders, you gain +1 Armor against damage from fire from another source. - - *Alternate Energy.* If you\'d prefer another element or energy source, such as ice or necrotic energy, work with + - *Alternate Energy.* If you'd prefer another element or energy source, such as ice or necrotic energy, work with your GM to adjust this and related abilities. Enabler. [(HNAM, 114)]{.og-ref} @@ -23963,7 +23963,7 @@ - ::: {#ability-snake-charmer} **Snake Charmer (1+ Intellect points):** You calm an ophidian creature within short range. You must speak to it - (though it doesn\'t need to understand your words), and it must see you. It remains calm for one minute or for as + (though 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 snakelike creature, but unless some kind of deception is at work, you should know whether you can affect it before you attempt to use this ability on it. If you spend 1 additional Intellect point when you use this ability, you can calm all nonhuman @@ -23988,7 +23988,7 @@ ::: - ::: {#ability-snipers-aim} - **Sniper\'s Aim:** By dint of almost constant practice playing games that simulate making ranged attacks, your + **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. [(184)]{.og-ref} ::: @@ -24004,7 +24004,7 @@ - ::: {#ability-soothe-the-savage} **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 + (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 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. @@ -24020,24 +24020,24 @@ The familiar is no larger than a large cat (about 20 pounds, or 9 kg); a typical soul familiar looks like a bird, cat, rat, lizard, snake, or toad, but more [unusual forms](#modern-magic-unusual-familiars) (such as a tiny demon, dragon, elemental, fey creature, or floating skull) are also possible. You and the GM must work out the details of - your familiar, and you\'ll probably make rolls for them in combat or when they take actions. The familiar acts on + your familiar, and you'll probably make rolls for them in combat or when they take actions. The familiar acts on your turn. Their movement is based on their creature type (avian, swimmer, and so on). You and your familiar can communicate telepathically within long range, or empathically within very long range. - Beyond this range, you can only sense each other\'s general level of well-being. + Beyond this range, you can only sense each other's general level of well-being. - Your familiar\'s presence within short range counts as an asset for magical tasks that require at least one minute + Your familiar's presence within short range counts as an asset for magical tasks that require at least one minute to activate or maintain. If your familiar is within an immediate distance of you, you can roll any defense task for them, gaining the benefit of your [skills](#modifying-the-difficulty-skills), [assets](#modifying-the-difficulty-assets), and - [Effort](#modifying-the-difficulty-effort) (the familiar\'s Speed defense tasks are eased by two steps due to their + [Effort](#modifying-the-difficulty-effort) (the familiar's Speed defense tasks are eased by two steps due to their size). While within this distance, your familiar also gains the benefit of any ongoing spell you cast on yourself (for example, if you cast a spell on yourself that lets you breathe water, your familiar can breathe water). - Foes can use your soul familiar\'s connection to you against you. If a foe is holding or restraining your familiar + Foes can use your soul familiar's connection to you against you. If a foe is holding or restraining your familiar (or touching it while it is held or restrained by another creature or a device, such as manacles or a cage), the - foe\'s attacks and defenses against you are eased. + foe's attacks and defenses against you are eased. If an attack against your familiar would reduce their health to 0, you can magically intervene so their health is instead reduced to 1 and you move one step down [the damage track](#the-damage-track). If your familiar dies, you @@ -24049,7 +24049,7 @@ - ::: {#ability-soul-interrogation} **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 + mannerisms of a single creature within long range. The GM should reveal the creature's level, basic abilities, and obvious weaknesses (if any). All actions you attempt that affect that creature---attack, defense, interaction, and so on---are eased for a few months afterward. Action. [(184)]{.og-ref} ::: @@ -24069,8 +24069,8 @@ - ::: {#ability-speaker-for-the-dead} **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 + 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 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. [(184)]{.og-ref} @@ -24080,7 +24080,7 @@ **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. - You can shoot a strap holding a backpack, armor, or a similarly strapped-on item so that it falls off. @@ -24124,7 +24124,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** [Speedy Recovery](#ability-speedy-recovery){.og-ability} replaces the [Speed +**Editor's Notes ---** [Speedy Recovery](#ability-speedy-recovery){.og-ability} replaces the [Speed Recovery]{.og-ability} ability in the 2015 Cypher System Rulebook [(46)]{.og-ref}. The two abilities differ only in the pronouns used in the description. ::: @@ -24134,8 +24134,8 @@ conjure a standard bullet for it as part of your attack action with that weapon. Alternatively, instead of casting a spell in the normal manner, you can channel it through your handgun, firing it - like a bullet. This is as loud as firing a normal bullet and uses the handgun\'s range (typically long) if that is - longer than the spell\'s normal range. If the spell is an attack spell, instead of making an Intellect-based attack + like a bullet. This is as loud as firing a normal bullet and uses the handgun's range (typically long) if that is + longer than the spell's normal range. If the spell is an attack spell, instead of making an Intellect-based attack you make a Speed-based attack; assets and skill with guns apply to the attack, and you use your Speed Pool if you apply Effort to ease the attack. This means you use Intellect to cast the spell (and for applying Effort for additional effects or extra damage) and Speed for the attack roll (using Intellect Edge and Speed Edge for their @@ -24146,7 +24146,7 @@ ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} You can use [Spell Bullet](#ability-spell-bullet){.og-ability} to cast a spell that affects multiple targets. This might -look like you\'re firing multiple times or the one shot is passing through or ricocheting off each target. +look like you're firing multiple times or the one shot is passing through or ricocheting off each target. ::: - ::: {#ability-spellpay} @@ -24170,7 +24170,7 @@ driving the car (such as steering, accelerating, and braking) and any moveable parts on the car (such as opening or closing the doors, hood, or trunk). The car takes actions on your turn, and you make rolls for it in combat or when it takes actions. You can only control one car at a time with this ability (although you could manually drive one - car and magically control another car at the same time). If you are driving the car you\'re controlling with this + car and magically control another car at the same time). If you are driving the car you're controlling with this ability, your driving tasks and extreme tricks with the car (such as jumping a ravine or other vehicle, spinning in the air, landing safely on another vehicle, and so on) are eased. Enabler. [(IOM, 53)]{.og-ref} ::: @@ -24185,7 +24185,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The 2015 Cypher System Rulebook [(28)]{.og-ref} presented a similar ability to [Spin +**Editor's Notes ---** The 2015 Cypher System Rulebook [(28)]{.og-ref} presented a similar ability to [Spin Attack](#ability-spin-attack){.og-ability} for ranged attackers---[Shooting Gallery](#ability-shooting-gallery){.og-ability}. It may have been removed because [Arc Spray](#ability-arc-spray){.og-ability} already fills its niche: @@ -24200,10 +24200,10 @@ - ::: {#ability-spin-identity} **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 + you that 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 + 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 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. [(185)]{.og-ref} @@ -24212,7 +24212,7 @@ - ::: {#ability-spirit-accomplice} **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 + You 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 @@ -24220,23 +24220,23 @@ 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 + 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 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 + 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. [(185)]{.og-ref}[(See ability details)]{.og-ability-notes} ::: ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -An insubstantial creature can\'t affect or be affected by anything unless indicated otherwise, such as when an attack is +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. ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The GM might want to consider a [Spirit Accomplice](#ability-spirit-accomplice){.og-ability} to +**Editor's Notes ---** The GM might want to consider a [Spirit Accomplice](#ability-spirit-accomplice){.og-ability} to be a [follower](#followers). ::: @@ -24259,7 +24259,7 @@ 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 carrying them on your person or they are all within reach. Action. [(185)]{.og-ref} + and so on) if you're carrying them on your person or they are all within reach. Action. [(185)]{.og-ref} ::: - ::: {#ability-spray-venom} @@ -24312,8 +24312,8 @@ ::: - ::: {#ability-stare-them-down} - **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. [(186)]{.og-ref} + **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. [(186)]{.og-ref} ::: - ::: {#ability-stashed-vehicle} @@ -24334,7 +24334,7 @@ - ::: {#ability-statue-stasis} **Statue Stasis (3 Intellect points):** You transform into a lifelike bronze or stone statue of yourself for a specific period of time (one minute, one hour, ten hours, or twenty-four hours). When in statue form, you are in - stasis; you don\'t age, can take no actions (other than making [recovery rolls](#recovery-rolls) while you + stasis; you don't age, can take no actions (other than making [recovery rolls](#recovery-rolls) while you \"sleep\"), and gain +10 to Armor against all forms of damage, including damage not normally affected by Armor. If you take enough damage to get through your armor, the stasis effect immediately ends. Action. [(IOM, 68)]{.og-ref} ::: @@ -24365,7 +24365,7 @@ ::: - ::: {#ability-step-across-time} - **Step Across Time (7+ Intellect points):** While you are within immediate range of any blaze symbol you\'ve + **Step Across Time (7+ Intellect points):** While you are within immediate range of any blaze symbol you've previously marked, you and up to three willing characters who are next to you travel to a point of your choosing earlier in time, when you were all traveling on the same trail the marker is part of or a connecting trail. When you appear in the past, you do so at the location you were along the trail then, replacing earlier versions of yourself @@ -24376,14 +24376,14 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** Using [Step Across Time](#ability-step-across-time){.og-ability} might create a temporal +**Editor's Notes ---** Using [Step Across Time](#ability-step-across-time){.og-ability} might create a temporal paradox, making it impossible for the PCs to return from their new tangent universe to the one they originated from. ::: - ::: {#ability-still-as-a-statue} **Still As a Statue (5 Might points):** Drawing upon the power of your [Golem Body](#ability-golem-body){.og-ability}, 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 + 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 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 @@ -24409,7 +24409,7 @@ - ::: {#ability-storm-seed} **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 + a kind 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 @@ -24432,7 +24432,7 @@ - ::: {#ability-strategize} **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 + 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 minutes going over a plan of action, all of you gain one [free level of Effort](#modifying-the-difficulty-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 @@ -24446,14 +24446,14 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** [Stronger Together](#ability-stronger-together){.og-ability} can be used to improve a +**Editor's Notes ---** [Stronger Together](#ability-stronger-together){.og-ability} can be used to improve a [familiar](#familiars) at tier 3. ::: - ::: {#ability-stun-attack} **Stun Attack (6 Speed points):** You attempt a difficulty 5 Speed task to [stun](#special-damage) 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 + 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 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. [(187)]{.og-ref} ::: @@ -24476,7 +24476,7 @@ - ::: {#ability-subsonic-rumble} **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 + 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 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. [(187)]{.og-ref} @@ -24488,19 +24488,19 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** In the 2015 Cypher System Rulebook [(53)]{.og-ref}, the [Assassin +**Editor's Notes ---** In the 2015 Cypher System Rulebook [(53)]{.og-ref}, the [Assassin Strike](#ability-subtle-steps){.og-ability} ability is named [Subterfuge]{.og-ability}. The two abilities are otherwise identical. ::: - ::: {#ability-subtle-tricks} - **Subtle Tricks:** You can use your skills and special abilities in ways that don\'t look like you\'re doing + **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 + 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 rolls. Enabler. [(187)]{.og-ref} ::: @@ -24513,7 +24513,7 @@ - ::: {#ability-suggestion} **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 + 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 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 @@ -24549,7 +24549,7 @@ - *Immaterial Touch.* 5 points of damage, and The target must succeed an Intellect defense roll or be possessed. Once in possession of a host, the demon is immune to most attacks, and can only control or leave its host. - *Possession.* After one round (and every other round thereafter), the host must make an Intellect defense roll. - On a success, the host loses their action. On a failure, the demon controls the host\'s actions. Each day, the + On a success, the host loses their action. On a failure, the demon controls the host's actions. Each day, the host can make an Intellect defense roll to eject the demon. After seven days, these attempts are hindered one additional step each day. - *Casting Out.* Each day, the host can make an Intellect defense roll to cast out the demon. After seven days, @@ -24584,14 +24584,14 @@ ::: - ::: {#ability-summon-gun} - **Summon Gun (3 Intellect points):** If you\'re ever without your six shooter, you can summon it (or another just + **Summon Gun (3 Intellect points):** If you're ever without your six shooter, you can summon it (or another just like it) instantly to your hand, already loaded. Enabler. [(HNAM, 114)]{.og-ref} ::: - ::: {#ability-sun-siphon} **Sun Siphon:** The safe limit of your Siphon Pool from the [Store Energy](#ability-store-energy){.og-ability} 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 + 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](#recovery-rolls). Enabler. [(188)]{.og-ref} ::: @@ -24613,7 +24613,7 @@ ::: - ::: {#ability-supernatural-jump} - **Supernatural Jump (4 Speed points):** You can use this ability in one of two ways. If you\'re on your mount, you + **Supernatural Jump (4 Speed points):** You can use this ability in one of two ways. If you're on your mount, you can move a long distance from one location to another almost instantaneously, carried by the creature you ride. You must be able to see the new location, and there must be no intervening barriers. @@ -24643,7 +24643,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** [Surprise Attack](#ability-surprise-attack){.og-ability} replaces the [Surprise +**Editor's Notes ---** [Surprise Attack](#ability-surprise-attack){.og-ability} replaces the [Surprise Strike](#ability-surprise-strike){.og-ability} ability in the 2015 Cypher System Rulebook [(52)]{.og-ref}: - ::: {#ability-surprise-strike} @@ -24680,7 +24680,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** For more on making weapon type a significant choice, see the optional rule for adding [Weapon +**Editor's Notes ---** For more on making weapon type a significant choice, see the optional rule for adding [Weapon Properties](#optional-rule-weapon-properties). ::: @@ -24703,14 +24703,14 @@ - ::: {#ability-tall-tale} **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 + 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. [(189)]{.og-ref} ::: - ::: {#ability-tap-currents} - **Tap Currents:** You can draw energy from the earth itself into your body. If you concentrate and don\'t move from - where you\'re standing for one minute, you restore 3 points to your Might or Speed Pool. Once you use this ability, - you can\'t use it again until you\'ve made a ten-hour [recovery roll](#recovery-rolls). + **Tap Currents:** You can draw energy from the earth itself into your body. If you concentrate and don't move from + where you're standing for one minute, you restore 3 points to your Might or Speed Pool. Once you use this ability, + you can't use it again until you\'ve made a ten-hour [recovery roll](#recovery-rolls). If you have the [Store Energy](#ability-store-energy){.og-ability} ability, you can instead use [Tap Currents](#ability-tap-currents){.og-ability} to add 3 points to your Siphon Pool. (This use of this ability is not @@ -24721,19 +24721,19 @@ - ::: {#ability-targeting-eye} **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](#ability-onslaught){.og-ability} force blast because it\'s a - physical attack, but not when using an Onslaught mindslice because it\'s a mental attack. Enabler. [(189)]{.og-ref} + For example, you are trained when using an [Onslaught](#ability-onslaught){.og-ability} force blast because it's a + physical attack, but not when using an Onslaught mindslice because it's a mental attack. Enabler. [(189)]{.og-ref} ::: - ::: {#ability-task-specialization} **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](#ability-task-training){.og-ability} - to become trained in a task you aren\'t trained in.) Enabler. [(189)]{.og-ref}[(See ability + to become trained in a task you aren't trained in.) Enabler. [(189)]{.og-ref}[(See ability details)]{.og-ability-notes} ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** [Task Specialization](#ability-task-specialization){.og-ability} doesn\'t seem like a +**Editor's Notes ---** [Task Specialization](#ability-task-specialization){.og-ability} doesn\'t seem like a particularly impressive ability, but if applied to a narrow skill important to the setting, or specialized knowledge---something other PCs have an assumed inability with---as described under [Skill Categories](#skill-categories) might make it an important choice for the right PC. @@ -24756,7 +24756,7 @@ - ::: {#ability-taunt-foe} **Taunt Foe (4 Might or Intellect points):** You can make an attack on a foe as part of [drawing an attack](#cooperative-actions) (which is not 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 + 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. [(189)]{.og-ref} ::: @@ -24776,7 +24776,7 @@ and your 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 + 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 reactivate the benefit. Enabler. [(189)]{.og-ref} ::: @@ -24792,21 +24792,21 @@ 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 + 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. [(189)]{.og-ref} ::: ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -If you\'re using [Telekinesis](#ability-telekinesis){.og-ability} 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](#might) +If you're using [Telekinesis](#ability-telekinesis){.og-ability} 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](#might) [Pool](#pool), Might [Edge](#edge), and [Effort](#effort) only if a PC would have to do so, such as if a character tried to push open a barred door. ::: - ::: {#ability-telepathic} **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 + 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 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. [(189)]{.og-ref} @@ -24817,7 +24817,7 @@ 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 + 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 @@ -24826,7 +24826,7 @@ - ::: {#ability-teleportation} **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 + 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 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. [(190)]{.og-ref} @@ -24865,8 +24865,8 @@ - ::: {#ability-temporal-dislocation} **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 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 + 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 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. [(190)]{.og-ref} @@ -24898,23 +24898,23 @@ - ::: {#ability-terrifying-presence} **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 + nothing but 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. [(190)]{.og-ref} ::: - ::: {#ability-theres-your-problem} - **There\'s Your Problem:** You are trained in tasks related to figuring out how to solve problems with multiple + **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. [(190)]{.og-ref} ::: - ::: {#ability-thiefs-luck} - **Thief\'s Luck:** Luck is not the chaotic ocean of random chance most people believe it to be. If you fail on a + **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](#recovery-rolls). (Thief\'s Luck doesn\'t work if you roll a natural + until after you make a ten-hour [recovery roll](#recovery-rolls). (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](#ability-wrest-from-chance){.og-ability}.) Enabler. [(191)]{.og-ref} ::: @@ -24926,9 +24926,9 @@ - ::: {#ability-thinking-ahead} **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 + 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 of effect or creature that caused the negative condition. Action. [(191)]{.og-ref} ::: @@ -24946,10 +24946,10 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** [Throw](#ability-throw){.og-ability} requires a PC to use the +**Editor's Notes ---** [Throw](#ability-throw){.og-ability} requires a PC to use the [Enlarge](#ability-enlarge){.og-ability} ability, which make senses for a PC with the [Grows to Towering Heights](#focus-grows-to-towering-heights) focus, but one one with the [Performs Feats of -Strength](#focus-performs-feats-of-strength) focus. PCs who don\'t need to be enlarged should use the version from the +Strength](#focus-performs-feats-of-strength) focus. PCs who don't need to be enlarged should use the version from the 2015 Cypher System Rulebook [(156)]{.og-ref} instead: - ::: {#ability-throw-2015} @@ -24977,7 +24977,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** For more on making weapon type a significant choice, see the optional rule for adding [Weapon +**Editor's Notes ---** For more on making weapon type a significant choice, see the optional rule for adding [Weapon Properties](#optional-rule-weapon-properties). ::: @@ -25007,7 +25007,7 @@ is 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. + duration 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. [(191)]{.og-ref} @@ -25016,7 +25016,7 @@ - ::: {#ability-time-loop} **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 + action. On 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. @@ -25028,7 +25028,7 @@ ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} In effect, [Time Loop](#ability-time-loop){.og-ability} 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. +on the second round, and zero actions on the third round, and then you're back to normal after that. ::: - ::: {#ability-time-travel} @@ -25063,7 +25063,7 @@ - ::: {#ability-tolerance} **Tolerance:** This hard life has built up your resistance over time, so you are trained in resisting the effects of - natural poisons (such as those from plants or living creatures) and radiation. You\'re also immune to natural + natural poisons (such as those from plants or living creatures) and radiation. You're also immune to natural diseases. Enabler. [(RR, 125)]{.og-ref} ::: @@ -25073,16 +25073,16 @@ ::: - ::: {#ability-tornado-rider} - **Tornado Rider (7 Speed points):** Your mount\'s flashing hooves churn up a small tornado, lifting you and your + **Tornado Rider (7 Speed points):** Your mount's flashing hooves churn up a small tornado, lifting you and your mount a long distance into the eye of the supernatural storm. The tornado moves as you direct it up to a short distance each round for up to five minutes or until you dismiss it. The swirling winds damage creatures, objects, - and structures within short range of the tornado\'s eye. Each round, creatures in the area take 3 points of damage + and structures within short range of the tornado's eye. Each round, creatures in the area take 3 points of damage due to debris on the wind. Attempts to damage objects or structures with your tornado are eased by two steps. Action to initiate. [(HNAM, 113)]{.og-ref} ::: - ::: {#ability-total-awareness} - **Total Awareness:** You possess such a high level of awareness that it\'s very difficult to surprise, hide from, or + **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](#rules-encounters-rounds-and-initiative) and perception tasks, you gain two [free levels of Effort](#modifying-the-difficulty-effort). Enabler. [(192)]{.og-ref} ::: @@ -25101,7 +25101,7 @@ ::: ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -A character can\'t apply [Effort](#effort) or other abilities to any task accomplished using [Tough As +A character can't apply [Effort](#effort) or other abilities to any task accomplished using [Tough As Nails](#ability-tough-as-nails){.og-ability}. ::: @@ -25125,25 +25125,25 @@ ::: - ::: {#ability-trail-awareness} - **Trail Awareness:** Your connection with trails you\'ve blazed is always with you. When traveling on, camping near, - or within visual range of any trail you\'ve blazed, you gain an asset on one attack or defense roll thanks to your + **Trail Awareness:** Your connection with trails you've blazed is always with you. When traveling on, camping near, + or within visual range of any trail you've blazed, you gain an asset on one attack or defense roll thanks to your knowledge about what else is using the path. Once used, this ability renews after your next [recovery roll](#recovery-rolls). Enabler. [(HNAM, 104)]{.og-ref} ::: - ::: {#ability-trail-cypher} **Trail Cypher:** Choose one cypher that you carry. The cypher must have an effect that is not instantaneous. You - destroy the cypher and embed its power into a trail you\'ve blazed. Any time you are on that trail or a connecting + destroy the cypher and embed its power into a trail you've blazed. Any time you are on that trail or a connecting trail, you gain the effect of that cypher continuously. You can choose a cypher when you gain this ability, or you can wait and make the choice later. However, once you embed a cypher into your system of trails, you cannot later switch to a different cypher---the ability works only once. Action to initiate. [(HNAM, 104)]{.og-ref} ::: - ::: {#ability-trail-sensor} - **Trail Sensor (3 Intellect points):** You imbue a newly created blaze symbol (or replace a blaze symbol you\'ve - previously created) with a spiritual connection to your mind\'s eye. For the next 24 hours, you can concentrate to + **Trail Sensor (3 Intellect points):** You imbue a newly created blaze symbol (or replace a blaze symbol you've + previously created) with a spiritual connection to your mind's eye. For the next 24 hours, you can concentrate to see, hear, and smell through the sensor, no matter how far you move from it. If you also have a similar ability from - another source, this effect lasts twice as long. The sensor doesn\'t grant you sensory capabilities beyond the norm. + another source, this effect lasts twice as long. The sensor doesn't grant you sensory capabilities beyond the norm. A few rounds to create the enhanced blaze symbol; action to check. [(HNAM, 104)]{.og-ref} ::: @@ -25177,7 +25177,7 @@ - ::: {#ability-trained-interlocutor} **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. + obscenity), you're better able to talk others into what you want. You are trained in all interactions. Enabler. [(193)]{.og-ref} ::: @@ -25214,7 +25214,7 @@ of 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 + For 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 @@ -25247,9 +25247,9 @@ - ::: {#ability-tree-travel} **Tree Travel (4+ Intellect points):** You enter one tree and instantaneously and safely emerge from another one - within long distance. You don\'t need to specify which tree you\'re exiting from (if you know there are trees in - that direction, you can decide how far to go and you will step out of a tree in that area). If the starting tree\'s - trunk isn\'t as large as your body, you must apply a level of Effort to enter it. You can choose to use Effort to + within long distance. You don't need to specify which tree you\'re exiting from (if you know there are trees in + that direction, you can decide how far to go and you will step out of a tree in that area). If the starting tree's + trunk isn't as large as your body, you must apply a level of Effort to enter it. You can choose to use Effort to increase the distance you travel; one level of Effort used in this way increases the range to very long, two levels raise it to one mile (1.5 km), and each additional level of Effort beyond that increases it by an additional mile. Action. [(GF, 33)]{.og-ref} @@ -25301,8 +25301,8 @@ ::: - ::: {#ability-trust-to-luck} - **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. + **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. [(194)]{.og-ref} ::: @@ -25313,7 +25313,7 @@ - ::: {#ability-twist-of-fate} **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. + for yourself. When you roll a 1, you can reroll. You must use the new result, even if it's another 1. Enabler. [(194)]{.og-ref} ::: @@ -25342,12 +25342,12 @@ ::: - ::: {#ability-unarmed-fighting-style-hnam} - **Unarmed Fighting Style:** You are trained in unarmed attacks, assuming you\'re not already (because this ability + **Unarmed Fighting Style:** You are trained in unarmed attacks, assuming you're not already (because this ability provides no benefit if you are). Enabler. [(HNAM, 116)]{.og-ref}[(See ability details)]{.og-ability-notes} ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** [High Noon at +**Editor's Notes ---** [High Noon at Midnight](https://www.montecookgames.com/store/product/high-noon-at-midnight/){.og-icon .og-mcg} presents a more restrictive version of this ability. ::: @@ -25360,7 +25360,7 @@ **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](#special-rolls-minor-effect). If you roll the same number again, you get a [major effect](#special-rolls-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 major effect, or a free activation + 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. [(194)]{.og-ref} ::: @@ -25376,7 +25376,7 @@ ::: - ::: {#ability-undo} - **Undo (5 Intellect points):** You turn back time a few seconds, effectively undoing a single creature\'s most + **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. [(195)]{.og-ref} ::: @@ -25417,17 +25417,17 @@ ::: - ::: {#ability-untouchable} - **Untouchable (6 Intellect points):** You change your phase state for the next minute so that you can\'t affect or + **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. + abilities can affect you, but likewise you can't attack, touch, or otherwise affect anything. Action to initiate. [(195)]{.og-ref} ::: - ::: {#ability-untouchable-while-moving} **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 + 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. Action to initiate. [(195)]{.og-ref} ::: @@ -25442,7 +25442,7 @@ **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](#ability-telepathic){.og-ability} 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 + 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. [(195)]{.og-ref} ::: @@ -25452,7 +25452,7 @@ immediately dangerous reside). The GM may decide there is no such connection in the area, but if there is, you can ask one basic question about anything happening within 10 miles (16 km) and receive a simple answer. For example, you could ask about the location of a specific creature or individual, and if they are within the range of this - ability, you\'ll learn about it from a still-functioning camera feed, satellite feed, or AI interaction. Action to + ability, you'll learn about it from a still-functioning camera feed, satellite feed, or AI interaction. Action to initiate. [(RR, 124)]{.og-ref} ::: @@ -25463,7 +25463,7 @@ ::: - ::: {#ability-using-whats-available} - **Using What\'s Available (4 Intellect points):** If you have the time and the freedom to scrounge for everyday + **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, @@ -25475,7 +25475,7 @@ - ::: {#ability-usurp-cypher} **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 + 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 different cypher---the usurping ability works only once. Action to initiate. [(195)]{.og-ref} ::: @@ -25499,7 +25499,7 @@ - ::: {#ability-venom-in-their-blood} **Venom in Their Blood (5 Speed points):** If you successfully attack a creature that you previously damaged with [Venomous Strike](#ability-venemous-strike){.og-ability}, you deal 9 additional points of damage. Once you use this - ability, you can\'t use it again during the current conflict. Enabler. [(HNAM, 117)]{.og-ref} + ability, you can't use it again during the current conflict. Enabler. [(HNAM, 117)]{.og-ref} ::: - ::: {#ability-venemous-strike} @@ -25509,7 +25509,7 @@ - ::: {#ability-verbal-misdirection} **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 + anyone 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. [(196)]{.og-ref} ::: @@ -25540,7 +25540,7 @@ **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 + 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. [(196)]{.og-ref} ::: @@ -25556,8 +25556,8 @@ - ::: {#ability-walk-through-walls} **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. + (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. [(196)]{.og-ref} ::: @@ -25589,7 +25589,7 @@ - ::: {#ability-warmed-by-the-sun} **Warmed by the Sun (2 Intellect points):** After spending ten minutes in the sun, a hot spring, or other such warm - location, you gain a free ten-minute [recovery roll](#recovery-rolls). Once you use this ability, you can\'t use it + location, you gain a free ten-minute [recovery roll](#recovery-rolls). Once you use this ability, you can't use it again until after your next ten-hour [recovery roll](#recovery-rolls). Ten minutes to activate. [(HNAM, 117)]{.og-ref} ::: @@ -25618,7 +25618,7 @@ ::: - ::: {#ability-weapon-at-hand} - **Weapon at Hand:** You\'re practiced with all weapons. To gain this benefit with a weapon you\'ve never used + **Weapon at Hand:** You're practiced with all weapons. To gain this benefit with a weapon you\'ve never used before, you must spend at least ten minutes practicing with it first. Enabler. [(RR, 125)]{.og-ref} ::: @@ -25654,8 +25654,8 @@ ::: - ::: {#ability-weight-of-the-world} - **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 + **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. [(197)]{.og-ref} ::: @@ -25666,9 +25666,9 @@ attack in 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 + - 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). @@ -25711,7 +25711,7 @@ ::: - ::: {#ability-the-wild-is-on-your-side} - **The Wild Is on Your Side (5 Intellect points):** While you\'re in the wilderness, foes within short range are + **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. [(198)]{.og-ref} ::: @@ -25719,10 +25719,10 @@ - ::: {#ability-wild-insight} **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](#subtle-cyphers) 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 + 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 + 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. [(GF, 33)]{.og-ref} ::: @@ -25750,7 +25750,7 @@ - ::: {#ability-wilderness-encouragement} **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 + points to one Pool. You can't use this ability on the same creature again until they\'ve made a [recovery roll](#recovery-rolls). Action. [(198)]{.og-ref} ::: @@ -25770,7 +25770,7 @@ ::: - ::: {#ability-will-of-a-leader} - **Will of a Leader (9 Intellect points):** You harden your allies\' dedication and capabilities. Each ally within + **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. [(199)]{.og-ref} ::: @@ -25835,14 +25835,14 @@ - ::: {#ability-winning-hand} **Winning Hand (4 Intellect Points):** If you win a hand of cards or other wager, or if you succeed on an Intellect - defense roll to resist a foe\'s attack, you gain an action. You can use it immediately even if you have already + defense roll to resist a foe's attack, you gain an action. You can use it immediately even if you have already taken a turn in the round. You can use this ability once per round. Enabler. [(HNAM, 108)]{.og-ref} ::: - ::: {#ability-winter-gauntlets} **Winter Gauntlets:** When you use [Frost Touch](#ability-frost-touch){.og-ability}, 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 + 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 and defend. Action for touch; enabler for weapon. [(199)]{.og-ref} ::: @@ -25865,11 +25865,11 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** Some notable [witches](#npc-witch) are detailed in [Chapter 23: NPCs](#chapter-23-npcs). +**Editor's Notes ---** Some notable [witches](#npc-witch) are detailed in [Chapter 23: NPCs](#chapter-23-npcs). ::: - ::: {#ability-wont-be-fooled-again} - **Won\'t Be Fooled Again:** For the next day, the [Shyster](#weird-west-swindling) isn\'t conned by someone else\'s + **Won't Be Fooled Again:** For the next day, the [Shyster](#weird-west-swindling) isn\'t conned by someone else\'s grift. Wink, raise an eyebrow, or quirk mouth (as an action) to activate. [(HNAM, 71)]{.og-ref} ::: @@ -25886,7 +25886,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** It\'s unclear what the [\"+\" in the point cost](#special-abilities) of [Wooden +**Editor's Notes ---** It\'s unclear what the [\"+\" in the point cost](#special-abilities) of [Wooden Body](#ability-wooden-body){.og-ability} is in reference to. ::: @@ -25959,8 +25959,8 @@ [(Cypher System Rulebook, page 200)]{.og-ref} - ::: {#ability-zero-dark-eyes} - **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 + **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. [(200)]{.og-ref} ::: @@ -26025,11 +26025,11 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** [Old Gus\' Daft Drafts](og-dd.html) includes a few [additional +**Editor's Notes ---** [Old Gus\' Daft Drafts](og-dd.html) includes a few [additional cantrips](og-dd.html#choose-abilities). ::: -[(It\'s Only Magic, page 82)]{.og-ref} +[(It's Only Magic, page 82)]{.og-ref} Cantrips are simple, low-powered spells that almost anyone can learn. In a [modern fantasy](#choose-modern-magic) setting, cantrips can be as ubiquitous and unremarkable as twenty-first-century technology. Instead of using the @@ -26046,13 +26046,13 @@ cantrips does not count toward [character advancement](#character-advancement). There is no limit to how many cantrips a PC can learn. In all other respects, cantrips work just like other character abilities. -Unless the theme of the setting is that everyone is quite proficient in magic, it\'s probably best to limit an +Unless the theme of the setting is that everyone is quite proficient in magic, it's probably best to limit an individual NPC to knowing just a couple of cantrips, with many people not knowing any at all. A reasonable guideline is that an NPC can know a number of cantrips equal to their level. ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The [Modern Magic](#flavor-modern-magic) flavor suggests an exchange rate of four cantrips to -one low-tier ability. [It\'s Only Magic](https://www.montecookgames.com/store/product/its-only-magic/){.og-icon .og-mcg} +**Editor's Notes ---** The [Modern Magic](#flavor-modern-magic) flavor suggests an exchange rate of four cantrips to +one low-tier ability. [It's Only Magic](https://www.montecookgames.com/store/product/its-only-magic/){.og-icon .og-mcg} also suggests the GM might limit the use of cantrips by NPCs (including [followers](#followers)) to once or twice per level each day. ::: @@ -26060,13 +26060,13 @@ ::: {#cantrip-rules .alert .ps-4 .pb-0} ##### Optional Rule: Learning Cantrips [#](#optional-rule-learning-cantrips){.og-h-anchor aria-hidden="true"} {#optional-rule-learning-cantrips .og-h-small} -[(It\'s Only Magic, page 81)]{.og-ref} +[(It's Only Magic, page 81)]{.og-ref} In some [fantasy](#chapter-13-fantasy) settings, cantrips are commonly available, but not everyone knows how to cast them (in the same way that phone and computer apps are common, but not everyone knows how to code an app). When someone tries to learn a cantrip, have them attempt a level 3 Intellect-based task (skills such as magical lore affect this). If -they succeed, they learn the cantrip. If they fail, they don\'t. A PC only spends the 2 [XP](#choose-xp) to learn -cantrips when they succeed at this roll. This way, learning a cantrip isn\'t automatic---it\'s more like passing a final +they succeed, they learn the cantrip. If they fail, they don't. A PC only spends the 2 [XP](#choose-xp) to learn +cantrips when they succeed at this roll. This way, learning a cantrip isn't automatic---it\'s more like passing a final exam. And there are ways for the character to \"cram\" for this test, including expending Effort, getting help, or using an appropriate asset. ::: @@ -26076,19 +26076,19 @@ - ::: {#ability-cantrip-bee} **Bee Cantrip (1 Intellect point):** You summon a nearby level 0 bee, housefly, gnat, or similar flying pest to a spot within an immediate distance. The pest acts normally and (appearing in an unfamiliar area) probably begins - flying around, possibly landing on a creature. The cantrip doesn\'t work if there are no suitable pests within a + flying around, possibly landing on a creature. The cantrip doesn't work if there are no suitable pests within a short distance. Action. [(IOM, 82)]{.og-ref} ::: - ::: {#ability-cantrip-bug} **Bug Cantrip (1 Intellect point):** You summon a nearby level 0 spider, cockroach, silverfish, or similar crawling pest to a spot within an immediate distance. The pest acts normally and (appearing in an unfamiliar area) probably - begins moving around, possibly crawling on a creature. The cantrip doesn\'t work if there are no suitable pests + begins moving around, possibly crawling on a creature. The cantrip doesn't work if there are no suitable pests within a short distance. Action. [(IOM, 82)]{.og-ref} ::: ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -A level 0 creature isn\'t a threat to a character and is instantly killed if hit. However, tiny creatures like the ones +A level 0 creature isn't a threat to a character and is instantly killed if hit. However, tiny creatures like the ones described in the [Bee Cantrip](#ability-cantrip-bee){.og-ability} and [Bug Cantrip](#ability-cantrip-bug){.og-ability} usually have a level 2 modifier for Speed defense because of their size. ::: @@ -26101,21 +26101,21 @@ - ::: {#ability-cantrip-chill} **Chill Cantrip (1 Intellect point):** You lower the temperature of a target within short range. If the target is a - creature, for the next couple of rounds they feel like they\'re standing under an air conditioning vent. If the - target is an object no larger than a 1-foot (30 cm) cube, you cool it down as if you\'d dunked it into a bucket of + creature, for the next couple of rounds they feel like they're standing under an air conditioning vent. If the + target is an object no larger than a 1-foot (30 cm) cube, you cool it down as if you'd dunked it into a bucket of ice. Action. [(IOM, 82)]{.og-ref} ::: - ::: {#ability-cantrip-clean} **Clean Cantrip (1 Intellect point):** You remove dirt, mud, and similar substances from one set of clothing (such - as the clothes you\'re wearing), about 1 cubic foot of loose material (clothes, curtains, a box of toys, and so on), + as the clothes you're wearing), about 1 cubic foot of loose material (clothes, curtains, a box of toys, and so on), or an immediate area on a surface (such as a wall or floor). When used on clothing, this also does a decent job of removing wrinkles. Action. [(IOM, 82)]{.og-ref} ::: - ::: {#ability-cantrip-color} **Color Cantrip (1 Intellect point):** You change the color of an object, or you brighten or dull its color. The - object can be up to about 1 cubic foot in size and up to a short distance away. If used to change a creature\'s hair + object can be up to about 1 cubic foot in size and up to a short distance away. If used to change a creature's hair color, it lasts a few days. Action. [(IOM, 83)]{.og-ref} ::: @@ -26132,20 +26132,20 @@ ``` - ::: {#ability-cantrip-cooking} **Cooking Cantrip (1 Intellect point):** You accelerate the preparation and cooking of one dish, reducing the time - until it\'s ready by about ten minutes. (Time-consuming cooking, such as a large turkey, requires multiple - castings.) Under normal circumstances, this doesn\'t burn, overcook, or otherwise ruin the dish. Action. [(IOM, + until it's ready by about ten minutes. (Time-consuming cooking, such as a large turkey, requires multiple + castings.) Under normal circumstances, this doesn't burn, overcook, or otherwise ruin the dish. Action. [(IOM, 83)]{.og-ref} ::: - ::: {#ability-cantrip-cut} **Cut Cantrip (1 Intellect point):** You cut an object up to level 2 as if using a sharp knife or a pair of scissors, up to an immediate distance away. For example, this works on rope, candles, food, cloth, paper, or even a - thin wire or thin chain necklace. The object usually gives off harmless blue sparks when it\'s cut. Action. [(IOM, + thin wire or thin chain necklace. The object usually gives off harmless blue sparks when it's cut. Action. [(IOM, 83)]{.og-ref} ::: ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -[Cut Cantrip](#ability-cantrip-cut){.og-ability} isn\'t hindered by two steps when used to damage an unattended object. +[Cut Cantrip](#ability-cantrip-cut){.og-ability} isn't hindered by two steps when used to damage an unattended object. ::: - ::: {#ability-cantrip-darkness} @@ -26163,7 +26163,7 @@ ::: ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -[Erase Cantrip](#ability-cantrip-erase){.og-ability} doesn\'t remove fingerprints, impressions in the paper, or other +[Erase Cantrip](#ability-cantrip-erase){.og-ability} doesn't remove fingerprints, impressions in the paper, or other evidence that writing used to be there. ::: @@ -26195,7 +26195,7 @@ - ::: {#ability-cantrip-fire-crown} **Fire Crown Cantrip (1 Intellect point):** You create a crown-like manifestation of fire on your head that lasts - for ten minutes. The fire doesn\'t burn you. If anyone touches it or makes a melee attack aimed at your head, you + for ten minutes. The fire doesn't burn you. If anyone touches it or makes a melee attack aimed at your head, you can make a free Intellect-based attack roll against them to inflict 1 point of damage. Action. [(IOM, 84)]{.og-ref} ::: @@ -26207,20 +26207,20 @@ - ::: {#ability-cantrip-firework} **Firework Cantrip (1 Intellect point):** You create an illusory firework within short range, which bursts with sparkling lights and a loud pop. The effect is obviously an illusion but might distract or startle people who - aren\'t expecting it. Action. [(IOM, 84)]{.og-ref} + aren't expecting it. Action. [(IOM, 84)]{.og-ref} ::: - ::: {#ability-cantrip-flavor} **Flavor Cantrip (1 Intellect point):** You touch one plate or bowl of food or one large glass or mug of liquid, - improving its flavor. This doesn\'t affect the nutritional value or texture, nor does it fix spoiled food; it just - makes it taste more to your preference (so you could eat spoiled meat or moldy vegetables and they\'d taste fine). + improving its flavor. This doesn't affect the nutritional value or texture, nor does it fix spoiled food; it just + makes it taste more to your preference (so you could eat spoiled meat or moldy vegetables and they'd taste fine). You decide the sort of flavor change---more or less spicy, salty, savory, sweet, and so on, in any combination appropriate for food or drink. Action. [(IOM, 84)]{.og-ref} ::: - ::: {#ability-cantrip-forbidden-topic} **Forbidden Topic Cantrip (1 Intellect point):** Wards an immediate area (enough to cover a large table at a holiday - family gathering) against conversation about a topic of your choice, such as \"the election,\" \"Mommy\'s trial,\" + family gathering) against conversation about a topic of your choice, such as \"the election,\" \"Mommy's trial,\" or \"that Cordell kid.\" Anytime someone in the area attempts to talk about this topic, make an Intellect-based roll against them; success means they either talk about something else or remain silent. The cantrip lasts for ten minutes or until you fail an Intellect-based roll to stop someone from talking about that topic. Action. [(IOM, @@ -26256,21 +26256,21 @@ - ::: {#ability-cantrip-hide} **Hide Cantrip (1 Intellect point):** You conceal one target within immediate range for about a minute. The target can be no larger than a typical rabbit, or several objects no larger than dice. The target is basically invisible to - anyone in front of you, but the illusion doesn\'t work on anyone to your side or behind you. (If someone is intent + anyone in front of you, but the illusion doesn't work on anyone to your side or behind you. (If someone is intent on seeing the invisible target, make an Intellect-based attack roll against them to hide it from their view.) Action. [(IOM, 85)]{.og-ref} ::: - ::: {#ability-cantrip-light-switch} **Light Switch Cantrip (1 Intellect point):** You toggle up to four light controls (such as a wall switch or a - lamp\'s button, knob, or pull cord) within short range. You must be able to see these light controls or have a clear + lamp's button, knob, or pull cord) within short range. You must be able to see these light controls or have a clear idea of where they are (such as turning on your front porch light and living room floor lamp from outside your home). You can toggle these switches on or off in any combination. Action. [(IOM, 85)]{.og-ref} ::: - ::: {#ability-cantrip-loudness} **Loudness Cantrip (1 Intellect point):** You amplify your voice, allowing you to speak at up to three times your - normal volume. This isn\'t enough to harm anyone, but you can speak comfortably to a large crowd or across a very + normal volume. This isn't enough to harm anyone, but you can speak comfortably to a large crowd or across a very long distance without effort. Action. [(IOM, 85)]{.og-ref} ::: @@ -26278,7 +26278,7 @@ **Mask Cantrip (1 Intellect point):** You create a costume mask on the face of a creature you touch. The mask can be simple (like a domino mask), fancy (like a masquerade ball mask), or deceptive (like a Halloween costume mask of a monster or specific person). The mask is obviously just a mask, not a disguise, but a deceptive mask viewed from at - least a short distance away might fool someone into thinking it\'s a real face, providing an asset to disguise tasks + least a short distance away might fool someone into thinking it's a real face, providing an asset to disguise tasks at this range. The mask lasts for about a minute. If removed, the mask immediately disappears. Action. [(IOM, 85)]{.og-ref} ::: @@ -26287,7 +26287,7 @@ **Mending Cantrip (1 Intellect point):** You touch a broken object of up to level 3 and attempt to magically repair a single break or tear in it, such as a cracked stone wall, a shattered hand mirror, or a torn piece of clothing. The damage can be no larger than about what you can cover with both of your open hands. If you succeed at an - Intellect-based roll against the object\'s level, you repair it (although it still shows signs of being previously + Intellect-based roll against the object's level, you repair it (although it still shows signs of being previously broken, and may be fragile there). You can use this ability multiple times on the same object to repair larger breaks. Action. [(IOM, 85)]{.og-ref} ::: @@ -26324,7 +26324,7 @@ - ::: {#ability-cantrip-present} **Present Cantrip (1 Intellect point):** You teleport an object within an immediate distance into your upturned - hand. The item has to be something you\'re carrying (such as a gem in your pouch or a dagger in your boot), + hand. The item has to be something you're carrying (such as a gem in your pouch or a dagger in your boot), something you can see (such as a coffee cup or mobile phone on the other side of the table), or something you know is within range (such as a note you saw someone put in their pocket). The cantrip affects one small object (for example, a cup or mobile phone) or up to a dozen smaller items from the same location (perhaps coins or dice). @@ -26340,13 +26340,13 @@ ::: ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -Affecting an unwilling creature (or something they\'re carrying) with an ability requires an [attack](#action-attack) -roll to succeed. If you\'re using a cantrip, by default that attack roll is hindered by two steps. +Affecting an unwilling creature (or something they're carrying) with an ability requires an [attack](#action-attack) +roll to succeed. If you're using a cantrip, by default that attack roll is hindered by two steps. ::: - ::: {#ability-cantrip-rainbow} **Rainbow Cantrip (1 Intellect point):** You create a softly glowing band of colors resembling a rainbow, extending - from your hand to an object or willing creature within short range. The far end doesn\'t move (a creature could move + from your hand to an object or willing creature within short range. The far end doesn't move (a creature could move away from it by going around a corner or out of range). You can anchor your end in place or allow it to move when your hand moves. The rainbow gives off light like a candle and lasts about a minute. Action. [(IOM, 86)]{.og-ref} ::: @@ -26365,7 +26365,7 @@ ::: - ::: {#ability-cantrip-sprout} - **Sprout Cantrip (1 Intellect point):** You make seeds sprout at an accelerated rate, causing a week\'s worth of + **Sprout Cantrip (1 Intellect point):** You make seeds sprout at an accelerated rate, causing a week's worth of growth to happen in just a few moments. The seeds must be within a 1-foot (30 cm) cube and no more than an immediate distance from you. If the seeds are in viable soil, they take root as if planted there. If cast on immature or closed flowers, they bloom. If cast on a piece of unripe fruit, it immediately ripens. Action. [(IOM, 86)]{.og-ref} @@ -26388,7 +26388,7 @@ - ::: {#ability-cantrip-throwing-stone} **Throwing Stone Cantrip (1 Intellect point):** You summon a nearby object of stone, brick, concrete, cement, - asphalt, or a similar hard and common mineral to your hand. The cantrip doesn\'t work if there are no suitable loose + asphalt, or a similar hard and common mineral to your hand. The cantrip doesn't work if there are no suitable loose materials within a short distance. Action. [(IOM, 87)]{.og-ref} ::: @@ -26402,22 +26402,22 @@ - ::: {#ability-cantrip-tiny-illusion} **Tiny Illusion Cantrip (1 Intellect point):** You create a single image of a creature or object within immediate range. The image must fit within a 1-foot (30 cm) cube. The image can move (for example, you could make the illusion - of a mouse jump or crawl around), but it can\'t leave the area defined by the cube. The illusion includes sound (up - to the volume of a person\'s normal speaking voice) but not smell. It lasts for one minute, but if you want to + of a mouse jump or crawl around), but it can't leave the area defined by the cube. The illusion includes sound (up + to the volume of a person's normal speaking voice) but not smell. It lasts for one minute, 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 + on it again (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. [(IOM, 87)]{.og-ref} ::: - ::: {#ability-cantrip-tremor} **Tremor Cantrip (1 Intellect point):** You make the ground or floor vibrate within a short area, feeling similar to - a mild earthquake. Other objects on the floor might vibrate or slide (no more than a hand\'s span) because of this + a mild earthquake. Other objects on the floor might vibrate or slide (no more than a hand's span) because of this vibration. Action. [(IOM, 87)]{.og-ref} ::: - ::: {#ability-cantrip-warm} **Warm Cantrip (1 Intellect point):** You raise the temperature in a very small area (about 1 cubic foot) within - short range, enough to make someone\'s face feel flushed or warm a drink to about the temperature of freshly served + short range, enough to make someone's face feel flushed or warm a drink to about the temperature of freshly served coffee. Action. [(IOM, 87)]{.og-ref} ::: @@ -26469,8 +26469,8 @@ [(Rust and Redemption, page 75)]{.og-ref} -If you\'d like your setting to include [incredible mutations](#incredible-mutations), this section is for you. Why does -your game have such mutations? Maybe because of an X factor in some survivors\' DNA, inscrutable nanites that have +If you'd like your setting to include [incredible mutations](#incredible-mutations), this section is for you. Why does +your game have such mutations? Maybe because of an X factor in some survivors' DNA, inscrutable nanites that have permeated the environment, magical contamination, or multiple different timelines collapsing into one. ::: {.alert .ps-4 .pb-0} @@ -26484,7 +26484,7 @@ ::: ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -Mutants aren\'t just mutated humans. Animals and creatures of all kinds could have mutations in your game setting, as +Mutants aren't just mutated humans. Animals and creatures of all kinds could have mutations in your game setting, as noted under [Mutated Creatures, Plants, and NPCs](#mutated-creatures-plants-and-npcs). Very rarely, these mutations could make a nonhuman creature more like a human, with opposable thumbs, greater intelligence, and so on. ::: @@ -26576,7 +26576,7 @@ [(Rust and Redemption, page 80)]{.og-ref} The following mutations do not require any visible changes in the character until used. People who have these mutations -are not obviously recognized as mutants if they don\'t use their powers. Using some of these mutations costs stat Pool +are not obviously recognized as mutants if they don't use their powers. Using some of these mutations costs stat Pool points. Some are actions. ::: table-responsive @@ -26619,7 +26619,7 @@ [(Rust and Redemption, page 82)]{.og-ref} -The following mutations involve dramatic physical changes to the character\'s appearance. People who have these +The following mutations involve dramatic physical changes to the character's appearance. People who have these mutations are always recognized as mutants. Using some of these mutations costs stat Pool points. Some are actions. ::: table-responsive @@ -26913,7 +26913,7 @@ ::: - ::: {#ability-mutation-distinctive-chlorophyll} - **Chlorophyll:** You gain nutrients from the sun and don\'t need to eat or breathe if you have daily exposure to + **Chlorophyll:** You gain nutrients from the sun and don't need to eat or breathe if you have daily exposure to sunlight. Your skin, not surprisingly, is green. Enabler. [(RR, 82)]{.og-ref} ::: @@ -27056,7 +27056,7 @@ - ::: {#ability-mutation-powerful-gluey-globs} **Gluey Globs:** You can produce gluey globs at your fingertips. This is an asset in tasks involving climbing or - keeping your grip. You can also fling these globs in immediate range, and if they hit, they hinder the target\'s + keeping your grip. You can also fling these globs in immediate range, and if they hit, they hinder the target's physical tasks for one round. Enabler to use in a task; action to use as an attack. [(RR, 80)]{.og-ref} ::: @@ -27125,8 +27125,8 @@ - ::: {#ability-mutation-powerful-phase-shifting} **Phase Shifting (2 Intellect points):** You can pass slowly through solid barriers at a rate of 1 inch (3 cm) per - round (minimum of one round to pass through the 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. [(RR, 81)]{.og-ref} + round (minimum of one round to pass through the 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. [(RR, 81)]{.og-ref} ::: - ::: {#ability-mutation-beneficial-poison-immunity} @@ -27179,7 +27179,7 @@ - ::: {#ability-mutation-distinctive-roots-instead-of-feet} **Roots Instead of Feet:** If you take a minute to burrow your roots into the ground in conjunction with making a - [recovery roll](#recovery-rolls), add +2 to the points regained from the roll. You can\'t move from where you rooted + [recovery roll](#recovery-rolls), add +2 to the points regained from the roll. You can't move from where you rooted for one minute, even if taking what is normally a one-action recovery roll. Enabler. [(RR, 82)]{.og-ref} ::: @@ -27206,7 +27206,7 @@ ::: - ::: {#ability-mutation-beneficial-sense-material} - **Sense Material:** You can sense the presence of any single substance within short range, although you don\'t learn + **Sense Material:** You can sense the presence of any single substance within short range, although you don't learn details or the precise location. You and the GM should work together to determine the substance: water, iron, plastic, granite, wood, flesh, salt, and so on. You do not need to concentrate to sense the material. [(RR, 78)]{.og-ref} @@ -27232,7 +27232,7 @@ ::: - ::: {#ability-mutation-beneficial-slippery-skin} - **Slippery Skin:** You secrete a slippery oil, giving you an asset in any task involving slipping from another\'s + **Slippery Skin:** You secrete a slippery oil, giving you an asset in any task involving slipping from another's grip, slipping from bonds, squeezing through a small opening, and so on. [(RR, 78)]{.og-ref} ::: @@ -27255,7 +27255,7 @@ - ::: {#ability-mutation-distinctive-snakelike-arm} **Snakelike Arm:** One of your arms ends in a fanged mouth. You can use it to attack, inflicting 3 points of damage. If you make a second successful attack with the arm, you also inject a poison that inflicts 4 points of Speed damage - (ignores Armor). You can\'t use the snakelike arm for anything other than biting. Enabler. [(RR, 82)]{.og-ref} + (ignores Armor). You can't use the snakelike arm for anything other than biting. Enabler. [(RR, 82)]{.og-ref} ::: - ::: {#ability-mutation-distinctive-spider-eyes} @@ -27284,7 +27284,7 @@ - ::: {#ability-mutation-powerful-spit-webs} **Spit Webs:** You can make up to 10 feet (3.5 m) of a strong, ropelike material each day at the rate of about 1 foot (30 cm) per minute. The webbing is level 3. You can also spit globs of webbing in immediate range, and if they - hit, the target\'s physical tasks are hindered for one round. Action. [(RR, 80)]{.og-ref} + hit, the target's physical tasks are hindered for one round. Action. [(RR, 80)]{.og-ref} ::: - ::: {#ability-mutation-powerful-spit-needles} @@ -27313,7 +27313,7 @@ **Stinging Tendril:** You have a prehensile tendril (or tail) that grows from some part of your body and ends in a poisonous stinger. You can make an attack with your stinger that inflicts 2 points of damage. If you make a second successful attack roll, the stinger also injects a poison that inflicts 4 points of Speed damage (ignores Armor). - The tendril (or tail) can\'t be used for anything else. Action. [(RR, 83)]{.og-ref} + The tendril (or tail) can't be used for anything else. Action. [(RR, 83)]{.og-ref} ::: - ::: {#ability-mutation-beneficial-suggestive-voice} @@ -27323,8 +27323,8 @@ - ::: {#ability-mutation-powerful-telepathy} **Telepathy (2 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 + 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 target individually. Each contact lasts up to ten minutes. In addition to the normal options for using Effort, you can use a level of Effort to increase the duration of contact to a full day. Action to establish contact. [(RR, 81)]{.og-ref} @@ -27336,7 +27336,7 @@ 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 (3.5 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 + 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. [(RR, 81)]{.og-ref} ::: @@ -27362,7 +27362,7 @@ - ::: {#ability-mutation-distinctive-tendrils-instead-of-fingers} **Tendrils Instead of Fingers:** Your fingers are tendrils 1 foot (30 cm) long. They are an asset to any task involving climbing, grasping, or keeping your grip. Further, you can effectively pick up and hold two objects in - each hand rather than one. You can\'t wield more than one weapon per hand. Also roll on the [Beneficial + each hand rather than one. You can't wield more than one weapon per hand. Also roll on the [Beneficial Mutations](#beneficial-mutations) table. Enabler. [(RR, 82)]{.og-ref} ::: @@ -27414,7 +27414,7 @@ - ::: {#ability-mutation-distinctive-wings} **Wings:** You have feathered or fleshy wings on your back that allow you to glide, carried by the wind. They are - not powerful enough to carry you aloft like a bird\'s wings. Enabler. [(RR, 83)]{.og-ref} + not powerful enough to carry you aloft like a bird's wings. Enabler. [(RR, 83)]{.og-ref} ::: ------------------------------------------------------------------------------------------------------------------------ @@ -27461,8 +27461,8 @@ [(Cypher System Rulebook, page 201)]{.og-ref} -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 +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. ------------------------------------------------------------------------------------------------------------------------ @@ -27504,7 +27504,7 @@ - **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 +- **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. @@ -27513,7 +27513,7 @@ - **An exorbitant item** is something only the very rich can afford. A very nice house. A ship. Extremely expensive jewelry or art. -- **A priceless item** is something that even the very rich can\'t afford, requiring the resources of a nation-state, +- **A priceless item** is something that even the very rich can't afford, requiring the resources of a nation-state, or similar entity appropriate to the setting, to acquire or build. ::: @@ -27524,8 +27524,8 @@ ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} 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 what +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. ::: @@ -27536,14 +27536,14 @@ 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.\" +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 +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](#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 +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 down to the last coin. Finally, the categories can be shorthand when evaluating loot, dividing up the spoils among the PCs, and resolving other @@ -27555,7 +27555,7 @@ Level of Equipment : 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 + 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 level 6, made of advanced polymers. ::: @@ -27568,20 +27568,20 @@ categories](#equipment-price-categories), up to 15 each. If a category exceeds 15, the PC removes 10, and adds 1 to the next highest price category (for example, a purchasing power of 10 inexpensive items is converted to 1 moderately-priced item). To convert a purchasing power back down into the previous category (for example, - moderately-priced purchasing to inexpensive purchasing power), roll 1d6 and add the PC\'s Intellect Edge to the + moderately-priced purchasing to inexpensive purchasing power), roll 1d6 and add the PC's Intellect Edge to the result. - **Currency Depletion:** When a PC makes a purchase of a certain price category and has 10 or fewer purchasing power, - roll for depletion using a d10 against the category\'s purchasing power. If the result exceeds the PC\'s purchasing + roll for depletion using a d10 against the category's purchasing power. If the result exceeds the PC\'s purchasing power, the purchasing power for that category is reduced by 1. For example, if you have 4 purchasing power in the inexpensive category, and you roll a 5 on a purchase, it depletes to 3. If you buy something else and roll a 3, it remains at 3. If the PC makes a purchase and has more than 10 purchasing power, the purchasing power is reduced by 1 (no roll). - **Income:** PCs might have regular expenses, but also a regular source of income, such as a job. Income adds to a - PC\'s purchasing power on a regular basis For example, every two weeks, a PC might earn enough income for 1 - moderately-priced item and 5 inexpensive items. For simplicity\'s sake, it might be easier to account for income as - what\'s disposable---left over after the PC has meets their obligations and usual expenses (for example, rent, + PC's purchasing power on a regular basis For example, every two weeks, a PC might earn enough income for 1 + moderately-priced item and 5 inexpensive items. For simplicity's sake, it might be easier to account for income as + what's disposable---left over after the PC has meets their obligations and usual expenses (for example, rent, bills, or feed for a loyal horse companion). - **Resources:** The GM can also set any [crafting, building, and repairing](#crafting-building-and-repairing) @@ -27612,7 +27612,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** This section on armor has been edited for additional clarity, as confirmed by the 2024 [Cypher +**Editor's Notes ---** This section on armor has been edited for additional clarity, as confirmed by the 2024 [Cypher System Starter Set](https://www.montecookgames.com/store/product/cypher-system-starter-set/){.og-icon .og-mcg}. ::: @@ -27628,7 +27628,7 @@ In general, light armor is a moderately priced item, medium armor is expensive, and heavy armor is very expensive. [Part 3: Genres](#part-3-genres) offers more specific details on the kinds of armor available in the setting. Keep in mind -that in many genres, it\'s quite odd, at best, to run around in armor tougher than a [leather +that in many genres, it's quite odd, at best, to run around in armor tougher than a [leather jacket](#contemporary-armor-leather-jacket). ##### Using Armor [#](#equipment-using-armor){.og-h-anchor aria-hidden="true"} {#equipment-using-armor} @@ -27638,7 +27638,7 @@ Anyone can wear any armor, but it can be taxing. Wearing armor increases the cost of using a level of [Effort](#effort) when attempting a [Speed](#speed) task. -The following table displays types of armor, the bonus they provide to a PC\'s [Armor](#rules-armor) characteristic, and +The following table displays types of armor, the bonus they provide to a PC's [Armor](#rules-armor) characteristic, and the additional cost (in points from their Speed [Pool](#pool)) the PC must spend for each level of Effort used when attempting a Speed task. By default, PCs use the *Not Experienced* column. However, if a PC has one or more [special abilities](#choose-abilities) that reduce Speed Effort cost for wearing armor---[Practiced in @@ -27672,7 +27672,7 @@ [(Cypher System Rulebook, page 202)]{.og-ref}[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} -Let\'s say you are [Practiced in Armor](#ability-practiced-in-armor){.og-ability}, you are wearing light armor, and you +Let's say you are [Practiced in Armor](#ability-practiced-in-armor){.og-ability}, you are wearing light armor, and you have a Speed [Edge](#edge) of 1. If you use two levels of [Effort](#effort) on a [Speed](#speed) [defense task](#action-defend), it costs 7 points from your Speed [Pool](#pool): 3 for the first level of Effort plus 2 for the second level of Effort plus 2 for wearing light armor (1 per level of Effort used). Your Speed Edge reduces the total @@ -27693,20 +27693,20 @@ protection of medium armor, but is so light and flexible that it does not encumber the PC any more than normal clothing. -In any case, special armor is rare, and worth at least one or two increases to the item\'s [price -category](#equipment-price-categories), so it probably isn\'t available at the start of the game. +In any case, special armor is rare, and worth at least one or two increases to the item's [price +category](#equipment-price-categories), so it probably isn't available at the start of the game. ###### Shields [#](#equipment-armor-shields){.og-h-anchor aria-hidden="true"} {#equipment-armor-shields} [(Cypher System Rulebook, page 143)]{.og-ref}[(Godforsaken, page 37)]{.og-ref} -Shields don\'t provide a bonus to a character\'s [Armor](#rules-armor) characteristic. Instead, a shield provides an +Shields don't provide a bonus to a character\'s [Armor](#rules-armor) characteristic. Instead, a shield provides an [asset](#modifying-the-difficulty-assets) to [Speed](#speed) [defense rolls](#action-defend) while it is held in one hand. You must have one free hand to use a shield. ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** [Adept](#type-adept) abilities also require a free hand to use [unless the GM says +**Editor's Notes ---** [Adept](#type-adept) abilities also require a free hand to use [unless the GM says otherwise](#first-tier-adept). ::: @@ -27731,12 +27731,12 @@ [(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} -Using this optional rule, Armor doesn\'t impose a Speed Effort cost. Instead, wearing armor has the following two +Using this optional rule, Armor doesn't impose a Speed Effort cost. Instead, wearing armor has the following two effects: - **Hourly Might Cost:** You must pay a number of [Might](#might) points each hour the armor is worn. -- **Speed Pool Penalty:** Wearing armor reduces your [Speed](#speed) [Pool](#pool)\'s point maximum. +- **Speed Pool Penalty:** Wearing armor reduces your [Speed](#speed) [Pool](#pool)'s point maximum. - @@ -27781,7 +27781,7 @@ - **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. + 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, great hammers, massive axes, halberds, heavy crossbows, rifles, regular shotguns, assault rifles, and so on. @@ -27800,13 +27800,13 @@ 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. [Part 3: Genres](#part-3-genres) 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 +on weapons available in a given setting. Keep in mind that in many genres, it's not acceptable to run around carrying dangerous weapons. ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** When making melee [attacks](#action-attack), the PC can choose to use their [Might](#might) or +**Editor's Notes ---** When making melee [attacks](#action-attack), the PC can choose to use their [Might](#might) or [Speed](#speed) for the task. Making ranged attacks is usually a Speed task. This reflects that with melee you sometimes -use brute force and sometimes use finesse, but with ranged attacks, it\'s always about careful targeting. +use brute force and sometimes use finesse, but with ranged attacks, it's always about careful targeting. ::: ::: {.alert .ps-4 .pb-0} @@ -27817,7 +27817,7 @@ The GM can use this optional rule to make weapon combat a central---and lethal---feature of the game by doubling the base [damage](#rules-damage) of successful weapon [attacks](#action-attack). -- **Light Weapons:** Attacks with light weapons aren\'t eased, unless it is a special weapon (determined by the GM). +- **Light Weapons:** Attacks with light weapons aren't eased, unless it is a special weapon (determined by the GM). ::: table-responsive Weapon Attack Damage Cost @@ -27840,7 +27840,7 @@ - **Lethal Abilities:** Damage inflicted by [special abilities](#choose-abilities) and [creatures and NPCs](#choose-creatures) are doubled. -- **Martial Supremacy:** PCs can\'t choose type abilities that deal damage---unless they require the use of a weapon, +- **Martial Supremacy:** PCs can't choose type abilities that deal damage---unless they require the use of a weapon, for example, those from [mundane foci](#mundane-foci). ###### Optional Rule: Weapon Properties [#](#optional-rule-weapon-properties){.og-h-anchor aria-hidden="true"} @@ -27884,9 +27884,9 @@ to project them a long distance (or farther). ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** When making [area attacks](#special-situation-area-attacks), consider the rules for [attack +**Editor's Notes ---** When making [area attacks](#special-situation-area-attacks), consider the rules for [attack modifiers and special situations](#attack-modifiers-and-special-situations) and [combat between -PCs](#special-situation-combat-between-pcs)---specifics might determine that one use of an ability doesn\'t result in +PCs](#special-situation-combat-between-pcs)---specifics might determine that one use of an ability doesn't result in \"friendly fire\", but another does. This could also be a source of [GM Intrusion](#gm-intrusion). ::: @@ -27903,13 +27903,13 @@ 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 [Part 3: Genres](#part-3-genres). @@ -27921,7 +27921,7 @@ [(Cypher System Rulebook, page 204)]{.og-ref} [Cyphers](#choose-cyphers) can sometimes be [physical items](#manifest-cyphers) like [equipment](#chapter-10-equipment), -but they work very differently. To be entirely accurate, cyphers might have the veneer of equipment, but don\'t fall +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 [special abilities](#choose-abilities) than to gear. In a [fantasy](#chapter-13-fantasy) game, they might be [potions, scrolls, or charms](#fantasy-cypher-forms). In a [science fiction](#chapter-15-science-fiction) game, cyphers might be interesting throwaway devices or alien crystals of @@ -27965,13 +27965,13 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** There are even more [artifacts](og-dd.html#chapter-10-artifacts) in [Old Gus\' Daft +**Editor's Notes ---** There are even more [artifacts](og-dd.html#chapter-10-artifacts) in [Old Gus\' Daft Drafts](og-dd.html). ::: [(Cypher System Rulebook, page 204)]{.og-ref} -Artifacts are more powerful than equipment and can\'t simply be purchased. [Part 3: Genres](#part-3-genres) offers a few +Artifacts are more powerful than equipment and can't simply be purchased. [Part 3: Genres](#part-3-genres) 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 @@ -27980,7 +27980,7 @@ it can be used only once. Depowered artifacts can sometimes be recharged using the [repair rules](#crafting-difficulty-and-time), depending on the -item\'s nature. Other [special abilities](#abilities-category-cyphers-and-artifacts) can also repower an expended item, +item's nature. Other [special abilities](#abilities-category-cyphers-and-artifacts) can also repower an expended item, but probably for only one use. ::: row @@ -27995,25 +27995,25 @@ occurs more rarely than most PCs would probably like. After the characters find an artifact, identifying it is a separate [Intellect](#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 +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. 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, +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. ::: ::: {.col .col-md-6} ::: {.alert .ps-4 .pb-0} ##### Optional Rule: Reviving Artifacts [#](#optional-rule-reviving-artifacts){.og-h-anchor aria-hidden="true"} {#optional-rule-reviving-artifacts .og-h-small} -[(It\'s Only Magic, page 95)]{.og-ref} +[(It's Only Magic, page 95)]{.og-ref} While all artifacts have a depletion stat, in some settings artifacts may be \"revived\" after they deplete. Usually doing this has some kind of high cost, whether that be money, time, work, or the like. Depending on the setting, a @@ -28023,14 +28023,14 @@ Typically, a revived artifact has the same depletion rate as it did when it was new. However, some repairs or fixes may be less substantial than others. In this case, move the depletion rate down to the next smaller die type. So an artifact -that started at 1 in 1d100 would now be 1 in 1d20 (and if repaired again, might be 1 in 1d10). If the artifact\'s +that started at 1 in 1d100 would now be 1 in 1d20 (and if repaired again, might be 1 in 1d10). If the artifact's depletion is already using a d6, double the depletion number (for example, from 1--2 in 1d6 to 1--4 in 1d6). If the depletion number is equal to or higher than the highest number the die can roll (like 1--6 on a d6), change the -artifact\'s depletion to \"automatic.\" +artifact's depletion to \"automatic.\" ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The GM might also allow players to purchase, craft, or revive an artifact by spending 3 +**Editor's Notes ---** The GM might also allow players to purchase, craft, or revive an artifact by spending 3 [XP](#choose-xp). ::: ::: @@ -28149,7 +28149,7 @@ 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. @@ -28159,22 +28159,22 @@ 1. The player tells the GM what they want to do. This is a character [action](#rules-actions). 2. The GM determines if that action is [routine](#routine-actions) (and therefore works without needing a roll) or if - there\'s a chance of failure. + there's a chance of failure. 3. If there is a chance of failure, the GM [determines which stat](#rules-determining-task-stat) the task uses - ([Might](#might), [Speed](#speed), or [Intellect](#intellect)) and the task\'s difficulty---how hard it will be on a + ([Might](#might), [Speed](#speed), or [Intellect](#intellect)) and the 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](#modifying-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 +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](#rules-determining-task-difficulty)). The GM - doesn\'t have to tell the player what the target number is, but they can [give the player a + doesn't have to tell the player what the target number is, but they can [give the player a hint](#vague-difficulty), especially if the character would reasonably know if the action was easy, average, difficult, or impossible. 6. The player [rolls a d20](#rules-rolling-the-die). 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](#creature-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. @@ -28203,7 +28203,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The difficulty dial image is included in [Old Gus\' Cypher System Quick-Reference +**Editor's Notes ---** The difficulty dial image is included in [Old Gus\' Cypher System Quick-Reference (OG-CSQR)](#og-csqr). To read the rules of the game in practice, see [An Example of Play](#an-example-of-play). ::: ::: @@ -28232,7 +28232,7 @@ 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](#rules-determining-task-difficulty), usually by one step. If something doesn\'t +: A decrease in a task's [difficulty](#rules-determining-task-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 @@ -28240,25 +28240,25 @@ [Effort](#modifying-the-difficulty-effort) on their turn before the roll is made. NPCs never apply Effort. Hinder -: An increase in a task\'s [difficulty](#rules-determining-task-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. +: An increase in a task's [difficulty](#rules-determining-task-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](#skill-training)---you\'re hindered whenever you attempt a task that you have an inability +: The opposite of [trained](#skill-training)---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](#rules-determining-task-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 + 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 (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. + mechanically work very differently than levels---for example, a PC's tier does not determine a task\'s difficulty. Practiced : The normal, unmodified ability to use a [skill](#skills)---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 + determines what weapon skills you're practiced in; if you aren\'t practiced with a type of weapon, you have an inability in it. Roll @@ -28267,7 +28267,7 @@ Round : A [length of time about five to ten seconds long](#rules-encounters-rounds-and-initiative). 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 + 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](#choose-rules) in the game, but since everyone more or less acts simultaneously, all characters get to take an action each round. @@ -28282,7 +28282,7 @@ 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](#action-activate-a-special-ability), or [rest to recover points](#recovery-rolls) 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, or boosts or penalizes a stat affects the stat's Pool. Task : Any action that a PC attempts. The GM [determines the difficulty](#rules-determining-task-difficulty) of the task. @@ -28307,7 +28307,7 @@ [(Cypher System Rulebook, page 206)]{.og-ref} -Each character gets one turn each [round](#rules-encounters-rounds-and-initiative). On a character\'s turn, they can do +Each character gets one turn each [round](#rules-encounters-rounds-and-initiative). 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](#rules-rolling-the-die). @@ -28323,14 +28323,14 @@ character cannot spend the minimum number of points needed to complete the action, they automatically fail at the task. ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** A list of common [actions](#rules-actions) is provided later in this chapter. +**Editor's Notes ---** A list of common [actions](#rules-actions) is provided later in this chapter. ::: ##### Determining Task Stat [#](#rules-determining-task-stat){.og-h-anchor aria-hidden="true"} {#rules-determining-task-stat} [(Cypher System Rulebook, page 208)]{.og-ref} -Every task relates to one of a character\'s three stats: Might, Speed, or Intellect. +Every task relates to one of a character's three stats: Might, Speed, or Intellect. ::: {.alert .ps-4 .pb-0} - **Strength:** Physical activities that require strength, power, or endurance relate to [Might](#might). @@ -28345,42 +28345,42 @@ generalize rolls into three categories: Might rolls, Speed rolls, and Intellect rolls. The category of the task or roll determines what kind of [Effort](#modifying-the-difficulty-effort) you can apply to the -roll and may determine how a character\'s other abilities affect the roll. For example, an [Adept](#type-adept) may have +roll and may determine how a character's other abilities affect the roll. For example, an [Adept](#type-adept) may have an ability that makes them better at [Intellect](#intellect) rolls, and a [Warrior](#type-warrior) may have an ability that makes them better at [Speed](#speed) rolls. ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** For more on determining a task stat, see [Tying Actions to Stats](#tying-actions-to-stats). +**Editor's Notes ---** For more on determining a task stat, see [Tying Actions to Stats](#tying-actions-to-stats). ::: ##### Determining Task Difficulty [#](#rules-determining-task-difficulty){.og-h-anchor aria-hidden="true"} {#rules-determining-task-difficulty} [(Cypher System Rulebook, page 208)]{.og-ref} -The most frequent thing a GM does during the game---and probably the most important thing---is [set a task\'s +The most frequent thing a GM does during the game---and probably the most important thing---is [set a task's difficulty](#setting-difficulty-ratings). To make the job easier, use the [Task Difficulty table](#rules-task-difficulty), 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 +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. +\"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 + 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 +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 +than a 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. @@ -28404,7 +28404,7 @@ 7 \(21\) --- Formidable Impossible without skills or great effort. 8 \(24\) −15% Heroic A task worthy of tales told for years afterward. 9 \(27\) −30% Immortal A task worthy of legends that last lifetimes. - 10 \(30\) −45% Impossible A task that normal humans couldn\'t consider (but one that doesn\'t break the laws of physics). + 10 \(30\) −45% Impossible A task that normal humans couldn't consider (but one that doesn\'t break the laws of physics). : Task Difficulty ::: @@ -28416,12 +28416,12 @@ 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](#modifying-the-difficulty-skills) and [assets](#modifying-the-difficulty-assets), working together, and---perhaps most important---applying [Effort](#modifying-the-difficulty-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. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} @@ -28438,7 +28438,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** Some things simply ease a task, which doesn\'t count toward the ten-step limit that +**Editor's Notes ---** Some things simply ease a task, which doesn\'t count toward the ten-step limit that [skills](#modifying-the-difficulty-skills), [assets](#modifying-the-difficulty-assets), or [Effort](#modifying-the-difficulty-effort) total up to. Easing just lowers the difficulty of a task by one or more steps---for example, making an [attack](#rules-attack) with a [light weapon](#equipment-weapons) eases the task. Certain @@ -28447,7 +28447,7 @@ The GM also modifies task difficulty through [NPC or Creature Modifications](#understanding-the-listings), [Attack Modifiers and Special Situations](#attack-modifiers-and-special-situations), or byproducts of player actions like -[Piloting Maneuvers](#spacecraft-piloting-tasks). If the player doesn\'t already know about the effect, it\'s probably +[Piloting Maneuvers](#spacecraft-piloting-tasks). If the player doesn't already know about the effect, it\'s probably best if the GM accounts for them when [determining task difficulty](#rules-determining-task-difficulty), and describes the effect to the players when assigning tasks. ::: @@ -28461,7 +28461,7 @@ all 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 [#](#modifying-the-difficulty-assets){.og-h-anchor aria-hidden="true"} {#modifying-the-difficulty-assets} @@ -28469,12 +28469,12 @@ 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. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} 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. ::: @@ -28483,26 +28483,26 @@ [(Cypher System Rulebook, page 209)]{.og-ref} A player can apply [Effort](#effort) to ease a task. To do this, the player spends points from the -[stat](#character-stats) [Pool](#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](#might) Pool; applying Effort to -activate an unusual machine interface requires them to spend points from the character\'s [Intellect](#intellect) Pool. +[stat](#character-stats) [Pool](#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](#might) Pool; applying Effort to +activate an unusual machine interface requires them to spend points from the character's [Intellect](#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. ::: {.alert .ps-4 .pb-0} - **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. + 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 of Effort can exceed the Effort limit for your character, but not the six-step limit for easing a task. ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** A free level of Effort can exceed a PC\'s [Effort](#effort) score, allowing high-tier PCs to use +**Editor's Notes ---** A free level of Effort can exceed a PC\'s [Effort](#effort) score, allowing high-tier PCs to use more than six levels of Effort on a task! A maximum of six levels of Effort can be used to ease the task, but the remainder can be used in other ways---for example, increasing the [damage](#rules-damage) of an [attack](#rules-attack). Some [abilities](#choose-abilities) have uses in addition to the normal options for using Effort---for example, [Spin @@ -28517,17 +28517,17 @@ [(Cypher System Rulebook, page 209)]{.og-ref} 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 +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](#rules-special-rolls). +However, the original roll matters if it's a [special roll](#rules-special-rolls). -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 +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 +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 @@ -28544,13 +28544,13 @@ 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](#action-attack) or [defending](#action-defend). 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 attack rolls. +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 attack rolls. ##### Special Rolls [#](#rules-special-rolls){.og-h-anchor aria-hidden="true"} {#rules-special-rolls} @@ -28560,7 +28560,7 @@ These are explained in more detail in the following sections. ::: {.alert .ps-4 .pb-0} -- **1: GM Intrusion.** The GM makes a free [intrusion](#special-rolls-gm-intrusion) (see below) and doesn\'t award +- **1: GM Intrusion.** The GM makes a free [intrusion](#special-rolls-gm-intrusion) (see below) and doesn't award [experience points (XP)](#choose-xp) for it. - **17: Damage Bonus.** If the roll was a damage-dealing [attack](#action-attack), it deals 1 additional point of @@ -28583,7 +28583,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** In order for a special roll to inflict additional damage or gain a minor or major effect, the +**Editor's Notes ---** In order for a special roll to inflict additional damage or gain a minor or major effect, the attack roll must succeed (as explained under [Special Rolls](#how-to-play-special-rolls) in [Chapter 3: How to Play the Cypher System](#chapter-3-how-to-play-the-cypher-system)). Optional rules like [Horror Mode](#horror-rules-horror-mode) or other effects can raise the [GM intrusion](#gm-intrusion) rate. @@ -28609,10 +28609,10 @@ ::: {.col .col-md-6} Fate Die -The fate die\'s effects are independent of the task die\'s---they occur whether the PC succeeds or not. +The fate die's effects are independent of the task die\'s---they occur whether the PC succeeds or not. - If the result is a 1, the GM can make a free [GM intrusion](#gm-intrusion). Effects that increase the [GM intrusion - rate](#intrusion-through-player-rolls) apply to the fate die\'s results. + rate](#intrusion-through-player-rolls) apply to the fate die's results. - If the result is a 6, the PC gains a [major effect](#rules-special-rolls). ::: @@ -28648,7 +28648,7 @@ [GM intrusion](#gm-intrusion) is explained in more detail in [Chapter 25: Running the Cypher System](#chapter-25-running-the-cypher-system), but essentially it means that something occurs to complicate the -character\'s life. The character hasn\'t necessarily fumbled or done anything wrong (although perhaps they did). It +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. For GM intrusion on a [defense roll](#action-defend), a roll of 1 might mean that the PC takes 2 additional points of @@ -28665,27 +28665,27 @@ 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: ::: {.alert .ps-4 .pb-0} - **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 + 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](#special-situation-attacking-objects). -- **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 +- **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 +- **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](#rules-armor). ::: @@ -28706,7 +28706,7 @@ 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. @@ -28743,8 +28743,8 @@ attacker, and the GM hinders the attack roll one or more steps. If they succeed, the effect takes hold. - **Defense Rolls:** When making a [defense roll](#action-defend), a PC can describe an effect they wish to apply to - their attacker, and the GM hinders the PC\'s defense roll an appropriate number of steps. If they succeed, the - effect takes hold. The GM might require that applying certain effects also requires the use of the PC\'s next + their attacker, and the GM hinders the PC's defense roll an appropriate number of steps. If they succeed, the + effect takes hold. The GM might require that applying certain effects also requires the use of the PC's next action. ##### Optional Rule: Trading Damage for Effect [#](#optional-rule-trading-damage-for-effect){.og-h-anchor aria-hidden="true"} {#optional-rule-trading-damage-for-effect .og-h-small} @@ -28754,18 +28754,18 @@ This section is based on *Trading Damage for Effect* in the 2015 Cypher System Rulebook [(224)]{.og-ref}. A PC can trade [damage](#rules-damage) inflicted from a single attack for an effect. When trading damage, consult the -following table, and add target\'s level. For example, a \"called shot\"---striking a specific body part of a [level 4 +following table, and add target's level. For example, a \"called shot\"---striking a specific body part of a [level 4 creature](#understanding-the-listings)---requires a trade of 6 points of damage (2 for the effect, plus 4 for the -creature\'s level). The attack must inflict at least 1 damage after making the trade or the effect doesn\'t take hold. +creature's level). The attack must inflict at least 1 damage after making the trade or the effect doesn\'t take hold. ::: table-responsive Damage [Traded]{.d-block} Effect Applied --------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - 1 **Distract:** For one round, all of the foe\'s tasks are hindered. - 2 **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](#rules-armor). - 3 **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. + 1 **Distract:** For one round, all of the foe's tasks are hindered. + 2 **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](#rules-armor). + 3 **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. 3 **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. - 3 **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 steps down the [object damage track](#special-situation-attacking-objects). + 3 **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 steps down the [object damage track](#special-situation-attacking-objects). 4 **Knock down:** The foe is knocked prone. It can get up on its turn. 7 **Disarm:** The foe drops one object that it is holding. 7 **Impair:** For the rest of the combat, all tasks the foe attempts are hindered. @@ -28781,7 +28781,7 @@ [(Cypher System Rulebook, page 212)]{.og-ref} -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. @@ -28789,8 +28789,8 @@ 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. ------------------------------------------------------------------------------------------------------------------------ @@ -28798,20 +28798,20 @@ [(Cypher System Rulebook, page 212)]{.og-ref} -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](#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 +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](#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](#modifying-the-difficulty-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 they want to apply Effort to ease the task, they have to spend more points +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](#pool). -[Edge](#edge) helps with the initial cost of a task, just as it does with any expenditure from a character\'s Pool. In +[Edge](#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. +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. 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 @@ -28861,7 +28861,7 @@ ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} 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. +within arm's reach of the character, it can be considered both immediate and close. ::: All [weapons](#equipment-weapons) and [special abilities](#choose-abilities) use these terms for ranges. For example, @@ -28877,10 +28877,10 @@ 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 +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. @@ -28915,7 +28915,7 @@ 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 +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. @@ -28951,7 +28951,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** For more on timekeeping, see [Long-Term Movement](#long-term-movement). +**Editor's Notes ---** For more on timekeeping, see [Long-Term Movement](#long-term-movement). ::: #### Encounters, Rounds, and Initiative [#](#rules-encounters-rounds-and-initiative){.og-h-anchor aria-hidden="true"} {#rules-encounters-rounds-and-initiative} @@ -28961,22 +28961,22 @@ 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](#might) +an important official. It's useful to use the word when referring to a specific scene, as in \"My [Might](#might) [Pool](#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](#choose-rules). To determine who goes first, second, and so on in a round, each player makes a [Speed](#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](#understanding-the-listings) 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 +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](#understanding-the-listings) 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. -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. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} @@ -28989,11 +28989,11 @@ [(Cypher System Rulebook, page 214)]{.og-ref} -For example, Charles, Tammie, and Shanna\'s characters are in combat with two level 2 [security guards](#npc-guard). The +For example, Charles, Tammie, and Shanna's characters are in combat with two level 2 [security guards](#npc-guard). The GM has the players make [Speed](#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. +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. 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 @@ -29014,12 +29014,12 @@ [(Cypher System Rulebook, page 215)]{.og-ref} -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 +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). +friend up 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. @@ -29030,18 +29030,18 @@ a door and move through it. ::: {.alert .ps-4 .pb-0} -##### A Closer Look at Situations that Don\'t Involve PCs [#](#a-closer-look-at-situation-that-dont-involve-pcs){.og-h-anchor aria-hidden="true"} {#a-closer-look-at-situation-that-dont-involve-pcs .og-h-small} +##### A Closer Look at Situations that Don't Involve PCs [#](#a-closer-look-at-situation-that-dont-involve-pcs){.og-h-anchor aria-hidden="true"} {#a-closer-look-at-situation-that-dont-involve-pcs .og-h-small} [(Cypher System Rulebook, page 215)]{.og-ref} 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 +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. ::: @@ -29051,21 +29051,21 @@ [(Cypher System Rulebook, page 215)]{.og-ref} -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](#rules-task-difficulty). If their roll is equal to or greater than the target +result to the opponent's [target number](#rules-task-difficulty). 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](#modifying-the-difficulty-skills), [assets](#modifying-the-difficulty-assets), or [Effort](#modifying-the-difficulty-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](#rules-distance). @@ -29077,14 +29077,14 @@ [Special abilities](#choose-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](#effort) you used when you activated the ability or how -you used [Edge](#edge). For example, let\'s say that in the first round of combat, you [activate a special +actions, so you don't have to keep track of how much [Effort](#effort) you used when you activated the ability or how +you used [Edge](#edge). For example, let's say that in the first round of combat, you [activate a special ability](#action-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. [Chapter 25: Running the Cypher System](#chapter-25-running-the-cypher-system) has much more guidance in this regard. @@ -29098,29 +29098,29 @@ When an attack strikes a character, it usually means the character takes damage. -An attack against a PC subtracts points from one of the character\'s [stat](#character-stats) [Pools](#pool)---usually +An attack against a PC subtracts points from one of the character's [stat](#character-stats) [Pools](#pool)---usually the [Might](#might) Pool. Whenever an attack simply says it deals \"damage\" without specifying the type, it means Might damage, which is by far the most common type. [Intellect](#intellect) damage, which is usually the result of a mental attack, is always labeled as Intellect damage. [Speed](#speed) damage is often a physical attack, but attacks that deal Speed damage are fairly rare. -[NPCs](#chapter-23-npcs) don\'t have stat Pools. Instead, they have a characteristic called +[NPCs](#chapter-23-npcs) don't have stat Pools. Instead, they have a characteristic called [health](#understanding-the-listings). When an NPC takes damage of any kind, the amount is subtracted from its health. -Unless described otherwise, an NPC\'s health is always equal to its target number. Some NPCs might have special +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 health. +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](#special-situation-attacking-objects), just +Objects don't have stat Pools or health. They have an [object damage track](#special-situation-attacking-objects), 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](#equipment-weapons) or a blast with a spike thrower deals 4 points of damage. An [Adept](#type-adept)\'s +[broadsword](#equipment-weapons) or a blast with a spike thrower deals 4 points of damage. An [Adept](#type-adept)'s [Onslaught](#ability-onslaught){.og-ability} deals 4 points of damage. Often, there are ways for the attacker to increase the damage. For example, a PC can apply [Effort](#modifying-the-difficulty-effort) to deal 3 additional points of damage, and [rolling a natural 17 on the attack roll](#rules-special-rolls) deals 1 additional point of damage. ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** For an alternate method of handling damage to PCs, see [Stress](#horror-rules-stress) and +**Editor's Notes ---** For an alternate method of handling damage to PCs, see [Stress](#horror-rules-stress) and [Optional Rule: Stress as Damage](#horror-rules-stress-damage). ::: @@ -29165,13 +29165,13 @@ [(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} -This optional rule is based on [Cypher Unlimited\'s Neon Rain One-Shot with Lead Designer Sean K. +This optional rule is based on [Cypher Unlimited's Neon Rain One-Shot with Lead Designer Sean K. Reynolds](https://www.youtube.com/watch?v=BCRXDKuQV0w), and can be useful for games with a deadly, gritty, or risky feel. When making an [attack](#action-attack), PCs can use as much [Effort](#effort) for [damage](#rules-damage) as they like to increase the damage of an attack. For example, if you are brand new tier 1 PC, you could use one level of Effort to -ease the attack---reaching your Effort score\'s limit of 1---and still go on to use up to additional levels of Effort to +ease the attack---reaching your Effort score's limit of 1---and still go on to use up to additional levels of Effort to increase damage. ::: @@ -29184,7 +29184,7 @@ before reducing their stat [Pool](#pool) or [health](#understanding-the-listings). 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. +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](#equipment-armor), such as a [leather jacket](#contemporary-armor-leather-jacket), a [kevlar vest](#contemporary-armor-kevlar-vest), a chainmail hauberk, @@ -29196,7 +29196,7 @@ 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. @@ -29212,10 +29212,10 @@ [(Cypher System Rulebook, page 217)]{.og-ref} -Some kinds of [damage](#rules-damage) aren\'t direct attacks against a creature, but they indirectly affect everything +Some kinds of [damage](#rules-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](#exposure), or background [radiation](#radiation-damage). Damage from these kinds of sources is called [ambient damage](#ambient-damage). -[Physical armor](#equipment-armor) usually doesn\'t protect against ambient damage, though a well-insulated suit of +[Physical armor](#equipment-armor) usually doesn't protect against ambient damage, though a well-insulated suit of armor can protect against cold weather. ##### Damage From Hazards [#](#damage-from-hazards){.og-h-anchor aria-hidden="true"} @@ -29252,13 +29252,13 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** For more hazards, disasters, and intense environmental situations, purchase [First +**Editor's Notes ---** For more hazards, disasters, and intense environmental situations, purchase [First Responders](https://www.montecookgames.com/store/product/first-responders/){.og-icon .og-mcg}. ::: [(Cypher System Rulebook, page 217)]{.og-ref} -Attacks aren\'t the only way to inflict [damage](#rules-damage) on a character. Experiences such as falling from a great +Attacks aren't the only way to inflict [damage](#rules-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. @@ -29292,10 +29292,10 @@ When an NPC reaches 0 [health](#understanding-the-listings), it is either dead or (if the attacker wishes) incapacitated, meaning unconscious or beaten into submission. -As previously mentioned, [damage](#rules-damage) from most sources is applied to a character\'s [Might](#might) +As previously mentioned, [damage](#rules-damage) from most sources is applied to a character's [Might](#might) [Pool](#pool). Otherwise, [stat](#character-stats) damage always reduces the Pool of the stat it affects. -If damage reduces a character\'s stat Pool to 0, any further damage to that stat (including excess damage from the +If damage reduces a character's stat Pool to 0, any further damage to that stat (including excess damage from the attack that reduced the stat to 0) is applied to another stat Pool. Damage is applied to Pools in this order: 1. [Might](#might) (unless the Pool is 0) @@ -29304,20 +29304,20 @@ Even if the damage is applied to another stat Pool, it still counts as its original type for the purpose of [Armor](#rules-armor) and [special abilities](#choose-abilities) that affect damage. For example, if a character with 2 -Armor is reduced to 0 Might and then is hit by a creature\'s claw for 3 points of damage, it still counts as Might +Armor is reduced to 0 Might and then is hit by a creature's claw for 3 points of damage, it still counts as Might damage, so their Armor reduces the damage to 1 point, which then is applied to their Speed Pool. In other words, even -though they take the damage from their Speed Pool, it doesn\'t ignore Armor like Speed damage normally would. +though they take the damage from their Speed Pool, it doesn't ignore Armor like Speed damage normally would. In addition to taking damage from their Might Pool, Speed Pool, or Intellect Pool, PCs also have a [damage track](#the-damage-track). The damage track has four states (from best to worst): hale, impaired, debilitated, and dead. -When one of a PC\'s stat Pools reaches 0, they move one step down the damage track. Thus, if they are hale, they become +When one of a PC's stat Pools reaches 0, they move one step down the damage track. Thus, if they are hale, they become impaired. If they are already impaired, they become debilitated. If they are already debilitated, they become dead. Some effects can immediately shift a PC one or more steps on the damage track. These include rare poisons, cellular disruption attacks, and massive traumas (such as falls from very great heights, being run over by a speeding vehicle, and so on, as determined by the GM). -Some attacks, like a serpent\'s poisonous bite or a [Speaker](#type-speaker)\'s +Some attacks, like a serpent's poisonous bite or a [Speaker](#type-speaker)\'s [Enthrall](#ability-enthrall){.og-ability}, have effects other than damage to a stat Pool or shifting the PC on the damage track. These attacks can cause unconsciousness, paralysis, and so on. @@ -29328,7 +29328,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The optional rule for [Using Other Pools to Pay Cost +**Editor's Notes ---** The optional rule for [Using Other Pools to Pay Cost Remainders](#optional-rule-using-other-pools-to-pay-cost-remainders) allows PCs to pay for costs as if they were taking damage. ::: @@ -29349,24 +29349,24 @@ Effort costs 7 points instead of 5. An impaired character ignores [minor](#special-rolls-minor-effect) and [major effect](#special-rolls-major-effect) - results on their rolls, and they don\'t deal as much extra damage in combat with a special roll. In combat, a roll + 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 + (probably crawl) no more than an immediate distance. If a debilitated character's Speed Pool is 0, they can\'t move at all. When a debilitated PC takes enough damage to reduce a stat Pool to 0, they are dead. - **Dead** is dead. ::: ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -The damage track allows you to know how far from death you are. If you\'re hale, you\'re three steps from death. If -you\'re impaired, you\'re two steps from death. If you\'re debilitated, you are only one small step from death\'s door. +The damage track allows you to know how far from death you are. If you're hale, you\'re three steps from death. If +you're impaired, you\'re two steps from death. If you\'re debilitated, you are only one small step from death\'s door. ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** For more on the damage track, see [Special Damage](#special-damage) and the optional rules for +**Editor's Notes ---** For more on the damage track, see [Special Damage](#special-damage) and the optional rules for [Serious Injuries and Conditions](#horror-rules-serious-injuries-and-conditions). ::: @@ -29376,16 +29376,16 @@ [(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} Using this rule, a PC down one or more steps on [the damage track](#the-damage-track) requires at least 1 point in their -Intellect Pool to remain conscious. Most unconscious PCs can\'t take any actions other than to make a [recovery +Intellect Pool to remain conscious. Most unconscious PCs can't take any actions other than to make a [recovery roll](#recovery-rolls). The GM might also consider pairing this rule with the [Fragility](#horror-rules-fragility) module. Here are two possible options: -- **Debilitated:** If a debilitated PC\'s Intellect Pool is 0, they fall unconscious until they recover at least 1 +- **Debilitated:** If a debilitated PC's Intellect Pool is 0, they fall unconscious until they recover at least 1 Intellect point. -- **Impaired:** If an impaired PC\'s Intellect Pool is 0, they must succeed on a [Might](#might) [defense +- **Impaired:** If an impaired PC's Intellect Pool is 0, they must succeed on a [Might](#might) [defense roll](#action-defend) equal to the damage sustained, and again each time they take damage. On a failure, the PC falls unconscious until they recover at least 1 Intellect point. @@ -29397,20 +29397,20 @@ abilities](#choose-abilities) with lots of [Effort](#effort). Either situation creates lasting injuries that take longer to recover from. -- **Damage:** When damage reduces a PC\'s [stat](#character-stats) [Pool](#pool) to 0, the remainder is temporarily - subtracted from that stat\'s Pool maximum. The remainder (and any further damage) are also applied to another stat +- **Damage:** When damage reduces a PC's [stat](#character-stats) [Pool](#pool) to 0, the remainder is temporarily + subtracted from that stat's Pool maximum. The remainder (and any further damage) are also applied to another stat Pool, as described under [The Effects of Taking Damage](#the-effects-of-taking-damage). This effect is in addition to going down one step on [the damage track](#the-damage-track) as normal. - **Using Abilities:** When a PC uses a [special ability](#choose-abilities) with a [Pool](#pool) point cost they - can\'t pay, the remainder is instead temporarily subtracted from their maximum Pool points for that stat. + can't pay, the remainder is instead temporarily subtracted from their maximum Pool points for that stat. - **Recovering Pool Maximums:** A PC can recover temporary reductions to their [stat](#character-stats) [Pool](#pool) maximums by filling the Pool to its temporary maximum. While at the temporary maximum, [healing](#action-healing), [special abilities](#choose-abilities), [cyphers](#choose-cyphers), and [artifacts](#choose-artifacts) (but not - [recovery rolls](#recovery-rolls)) restore lost points to a stat Pool\'s maximum. + [recovery rolls](#recovery-rolls)) restore lost points to a stat Pool's maximum. -- **Pool Maximums Reaching Zero:** If any stat\'s Pool maximum is reduced to 0, the GM decides how best to proceed. +- **Pool Maximums Reaching Zero:** If any stat's Pool maximum is reduced to 0, the GM decides how best to proceed. For example, a PC might gain a permanent inability, permanently reduce a [stat](#character-stats) [Pool](#pool) maximum by 3, or die. ::: @@ -29419,12 +29419,12 @@ [(Cypher System Rulebook, page 218)]{.og-ref} -After losing or spending points in a [Pool](#pool), you recover those points by resting. You can\'t increase a Pool past +After losing or spending points in a [Pool](#pool), you recover those points by resting. You can't increase a Pool past its maximum by resting---just back to its normal level. Any extra points gained go away with no effect. The amount of points you recover from a rest, and how long each rest takes, depends on how many times you have rested so far that day. 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](#might) and 2 points of [Speed](#speed), you can recover 4 points of Might, or 2 points of Might and 2 points of Speed, or any other combination adding up to 4 points. @@ -29435,15 +29435,15 @@ 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. ::: table-responsive @@ -29476,7 +29476,7 @@ Using points from a [recovery roll](#recovery-rolls) to raise a stat Pool from 0 to 1 or higher also automatically moves the character up one step on the damage track. -If all of a PC\'s [stat](#character-stats) [Pools](#pool) are above 0 and the character has taken [special +If all of a PC's [stat](#character-stats) [Pools](#pool) are above 0 and the character has taken [special damage](#special-damage) that moved them down [the damage track](#the-damage-track), they can use a recovery roll to move up one step on the damage track instead of recovering points. For example, a character who is debilitated from a hit with a cell-disrupting biotech device can rest and move up to impaired rather than recover points in a Pool. @@ -29491,7 +29491,7 @@ ::: {.alert .ps-4 .pb-0} - **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 tasks are hindered. Similar but more severe attacks can stun characters. Stunned characters lose their + 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). - **Poison and Disease:** When characters encounter poison---whether the venom of a serpent, rat poison slipped into a @@ -29518,7 +29518,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** For more on the special damage, see [Creatures and NPCs with Special +**Editor's Notes ---** For more on the special damage, see [Creatures and NPCs with Special Damage](#creatures-special-damage), [Modifying Creatures](#modifying-creatures), [Common Trap Poisons](#dungeons-castles-and-keeps-traps-common-trap-poisons), [Serious Injuries and Conditions](#horror-rules-serious-injuries-and-conditions), [Radiation Sickness](#disease-radiation-sickness), and @@ -29533,7 +29533,7 @@ 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](#creature-dragon), and it won\'t affect an [android](#npc-synthetic-person) or a [demon](#creature-demon) at +[dragon](#creature-dragon), and it won't affect an [android](#npc-synthetic-person) or a [demon](#creature-demon) at all. If an NPC is susceptible to an attack that would shift a character down [the damage track](#the-damage-track), using @@ -29545,7 +29545,7 @@ [(Cypher System Rulebook, page 220)]{.og-ref} 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](#rules-task-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](#action-defend) is decreased by one step. This is @@ -29556,7 +29556,7 @@ attacks should gain an advantage or be easier in some way, hinder the defense rolls. ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** Special situations are just that---*special*. Using rules \"because they are the rules\" is not +**Editor's Notes ---** Special situations are just that---*special*. Using rules \"because they are the rules\" is not a good idea. Shooting a lumbering ogre at [point-blank range](#attack-modifiers-range) is an entirely different matter from shooting a psionic ninja or skittering demon spider. [Creatures](#choose-creatures) will require unwritten modifications in order to behave believably. For more, see [False Precision](#false-precision) and [Using the Rules: @@ -29570,10 +29570,10 @@ 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 [#](#attack-modifiers-position){.og-h-anchor aria-hidden="true"} {#attack-modifiers-position} @@ -29592,11 +29592,11 @@ [(Cypher System Rulebook, page 220)]{.og-ref} -When a target isn\'t aware of an incoming attack, the attacker has an advantage. A ranged sniper in a hidden position, +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 [#](#attack-modifiers-range){.og-h-anchor aria-hidden="true"} {#attack-modifiers-range} @@ -29608,19 +29608,19 @@ 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](#rules-distance): immediate, short, long, and very long. These apply -to [movement](#action-move) as well. A few special cases---point-blank range and extreme range--- modify an attack\'s +to [movement](#action-move) as well. A few special cases---point-blank range and extreme range--- modify an attack's chance to successfully hit. ::: {.alert .ps-4 .pb-0} - **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 +- **Extreme Range:** Targets just at the limit of a weapon's range are at extreme range. Attacks against such targets are hindered. ::: @@ -29631,11 +29631,11 @@ 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. ::: ::: {.alert .ps-4 .pb-0} @@ -29687,7 +29687,7 @@ 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. + because 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 @@ -29698,7 +29698,7 @@ [(Cypher System Rulebook, page 221)]{.og-ref} -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 @@ -29709,7 +29709,7 @@ steps. 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 + ranged 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. @@ -29722,7 +29722,7 @@ - **Struggling for Air:** Struggling for air (for example, drowning, but near the surface) is a difficulty 4 Might check. -- **Running out of Air:** After a number rounds with no air equal to 3 plus the PC\'s tier plus the PC\'s +- **Running out of Air:** After a number rounds with no air equal to 3 plus the PC's tier plus the PC\'s [Might](#might) [Edge](#edge), the PC must suceeed on a Might task with a difficulty equal to 4 plus 1 for every 30 feet (10 m) of depth from the surface, or descend one step on [the damage track](#the-damage-track). ::: @@ -29746,7 +29746,7 @@ for being on a ship. ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The section on *Gravity* [(222)]{.og-ref} is not included in the CSRD. Instead, see [Effects of +**Editor's Notes ---** The section on *Gravity* [(222)]{.og-ref} is not included in the CSRD. Instead, see [Effects of Gravity](#effects-of-gravity) in [Chapter 15: Science Fiction](#chapter-15-science-fiction). ::: @@ -29756,13 +29756,13 @@ When an NPC ally of the PCs [attacks](#action-attack) 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 +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](#cooperative-actions) rules to aid a PC instead of making direct attacks, or to compare the levels of the two NPCs (higher wins). ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** Don\'t get hung up on the numbers here---the most important thing when adjudicating interactions +**Editor's Notes ---** Don\'t get hung up on the numbers here---the most important thing when adjudicating interactions between NPCs is that they seem [logical and consistent](#making-meaning) with the setting and the story, so be holistic when deciding what happens. The optional rules for [Effort for NPCs](#optional-rule-effort-for-npcs) can also affect outcomes between NPCs in combat. @@ -29775,11 +29775,11 @@ When one PC [attacks](#action-attack) 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 higher, the attack misses. Damage is resolved normally. The GM mediates all special effects. +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 higher, the attack misses. Damage is resolved normally. The GM mediates all special effects. ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** Players can have very different reactions to \"PVP\" in a session. Make sure that opposed rolls +**Editor's Notes ---** Players can have very different reactions to \"PVP\" in a session. Make sure that opposed rolls between PCs are creating a good time and a good story for everyone involved. ::: @@ -29804,7 +29804,7 @@ of the cultists. The description 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 +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. ::: {.alert .ps-4 .pb-0} @@ -29813,13 +29813,13 @@ [(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} How does the use of [Effort](#modifying-the-difficulty-effort) to increase the [damage](#rules-damage) of an [area -attack](#special-situation-area-attacks) work, exactly? The provided example doesn\'t make this entirely clear, because -only one level of Effort is used. The [Shatter](#ability-shatter){.og-ability} ability\'s description states that \"If +attack](#special-situation-area-attacks) work, exactly? The provided example doesn't make this entirely clear, because +only one level of Effort is used. The [Shatter](#ability-shatter){.og-ability} ability's description states that \"If you apply Effort to increase the 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.\" It seems clear that if the PC had used two levels of Effort to increase damage, the cultists who were hit would take 5 damage (1 plus 2 for each level -of Effort used), but what about the cult leader who wasn\'t hit? The GM should consider these two possible -interpretations, and settle on the one that works best for the game\'s genre and setting: +of Effort used), but what about the cult leader who wasn't hit? The GM should consider these two possible +interpretations, and settle on the one that works best for the game's genre and setting: - **Effort Increases Minimum Damage:** The minimum damage inflicted by an area attack is increased for each level of Effort used to increase the damage. Using this interpretation, if the PC in the example had used two levels of @@ -29831,7 +29831,7 @@ Additionally, the GM should consider the rules for [attack modifiers and special situations](#attack-modifiers-and-special-situations) and [combat between -PCs](#special-situation-combat-between-pcs)---specifics might determine that one use of an ability doesn\'t result in +PCs](#special-situation-combat-between-pcs)---specifics might determine that one use of an ability doesn't result in \"friendly fire\", but another does. This could also be a source of [GM Intrusion](#gm-intrusion). ::: @@ -29869,10 +29869,10 @@ the effective level of the object, the attack cannot damage the object no matter what the roll. ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** Additional guidelines for damaging structures are detailed in +**Editor's Notes ---** Additional guidelines for damaging structures are detailed in [walls](#dungeons-castles-and-keeps-walls), [doors](#dungeons-castles-and-keeps-doors), and [feats of strength](#superhero-feats-of-strength). The GM also resolves any other interesting, logical, or story-based -interactions based on on an object\'s nature, for example, [ambient damage](#ambient-damage) from a fire damaging a +interactions based on on an object's nature, for example, [ambient damage](#ambient-damage) from a fire damaging a flammable object. ::: @@ -29882,7 +29882,7 @@ [(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} Using this optional rule, [attacking an object](#special-situation-attacking-objects) is a [Might](#might) action with a -difficulty equal to the object\'s level, similar to how [creature have levels and target +difficulty equal to the object's level, similar to how [creature have levels and target numbers](#understanding-the-listings). Objects have health equal to their target number, and---depending on their construction---up to to 3 [Armor](#rules-armor). An object is destroyed if reduced to 0 health. @@ -29903,9 +29903,9 @@ Special abilities are granted by [foci](#choose-focus), [types](#choose-type), and [flavors](#choose-flavor), or provided by [cyphers](#choose-cyphers) or other devices. If a special ability affects another character in any kind of -unwanted manner, it\'s handled as an [attack](#action-attack). This is true even if the ability is normally not +unwanted manner, it's handled as an [attack](#action-attack). This is true even if the ability is normally not considered an attack. For example, if a character has a [Healing Touch](#ability-healing-touch){.og-ability}, and their -friend doesn\'t want to be healed for some reason, an attempt to heal their unwilling friend is handled as an attack. +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](#choose-abilities) do not affect another character in an unwanted manner. For example, a PC might use [Hover](#ability-hover){.og-ability} on themselves to float into the air. A character with a @@ -29917,7 +29917,7 @@ get a [major effect](#special-rolls-major-effect), which would reduce the cost for their action. ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** For more on special abilities, see [Chapter 9: Abilities](#chapter-9-abilities). +**Editor's Notes ---** For more on special abilities, see [Chapter 9: Abilities](#chapter-9-abilities). ::: ------------------------------------------------------------------------------------------------------------------------ @@ -29931,19 +29931,19 @@ just opened, and so on. This is considered an immediate [distance](#rules-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 +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](#movement-modifiers), 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. +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](#speed) task with a difficulty of 4. As with any action, they can use [skills](#modifying-the-difficulty-skills), @@ -29966,7 +29966,7 @@ sailing ships, and so on) have their own rates of movement. ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** Most [vehicles](#choose-vehicles) list their speeds under various environmental conditions. For +**Editor's Notes ---** Most [vehicles](#choose-vehicles) list their speeds under various environmental conditions. For spacecraft travel, see [Traveling the Solar System and Orbital Mechanics](#traveling-the-solar-system-and-orbital-mechanics). ::: @@ -29978,7 +29978,7 @@ Different environments affect movement in different ways. ::: {.alert .ps-4 .pb-0} -- **Rough Terrain:** A surface that\'s considered rough terrain is covered in loose stones or other material, uneven +- **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. @@ -30002,13 +30002,13 @@ - **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 + feet). 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. ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** For more on gravity, see [Effects of Gravity](#effects-of-gravity). +**Editor's Notes ---** For more on gravity, see [Effects of Gravity](#effects-of-gravity). ::: ##### Special Situation: A Chase [#](#movement-chase){.og-h-anchor aria-hidden="true"} {#movement-chase} @@ -30016,7 +30016,7 @@ [(Cypher System Rulebook, page 224)]{.og-ref} When a PC is chasing an NPC or vice versa, the player should attempt a [Speed](#speed) [action](#rules-actions), with -the [difficulty](#rules-task-difficulty) based on the NPC\'s [level](#understanding-the-listings). If the PC succeeds at +the [difficulty](#rules-task-difficulty) based on the NPC's [level](#understanding-the-listings). 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](#rules-encounters-rounds-and-initiative). @@ -30028,7 +30028,7 @@ [Vehicle chases](#action-vehicular-combat) are handled similarly. ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The [Perilous Venture](#horror-rules-perilous-venture) module is a useful tool for spicing up a +**Editor's Notes ---** The [Perilous Venture](#horror-rules-perilous-venture) module is a useful tool for spicing up a chase or escape. ::: @@ -30038,12 +30038,12 @@ [(Cypher System Rulebook, page 225)]{.og-ref} -You can wait to react to another character\'s [action](#rules-actions). +You can wait to react to another character's [action](#rules-actions). 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](#npc-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](#npc-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.\" @@ -30062,21 +30062,21 @@ [attacked](#action-attack). 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](#modifying-the-difficulty-skills), [assets](#modifying-the-difficulty-assets), and [Effort](#modifying-the-difficulty-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 their own turn. +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 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](#might) +duck or block it with what they're holding. If they\'re struck by a poisoned dart, they can use a [Might](#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](#speed) action. If they fail, they take damage from the bite, and they must also attempt a -[Might](#might) action to resist the poison\'s effects. +[Might](#might) action to 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](#equipment-armor-shields)), and they can\'t use any skill or Effort to +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](#equipment-armor-shields)), 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-modifiers-surprise) attack simply hits. @@ -30098,7 +30098,7 @@ - **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. ::: ------------------------------------------------------------------------------------------------------------------------ @@ -30107,27 +30107,27 @@ [(Cypher System Rulebook, page 226)]{.og-ref} -Players can try anything they can think of, although that doesn\'t mean anything is possible. The GM sets the -[difficulty](#rules-determining-task-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 +Players can try anything they can think of, although that doesn't mean anything is possible. The GM sets the +[difficulty](#rules-determining-task-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](#modifying-the-difficulty-skills) are not required to attempt an action. Someone who\'s never picked a lock can +[Skills](#modifying-the-difficulty-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 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 [](#rules-determining-task-stat)what stat it uses. The player determines whether they have anything that might [modify the difficulty](#modifying-the-difficulty) and considers whether to apply [Effort](#modifying-the-difficulty-effort). -Once the final determination is made, they [roll](#rules-rolling-the-die) to see if their character succeeds. It\'s as +Once the final determination is made, they [roll](#rules-rolling-the-die) 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. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} 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 +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. @@ -30170,23 +30170,23 @@ - **Helping:** If you use your action to help someone with a task, you ease the task. If you have an [inability](#key-concepts) 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 on a single task if that help is provided by another + 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. + helping 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 + 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 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 + direct threat to the captain (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. +- **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. + 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 @@ -30195,7 +30195,7 @@ action is successful, the foe attacks the prominent character, whose defenses are hindered by two steps. 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 +- **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. ::: @@ -30212,7 +30212,7 @@ about how players might coordinate their actions, and how the GM might want to modify the game based on circumstance: - **Cover Fire:** A character can aim near ranged attack near a foe, but narrowly miss on purpose. On a success, the - attack inflicts no damage, and the foe\'s next attack is hindered. + attack inflicts no damage, and the foe's next attack is hindered. - **Double Strike:** If one character makes a melee attack, and another character makes a ranged and both attacks hit the same foe, its next task is hindered. @@ -30245,7 +30245,7 @@ [difficulty](#crafting-difficulty-and-time) of creating or repairing it as well as the [time required](#crafting-difficulty-and-time). For [cyphers](#choose-cyphers), [artifacts](#choose-artifacts), other items that require [specialized knowledge](#skill-categories), or items unique to a world or species other than your own (such -as a Martian tripod walker), add 5 to the item\'s level to determine the difficulty of building or repairing it. +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 wooden stool might be hammered together in an hour. A beautiful finished piece might take a week or longer and would @@ -30255,8 +30255,8 @@ 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, @@ -30264,7 +30264,7 @@ 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 +forest 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. @@ -30274,11 +30274,11 @@ 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 +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. ::: {.alert .ps-4 .pb-0} Possible crafting skills include: @@ -30300,7 +30300,7 @@ ::: Characters might try to make a [cypher](#choose-cyphers), an [artifact](#choose-artifacts), or an alien psionic starship -do something other than its intended function. Sometimes, the GM will simply declare the task impossible. You can\'t +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 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 @@ -30313,7 +30313,7 @@ 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 [#](#crafting-difficulty-and-time){.og-h-anchor aria-hidden="true"} @@ -30353,7 +30353,7 @@ In a combat situation, a character can stand guard as their [action](#rules-actions). They do not make [attacks](#action-attack), but all their [defense tasks](#action-defend) 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](#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 +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. If an NPC is standing guard, use the same procedure, but to get past the guard, the PC attempts a hindered Speed action @@ -30368,7 +30368,7 @@ You can administer aid through bandaging and other succor, attempting to heal each patient once per day. This healing restores points to a [stat](#character-stats) [Pool](#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 difficulty 3 task with a target number of 9. +points, that's a difficulty 3 task with a target number of 9. ::: {.alert .ps-4 .pb-0} ###### Optional Rule: Healing Limitations [#](#optional-rule-healing-limitations){.og-h-anchor aria-hidden="true"} @@ -30380,7 +30380,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** For more on healing, see [Special Damage](#special-damage) and [Serious Injuries and +**Editor's Notes ---** For more on healing, see [Special Damage](#special-damage) and [Serious Injuries and Conditions](#horror-rules-serious-injuries-and-conditions). ::: @@ -30406,7 +30406,7 @@ 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). @@ -30414,7 +30414,7 @@ immediate distance, it counts as an asset, easing the jump. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -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. ::: @@ -30422,13 +30422,13 @@ [(Cypher System Rulebook, page 229)]{.og-ref} -Generally, the GM will describe any sight or sound that\'s not purposefully difficult to detect. But if you want to look +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](#intellect) -roll. If it\'s a creature, its level determines the difficulty of your roll. If it\'s something else, the GM determines +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. ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** For more on \"passive perception\", see [Passive Difficulty](#passive-difficulty). +**Editor's Notes ---** For more on \"passive perception\", see [Passive Difficulty](#passive-difficulty). ::: ##### Moving a Heavy Object [#](#action-moving-a-heavy-object){.og-h-anchor aria-hidden="true"} {#action-moving-a-heavy-object} @@ -30449,7 +30449,7 @@ As with figuring out a device, the level of the device usually determines the [difficulty](#rules-task-difficulty) of the [Intellect](#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 +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. Unlike operating a device, disabling a device or picking a lock usually require rolls. These actions often involve @@ -30461,13 +30461,13 @@ [(Cypher System Rulebook, page 229)]{.og-ref} -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 +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](#speed) roll to succeed. A saddle or other appropriate gear is an [asset](#modifying-the-difficulty-assets) and eases the task. ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** For more on vehicles, see [Vehicular Combat](#action-vehicular-combat). +**Editor's Notes ---** For more on vehicles, see [Vehicular Combat](#action-vehicular-combat). ::: ###### Riding or Piloting Difficulty [#](#action-riding-or-piloting-difficulty){.og-h-anchor aria-hidden="true"} {#action-riding-or-piloting-difficulty} @@ -30499,13 +30499,13 @@ 1 Vehicle runs out of fuel or power. 2 Unexpected obstacle threatens to cause a crash. 3 Unexpected gap or loss of power requires rider to \"jump\" between stable surfaces by launching off a suitable ramp-like incline. - 4 Another vehicle swerves into PC\'s vehicle + 4 Another vehicle swerves into PC's vehicle 5 Loose sand/gravel/particles/ice on surface threaten to cause a wipeout. 6 Too much velocity going around a corner threatens to cause a wipeout or crash. 7 Vehicle takes damage and threatens to detonate its power source. - 8 Another vehicle hits PC\'s vehicle from behind. - 9 Vehicle\'s brakes freezes. - 10 Vehicle\'s tire unexpectedly blows out. + 8 Another vehicle hits PC's vehicle from behind. + 9 Vehicle's brakes freezes. + 10 Vehicle's tire unexpectedly blows out. : Wheeled Vehicle GM Intrusions ::: @@ -30524,7 +30524,7 @@ 5 Landing gear is damaged, making eventual landing problematic. 6 Unexpectedly tall terrain feature threatens imminent collision. 7 Vehicle takes damage and threatens to detonate its power source. - 8 Another flying vehicle hits PC\'s vehicle from above. + 8 Another flying vehicle hits PC's vehicle from above. 9 Vehicle runs out of fuel or power while inflight. 10 Breach in airframe risks sucking pilot or passengers out to a long fall. @@ -30565,7 +30565,7 @@ 4 Environmental controls malfunction; ship interior grows colder and colder (causing a buildup of frost and ice on interior surfaces), until the problem can be identified and repaired. 5 Drive system surges, causing the vehicle to move faster, farther, or to a different location than was intended. 6 Solar flare, gravitational gradient, or other understood but unexpected phenomena damages ship. - 7 A malfunction, deliberate sabotage by a rival, or a fatal malware-infected [shipmind](#robots-and-ai-shipmind) affects the environmental controls in a [space suit](#apparel-space-suit) or entire ship, deoxygenating it until it\'s mostly carbon dioxide. Affected characters, initially unaware of the problem, become more and more sleepy until they pass out. + 7 A malfunction, deliberate sabotage by a rival, or a fatal malware-infected [shipmind](#robots-and-ai-shipmind) affects the environmental controls in a [space suit](#apparel-space-suit) or entire ship, deoxygenating it until it's mostly carbon dioxide. Affected characters, initially unaware of the problem, become more and more sleepy until they pass out. 8 Gamma ray burst from \"nearby\" neutron star conjunction threatens to fry ship and everyone on board. 9 External operations lead to a character being bucked off craft into empty space. 10 Environmental systems are compromised, requiring extensive overhaul to return to normal. @@ -30586,7 +30586,7 @@ [(Cypher System Rulebook, page 229)]{.og-ref} -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. @@ -30664,9 +30664,9 @@ 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](#vehicle-car-sports), the PC would make three chase rolls with a difficulty of 5. If the PC\'s car is a +[sports car](#vehicle-car-sports), 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. +bicycle, it might hinder the chase rolls by two or three steps, or the GM might simply rule that it's impossible. ##### Vehicular Combat [#](#action-vehicular-combat){.og-h-anchor aria-hidden="true"} {#action-vehicular-combat} @@ -30683,17 +30683,17 @@ a heavy weapon. ::: -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 +in vehicles (so 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 @@ -30705,32 +30705,32 @@ 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 that two other PCs---also in level 2 fighters---join in and coordinate their attack. Three ships coordinating +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](#modifying-the-difficulty-effort). Then the frigate retaliates, and the PC needs to make a [defense roll](#action-defend). 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 +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 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. ::: table-responsive Targeting Task Attack Hindered Effect ---------------------------------- ----------------- ---------------------------------------------------------- - Disable weapons Two steps One or more of the vehicle\'s weapons no longer function + Disable weapons Two steps One or more of the vehicle's weapons no longer function Disable defenses (if applicable) Two steps Attacks against the vehicle are eased Disable engine/drive Three steps Vehicle cannot move, or movement is hampered Disable maneuverability Two steps Vehicle cannot alter its present course @@ -30740,13 +30740,13 @@ ::: ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -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. ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** For more on vehicular combat, see [Vehicles](#choose-vehicles). +**Editor's Notes ---** For more on vehicular combat, see [Vehicles](#choose-vehicles). ::: ------------------------------------------------------------------------------------------------------------------------ @@ -30775,10 +30775,10 @@ [focus](#choose-focus) [special abilities](#abilities-category-companion). Followers do not need to be paid, fed, or housed, though a character who gains followers can certainly make such arrangements if they wish. A follower is someone whom a character has inspired (or asked) to come work with the character for a time, aiding them in a variety of -endeavors. A follower puts the PC\'s interests ahead of, or at least on par with, their own. +endeavors. A follower puts the PC's interests ahead of, or at least on par with, their own. The PC generally makes rolls for their follower when the follower takes [actions](#rules-actions), though usually a -follower\'s modifications provide an [asset](#modifying-the-difficulty-assets) to a specific action taken by the PC they +follower's modifications provide an [asset](#modifying-the-difficulty-assets) to a specific action taken by the PC they follow. ::: {.alert .ps-4 .pb-0} @@ -30786,7 +30786,7 @@ [asset](#modifying-the-difficulty-assets) to that task. The level of the follower indicates the number of different tasks they can help with. The tasks that the follower is able to help with are predetermined, usually chosen by the PC when they gain the follower. A level 2 follower who the player determines is a spy could grant a PC an asset on - two different tasks, such as stealth and deception. Followers cannot help with tasks that they don\'t have + two different tasks, such as stealth and deception. Followers cannot help with tasks that they don't have modifications for; for the purpose of helping, treat the follower as if they had inabilities in all nonmodified tasks. @@ -30795,7 +30795,7 @@ spy follower with modifications for stealth and deception attempts stealth and deception tasks as if they were level 3 and all other tasks as level 2. -- **Follower Assets to Combat and Defense:** A follower cannot grant an asset to a character\'s attacks or defense +- **Follower Assets to Combat and Defense:** A follower cannot grant an asset to a character's attacks or defense until the follower is level 3 or higher. Even then, the follower can help with attacks and defense only if they have a modification for that kind of task. @@ -30807,15 +30807,15 @@ that follower. When the follower gains a level, the PC also chooses the task that the follower gains a modification for. -- **Exceptional Follower:** When a character gains a follower, there\'s a small chance that the follower will be +- **Exceptional Follower:** When a character gains a follower, there's a small chance that the follower will be exceptional in some way, a cut above other followers of their kind. The GM determines when an exceptional follower is found, possibly as an additional reward for smart or engaging roleplaying where the PCs impress or otherwise positively interact with one or more NPCs, some of whom may later go on to become one of their followers. An exceptional follower has the same qualities as a regular follower but is 1 level higher. -- **Pet:** Any PC can potentially gain a pet, though a pet typically doesn\'t provide modifications. If a character +- **Pet:** Any PC can potentially gain a pet, though a pet typically doesn't provide modifications. If a character wants a pet that can do this, they must gain the pet through an ability or focus that grants followers. On the other - hand, a well-cared-for pet grants an asset to a PC\'s tasks related to achieving peace of mind, finding comfort, and + hand, a well-cared-for pet grants an asset to a PC's tasks related to achieving peace of mind, finding comfort, and resisting loneliness. ::: @@ -30828,7 +30828,7 @@ follower, depending on their mix of modifications. - A firebrand diplomat able to convince an enemy horde to back down. -- A veteran commander whose presence bolsters the entire community\'s military might. +- A veteran commander whose presence bolsters the entire community's military might. - A genius medic who invigorates everyone with their healing techniques. - An imaginative architect whose works both beautify and defend the city. - A tricky spy whose intelligence on enemy movements is invaluable. @@ -30873,9 +30873,9 @@ [(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} -For example, let\'s compare the [Beast Companion](#ability-beast-companion){.og-ability} ability from the [Controls +For example, let's compare the [Beast Companion](#ability-beast-companion){.og-ability} ability from the [Controls Beasts](#focus-controls-beasts) focus without---and with---Follower Level Progression. In this case, Follower Level -Progression smooths out the beast companion\'s levels, and results in a higher maximum level (and thus number of +Progression smooths out the beast companion's levels, and results in a higher maximum level (and thus number of modifications). This ensures the beast companion remains the central focus ability, even after the [Mount](#ability-mount){.og-ability}---another follower---and [Beast Call](#ability-beast-call){.og-ability}---a temporary companion---join the PC at higher tiers: @@ -30902,8 +30902,8 @@ questions, which have no definitive answers: - How many NPCs are already in the party? How often do they delight and surprise, and how often do they interfere with - the game? How much of that is due to an NPC\'s level? -- What\'s more fun: A larger group of lower-level followers, or a smaller group of higher-level ones? + the game? How much of that is due to an NPC's level? +- What's more fun: A larger group of lower-level followers, or a smaller group of higher-level ones? - If a follower is replaced at a higher tier, did the PC \"gain\" the replacement at their current tier, or the tier at which they gained the ability (or previous follower)? Can a player spend [XP](#choose-xp) (including [Character Advancement](#character-advancement)) to improve a follower, or is the completion of a [Character @@ -30916,12 +30916,12 @@ #### Familiars [#](#familiars){.og-h-anchor aria-hidden="true"} -[(It\'s Only Magic, page 94)]{.og-ref} +[(It's Only Magic, page 94)]{.og-ref} In the most general sense, a familiar is a creature (usually in the form of a small animal) bonded to a magical person -as a companion. However, a familiar\'s role, intelligence, relationship with their person, powers, and vulnerabilities +as a companion. However, a familiar's role, intelligence, relationship with their person, powers, and vulnerabilities vary greatly from setting to setting. A familiar might be just a pet or comfort animal, with no special abilities. They -might have an empathic or telepathic connection with their person. They might be an extension of the person\'s soul, +might have an empathic or telepathic connection with their person. They might be an extension of the person's soul, with harm to the familiar causing harm to the person. They might be a fully supernatural creature, able to assist with magical tasks or provide advice. A magical world might only have one of these kinds of familiars, or any of them. @@ -30931,11 +30931,11 @@ ##### Standard Pet [#](#modern-magic-standard-pet){.og-h-anchor aria-hidden="true"} {#modern-magic-standard-pet} -[(It\'s Only Magic, page 94)]{.og-ref} +[(It's Only Magic, page 94)]{.og-ref} The simplest sort of familiar is one that is a normal animal that has an emotional bond with a character, essentially -the same role as a typical pet or comfort animal. The familiar has no special abilities, doesn\'t affect the -character\'s magical abilities in any way, and is not meant to help in combat. Their death doesn\'t cause the character +the same role as a typical pet or comfort animal. The familiar has no special abilities, doesn't affect the +character's magical abilities in any way, and is not meant to help in combat. Their death doesn\'t cause the character physical harm (although it probably causes emotional harm, just like the loss of any pet), and the character can gain a new familiar after a certain amount of time. For this type of familiar, a character should choose the [Critter Companion](#ability-critter-companion){.og-ability} ability, which gives them a level 1 creature. @@ -30951,10 +30951,10 @@ ::: {.alert .ps-4 .pb-0} ###### Unusual Familiars [#](#modern-magic-unusual-familiars){.og-h-anchor aria-hidden="true"} {#modern-magic-unusual-familiars} -[(It\'s Only Magic, page 94)]{.og-ref} +[(It's Only Magic, page 94)]{.og-ref} -There\'s no reason a familiar has to resemble a common Earth animal such as a cat, frog, or hawk. If the setting is a -world other than Earth, and it has its own animal species that don\'t exist on Earth (such as monkey-lizards, +There's no reason a familiar has to resemble a common Earth animal such as a cat, frog, or hawk. If the setting is a +world other than Earth, and it has its own animal species that don't exist on Earth (such as monkey-lizards, capybara-bats, and raven snakes), those kinds of creatures are valid choices for a familiar. If a familiar is a creature whose body is created by the bond with a magician (instead of an existing beast that the @@ -30964,25 +30964,25 @@ History and fantasy literature has suggested other forms for familiars, such as fiendish-looking imps, tiny dragons, alchemy-crafted homunculi, fairies, intelligent floating skulls, and spirits resembling human children. Exactly what -sorts of unusual familiars are available in the setting is up to the GM, but their appearance generally doesn\'t affect +sorts of unusual familiars are available in the setting is up to the GM, but their appearance generally doesn't affect their game statistics. For example, a flying skull familiar and a bat familiar probably have the same [level, movement, and modifiers](#understanding-the-listings). ::: ##### Magical Familiars [#](#modern-magic-magical-familiars){.og-h-anchor aria-hidden="true"} {#modern-magic-magical-familiars} -[(It\'s Only Magic, page 95)]{.og-ref} +[(It's Only Magic, page 95)]{.og-ref} This kind of familiar is more of a magical creature than a standard pet. Advantages compared to a standard pet are the -familiar\'s ability to be physical or intangible, its telepathic connection to the character, and (unlike a standard pet -familiar) the fact that it can\'t truly die. The disadvantages of this kind of familiar are that they cannot travel too +familiar's ability to be physical or intangible, its telepathic connection to the character, and (unlike a standard pet +familiar) the fact that it can't truly die. The disadvantages of this kind of familiar are that they cannot travel too far away from you and they spend most of their time asleep and intangible instead of actively assisting you. For this type of familiar, a character should choose the [Bound Magic Familiar](#ability-bound-magic-familiar){.og-ability} ability. ##### Soulbound Familiars [#](#modern-magic-soulbound-familiars){.og-h-anchor aria-hidden="true"} {#modern-magic-soulbound-familiars} -[(It\'s Only Magic, page 95)]{.og-ref} +[(It's Only Magic, page 95)]{.og-ref} This is the most powerful and versatile kind of familiar. They have significant magical abilities, but this requires a bond between the character and familiar that makes them both vulnerable in certain ways. @@ -30991,7 +30991,7 @@ ##### Modifying a Familiar [#](#modern-magic-modifying-a-familiar){.og-h-anchor aria-hidden="true"} {#modern-magic-modifying-a-familiar} -[(It\'s Only Magic, page 95)]{.og-ref} +[(It's Only Magic, page 95)]{.og-ref} The following character abilities can be used to improve your familiar or the connection you have with it. (Although most of the ability descriptions refer to the [Beast Companion](#ability-beast-companion){.og-ability} ability, they @@ -31118,7 +31118,7 @@ d100 Exceptional Sidekicks -------- --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- 1--69 --- - 70--74 The sidekick gains one random [beneficial mutation](#harmful-mutations), one random [cosmetic mutation](#cosmetic-mutations), and one random [harmful mutation](#harmful-mutations). If the result is [Weakness in Might](#ability-mutation-harmful-weakness-in-might){.og-ability}, [Weakness in Speed](#ability-mutation-harmful-weakness-in-speed){.og-ability}, or [Weakness in Intellect](#ability-mutation-harmful-weakness-in-intellect){.og-ability}, the sidekick\'s health is reduced by 2 instead. + 70--74 The sidekick gains one random [beneficial mutation](#harmful-mutations), one random [cosmetic mutation](#cosmetic-mutations), and one random [harmful mutation](#harmful-mutations). If the result is [Weakness in Might](#ability-mutation-harmful-weakness-in-might){.og-ability}, [Weakness in Speed](#ability-mutation-harmful-weakness-in-speed){.og-ability}, or [Weakness in Intellect](#ability-mutation-harmful-weakness-in-intellect){.og-ability}, the sidekick's health is reduced by 2 instead. 75--79 The sidekick gains the [Evolution](#ability-sidekick-evolution){.og-ability} ability, with randomly rolled properties. 80--89 The sidekick gains one random [sidekick ability](#sidekicks-abilities). 90--95 The sidekick gains one random [sidekick ability](#sidekicks-abilities) and one random [cosmetic mutation](#cosmetic-mutations). @@ -31138,17 +31138,17 @@ ::: row ::: {.col .col-md-6} GMs and players should discuss these rules before using them. Not every player can---or wants to---take on -responsibility for having (or playing as) a [sidekick](#sidekicks), and that\'s okay. In fact, the fewer sidekicks there +responsibility for having (or playing as) a [sidekick](#sidekicks), and that's okay. In fact, the fewer sidekicks there are in a game, the more session time will be available for PCs to forge deeper relationships with them. -- **Associated PC:** A sidekick\'s associated PC is the person in the party they are closest to, trust most, or who +- **Associated PC:** A sidekick's associated PC is the person in the party they are closest to, trust most, or who owns them. The GM might allow the associated PC to gain abilities like [As If One Creature](#ability-as-if-one-creature){.og-ability}, [Beast Eyes](#ability-beast-eyes){.og-ability}, or [Stronger Together](#ability-stronger-together){.og-ability}, applying the benefits to a sidekick instead of a [Beast Companion](#ability-beast-companion){.og-ability}. - **Sidekick:** The person who plays the role of the sidekick---and makes rolls for them---is always a different - person than the associated PC\'s player. Depending on the sidekick, it might not be important to have the same + person than the associated PC's player. Depending on the sidekick, it might not be important to have the same person playing the same sidekick every game session. Sidekicks are less complex than PCs, so playing a sidekick is a good way to involve a younger player in the game. @@ -31177,8 +31177,8 @@ task, and maybe even a [sidekick ability](#sidekicks-abilities) or two. - **Creature Type:** Creature type can be anything that sums up your sidekick---dog, dragon-toad, or robotic pugilist. - It has no mechanical effect other than to help the GM determine the sidekick\'s interactions with other features of - the setting, but it\'s just as important that a companion is a \"gorilla\" as it is they are + It has no mechanical effect other than to help the GM determine the sidekick's interactions with other features of + the setting, but it's just as important that a companion is a \"gorilla\" as it is they are \"[strong](#sidekicks-niche-strong)\". - **Sidekick Abilities:** Each time the associated PC advances to a new tier, the sidekick gains one [sidekick @@ -31192,7 +31192,7 @@ can recover missing health points in the following ways (determined by the GM): - **Recovery:** When the associated PC makes a [recovery roll](#recovery-rolls), the sidekick recovers missing health - points equal to the associated PC\'s tier. [Sidekick abilities](#sidekicks-abilities) like [Increased + points equal to the associated PC's tier. [Sidekick abilities](#sidekicks-abilities) like [Increased Recovery](#ability-sidekick-increased-recovery){.og-ability} can grant additional health recovery. - **Healing:** [Healing](#action-healing) actions, [special abilities](#choose-abilities), [cyphers](#choose-cyphers), @@ -31213,7 +31213,7 @@ made for them. The GM determines the cost or other availability of such items. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -The [Increased Cypher Use](#ability-sidekick-increased-cypher-use){.og-ability} ability can increase a sidekick\'s +The [Increased Cypher Use](#ability-sidekick-increased-cypher-use){.og-ability} ability can increase a sidekick's cypher limit. ::: @@ -31226,8 +31226,8 @@ command an associated PC gives a sidekick on their turn, the GM might require an [Intellect](#intellect)-based command task. On a success, the sidekick attempts the task. On a failure, they do something else. -The GM can set command task difficulty by starting with the sidekick\'s [level](#understanding-the-listings) (usually -level 2) and applying a difficulty modifier determined by the associated PC\'s, for example: +The GM can set command task difficulty by starting with the sidekick's [level](#understanding-the-listings) (usually +level 2) and applying a difficulty modifier determined by the associated PC's, for example: ::: table-responsive PC Tier Sidekick Level Difficulty Modifier Command Task Difficulty @@ -31274,9 +31274,9 @@ ::: row ::: {.col .col-md-6} -A [sidekick](#sidekicks)\'s nature is similar to a PC\'s [descriptor](#chapter-7-descriptor)---it reflects their -personality and behavior, which lets the sidekick\'s player enact their role in the game---and also provides a potential -source of [GM intrusion](#gm-intrusion). A sidekick\'s nature also provides a boon to the associate PC. +A [sidekick](#sidekicks)'s nature is similar to a PC\'s [descriptor](#chapter-7-descriptor)---it reflects their +personality and behavior, which lets the sidekick's player enact their role in the game---and also provides a potential +source of [GM intrusion](#gm-intrusion). A sidekick's nature also provides a boon to the associate PC. - **Sharing Boons with Other PCs:** An associated PC can command the sidekick to grant their boon to another creature instead. Like other commands given to sidekicks, the GM might require a successful [command @@ -31370,7 +31370,7 @@ The sidekick is always falling down, knocking things over, making a mess, or getting themselves into strange predicaments. -- **Hapless Boon:** When the sidekick\'s roll triggers a [GM intrusion](#gm-intrusion), the associated PC can take a +- **Hapless Boon:** When the sidekick's roll triggers a [GM intrusion](#gm-intrusion), the associated PC can take a free, immediate action. Enabler. [(OG-CSRD)]{.og-ref .og-ref-og} ::: @@ -31412,7 +31412,7 @@ [(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} -The sidekick usually prefers the associated PC to others, and is uncooperative if the situation isn\'t to their liking. +The sidekick usually prefers the associated PC to others, and is uncooperative if the situation isn't to their liking. - **Shy Boon:** When the sidekick sneaks or hides, the associated PC gains an asset on sneaking or hiding tasks. Action. [(OG-CSRD)]{.og-ref .og-ref-og} @@ -31425,8 +31425,8 @@ ::: row ::: {.col .col-md-6} -A [sidekick](#sidekicks)\'s niche is similar to a PC\'s [type](#chapter-5-type)--- it reflects their areas of -excellence, their physiology, and how they use what they\'ve got to get by. Niches are intentionally broad, and don\'t +A [sidekick](#sidekicks)'s niche is similar to a PC\'s [type](#chapter-5-type)--- it reflects their areas of +excellence, their physiology, and how they use what they've got to get by. Niches are intentionally broad, and don\'t really define what [creature type](#sidekicks-abilities) the sidekick is---for example, a [large](#sidekicks-niche-large) sidekick could be an elephant or an ogre. @@ -31676,8 +31676,8 @@ - **Bonus Sidekick Ability:** Fantastic sidekicks gain one [sidekick ability](#sidekicks-abilities) at tier 1. -- **Fantastic Niche Abilities:** Similar to a PC\'s [focus](#chapter-8-focus), sidekicks with a fantastic niche gain - additional bonus abilities at the associated PC\'s tiers, as listed in their descriptions. As a result, fantastic +- **Fantastic Niche Abilities:** Similar to a PC's [focus](#chapter-8-focus), sidekicks with a fantastic niche gain + additional bonus abilities at the associated PC's tiers, as listed in their descriptions. As a result, fantastic companions are a more complex to maintain a [character sheet](#sidekicks-sheet) for. Roll or choose one of the following fantastic niches, or work with the GM to come up with an original one: @@ -31709,13 +31709,13 @@ Signature Abilities : Fantastic sidekicks gain abilities listed in [Chapter 9: Abilities](#chapter-9-abilities) through [Signature Ability](#ability-sidekick-signature-ability){.og-ability}. These abilities note how costs are paid, and any limits - or modifications to the ability\'s activation requirements or effects. Be sure to record these modifications when - adding these abilities to the sidekick\'s [character sheet](#sidekicks-sheet). + or modifications to the ability's activation requirements or effects. Be sure to record these modifications when + adding these abilities to the sidekick's [character sheet](#sidekicks-sheet). Template Fantastic Sidekicks : Example fantastic sidekicks list a selection of decisions for the sidekick, along with a selection of [sidekick abilities](#sidekicks-abilities) to choose at each new tier reached by the associated PC. A few recommend swapping - another ability in for the fantastic niche\'s offering for that tier. + another ability in for the fantastic niche's offering for that tier. ::: ###### Alien[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#sidekicks-niche-alien){.og-h-anchor aria-hidden="true"} {#sidekicks-niche-alien .og-border .og-h-h6-icon} @@ -31731,7 +31731,7 @@ - **Damage Inflicted:** 3 points (choose an appropriate damage type) -- **Skills:** Choose any two skills (other than attacks or defense) appropriate to the sidekick\'s origin +- **Skills:** Choose any two skills (other than attacks or defense) appropriate to the sidekick's origin - **Inability:** The sidekick is uninformed of most customs and etiquette and prone to bouts of uncouth behavior. The sidekick has an inability in positive social interaction, history, cultural knowledge, and the identification of @@ -31771,20 +31771,20 @@ - **Damage Inflicted:** 4 points -- **Near Perfection:** The sidekick doesn\'t need to eat, sleep, or breathe. It is immune to poisons, disease, - paralysis, and Intellect-based attacks that don\'t exploit its construction. Enabler. +- **Near Perfection:** The sidekick doesn't need to eat, sleep, or breathe. It is immune to poisons, disease, + paralysis, and Intellect-based attacks that don't exploit its construction. Enabler. - **Imperfection:** [Command tasks](#sidekicks-command) are eased for the sidekick, but its [GM intrusion](#gm-intrusion) rate is increased by 1. Enabler. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -Constructs are notoriously relentless. Once commanded to do something, they can\'t be bargained with. They can\'t be -reasoned with. They don\'t feel pity, or remorse, or fear. And they absolutely will not stop---ever---until the task is -complete. While command tasks are an optional rule, a construct\'s dogged pursuit of the associated PC\'s commands +Constructs are notoriously relentless. Once commanded to do something, they can't be bargained with. They can\'t be +reasoned with. They don't feel pity, or remorse, or fear. And they absolutely will not stop---ever---until the task is +complete. While command tasks are an optional rule, a construct's dogged pursuit of the associated PC\'s commands remains a good source of GM intrusion. ::: -- **Inability (Construction Flaw):** The sidekick\'s design, construction, or irreparable damage gives the sidekick an +- **Inability (Construction Flaw):** The sidekick's design, construction, or irreparable damage gives the sidekick an appropriate inability in two broad skills, attack rolls, or one defense roll. ```{=html} @@ -31836,7 +31836,7 @@ - Tier 2: [Increased Recovery](#ability-sidekick-increased-recovery) [(OG-CSRD)]{.og-ref .og-ref-og} - Tier 3: [Nine Lives](#ability-sidekick-nine-lives) [(OG-CSRD)]{.og-ref .og-ref-og} - Tier 4: [Power Strike](#ability-power-strike) [(171)]{.og-ref} (1 health; can spend 1 additional health to apply - a level of Effort, up to maximum equal to the associated PC\'s tier) + a level of Effort, up to maximum equal to the associated PC's tier) - Tier 5: [Unmovable](#ability-unmovable) [(195)]{.og-ref} (1 health) - Tier 6: [Terrifying Gaze](#ability-terrifying-gaze) [(190)]{.og-ref} (3 health) ::: @@ -31846,7 +31846,7 @@ Creature Type : Mechanic droids are nearly ubiquitous---anyone who is anyone has one. As such, they are not treated with much - acclaim or notice, although depending on how much they\'ve been through together---some grow quite attached to + acclaim or notice, although depending on how much they've been through together---some grow quite attached to theirs. Damage Inflicted @@ -31908,8 +31908,8 @@ Pugilist Titan Creature Type -: Some robots are just made to knock heads with other robots. Rock \'em, sock \'em, stick \'em in the ring. Build \'em - up. Break \'em? Build \'em back better. +: Some robots are just made to knock heads with other robots. Rock 'em, sock \'em, stick \'em in the ring. Build \'em + up. Break 'em? Build \'em back better. Damage Inflicted @@ -31943,7 +31943,7 @@ feel something akin to human emotion. Damage Inflicted -: The replicant\'s internal weaponry deploys and retracts as if they had the +: The replicant's internal weaponry deploys and retracts as if they had the [Weaponization](#ability-weaponization){.og-ability} [(151)]{.og-ref} ability): - *Light Attack.* Eased; 2 points bludgeoning, puncturing, or slicing damage - *Medium Attack.* 4 points bludgeoning, puncturing, or slicing damage @@ -31975,7 +31975,7 @@ - **Creature Type:** Divine creatures have the power to heal, and some display other magical powers. Their companionship is auspicious, and taken by most to be a blessing from the gods. In addition to inspiring awe, their powers also inspire jealousy in the wicked, who attempt to contain or kill them, taking some of that power for - themselves in the process. The body parts of divine beasts are worth a king\'s ransom. + themselves in the process. The body parts of divine beasts are worth a king's ransom. - **Level:** 2 @@ -32020,7 +32020,7 @@ : - *Bite.* Eased; 2 points of piercing damage - *Hooves.* 4 points of bludgeoning damage - *Horn.* 4 points of puncturing damage (on a hit, the sidekick can deal additional radiation damage (ignores - Armor) equal to the associated PC\'s tier; the PC must make a [recovery roll](#recovery-rolls) before the + Armor) equal to the associated PC's tier; the PC must make a [recovery roll](#recovery-rolls) before the sidekick can do this again) Immunity @@ -32148,7 +32148,7 @@ - **Skills:** Trained in all Might actions (including basic attacks), Might defense), intimidation, and flying. -- **Willful:** The associated PC\'s [command tasks](#sidekicks-command) are hindered. Enabler. +- **Willful:** The associated PC's [command tasks](#sidekicks-command) are hindered. Enabler. - **Inability (Draconic Fear):** Inability in stealth and positive social interactions with most people. ::: @@ -32169,11 +32169,11 @@ ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} Matching Damage Types -: A dragon\'s [Increased Resistance](#ability-sidekick-increased-resistance){.og-ability} might also determine the +: A dragon's [Increased Resistance](#ability-sidekick-increased-resistance){.og-ability} might also determine the damage type dealt by their [Signature Attack](#ability-sidekick-signature-attack){.og-ability}, [Fire Bloom](#ability-fire-bloom){.og-ability}, [Bolts of Power](#ability-bolts-of-power){.og-ability}, and [Wall of Lightning](#ability-wall-of-lightning){.og-ability}. Alternatively, make a new roll on the [Signature - Attack](#ability-sidekick-signature-attack){.og-ability} table for each ability\'s damage type. + Attack](#ability-sidekick-signature-attack){.og-ability} table for each ability's damage type. Other Dragon Advancements : Powerful dragons are innate [spellcasters](#optional-rule-spellcasting) (gaining spells through [Signature @@ -32200,9 +32200,9 @@ - **Damage Inflicted:** 3 points - **Vulnerability:** Roll on the [Increased Resistance](#ability-sidekick-increased-resistance){.og-ability} - ability\'s table. The sidekick gains a weakness to the second result\'s damage type. Attacks, effects, or [ambient + ability's table. The sidekick gains a weakness to the second result\'s damage type. Attacks, effects, or [ambient damage](#ambient-damage) that deal this damage type inflict 2 additional points of damage to the sidekick. A - sidekick can\'t gain resistance or immunity to their vulnerability. Enabler. + sidekick can't gain resistance or immunity to their vulnerability. Enabler. - **Mon Variety:** Roll or choose one of the following [sidekick abilities](#sidekicks-abilities), and roll one random [cosmetic mutation](#cosmetic-mutations) (or come up with a distinguishing feature for the mon): @@ -32238,11 +32238,11 @@ : Mon can be created and evolved randomly, except for the details of [Increased Training](#ability-sidekick-increased-training){.og-ability} and [Signature Ability](#ability-sidekick-signature-ability){.og-ability} at tiers 2, 4, and 6. As PCs spend time with their mon - after they evolve, they\'ll probably have a good idea for what kind of signature ability the mon might develop. + after they evolve, they'll probably have a good idea for what kind of signature ability the mon might develop. Matching Damage Types : If a [special attack](#abilities-category-special-attack) ability seems perfect but deals the wrong damage type, - change it to match the sidekick\'s [Signature Attack](#ability-sidekick-signature-attack){.og-ability}. + change it to match the sidekick's [Signature Attack](#ability-sidekick-signature-attack){.og-ability}. Collecting Mon : If PCs encounter wild mon---even [exceptional](#sidekicks-exceptional) ones. PCs might also @@ -32261,9 +32261,9 @@ Beasts](#focus-controls-beasts), [Helps Their Friends](#focus-helps-their-friends), [Learns Quickly](#focus-learns-quickly), or [Would Rather Be Reading](#focus-would-rather-be-reading). -Dyring a mon battle, PCs can\'t intervene in the fight directly, but might be able to support their sidekick with +Dyring a mon battle, PCs can't intervene in the fight directly, but might be able to support their sidekick with certain special abilities, as well as rolling for [command tasks](#sidekicks-command). Additionally, PCs can use the -following cyphers during combat, and the cypher\'s effects take hold as if the sidekick had used them: +following cyphers during combat, and the cypher's effects take hold as if the sidekick had used them: ::: table-responsive d100 Cypher @@ -32347,7 +32347,7 @@ - **Damage Inflicted:** 3 points of arcane damage - **Spellbound Repertoire:** If the sidekick spends one hour preparing magic, they can fill any of their open cypher - slots with subtle cyphers chosen randomly by the GM. This hour can be part of the associated PC\'s a one-hour or + slots with subtle cyphers chosen randomly by the GM. This hour can be part of the associated PC's a one-hour or ten-hour [recovery roll](#recovery-rolls) if you return to your realm of origin the entire time, or the sidekick can do this on their own by spending the same duration to make a [Sidekick Recovery Roll](#ability-sidekick-sidekick-recovery-roll){.og-ability}). As part of this preparation process, the sidekick can @@ -32365,7 +32365,7 @@ - Tier 3: [Signature Ability](#ability-sidekick-signature-ability) [(OG-CSRD)]{.og-ref .og-ref-og} - Tier 4: [Increased Cypher Use](#ability-sidekick-increased-cypher-use) [(OG-CSRD)]{.og-ref .og-ref-og} - Tier 5: [Memory Becomes Action](#ability-memory-becomes-action) [(161)]{.og-ref} (2 health; must be a spell; to - activate, costs half the spell\'s [Pool](#pool) point cost in health---rounded down) + activate, costs half the spell's [Pool](#pool) point cost in health---rounded down) - Tier 6: [Signature Ability](#ability-sidekick-signature-ability) [(OG-CSRD)]{.og-ref .og-ref-og} - Tier 6: [Increased Cypher Use](#ability-sidekick-increased-cypher-use) [(OG-CSRD)]{.og-ref .og-ref-og} @@ -32376,10 +32376,10 @@ Ally](#focus-keeps-a-magic-ally) focus or [Soul Familiar](#ability-soul-familiar){.og-ability} ability. Using Cyphers as Spells -: When using this type of familiar, it\'s worth considering the optional [Spellcasting](#optional-rule-spellcasting) +: When using this type of familiar, it's worth considering the optional [Spellcasting](#optional-rule-spellcasting) rules, including [Assigning Different Limits for Supernatural Abilities](#spellcasting-limits)---especially the spells as cyphers and artifacts option. Using this option, a personal [cypher deck](#og-cd) of pre-selected cypher - spells can really speed up the process of drawing new cyphers into the sidekick\'s repertoire. + spells can really speed up the process of drawing new cyphers into the sidekick's repertoire. Spellbound Sidekicks as a Gateway to Another World : The sidekick might gain [Traverse the Worlds](#ability-traverse-the-worlds){.og-ability} [(194)]{.og-ref} as a @@ -32404,14 +32404,14 @@ - **Damage Inflicted:** 3 points of [ambient damage](#ambient-damage) (ignores Armor; damage type is appropriate to the creature type) -- **Essential:** The sidekick doesn\'t need to eat, sleep, or breathe. Enabler. +- **Essential:** The sidekick doesn't need to eat, sleep, or breathe. Enabler. - **Needs:** The sidekick has unique needs. Work with the GM to agree what those are. - **Skills:** Specialized in Might defense and Speed defense due to incorporeality - **Inability:** You have an inability in positive social interaction with most people, sensing motives, and - ascertaining another characters\' motives, feelings, or dispositions. + ascertaining another characters' motives, feelings, or dispositions. ```{=html} @@ -32421,7 +32421,7 @@ - Tier 2: [Walk Through Walls](#ability-walk-through-walls) [(196)]{.og-ref} (no cost) - Tier 3: [Repeated Rituals](#ability-repeated-rituals) [(IOM, 54)]{.og-ref} - Tier 3: [Jaunt](#ability-jaunt) [(155)]{.og-ref} (2 health; can spend 1 additional health to apply a level of - Effort, up to maximum equal to the associated PC\'s tier) + Effort, up to maximum equal to the associated PC's tier) - Tier 4: [Ghost](#ability-ghost) [(145)]{.og-ref} (2 health) - Tier 5: [Increased Threat](#ability-sidekick-increased-threat) (once each day, lasts 10 minutes) - Tier 6: [Again and Again](#ability-again-and-again) [(109)]{.og-ref} (4 health) @@ -32468,7 +32468,7 @@ : Nature and Health Vulnerability (Fire) -: Attacks, effects, or [ambient damage](#ambient-damage) that deal fire damage ignore the sidekick\'s armor, and +: Attacks, effects, or [ambient damage](#ambient-damage) that deal fire damage ignore the sidekick's armor, and inflict 2 additional points of damage. Suggested Sidekick Abilities @@ -32485,7 +32485,7 @@ Imaginary Friend Creature Type -: Sometimes, a child\'s imaginary friend is brough to life by the wishes or dreams of a child. Imaginary friends +: Sometimes, a child's imaginary friend is brough to life by the wishes or dreams of a child. Imaginary friends usually exist only so long as the child continues to practice an active belief in them, but a rare few manage to reintroduce themselves to the child as an adult. @@ -32494,7 +32494,7 @@ : - *Prank.* 3 points of ambient arcane damage (ignores Armor) Needs -: The associated PC\'s belief they exist +: The associated PC's belief they exist Cantrips @@ -32507,7 +32507,7 @@ Suggested Sidekick Abilities : - Tier 1: [Invisibility](#ability-invisibility) [(155)]{.og-ref} (no cost; always active; the associated PC and - others who believe in the sidekick can see them at all times; anyone who cannot see the sidekick also can\'t + others who believe in the sidekick can see them at all times; anyone who cannot see the sidekick also can't hear or understand their words) - Tier 2: [Misdirect Blame](#ability-misdirect-blame) [(163)]{.og-ref} (1 health; can spend 1 additional health to apply a level of Effort) @@ -32614,7 +32614,7 @@ - Tier 3: [Moving Like Water](#ability-moving-like-water) [(164)]{.og-ref} (1 health) - Tier 4: [Freezing Touch](#ability-freezing-touch) [(143)]{.og-ref} (2 health) - Tier 5: [Mist Cloud](#ability-mist-cloud) [(CTS, 53)]{.og-ref} (no cost; can spend 1 health to apply a level of - Effort, up to maximum equal to the associated PC\'s tier) + Effort, up to maximum equal to the associated PC's tier) - Tier 6: [Using the Environment](#ability-using-the-environment) [(195)]{.og-ref} ::: @@ -32649,7 +32649,7 @@ - Tier 4: [Blink of an Eye](#ability-blink-of-an-eye) [(115)]{.og-ref} (2 health) - Tier 5: [Rampage](#ability-sidekick-rampage) - Tier 6: [Wind Chariot](#ability-wind-chariot) [(199)]{.og-ref} (4 health; can spend 1 additional health to apply - a level of Effort, up to maximum equal to the associated PC\'s tier) + a level of Effort, up to maximum equal to the associated PC's tier) ::: ::: ::: @@ -32660,7 +32660,7 @@ ::: row ::: {.col .col-md-6} -- **Creature Type:** Symbiotes are hardy creatures: When symbiotes combine with a host, they transform that host\'s +- **Creature Type:** Symbiotes are hardy creatures: When symbiotes combine with a host, they transform that host's body into a perfect living weapon, allowing them to do the impossible. - **Level:** 3 @@ -32672,7 +32672,7 @@ - **Skills:** Specialized in all movement tasks - **Hardy:** The sidekick (and its host) can survive indefinitely without air, water, or food (although it might - weaken, and it\'s not pleasant to do any of these). + weaken, and it's not pleasant to do any of these). - **Merge:** As an action, the symbiote can enter a host within immediate range---usually the associated PC---and If the target host is unwilling, the symbiote makes an attack roll, which the target can avoid using their choice of @@ -32683,7 +32683,7 @@ - *Shared Body.* The sidekick and host share the body. Each can use their action to move or take other actions using it. - - *Taking Damage.* The symbiote can\'t be targeted by direct, physical attacks, only the host. If the host dies, + - *Taking Damage.* The symbiote can't be targeted by direct, physical attacks, only the host. If the host dies, the body can sustain the symbiote for 1d20 minutes---or 1d20 hours if it is the associated PC. A dead host is not as effective as a living one, and all tasks the symbiote performs with it are hindered. Any additional damage taken by the body is inflicted on the symbiote instead. @@ -32719,14 +32719,14 @@ ::: row ::: {.col .col-md-6} -- **Creature Type:** Tricksters are otherworldly beings that enjoy others\' confusion, fear, and misery. They include - unseelie fey, untrustworthy talking animals, and monsters that lurk in the dark corners of a child\'s bedroom. +- **Creature Type:** Tricksters are otherworldly beings that enjoy others' confusion, fear, and misery. They include + unseelie fey, untrustworthy talking animals, and monsters that lurk in the dark corners of a child's bedroom. - **Level:** 2 - **Health:** 10 -- **Damage Inflicted:** 3 points (choose a type of damage that reflects the sidekick\'s creature type) +- **Damage Inflicted:** 3 points (choose a type of damage that reflects the sidekick's creature type) - **Skills:** Choose two broad skills and one defense task appropriate to your creature type @@ -32740,7 +32740,7 @@ - Tier 2: [Background Music](#ability-background-music) [(IOM, 65, 70)]{.og-ref} (no cost) - Tier 3: [Illusory Disguise](#ability-illusory-disguise) [(150)]{.og-ref} (1 health; can assume a humanoid form regardless of size; can spend 1 additional health to apply a level of Effort, up to maximum equal to the associated - PC\'s tier) + PC's tier) - Tier 4: [Psychic Suggestion](#ability-psychic-suggestion) [(172)]{.og-ref} (2 health) - Tier 5: [Mind Games](#ability-mind-games) [(162)]{.og-ref} (2 health) - Tier 6: [Terrifying Image](#ability-terrifying-image) [(189)]{.og-ref} (3 health) @@ -32799,7 +32799,7 @@ : Brownies are diminutive fey that---unlike most of their kind---enjoy the hustle and bustle of urban centers as much as the wilderness. They can understand others and speak, and especially enjoy making things, haggling, and making formal agreements with others---but if anyone falls short of their part of a bargain, brownies will stop at nothing - to get what they\'re owed. + to get what they're owed. Damage Inflicted @@ -32825,10 +32825,10 @@ - Tier 2: [Find the Hidden](#ability-find-the-hidden) [(140)]{.og-ref} (2 health) - Tier 3: [Uncanny Luck](#ability-uncanny-luck) [(194)]{.og-ref} (2 health) - Tier 4: [Unstealable Charm](#ability-unstealable-charm) [(IOM, 76)]{.og-ref} (no cost; can maintain the ability - on a number of objects equal to the associated PC\'s tier; can spend 1 health to apply a level of Effort, up to - maximum equal to the associated PC\'s tier) + on a number of objects equal to the associated PC's tier; can spend 1 health to apply a level of Effort, up to + maximum equal to the associated PC's tier) - Tier 5: [Reshape](#ability-reshape) [(176)]{.og-ref} - - Tier 6: [Thief\'s Luck](#ability-thiefs-luck) [(191)]{.og-ref} + - Tier 6: [Thief's Luck](#ability-thiefs-luck) [(191)]{.og-ref} ::: ::: @@ -32860,7 +32860,7 @@ : - Tier 1: [Magical Repertoire](#ability-magical-repertoire) [(GF, 32)]{.og-ref} - Tier 2: [Razzle Dazzle](#ability-sidekick-razzle-dazzle) (can spend 1 health to apply a level of Effort, up to - maximum equal to the associated PC\'s tier) + maximum equal to the associated PC's tier) - Tier 3: [Wilderness Encouragement](#ability-wilderness-encouragement) [(198)]{.og-ref} (1 health) - Tier 4: [Invisibility](#ability-invisibility) [(155)]{.og-ref} (2 health) - Tier 5: [Razzle Dazzle](#ability-sidekick-razzle-dazzle) @@ -32909,11 +32909,11 @@ ::: row ::: {.col .col-md-6} -Each time the associated PC reaches a new tier, the [sidekick](#sidekicks) gains one sidekick ability. Sidekicks can\'t +Each time the associated PC reaches a new tier, the [sidekick](#sidekicks) gains one sidekick ability. Sidekicks can't gain the same ability more than once unless its description says otherwise. The GM decides which abilities are available -in the setting, and how they can be obtained. Depending on the sidekick\'s [niche](#sidekicks-niche) and [creature -type](#sidekicks-characteristics), the GM might decide they aren\'t eligible to gain a [sidekick -ability](#sidekicks-abilities)---for example, a [diminutive](#sidekicks-niche-diminutive) sidekick probably can\'t serve +in the setting, and how they can be obtained. Depending on the sidekick's [niche](#sidekicks-niche) and [creature +type](#sidekicks-characteristics), the GM might decide they aren't eligible to gain a [sidekick +ability](#sidekicks-abilities)---for example, a [diminutive](#sidekicks-niche-diminutive) sidekick probably can't serve as a [Trusty Steed](#ability-sidekick-trusty-steed){.og-ability}. Roll or choose one of the following sidekick abilities, or work with the GM to come up with an original one: @@ -33004,7 +33004,7 @@ **Aquatic Sidekick:** The sidekick can swim a short distance each round. The sidekick either breathes air and water, or can hold its breath for up to ten minutes. The sidekick can gain this ability a second time, increasing the distance they can swim to a long distance each round, and the duration they can hold their breath up to one hour (if - it can\'t breathe air and water). Enabler. [(OG-CSRD)]{.og-ref .og-ref-og} + it can't breathe air and water). Enabler. [(OG-CSRD)]{.og-ref .og-ref-og} ::: - ::: {#ability-sidekick-bashing-attack} @@ -33016,7 +33016,7 @@ damage than normal, but dazes the target for one round, during which time all tasks it performs are hindered. Action. - The sidekick can gain this ability twice, causing successful bashing attacks to stun foes of the sidekick\'s size or + The sidekick can gain this ability twice, causing successful bashing attacks to stun foes of the sidekick's size or smaller for one round (losing their next action). [(OG-CSRD)]{.og-ref .og-ref-og} ::: @@ -33029,8 +33029,8 @@ **Evolution:** The sidekick undergoes a rapid evolution. Roll a d6 to determine a random mutation gained by the sidekick. If the mutation has a cost, the GM determines how it is paid---either by the associated PC, or the sidekick pays an appropriate cost in points from its [health](#sidekicks-health). Alternatively, the sidekick can - use the mutation once, and can\'t do so again until the associated PC makes a [recovery roll](#recovery-rolls) of - sufficient length. If the mutation would increase a PC\'s [Pool](#pool), the points are added to the sidekick\'s + use the mutation once, and can't do so again until the associated PC makes a [recovery roll](#recovery-rolls) of + sufficient length. If the mutation would increase a PC's [Pool](#pool), the points are added to the sidekick\'s [health](#understanding-the-listings) instead. The sidekick can gain this ability multiple times. Enabler. [(OG-CSRD)]{.og-ref .og-ref-og} ::: @@ -33050,8 +33050,8 @@ - ::: {#ability-sidekick-grappling-attack} **Grappling Attack:** The sidekick makes a grappling attack that inflicts 2 points of damage. On a successful - attack, the target can\'t move from their position, and their attack and defense rolls are hindered until break free - of the sidekick\'s grasp, which the sidekick can contest with a Might roll. The sidekick can gain this ability + attack, the target can't move from their position, and their attack and defense rolls are hindered until break free + of the sidekick's grasp, which the sidekick can contest with a Might roll. The sidekick can gain this ability multiple times, gaining training in the attack (and tasks to maintain their grasp), increasing the number of foes they can grapple at once, or increasing the damage inflicted by 2 additional points. Action. [(OG-CSRD)]{.og-ref .og-ref-og} @@ -33068,7 +33068,7 @@ ::: - ::: {#ability-sidekick-increased-cypher-use} - **Increased Cypher Use:** The sidekick raises its cypher limit by 1. The GM decides if a cypher can\'t be activated + **Increased Cypher Use:** The sidekick raises its cypher limit by 1. The GM decides if a cypher can't be activated by a sidekick. The sidekick can gain this ability multiple times. Enabler. [(OG-CSRD)]{.og-ref .og-ref-og} ::: @@ -33108,7 +33108,7 @@ - ::: {#ability-sidekick-increased-initiative} **Increased Initiative:** The sidekick is trained in initiative. When within a short distance of the associated PC, - the sidekick instead provides an asset to the associated PC\'s initiative rolls. The sidekick can gain this ability + the sidekick instead provides an asset to the associated PC's initiative rolls. The sidekick can gain this ability twice. Enabler. [(OG-CSRD)]{.og-ref .og-ref-og} ::: @@ -33155,7 +33155,7 @@ 85--89 Dark matter 90--94 Radiation 95--99 Psychic (Intellect) - 00 Roll on the table two more times; the sidekick\'s increased resistance applies to both. + 00 Roll on the table two more times; the sidekick's increased resistance applies to both. : Signature Attack ::: @@ -33205,7 +33205,7 @@ - *Communication.* The sidekick gains a limited capacity for language. The associated PC can understand the sidekick as if they shared a language. Enabler. - - *Errand.* The sidekick can travel up to a mile away and follow the associated PC\'s instruction, for example + - *Errand.* The sidekick can travel up to a mile away and follow the associated PC's instruction, for example finding someone or something. Action. The sidekick can gain this ability a second time, gaining the power of speech, an extensive vocabulary, and an asset @@ -33220,7 +33220,7 @@ ::: - ::: {#ability-sidekick-rampage} - **Rampage:** The sidekick charges at foes within long range and makes a melee attack. The attack doesn\'t deal any + **Rampage:** The sidekick charges at foes within long range and makes a melee attack. The attack doesn't deal any damage, but affected targets in an immediate area are knocked prone, and must use an action to regain their footing. Action. [(OG-CSRD)]{.og-ref .og-ref-og} ::: @@ -33233,11 +33233,11 @@ - ::: {#ability-sidekick-rending-attack} **Rending Attack:** The sidekick makes a rending attack, which inflicts 1 less point of damage than normal, but - decreases the target\'s Armor by 1 for one round. Action. [(OG-CSRD)]{.og-ref .og-ref-og} + decreases the target's Armor by 1 for one round. Action. [(OG-CSRD)]{.og-ref .og-ref-og} ::: - ::: {#ability-sidekick-share-experience} - **Share Experience:** The associated PC can perceive through the sidekick\'s senses if it is within 1 mile (1.5 km). + **Share Experience:** The associated PC can perceive through the sidekick's senses if it is within 1 mile (1.5 km). This effect lasts up to ten minutes. The associated PC can refuse or end the connection (no action or roll required). Action to establish. [(OG-CSRD)]{.og-ref .og-ref-og} ::: @@ -33270,7 +33270,7 @@ 85--89 Arcane 90--93 Dark matter 94--97 Psychic (Intellect) - 98--99 Roll on the table two more times; the sidekick\'s signature attack can inflict either damage type. + 98--99 Roll on the table two more times; the sidekick's signature attack can inflict either damage type. 00 [Ambient damage](#ambient-damage) (A cosmic force that ignores Armor) : Signature Attack @@ -33278,7 +33278,7 @@ - ::: {#ability-sidekick-signature-ability} **Signature Ability:** The sidekick gains a [special ability](#choose-abilities) from [Chapter 9: - Abilities](#chapter-9-abilities) of the associated PC\'s choice: + Abilities](#chapter-9-abilities) of the associated PC's choice: - If the associated PC is tier 1 or 2, choose a low-tier ability, or up to four [cantrips](#cantrips). - If the associated PC is tier 3 or 4, choose a low- or mid-tier ability. @@ -33286,8 +33286,8 @@ If the ability has a cost, the GM determines how it is paid---either by the associated PC, or the sidekick pays an appropriate cost in points from its [health](#sidekicks-health). Alternatively, the sidekick can use the ability - once, and can\'t do so again until the associated PC makes a [recovery roll](#recovery-rolls) of sufficient length. - If the ability would increase a PC\'s [Pool](#pool), the points are added to the sidekick\'s + once, and can't do so again until the associated PC makes a [recovery roll](#recovery-rolls) of sufficient length. + If the ability would increase a PC's [Pool](#pool), the points are added to the sidekick\'s [health](#understanding-the-listings) instead. Enabler. [(OG-CSRD)]{.og-ref .og-ref-og} ::: @@ -33327,38 +33327,38 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The [psionic cults](og-dd.html#psionic-cults) in [Old Gus\' Daft Drafts](og-dd.html) provide +**Editor's Notes ---** The [psionic cults](og-dd.html#psionic-cults) in [Old Gus\' Daft Drafts](og-dd.html) provide another example of applying the coven framework. ::: -[(It\'s Only Magic, page 88)]{.og-ref} +[(It's Only Magic, page 88)]{.og-ref} Magic is a community affair, and magicians are more powerful in groups. A coven is a group of three or more magicians with similar goals and values, supporting each other and working together to hone their craft. Forming or joining a coven grants characters additional abilities, which you gain separately from the standard advancement track. When you join a coven, you start at rank 1 within that coven, and over time can advance to rank 6. Rank is a measurement of your -connection to the coven, and doesn\'t necessarily correspond to your character tier---for example, a high-tier character +connection to the coven, and doesn't necessarily correspond to your character tier---for example, a high-tier character might have a low rank in their coven. However, your coven rank cannot exceed your character tier. The primary magical benefit of joining a coven is gaining access to its spells: a set of character [abilities](#chapter-9-abilities) that all members (of the required rank) can use. These spells are usually tailored to -the coven\'s interests and purpose, and are sorted by rank from 1 to 6. Because a character\'s rank within a coven -starts at 1 when they join, a new member of a coven has access to the coven\'s rank 1 spell. When the character advances -to rank 2, they immediately gain access to the coven\'s rank 2 spell, and so on. +the coven's interests and purpose, and are sorted by rank from 1 to 6. Because a character\'s rank within a coven +starts at 1 when they join, a new member of a coven has access to the coven's rank 1 spell. When the character advances +to rank 2, they immediately gain access to the coven's rank 2 spell, and so on. You can think of covens as similar to [flavors](#chapter-6-flavor), in that they allow the GM and players to modify -characters with abilities. Unlike choosing an ability from a flavor, a character doesn\'t have to trade away or swap +characters with abilities. Unlike choosing an ability from a flavor, a character doesn't have to trade away or swap anything to choose or use a coven spell---they have access to these spells automatically according to their rank in the coven. For example, if the rank 1 spell for the *Benevolent Bakers* uses the [Resist the Elements](#ability-resist-the-elements){.og-ability} ability (handy for working over a hot stove all day), any character who joins the Benevolent Bakers automatically gains Resist the Elements, without having to spend extra [XP](#choose-xp) to learn it or trade away a [type](#chapter-5-type) ability for it. -It\'s possible for a character to belong to multiple covens, as long as the covens don\'t have opposed goals. Characters +It's possible for a character to belong to multiple covens, as long as the covens don\'t have opposed goals. Characters advance their rank in each coven separately, so a particular character might be rank 1 in the *Chronographers* and rank 3 in the *Foretellers*. -If a character leaves or is removed from their coven, they immediately lose access to all of that coven\'s spells. +If a character leaves or is removed from their coven, they immediately lose access to all of that coven's spells. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} For magician NPCs in a coven, the GM can assume that their rank is equal to their NPC level (with a maximum of 6). @@ -33366,32 +33366,32 @@ ##### Joining a Coven [#](#covens-joining){.og-h-anchor aria-hidden="true"} {#covens-joining} -[(It\'s Only Magic, page 88)]{.og-ref} +[(It's Only Magic, page 88)]{.og-ref} Joining an existing coven at rank 1 requires a vow and a [ritual](#ritual-magic). Characters must commit to pursuing the -coven\'s goals and living in accordance with its values. The ritual is a demonstration of dedication to the coven\'s +coven's goals and living in accordance with its values. The ritual is a demonstration of dedication to the coven\'s purpose, and varies in difficulty accordingly. Characters receive their [talisman](#covens-talismans) once the ritual is complete. ::: {.alert .ps-4 .pb-0} ###### Coven Talismans [#](#covens-talismans){.og-h-anchor aria-hidden="true"} {#covens-talismans} -[(It\'s Only Magic, page 89)]{.og-ref} +[(It's Only Magic, page 89)]{.og-ref} -A coven talisman is a small item, such as a pendant or ring, that represents a character\'s affiliation with the coven. +A coven talisman is a small item, such as a pendant or ring, that represents a character's affiliation with the coven. Every coven member may carry a slightly different talisman, but they should be clearly related. The *Benevolent -Bakers*\' talismans might include a necklace, a pin, and a keychain, all with the same whisk design. +Bakers*' talismans might include a necklace, a pin, and a keychain, all with the same whisk design. -Coven talismans are a type of [artifact](#choose-artifacts), with a level equal to the character\'s rank within the +Coven talismans are a type of [artifact](#choose-artifacts), with a level equal to the character's rank within the coven and a depletion of \"---.\" The talisman is what allows the character to use their [coven -abilities](#covens-abilities); if the talisman isn\'t on the character\'s person or within short range, all of the -character\'s coven magic is hindered by two steps. When a person [advances](#covens-advancing) within the coven, the -talisman\'s appearance may change to reflect this. While these talismans don\'t require a depletion roll with each use, -a character\'s coven talisman automatically depletes if they break from the coven. +abilities](#covens-abilities); if the talisman isn't on the character\'s person or within short range, all of the +character's coven magic is hindered by two steps. When a person [advances](#covens-advancing) within the coven, the +talisman's appearance may change to reflect this. While these talismans don\'t require a depletion roll with each use, +a character's coven talisman automatically depletes if they break from the coven. ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** Coven talismans present a number of interesting avenues for GMs: +**Editor's Notes ---** Coven talismans present a number of interesting avenues for GMs: - Coven talismans are items, and so are an interesting source of [GM intrusion](#gm-intrusion), for example, a PCs might temporarily lose posession of a talisman, or have it tampered with, causing a coven ability to backfire @@ -33402,36 +33402,36 @@ than the PCs. Coven taslismans might also be easier to [revive](#optional-rule-reviving-artifacts) than others, for example, submerging them in a specific pool of energy in a particular set of locations managed by the coven. -- There\'s nothing preventing a coven talisman from being a [weapon](#equipment-weapons), [armor](#equipment-armor), +- There's nothing preventing a coven talisman from being a [weapon](#equipment-weapons), [armor](#equipment-armor), or other kind of [equipment](#choose-equipment)---even something as humble as a suitably powerful [laptop computer](#equipment-computer-laptop) could be a coven talisman in a [modern](#chapter-14-modern) setting. For example, a [Warrior](#type-warrior) might join a \"coven\" dedicated to mastering a particular heavy weapon---the *meteor hammer*---a heavy weight at the end of a very long chain. Once the PC joins the coven, they can use a level of [Effort](#effort) to increase the range of the attack from immediate to short, and gain a modified version of - [Entangling Force](#ability-entangling-force){.og-ability}---with the ability\'s cost paid with [Might](#might) or + [Entangling Force](#ability-entangling-force){.og-ability}---with the ability's cost paid with [Might](#might) or [Speed](#speed) instead of [Intellect](#intellect). ::: ##### Advancing Within a Coven [#](#covens-advancing){.og-h-anchor aria-hidden="true"} {#covens-advancing} -[(It\'s Only Magic, page 89)]{.og-ref} +[(It's Only Magic, page 89)]{.og-ref} Advancing within a coven is a separate matter from [advancing a character](#character-advancement). In fact, coven advancement is more similar to a [long-term benefit](#experience-points-long-term-benefits) of spending [XP](#choose-xp). Coven advancement should occur after a character has learned, discovered, or achieved something that -aligns with the coven\'s mission and values. +aligns with the coven's mission and values. To advance within the coven, the player spends 3 [XP](#choose-xp). Characters may mark the occasion with a celebration or let it pass quietly. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -Spending [XP](#choose-xp) to advance a character\'s rank in a coven does not count as one of the four [character +Spending [XP](#choose-xp) to advance a character's rank in a coven does not count as one of the four [character advancements](#character-advancement) needed to reach a higher tier. ::: ##### Breaking From a Coven [#](#covens-breaking){.og-h-anchor aria-hidden="true"} {#covens-breaking} -[(It\'s Only Magic, page 89)]{.og-ref} +[(It's Only Magic, page 89)]{.og-ref} If a character wishes to leave a coven, they relinquish their coven talisman and lose access to their coven abilities. But a character can also break from their coven by behaving in opposition to its values---such as if a *Benevolent @@ -33444,21 +33444,21 @@ ##### Forming a New Coven [#](#covens-forming){.og-h-anchor aria-hidden="true"} {#covens-forming} -[(It\'s Only Magic, page 89)]{.og-ref} +[(It's Only Magic, page 89)]{.og-ref} Creating a new coven simply requires a bit of discussion among the GM and players. Begin by deciding on the following: -- What\'s the coven called? -- What are one or two goals for the coven\'s magic? What do they want to learn how to do? What skill do the players +- What's the coven called? +- What are one or two goals for the coven's magic? What do they want to learn how to do? What skill do the players want the coven to be known for? - What are a few succinct values? What do the players agree are the most important things a magician can be? Competent? Fair? Determined? Kind? Loyal? Wealthy? - What does the [coven talisman](#covens-talismans) look like? -- What does the initiation [ritual](#ritual-magic) (which exemplifies the coven\'s goals and values) consist of? +- What does the initiation [ritual](#ritual-magic) (which exemplifies the coven's goals and values) consist of? ##### Selecting Coven Abilities [#](#covens-abilities){.og-h-anchor aria-hidden="true"} {#covens-abilities} -[(It\'s Only Magic, page 89)]{.og-ref} +[(It's Only Magic, page 89)]{.og-ref} Coven abilities are chosen by the GM and players. To start, they need to decide the rank 1 ability. They can determine the rank 2 ability when at least one character is ready to advance within the coven. In a longer campaign, selecting @@ -33473,10 +33473,10 @@ possible. A coven of entomologists learning to summon and control leaf bugs might progress from [Influence Swarm](#ability-influence-swarm){.og-ability} at rank 1 to [Control Swarm](#ability-control-swarm){.og-ability} at rank 2, [Call Swarm](#ability-call-swarm){.og-ability} at rank 3, and so on, eventually reaching [Insect -Eruption](#ability-insect-eruption){.og-ability} at rank 6. Don\'t be afraid to be specific! Joining a coven gives +Eruption](#ability-insect-eruption){.og-ability} at rank 6. Don't be afraid to be specific! Joining a coven gives characters the opportunity to become experts in a narrow field. -If a pre-existing ability doesn\'t capture what the players and GM are looking for, the GM is always free to create new +If a pre-existing ability doesn't capture what the players and GM are looking for, the GM is always free to create new ones. To return to the example of the *Benevolent Bakers*, no abilities in [Chapter 9: Abilities](#chapter-9-abilities) specifically pertain to making food, but the bakers could modify an ability like [Natural Crafter](#ability-natural-crafter){.og-ability} to suit their needs. @@ -33510,11 +33510,11 @@ Spend 1 XP -- **Reroll:** [Reroll](#how-to-play-experience-points) any dice roll---[even one you didn\'t +- **Reroll:** [Reroll](#how-to-play-experience-points) any dice roll---[even one you didn't make](#experience-points-immediate-benefits). [(11)]{.og-ref}[(239)]{.og-ref} - **Create Player Intrusion:** Propose a [player intrusion](#running-the-game-player-intrusions). If the GM refuses, - the XP isn\'t spent. You can usually only do this once per session. [(11)]{.og-ref}[(412)]{.og-ref} + the XP isn't spent. You can usually only do this once per session. [(11)]{.og-ref}[(412)]{.og-ref} - **Refuse GM Intrusion:** [Refuse](#experience-points-immediate-benefits) a proposed [GM intrusion](#gm-intrusion). [(11)]{.og-ref}[(21)]{.og-ref}[(237)]{.og-ref}[(239)]{.og-ref}[(408)]{.og-ref} @@ -33581,7 +33581,7 @@ Experience points (XP) are the currency by which players gain benefits for their characters. The most common ways to earn XP are through GM intrusions and by accomplishing things the PCs set out to do. Sometimes experience points are -earned during a game session, and sometimes they\'re earned between sessions. In a typical session, a player might earn +earned during a game session, and sometimes they're earned between sessions. In a typical session, a player might earn 2 to 4 XP, and between sessions, perhaps another 2 XP (on average). The exact amounts depend on the events of the session. @@ -33600,7 +33600,7 @@ twice each session per character. Anytime the GM intrudes, the player can spend 1 [XP](#choose-xp) to refuse the intrusion, though that also means they -don\'t get the 2 XP. If the player has no XP to spend, they can\'t refuse. +don't get the 2 XP. If the player has no XP to spend, they can\'t refuse. If a player [rolls a 1](#intrusion-through-player-rolls) on a die, the GM can intrude without giving the player any XP. @@ -33612,7 +33612,7 @@ one of those XP to another player. - **Example 2:** During a fight, a PC swings their axe and damages a foe with a slice across the shoulder. The GM - intrudes by saying that the foe turned just as the axe struck, wrenching the weapon from the character\'s grip and + intrudes by saying that the foe turned just as the axe struck, wrenching the weapon from the character's grip and sending it clattering across the floor. The axe comes to a stop 10 feet (3 m) away. Because the GM intruded, the PC gains 2 XP, and the player immediately gives one of those XP to another player. Now the character must deal with the dropped weapon, perhaps drawing a different weapon or using their next turn to scramble after the axe. @@ -33684,12 +33684,12 @@ Just like in a book or a television show, characters progress through their own personal story and change over time. A PC with a character arc decides for themselves what they do and why. Character arcs are like stated goals for a -character, and by progressing toward that goal, the character advances. The key word there is progressing. A PC doesn\'t -have to succeed at achieving the goal to earn advancement---it\'s not an all-or-nothing prospect. Each arc is keyed to a +character, and by progressing toward that goal, the character advances. The key word there is progressing. A PC doesn't +have to succeed at achieving the goal to earn advancement---it's not an all-or-nothing prospect. Each arc is keyed to a single character, but just like in a book or show, characters can take part in the larger story arc that the whole group participates in, while also progressing in their own personal arc. -Character arcs have different [steps](#sample-character-arcs) that mark the character\'s progress through the arc. Each +Character arcs have different [steps](#sample-character-arcs) that mark the character's progress through the arc. Each arc eventually reaches a climax, and then finishes with a step that is a final resolution. Each step reached earns the character 2 XP. Character arcs are the most straightforward way that a character earns XP. @@ -33698,24 +33698,24 @@ ::: At character creation, a player can choose one character arc for their PC at no cost. Players have the option to not -choose one, but it\'s probably a good idea to do so. First and foremost, it is a character-defining factor. If they +choose one, but it's probably a good idea to do so. First and foremost, it is a character-defining factor. If they begin the campaign with a desire to find the woman who killed their brother, that says a lot about the character: they had a brother, he was likely close to them, he had been in at least one dangerous situation, and the character is -probably motivated by anger and hate, at least somewhat. Even after the character finishes this first arc, they\'ll +probably motivated by anger and hate, at least somewhat. Even after the character finishes this first arc, they'll undoubtedly have (at least one) more because they can gain new arcs as the campaign progresses. -Once play begins, players can take on a new arc whenever they wish, as fits the character\'s ongoing story. Taking a new -arc has a cost of 1 XP. While there\'s no hard limit on how many arcs a character can have at one time, realistically -most PCs couldn\'t reasonably have more than three or four. +Once play begins, players can take on a new arc whenever they wish, as fits the character's ongoing story. Taking a new +arc has a cost of 1 XP. While there's no hard limit on how many arcs a character can have at one time, realistically +most PCs couldn't reasonably have more than three or four. -However, as mentioned above, arcs have a beginning cost that must be paid, reflecting the character\'s devotion to the +However, as mentioned above, arcs have a beginning cost that must be paid, reflecting the character's devotion to the goal. The character will earn this investment back (probably many times over) if the arc is completed. Character arcs are always player-driven. A GM cannot force one on a character. That said, the events in the narrative -often present story arc opportunities and inspire character arcs for the PCs. It\'s certainly in the GM\'s purview to +often present story arc opportunities and inspire character arcs for the PCs. It's certainly in the GM\'s purview to suggest possible arcs related to the events going on. For example, if the GM presents an encounter in which an NPC wishes to learn from the PC, it might make sense to suggest taking the Instruction arc. Whether or not the PC takes on -the student, the player doesn\'t have to adopt the Instruction arc unless they want to. +the student, the player doesn't have to adopt the Instruction arc unless they want to. At the end of a session, review the actions you took and describe how they might equate to the completion of a step (or possibly more than one step) in their character arc. If the GM agrees, the character gets their reward. @@ -33733,7 +33733,7 @@ [(Cypher System Rulebook, page 238)]{.og-ref} -Sometimes, a group will have an adventure that doesn\'t deal primarily with a PC\'s character arc. In this case, it\'s a +Sometimes, a group will have an adventure that doesn't deal primarily with a PC\'s character arc. In this case, it\'s a good idea for the GM to award XP to that character for accomplishing other tasks. First and foremost, awards should be based on discovery. Discovery can include finding a significant new location, such as a hidden chamber, a secret fortress, a lost land, a new planet, or an unexplored dimension. In this fashion, PCs are explorers. Discovery can also @@ -33744,26 +33744,26 @@ for a plague. These are all discoveries. The common thread is that the PCs discover something that they can understand and put to use. -Last, depending on the GM\'s outlook and the kind of campaign the group wants to play, a discovery could be a secret, an +Last, depending on the GM's outlook and the kind of campaign the group wants to play, a discovery could be a secret, an ethical idea, an adage, or even a truth. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -It\'s a fine line, but ultimately the GM decides what constitutes a discovery as opposed to just something weird in the +It's a fine line, but ultimately the GM decides what constitutes a discovery as opposed to just something weird in the course of an adventure. Usually, the difference is, did the PCs successfully interact with it and learn something about -it? If so, it\'s probably a discovery. +it? If so, it's probably a discovery. ::: ::: {.alert .ps-4 .pb-0} -- **Artifacts:** When the group gains an artifact, award XP equal to the artifact\'s level and divide it among the PCs +- **Artifacts:** When the group gains an artifact, award XP equal to the artifact's level and divide it among the PCs (minimum 1 XP for each character). Round down if necessary. For example, if four PCs discover a level 5 artifact, they each get 1 XP. Money, standard equipment, and cyphers are not worth XP. - **Miscellaneous Discoveries:** Various other discoveries might grant 1 XP to each PC involved. -- **Other Awards:** If a character is focused on activities that don\'t relate to a character arc or a discovery, as a +- **Other Awards:** If a character is focused on activities that don't relate to a character arc or a discovery, as a general rule, a mission should be worth at least 1 XP per game session involved in accomplishing it. For example, saving a family on an isolated farm beset by raiding cultists might be worth 1 XP for each character. Of course, - saving the family doesn\'t always mean killing the bad guys; it might mean relocating them, parlaying with the + saving the family doesn't always mean killing the bad guys; it might mean relocating them, parlaying with the cultists, or chasing off the raiders. ::: @@ -33788,8 +33788,8 @@ ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} Experience points should not be a goal unto themselves. Instead, they are a game mechanic to simulate how---through experience, time, toil, travail, and so on---characters become more skilled, more able, and more powerful. Spending XP -to explain a change in a character\'s capabilities that occurred in the course of the story, such as if the PC made a -new device or learned a new skill, isn\'t a waste of XP---it\'s what XP are for. +to explain a change in a character's capabilities that occurred in the course of the story, such as if the PC made a +new device or learned a new skill, isn't a waste of XP---it\'s what XP are for. ::: ##### Immediate Benefits [#](#experience-points-immediate-benefits){.og-h-anchor aria-hidden="true"} {#experience-points-immediate-benefits} @@ -33797,15 +33797,15 @@ [(Cypher System Rulebook, page 239)]{.og-ref} The most straightforward way for a player to use XP is to [reroll](#how-to-play-experience-points) any roll in the -game---even one that they didn\'t make. This costs 1 XP per reroll, and the player chooses the best result. They can -continue to spend XP on rerolls, but this can quickly become an expensive proposition. It\'s a fine way to try to -prevent disaster, but it\'s not a good idea to use a lot of XP to reroll a single [action](#rules-actions) over and +game---even one that they didn't make. This costs 1 XP per reroll, and the player chooses the best result. They can +continue to spend XP on rerolls, but this can quickly become an expensive proposition. It's a fine way to try to +prevent disaster, but it's not a good idea to use a lot of XP to reroll a single [action](#rules-actions) over and over. A player can also spend 1 [XP](#choose-xp) to refuse a [GM intrusion](#gm-intrusion). ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** For more on GM intrusions and rerolls, see [Intrusion Through Player +**Editor's Notes ---** For more on GM intrusions and rerolls, see [Intrusion Through Player Rolls](#intrusion-through-player-rolls) and the optional rule for [Separate Reroll and GM Intrusion Refusal Costs](#optional-rule-separate-reroll-and-gm-intrusion-refusal-costs). ::: @@ -33815,20 +33815,20 @@ [(Cypher System Rulebook, page 239)]{.og-ref} By spending 2 [XP](#choose-xp), a character can gain a [skill](#skills)---or, more rarely, an -[ability](#choose-abilities)---that provides a short-term benefit. Let\'s say a character notices that the computer -terminals in the facility they\'re infiltrating are similar to those used by the company they once worked for. They +[ability](#choose-abilities)---that provides a short-term benefit. Let's say a character notices that the computer +terminals in the facility they're infiltrating are similar to those used by the company they once worked for. They spend 2 XP and say that they have a great deal of experience in using these. As a result, they are trained in operating (and breaking into) these computers. This is just like being trained in computer use or hacking, but it applies only to computers found in that particular location. The skill is extremely useful in the facility, but nowhere else. Medium-term benefits are usually story based. For example, a character can spend 2 XP while climbing through mountains -and say that they have experience with climbing in regions like these, or perhaps they spend the XP after they\'ve been -in the mountains for a while and say that they\'ve picked up the feel for climbing there. Either way, from now on, -they\'re trained in climbing in those mountains. This helps them now and any time they return to the area, but they\'re +and say that they have experience with climbing in regions like these, or perhaps they spend the XP after they've been +in the mountains for a while and say that they've picked up the feel for climbing there. Either way, from now on, +they're trained in climbing in those mountains. This helps them now and any time they return to the area, but they\'re not trained in climbing everywhere. This method allows a character to get immediate training in a skill for half the normal cost. (Normally, it costs 4 XP -to become trained in a skill.) It\'s also a way to gain a new skill even if the PC has already gained a new skill as a +to become trained in a skill.) It's also a way to gain a new skill even if the PC has already gained a new skill as a step toward attaining the next tier. In rare cases, a GM might allow a character to spend 2 XP to gain an entirely new ability---such as a device, a special @@ -33850,10 +33850,10 @@ Things that a PC can acquire as a long-term benefit can be thought of as being story based, and they allow the player to have some narrative control over the story. In the course of play, a player might decide that their character gains a friend (a contact) or builds a log cabin (a home). Because a player spent XP, however, they should have some agency over -what they\'ve gained, and it shouldn\'t be easily taken away. The player should help come up with the details of the +what they've gained, and it shouldn\'t be easily taken away. The player should help come up with the details of the contact or the design of their home. -It\'s also possible to gain these benefits through events in the story, without spending XP. The new contact comes to +It's also possible to gain these benefits through events in the story, without spending XP. The new contact comes to the PC and starts the relationship. The new home is granted to them as a reward for service to a powerful or wealthy patron, or maybe the character inherits the home from a relative. However, because these came from the GM and not the player (and no XP were spent), the player has no narrative control over them and the GM makes up the details. @@ -33871,8 +33871,8 @@ - **Title or job:** The PC is granted a position of importance or authority. It might come with responsibilities, prestige, and rewards, or it might be an honorary title. -- **Wealth:** The PC comes into a considerable amount of wealth, whether it\'s a windfall, an inheritance, or a gift. - It might be enough to buy a home or a title, but that\'s not really the point. The main benefit is that the PC no +- **Wealth:** The PC comes into a considerable amount of wealth, whether it's a windfall, an inheritance, or a gift. + It might be enough to buy a home or a title, but that's not really the point. The main benefit is that the PC no longer needs to worry about the cost of simple equipment, lodging, food, and so on. This wealth could mean a set amount---perhaps 50,000 dollars (or whatever is appropriate in the setting)---or it could bestow the ability to ignore minor costs, as decided by the player and GM. @@ -33880,7 +33880,7 @@ ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} GMs and players should work together to make XP awards and expenditures fit the ongoing story. If a PC stays in a -location for two months to learn the inhabitants\' unique language, the GM might award the character a few XP, which are +location for two months to learn the inhabitants' unique language, the GM might award the character a few XP, which are then immediately spent to grant them the ability to understand and speak that language. ::: @@ -33906,13 +33906,13 @@ - **Skills:** Choose one [skill](#skills) other than attacks or defense, such as climbing, jumping, persuading, sneaking, or history. You become trained in that skill. You can also choose to be knowledgeable in a certain area of - study, such as history or geology. You can even choose a skill based on your character\'s [special + study, such as history or geology. You can even choose a skill based on your character's [special abilities](#choose-abilities). For example, if your character can make an Intellect roll to blast an enemy with mental force, you can become [trained](#key-concepts) in that ability, easing the task of using it. If you choose a skill that you are already trained in, you become [specialized](#key-concepts) in that skill, easing the task by two steps instead of one. If you choose a skill that you have an [inability](#key-concepts) in, the - training and the inability cancel each other out (you aren\'t eased or hindered in that task). For example, if you + training and the inability cancel each other out (you aren't eased or hindered in that task). For example, if you have an inability in perception, becoming trained in that cancels out the inability. - **Other Options:** Players can also spend 4 [XP](#choose-xp) to purchase other special options. Selecting one of @@ -33930,13 +33930,13 @@ ::: ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -Once you\'re specialized in a skill, you can\'t improve your training in that skill further (you can ease a task by up +Once you're specialized in a skill, you can\'t improve your training in that skill further (you can ease a task by up to two steps with training). You can still make that task easier with [assets](#modifying-the-difficulty-assets) and a -few rare abilities that don\'t count as an asset or training, as shown in the following sections. +few rare abilities that don't count as an asset or training, as shown in the following sections. ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** Under [Character Tiers](#character-tiers) in [Chapter 4: Creating Your +**Editor's Notes ---** Under [Character Tiers](#character-tiers) in [Chapter 4: Creating Your Character](#chapter-4-creating-your-character), the *Other Options* character advancement can only replace the *Skills* advancement. Under under [Character Advancement](#character-advancement) in [Chapter 12: Experience Points](#chapter-12-experience-points), *Other Options* can take the place of any other advancement. Ultimately, the GM @@ -33961,9 +33961,9 @@ - **Mutation:** You gain a random mutation from the [beneficial](#beneficial-mutations), [powerful](#powerful-mutations), or [distinctive mutations](#distinctive-mutations) tables (your choice). Instead of rolling, can spend 2 additional XP to select a mutation of your choice. If the results are a mutation you already - have, the XP you spent doesn\'t count as a [character advancement](#character-advancement), and you roll from the + have, the XP you spent doesn't count as a [character advancement](#character-advancement), and you roll from the [harmful mutations](#harmful-mutations) table instead. If the results are a harmful mutation you already have, you - don\'t mutate at all. [(OG-CSRD)]{.og-ref .og-ref-og} + don't mutate at all. [(OG-CSRD)]{.og-ref .og-ref-og} - **Posthuman Upgrades:** Gain one of the [posthuman packages](#posthuman-packages) described in [Posthuman Upgrades](#optional-rule-posthuman-upgrades). [(SF, 52)]{.og-ref} @@ -33981,21 +33981,21 @@ [(Cypher System Rulebook, page 240)]{.og-ref} -It\'s worthwhile if all characters advance through the six tiers at about the same rate---an important issue for some +It's worthwhile if all characters advance through the six tiers at about the same rate---an important issue for some players. A good GM can achieve this result by carefully handing out XP rewards, some during play (which will tend to get used immediately) and some after play concludes, especially after completing a major story arc or quest so the GM can hand out 4 XP in one go (which will tend to get used for advancement). Many groups will discover while playing that -equal advancement isn\'t an important issue in the Cypher System, but people should get to play the game the way they +equal advancement isn't an important issue in the Cypher System, but people should get to play the game the way they want to play it. ##### Tier Advancement in the Cypher System [#](#tier-advancement-in-the-cypher-system){.og-h-anchor aria-hidden="true"} [(Cypher System Rulebook, page 240)]{.og-ref} -Tiers in the Cypher System aren\'t entirely like levels in other roleplaying games. In the Cypher System, gaining tiers -is not the players\' only goal or the only measure of achievement. Starting (first-tier) characters are already -competent, and there are only six tiers. Character advancement has a power curve, but it\'s only steep enough to keep -things interesting. In other words, gaining a new tier is cool and fun, but it\'s not the only path to success or power. +Tiers in the Cypher System aren't entirely like levels in other roleplaying games. In the Cypher System, gaining tiers +is not the players' only goal or the only measure of achievement. Starting (first-tier) characters are already +competent, and there are only six tiers. Character advancement has a power curve, but it's only steep enough to keep +things interesting. In other words, gaining a new tier is cool and fun, but it's not the only path to success or power. If you spend all your XP on [immediate](#experience-points-immediate-benefits), [short-term, and medium-term benefits](#experience-points-short-and-medium-term-benefits), you will be different from someone who spends their points on [long-term benefits](#experience-points-long-term-benefits), but you will not be \"behind\" that character. @@ -34015,7 +34015,7 @@ This section is based on *Getting an XP Advance* [(232)]{.og-ref}. -In games where it\'s not as important if the PCs share the same overall power grade, the GM might give a PC additional +In games where it's not as important if the PCs share the same overall power grade, the GM might give a PC additional XP, which they can use to gain additional benefits. The following table provides suggestions for how the GM might assign costs for benefits purchased with an XP advance: @@ -34074,7 +34074,7 @@ Condition Once each session, the GM can make a free [GM intrusion](#gm-intrusion), which the PC cannot pay [XP](#choose-xp) to avoid. The effects last up to an hour. The PC has a [serious injury or condition](#horror-rules-serious-injuries-and-conditions)---for example, they are deaf, blind, have a significant disability, or a debilitating addiction that causes them to accumulate [Stress](#horror-rules-stress). Fugitive The PC is wanted by authorities and must avoid unnecessary attention. Powerful NPCs plot to capture or kill the PC, and occasionally show up to do just that. Inability The PC gains an inability with an important kind of attack, defense, or movement skill. The PC will die in the course of the story, probably at the worst possible moment. - Maintenance The PC regularly requires something specific to sustain themselves. If delayed or disrupted, their abilities become unavailable, unreliable, or unpredictable. If the PC doesn\'t sustain themself, they move down one step on [the damage track](#the-damage-track) (which cannot be ignored by [special abilities](#choose-abilities) like [Ignore the Pain](#ability-ignore-the-pain){.og-ability}). + Maintenance The PC regularly requires something specific to sustain themselves. If delayed or disrupted, their abilities become unavailable, unreliable, or unpredictable. If the PC doesn't sustain themself, they move down one step on [the damage track](#the-damage-track) (which cannot be ignored by [special abilities](#choose-abilities) like [Ignore the Pain](#ability-ignore-the-pain){.og-ability}). Oppression All interaction tasks are hindered, and the PC is sometimes treated with disgust or contempt by NPCs. All combat tasks are also hindered. : XP Advance Complications @@ -34205,17 +34205,17 @@ the points among your Pools however you wish. - **Increase Edge:** You add 1 to your [Might](#might), [Speed](#speed) or [Intellect](#intellect) [Edge](#edge), up - to a maximum of 6. If you have features that permanently increase a stat\'s Edge, the maximum is increased by an + to a maximum of 6. If you have features that permanently increase a stat's Edge, the maximum is increased by an equal amount. For example, a PC with the [Roach](#post-apocalyptic-species-roach) descriptor and [Golem Body](#ability-golem-body){.og-ability} ability has a maximum Might Edge and Speed Edge of 7. Likewise, a - [weakness](#drawbacks-and-penalties) from a [harmful mutation](#harmful-mutations) or other source lowers a stat\'s + [weakness](#drawbacks-and-penalties) from a [harmful mutation](#harmful-mutations) or other source lowers a stat's maximum. [Cyphers](#choose-cyphers) like [Speed Boost](#cypher-speed-boost) and special abilities [Beast Form](#ability-beast-form){.og-ability} that provide temporary increases to Edge function normally. - **Increase Effort:** Your [Effort](#effort) score increases by 1, up to a maximum of 6. - **Increase Skills:** Choose one [skill](#skills) (other than attacks or defense) or a special ability to become - trained in. You can also use this advancement to become specialized in a skill or ability you\'re already trained + trained in. You can also use this advancement to become specialized in a skill or ability you're already trained in, or to cancel out an inability, becoming practiced in the task. You can choose this advancement up to three times, selecting a different skill or special ability each time. @@ -34248,25 +34248,25 @@ PC agreeing to do the task or undertake the mission. It usually has no reward. - **Step(s):** This is the action required to move toward the climax. In story terms, this is the movement through the - bulk of the arc. It\'s the journey. The rising tension. Although there might be just one step, there might also be + bulk of the arc. It's the journey. The rising tension. Although there might be just one step, there might also be many, depending on the story told. Each results in a reward of 2 [XP](#choose-xp). -- **Climax:** This is the finale---the point at which the PC likely succeeds or fails at what they\'ve set out to do. +- **Climax:** This is the finale---the point at which the PC likely succeeds or fails at what they've set out to do. Not every arc ends with victory. If the character is successful, they earn a reward of 4 XP. If they fail, they still earn a reward of 2 XP. If a character fails the climax, they very likely ignore the resolution. -- **Resolution:** This is the wrap-up or denouement. It\'s a time for the character to reflect on what happened, tie +- **Resolution:** This is the wrap-up or denouement. It's a time for the character to reflect on what happened, tie up any loose ends, and figure out what happens next. When things are more or less resolved, the character earns a 1 XP reward. ::: -Within the arc, most of the time a part is probably optional, depending on the situation---although it\'s hard to +Within the arc, most of the time a part is probably optional, depending on the situation---although it's hard to envision most arcs without some kind of opening, climax, or resolution. Steps other than the opening, the climax, and the resolution can be done in any order. Character arcs should always take at least weeks in game time, and no more than two parts in an arc should be accomplished in a game session (and most of the time, it should be one part, if any). If neither of these two things is -true, then it\'s not really a character arc. You can\'t, for example, use the [Creation](#arc-creation) arc to guide you +true, then it's not really a character arc. You can\'t, for example, use the [Creation](#arc-creation) arc to guide you through something you can make in an hour or two. The following are common character arcs that you can choose for your character. If you and the GM want to make a new @@ -34275,7 +34275,7 @@ ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} This chapter has a selection of sample character arcs, but you can create your own too. The arcs are intentionally broad to encompass many different characters and stories. For example, Revenge is a very simple and straightforward character -arc. The player who chooses this arc for their character decides who they want revenge on, and why. It\'s up to the +arc. The player who chooses this arc for their character decides who they want revenge on, and why. It's up to the players and the GM to make the details fit. Some players might not want to use character arcs. The GM, however, can still use them as a benchmark for awarding @@ -34295,27 +34295,27 @@ appropriate). The steps and climax depend entirely on their chosen arc. If the friend is an NPC, the steps and climax are lifted from another arc appropriate to whatever they seek to do. -It\'s difficult, but possible, to aid a friend with an arc even if that friend is unwilling to accept (or is ignorant +It's difficult, but possible, to aid a friend with an arc even if that friend is unwilling to accept (or is ignorant of) your help. The cost and rewards for a character with this arc are the same as those described in the original character arc. - **Opening:** Answering the Call. Offering to help (or responding to a request for help). -- **Step(s) and Climax:** Depends on the friend\'s arc. Rewards are the same for you as for the friend. +- **Step(s) and Climax:** Depends on the friend's arc. Rewards are the same for you as for the friend. -- **Resolution:** You speak with your friend and learn if they are satisfied. Together, you share what you\'ve learned +- **Resolution:** You speak with your friend and learn if they are satisfied. Together, you share what you've learned (if anything) and where you will go from here. ##### Assist an Organization [#](#arc-assist-an-organization){.og-h-anchor aria-hidden="true"} {#arc-assist-an-organization} [(Cypher System Rulebook, page 242)]{.og-ref} -You set out to accomplish something that will further an organization. You\'re probably allied with them or they are +You set out to accomplish something that will further an organization. You're probably allied with them or they are rewarding you for your help in some fashion. -- **Opening:** Responding to the Call. You work out all the details of what\'s expected of you, and what rewards (if - any) you might get. You also get the specifics of what\'s required to join and advance. +- **Opening:** Responding to the Call. You work out all the details of what's expected of you, and what rewards (if + any) you might get. You also get the specifics of what's required to join and advance. - **Step:** Sizing up the Task. This requires some action. A reconnaissance mission. An investigation. @@ -34333,7 +34333,7 @@ [(Cypher System Rulebook, page 242)]{.og-ref} Someone close to you or important to you in some way has been wronged. The most overt version of this arc would be to -avenge someone\'s death. Avenging is different than revenge, as revenge is personal---you are the wronged party. But in +avenge someone's death. Avenging is different than revenge, as revenge is personal---you are the wronged party. But in the Avenge character arc, you are avenging a wrong done to someone else. - **Opening:** Declaration. You publicly declare that you are going to avenge the victim(s). This is optional. @@ -34343,7 +34343,7 @@ reach, or well protected. This step might be repeated multiple times, if applicable. - **Step:** Finding the Guilty. You finally find the guilty party, or find a path or make a plan to reach them. Now - all that\'s left is to confront them. + all that's left is to confront them. - **Climax:** Confrontation. You confront the guilty party. This might be a public accusation and demonstration of guilt, a trial, or an attack to kill, wound, or apprehend them---whatever you choose to be appropriate. @@ -34355,22 +34355,22 @@ [(We Are All Mad Here, page 177)]{.og-ref} You desire to help and support others, especially those who are dealing with difficult situations. This might be related -to something you\'ve personally experienced, something you\'re knowledgeable about, or both. You can advocate in any +to something you've personally experienced, something you\'re knowledgeable about, or both. You can advocate in any number of ways, including being an emotional support system, helping other voices be heard, defending and safeguarding -others\' rights, and generally being an ally. +others' rights, and generally being an ally. - **Opening:** Sizing up Your Skills. You decide what best enables you to be a good advocate, and create a plan. - **Step(s):** Training and Research. You learn about being a good advocate, possibly by finding a mentor or organization that can help you. -- **Step(s):** Building Your Skills. You practice the skills you\'ve learned, and review the successes and failures to +- **Step(s):** Building Your Skills. You practice the skills you've learned, and review the successes and failures to continue to improve. - **Climax:** Lean on Me. You assist one or more people through a difficult time using your training, skills, and experience. -- **Resolution:** You reflect on everything you\'ve learned and decide what to do next. +- **Resolution:** You reflect on everything you've learned and decide what to do next. ##### Birth [#](#arc-birth){.og-h-anchor aria-hidden="true"} {#arc-birth} @@ -34402,7 +34402,7 @@ [(Cypher System Rulebook, page 243)]{.og-ref} You are going to build a physical structure---a house, a fortress, a workshop, a defensive wall, and so on. This arc -would also cover renovating an existing structure or substantially adding to one. Of course, this doesn\'t have to be +would also cover renovating an existing structure or substantially adding to one. Of course, this doesn't have to be physical construction. You might build something with spells or other supernatural abilities. - **Opening:** Make a Plan. This almost certainly involves literally drawing up blueprints or plans. @@ -34447,7 +34447,7 @@ You want to make something. This might be a magic item, a painting, a novel, or a machine. -- **Opening:** Make a Plan. You figure out what you need, what you\'re going to do, and how you\'re going to do it. +- **Opening:** Make a Plan. You figure out what you need, what you're going to do, and how you\'re going to do it. - **Step(s):** Gather Materials. Depending on what you are creating and what it is made out of, this could involve multiple steps. There probably are substantial costs involved as well. @@ -34455,7 +34455,7 @@ - **Step(s):** Progress. Depending on what you are creating, this could involve multiple steps. It might also take a considerable amount of time and work. -- **Climax:** Completion. It\'s finished! Is it what you wanted? Does it work? +- **Climax:** Completion. It's finished! Is it what you wanted? Does it work? - **Resolution:** You think about what you have learned from the process and use or enjoy the fruits of your labor. @@ -34463,7 +34463,7 @@ [(Cypher System Rulebook, page 244)]{.og-ref} -Someone stands in your way or is threatening you. You must overcome the challenge they represent. Defeat doesn\'t always +Someone stands in your way or is threatening you. You must overcome the challenge they represent. Defeat doesn't always mean kill or even fight. Defeating a foe could mean beating them in a chess match or in competition for a desired mentor. @@ -34477,7 +34477,7 @@ - **Climax:** Confrontation. The contest, challenge, fight, or confrontation occurs. -- **Resolution:** You reflect on what you\'ve learned and what the consequences of your actions might be. +- **Resolution:** You reflect on what you've learned and what the consequences of your actions might be. ##### Defense [#](#arc-defense){.og-h-anchor aria-hidden="true"} {#arc-defense} @@ -34490,12 +34490,12 @@ - **Step:** Account for Your Resources. How are you going to defend? - **Step(s):** Fend Off Danger. The forces threatening what you are protecting probably make an initial threat that - you\'ll have to defeat. It\'s not the main threat, though. There might be multiple such initial threats. + you'll have to defeat. It\'s not the main threat, though. There might be multiple such initial threats. - **Climax:** Protect. The true threat reveals itself and you confront it. - **Resolution:** A time for reflection on everything that occurred, and an assessment of the person, place, or - thing\'s safety going forward. + thing's safety going forward. ##### Develop a Bond [#](#arc-develop-a-bond){.og-h-anchor aria-hidden="true"} {#arc-develop-a-bond} @@ -34519,36 +34519,36 @@ [(We Are All Mad Here, page 178)]{.og-ref} -You want to develop better ways of moving through the world while living with a mental illness. This isn\'t a \"cure\" +You want to develop better ways of moving through the world while living with a mental illness. This isn't a \"cure\" or a \"fix.\" It isa step toward mitigating symptoms or struggles by developing healthy emotional coping strategies. - **Opening:** Explore Your Inner Self. You spend time with your emotions and thoughts in order to pinpoint which - struggle or symptom you\'d like to develop a coping strategy for. + struggle or symptom you'd like to develop a coping strategy for. - **Step:** Make a Plan. Almost every struggle or symptom has a particular set of steps that you can go through to better cope with it. This will likely involve research and consultation. -- **Step(s):** Practice. At every opportunity, practice the coping strategies that you\'re learning and pay attention +- **Step(s):** Practice. At every opportunity, practice the coping strategies that you're learning and pay attention to where they work and fail. You might try different strategies and see which ones seem better suited to your particular needs. -- **Climax:** Deal With It. You\'re put into a situation that tests your coping strategies. They don\'t have to work +- **Climax:** Deal With It. You're put into a situation that tests your coping strategies. They don\'t have to work perfectly in order for you to succeed. -- **Resolution:** You reflect on what you\'ve learned and decide where you want to go from here. +- **Resolution:** You reflect on what you've learned and decide where you want to go from here. ##### Enterprise [#](#arc-enterprise){.og-h-anchor aria-hidden="true"} {#arc-enterprise} [(Cypher System Rulebook, page 245)]{.og-ref} -You want to create and run a business or start an organization. Maybe you\'re a craftsperson who wants to sell your +You want to create and run a business or start an organization. Maybe you're a craftsperson who wants to sell your creations. Maybe you like baking and you want to start a catering service. Or maybe you want to start a secret society -or found a school to teach young mutants how to use their powers. You\'ll almost certainly have to make new connections, +or found a school to teach young mutants how to use their powers. You'll almost certainly have to make new connections, find (and somehow pay for) a location, and deal with all manner of administrative duties. -- **Opening:** Drawing up a Plan. What\'s your goal, and how are you going to achieve it? +- **Opening:** Drawing up a Plan. What's your goal, and how are you going to achieve it? -- **Step:** Account for Your Resources. How much financing does the enterprise need compared to what you\'ve got? If +- **Step:** Account for Your Resources. How much financing does the enterprise need compared to what you've got? If you need more, how will you get it? How many people other than yourself are needed to begin, and how many will you need to sustain things once they are up and running? @@ -34562,9 +34562,9 @@ - **Climax:** Profit and Loss. You determine whether your enterprise will take off and carry on into the future, or fall apart before it gets a chance to blossom. This occurs in a single dramatic moment---your first major client, - your organization\'s first big meeting or mission, or whatever else is appropriate. + your organization's first big meeting or mission, or whatever else is appropriate. -- **Resolution:** A time for reflection on everything that occurred, and how you\'re going to move forward. +- **Resolution:** A time for reflection on everything that occurred, and how you're going to move forward. ##### Establishment [#](#arc-establishment){.og-h-anchor aria-hidden="true"} {#arc-establishment} @@ -34594,7 +34594,7 @@ planet, an otherworldly dimension, or something similar. - **Opening:** Make a Plan. Not only do you draw up a plan for your exploration, but if appropriate, you also make a - formal declaration to relevant parties of what you\'re going to do. + formal declaration to relevant parties of what you're going to do. - **Step(**s): Gather Resources. You get the supplies, vehicles, and help you need. Depending on where you are going and what is required, this could involve multiple steps. There probably are substantial costs involved as well. @@ -34602,7 +34602,7 @@ - **Step(s):** Travel. You go where you wish to explore. There might be many such steps, depending on how long it takes to get there. -- **Step(s):** Exploration. This is the meat of the arc, but it\'s probably a series of small moves and minor +- **Step(s):** Exploration. This is the meat of the arc, but it's probably a series of small moves and minor victories. There might be many such steps. - **Climax:** Conquest. You make the big discovery or truly master the area. You might not have explored every inch of @@ -34614,11 +34614,11 @@ [(Cypher System Rulebook, page 245)]{.og-ref} -This is an odd character arc in that it\'s (presumably) not something that a character would want. It is something that +This is an odd character arc in that it's (presumably) not something that a character would want. It is something that a player selects on a meta level for the character because it makes for an interesting story. It also sets up the -potential for future arcs, such as [Redemption](#arc-redemption). It\'s important that this involve actions you take. +potential for future arcs, such as [Redemption](#arc-redemption). It's important that this involve actions you take. For example, you fall into substance abuse. You treat people badly. You make mistakes that endanger others. In other -words, the fall isn\'t orchestrated by someone else---it\'s all your own doing. +words, the fall isn't orchestrated by someone else---it\'s all your own doing. - **Opening:** The Descent. Things go bad. @@ -34654,8 +34654,8 @@ [(Cypher System Rulebook, page 246)]{.og-ref} -Willingly or unwillingly, you are going to change. This is another meta arc. It\'s less about a goal and more about -character development. While it\'s possible that the growth involved is intentional, in most people\'s lives and +Willingly or unwillingly, you are going to change. This is another meta arc. It's less about a goal and more about +character development. While it's possible that the growth involved is intentional, in most people\'s lives and stories, it is emergent. A character might become less selfish, braver, a better leader, or experience some other form of growth. @@ -34682,7 +34682,7 @@ - **Opening:** Taking on the Student. -- **Step:** Getting to Know Them. You assess your pupil\'s strengths and weaknesses and try to get an idea of what +- **Step:** Getting to Know Them. You assess your pupil's strengths and weaknesses and try to get an idea of what they need to learn and how you can teach it to them. - **Step(s):** The Lessons. Teaching is often a slow, gradual process. @@ -34715,7 +34715,7 @@ - **Resolution:** You consider your efforts and assess what your membership gets you. ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** [Covens](#covens) provide a model for reputation-based progression with all kinds of secret +**Editor's Notes ---** [Covens](#covens) provide a model for reputation-based progression with all kinds of secret societies, mystic orders, or unique factions. ::: @@ -34744,16 +34744,16 @@ [(Cypher System Rulebook, page 247)]{.og-ref} -You want to learn something. This isn\'t the same as the [Uncover a Secret](#arc-uncover-a-secret) arc, in which you\'re +You want to learn something. This isn't the same as the [Uncover a Secret](#arc-uncover-a-secret) arc, in which you\'re looking for a bit of information. This is a skill or whole area of knowledge you want to gain proficiency with. This is -learning a new language, how to play an instrument, or how to be a good cook. Thus, it\'s not about gaining a level or +learning a new language, how to play an instrument, or how to be a good cook. Thus, it's not about gaining a level or rank in climbing, but learning to be an experienced mountaineer. - **Opening:** Focusing on the Problem. - **Step:** Finding a Teacher or a Way to Teach Yourself. Now you can truly begin. -- **Step(s):** Learn. Depending on what you\'re learning, this could involve one step or quite a few. +- **Step(s):** Learn. Depending on what you're learning, this could involve one step or quite a few. - **Climax:** The Test. You put your new knowledge to the test in a real situation. @@ -34763,19 +34763,19 @@ [(Cypher System Rulebook, page 247)]{.og-ref} -You\'re skilled, but you want to become the best. This arc might logically follow the [Learn](#arc-learn) arc. As with +You're skilled, but you want to become the best. This arc might logically follow the [Learn](#arc-learn) arc. As with the Learn arc, this can involve any kind of training at all, not just a skill. -- **Opening:** Finding the Path. You\'ve learned the basics. Now it\'s time for the advanced material. +- **Opening:** Finding the Path. You've learned the basics. Now it\'s time for the advanced material. - **Step:** Discovering a Master. You find a master to help you become a master. -- **Step(s):** Learn. Depending on what you\'re mastering, this could involve one step or quite a few. +- **Step(s):** Learn. Depending on what you're mastering, this could involve one step or quite a few. - **Step:** The Last Step. Eventually, you realize that even a master cannot teach you the last step. You must learn it on your own. -- **Climax:** The Test. You put your mastery to the test in a real situation---and considering your goal, it\'s +- **Climax:** The Test. You put your mastery to the test in a real situation---and considering your goal, it's probably a very important situation. - **Resolution:** You relax a bit and decide what to do next. @@ -34784,8 +34784,8 @@ [(Cypher System Rulebook, page 247)]{.og-ref} -You don\'t know who your parents were, but you want to find out. The mystery might be something other than your -parentage, but that\'s a common theme in this kind of arc. You want to know where you come from---there\'s some kind of +You don't know who your parents were, but you want to find out. The mystery might be something other than your +parentage, but that's a common theme in this kind of arc. You want to know where you come from---there\'s some kind of mystery in your past. - **Opening:** Beginning the Search. @@ -34804,9 +34804,9 @@ [(Cypher System Rulebook, page 248)]{.og-ref} You want to invent a new device, process, spell, or something similar. A cure for a heretofore unknown disease? An -invocation with a result you\'ve never heard of before? A method for getting into an impregnable vault? Any of these and +invocation with a result you've never heard of before? A method for getting into an impregnable vault? Any of these and more could be your discovery. While similar to the [Creation](#arc-creation) arc and the [Learn](#arc-learn) arc, the -New Discovery arc involves blazing a new trail. No one can teach you what you want to know. You\'ve got to do it on your +New Discovery arc involves blazing a new trail. No one can teach you what you want to know. You've got to do it on your own. - **Opening:** The Idea. You draw up plans for the thing you want to invent or discover. @@ -34815,10 +34815,10 @@ - **Step(s):** Trial and Error. You test your hypothesis. This often ends in many failures before you get a success. -- **Climax:** Eureka! It\'s time to put the discovery to the true test. +- **Climax:** Eureka! It's time to put the discovery to the true test. - **Resolution:** You reflect on your discovery and probably compile your notes and write it all down, for - posterity\'s sake if nothing else. + posterity's sake if nothing else. ##### Put Down Roots [#](#arc-put-down-roots){.og-h-anchor aria-hidden="true"} {#arc-put-down-roots} @@ -34829,13 +34829,13 @@ connection might be to your fellow PCs, to a group of NPCs that you meet along the way, or as part of an already-established group or organization. -- **Opening:** Let\'s Be Friends. You propose the idea of a support system to those you\'d like to include. +- **Opening:** Let's Be Friends. You propose the idea of a support system to those you\'d like to include. - **Step:** Reach Out. You do the hard work of making yourself vulnerable to others by being honest and open about who you are. You create a safe space for others to do the same. - **Step(s):** Accept and Give Help. You ask for and accept help and support from the group. You give help and support - to others when it\'s needed. + to others when it's needed. - **Climax:** Strong Bond. During a time of crisis, the group works together to support and uplift you, and you are there for them in return. @@ -34851,7 +34851,7 @@ - **Opening:** Sharing Your Home. The child now lives with you. -- **Step:** Care and Feeding. You learn to meet the child\'s basic needs. +- **Step:** Care and Feeding. You learn to meet the child's basic needs. - **Step(s):** Basic Instruction. You teach them to walk, talk, and read. You teach them to care for themselves. @@ -34869,7 +34869,7 @@ [(Cypher System Rulebook, page 248)]{.og-ref} -You need to heal. This isn\'t just for healing simple damage. This involves recovering from a major debilitating injury, +You need to heal. This isn't just for healing simple damage. This involves recovering from a major debilitating injury, illness, or shock. Severe damage, the loss of a body part, and emotional trauma all fall into this category. - **Opening:** Rest. The first thing you need to do is rest. @@ -34891,7 +34891,7 @@ [(Cypher System Rulebook, page 248)]{.og-ref} -You\'ve done something very wrong, but you want to atone and make it right again. This is like the +You've done something very wrong, but you want to atone and make it right again. This is like the [Justice](#arc-justice) arc or the [Undo a Wrong](#arc-undo-a-wrong) arc, except you are the wrongdoer. This could be a follow-up to the [Fall From Grace](#arc-fall-from-grace) arc. @@ -34909,12 +34909,12 @@ [(Cypher System Rulebook, page 248)]{.og-ref} -You owe someone something, and it\'s time to make good. +You owe someone something, and it's time to make good. - **Opening:** Debts Come Due. You determine to do what is needed to make good on the debt. It might involve repaying - money, but more appropriately it\'s performing a deed or a series of deeds. + money, but more appropriately it's performing a deed or a series of deeds. -- **Step:** Talking It Over. You discuss the matter with the person you owe, if possible. You ensure that what you\'re +- **Step:** Talking It Over. You discuss the matter with the person you owe, if possible. You ensure that what you're doing is what they want. - **Climax:** Repayment. Either you do something to earn the money or goods you owe, or you undertake a major task @@ -34943,8 +34943,8 @@ [(Cypher System Rulebook, page 249)]{.og-ref} -You\'re down but not out. You want to restore your good name. Recover what you\'ve lost. Rebuild what has been -destroyed. You\'ve fallen down or have been knocked down, but either way you want to pick yourself up. This is a +You're down but not out. You want to restore your good name. Recover what you\'ve lost. Rebuild what has been +destroyed. You've fallen down or have been knocked down, but either way you want to pick yourself up. This is a possible follow-up to the [Fall From Grace](#arc-fall-from-grace) arc. - **Opening:** Vow to Yourself. You are determined to rebuild, recover, and restore. @@ -34961,9 +34961,9 @@ [(Cypher System Rulebook, page 249)]{.og-ref} -Someone did something that harmed you. Unlike the [Avenge](#arc-avenge) arc, this arc probably isn\'t about tracking +Someone did something that harmed you. Unlike the [Avenge](#arc-avenge) arc, this arc probably isn't about tracking down a murderer, but it might involve pursuing someone who stole from you, hurt you, or otherwise brought you grief. The -key is that it\'s personal. Otherwise, use the Justice arc. +key is that it's personal. Otherwise, use the Justice arc. - **Opening:** Vow. You swear revenge. @@ -34979,9 +34979,9 @@ [(Cypher System Rulebook, page 249)]{.og-ref} You want to strike up a relationship with a romantic partner. Perhaps you have a specific person in mind, or maybe -you\'re just interested in a relationship in general. +you're just interested in a relationship in general. -- **Opening(s):** Caught Someone\'s Eye. You meet someone you are interested in. (Since this can be short-lived, it\'s +- **Opening(s):** Caught Someone's Eye. You meet someone you are interested in. (Since this can be short-lived, it\'s possible to have this opening occur more than once.) - **Step(s):** Courtship. You begin seeing the person regularly. Although not every \"date\" is a step in the arc, @@ -34993,7 +34993,7 @@ - **Resolution:** You think about the future. Marriage? Children? These are only some of the possibilities. ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** For more on including romance in games, see [Chapter 17: Romance](#chapter-17-romance), and +**Editor's Notes ---** For more on including romance in games, see [Chapter 17: Romance](#chapter-17-romance), and consider downloading the free [Consent in Gaming](https://www.montecookgames.com/store/product/consent-in-gaming/){.og-icon .og-mcg}, or [Love and Sex in the Ninth World](https://www.montecookgames.com/store/product/love-and-sex-in-the-ninth-world/){.og-icon .og-mcg} products @@ -35005,8 +35005,8 @@ [(Cypher System Rulebook, page 249)]{.og-ref} Different from the [Learn](#arc-learn) arc and the [Uncover a Secret](#arc-uncover-a-secret) arc, this arc is about -solving a crime or a similar action committed in the fairly recent past. It\'s not about practice or study, but about -questions and answers. In theory, the mystery doesn\'t have to be a crime. It might be \"Why is this strange caustic +solving a crime or a similar action committed in the fairly recent past. It's not about practice or study, but about +questions and answers. In theory, the mystery doesn't have to be a crime. It might be \"Why is this strange caustic substance leaking into my basement?\" - **Opening:** Pledging to Solve the Mystery. @@ -35019,21 +35019,21 @@ - **Climax:** Discovery. You come upon what you believe to be the solution to the mystery. - **Resolution:** In this step, which is far more active than most resolutions, you confront the people involved in - the mystery with what you\'ve discovered, or you use the information in some way (such as taking it to the proper + the mystery with what you've discovered, or you use the information in some way (such as taking it to the proper authorities). ##### Take the Wrong Path [#](#arc-take-the-wrong-path){.og-h-anchor aria-hidden="true"} {#arc-take-the-wrong-path} [(We Are All Mad Here, page 178)]{.og-ref} -Much like [Fall From Grace](#arc-fall-from-grace), Take the Wrong Path isn\'t typically an arc that a character -intentionally desires. It\'s something the player chooses on a meta level for the character because it makes for an +Much like [Fall From Grace](#arc-fall-from-grace), Take the Wrong Path isn't typically an arc that a character +intentionally desires. It's something the player chooses on a meta level for the character because it makes for an interesting story and sets up possible future arcs, such as Put Down Roots. In this case, perhaps the character manages their anxiety by drinking too much, becoming isolated, or starting too many fights. Perhaps they attempt to deal with grief by overeating (or undereating), by pushing away loved ones, or by becoming intimate with others without regard for their safety. -- **Opening:** The Fork. You take the first steps down the wrong path, even if you don\'t know it yet. +- **Opening:** The Fork. You take the first steps down the wrong path, even if you don't know it yet. - **Step(s):** Farther Down the Path. Things continue to get worse because of your actions. This may play out over any number of steps. @@ -35060,14 +35060,14 @@ - **Climax:** The Attempt. You make your heist. -- **Resolution:** You decide what to do with the thing you\'ve stolen and contemplate the repercussions you might face +- **Resolution:** You decide what to do with the thing you've stolen and contemplate the repercussions you might face for stealing it. ##### Train a Creature [#](#arc-train-a-creature){.og-h-anchor aria-hidden="true"} {#arc-train-a-creature} [(Cypher System Rulebook, page 250)]{.og-ref} -You want to domesticate and train an animal or other creature. While the beast doesn\'t need to be wild, it must not +You want to domesticate and train an animal or other creature. While the beast doesn't need to be wild, it must not already be domesticated and trained. - **Opening:** Getting Acquainted. You get to know the creature a bit, and it gets to know you. @@ -35080,7 +35080,7 @@ - **Step(s):** Training. Each time you use this step, you teach the creature a new, significant command that it will obey regularly and immediately. -- **Climax:** Completion. Believing the creature\'s training to be complete, you put it in a situation where that is +- **Climax:** Completion. Believing the creature's training to be complete, you put it in a situation where that is put to the test. - **Resolution:** You reflect on the experience. @@ -35133,7 +35133,7 @@ Someone did something horrible, and its ramifications are still felt, even if it happened long ago. You seek to undo the damage, or at least stop it from continuing. -This is different from the [Justice](#arc-justice) arc because this isn\'t about justice (or even revenge)---it\'s about +This is different from the [Justice](#arc-justice) arc because this isn't about justice (or even revenge)---it\'s about literally undoing something bad that happened in the past, such as a great library being burned to the ground, a sovereign people being driven from their land, and so on. @@ -35147,7 +35147,7 @@ - **Climax:** Change. You face the challenge of the former wrong, and either overcome it or fail. -- **Resolution:** You reflect on what you\'ve accomplished and think about the future. +- **Resolution:** You reflect on what you've accomplished and think about the future. ------------------------------------------------------------------------------------------------------------------------ @@ -35201,7 +35201,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** Depending on the setting, character options from [Old Gus\' Daft Drafts](#g-dd.html) might be +**Editor's Notes ---** Depending on the setting, character options from [Old Gus\' Daft Drafts](#g-dd.html) might be appropriate. ::: @@ -35221,8 +35221,8 @@ Fantasy can also be defined by the amount of fantasy elements within it. A second-world fantasy filled with wizards, ghosts, dragons, curses, and gods is referred to as high fantasy. Fantasy with a firmer grounding in reality as we know -it in our world is low fantasy. (In fact, low fantasy often takes place in our world, or in our world\'s distant past, -like the stories of Conan.) No single element indicates concretely that a given fantasy is high or low. It\'s the +it in our world is low fantasy. (In fact, low fantasy often takes place in our world, or in our world's distant past, +like the stories of Conan.) No single element indicates concretely that a given fantasy is high or low. It's the prevalence of those elements. The point is, there are many, many types of fantasy. @@ -35284,7 +35284,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** [Foci](#og-dd-foci) and [Flavors](#og-dd-flavors) from [Old Gus\' Daft Drafts](og-dd.html) also +**Editor's Notes ---** [Foci](#og-dd-foci) and [Flavors](#og-dd-flavors) from [Old Gus\' Daft Drafts](og-dd.html) also make good character options in a fantasy setting. ::: @@ -35325,11 +35325,11 @@ [(Godforsaken, page 20)]{.og-ref}[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} This list of options can help players who are used to class-based systems like *Dungeons & Dragons* or *Pathfinder*, and -aren\'t sure how to translate their character idea. Some of these options recommend swapping out a type ability for an +aren't sure how to translate their character idea. Some of these options recommend swapping out a type ability for an ability from one of the character [flavors](#choose-flavor). ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** As new foci have been added to the CSRD, the editor has also added them to appropriate character +**Editor's Notes ---** As new foci have been added to the CSRD, the editor has also added them to appropriate character options in this section. ::: @@ -35345,7 +35345,7 @@ [Bears a Halo of Fire](#focus-bears-a-halo-of-fire). For a healer, choose [Works Miracles](#focus-works-miracles). ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The [crafter flavor](og-dd.html#flavor-crafter) in [Old Gus\' Daft Drafts](og-dd.html) is also +**Editor's Notes ---** The [crafter flavor](og-dd.html#flavor-crafter) in [Old Gus\' Daft Drafts](og-dd.html) is also good way to allow any PC to become an versatile craftsperson. ::: @@ -35361,7 +35361,7 @@ Lead](#focus-spits-fire-and-lead), and [Would Rather Be Reading](#focus-would-rather-be-reading). ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The [crafter flavor](og-dd.html#flavor-crafter) in [Old Gus\' Daft Drafts](og-dd.html) is also +**Editor's Notes ---** The [crafter flavor](og-dd.html#flavor-crafter) in [Old Gus\' Daft Drafts](og-dd.html) is also good way to allow any PC to become an versatile craftsperson. ::: @@ -35396,7 +35396,7 @@ [Lived Among the Fey](#focus-lived-among-the-fey), and [Masters Spells](#focus-masters-spells). ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The [fey flavor](og-dd.html#flavor-fey) in [Old Gus\' Daft Drafts](og-dd.html) is also good way +**Editor's Notes ---** The [fey flavor](og-dd.html#flavor-fey) in [Old Gus\' Daft Drafts](og-dd.html) is also good way to give a bard additional magic. ::: @@ -35432,7 +35432,7 @@ [fighters](#fantasy-character-fighter)) ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The [ritualist flavor](og-dd.html#flavor-ritualist) in [Old Gus\' Daft Drafts](og-dd.html) is +**Editor's Notes ---** The [ritualist flavor](og-dd.html#flavor-ritualist) in [Old Gus\' Daft Drafts](og-dd.html) is also good way to give a cleric abilities related to [ritual magic](#ritual-magic). ::: @@ -35463,8 +35463,8 @@ Shape](#focus-takes-animal-shape), [Walks the Wild Woods](#focus-walks-the-wild-woods) ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The [fey flavor](og-dd.html#flavor-fey) and [ritualist flavor](og-dd.html#flavor-ritualist) in -[Old Gus\' Daft Drafts](og-dd.html) are appropriate choices for a druid. +**Editor's Notes ---** The [fey flavor](og-dd.html#flavor-fey) and [ritualist flavor](og-dd.html#flavor-ritualist) in +[Old Gus' Daft Drafts](og-dd.html) are appropriate choices for a druid. ::: ###### Fighter [#](#fantasy-character-fighter){.og-h-anchor aria-hidden="true"} {#fantasy-character-fighter} @@ -35516,7 +35516,7 @@ Nobility](#focus-descends-from-nobility) or [Is Idolized by Millions](#focus-is-idolized-by-millions) foci. ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The [crafter flavor](og-dd.html#flavor-crafter) in [Old Gus\' Daft Drafts](og-dd.html) is a good +**Editor's Notes ---** The [crafter flavor](og-dd.html#flavor-crafter) in [Old Gus\' Daft Drafts](og-dd.html) is a good way to give a merchant a practical set of skills and abilities. ::: @@ -35553,7 +35553,7 @@ Power](#focus-siphons-power), and [Wields Invisible Force](#focus-wields-invisible-force). ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The [psionic flavor](og-dd.html#flavor-psionic) in [Old Gus\' Daft Drafts](og-dd.html) is also +**Editor's Notes ---** The [psionic flavor](og-dd.html#flavor-psionic) in [Old Gus\' Daft Drafts](og-dd.html) is also good way to assign psionic powers to a character. ::: @@ -35570,7 +35570,7 @@ Weapons at Once](#focus-wields-two-weapons-at-once). ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The [fey flavor](og-dd.html#flavor-fey) in [Old Gus\' Daft Drafts](og-dd.html) is also a good +**Editor's Notes ---** The [fey flavor](og-dd.html#flavor-fey) in [Old Gus\' Daft Drafts](og-dd.html) is also a good choice for a ranger who has spent some time wandering the fey wilds. ::: @@ -35622,7 +35622,7 @@ [(Godforsaken, page 20)]{.og-ref}[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} These clever folks are typically [Speakers](#type-speaker), although they could be [Adepts](#type-adept) if they are -very magical (or [Explorers](#type-explorer) if they aren\'t magical at all). If you want to add just a bit of magic, +very magical (or [Explorers](#type-explorer) if they aren't magical at all). If you want to add just a bit of magic, consider the [charms and figments flavor](#flavor-charms-and-figments). Foci choices include [Fights Dirty](#focus-fights-dirty), [Works the Back Alleys](#focus-works-the-back-alleys), or [Entertains](#focus-entertains). @@ -35636,7 +35636,7 @@ Weaponry](#focus-masters-weaponry), and [Wields an Enchanted Weapon](#focus-wields-an-enchanted-weapon). ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** This description corrects a misprint of a non-existent \"Expert\" type. +**Editor's Notes ---** This description corrects a misprint of a non-existent \"Expert\" type. ::: ###### Warlock or Witch [#](#fantasy-character-warlock-or-witch){.og-h-anchor aria-hidden="true"} {#fantasy-character-warlock-or-witch} @@ -35656,7 +35656,7 @@ [sorcerer](#fantasy-character-sorcerer) and [wizard](#fantasy-character-wizard) foci work just as well. ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The [ritualist flavor](og-dd.html#flavor-ritualist) in [Old Gus\' Daft Drafts](og-dd.html) is +**Editor's Notes ---** The [ritualist flavor](og-dd.html#flavor-ritualist) in [Old Gus\' Daft Drafts](og-dd.html) is also good way to give a warlock or witch abilities related to [ritual magic](#ritual-magic). ::: @@ -35669,7 +35669,7 @@ focus that suits this theme is [Uses Wild Magic](#focus-uses-wild-magic). ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The [improbability flavor](og-dd.html#flavor-improbability) in [Old Gus\' Daft +**Editor's Notes ---** The [improbability flavor](og-dd.html#flavor-improbability) in [Old Gus\' Daft Drafts](og-dd.html) is also good way to make a wild mage even more unpredictable. ::: @@ -35720,7 +35720,7 @@ Matter](#focus-focuses-mind-over-matter), [Takes Animal Shape](#focus-takes-animal-shape) ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The [ritualist flavor](og-dd.html#flavor-ritualist) in [Old Gus\' Daft Drafts](og-dd.html) is +**Editor's Notes ---** The [ritualist flavor](og-dd.html#flavor-ritualist) in [Old Gus\' Daft Drafts](og-dd.html) is also good way to give a wizard abilities related to [ritual magic](#ritual-magic). ::: @@ -35801,7 +35801,7 @@ [(Cypher System Rulebook, page 258)]{.og-ref} -You\'re a stocky, broad-shouldered, bearded native of the mountains and hills. You\'re also as stubborn as the stone in +You're a stocky, broad-shouldered, bearded native of the mountains and hills. You\'re also as stubborn as the stone in which the dwarves carve their homes under the mountains. Tradition, honor, pride in smithcraft and warcraft, and a keen appreciation of the wealth buried under the roots of the world are all part of your heritage. Those who wish you ill should be wary of your temper. When dwarves are wronged, they never forget. @@ -35828,7 +35828,7 @@ 1. You found the PCs wandering a maze of tunnels and led them to safety. 2. The PCs hired you to dig out the entrance to a buried ruin. -3. You tracked down the thieves of your ancestor\'s tomb and found they were the PCs. Instead of killing them, you +3. You tracked down the thieves of your ancestor's tomb and found they were the PCs. Instead of killing them, you joined them. 4. Before dwarves settle down, they need to see the world. @@ -35865,7 +35865,7 @@ 2. Your heart yearned for farther shores, and the PCs offered to take you along to new places. 3. Your home was burned by strangers from another place, and you gathered the PCs along the way as you tracked down the villains. -4. An adventure was in the offing, and you didn\'t want to be left behind. +4. An adventure was in the offing, and you didn't want to be left behind. ##### Gnome [#](#fantasy-species-gnome){.og-h-anchor aria-hidden="true"} {#fantasy-species-gnome .og-h-small .og-border} @@ -35895,7 +35895,7 @@ - **Initial Link to the Starting Adventure:** From the following list of options, choose how you became involved in the first adventure. -1. You think an object or material you\'ve been looking for can be found where the other PCs are going. +1. You think an object or material you've been looking for can be found where the other PCs are going. 2. You were recruited because of your knowledge on a particular subject. 3. You were bored and it sounded like the PCs were going to do something interesting. 4. You owe one of the PCs a favor for a useful gift in the past. @@ -35905,7 +35905,7 @@ [(Cypher System Rulebook, page 259)]{.og-ref} You stand at least 12 feet (4 m) tall and tower over everyone around you. Whether you are a full-blooded giant or merely -have giant heritage from large ancestors, you\'re massive. Always large for your age, it became an issue only once you +have giant heritage from large ancestors, you're massive. Always large for your age, it became an issue only once you reached puberty and topped 7 feet (2 m) in height, and kept growing from there. You gain the following characteristics: @@ -35916,7 +35916,7 @@ - **Breaker:** Tasks related to breaking things by smashing them are eased. -- **Inability:** You\'re too large to accomplish normal things. Tasks related to +- **Inability:** You're too large to accomplish normal things. Tasks related to [initiative](#rules-encounters-rounds-and-initiative), stealth, and fine manipulation of any sort (such as lockpicking or repair tasks) are hindered. @@ -35925,8 +35925,8 @@ - **Initial Link to the Starting Adventure:** From the following list of options, choose how you became involved in the first adventure. -1. You fished the PCs out of a deep hole they\'d fallen into while exploring. -2. You were the PCs\' guide in the land of giants and stayed with them afterward. +1. You fished the PCs out of a deep hole they'd fallen into while exploring. +2. You were the PCs' guide in the land of giants and stayed with them afterward. 3. The PCs helped you escape a nether realm where other giants were imprisoned by the gods. 4. You kept the PCs from being discovered by hiding them behind your bulk when they were on the run. @@ -35937,7 +35937,7 @@ Three feet tall and proud, you are fond of the comforts of home but itching for a little adventure now and then. Small and quick, you have a way of getting along with everyone. You might have been raised in a halfling village, a mixed community where humans and the small folk work and eat side by side as friends, or a less welcoming environment where -your people get things done using deception and criminal activity. You and humans have a lot in common---you\'re just +your people get things done using deception and criminal activity. You and humans have a lot in common---you're just more compact and efficient about it. You gain the following characteristics: @@ -35961,7 +35961,7 @@ 1. You were fleeing someone and literally ran into the other PCs. 2. You were invited (or invited yourself) as a good luck charm. 3. You were tricked into going with the other PCs or were brought along despite your very reasonable objections. -4. You\'re very protective of another PC and want to make sure they get through the upcoming challenges. +4. You're very protective of another PC and want to make sure they get through the upcoming challenges. ##### Helborn [#](#fantasy-species-helborn){.og-h-anchor aria-hidden="true"} {#fantasy-species-helborn .og-h-small .og-border} @@ -35969,7 +35969,7 @@ Demons of the underworld sometimes escape. When they do, they can taint human bloodlines. Things like you are the result of such unnatural unions. Part human and part something else, you are an orphan of a supernatural dalliance. Thanks to -your unsettling appearance, you\'ve probably been forced to make your own way in a world that often fears and resents +your unsettling appearance, you've probably been forced to make your own way in a world that often fears and resents you. Some of your kin have large horns, tails, and pointed teeth. Others are more subtle or more obvious in their differences---a shadow of a knife-edge in their face and a touch that withers normal plants, a little too much fire in their eyes and a scent of ash in the air, a forked tongue, goatlike legs, or the inability to cast a shadow. Work with @@ -35988,8 +35988,8 @@ heritage, and can use it like any other type or focus ability. - **Inner Evil:** You sometimes lose control and risk hurting your allies. When you roll a 1, the GM has the option to - intrude by indicating that you lose control. Once you\'ve lost control, you attack any and every living creature - within short range. You can\'t spend Intellect points for any reason other than to try to regain control (a + intrude by indicating that you lose control. Once you've lost control, you attack any and every living creature + within short range. You can't spend Intellect points for any reason other than to try to regain control (a difficulty 2 task). After you regain control, you suffer a −1 penalty to all rolls for one hour. - **Inability:** People distrust you. Tasks to persuade or deceive are hindered. @@ -35997,10 +35997,10 @@ - **Initial Link to the Starting Adventure:** From the following list of options, choose how you became involved in the first adventure. -1. You were nearly beaten to death by people who didn\'t like your look, but the PCs found and revived you. +1. You were nearly beaten to death by people who didn't like your look, but the PCs found and revived you. 2. The PCs hired you for your knowledge of magic. 3. Every so often you get visions of people trapped in the underworld. You tracked those people down and found the PCs, - who\'d never visited the underworld. Yet. + who'd never visited the underworld. Yet. 4. Your situation at home became untenable because of how people reacted to your looks. You joined the PCs to get away. ##### Lizardfolk [#](#fantasy-species-lizardfolk){.og-h-anchor aria-hidden="true"} {#fantasy-species-lizardfolk .og-h-small .og-border} @@ -36067,9 +36067,9 @@ [(Cypher System Rulebook, page 259)]{.og-ref} Fantasy settings prioritize magic as an essential ingredient. But why restrict that magic to just wizards and similar -characters? It\'s not uncommon in fantasy literature for a thief or warrior to learn a few spells as they steal or brawl -through their adventures. Leiber\'s Gray Mouser knew some spells, Moorcock\'s Elric knew a lot, pretty much everyone in -Anthony\'s Xanth books knew at least one, and so on. Of course, wizards and sorcerers specialize in spellcasting, which +characters? It's not uncommon in fantasy literature for a thief or warrior to learn a few spells as they steal or brawl +through their adventures. Leiber's Gray Mouser knew some spells, Moorcock\'s Elric knew a lot, pretty much everyone in +Anthony's Xanth books knew at least one, and so on. Of course, wizards and sorcerers specialize in spellcasting, which gives them clear superiority in magic use. But whether a character is a fireball-flinging wizard or a belligerent barbarian, anyone can learn some spellcasting under this optional rule. @@ -36078,7 +36078,7 @@ just stick with the one. ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** [Cyphers](#choose-cyphers) are also a good way to create powerful spells with limited use. Such +**Editor's Notes ---** [Cyphers](#choose-cyphers) are also a good way to create powerful spells with limited use. Such spells are probably [subtle cyphers](#subtle-cyphers), but their effects could match those of any cypher, including [manifest cyphers](#manifest-cyphers). For example, rather than gaining the [Fire Bloom](#ability-fire-bloom){.og-ability} ability as a spell, a PC might gain access to the @@ -36094,12 +36094,12 @@ Any character can gain a spell by [spending 3 XP](#spending-experience-points) and working with the GM to come up with an in-game story of how the PC learned it. Maybe they learned it as a child from their parent and practiced it enough to -actually do it; perhaps they spent a month hiding in a wizard\'s library reading; it could be that they found a weird +actually do it; perhaps they spent a month hiding in a wizard's library reading; it could be that they found a weird magical amulet that imbues them with the spell; and so on. Next, choose one low-tier ability from [Chapter 9: Abilities](#chapter-9-abilities). If the GM agrees it is appropriate, -the character gains that ability as their spell, with a few caveats. The spell can\'t be used like a normal ability -gained through a PC\'s [type](#choose-type) or [focus](#choose-focus). Instead, a character must either use a [recovery +the character gains that ability as their spell, with a few caveats. The spell can't be used like a normal ability +gained through a PC's [type](#choose-type) or [focus](#choose-focus). Instead, a character must either use a [recovery roll](#recovery-rolls) or spend many minutes or longer evoking their spell, in addition to paying its [Pool](#pool) cost (if any). @@ -36117,7 +36117,7 @@ [(Cypher System Rulebook, page 260)]{.og-ref} Once a character has learned at least one spell, they can opt to learn additional spells later. Each time, they must -spend an additional 3 [XP](#choose-xp) and work with the GM to come up with an in-game story of how the character\'s +spend an additional 3 [XP](#choose-xp) and work with the GM to come up with an in-game story of how the character's magical learning has progressed. Two additional rules for learning additional spells apply: @@ -36127,11 +36127,11 @@ - Second, a character must be at least tier 5 and have previously gained one mid-tier spell before they can learn a high-tier spell. -Otherwise, gaining and casting additional spells are as described for the character\'s [first +Otherwise, gaining and casting additional spells are as described for the character's [first spell](#spellcasting-first-spell). ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** For more on low-, mid-, and high-tier abilities, see [Chapter 9: +**Editor's Notes ---** For more on low-, mid-, and high-tier abilities, see [Chapter 9: Abilities](#chapter-9-abilities). ::: @@ -36148,7 +36148,7 @@ Spells](#focus-masters-spells), [Channels Divine Blessings](#focus-channels-divine-blessings), [Speaks for the Land](#focus-speaks-for-the-land), and possibly others are also considered to be spellcasters, and moreover, specialized ones. Their spells---abilities provided by their type or focus---are used simply by paying their [Pool](#pool) costs. -Extra time or physical effort isn\'t required to cast them. That\'s because, in the parlance of the fantasy genre, these +Extra time or physical effort isn't required to cast them. That\'s because, in the parlance of the fantasy genre, these spells are considered to be \"prepared.\" But specialized casters can also use the [optional spellcasting rule](#optional-rule-spellcasting) to expand their magic @@ -36157,8 +36157,8 @@ Optionally, specialized casters who record their arcane knowledge in a spellbook (or something similar) gain one additional benefit. The spellbook is a compilation of spells, formulas, and notes that grants the specialized caster -more flexibility than those who\'ve simply learned a spell or two. With a spellbook, a PC can replace up to three -prepared spells with three other spells they\'ve learned of the same tier. To do so, they must spend at least one +more flexibility than those who've simply learned a spell or two. With a spellbook, a PC can replace up to three +prepared spells with three other spells they've learned of the same tier. To do so, they must spend at least one uninterrupted hour studying their spellbook. Usually, this is something that requires a fresh mind, and must be done soon after a ten-hour recovery. @@ -36166,17 +36166,17 @@ [Telekinesis](#ability-telekinesis){.og-ability} (an ability gained from the optional spellcasting rule), from now on the character can cast [Ward](#ability-ward){.og-ability} only by spending time or using a [recovery roll](#recovery-rolls) (as well as spending [Pool](#pool) points). On the other hand, they can use Telekinesis normally, -because now it\'s prepared. Later, the wizard could spend the time studying to change out their prepared spells with -others they\'ve learned using the [optional spellcasting rule](#optional-rule-spellcasting). +because now it's prepared. Later, the wizard could spend the time studying to change out their prepared spells with +others they've learned using the [optional spellcasting rule](#optional-rule-spellcasting). A PC might choose the 4 [XP](#choose-xp) [character advancement](#character-advancement) option to select a new -type-based ability from their tier or a lower tier. If so, the ability gained doesn\'t count as a spell, and the +type-based ability from their tier or a lower tier. If so, the ability gained doesn't count as a spell, and the spellcasting rule limitations do not apply to the ability so gained. If the PC is a wizard and uses the 4 XP character advancement option, treat the ability as one more prepared spell. ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Note ---** In the [Cypher System +**Editor's Note ---** In the [Cypher System Rulebook](https://www.montecookgames.com/store/product/cypher-system-rulebook-2/){.og-icon .og-mcg}, this section is titled *Wizards and the Optional Spellcasting Rule*. ::: @@ -36187,13 +36187,13 @@ [(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} There are many other ways the GM can place limits on supernatural abilities---for example, -[spellcasting](#optional-rule-spellcasting) or [psionics](#optional-rule-psionics)---that don\'t affect the PCs\' +[spellcasting](#optional-rule-spellcasting) or [psionics](#optional-rule-psionics)---that don't affect the PCs\' [recovery rolls](#recovery-rolls). Here are a few possible arrangements: - **Cyphers and Artifacts:** [Creating new cyphers and artifacts](#creating-cyphers-artifacts-and-abilities) that replicate the effects of [abilities](#choose-abilities) is a good way to try out adding new abilities to PCs. If they are [subtle cyphers](#subtle-cyphers), the PCs can [pay 1 XP](#discovering-subtle-cyphers-requesting) to - request the cypher, and use the ability again. If it\'s a [manifest cypher](#manifest-cyphers) or + request the cypher, and use the ability again. If it's a [manifest cypher](#manifest-cyphers) or [artifact](#choose-artifacts), the PC focuses the supernatural ability through it. If the artifact depletes, the PCs might find a way to [revive it](#optional-rule-reviving-artifacts). PCs might also be able to [craft](#crafting-magic-items) or repair these artifacts. @@ -36235,7 +36235,7 @@ - *Universal Depletion.* A PC with supernatural abilities begins with a depletion of 10 in 1d20, and can pay 3 [XP](#choose-xp) as a [long-term benefit](#experience-points-long-term-benefits) to lower their depletion rating - by 1, to a minimum of 1. Once depleted, the PC can\'t cast use their supernatural abilities until after their + by 1, to a minimum of 1. Once depleted, the PC can't cast use their supernatural abilities until after their next ten-hour [recovery roll](#recovery-rolls). - *Individual Depletion.* Each supernatural ability has its own depletion rating. Low-tier spells are usually 1 in @@ -36244,7 +36244,7 @@ - **Stress:** If the game uses the optional [Stress](#horror-rules-stress) module, see [Stress and the Supernatural](#horror-rules-stress-supernatural) and [Ability Category: Stress](#horror-rules-stress-abilities). -- **Backlash and Corruption:** Here\'s an old idea: Using a supernatural ability costs nothing---however, each time +- **Backlash and Corruption:** Here's an old idea: Using a supernatural ability costs nothing---however, each time the PC casts a spell, their [GM intrusion](#gm-intrusion) rate is raised by 1 until they finish a ten-hour [recovery roll](#recovery-rolls). Additionally, triggering a GM intrusion on a task prompted by using supernatural abilities might corrupt the caster. The PC rolls a 1d20 on the following table: @@ -36267,19 +36267,19 @@ - **Supernatural Stat Pool:** This option is a more extreme measure that will have profound effects on the game: PCs with supernatural abilities gain a new stat [Pool](#pool)---Magic, Mana, Essence, Psi---whatever makes sense for the - setting. Whatever the name, the new stat\'s Pool begins with 8 points, and has an [Edge](#edge) of 0. Regardless of - the Pool the special ability\'s cost is usually paid from, it is paid from the new Pool\'s points instead, and tasks - it prompts are related to that stat instead of the ability\'s usual [Might](#might), [Speed](#speed), or + setting. Whatever the name, the new stat's Pool begins with 8 points, and has an [Edge](#edge) of 0. Regardless of + the Pool the special ability's cost is usually paid from, it is paid from the new Pool\'s points instead, and tasks + it prompts are related to that stat instead of the ability's usual [Might](#might), [Speed](#speed), or [Intellect](#intellect). PCs can use the Increasing Capabilities [character advancement](#character-advancement) to - assign additional points to their new stat Pool, and Moving Toward Perfection to increase the new stat\'s Edge. - Reducing the new stat Pool to 0 points probably doesn\'t send the PC down [the damage - track](#the-damage-track)---but that\'s up to the GM. In some settings, becoming a supernatural PC might bind your + assign additional points to their new stat Pool, and Moving Toward Perfection to increase the new stat's Edge. + Reducing the new stat Pool to 0 points probably doesn't send the PC down [the damage + track](#the-damage-track)---but that's up to the GM. In some settings, becoming a supernatural PC might bind your fate to the world in new ways. -- **Enablers and Durations:** If a supernatural [ability](#choose-abilities) is an Enabler, it\'s unclear how long its +- **Enablers and Durations:** If a supernatural [ability](#choose-abilities) is an Enabler, it's unclear how long its effects should last after activation. For example, if a player learns [Ward](#ability-ward){.og-ability} as a supernatural ability and uses a [recovery roll](#recovery-rolls) to activate it, how long does the PC benefit from - the [Armor](#rules-armor) bonus it provides? Ultimately, the GM must decide what\'s appropriate. The GM should + the [Armor](#rules-armor) bonus it provides? Ultimately, the GM must decide what's appropriate. The GM should consider the following options (and might assign different supernatural abilities different durations): - *Preparation Counts.* The enabler ability is always active so long as the ability is prepared. @@ -36306,8 +36306,8 @@ practically fly or run across water. - **Everyone knows kung fu.** Unless a person is a simple farmer, herder, or merchant, they know how to fight with - elaborate and powerful martial arts styles. This doesn\'t change anything in the game mechanically---no one gets the - ability to use weapons that they wouldn\'t normally have under the rules. But it does change the flavor, suggesting + elaborate and powerful martial arts styles. This doesn't change anything in the game mechanically---no one gets the + ability to use weapons that they wouldn't normally have under the rules. But it does change the flavor, suggesting that no PC is entirely ignorant of weapons or close combat. - **Players are encouraged to come up with interesting names for their martial arts abilities.** Instead of using a @@ -36340,7 +36340,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** If your goal is to create a kind of \"cultivation\" fantasy, or to emphasize schools and +**Editor's Notes ---** If your goal is to create a kind of \"cultivation\" fantasy, or to emphasize schools and teachers, see [Power Shifts in Other Genres](#optional-rule-power-shifts-in-other-genres) and [Covens](#covens). ::: @@ -36348,7 +36348,7 @@ #### Crafting Magic Items [#](#crafting-magic-items){.og-h-anchor aria-hidden="true"} -[(Godforsaken, page 49)]{.og-ref}[(It\'s Only Magic, page 90)]{.og-ref} +[(Godforsaken, page 49)]{.og-ref}[(It's Only Magic, page 90)]{.og-ref} Potions, scrolls, and other one-use items are [cyphers](#crafting-magic-items-cyphers), and longer-lasting items are generally [artifacts](#crafting-magic-items-artifacts). @@ -36356,7 +36356,7 @@ ::: {.alert .ps-4 .pb-0} ###### Magical Crafting Skills [#](#magical-crafting-skills){.og-h-anchor aria-hidden="true"} -[(It\'s Only Magic, page 90)]{.og-ref} +[(It's Only Magic, page 90)]{.og-ref} Depending on the setting, a character learning how to craft magic items might become trained or specialized in a general \"crafting magic items\" [skills](#skills), or need to have a specific skill for each kind of item they might craft, @@ -36366,10 +36366,10 @@ ##### Crafting Cyphers [#](#crafting-magic-items-cyphers){.og-h-anchor aria-hidden="true"} {#crafting-magic-items-cyphers} -[(Godforsaken, page 50)]{.og-ref}[(It\'s Only Magic, page 90)]{.og-ref} +[(Godforsaken, page 50)]{.og-ref}[(It's Only Magic, page 90)]{.og-ref} - **1. Choose Cypher Level.** Creating a low-level cypher is easier than creating a high-level one. The character - decides what level of cypher they\'re trying to create, which must be in the level range for the cypher as listed in + decides what level of cypher they're trying to create, which must be in the level range for the cypher as listed in the Cypher System Reference Document. Note that some cyphers have the same effect no matter what level they are, so the character could make [crafting](#choose-crafting) easier by creating the lowest-level version of that cypher, but the GM is always able to rule that a particular cypher must be crafted at a certain level or higher for it to @@ -36417,11 +36417,11 @@ For any time in excess of nine hours, the process is assumed to have stages where the character is not actively working on it, just checking on it occasionally to make sure everything is going as planned--- allowing the base - ingredients of a potion to cook for a few hours, stirring to make sure the ingredients don\'t congeal, allowing ink + ingredients of a potion to cook for a few hours, stirring to make sure the ingredients don't congeal, allowing ink on a scroll to dry, and so on. In other words, the character is able to perform other actions in the vicinity of the - crafting (such as studying, resting, eating, and so on), but couldn\'t craft on the road, in the middle of a + crafting (such as studying, resting, eating, and so on), but couldn't craft on the road, in the middle of a dungeon, during a business trip or in the middle of a wedding. In our previous potion example, the assessed - difficulty is 5, so Vanya\'s time to craft is one day. + difficulty is 5, so Vanya's time to craft is one day. ::: table-responsive Assessed Difficulty Time to Craft @@ -36443,20 +36443,20 @@ - **5. Complete Subtasks.** The character must complete multiple subtasks that are steps toward finishing the process---one subtask per level of assessed difficulty. - The first subtask\'s difficulty is 1, and each successive task\'s difficulty increases by 1 until the character - reaches the last, hardest task with a difficulty equal to the cypher\'s assessed difficulty. + The first subtask's difficulty is 1, and each successive task\'s difficulty increases by 1 until the character + reaches the last, hardest task with a difficulty equal to the cypher's assessed difficulty. Generally, subtask attempts occur at equally divided intervals over the course of the full time required to craft the item. - If the character fails on a subtask, the item isn\'t ruined. Instead, the character only wasted the time spent on + If the character fails on a subtask, the item isn't ruined. Instead, the character only wasted the time spent on that subtask, and they can spend that much time again and try to succeed at that same subtask. If the crafter fails twice in a row on the same subtask, they can continue crafting, but they lose crafting time, and one of the most expensive ingredients is destroyed (or consumed or ruined) and must be replaced before the crafting can continue. - For example, Vanya\'s potion brewing (assessed difficulty of 5) is divided into five subtasks (starting at + For example, Vanya's potion brewing (assessed difficulty of 5) is divided into five subtasks (starting at difficulty 1 and ending at 5). Because the crafting time is one day, each subtask takes about five hours - (twenty-four hours in a day divided by five subtasks). If Vanya fails on the difficulty 3 subtask, she\'s lost five + (twenty-four hours in a day divided by five subtasks). If Vanya fails on the difficulty 3 subtask, she's lost five hours of work but can [try again](rules-retrying-a-task-after-failure). If she fails a second time, she loses another five hours of work and ruins one of her expensive ingredients, which must be replaced before she can continue. When Vanya succeeds at the last subtask (difficulty 5), the potion is finished. @@ -36468,13 +36468,13 @@ ::: {.alert .ps-4 .pb-0} ##### Crafting Artifacts [#](#crafting-magic-items-artifacts){.og-h-anchor aria-hidden="true"} {#crafting-magic-items-artifacts} -[(Godforsaken, page 52)]{.og-ref}[(It\'s Only Magic, page 91)]{.og-ref} +[(Godforsaken, page 52)]{.og-ref}[(It's Only Magic, page 91)]{.og-ref} [Crafting](#choose-crafting) an [artifact](#choose-artifacts) is similar to choosing a new [type](#chapter-5-type) or [focus](#chapter-8-focus) [ability](#chapter-9-abilities)---the character has many to choose from, they select the one -that best fits their intention, and thereafter they can use the artifact much like they\'d use any of their other -character abilities. The main difference is that most artifacts don\'t cost [Pool](#pool) points to activate, and -character abilities don\'t have a depletion stat that eventually removes the item from play. Crafting artifacts is +that best fits their intention, and thereafter they can use the artifact much like they'd use any of their other +character abilities. The main difference is that most artifacts don't cost [Pool](#pool) points to activate, and +character abilities don't have a depletion stat that eventually removes the item from play. Crafting artifacts is handled as a [long-term benefit](#experience-points-long-term-benefits) of [character advancement](#character-advancement); the character and GM agree on the artifact to be crafted, and the character spends 3 [XP](#choose-xp). If the item is fairly simple, the GM can skip the crafting details and just say that after a period @@ -36519,7 +36519,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Note ---** The [ritualist flavor](og-dd.html#flavor-ritualist) in [Old Gus\' Daft Drafts](og-dd.html) +**Editor's Note ---** The [ritualist flavor](og-dd.html#flavor-ritualist) in [Old Gus\' Daft Drafts](og-dd.html) provides any character the ability to master ritual magic. ::: @@ -36536,23 +36536,23 @@ [(Godforsaken, page 56)]{.og-ref} Completing a ritual has an overall [difficulty](#rules-task-difficulty) level, usually equal to the level of the -challenge. Sometimes there isn\'t a clear idea of what level the challenge should be--- teleporting a group of people to -a nearby city and raising a person from the dead don\'t have an obvious task level. In these cases, the GM should choose +challenge. Sometimes there isn't a clear idea of what level the challenge should be--- teleporting a group of people to +a nearby city and raising a person from the dead don't have an obvious task level. In these cases, the GM should choose a level for the ritual based on what would make an interesting experience for the players. Instead of having the success or failure of this sort of magic come down to one roll, ritual magic lets the GM build tension by requiring the players to make rolls for multiple subtasks. The subtasks start at difficulty 1, and the subtask difficulty increases by 1 each time until the players make a final roll at the highest difficulty. A ritual with an overall difficulty of 4 has four subtasks, with the first one at difficulty 1, the second at difficulty 2, the third at 3, and the last one at 4. -If at any point the PC fails a subtask, the ritual isn\'t automatically ruined, but it costs time---a failure means the +If at any point the PC fails a subtask, the ritual isn't automatically ruined, but it costs time---a failure means the time spent on that subtask was wasted, but the character can spend that much time again and try to succeed at that same subtask. The GM may decide that later attempts at that subtask are hindered, or that a certain number of failures during -the ritual (perhaps equal to half the ritual\'s overall level) means the whole thing needs to be started again. Skills, +the ritual (perhaps equal to half the ritual's overall level) means the whole thing needs to be started again. Skills, assets, and other special abilities can ease subtasks just like they do with any other task (which might make some of the subtasks routine and not require a roll at all). Characters may apply [Effort](#effort) to each subtask. ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Note ---** The [Perilous Venture](#horror-rules-perilous-venture) horror module makes an excellent +**Editor's Note ---** The [Perilous Venture](#horror-rules-perilous-venture) horror module makes an excellent supplement to ritual magic. ::: @@ -36570,7 +36570,7 @@ [(Godforsaken, page 59)]{.og-ref} The GM may allow a character to speed up a ritual, reducing the time required for one or more subtasks. Generally, -reducing a subtask\'s time by half should hinder the subtask, and reducing it by half again (reducing the time needed to +reducing a subtask's time by half should hinder the subtask, and reducing it by half again (reducing the time needed to a quarter of the normal amount) should hinder the subtask by an additional step (two steps total). The minimum amount of time for a subtask is 1 round (unless the subtask is routine, in which case the GM may allow it to take no time at all). @@ -36639,7 +36639,7 @@ - **Other Assets:** Knowledge or control of similar entities ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -Beseech only draws the entity\'s attention; the various Conjure rituals bring the summoned entity bodily to the ritual +Beseech only draws the entity's attention; the various Conjure rituals bring the summoned entity bodily to the ritual space to talk in person. ::: @@ -36650,7 +36650,7 @@ Summons the spirit of a dead person or creature (commonly called a \"ghost\"), which appears in the summoning circle prepared for the ritual. The spirit remains there for about a minute, during which time the summoners can interrogate them or persuade them to share information. The spirit usually wants something in return (such as messages conveyed to -the living or unfulfilled tasks completed). If the characters don\'t comply, they must magically threaten or compel the +the living or unfulfilled tasks completed). If the characters don't comply, they must magically threaten or compel the spirit to obey. - **Level:** The level of the dead spirit @@ -36661,7 +36661,7 @@ - **Side Effects:** Haunting, [possession](#horror-rules-possession) -- **Reagents:** Mementos of the spirit\'s life, the spirit\'s former physical remains, a person or creature to possess +- **Reagents:** Mementos of the spirit's life, the spirit\'s former physical remains, a person or creature to possess - **Pool:** Might or Intellect @@ -36736,7 +36736,7 @@ elemental is usually summoned to do something that takes no longer than an hour and requires it to travel no more than about 50 miles (80 km)---attack, guard, and scout are common tasks. The elemental typically wants something in return for its service, usually a gift or bribe appropriate to its nature---incense for air, gems for earth, oil for fire, -salts for water, and so on. If the summoners can\'t come to an agreement with the elemental, it might make one attack +salts for water, and so on. If the summoners can't come to an agreement with the elemental, it might make one attack before it leaves. - **Level:** The level of the elemental @@ -36765,7 +36765,7 @@ [(Godforsaken, page 62)]{.og-ref} Wards a location against evil influences and unwanted magic for a year and a day. The ritual affects an area up to a -very long distance across. Evil creatures and magical effects of less than the ritual\'s level can\'t enter the area or +very long distance across. Evil creatures and magical effects of less than the ritual's level can\'t enter the area or use abilities against it. If the PCs are warded out of the designated area, they must make an Intellect defense roll to enter it (and another each minute while within the area, or retreat) and all their actions inside or targeted within the area are hindered by two steps. @@ -36840,10 +36840,10 @@ Drives out unwanted spirits (ghosts, demons, or something else) from an area up to a long distance across. Once cast out, the spirits cannot return for a year and a day (although most of them decide to move on long before that time -comes). Completing the ritual doesn\'t prevent other spirits from entering or inhabiting the area, but it is likely that -they can sense that an exorcism happened there, and most choose to avoid such an area so they don\'t suffer the same +comes). Completing the ritual doesn't prevent other spirits from entering or inhabiting the area, but it is likely that +they can sense that an exorcism happened there, and most choose to avoid such an area so they don't suffer the same fate. The ritual can also be used to cast out spirits from a possessed creature, preventing those spirits from returning -for a year and a day. As with using the ritual to cleanse a location, this doesn\'t prevent other spirits from +for a year and a day. As with using the ritual to cleanse a location, this doesn't prevent other spirits from afflicting the creature, but later spirits can sense the recent exorcism and prefer to avoid that creature. - **Level:** The level of the most powerful hostile presence to be exorcised @@ -36870,8 +36870,8 @@ [(Godforsaken, page 63)]{.og-ref} -Sacrifices some of the ritualist\'s flesh, inflicting Might and Speed damage equal to the level of the ritual and -permanently reducing the character\'s Pools by 4 points (the character can divide this loss between Might and Speed as +Sacrifices some of the ritualist's flesh, inflicting Might and Speed damage equal to the level of the ritual and +permanently reducing the character's Pools by 4 points (the character can divide this loss between Might and Speed as they see fit). The character experiences painful hallucinations that give them insight and understanding. They immediately learn one type or focus ability available to them (any ability they could learn by [spending 4 XP](#spending-experience-points) as an [advancement](#character-advancement)). @@ -36892,7 +36892,7 @@ - **Other Assets:** Pain tolerance, surgery ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -Instead of permanently reducing a character\'s Pools by 4 points, the GM could allow other permanent penalties such as +Instead of permanently reducing a character's Pools by 4 points, the GM could allow other permanent penalties such as reducing an [Edge](#edge) stat by 1 (to a minimum of 0), gaining an [inability](#key-concepts) in a useful [skill](#skills), or permanently reducing all points gained through [recovery rolls](#recovery-rolls) by 2. ::: @@ -36919,7 +36919,7 @@ - **Pool:** Might -- **Other Assets:** Healing magic, resistance to the target\'s affliction +- **Other Assets:** Healing magic, resistance to the target's affliction ###### Resurrection [#](#ritual-resurrection){.og-h-anchor aria-hidden="true"} {#ritual-resurrection .og-tab-sub} @@ -36938,8 +36938,8 @@ - **Side Effects:** Creature moves a step down [the damage track](#the-damage-track), enmity of a death god, [lasting damage](#creating-challenging-encounters), scarring, sympathetic damage -- **Reagents:** Deceased\'s corpse, healing ointment, items of emotional significance (such as devotion, hope, or - regret), items of importance to the deceased, parchment extolling the deceased\'s history and deeds, +- **Reagents:** Deceased's corpse, healing ointment, items of emotional significance (such as devotion, hope, or + regret), items of importance to the deceased, parchment extolling the deceased's history and deeds, soul-sympathetic items - **Pool:** Might or Intellect @@ -36968,7 +36968,7 @@ - **Side E**ffects: Creature rages or escapes, damage, dying curse, haunting - **Reagents: Bin**dings, creature to be sacrificed, drum, flute, silver knife, soul object (its level must be at - least as high as the creature\'s level) + least as high as the creature's level) - **Pool:** Might or Intellect @@ -37011,7 +37011,7 @@ ------------------------ --------------------------------- Arrows (12) --- Crossbow bolts (12) --- - Knife (rusty and worn) Light weapon (won\'t last long) + Knife (rusty and worn) Light weapon (won't last long) Wooden club Light weapon : Inexpensive Weapons @@ -37038,7 +37038,7 @@ Blowgun Light weapon, immediate range Dagger Light weapon Handaxe Light weapon - Sword (substandard) Medium weapon (won\'t last long) + Sword (substandard) Medium weapon (won't last long) Throwing knife Light weapon, short range : Moderately Priced Weapons @@ -37179,7 +37179,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The following tables assume a currency system commonly used in fantasy games, where 10 copper +**Editor's Notes ---** The following tables assume a currency system commonly used in fantasy games, where 10 copper pieces (10 cp) equal 1 silver piece (1 sp), and 10 silver pieces equals 1 gold piece (1 gp). You can add additional granularity to this exchange as needed, for example 10 gold pieces (10 gp) might equal 1 platinum piece (1 pp). ::: @@ -37287,7 +37287,7 @@ : 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 +: A wooden handle with a heavy metal head, either one-sided (like a carpenter's hammer) or two-sided (like a sledgehammer). Hand crossbow @@ -37295,7 +37295,7 @@ two hands to load it. Handaxe -: A light, one-handed axe that\'s good for melee or throwing. +: 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. @@ -37304,14 +37304,14 @@ : A larger, two-handed version of a mace. Javelin -: A light spear that\'s designed to be thrown. +: 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. +: A wooden handle with a heavy metal head that's spherical, flanged, or knobbed. Maul : A larger version of the hammer, such as a sledgehammer. @@ -37322,7 +37322,7 @@ 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. +: 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 @@ -37408,7 +37408,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** Full plate and scale armors have been amended by the editor to correct suspected misprints in +**Editor's Notes ---** Full plate and scale armors have been amended by the editor to correct suspected misprints in their listed [Speed Effort cost](#equipment-using-armor). ::: @@ -37451,18 +37451,18 @@ 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 fashionable +: 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](#equipment-using-armor). It - can\'t be worn with other kinds of armor. + bashing attacks like clubs or hammers. Heavy cloth doesn't have a [Speed Effort cost](#equipment-using-armor). 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 armor, but +: 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 + 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. @@ -37470,7 +37470,7 @@ : 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 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](#equipment-using-armor). It can\'t be worn with other kinds of armor. + armor doesn't have a [Speed Effort cost](#equipment-using-armor). 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 @@ -37543,7 +37543,7 @@ 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 clothes, +: 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 @@ -37603,10 +37603,10 @@ 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 traps. +: 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 +: 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 @@ -37642,16 +37642,16 @@ ::: table-responsive 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 : Medieval Fantasy Clothing ::: @@ -37661,11 +37661,11 @@ [(Godforsaken, page 41)]{.og-ref} -Artisan\'s outfit +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 +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. @@ -37673,11 +37673,11 @@ Cold-weather outfit : A heavier set of clothing for protection against cold weather. -Entertainer\'s costume +Entertainer's costume : Interesting (and usually colorful) clothing appropriate for an entertainer such as an actor, bard, juggler, or acrobat. -Explorer\'s outfit +Explorer's outfit : A set of sturdy clothing for adventurers and experienced travelers who want to be prepared for various activities and environments. @@ -37686,7 +37686,7 @@ 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 +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. @@ -37694,10 +37694,10 @@ : 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 +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 +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 @@ -37783,7 +37783,7 @@ [(Godforsaken, page 72)]{.og-ref} -It\'s best to think of gold and magic as two different kinds of currencies that characters have access to. +It's best to think of gold and magic as two different kinds of currencies that characters have access to. ###### Gold [#](#fantasy-rules-awarding-treasure-gold){.og-h-anchor aria-hidden="true"} {#fantasy-rules-awarding-treasure-gold} @@ -37797,15 +37797,15 @@ [(Godforsaken, page 73)]{.og-ref} -The expectation is that PCs will use [cyphers](#choose-cyphers) often because they\'ll have many opportunities to get -more; if the players can exploit this mechanic by selling off most of their cyphers in town, they\'re abusing the rules +The expectation is that PCs will use [cyphers](#choose-cyphers) often because they'll have many opportunities to get +more; if the players can exploit this mechanic by selling off most of their cyphers in town, they're abusing the rules to make gold. The GM might be tempted to discourage this behavior by reducing how often the PCs gain new cyphers, but that goes against the premise of cyphers in the game: they should be common enough that the PCs use them freely instead of hoarding them. The key to addressing this selling-cyphers wealth problem is to make it harder to sell or trade cyphers for gold. -The PCs can have opportunities to trade their cyphers with NPCs in town, whether that\'s at a magic item shop, the tower -of a mentor wizard, a thieves\' guild, a temple, other adventurers, or the local government. The kinds of cyphers these +The PCs can have opportunities to trade their cyphers with NPCs in town, whether that's at a magic item shop, the tower +of a mentor wizard, a thieves' guild, a temple, other adventurers, or the local government. The kinds of cyphers these NPCs can offer may be limited in theme (such as a benevolent church that makes healing potions and trades them for other useful cyphers) or quantity (such as having only one or two cyphers available each month). Two cyphers of the same level are generally considered to be about the same value, although local biases and NPC interests may affect their @@ -37815,9 +37815,9 @@ [(Godforsaken, page 74)]{.og-ref} -[Artifacts](#choose-artifacts) are the high end of magical currency, and in terms of buying and selling them, they\'re +[Artifacts](#choose-artifacts) are the high end of magical currency, and in terms of buying and selling them, they're like manifest cyphers: not something a typical NPC can use, and beyond what a typical NPC can afford, but they could be -traded for a different artifact of about the same level. Unlike cyphers, the game doesn\'t assume that PCs have frequent +traded for a different artifact of about the same level. Unlike cyphers, the game doesn't assume that PCs have frequent opportunities to gain new artifacts or replace the ones that deplete. In a pinch, an artifact is worth the equivalent of one or two very expensive items or one exorbitant item, depending on @@ -37837,7 +37837,7 @@ [(Godforsaken, page 65)]{.og-ref} Whatever technology exists in the setting could be magically enhanced if magic is also present. Such items would almost -certainly be manifest cyphers or artifacts. Here\'s an example cypher: +certainly be manifest cyphers or artifacts. Here's an example cypher: ::: {.alert .ps-4 .pb-0} ###### Frozen Timepiece[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#fantasy-cypher-frozen-timepiece){.og-h-anchor aria-hidden="true"} {#fantasy-cypher-frozen-timepiece} @@ -37852,7 +37852,7 @@ (bandage a wound, repair a broken item, and so on). The effect lasts for one round per cypher level. ::: -And here\'s an example artifact: +And here's an example artifact: ::: {.alert .ps-4 .pb-0} ###### Truth Binoculars [#](#fantasy-artifact-truth-binoculars){.og-h-anchor aria-hidden="true"} {#fantasy-artifact-truth-binoculars .og-tab} @@ -37885,7 +37885,7 @@ something magical, it does not function again. - **Mystical hazard suit (very expensive):** This full-body protective suit is cumbersome and clumsy, not unlike a - hazmat suit. However, all of the wearer\'s tasks to resist magical effects are eased. If the wearer takes even 1 + hazmat suit. However, all of the wearer's tasks to resist magical effects are eased. If the wearer takes even 1 point of physical damage, the suit rips and no longer functions until it is repaired and resealed. - **Spellscrambler (very expensive):** Essentially a sonic grenade, this device produces a variety of strange @@ -37938,34 +37938,34 @@ [(Godforsaken, page 70)]{.og-ref} -Learning a creature\'s true name comes with a subtle and instinctive awareness and understanding of that creature, +Learning a creature's true name comes with a subtle and instinctive awareness and understanding of that creature, including its strengths and weaknesses. In general, this eases all tasks related to that creature (including basic attacks, and Might defense, and interactions) by two steps. In some cases, confronting a creature with knowledge of its -true name might be enough to convince it to perform a service without compensation. A creature doesn\'t automatically +true name might be enough to convince it to perform a service without compensation. A creature doesn't automatically know if someone has learned its true name (although there is magic that can reveal this knowledge), but they can usually figure out that an informed opponent has some kind of advantage against them and deduce that their secret name is involved. -Learning a true name is difficult and takes time. A character wanting to discover a creature\'s true name might choose +Learning a true name is difficult and takes time. A character wanting to discover a creature's true name might choose the Uncover a Secret character arc to do so. ##### Wishes [#](#fantasy-rules-wishes){.og-h-anchor aria-hidden="true"} {#fantasy-rules-wishes} [(Godforsaken, page 71)]{.og-ref} -Unless the GM\'s intention is to make the players regret that their characters were offered a wish, it\'s best to give +Unless the GM's intention is to make the players regret that their characters were offered a wish, it\'s best to give them what they ask for, as much as it is within the power of the creature to do so. If the GM wants to twist the wish, do so as a GM intrusion--- that way, the character still gets a reward, and they can either accept the twisted wish -(which isn\'t as good as they had hoped) or pay 1 [XP](#choose-xp) to reject the intrusion (which represents them coming -up with airtight wording that can\'t be twisted). +(which isn't as good as they had hoped) or pay 1 [XP](#choose-xp) to reject the intrusion (which represents them coming +up with airtight wording that can't be twisted). -Second, consider the level of the creature granting the wish---that\'s basically the level of the wish, as the creature -shouldn\'t be able to grant a boon more powerful than itself. Therefore, it\'s reasonable that a level 6 creature could -create a level 6 effect. The GM could look at the creature\'s other abilities (or abilities of other creatures of its +Second, consider the level of the creature granting the wish---that's basically the level of the wish, as the creature +shouldn't be able to grant a boon more powerful than itself. Therefore, it\'s reasonable that a level 6 creature could +create a level 6 effect. The GM could look at the creature's other abilities (or abilities of other creatures of its level), decide if what the PC is asking for is within its power, and either grant the requested wish or adjust the -result downward until it\'s appropriate for the creature\'s power. +result downward until it's appropriate for the creature\'s power. -Wishing for more wishes doesn\'t work because a creature shouldn\'t be able to create something more powerful than +Wishing for more wishes doesn't work because a creature shouldn\'t be able to create something more powerful than itself---at least not without some investment of time and other resources, like a character using XP to acquire an [artifact](#choose-artifacts). @@ -37988,7 +37988,7 @@ ::: {.alert .ps-4 .pb-0} - **Paper wall (level 1):** This thin wall only blocks sight. Creatures can attack through a paper wall as if - attacking blindly (hindered by four steps), but it\'s usually easier to break a hole in the wall and attack through + attacking blindly (hindered by four steps), but it's usually easier to break a hole in the wall and attack through the hole. Paper walls are vulnerable to piercing and slashing weapons (attacks are eased). A gauzy curtain is equivalent to a paper wall, and a cloth wall is probably level 2. @@ -38033,11 +38033,11 @@ to piercing weapons (attacks are eased) but resistant to bashing and slashing weapons (attacks are hindered). - **Iron door (level 6):** A solid iron door is meant to protect something very valuable or vulnerable, such as a - vault or a king\'s tomb. In a damp environment like a dungeon, they tend to rust and stick in place. + vault or a king's tomb. In a damp environment like a dungeon, they tend to rust and stick in place. - **Wooden portcullis (level 3):** The gaps in a portcullis present more defense opportunities than a door, such as - allowing archers to fire at the creatures trapped by it. They\'re also useful in closing access to a waterway - without impacting its flow. A wooden portcullis is relatively fragile and usually isn\'t meant to keep anyone out + allowing archers to fire at the creatures trapped by it. They're also useful in closing access to a waterway + without impacting its flow. A wooden portcullis is relatively fragile and usually isn't meant to keep anyone out for long. - **Iron portcullis (level 6):** Much sturdier than wood, an iron portcullis is meant to keep creatures in place as @@ -38109,28 +38109,28 @@ [(Godforsaken, page 77)]{.og-ref} -Most characters won\'t notice traps unless actively looking for them; they don\'t know a trap is in the area until their +Most characters won't notice traps unless actively looking for them; they don\'t know a trap is in the area until their presence, movement, or action triggers it. Characters can passively or actively search for traps if they suspect such dangers are present. Passive searching for traps means one character (usually in the front of the group) is carefully checking the area before moving forward. This means the group moves at about half normal speed, but they get to make a search roll for any -traps the GM has in their path. Allowing characters to passively search in this way means the players don\'t have to -keep stating over and over that they\'re looking for traps. The drawback for them is that it takes them more time to get +traps the GM has in their path. Allowing characters to passively search in this way means the players don't have to +keep stating over and over that they're looking for traps. The drawback for them is that it takes them more time to get anywhere (which means time-based special abilities and cyphers will run out sooner). Active searching is used when the characters worry or suspect that there is a trap in the area and want to find it. Active searching takes about one round for each immediate area searched. Rather than having the players make separate rolls for each immediate area, the GM should have them make one roll for the entire room; if successful, they find the -trap, and if they fail, they don\'t find it. If there is a second trap, the GM can have them make another roll after -they\'ve resolved the first trap. +trap, and if they fail, they don't find it. If there is a second trap, the GM can have them make another roll after +they've resolved the first trap. ###### Disabling, Damaging, and Bypassing Traps [#](#dungeons-castles-and-keeps-traps-disabling-damaging-and-bypassing-traps){.og-h-anchor aria-hidden="true"} {#dungeons-castles-and-keeps-traps-disabling-damaging-and-bypassing-traps} [(Godforsaken, page 78)]{.og-ref} -A character can attempt to disable a trap so it\'s no longer able to activate or harm anyone. Normally this task has the -same difficulty as the trap\'s level, but some traps are rickety and easy to disable, while others are carefully crafted +A character can attempt to disable a trap so it's no longer able to activate or harm anyone. Normally this task has the +same difficulty as the trap's level, but some traps are rickety and easy to disable, while others are carefully crafted and much harder to disable. Traps are objects and use the [object damage track](#special-situation-attacking-objects). Characters can attack a trap with weapons or special abilities to damage or destroy it. Some traps may be vulnerable to certain attacks or unusual means of sabotage (such as hammering a piton into a groove where a blade springs out). @@ -38140,10 +38140,10 @@ triggering it but still leave it as a danger to anyone else who passes through the area. The task to bypass a trap is hindered by two steps. -Failing an attempt to disable, bypass, or sabotage a trap means it activates. Usually the trap\'s target is the acting -character, and the trap\'s attack is eased because the character placed themselves in harm\'s way. +Failing an attempt to disable, bypass, or sabotage a trap means it activates. Usually the trap's target is the acting +character, and the trap's attack is eased because the character placed themselves in harm\'s way. -Unless a character has the ability to manipulate magic, it\'s very difficult to bypass a magical trap (the attempt is +Unless a character has the ability to manipulate magic, it's very difficult to bypass a magical trap (the attempt is hindered by two additional steps). ::: {.alert .ps-4 .pb-0} @@ -38152,13 +38152,13 @@ [(Godforsaken, page 79)]{.og-ref} The rest of the chapter presents a large number of traps with game stats. Every trap is presented by name, followed by a -standard template that includes the following categories. If an entry doesn\'t apply to a particular trap, it is omitted +standard template that includes the following categories. If an entry doesn't apply to a particular trap, it is omitted from the listing. Level : Like the difficulty of a task, each trap has a level. You use the level to determine the target number a PC must reach to find, evade, or disable the trap. In each entry, the difficulty number for the trap is listed after its - level (always three times the trap\'s level). + level (always three times the trap's level). Description : This general description explains what the trap does, how it operates, whether it resets automatically, if it has a @@ -38166,17 +38166,17 @@ Damage Inflicted : Generally, when a trap hits a creature, it inflicts its level in damage regardless of the form of attack (arrow, - poison, collapsing ceiling, and so on). The entries always specify the amount of damage inflicted, even if it\'s the + poison, collapsing ceiling, and so on). The entries always specify the amount of damage inflicted, even if it's the normal amount for a trap of its level. Modifications -: Use these numbers when a trap\'s information says to use a different target number. For example, a level 4 trap +: Use these numbers when a trap's information says to use a different target number. For example, a level 4 trap might say \"defends as level 5,\" which means PCs attacking it or trying to disable it must roll a target number of - 15 (for difficulty 5) instead of 12 (for difficulty 4). Typical modifiers are to the trap\'s attacks, defenses, and + 15 (for difficulty 5) instead of 12 (for difficulty 4). Typical modifiers are to the trap's attacks, defenses, and stealth (how hard or easy it is to notice the trap). GM Intrusion -: This entry suggests one or more ways to use GM intrusions in an encounter with the trap. It\'s just one possible +: This entry suggests one or more ways to use GM intrusions in an encounter with the trap. It's just one possible idea of many, and the GM is encouraged to come up with their own uses of the game mechanic. ###### Common Trap Poisons [#](#dungeons-castles-and-keeps-traps-common-trap-poisons){.og-h-anchor aria-hidden="true"} {#dungeons-castles-and-keeps-traps-common-trap-poisons} @@ -38195,7 +38195,7 @@ : The poison moves the creature down one step on [the damage track](#the-damage-track) if they fail a defense roll. Debilitating -: The poison hinders all of the creature\'s actions by one or two steps if they fail a defense roll. (Some poisons may +: The poison hinders all of the creature's actions by one or two steps if they fail a defense roll. (Some poisons may affect only certain kinds of actions, such as Speed defense rolls or Might-based tasks.) Typical durations are ten minutes, one hour, and ten hours. @@ -38218,7 +38218,7 @@ : The poison knocks the creature unconscious if they fail a defense roll. Typical durations are ten minutes, one hour, and ten hours. The poison might also make the creature groggy, hindering all actions for an additional amount of time equal to how long the unconsciousness would have lasted (for example, knocking out a creature for an hour and - then making them groggy for an hour, even if they\'re awakened early). + then making them groggy for an hour, even if they're awakened early). ::: ###### Arrow [4 (12)]{.float-end} [#](#fantasy-trap-arrow){.og-h-anchor aria-hidden="true"} {#fantasy-trap-arrow .og-tab} @@ -38293,7 +38293,7 @@ - **Modifications:** Stealth as level 5 ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**GM Intrusion:** The glyph marks the character\'s face with a symbol indicating they are a thief. The glyph makes the +**GM Intrusion:** The glyph marks the character's face with a symbol indicating they are a thief. The glyph makes the character run away in fear for one minute. The character is cursed, and all of their actions are hindered until the curse is removed. ::: @@ -38307,7 +38307,7 @@ A variant of this room reduces the air pressure (either by pumping it out through tiny holes or by retracting the floor or ceiling). As the air gets thinner, characters are hindered by one, two, or three steps before falling unconscious and -starting to suffocate. (Restoring the air allows the characters to awaken, but doesn\'t move them back up [the damage +starting to suffocate. (Restoring the air allows the characters to awaken, but doesn't move them back up [the damage track](#the-damage-track).) - **Damage Inflicted:** None until drowning starts @@ -38326,13 +38326,13 @@ A small hole in the wall extends sharp blades or weights when a creature reaches into it, mangling their hand and hindering all actions requiring that hand by one or two steps. -A floor variant is a small trapdoor over a closed compartment, which mangles the character\'s foot when they step on the +A floor variant is a small trapdoor over a closed compartment, which mangles the character's foot when they step on the trapdoor, reducing their movement speed by half. Another variant is a needle trap attached to a small peephole or spyhole in a door or wall. The trap springs when the character touches the area around the hole (even a slight touch with their face as they look is sufficient), inflicting -[lasting damage](#creating-challenging-encounters) to the character\'s eye and partially blinding them. A gentler -variant traps the character\'s limb in glue instead of inflicting damage. The character\'s extremity might be glued to +[lasting damage](#creating-challenging-encounters) to the character's eye and partially blinding them. A gentler +variant traps the character's limb in glue instead of inflicting damage. The character\'s extremity might be glued to the hole, or they may be able to pull free but have a glue pot stuck on their hand or foot. - **Damage Inflicted:** 3 points, plus [lasting damage](#creating-challenging-encounters) @@ -38393,10 +38393,10 @@ [(Godforsaken, page 83)]{.og-ref} The area slowly fills with poison gas. Because it takes a minute or more for the poison to become thick enough to cause -harm, it is likely that the character won\'t realize at first that they\'ve sprung a trap. +harm, it is likely that the character won't realize at first that they\'ve sprung a trap. A variant of this trap fills the room with flammable gas, which explodes if there is an open flame (such as from a -torch) or a spark (such as a metal weapon against metal armor), inflicting fire damage equal to the trap\'s level. +torch) or a spark (such as a metal weapon against metal armor), inflicting fire damage equal to the trap's level. A further variant fills the room with dead air (containing no oxygen), which slowly extinguishes flames and suffocates creatures. @@ -38464,7 +38464,7 @@ ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} **GM Intrusion:** The boulder crashes through a door or wall, giving other dangerous creatures access to the -character\'s location. The boulder blocks the way out. The boulder carries a character along with it for some distance. +character's location. The boulder blocks the way out. The boulder carries a character along with it for some distance. The boulder is hollow and full of burning oil, leaving a fiery trail behind it. The boulder is hollow and contains undead skeletons, which jump out as it moves and attack nearby creatures. ::: @@ -38474,7 +38474,7 @@ [(Godforsaken, page 85)]{.og-ref} A thin blade slices out from a gap in the wall, floor, or ceiling. The trap might be designed to sweep the entire area -(such as the width of a corridor) or leave a tiny safe space just beyond the blade\'s reach so a creature who knows of +(such as the width of a corridor) or leave a tiny safe space just beyond the blade's reach so a creature who knows of the trap can get past it. This kind of trap is usually designed to reset automatically after a minute or has a lever nearby that allows a creature to reset it manually. @@ -38545,7 +38545,7 @@ [(Godforsaken, page 85)]{.og-ref} The trap magically moves the character to another location within about 1,000 feet (300 m), typically a prison cell, an -oubliette, or a very deep pit. It\'s more efficient to kill an intruder than to teleport them, so teleportation is +oubliette, or a very deep pit. It's more efficient to kill an intruder than to teleport them, so teleportation is usually reserved for trapping creatures for interrogation. - **Damage Inflicted:** None @@ -38573,7 +38573,7 @@ [(Godforsaken, page 138)]{.og-ref} -There\'s no reason why a fantasy campaign can\'t use [manifest cyphers](#manifest-cyphers) and [subtle +There's no reason why a fantasy campaign can\'t use [manifest cyphers](#manifest-cyphers) and [subtle cyphers](#subtle-cyphers). In this setup, manifest cyphers are the tangible objects found in treasure hoards, and subtle cyphers represent good fortune, the blessings of the gods, and other coincidences that benefit the characters. ::: @@ -38584,11 +38584,11 @@ [(Godforsaken, page 138)]{.og-ref} -What form a [manifest cypher](#manifest-cyphers) takes--- such as a potion or scroll---doesn\'t affect its abilities at -all. A potion that eases the user\'s next task by three steps is functionally identical to a magical scroll that does +What form a [manifest cypher](#manifest-cyphers) takes--- such as a potion or scroll---doesn't affect its abilities at +all. A potion that eases the user's next task by three steps is functionally identical to a magical scroll that does the same thing. -To randomly determine a manifest cypher\'s form, roll on the following table. +To randomly determine a manifest cypher's form, roll on the following table. ::: table-responsive d100 Cypher Form @@ -38665,7 +38665,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** An example crafted cypher---the [Frozen Timepiece](#fantasy-cypher-frozen-timepiece)---is not +**Editor's Notes ---** An example crafted cypher---the [Frozen Timepiece](#fantasy-cypher-frozen-timepiece)---is not listed in this table. ::: ::: @@ -38679,7 +38679,7 @@ - **Level:** 1d6 + 3 -- **Effect:** The user gains Armor against acid damage equal to the cypher\'s level for one hour. +- **Effect:** The user gains Armor against acid damage equal to the cypher's level for one hour. ###### Animal Control[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#fantasy-cypher-animal-control){.og-h-anchor aria-hidden="true"} {#fantasy-cypher-animal-control .og-h-h6-icon} @@ -38688,15 +38688,15 @@ - **Level:** 1d6 + 2 - **Effect:** To activate the cypher, the user must succeed on an Intellect attack against a beast whose level does - not exceed the cypher\'s level. If successful, the beast immediately becomes calm. The beast awaits the user\'s + not exceed the cypher's level. If successful, the beast immediately becomes calm. The beast awaits the user\'s commands and carries out all orders to the best of its ability. The target remains so enslaved for a number of hours - equal to the cypher\'s level minus the target\'s level. (If the result is 0, the target is enslaved for only one + equal to the cypher's level minus the target\'s level. (If the result is 0, the target is enslaved for only one minute.) The beast could attack or defend, a dog could follow a scent or retrieve an object, a badger could dig a hole, and so on. - The cypher doesn\'t give the user any special ability to understand the target or perceive through its senses. For - example, the user can command an eagle to fly above a group of enemies, but the eagle can\'t describe what it sees - and the user can\'t look through its eyes. + The cypher doesn't give the user any special ability to understand the target or perceive through its senses. For + example, the user can command an eagle to fly above a group of enemies, but the eagle can't describe what it sees + and the user can't look through its eyes. \"Beast\" in this sense refers to creatures of animal-level intelligence and may include unintelligent magical creatures like basilisks, pegasi, and so on. @@ -38708,15 +38708,15 @@ - **Level:** 1d6 - **Effect:** The user transforms into a specific kind of animal, such as a bear, hawk, horse, or wolf (the kind of - animal is determined by the cypher\'s creator). The user gains the animal\'s type of movement (swimming for a fish, + animal is determined by the cypher's creator). The user gains the animal\'s type of movement (swimming for a fish, flying for a bird, and so on) and two assets on tasks to pretend to be that animal. The user also gains an asset on one skill appropriate to their animal form (or two skills for cypher level 5 and higher). See the Animal Form Minor Abilities table. - The magic shrinks or enlarges the user to a size more suitable for their animal form, but generally can\'t make them + The magic shrinks or enlarges the user to a size more suitable for their animal form, but generally can't make them more than about 50 percent smaller or larger, so the user might become an unusually large bird or a small bear. This - doesn\'t affect the animal\'s abilities. The user can still use all of their abilities that don\'t rely specifically - on their normal form. For example, an Adept in wolf form can\'t wield a dagger because wolves don\'t have hands, but + doesn't affect the animal\'s abilities. The user can still use all of their abilities that don\'t rely specifically + on their normal form. For example, an Adept in wolf form can't wield a dagger because wolves don\'t have hands, but could still use a healing power or mind blast ability. After about an hour, the user returns to their normal form. @@ -38731,7 +38731,7 @@ - **Level:** 1d6 + 3 -- **Effect:** The user gains Armor against cold damage equal to the cypher\'s level for one hour. +- **Effect:** The user gains Armor against cold damage equal to the cypher's level for one hour. ###### Demon Ward[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#fantasy-cypher-demon-ward){.og-h-anchor aria-hidden="true"} {#fantasy-cypher-demon-ward .og-h-h6-icon} @@ -38739,7 +38739,7 @@ - **Level:** 1d6 -- **Effect:** For one hour, the user gains Armor equal to the cypher\'s level against damage from demons, devils, and +- **Effect:** For one hour, the user gains Armor equal to the cypher's level against damage from demons, devils, and similar malevolent creatures. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} @@ -38752,7 +38752,7 @@ - **Level:** 1d6 -- **Effect:** For one hour, the user gains Armor equal to the cypher\'s level against damage from dragons, wyverns, +- **Effect:** For one hour, the user gains Armor equal to the cypher's level against damage from dragons, wyverns, and similar magical reptilian creatures. ###### Electricity Resistance[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#fantasy-cypher-electricity-resistance){.og-h-anchor aria-hidden="true"} {#fantasy-cypher-electricity-resistance .og-h-h6-icon} @@ -38761,7 +38761,7 @@ - **Level:** 1d6 + 3 -- **Effect:** The user gains Armor against electricity damage equal to the cypher\'s level for one hour. +- **Effect:** The user gains Armor against electricity damage equal to the cypher's level for one hour. ###### Elemental Conjuration[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#fantasy-cypher-elemental-conjuration){.og-h-anchor aria-hidden="true"} {#fantasy-cypher-elemental-conjuration .og-h-h6-icon} @@ -38786,7 +38786,7 @@ - **Level:** 1d6 + 3 -- **Effect:** The user gains Armor against fire damage equal to the cypher\'s level for one hour. +- **Effect:** The user gains Armor against fire damage equal to the cypher's level for one hour. ###### Giant Size[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#fantasy-cypher-giant-size){.og-h-anchor aria-hidden="true"} {#fantasy-cypher-giant-size .og-h-h6-icon} @@ -38824,7 +38824,7 @@ - **Effect:** Creates a simple, squat stone tower with a door, three arrow slits, and a ceiling hatch leading to the roof. The tower is 10 feet (3 m) square and 12 feet (4 m) tall. If the cypher level is 7 or higher, the tower also - has a second story (with four arrow slits), increasing its total height to 20 feet (6 m). If there isn\'t sufficient + has a second story (with four arrow slits), increasing its total height to 20 feet (6 m). If there isn't sufficient room for the tower to reach its full size, it fills the available space, but its appearance and growth does not apply any force or pressure against the confining surfaces. @@ -38836,7 +38836,7 @@ - **Level:** 1d6 -- **Effect:** For one hour, the user gains Armor equal to the cypher\'s level against damage from werewolves and other +- **Effect:** For one hour, the user gains Armor equal to the cypher's level against damage from werewolves and other lycanthropes. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} @@ -38852,7 +38852,7 @@ - **Level:** 1d6 + 2 -- **Effect:** Locks or unlocks any one door, portal, chest, or other lockable item of the cypher\'s level or lower. +- **Effect:** Locks or unlocks any one door, portal, chest, or other lockable item of the cypher's level or lower. The targeted item must have a keyhole for the cypher to work. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} @@ -38865,7 +38865,7 @@ - **Level:** 1d6 + 3 -- **Effect:** The user gains Armor against poison damage equal to the cypher\'s level for one hour. +- **Effect:** The user gains Armor against poison damage equal to the cypher's level for one hour. ###### Restorative Aura[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#fantasy-cypher-restorative-aura){.og-h-anchor aria-hidden="true"} {#fantasy-cypher-restorative-aura .og-h-h6-icon} @@ -38886,7 +38886,7 @@ - **Level:** 1d6 + 1 - **Effect:** The user can read the surface thoughts of a creature within short range that they can see, even if the - target doesn\'t want them to. Once the user has established contact, they can read the target\'s thoughts for up to + target doesn't want them to. Once the user has established contact, they can read the target\'s thoughts for up to one minute per cypher level. ###### Tiny Size[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#fantasy-cypher-tiny-size){.og-h-anchor aria-hidden="true"} {#fantasy-cypher-tiny-size .og-h-h6-icon} @@ -38910,7 +38910,7 @@ - **Level:** 1d6 -- **Effect:** For one hour, the user gains Armor equal to the cypher\'s level against damage from skeletons, zombies, +- **Effect:** For one hour, the user gains Armor equal to the cypher's level against damage from skeletons, zombies, ghosts, vampires, and other undead creatures. ###### Walking Corpse[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#fantasy-cypher-walking-corpse){.og-h-anchor aria-hidden="true"} {#fantasy-cypher-walking-corpse .og-h-h6-icon} @@ -38921,7 +38921,7 @@ - **Effect:** Animates a corpse as a level 1 (or level 2 for cypher level 5 and higher) undead skeleton or zombie, depending on the condition of the body. The corpse can be no larger than a typical human. The animated corpse has - none of the intelligence, memories, or special abilities that it had in life. The creature follows the user\'s + none of the intelligence, memories, or special abilities that it had in life. The creature follows the user's verbal commands for one hour, after which it becomes an inert corpse. Unless the creature is killed by damage, the user can reanimate it again when its time expires, but any damage it had when it became inert applies to its newly reanimated state. @@ -38948,7 +38948,7 @@ [(Godforsaken, page 145)]{.og-ref} -The artifacts are divided into two tables---one for [minor items](#minor-fantasy-artifacts-table) (artifacts that don\'t +The artifacts are divided into two tables---one for [minor items](#minor-fantasy-artifacts-table) (artifacts that don't have particularly flashy or world-affecting abilities) and one for [major items](#major-fantasy-artifacts-table) (artifacts that do). A GM running a campaign where magic is subtle, weak, or otherwise limited can use the minor items table, and a GM of a campaign where some magic can do powerful or even impossible things can roll on either table. @@ -38967,7 +38967,7 @@ 07--09 [Armored cloth](#fantasy-artifact-armored-cloth) 10--15 [Belt of strength](#fantasy-artifact-belt-of-strength) 16--18 [Bounding boots](#fantasy-artifact-bounding-boots) - 19--21 [Cat\'s eye spectacles](#fantasy-artifact-cats-eye-spectacles) + 19--21 [Cat's eye spectacles](#fantasy-artifact-cats-eye-spectacles) 22--24 [Cloak of elfkind](#fantasy-artifact-cloak-of-elfkind) 25--26 [Cloak of finery](#fantasy-artifact-cloak-of-finery) 27--28 [Coil of endless rope](#fantasy-artifact-coil-of-endless-rope) @@ -38984,7 +38984,7 @@ 67--72 [Mastercraft weapon](#fantasy-artifact-mastercraft-weapon) 73--75 [Mindshield helmet](#fantasy-artifact-mindshield-helmet) 76--77 [Pack of storage](#fantasy-artifact-pack-of-storage) - 78--79 [Poisoner\'s touch](#fantasy-artifact-poisoners-touch) + 78--79 [Poisoner's touch](#fantasy-artifact-poisoners-touch) 80--85 [Protection amulet](#fantasy-artifact-protection-amulet) 86--87 [Shield of two skies](#fantasy-artifact-shield-of-two-skies) 88--92 [Skill ring](#fantasy-artifact-skill-ring) @@ -38998,7 +38998,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The Minor Fantasy Artifacts table has been amended by the editor, correcting missing numbers in +**Editor's Notes ---** The Minor Fantasy Artifacts table has been amended by the editor, correcting missing numbers in the d100 range, re-adding the [Cloak of Finery](#fantasy-artifact-cloak-of-finery), and replacing the *deflecting shield* [(GF, 150)]{.og-ref}---which is not included in the CSRD---with the [Truth Binoculars](#fantasy-artifact-truth-binoculars) (the example crafted artifact). @@ -39017,12 +39017,12 @@ 04 [Book of all spells](#fantasy-artifact-book-of-all-spells) 05 [Cloak of Balakar](#fantasy-artifact-cloak-of-balakar) 06--07 [Crown of eyes](#fantasy-artifact-crown-of-eyes) - 08 [Death\'s scythe](#fantasy-artifact-deaths-scythe) + 08 [Death's scythe](#fantasy-artifact-deaths-scythe) 09--10 [Demonflesh](#fantasy-artifact-demonflesh) 11 [Demonic rune blade](#fantasy-artifact-demonic-rune-blade) 12--15 [Dragontongue weapon](#fantasy-artifact-dragontongue-weapon) 16--18 [Dragontooth soldiers](#fantasy-artifact-dragontooth-soldiers) - 19--20 [Explorer\'s gloves](#fantasy-artifact-explorers-gloves) + 19--20 [Explorer's gloves](#fantasy-artifact-explorers-gloves) 21--23 [Falcon cloak](#fantasy-artifact-falcon-cloak) 24--25 [Flying carpet](#fantasy-artifact-flying-carpet) 26--27 [Ghostly armor](#fantasy-artifact-ghostly-armor) @@ -39032,7 +39032,7 @@ 37--39 [Instant ladder](#fantasy-artifact-instant-ladder) 40--43 [Lightning hammer](#fantasy-artifact-lightning-hammer) 44--47 [Necromantic wand](#fantasy-artifact-necromantic-wand) - 48--50 [Ring of dragon\'s flight](#fantasy-artifact-ring-of-dragons-flight) + 48--50 [Ring of dragon's flight](#fantasy-artifact-ring-of-dragons-flight) 51--53 [Ring of fall flourishing](#fantasy-artifact-ring-of-fall-flourishing) 54--56 [Ring of invisibility](#fantasy-artifact-ring-of-invisibility) 57 [Ring of wishes](#fantasy-artifact-ring-of-wishes) @@ -39046,8 +39046,8 @@ 78--79 [Storm shack](#fantasy-artifact-storm-shack) 80--83 [Trap runestone](#fantasy-artifact-trap-runestone) 84--88 [Wand of firebolts](#fantasy-artifact-wand-of-firebolts) - 89--93 [Wand of spider\'s webbing](#fantasy-artifact-wand-of-spiders-webbing) - 94--97 [Witch\'s broom](#fantasy-artifact-witchs-broom) + 89--93 [Wand of spider's webbing](#fantasy-artifact-wand-of-spiders-webbing) + 94--97 [Witch's broom](#fantasy-artifact-witchs-broom) 98--00 Roll twice on the [Minor Fantasy Artifacts](#minor-fantasy-artifacts-table) table : Major Fantasy Artifacts Table @@ -39066,7 +39066,7 @@ - **Form:** A 50-foot (15 m) length of black rope - **Effect:** This length of rope has the flexibility of ordinary rope but a hardness greater than steel. It is - impervious to damage (including attempts to cut it) from anything less than the artifact\'s level. + impervious to damage (including attempts to cut it) from anything less than the artifact's level. - **Depletion:** --- @@ -39079,7 +39079,7 @@ - **Form:** Embroidered velvet bag - **Effect:** This bag can contain up to one cypher per artifact level, as long as each is no larger than a typical - potion bottle or scroll case. These cyphers do not count against a character\'s [cypher limit](#cypher-limits). + potion bottle or scroll case. These cyphers do not count against a character's [cypher limit](#cypher-limits). - **Depletion:** 1 in 1d20 (check each time a cypher is added to the bag) @@ -39091,9 +39091,9 @@ - **Form:** Tiny figurine of a winged angel -- **Effect:** Once activated, the figurine\'s spirit emerges and becomes semisolid as a glowing, human-sized winged +- **Effect:** Once activated, the figurine's spirit emerges and becomes semisolid as a glowing, human-sized winged angel. It follows within 3 feet (1 m) of the figurine owner. Anything within long range that attacks the owner is - attacked by the angelic ward, which sends out a bolt of flesh-rotting energy, doing damage equal to the artifact\'s + attacked by the angelic ward, which sends out a bolt of flesh-rotting energy, doing damage equal to the artifact's level. Once activated, it functions for a day. - **Depletion:** 1 in 1d10 @@ -39120,7 +39120,7 @@ - **Form:** Thick leather belt with a metal buckle and rivets -- **Effect:** The belt enhances the strength and endurance of the wearer. This increases the wearer\'s maximum Might +- **Effect:** The belt enhances the strength and endurance of the wearer. This increases the wearer's maximum Might Pool by 5 (or by 7 if the artifact is level 6 or higher). If the wearer removes the belt, any excess Might points above their normal maximum Might Pool are lost; if they wear the belt again, the points do not automatically return (they must be restored with [recovery rolls](#recovery-rolls), healing magic, or similar effects). @@ -39151,8 +39151,8 @@ : Book of All Spells ::: -- The bearer can cast the spell on the page as if it were a cypher with a level equal to the book\'s level. This - doesn\'t remove the spell from the page (it can be cast again and again), but it does require a depletion roll. +- The bearer can cast the spell on the page as if it were a cypher with a level equal to the book's level. This + doesn't remove the spell from the page (it can be cast again and again), but it does require a depletion roll. As part of another action, the bearer can turn the page to find a new spell, but only forward, never backward. It is said that turning to the last page makes the book vanish and appear somewhere else in the world. @@ -39172,12 +39172,12 @@ - **Form:** Sturdy but flexible boots -- **Effect:** The boots assist the wearer\'s every step to make jumping and running easier. The boots are an asset for +- **Effect:** The boots assist the wearer's every step to make jumping and running easier. The boots are an asset for jumping and running (easing one of these skills by two steps if the artifact is level 6 or higher). - **Depletion:** --- -###### Cat\'s eye spectacles [#](#fantasy-artifact-cats-eye-spectacles){.og-h-anchor aria-hidden="true"} {#fantasy-artifact-cats-eye-spectacles .og-tab} +###### Cat's eye spectacles [#](#fantasy-artifact-cats-eye-spectacles){.og-h-anchor aria-hidden="true"} {#fantasy-artifact-cats-eye-spectacles .og-tab} [(Godforsaken, page 148)]{.og-ref} @@ -39198,9 +39198,9 @@ - **Form:** Blue cloak with elaborate designs suggesting blowing wind -- **Effect:** The wearer can calm winds of the artifact\'s level or lower in a radius of 1 mile (1.5 km). Up to once a - day, the wearer can create a destructive windstorm up to that size, lasting one minute; this storm\'s level is equal - to half the artifact\'s level. +- **Effect:** The wearer can calm winds of the artifact's level or lower in a radius of 1 mile (1.5 km). Up to once a + day, the wearer can create a destructive windstorm up to that size, lasting one minute; this storm's level is equal + to half the artifact's level. - **Depletion:** 1 in 1d6 (on depletion, cloak disappears and reappears somewhere else in the world) @@ -39212,7 +39212,7 @@ - **Form:** Thin greyish-green cloak with a cowl and clasp -- **Effect:** When activated (by drawing the hood over the wearer\'s head), the cloak takes on the colors and textures +- **Effect:** When activated (by drawing the hood over the wearer's head), the cloak takes on the colors and textures of everything around the wearer for ten minutes (or one hour if the artifact is level 8 or higher). This eases hiding and sneaking tasks by two steps. While the cloak is activated, the wearer can also see in the dark. @@ -39227,7 +39227,7 @@ - **Form:** Multilayered cloak of glittering material - **Effect:** This cloak is woven of beautiful fibers and set with dazzling gems. It automatically fits itself to its - wearer in the most flattering way. When activated, it enhances the wearer\'s appearance, voice, tone, and even their + wearer in the most flattering way. When activated, it enhances the wearer's appearance, voice, tone, and even their grammar, granting an asset to all interaction tasks for the next minute. - **Depletion:** 1 in 1d20 @@ -39242,7 +39242,7 @@ - **Effect:** The coil of rope can be let out at a rate of 50 feet (15 m) per round; however, no end to the rope can be found no matter how long the user uncoils it. The rope retains its incredible length until recoiled or until it - becomes depleted. If cut, any length beyond the coil\'s initial 50 feet crumbles into powder after a round or two. + becomes depleted. If cut, any length beyond the coil's initial 50 feet crumbles into powder after a round or two. - **Depletion:** 1 in 1d20 (check each use that extends it beyond 50 feet) @@ -39269,7 +39269,7 @@ - **Form:** Crown, circlet, headband, diadem, or amulet -- **Effect:** The crown augments the mind and thoughts of the wearer. This increases the wearer\'s maximum Intellect +- **Effect:** The crown augments the mind and thoughts of the wearer. This increases the wearer's maximum Intellect Pool by 5 (or by 7 if the artifact is level 6 or higher). If the wearer removes the crown, any excess Intellect points above their normal maximum Intellect Pool are lost; if they wear the crown again, the points do not automatically return (they must be restored with [recovery rolls](#recovery-rolls), healing magic, or similar @@ -39327,17 +39327,17 @@ activated again. In addition to the normal options for using Effort, the user can choose to apply a level of [Effort](#effort) to - open two-way communication with the viewed area. All creatures in the area can sense the user\'s presence and hear + open two-way communication with the viewed area. All creatures in the area can sense the user's presence and hear their voice, and the creatures can speak to and be heard by the user. - **Depletion:** 1 in 1d20 ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -An unwilling creature\'s defenses against magic and Intellect attacks should hinder scrying attempts just as they would +An unwilling creature's defenses against magic and Intellect attacks should hinder scrying attempts just as they would against a directly harmful mental spell. ::: -###### Death\'s Scythe [#](#fantasy-artifact-deaths-scythe){.og-h-anchor aria-hidden="true"} {#fantasy-artifact-deaths-scythe .og-tab} +###### Death's Scythe [#](#fantasy-artifact-deaths-scythe){.og-h-anchor aria-hidden="true"} {#fantasy-artifact-deaths-scythe .og-tab} [(Godforsaken, page 149)]{.og-ref} @@ -39361,7 +39361,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The *deflecting shield* [(GF, 150)]{.og-ref} is not included in the CSRD. +**Editor's Notes ---** The *deflecting shield* [(GF, 150)]{.og-ref} is not included in the CSRD. ::: ###### Demonflesh [#](#fantasy-artifact-demonflesh){.og-h-anchor aria-hidden="true"} {#fantasy-artifact-demonflesh .og-tab} @@ -39396,14 +39396,14 @@ rumbles and dirgelike melodies, and by pulling in the direction of its desire. The sword eases all attacks made with it by one step, and it inflicts 4 additional points of damage (for a total of 8 points). - If the wielder kills a creature with the sword, the sword eats the creature\'s spirit and transfers some of its + If the wielder kills a creature with the sword, the sword eats the creature's spirit and transfers some of its energy to the wielder, adding 5 points to their Might Pool and increasing their Might Edge by 1. This lasts for an hour and allows the wielder to exceed their normal Might Pool and Might Edge stats. If the wielder misses with an attack, the blade sometimes hits an ally of the wielder instead (this always happens on an attack roll of 1). -- **Depletion:** 1 in 1d10 (check each time a killed creature\'s life force is absorbed; if depleted, the sword\'s +- **Depletion:** 1 in 1d10 (check each time a killed creature's life force is absorbed; if depleted, the sword\'s magical abilities can be recharged if it kills an \"innocent\" creature) ###### Dragontongue Weapon [#](#fantasy-artifact-dragontongue-weapon){.og-h-anchor aria-hidden="true"} {#fantasy-artifact-dragontongue-weapon .og-tab} @@ -39471,7 +39471,7 @@ armor (2 Armor), so enchanted chainmail provides a total of 3 Armor (for artifact level 6 or lower) or 4 Armor (for artifact level 7 or higher). - The additional Armor provided by the magic also applies to damage that often isn\'t reduced by typical armor, such + The additional Armor provided by the magic also applies to damage that often isn't reduced by typical armor, such as heat or cold damage (but not Intellect damage). - **Depletion:** --- @@ -39502,13 +39502,13 @@ - **Depletion:** Automatic [(GF, 151)]{.og-ref} ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -One advantage of an exploding arrow over a [detonation](#cypher-detonation) cypher is that the arrow doesn\'t count +One advantage of an exploding arrow over a [detonation](#cypher-detonation) cypher is that the arrow doesn't count toward your [cypher limit](#cypher-limits). An exploding arrow can instead be a crossbow bolt, sling stone, or other thrown weapon or projectile. ::: -###### Explorer\'s Gloves [#](#fantasy-artifact-explorers-gloves){.og-h-anchor aria-hidden="true"} {#fantasy-artifact-explorers-gloves .og-tab} +###### Explorer's Gloves [#](#fantasy-artifact-explorers-gloves){.og-h-anchor aria-hidden="true"} {#fantasy-artifact-explorers-gloves .og-tab} [(Godforsaken, page 151)]{.og-ref} @@ -39535,7 +39535,7 @@ - **Depletion:** 1 in 1d100 ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -Most magic items that turn a character into a different creature make it difficult to use any of the character\'s +Most magic items that turn a character into a different creature make it difficult to use any of the character's special abilities (other than skills) in that form. ::: @@ -39567,7 +39567,7 @@ When activated, the armor randomly makes the wearer ghostly and immaterial for ten minutes (or for one hour if the artifact is level 9 or higher), which hinders attacks on the wearer by two steps without hindering any of the - character\'s abilities. Special multidimensional weapons or attacks (such as abilities meant to harm ghosts) ignore + character's abilities. Special multidimensional weapons or attacks (such as abilities meant to harm ghosts) ignore this defense. - **Depletion:** 1 in 1d10 (for the ghostly defense ability, but after depletion, the suit still functions as normal @@ -39581,7 +39581,7 @@ - **Form:** Supple leather or cloth gloves -- **Effect:** The gloves enhance the dexterity and reflexes of the wearer. This increases the wearer\'s maximum Speed +- **Effect:** The gloves enhance the dexterity and reflexes of the wearer. This increases the wearer's maximum Speed Pool by 5 (or by 7 if the artifact is level 6 or higher). If the wearer removes the gloves, any excess Speed points above their normal maximum Speed Pool are lost; if they wear the gloves again, the points do not automatically return (they must be restored with [recovery rolls](#recovery-rolls), healing magic, or similar effects). @@ -39611,7 +39611,7 @@ - **Effect:** It takes two rounds to balance this artifact on its metal leg, and then it requires an action to activate. When activated, the idol stares at the activating character and nearby creatures for five rounds, - memorizing their faces and shapes. After that, if anything the idol doesn\'t recognize (and is larger than a mouse) + memorizing their faces and shapes. After that, if anything the idol doesn't recognize (and is larger than a mouse) comes within long range, it spits a small ball of fire at the target. The fire inflicts damage equal to the artifact level. The idol can attack up to ten times per round, but it never attacks the same target more than once per round. It remains on watch for twenty-four hours or until it has made one hundred attacks, whichever comes first. @@ -39630,8 +39630,8 @@ the hand must be lit and burning to produce an effect. Insensibility: A target within short range is held motionless and unable to take actions as long as the lit hand remains within range (or until the target is attacked or otherwise snapped out of the trance). Invisibility: User is invisible for up to one minute while holding the hand. - While invisible, the user is specialized in stealth and Speed defense tasks. Thief \'s Passage: A locked or barred - door or a container whose level is less than or equal to the hand\'s level becomes unlocked when touched by the + While invisible, the user is specialized in stealth and Speed defense tasks. Thief 's Passage: A locked or barred + door or a container whose level is less than or equal to the hand's level becomes unlocked when touched by the hand. - **Depletion:** 1 in 1d20 @@ -39644,7 +39644,7 @@ - **Form:** Green metal helm with a scaly or fishy motif -- **Effect:** The wearer\'s head is enveloped in a tight bubble of air that constantly renews itself, allowing them to +- **Effect:** The wearer's head is enveloped in a tight bubble of air that constantly renews itself, allowing them to breathe underwater indefinitely, speak normally, and so on. - **Depletion** 1--2 in 1d100 (check each day) @@ -39735,7 +39735,7 @@ - **Form:** Lightweight cloth, leather, or metal helmet - **Effect:** The wearer gains 3 Armor that protects against Intellect damage only. Further, attempts to affect the - wearer\'s mind are hindered (or hindered by two steps if the artifact is level 7 or higher). + wearer's mind are hindered (or hindered by two steps if the artifact is level 7 or higher). - **Depletion:** --- @@ -39765,14 +39765,14 @@ - **Form:** Leather backpack or haversack with multiple pockets -- **Effect:** This pack\'s mouth can be loosened to open as wide as 6 feet (2 m) in diameter. It is larger on the +- **Effect:** This pack's mouth can be loosened to open as wide as 6 feet (2 m) in diameter. It is larger on the inside than on the outside, and can carry up to 500 pounds (226 kg) or 10 cubic feet (.3 cubic m). The pack weighs about one-tenth as much as it is holding. - **Depletion:** 1 in 1d100 (check each time something is added to the pack; on depletion, all objects are expelled from the pack) -###### Poisoner\'s Touch [#](#fantasy-artifact-poisoners-touch){.og-h-anchor aria-hidden="true"} {#fantasy-artifact-poisoners-touch .og-tab} +###### Poisoner's Touch [#](#fantasy-artifact-poisoners-touch){.og-h-anchor aria-hidden="true"} {#fantasy-artifact-poisoners-touch .og-tab} [(Godforsaken, page 154)]{.og-ref} @@ -39812,7 +39812,7 @@ - **Depletion:** 1 in 1d6 (check each time the amulet reduces damage) [(GF, 154)]{.og-ref} -###### Ring of Dragon\'s Flight [#](#fantasy-artifact-ring-of-dragons-flight){.og-h-anchor aria-hidden="true"} {#fantasy-artifact-ring-of-dragons-flight .og-tab} +###### Ring of Dragon's Flight [#](#fantasy-artifact-ring-of-dragons-flight){.og-h-anchor aria-hidden="true"} {#fantasy-artifact-ring-of-dragons-flight .og-tab} [(Cypher System Rulebook, page 257)]{.og-ref} @@ -39913,8 +39913,8 @@ - **Form:** Night-black blade in which distant stars are sometimes visible - **Effect:** This knife functions as a normal light weapon. However, if the wielder wishes, on a successful attack, - it inflicts additional damage (ignores Armor) equal to the artifact\'s level. If damage from the dagger reduces a - target to 0 health, the target\'s soul is drawn into the blade. The soul remains trapped there for up to three days, + it inflicts additional damage (ignores Armor) equal to the artifact's level. If damage from the dagger reduces a + target to 0 health, the target's soul is drawn into the blade. The soul remains trapped there for up to three days, after which time it is consumed. (Alternatively, the wielder can release the soul to whatever its fate would otherwise be.) @@ -39963,7 +39963,7 @@ - **Effect:** When the user incants from the spellbook and succeeds at a level 3 Intellect task, they can summon an elemental of one specific kind described in the book (earth, fire, thorn, or some other type). The elemental appears - and does the summoner\'s bidding for up to one hour, unless it somehow breaks the geas created by the book. [(GF, + and does the summoner's bidding for up to one hour, unless it somehow breaks the geas created by the book. [(GF, 156)]{.og-ref} - **Depletion:** 1--3 in 1d20 @@ -39978,7 +39978,7 @@ - **Effect:** When the user incants from the spellbook and succeeds at a level 3 Intellect-based task, the user can attempt to trap a creature within long range inside a block of amber. Only creatures whose level is equal to or - lower than the artifact\'s level can be targeted. A creature successfully caught is preserved in perfect stasis + lower than the artifact's level can be targeted. A creature successfully caught is preserved in perfect stasis until the encasing amber is broken away (the amber has 10 points of health per level of the artifact). - **Depletion:** 1 in 1d20 [(257)]{.og-ref} @@ -39994,12 +39994,12 @@ - **Effect:** The wielder can use an action to gain one of the following effects. - *Influence.* The wielder makes a mental attack on a creature within immediate range by providing a suggestion. - An affected target follows any suggestion during its next turn that doesn\'t cause direct harm to itself or its + An affected target follows any suggestion during its next turn that doesn't cause direct harm to itself or its allies. - *Lightning.* The wielder discharges a bolt of lightning that attacks all targets along a straight line out to long range, inflicting damage equal to the artifact level. - *Shield.* For one hour, the wielder gains the protective effect of using a normal shield (an asset on their - Speed defense rolls). This effect is invisible and doesn\'t require them to hold a shield; merely touching the + Speed defense rolls). This effect is invisible and doesn't require them to hold a shield; merely touching the staff is sufficient. The staff can have more than one effect ongoing at a time (such as using the shield ability and blasting someone @@ -40037,8 +40037,8 @@ or the wielder can collapse it as an action. - *Snake Form.* Staff transforms into a venomous snake whose level is equal to the artifact level. The snake has a bite attack that inflicts 6 points of damage, plus 3 additional points of Speed damage (ignores Armor) for three - rounds on a failed Might defense roll. The snake obeys the wielder\'s verbal commands, but it can\'t do anything - a regular snake couldn\'t do. + rounds on a failed Might defense roll. The snake obeys the wielder's verbal commands, but it can\'t do anything + a regular snake couldn't do. - *Water From Stone.* Produces approximately 10 gallons (38 liters) of pure water within immediate range, as if from a natural spring in the ground. @@ -40056,7 +40056,7 @@ feet by 10 feet (3 m by 3 m) with a thin door. Everything inside the area of the full-size shack is protected from most forms of inclement weather for one hour (or ten hours for artifact level 6 and higher). Leaving or entering the shack before the duration is up makes it harmlessly collapse upon itself unless the character succeeds on a Speed - roll against the artifact\'s level. If collapsed early or the duration runs out, the shack collapses into sticks, + roll against the artifact's level. If collapsed early or the duration runs out, the shack collapses into sticks, dust, and the miniature model, which can be taken and reused. - **Depletion:** 1 in 1d100 @@ -40077,7 +40077,7 @@ The trigger can react to a specified movement within 3 feet (1 m)---a door opening, a creature or object moving past the runestone, and so on. The higher the level of the artifact, the more sophisticated the trigger. For example, a - level 4 artifact\'s trigger might be based on a creature\'s size or weight, a level 5 artifact can trigger based on + level 4 artifact's trigger might be based on a creature\'s size or weight, a level 5 artifact can trigger based on a specific type of creature, and a level 6 artifact can trigger based on recognizing an individual creature. - **Depletion:** Automatic @@ -40121,11 +40121,11 @@ - **Form:** Wand of red wood 8 inches (20 cm) long, carved with intricate flamelike images - **Effect:** When activated, the wand looses a blast of fire at a chosen target within short range, inflicting damage - equal to the artifact\'s level. + equal to the artifact's level. - **Depletion:** 1 in 1d20 -###### Wand of Spider\'s Webbing [#](#fantasy-artifact-wand-of-spiders-webbing){.og-h-anchor aria-hidden="true"} {#fantasy-artifact-wand-of-spiders-webbing .og-tab} +###### Wand of Spider's Webbing [#](#fantasy-artifact-wand-of-spiders-webbing){.og-h-anchor aria-hidden="true"} {#fantasy-artifact-wand-of-spiders-webbing .og-tab} [(Godforsaken, page 158)]{.og-ref} @@ -40133,9 +40133,9 @@ - **Form:** White oak wand -- **Effect:** This wand produces a long-range stream of grey spider\'s webbing that entangles a target and holds it - stuck to nearby surfaces. Entangled victims can\'t move or take actions that require movement. Targets whose level - is higher than the wand\'s level can usually break free within one or two rounds. The entangling web is highly +- **Effect:** This wand produces a long-range stream of grey spider's webbing that entangles a target and holds it + stuck to nearby surfaces. Entangled victims can't move or take actions that require movement. Targets whose level + is higher than the wand's level can usually break free within one or two rounds. The entangling web is highly flammable, and if ignited it burns away over the course of one round, but the intense heat inflicts damage equal to the artifact level on whatever was caught within it. @@ -40152,20 +40152,20 @@ - **Effect:** The bearer of this crystal can telepathically communicate with an immortal being whose location is unknown (probably another dimension or a godly or infernal realm). The user can converse with the intelligence on an ongoing basis, but in general, the whisperer can share a useful bit of information, insight, or advice about once - every day. Sometimes, this translates into an asset on one of the user\'s actions. For example, the intelligence can + every day. Sometimes, this translates into an asset on one of the user's actions. For example, the intelligence can suggest the right phrase to make friends with a shopkeeper to get a good deal, the right tools to use while trying to break open a door, or the right place to put a shield to deflect an incoming attack. Sometimes the information is more broad, such as the right road to take to reach the next town or why a group of monsters is attacking the caravan the bearer is guarding. - The whisperer\'s willingness and ability to converse varies considerably. Sometimes it is quite chatty and offers + The whisperer's willingness and ability to converse varies considerably. Sometimes it is quite chatty and offers advice. Other times, it must be convinced, cajoled, or tricked into giving information. And sometimes, it is - entirely absent for reasons it will not explain. The whisperer\'s knowledge base is broad but not omniscient. It + entirely absent for reasons it will not explain. The whisperer's knowledge base is broad but not omniscient. It cannot see the future, but it can often predict outcomes based on logic. - **Depletion:** 1 in 1d20 (check each day) -###### Witch\'s Broom [#](#fantasy-artifact-witchs-broom){.og-h-anchor aria-hidden="true"} {#fantasy-artifact-witchs-broom .og-tab} +###### Witch's Broom [#](#fantasy-artifact-witchs-broom){.og-h-anchor aria-hidden="true"} {#fantasy-artifact-witchs-broom .og-tab} [(Godforsaken, page 158)]{.og-ref} @@ -40177,7 +40177,7 @@ 100 miles (160 km) per hour. The bearer can call upon the broom to grant them a powerful hallucinogenic state that lasts for four hours, during - which time all tasks are hindered. After the hallucinations end, the bearer\'s Intellect tasks are eased for the + which time all tasks are hindered. After the hallucinations end, the bearer's Intellect tasks are eased for the next ten minutes. - **Depletion:** 1 in 1d20 @@ -40371,15 +40371,15 @@ [(Cypher System Rulebook, page 261)]{.og-ref} -The modern setting is easy because it\'s just the real world, right? Well, yes and no. It\'s easy for players to +The modern setting is easy because it's just the real world, right? Well, yes and no. It\'s easy for players to understand the context of a modern setting. They know the default assumptions---cities, cars, cell phones, the internet, -and so on. It\'s also easier for some players to get into character, because their character could be someone they might +and so on. It's also easier for some players to get into character, because their character could be someone they might very well pass on the street. It can be easier to wrap your mind around a history professor than a thousand-year-old elf wizard. These things make it easier on the GM as well. -But for the same reason, it\'s not easy. The setting is the real world we all know, so it\'s easy to get facts wrong or +But for the same reason, it's not easy. The setting is the real world we all know, so it\'s easy to get facts wrong or let them bog you down. What happens when you pull the fire alarm on the thirty-fifth floor of a major hotel in a large -city? How fast do the authorities arrive? In truth, the facts aren\'t as important as the story you\'re creating, but +city? How fast do the authorities arrive? In truth, the facts aren't as important as the story you\'re creating, but some verisimilitude is nice. ------------------------------------------------------------------------------------------------------------------------ @@ -40388,20 +40388,20 @@ [(Cypher System Rulebook, page 262)]{.og-ref} -If you\'re trying to portray a psychic with a few basic powers, you might not want to use the [Adept](#type-adept) +If you're trying to portray a psychic with a few basic powers, you might not want to use the [Adept](#type-adept) character type. Instead, choose a different type (perhaps a [Speaker](#type-speaker)) and encourage foci such as [Commands Mental Powers](#focus-commands-mental-powers) or [Focuses Mind Over Matter](#focus-focuses-mind-over-matter). -Some of the Adept\'s powers might be too over the top for the genre. +Some of the Adept's powers might be too over the top for the genre. Similarly, the [technology flavor](#flavor-technology) is probably too high-tech for a modern game. For someone with technical skills, use the [skills and knowledge flavor](#flavor-skills-and-knowledge) instead. -Sometimes, the types might be more physical than is always desirable for a modern game, but that\'s because the least +Sometimes, the types might be more physical than is always desirable for a modern game, but that's because the least physical type, the Adept, is often inappropriate for other reasons. The [Calm](#descriptor-calm) descriptor is very good for such characters, not only granting them a great deal of skill and knowledge, but also reducing their physical capabilities. -Last, don\'t forget foci such as [Doesn\'t Do Much](#focus-doesnt-do-much) or [Would Rather Be +Last, don't forget foci such as [Doesn\'t Do Much](#focus-doesnt-do-much) or [Would Rather Be Reading](#focus-would-rather-be-reading) for \"normal\" characters who have useful skills but not much in the way of flashy abilities. @@ -40444,7 +40444,7 @@ - [Defends the Gate](#focus-defends-the-gate) [(66)]{.og-ref} - [Defends the Weak](#focus-defends-the-weak) [(66)]{.og-ref} - [Descends From Nobility](#focus-descends-from-nobility) [(67)]{.og-ref} -- [Doesn\'t Do Much](#focus-doesnt-do-much) [(67)]{.og-ref} +- [Doesn't Do Much](#focus-doesnt-do-much) [(67)]{.og-ref} - [Drives Like a Maniac](#focus-drives-like-a-maniac) [(67)]{.og-ref} - [Entertains](#focus-entertains) [(67)]{.og-ref}[(Errata)]{.og-ref} - [Explores Dark Places](#focus-explores-dark-places) [(68)]{.og-ref} @@ -40497,8 +40497,8 @@ ------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ [Drives Like a Maniac](#focus-drives-like-a-maniac) Driving a horse and buggy or chariot might be meaningful activities in settings before the advent of motor vehicles. After the advent of military aircraft around 1910, this focus can also be used for pilots. [Is Licensed to Carry](#focus-is-licensed-to-carry) Before the advent of firearms in the 14th century, this focus can work for archers, crossbow-wielders, or even someone particularly good with a sling. - [Plays Too Many Games](#focus-plays-too-many-games) This focus seems to imply it\'s about video games, but games are ancient. All kinds of older games test the same skills, though, planning, strategy, hand-eye-coordination. This is a good focus for a chess grandmaster, a sly gambler, or even a carnival trick-shot. - [Raids](#focus-raids) This focus doesn\'t need to be reserved for a futuristic post-apocalypse. With the right equipment, it works just as well for a marauder from any historical period or the present. + [Plays Too Many Games](#focus-plays-too-many-games) This focus seems to imply it's about video games, but games are ancient. All kinds of older games test the same skills, though, planning, strategy, hand-eye-coordination. This is a good focus for a chess grandmaster, a sly gambler, or even a carnival trick-shot. + [Raids](#focus-raids) This focus doesn't need to be reserved for a futuristic post-apocalypse. With the right equipment, it works just as well for a marauder from any historical period or the present. [Sailed Beneath the Jolly Roger](#focus-sailed-beneath-the-jolly-roger) This focus can be made to work for any criminal, paramilitary, black ops, or terrorist organization with a fearsome reputation. [Works the System](#focus-works-the-system) Starting around 1965, \"phone phreaking\" or other forms of hacking and electronic forgery might be a valuable ability, but even in historical periods, this focus could be used for a spy with an emphasis on codebreaking, forgery, communications disruption, and similar activities. @@ -40590,7 +40590,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** Equipment might range in price and quality. For example, A [used car](#vehicle-car-used) might +**Editor's Notes ---** Equipment might range in price and quality. For example, A [used car](#vehicle-car-used) might have a different immediate cost depending on factors such has leasing or purchasing, the condition of the vehicle, the availability of other options, and the ability of the PC to understand the true quality of the item they are purchasing. ::: @@ -40618,7 +40618,7 @@ [Knife (simple)](#contemporary-melee-weapon-knife-simple) -Light weapon (won\'t last long) +Light weapon (won't last long) ::: table-responsive Other Items Notes @@ -41029,7 +41029,7 @@ - **Price:** Inexpensive -- **Details:** Padlocks aren\'t too difficult to remove, especially with bolt cutters, but they do slow down would-be +- **Details:** Padlocks aren't too difficult to remove, especially with bolt cutters, but they do slow down would-be thieves. ###### Restraint [3 (9)]{.float-end} [#](#utility-gear-restraint){.og-h-anchor aria-hidden="true"} {#utility-gear-restraint .og-tab-sub} @@ -41074,7 +41074,7 @@ - **Price:** Expensive - **Details:** A set of specialized tools are custom-selected for a specific task, such as carpentry, mechanical - repair, or electronics. Specialized tools provide an asset to the task they\'re suited for. + repair, or electronics. Specialized tools provide an asset to the task they're suited for. ##### Contemporary Health Care and Nutrition [#](#modern-technology-health-care-and-nutrition){.og-h-anchor aria-hidden="true"} {#modern-technology-health-care-and-nutrition .og-border .og-tech .og-tech-contemporary} @@ -41163,7 +41163,7 @@ Other kinds of drugs have a different ease and hinder profile. For example, the dose of caffeine in a cup of coffee can ease tasks related to concentration and motivation but hinder tasks related to resisting anxiety and - irritability. On the other hand, addiction to caffeine normally isn\'t nearly as serious an addiction as alcohol or + irritability. On the other hand, addiction to caffeine normally isn't nearly as serious an addiction as alcohol or opioids. ###### Book [2 (6)]{.float-end} [#](#recreation-book){.og-h-anchor aria-hidden="true"} {#recreation-book .og-tab-sub} @@ -41258,7 +41258,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The hand grenades listed in the [Cypher System +**Editor's Notes ---** The hand grenades listed in the [Cypher System Rulebook](https://www.montecookgames.com/store/product/cypher-system-rulebook-2/){.og-icon .og-mcg} and [Rust and Redemption](https://www.montecookgames.com/store/product/rust-and-redemption/){.og-icon .og-mcg} deals only 4 damage. Depending on the setting, The GM might make one or both versions available at different prices or technology levels. @@ -41378,7 +41378,7 @@ ##### Contemporary Cars [#](#modern-vehicles-cars){.og-h-anchor aria-hidden="true"} {#modern-vehicles-cars .og-border .og-tech .og-tech-contemporary} -Buying a car at the bottom of its price range usually means the car isn\'t top quality. Such vehicles have a depletion +Buying a car at the bottom of its price range usually means the car isn't top quality. Such vehicles have a depletion of 1 in 1d100 (check per day used). ###### Car, sedan [4 (12)]{.float-end} [#](#vehicle-car-sedan){.og-h-anchor aria-hidden="true"} {#vehicle-car-sedan .og-tab-sub} @@ -41566,7 +41566,7 @@ In fact, that very complexity exacts a toll. Generally speaking, all tasks for operating a pioneer-era spacecraft are hindered by two steps. Only the very well trained (or the very lucky) should even consider trying to operate such a -craft. Finally, pioneer-era spacecraft usually don\'t have weapon systems. +craft. Finally, pioneer-era spacecraft usually don't have weapon systems. ###### Rocket, heavy-lift launch [2 (6)]{.float-end} [#](#vehicle-rocket-heavy-lift-launch){.og-h-anchor aria-hidden="true"} {#vehicle-rocket-heavy-lift-launch .og-tab-sub} @@ -41691,21 +41691,21 @@ [(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} -Depending on the setting\'s specifics, character options for a modern magic game might include options presented in +Depending on the setting's specifics, character options for a modern magic game might include options presented in [historical](#choose-historical), [modern](#choose-modern), [fantasy](#choose-fantasy), [horror](#choose-horror), or [weird west](#choose-weird-west) genres. ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** Character options from [Old Gus\' Daft Drafts](og-dd.html) might also be appropriate. +**Editor's Notes ---** Character options from [Old Gus\' Daft Drafts](og-dd.html) might also be appropriate. ::: ::: {.alert .ps-4 .pb-0} ###### Modern Magic Flavors [#](#modern-magic-flavors){.og-h-anchor aria-hidden="true"} -[(It\'s Only Magic, page 69)]{.og-ref} +[(It's Only Magic, page 69)]{.og-ref} [Flavors](#chapter-6-flavor) are groups of special abilities (usually centered around a particular theme) used to alter -a character to suit a player\'s interests or to match the genre or setting. For example, in a setting where magic is +a character to suit a player's interests or to match the genre or setting. For example, in a setting where magic is common, access to the magic flavor allows all kinds of characters to learn some magical abilities (including [Explorers](#type-explorer) and [Warriors](#type-warrior), whose [type](#chapter-5-type) abilities are mainly nonmagical). Likewise, in a modern fantasy setting where most sorcerers learn basic defensive magic as their first @@ -41725,7 +41725,7 @@ ###### Modern Magic Abilities [#](#modern-magic-abilities){.og-h-anchor aria-hidden="true"} -[(It\'s Only Magic, page 65)]{.og-ref} +[(It's Only Magic, page 65)]{.og-ref} The GM might allow PCs to gain these abilities through their [type](#chapter-5-type), [flavor](#chapter-6-flavor), [coven](#covens), or [spellcasting](#optional-rule-spellcasting). @@ -41750,10 +41750,10 @@ ##### Modern Magic Foci [#](#modern-magic-foci){.og-h-anchor aria-hidden="true"} -[(It\'s Only Magic, page 44)]{.og-ref} +[(It's Only Magic, page 44)]{.og-ref} These foci can be used as-is in most modern fantasy campaigns. The GM and player should adjust the details to suit the -specific campaign they\'ll be playing. +specific campaign they'll be playing. ::: table-responsive Focus Description @@ -41767,17 +41767,17 @@ [Practices Moon Magic](#focus-practices-moon-magic) You call upon the mysteries and powers of the moon. [Steers the Coven](#focus-steers-the-coven) You take a prominent role in guiding and protecting your [coven](#covens) of like-minded individuals. [Transmits Energy](#focus-transmits-energy) You can harness magical energy and use it for yourself or give it to others. - [Turns Decay to Growth](#focus-turns-decay-to-growth) You\'re a magician whose expertise is mushrooms and the cycle of rot and rebirth. + [Turns Decay to Growth](#focus-turns-decay-to-growth) You're a magician whose expertise is mushrooms and the cycle of rot and rebirth. : Modern Magic Foci ::: ##### Modern Magic Descriptors [#](#modern-magic-descriptors){.og-h-anchor aria-hidden="true"} -[(It\'s Only Magic, page 36)]{.og-ref} +[(It's Only Magic, page 36)]{.og-ref} Most of these descriptors are for characters who are or become significantly nonhuman; for example, the -[Dragon](#modern-magic-descriptor-dragon) descriptor means you\'re a four-legged, winged dragon who can breathe flame. +[Dragon](#modern-magic-descriptor-dragon) descriptor means you're a four-legged, winged dragon who can breathe flame. These descriptors include suggestions for how to advance or improve your inherent nature as that sort of creature (becoming even more dragonish if you are a Dragon, for example). The GM should allow a character with such a descriptor to choose any of these abilities (and any others the GM feels are appropriate for the descriptor) in place of a @@ -41786,13 +41786,13 @@ ###### Chimera [#](#modern-magic-descriptor-chimera){.og-h-anchor aria-hidden="true"} {#modern-magic-descriptor-chimera .og-h-small .og-border} -[(It\'s Only Magic, page 37)]{.og-ref} +[(It's Only Magic, page 37)]{.og-ref} You have a blend of animal attributes; you may be a well-known mythological creature, like a satyr or minotaur, or you -may have a unique combination of features. Bison horns, boar tusks, bear paws, a wolf\'s tail, a lion\'s mane: take your +may have a unique combination of features. Bison horns, boar tusks, bear paws, a wolf's tail, a lion\'s mane: take your pick. Your thickened skin offers protection from attacks and the elements. Depending on your dexterity---and whether you have opposable thumbs---you may use adaptive weapons and tools, like a dagger modified to be held in a paw instead of a -hand. You\'re eager to protect the ones closest to you, and usually more likely to run toward conflict than away from +hand. You're eager to protect the ones closest to you, and usually more likely to run toward conflict than away from it. You gain the following characteristics: @@ -41801,7 +41801,7 @@ - **Animal Strength:** +1 to your Might Pool. -- **Charging Ahead:** You\'re trained in initiative. +- **Charging Ahead:** You're trained in initiative. - **For the Gang:** You stick up for your friends. When you [draw the attack](#cooperative-actions), your defense is only hindered by one step. @@ -41811,7 +41811,7 @@ - **Initial Link to the Starting Adventure:** From the following list of options, choose how you became involved in the first adventure. -1. A herd, a pride, a pack, a flock: whatever the collective noun for chimeras is, you\'re looking to build (or join) +1. A herd, a pride, a pack, a flock: whatever the collective noun for chimeras is, you're looking to build (or join) one. 2. You need supplies to adapt a legendary weapon perfectly to your physique. 3. The other PCs were in the wrong place at the wrong time, and you protected them from harm. @@ -41830,19 +41830,19 @@ - [Frenzy](#ability-frenzy) [(143)]{.og-ref} ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** This descriptor has been amended by the editor to correct a suspected misprint, adding +**Editor's Notes ---** This descriptor has been amended by the editor to correct a suspected misprint, adding \"inability\" to hindered tasks. ::: ###### Dragon [#](#modern-magic-descriptor-dragon){.og-h-anchor aria-hidden="true"} {#modern-magic-descriptor-dragon .og-h-small .og-border} -[(It\'s Only Magic, page 38)]{.og-ref} +[(It's Only Magic, page 38)]{.og-ref} You can shift at will between a dragon and humanoid form; you may choose to spend more time in one form or the other. In -your dragon form you\'re about 10 feet (3.5 m) long with four legs, leathery wings, and a serpentlike tail. You\'re -drawn to treasure and shiny things, but you\'re willing to share your hoard with those you trust. Though you can speak -human languages, you can\'t ignore the fact that you\'re a wild part of your local ecosystem---at least some of the -time. You\'re an apex predator, driven to fly and to hunt, and you brumate in cold temperatures like other reptiles. +your dragon form you're about 10 feet (3.5 m) long with four legs, leathery wings, and a serpentlike tail. You\'re +drawn to treasure and shiny things, but you're willing to share your hoard with those you trust. Though you can speak +human languages, you can't ignore the fact that you\'re a wild part of your local ecosystem---at least some of the +time. You're an apex predator, driven to fly and to hunt, and you brumate in cold temperatures like other reptiles. You gain the following characteristics: @@ -41870,9 +41870,9 @@ the first adventure. 1. The other PCs were hired as dragon hunters, but once they met you they realized their mission was misguided. -2. You\'re hoping to find a specific discontinued currency to add to your hoard. +2. You're hoping to find a specific discontinued currency to add to your hoard. 3. You got stuck in your dragon form while molting, and the other PCs helped remove your shed skin. -4. You\'re gathering ingredients for a difficult spell that will increase the range and intensity of your +4. You're gathering ingredients for a difficult spell that will increase the range and intensity of your fire-breathing attacks. - **Dragon Advancement:** @@ -41892,28 +41892,28 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** This descriptor has been amended by the editor to correct a suspected misprint, replacing +**Editor's Notes ---** This descriptor has been amended by the editor to correct a suspected misprint, replacing \"skilled\" with \"trained\". ::: ###### Ghost [#](#modern-magic-descriptor-ghost){.og-h-anchor aria-hidden="true"} {#modern-magic-descriptor-ghost .og-h-small .og-border} -[(It\'s Only Magic, page 39)]{.og-ref} +[(It's Only Magic, page 39)]{.og-ref} -Unfortunately, you\'re dead. But hey, it\'s not all bad! Your spirit has remained in the mortal world. You can still -walk among the living, but you no longer need pesky things like food or sleep. It\'s up to you how long you\'ve been -dead, whether you remember your death, and why you\'ve stuck around: seeking revenge, settling a debt, protecting your -descendants, perfecting your great-grandma\'s pecan pie recipe, or something else entirely. +Unfortunately, you're dead. But hey, it\'s not all bad! Your spirit has remained in the mortal world. You can still +walk among the living, but you no longer need pesky things like food or sleep. It's up to you how long you\'ve been +dead, whether you remember your death, and why you've stuck around: seeking revenge, settling a debt, protecting your +descendants, perfecting your great-grandma's pecan pie recipe, or something else entirely. You gain the following characteristics: - **Ghostly Wisdom:** +2 to your Intellect Pool. -- **Sneaky:** You\'re trained in stealth and intimidation. +- **Sneaky:** You're trained in stealth and intimidation. -- **Incorporeal:** You\'re trained in Speed defense. +- **Incorporeal:** You're trained in Speed defense. -- **Calling the Dead:** You\'re trained in communicating with other ghosts, wraiths, undead, and so on. You can also +- **Calling the Dead:** You're trained in communicating with other ghosts, wraiths, undead, and so on. You can also serve as a catalyst for communication with the dead, providing an asset to a living character attempting such a task (such as a séance or summoning). @@ -41921,16 +41921,16 @@ - **Inability (Dead):** Positive social interaction tasks with living creatures are hindered. -- **Uniform:** You\'re permanently wearing the clothes you had on when you died. This can hinder social interactions - if you\'re inappropriately dressed for the setting (wearing a bathrobe and slippers to a formal party, for example). +- **Uniform:** You're permanently wearing the clothes you had on when you died. This can hinder social interactions + if you're inappropriately dressed for the setting (wearing a bathrobe and slippers to a formal party, for example). - **Initial Link to the Starting Adventure:** From the following list of options, choose how you became involved in the first adventure. -1. You\'re on a journey to make amends with someone you wronged in life. -2. You\'re looking for the resting place of your physical body so you can be resurrected. +1. You're on a journey to make amends with someone you wronged in life. +2. You're looking for the resting place of your physical body so you can be resurrected. 3. One of the other PCs is a distant relative, and you need to keep them alive so your bloodline continues. -4. You\'re studying the secrets of reincarnation and suspect that one of the other PCs has vital information. +4. You're studying the secrets of reincarnation and suspect that one of the other PCs has vital information. - **Ghost Advancement:** @@ -41945,31 +41945,31 @@ - [Walk Through Walls](#ability-walk-through-walls) [(196)]{.og-ref} ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** This descriptor has been amended by the editor to correct a suspected misprint, adding +**Editor's Notes ---** This descriptor has been amended by the editor to correct a suspected misprint, adding \"inability\" to hindered tasks. ::: ###### Hunter [#](#modern-magic-descriptor-hunter){.og-h-anchor aria-hidden="true"} {#modern-magic-descriptor-hunter .og-h-small .og-border} -[(It\'s Only Magic, page 40)]{.og-ref} +[(It's Only Magic, page 40)]{.og-ref} You once rode with the Wild Hunt: an immortal cavalry who traversed the skies in secret each night, gathering the souls of those who died in battle and carrying them to the beyond. These days, the Wild Hunt has downsized and your nights are -your own. You\'re mortal again, too, but it\'s impossible to forget the terrifying freedom and power you once held. -Maybe you\'ve let nostalgia make you bitter, or maybe you don\'t miss the Hunt at all, instead living in fear of being +your own. You're mortal again, too, but it\'s impossible to forget the terrifying freedom and power you once held. +Maybe you've let nostalgia make you bitter, or maybe you don\'t miss the Hunt at all, instead living in fear of being conscripted once more. You gain the following characteristics: - **Agile:** +2 to your Speed Pool. -- **Equestrian:** You\'re trained in handling and riding horses. +- **Equestrian:** You're trained in handling and riding horses. -- **Sword Hand:** You\'re proficient with two-handed swords and can use them without penalty. +- **Sword Hand:** You're proficient with two-handed swords and can use them without penalty. -- **Hearing the Dead:** You\'re trained in all social interactions with ghosts. +- **Hearing the Dead:** You're trained in all social interactions with ghosts. -- **Inability (The Call of the Hunt):** You\'re often distracted by sounds that remind you of the Wild Hunt, such as +- **Inability (The Call of the Hunt):** You're often distracted by sounds that remind you of the Wild Hunt, such as horns and baying hounds. Tasks requiring concentration are hindered. - **Inability (Lost Years):** In the years you belonged to the Wild Hunt, you lost touch with advancing technology. @@ -41978,26 +41978,26 @@ - **Initial Link to the Starting Adventure:** From the following list of options, choose how you became involved in the first adventure. -1. You ferried the soul of a PC\'s relative to the afterlife. When you left the Wild Hunt, you found the PC to tell - them of their relative\'s brave deeds. -2. The living only see the Wild Hunt cross the sky if they\'re destined for disaster. A PC saw the Wild Hunt years ago, - and you\'ve taken it upon yourself to protect them. -3. You\'re afraid that the leader of the Wild Hunt will summon you, and you need help concealing yourself. -4. You\'re searching for the horse you remember riding---a massive undead stallion with flaming hooves. +1. You ferried the soul of a PC's relative to the afterlife. When you left the Wild Hunt, you found the PC to tell + them of their relative's brave deeds. +2. The living only see the Wild Hunt cross the sky if they're destined for disaster. A PC saw the Wild Hunt years ago, + and you've taken it upon yourself to protect them. +3. You're afraid that the leader of the Wild Hunt will summon you, and you need help concealing yourself. +4. You're searching for the horse you remember riding---a massive undead stallion with flaming hooves. ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** This descriptor has been amended by the editor to correct a suspected misprint, replacing +**Editor's Notes ---** This descriptor has been amended by the editor to correct a suspected misprint, replacing \"skilled\" with \"trained\", and adding \"inability\" to hindered tasks. ::: ###### Nix [#](#modern-magic-descriptor-nix){.og-h-anchor aria-hidden="true"} {#modern-magic-descriptor-nix .og-h-small .og-border} -[(It\'s Only Magic, page 41)]{.og-ref} +[(It's Only Magic, page 41)]{.og-ref} -You\'re a shapeshifting water spirit. You can walk on two legs and breathe air, but when you\'re submerged, you gain a +You're a shapeshifting water spirit. You can walk on two legs and breathe air, but when you\'re submerged, you gain a tail, fins, and gills. You probably live near flowing water, with no preference for salinity or temperature; you also have a general affinity for nature and a knack for identifying useful plants. Your playful and upbeat disposition -doesn\'t mean you\'re passive or helpless. Though you may prefer to talk your way out of tough situations, you\'re quick +doesn't mean you\'re passive or helpless. Though you may prefer to talk your way out of tough situations, you\'re quick to react to threats---especially in water, where you maneuver with deadly accuracy. You gain the following characteristics: @@ -42012,22 +42012,22 @@ - **Quick Swimming:** You can swim a long distance as your action, or a short distance as part of another action. -- **Close to Nature:** You\'re trained in identifying plants and animals. +- **Close to Nature:** You're trained in identifying plants and animals. -- **Siren Song:** You\'re extremely charismatic. You\'re trained in persuasion and deception. +- **Siren Song:** You're extremely charismatic. You\'re trained in persuasion and deception. -- **Distractible:** You have a hard time focusing. You\'re hindered in tasks involving knowledge or lore, as well as +- **Distractible:** You have a hard time focusing. You're hindered in tasks involving knowledge or lore, as well as resisting mental attacks. -- **Inability:** When you\'re in water, attacks using weapons are hindered. +- **Inability:** When you're in water, attacks using weapons are hindered. - **Initial Link to the Starting Adventure:** From the following list of options, choose how you became involved in the first adventure. 1. The other PCs were stranded in a shipwreck, and you saved them. -2. A factory is polluting your local body of water, and you\'re looking for revenge. +2. A factory is polluting your local body of water, and you're looking for revenge. 3. You played a prank on the other PCs while they were swimming; after a good laugh, they invited you to join them. -4. You\'ve been sent to search for a rare plant, believed by many to be extinct. +4. You've been sent to search for a rare plant, believed by many to be extinct. - **Nix Advancement:** @@ -42042,17 +42042,17 @@ - [Wilderness Life](#ability-wilderness-life) [(199)]{.og-ref} ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** This descriptor has been amended by the editor to correct a suspected misprint, replacing +**Editor's Notes ---** This descriptor has been amended by the editor to correct a suspected misprint, replacing \"skilled\" with \"trained\". ::: ###### Sylph [#](#modern-magic-descriptor-sylph){.og-h-anchor aria-hidden="true"} {#modern-magic-descriptor-sylph .og-h-small .og-border} -[(It\'s Only Magic, page 42)]{.og-ref} +[(It's Only Magic, page 42)]{.og-ref} -You\'re an air spirit, with the gift of wingless flight and hawklike eyes. You\'re happiest when you have an aerial +You're an air spirit, with the gift of wingless flight and hawklike eyes. You\'re happiest when you have an aerial view; you lean more toward strategy than action, calling the shots from an unmatched vantage point. Your sensitivity to -air currents and atmospheric pressure means you\'re able to predict weather patterns, which you incorporate into your +air currents and atmospheric pressure means you're able to predict weather patterns, which you incorporate into your machinations. You gain the following characteristics: @@ -42062,9 +42062,9 @@ - **Sylph Flight (2 Intellect or Speed points):** You can fly a long distance as your action, or a short distance as part of another action, for up to ten minutes total. Enabler. -- **Top-Down Strategy:** You\'re trained in logistics and planning. +- **Top-Down Strategy:** You're trained in logistics and planning. -- **Sharp Vision:** You\'re trained in visual perception. +- **Sharp Vision:** You're trained in visual perception. - **Oncoming Storm (1 Intellect point):** You can predict weather patterns (approaching storm systems, cloud cover, wind direction) for the next twelve hours. Action. @@ -42092,18 +42092,18 @@ - [Shock](#ability-shock) [(183)]{.og-ref} ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** This descriptor has been amended by the editor to correct a suspected misprint, replacing +**Editor's Notes ---** This descriptor has been amended by the editor to correct a suspected misprint, replacing \"skilled\" with \"trained\", and adding \"inability\" to hindered tasks. ::: ###### Unmagical [#](#modern-magic-descriptor-unmagical){.og-h-anchor aria-hidden="true"} {#modern-magic-descriptor-unmagical .og-h-small .og-border} -[(It\'s Only Magic, page 43)]{.og-ref} +[(It's Only Magic, page 43)]{.og-ref} -You\'re not good at using magic. In fact, it\'s clear that you\'re inherently unmagical---magic is as confusing, -difficult, and awkward for you as learning lava spells would be for a frost giant. It\'s not that you don\'t believe in -magic (though maybe you don\'t) or that you don\'t like magic (though maybe you don\'t). It\'s just that you and magic -are incompatible. You\'ve learned to compensate for this problem and even turn it into an advantage in some cases. +You're not good at using magic. In fact, it\'s clear that you\'re inherently unmagical---magic is as confusing, +difficult, and awkward for you as learning lava spells would be for a frost giant. It's not that you don\'t believe in +magic (though maybe you don't) or that you don\'t like magic (though maybe you don\'t). It\'s just that you and magic +are incompatible. You've learned to compensate for this problem and even turn it into an advantage in some cases. You gain the following characteristics: @@ -42127,7 +42127,7 @@ 4. You volunteered because you knew your inherent resistance to magic would be useful to the group. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -An Unmagical character shouldn\'t be able to overcome their inability by becoming trained in magic. The GM might allow +An Unmagical character shouldn't be able to overcome their inability by becoming trained in magic. The GM might allow them to train away part of the inability with training in specific skills, such as \"[Onslaught](#ability-onslaught){.og-ability}\" or \"magical weapons.\" @@ -42141,7 +42141,7 @@ #### Modern Fantasy Equipment [#](#modern-magic-equipment){.og-h-anchor aria-hidden="true"} {#modern-magic-equipment} -[(It\'s Only Magic, page 78)]{.og-ref} +[(It's Only Magic, page 78)]{.og-ref} In a modern fantasy setting, the following items (and anything else appropriate to a [modern](#chapter-14-modern) Earthlike world) are usually available. As with most physical things, a character can spend more for a higher-quality @@ -42151,14 +42151,14 @@ ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} Many items in these lists are magical implements used with casting spells and performing [rituals](#ritual-magic), but -don\'t have a specific purpose in the rules. The GM may decide that certain abilities or kinds of abilities require them +don't have a specific purpose in the rules. The GM may decide that certain abilities or kinds of abilities require them or are hindered without them, such as using a crystal ball for a scrying spell, an athame for a protection spell, or a spirit board for a ritual to talk to a dead person. ::: ##### Inexpensive Items [#](#modern-magic-equipment-inexpensive){.og-h-anchor aria-hidden="true"} {#modern-magic-equipment-inexpensive .og-h-small} -[(It\'s Only Magic, page 78)]{.og-ref} +[(It's Only Magic, page 78)]{.og-ref} ::: table-responsive Item Notes @@ -42187,7 +42187,7 @@ ##### Moderately Priced Items [#](#modern-magic-equipment-moderately-priced){.og-h-anchor aria-hidden="true"} {#modern-magic-equipment-moderately-priced .og-h-small} -[(It\'s Only Magic, page 78)]{.og-ref} +[(It's Only Magic, page 78)]{.og-ref} ::: table-responsive Item Notes @@ -42224,7 +42224,7 @@ ##### Expensive Items [#](#modern-magic-equipment-expensive){.og-h-anchor aria-hidden="true"} {#modern-magic-equipment-expensive .og-h-small} -[(It\'s Only Magic, page 78)]{.og-ref} +[(It's Only Magic, page 78)]{.og-ref} ::: table-responsive Item Notes @@ -42242,7 +42242,7 @@ #### Modern Fantasy Crafting Ingredients [#](#modern-magic-crafting-ingredients){.og-h-anchor aria-hidden="true"} {#modern-magic-crafting-ingredients} -[(It\'s Only Magic, page 79)]{.og-ref} +[(It's Only Magic, page 79)]{.og-ref} An inferior example of a crafting ingredient counts as one price category lower. A superior example counts as one or more [price categories](#equipment-price-categories) higher. @@ -42260,7 +42260,7 @@ ##### Inexpensive Materials [#](#modern-magic-materials-inexpensive){.og-h-anchor aria-hidden="true"} {#modern-magic-materials-inexpensive .og-h-small} -[(It\'s Only Magic, page 79)]{.og-ref} +[(It's Only Magic, page 79)]{.og-ref} - Base metals (copper, aluminum, iron, and so on) - Beer @@ -42306,10 +42306,10 @@ ##### Moderately Priced Materials [#](#modern-magic-materials-moderately-priced){.og-h-anchor aria-hidden="true"} {#modern-magic-materials-moderately-priced .og-h-small} -[(It\'s Only Magic, page 79)]{.og-ref} +[(It's Only Magic, page 79)]{.og-ref} - Book or textbook -- Custom seal matrix (such as a family crest or a magician\'s personal rune) +- Custom seal matrix (such as a family crest or a magician's personal rune) - Dust from an outdoor wedding - Earth from a grave - Fine fabric (cashmere wool, heirloom-quality linen, merino wool, silk satin) @@ -42339,7 +42339,7 @@ ##### Expensive Materials [#](#modern-magic-materials-expensive){.og-h-anchor aria-hidden="true"} {#modern-magic-materials-expensive .og-h-small} -[(It\'s Only Magic, page 79)]{.og-ref} +[(It's Only Magic, page 79)]{.og-ref} - Air from a mountaintop - Bottled lightning @@ -42362,10 +42362,10 @@ ##### Very Expensive Materials [#](#modern-magic-materials-very-expensive){.og-h-anchor aria-hidden="true"} {#modern-magic-materials-very-expensive .og-h-small} -[(It\'s Only Magic, page 79)]{.og-ref} +[(It's Only Magic, page 79)]{.og-ref} -- Air from a person\'s last breath -- Baby\'s first laugh +- Air from a person's last breath +- Baby's first laugh - [Cypher](#choose-cyphers), level 6--10 - Dream of an infant - Exotic metals (rare earths, uranium ore) @@ -42373,7 +42373,7 @@ ##### Exorbitant Materials [#](#modern-magic-materials-exorbitant){.og-h-anchor aria-hidden="true"} {#modern-magic-materials-exorbitant .og-h-small} -[(It\'s Only Magic, page 79)]{.og-ref} +[(It's Only Magic, page 79)]{.og-ref} - Wood from an ancient tree @@ -42381,7 +42381,7 @@ #### Modern Fantasy Cyphers [#](#modern-magic-cyphers){.og-h-anchor aria-hidden="true"} {#modern-magic-cyphers} -[(It\'s Only Magic, page 115)]{.og-ref} +[(It's Only Magic, page 115)]{.og-ref} [Chapter 24: Cyphers](#chapter-24-cyphers) assumes that [subtle cyphers](#subtle-cyphers) are the default, but depending on the nature of magic in the modern fantasy setting, some or all cyphers might be physical objects ([manifest @@ -42395,10 +42395,10 @@ ::: {.col .col-md-6} ##### Exceeding Cypher Limits [#](#modern-magic-exceeding-cypher-limits){.og-h-anchor aria-hidden="true"} {#modern-magic-exceeding-cypher-limits} -[(It\'s Only Magic, page 92)]{.og-ref} +[(It's Only Magic, page 92)]{.og-ref} Sometimes characters might want or need to carry more than their normal allotment of cyphers, and in a modern fantasy -game it\'s fun to let the overlapping cypher auras (or whatever the cause) create odd side effects. Typically, a side +game it's fun to let the overlapping cypher auras (or whatever the cause) create odd side effects. Typically, a side effect stops or reverts if the cypher is activated or leaves the area. If a PC is exceeding their cypher limit, roll 1d100 and consult this table to see what happens (roll anywhere from once per hour to once per day, as fits the story). The table is set up so the first entries are weird but generally harmless, the middle ones are annoying, and the last @@ -42406,23 +42406,23 @@ additional cypher the character is over their limit (+20 for two over, +40 for three over, and so on). ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** For more on effects of exceeding cypher limits, see [Exceeding Cypher +**Editor's Notes ---** For more on effects of exceeding cypher limits, see [Exceeding Cypher Limits](#optional-rule-exceeding-cypher-limits) in [Chapter 24: Cyphers](#chapter-24-cyphers). ::: ###### Side Effects of Exceeding Cypher Limits [#](#modern-magic-side-effects-of-exceeding-cypher-limits){.og-h-anchor aria-hidden="true"} {#modern-magic-side-effects-of-exceeding-cypher-limits} -[(It\'s Only Magic, page 92)]{.og-ref} +[(It's Only Magic, page 92)]{.og-ref} ::: table-responsive d100 Effect -------- ------------------------------------------------------------------------------------------------------------------------------------------------- 01--02 Hair of everyone in immediate range stands straight out 03--04 Ugly faces manifest on surfaces in the area - 05--06 Character\'s skin color changes to something unusual (blue, orange purple) - 07--08 Character\'s footprints are glowing red arrows + 05--06 Character's skin color changes to something unusual (blue, orange purple) + 07--08 Character's footprints are glowing red arrows 09--10 Flowers in short range wilt and dissolve into stinky goo - 11--12 Character\'s skin grows fishlike eyes, which dry and fall off like scabs + 11--12 Character's skin grows fishlike eyes, which dry and fall off like scabs 13--14 Internet speeds within short range slow to a crawl 15--16 Character develops prominent skin rash resembling corporate logos 17--18 Character says the word \"sexy\" in place of any adjective @@ -42432,37 +42432,37 @@ 25--26 Cypher randomizes names and icons of nearby apps 27--28 Character takes on the outward appearance of a different intelligent species (chimera, nix, and so on) each hour 29--30 Cypher becomes overcharged (acts as +1 level) and erratic (tasks to use it are hindered) - 31--32 Character\'s hand sometimes turns into a battered plastic duplicate and falls off, with a new hand growing to replace it within seconds + 31--32 Character's hand sometimes turns into a battered plastic duplicate and falls off, with a new hand growing to replace it within seconds 33--34 Character compelled to dig through nearby trash cans in search of discarded batteries - 35--36 Character\'s head surrounded by floating illusions of rude gestures and inappropriate words - 37--38 Character\'s vision distorted so all writing appears undecipherably blurred + 35--36 Character's head surrounded by floating illusions of rude gestures and inappropriate words + 37--38 Character's vision distorted so all writing appears undecipherably blurred 39--40 Birds creepily follow the character and sometimes call their name 41--42 Character frequently drops business cards with publicly viewable links to their browser history 43--44 Cypher reads aloud all text visible within short range 45--46 Cypher makes frequent beeping noise like a large truck backing up 47--48 Cypher grows hard legs and noisily follows the character, hindering interaction and stealth tasks 49--50 Cypher coats itself in a sticky honey---like substance - 51--52 Character\'s thoughts broadcasted to everyone within long range + 51--52 Character's thoughts broadcasted to everyone within long range 53--54 Character followed by a cloud of clothing---eating moths 55--56 Random cypher vanishes, leaving behind a handful of wet soil - 57--58 Character\'s voice is digitally distorted and difficult to understand, hindering interaction tasks + 57--58 Character's voice is digitally distorted and difficult to understand, hindering interaction tasks 59--60 Character quotes commercial jingles and catchphrases every few minutes 61--62 Character or cypher emits a strong smell of asphalt or gasoline - 63--64 Bugs frequently fly into character\'s mouth when they speak + 63--64 Bugs frequently fly into character's mouth when they speak 65--66 Open flames in short range give off noisy sparks like small fireworks 67--68 Character feels intoxicated by a mild hallucinogen, hindering all tasks 69--70 Character sets off nearby car alarms - 71--72 Character\'s eyes shine like powerful flashlights, hindering their visual perception tasks + 71--72 Character's eyes shine like powerful flashlights, hindering their visual perception tasks 73--74 Any coffee within immediate range tastes like nickels 75--76 Causes short circuits in nearby wired electronics 77--78 Character receives frequent spam phone calls about nonexistent services (engine moisturizing, aspirin condensation, aligning apartment chakras) 79--80 Character followed by flying camera drones - 81--82 Magical interference suppresses the cypher\'s function unless the character spends 4 Intellect points to cleanse its aura - 83--84 Magical interference decreases character\'s Intellect Edge by 2 + 81--82 Magical interference suppresses the cypher's function unless the character spends 4 Intellect points to cleanse its aura + 83--84 Magical interference decreases character's Intellect Edge by 2 85--86 Attracts an [internet d@emon](#creature-internet-daemon) 87--88 Attracts a [zorp](#creature-zorp) 89--90 Character gets jittery (hindered Speed-based tasks) unless they chain-smoke cigarettes - 91 Character\'s bones become brittle, hindering Might tasks + 91 Character's bones become brittle, hindering Might tasks 92 Cypher is painfully cold to the touch, inflicting 1 point of damage each round it touches bare skin 93 Character occasionally is hurled horizontally an immediate distance with great force (typically 4 points of [ambient damage](#ambient-damage)) 94 Character develops severe allergy to a common food ingredient (wheat, eggs, citrus) @@ -42480,7 +42480,7 @@ ::: {.col .col-md-6} ##### Modern Fantasy Cypher Table[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#modern-magic-cypher-table){.og-h-anchor aria-hidden="true"} {#modern-magic-cypher-table} -[(It\'s Only Magic, page 117)]{.og-ref} +[(It's Only Magic, page 117)]{.og-ref} All of the cyphers in this chapter are manifest and fantastic cyphers. @@ -42521,7 +42521,7 @@ 47--48 [Instant delivery](#modern-magic-cypher-instant-delivery) 49--50 [Instant motorcycle](#modern-magic-cypher-instant-motorcycle) 51--52 [Lie to me](#modern-magic-cypher-lie-to-me) - 53 [Light \'em up](#modern-magic-cypher-light-em-up) + 53 [Light 'em up](#modern-magic-cypher-light-em-up) 54--55 [Lucky charm](#modern-magic-cypher-lucky-charm) 56--57 [Magic aura tracker](#modern-magic-cypher-magic-aura-tracker) 58 [Malware cyphers](#modern-magic-cypher-malware) @@ -42552,10 +42552,10 @@ 92 [Time ticket](#modern-magic-cypher-time-ticket) 93 [Tunnel traverser](#modern-magic-cypher-tunnel-traverser) 94--95 [What the doctor ordered](#modern-magic-cypher-what-the-doctor-ordered) - 96--97 [Who\'s looking](#modern-magic-cypher-whos-looking) + 96--97 [Who's looking](#modern-magic-cypher-whos-looking) 98 [Wire wraith](#modern-magic-cypher-wire-wraith) 99 [Wrecking balls](#modern-magic-cypher-wrecking-balls) - 00 [You\'re safe now](#modern-magic-cypher-youre-safe-now) + 00 [You're safe now](#modern-magic-cypher-youre-safe-now) : Modern Fantasy Cypher Table ::: @@ -42566,20 +42566,20 @@ ###### Absolute power[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#modern-magic-cypher-absolute-power){.og-h-anchor aria-hidden="true"} {#modern-magic-cypher-absolute-power .og-h-h5-icon} -[(It\'s Only Magic, page 119)]{.og-ref} +[(It's Only Magic, page 119)]{.og-ref} - **Level:** 1d6 + 4 - **Form:** App, battery, bone - **Effect:** Powers a single device for a day. The device can be as simple as a cell phone or as complex as a jet - airplane, as long as the device\'s power requirement is equal to or less than the cypher level. In general, + airplane, as long as the device's power requirement is equal to or less than the cypher level. In general, something like a cell phone is a level 1 power requirement, a boat engine is a level 5 power requirement, and a jet airplane is a level 10 power requirement. ###### Algomancy[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#modern-magic-cypher-algomancy){.og-h-anchor aria-hidden="true"} {#modern-magic-cypher-algomancy .og-h-h5-icon} -[(It\'s Only Magic, page 119)]{.og-ref} +[(It's Only Magic, page 119)]{.og-ref} - **Level:** 1d6 + 3 @@ -42587,13 +42587,13 @@ - **Effect:** Allows the user to take anything driven by an algorithm (such as video and music services, social media, search engines, and so on) and use it to divine the future. If the user spends one roundstudying the algorithm, then - for a number of rounds equal to the cypher level, they gain limited precognition and can predict what\'s going to + for a number of rounds equal to the cypher level, they gain limited precognition and can predict what's going to happen next. They gain an asset on initiative tasks and all defense rolls. In addition, they can warn their friends - of what\'s coming, and ease their friends\' next action. + of what's coming, and ease their friends\' next action. ###### Ambiance[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#modern-magic-cypher-ambiance){.og-h-anchor aria-hidden="true"} {#modern-magic-cypher-ambiance .og-h-h5-icon} -[(It\'s Only Magic, page 119)]{.og-ref} +[(It's Only Magic, page 119)]{.og-ref} - **Level:** 1d6 + 1 @@ -42605,7 +42605,7 @@ ###### Anywhere Web[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#modern-magic-cypher-anywhere-web){.og-h-anchor aria-hidden="true"} {#modern-magic-cypher-anywhere-web .og-h-h5-icon} -[(It\'s Only Magic, page 119)]{.og-ref} +[(It's Only Magic, page 119)]{.og-ref} - **Level:** 1d6 + 2 @@ -42619,7 +42619,7 @@ ###### Below the Law[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#modern-magic-cypher-below-the-law){.og-h-anchor aria-hidden="true"} {#modern-magic-cypher-below-the-law .og-h-h5-icon} -[(It\'s Only Magic, page 119)]{.og-ref} +[(It's Only Magic, page 119)]{.og-ref} - **Level:** 1d6 + 2 @@ -42632,7 +42632,7 @@ ###### Best Gift[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#modern-magic-cypher-best-gift){.og-h-anchor aria-hidden="true"} {#modern-magic-cypher-best-gift .og-h-h5-icon} -[(It\'s Only Magic, page 119)]{.og-ref} +[(It's Only Magic, page 119)]{.og-ref} - **Level:** 1d6 @@ -42644,38 +42644,38 @@ ###### Beverage Bestie[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#modern-magic-cypher-beverage-bestie){.og-h-anchor aria-hidden="true"} {#modern-magic-cypher-beverage-bestie .og-h-h5-icon} -[(It\'s Only Magic, page 119)]{.og-ref} +[(It's Only Magic, page 119)]{.og-ref} - **Level:** 1d6 - **Form:** App, mug, charm - **Effect:** The user picks someone they know, and that person will have their favorite morning beverage delivered to - them at their bedside at the exact moment they are ready for it. The user doesn\'t need to know their chosen - person\'s favorite beverage, their location, or when they will wish for it---the magic takes care of it. + them at their bedside at the exact moment they are ready for it. The user doesn't need to know their chosen + person's favorite beverage, their location, or when they will wish for it---the magic takes care of it. ###### Borrowed Familiar[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#modern-magic-cypher-borrowed-familiar){.og-h-anchor aria-hidden="true"} {#modern-magic-cypher-borrowed-familiar .og-h-h5-icon} -[(It\'s Only Magic, page 120)]{.og-ref} +[(It's Only Magic, page 120)]{.og-ref} - **Level:** 1d6 -- **Form:** Feather, cat\'s whisker, figurine of a dog +- **Form:** Feather, cat's whisker, figurine of a dog - **Effect:** Activating the cypher creates a living version of the creature it represented. This creature is actually - the clone of another magic user\'s familiar that was stored in the object. For the next day per cypher level, the - creature becomes the user\'s temporary familiar, providing an asset to all magic-related actions (including defense + the clone of another magic user's familiar that was stored in the object. For the next day per cypher level, the + creature becomes the user's temporary familiar, providing an asset to all magic-related actions (including defense actions). The creature cannot be harmed, but at the end of its time, it fades away. ###### Brain Overclock[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#modern-magic-cypher-brain-overclock){.og-h-anchor aria-hidden="true"} {#modern-magic-cypher-brain-overclock .og-h-h5-icon} -[(It\'s Only Magic, page 120)]{.og-ref} +[(It's Only Magic, page 120)]{.og-ref} - **Level:** 1d6 + 3 - **Form:** App, mushroom, hair clip -- **Effect:** Amplifies the user\'s mental abilities so their senses are keener and their brain works far beyond its +- **Effect:** Amplifies the user's mental abilities so their senses are keener and their brain works far beyond its normal capacity. Roll for effect: @@ -42695,20 +42695,20 @@ ###### Burn Your Bridges[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#modern-magic-cypher-burn-your-bridges){.og-h-anchor aria-hidden="true"} {#modern-magic-cypher-burn-your-bridges .og-h-h5-icon} -[(It\'s Only Magic, page 120)]{.og-ref} +[(It's Only Magic, page 120)]{.og-ref} - **Level:** 1d6 - **Form:** App, candle, bones -- **Effect:** Covers and destroys the user\'s trail in such a way that it makes them very hard to follow. This might +- **Effect:** Covers and destroys the user's trail in such a way that it makes them very hard to follow. This might include covering their scent, destroying ladders or bridges, creating face-recognition distortion, blurring their license plate, or establishing a false trail. Anyone attempting to follow or track them for one day per cypher level finds their actions hindered by two steps. ###### Burner Phone[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#modern-magic-cypher-burner-phone){.og-h-anchor aria-hidden="true"} {#modern-magic-cypher-burner-phone .og-h-h5-icon} -[(It\'s Only Magic, page 120)]{.og-ref} +[(It's Only Magic, page 120)]{.og-ref} - **Level:** 1d6 @@ -42726,20 +42726,20 @@ ###### Cloak of the Crafter[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#modern-magic-cypher-cloak-of-the-crafter){.og-h-anchor aria-hidden="true"} {#modern-magic-cypher-cloak-of-the-crafter .og-h-h5-icon} -[(It\'s Only Magic, page 120)]{.og-ref} +[(It's Only Magic, page 120)]{.og-ref} - **Level:** 1d6 - **Form:** Oil, moss, granny square - **Effect:** When activated, it cloaks the user in what looks like a handmade wrap, such as a shawl, scarf, or cloak, - for an hour per cypher level. During that time, the user\'s crafting-related tasks are eased, and everything they + for an hour per cypher level. During that time, the user's crafting-related tasks are eased, and everything they craft is one level higher than it normally would be. In addition, the user can find up to two ingredients they need (up to the level of the cypher) in the pockets of the cloak. ###### Dancing on Air[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#modern-magic-cypher-dancing-on-air){.og-h-anchor aria-hidden="true"} {#modern-magic-cypher-dancing-on-air .og-h-h5-icon} -[(It\'s Only Magic, page 120)]{.og-ref} +[(It's Only Magic, page 120)]{.og-ref} - **Level:** 1d6 + 1 @@ -42752,7 +42752,7 @@ ###### Dumpster Fire[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#modern-magic-cypher-dumpster-fire){.og-h-anchor aria-hidden="true"} {#modern-magic-cypher-dumpster-fire .og-h-h5-icon} -[(It\'s Only Magic, page 121)]{.og-ref} +[(It's Only Magic, page 121)]{.og-ref} - **Level:** 1d6 + 3 @@ -42765,7 +42765,7 @@ ###### Duplicity Window[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#modern-magic-cypher-duplicity-window){.og-h-anchor aria-hidden="true"} {#modern-magic-cypher-duplicity-window .og-h-h5-icon} -[(It\'s Only Magic, page 121)]{.og-ref} +[(It's Only Magic, page 121)]{.og-ref} - **Level:** 1d6 + 1 @@ -42779,7 +42779,7 @@ ###### Exceptional Engine[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#modern-magic-cypher-exceptional-engine){.og-h-anchor aria-hidden="true"} {#modern-magic-cypher-exceptional-engine .og-h-h5-icon} -[(It\'s Only Magic, page 121)]{.og-ref} +[(It's Only Magic, page 121)]{.og-ref} - **Level:** 1d6 + 2 @@ -42792,13 +42792,13 @@ ###### Extrovert Shield[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#modern-magic-cypher-extrovert-shield){.og-h-anchor aria-hidden="true"} {#modern-magic-cypher-extrovert-shield .og-h-h5-icon} -[(It\'s Only Magic, page 121)]{.og-ref} +[(It's Only Magic, page 121)]{.og-ref} - **Level:** 1d6 + 1 - **Form:** Carved figure, bones, building blocks -- **Effect:** Creates the semblance of a being of the user\'s choice, such as a human who walks beside them, a bird +- **Effect:** Creates the semblance of a being of the user's choice, such as a human who walks beside them, a bird that sits on their shoulders, or a robot, to act as their shield in social situations. The first time they would take damage from a mental attack, the being absorbs that damage (up to the cypher level) and reflects it back onto the attacker; the user makes an Intellect-based attack roll for this reflected damage. After that, the being @@ -42806,7 +42806,7 @@ ###### Fade to Black[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#modern-magic-cypher-fade-to-black){.og-h-anchor aria-hidden="true"} {#modern-magic-cypher-fade-to-black .og-h-h5-icon} -[(It\'s Only Magic, page 121)]{.og-ref} +[(It's Only Magic, page 121)]{.og-ref} - **Level:** 1d6 + 2 @@ -42819,44 +42819,44 @@ ###### Faraday Ward[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#modern-magic-cypher-faraday-ward){.og-h-anchor aria-hidden="true"} {#modern-magic-cypher-faraday-ward .og-h-h5-icon} -[(It\'s Only Magic, page 121)]{.og-ref} +[(It's Only Magic, page 121)]{.og-ref} - **Level:** 1d6 + 3 - **Form:** App, pocket handkerchief, lapel pin - **Effect:** When activated, the ward protects the user, their items, and their devices from any attempts at scrying, - electromagnetic surveillance, and similar observation whose level is equal to or less than the cypher\'s for ten + electromagnetic surveillance, and similar observation whose level is equal to or less than the cypher's for ten minutes per cypher level. ###### Fey Collar[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#modern-magic-cypher-fey-collar){.og-h-anchor aria-hidden="true"} {#modern-magic-cypher-fey-collar .og-h-h5-icon} -[(It\'s Only Magic, page 121)]{.og-ref} +[(It's Only Magic, page 121)]{.og-ref} - **Level:** 1d6 + 3 - **Form:** Collar, knitted scarf, necklace -- **Effect:** When placed around a creature\'s neck, the collar locks and prevents the wearer from using magic of any +- **Effect:** When placed around a creature's neck, the collar locks and prevents the wearer from using magic of any kind (up to the level of the cypher). If the creature is a PC, each time they try to use magic they must succeed at an Intellect-based roll against the cypher level; otherwise that attempt is blocked. The collar lasts for ten minutes per cypher level and then disintegrates. ###### Ghost Tag[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#modern-magic-cypher-ghost-tag){.og-h-anchor aria-hidden="true"} {#modern-magic-cypher-ghost-tag .og-h-h5-icon} -[(It\'s Only Magic, page 122)]{.og-ref} +[(It's Only Magic, page 122)]{.og-ref} - **Level:** 1d6 - **Form:** Spray paint, feather, lipstick -- **Effect:** Allows the user to leave their tag on someone else\'s graffiti, painting, or public artwork. The tag +- **Effect:** Allows the user to leave their tag on someone else's graffiti, painting, or public artwork. The tag includes a spoken message up to twenty words long and is invisible except to the creature the user designates. That creature can touch the tag and hear the entirety of the message. ###### Girl Moss[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#modern-magic-cypher-girl-moss){.og-h-anchor aria-hidden="true"} {#modern-magic-cypher-girl-moss .og-h-h5-icon} -[(It\'s Only Magic, page 122)]{.og-ref} +[(It's Only Magic, page 122)]{.og-ref} - **Level:** 1d6 @@ -42869,7 +42869,7 @@ ###### Got Your Back[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#modern-magic-cypher-got-your-back){.og-h-anchor aria-hidden="true"} {#modern-magic-cypher-got-your-back .og-h-h5-icon} -[(It\'s Only Magic, page 122)]{.og-ref} +[(It's Only Magic, page 122)]{.og-ref} - **Level:** 1d6 @@ -42880,43 +42880,43 @@ ###### Gravity Denied[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#modern-magic-cypher-gravity-denied){.og-h-anchor aria-hidden="true"} {#modern-magic-cypher-gravity-denied .og-h-h5-icon} -[(It\'s Only Magic, page 122)]{.og-ref} +[(It's Only Magic, page 122)]{.og-ref} - **Level:** 1d6 - **Form:** App, feather, balloon -- **Effect:** The user no longer has to follow gravity\'s laws. For one minute per cypher level, they can walk (or +- **Effect:** The user no longer has to follow gravity's laws. For one minute per cypher level, they can walk (or crawl or run) on steep inclines and horizontal surfaces (such as walls and cliffs) as if they were on flat ground. When using this ability, \"down\" for them is either the surface they are walking on or the normal orientation of gravity (their choice). ###### Great Hair Day[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#modern-magic-cypher-great-hair-day){.og-h-anchor aria-hidden="true"} {#modern-magic-cypher-great-hair-day .og-h-h5-icon} -[(It\'s Only Magic, page 122)]{.og-ref} +[(It's Only Magic, page 122)]{.og-ref} - **Level:** 1d6 - **Form:** Hair clip, twigs, bones -- **Effect:** When activated, the cypher makes the user\'s hair look like it did on their best hair day ever. For the +- **Effect:** When activated, the cypher makes the user's hair look like it did on their best hair day ever. For the next 24 hours, they have an asset in all confidence-based actions, social and otherwise. ###### Growwell[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#modern-magic-cypher-growwell){.og-h-anchor aria-hidden="true"} {#modern-magic-cypher-growwell .og-h-h5-icon} -[(It\'s Only Magic, page 122)]{.og-ref} +[(It's Only Magic, page 122)]{.og-ref} - **Level:** 1d6 - **Form:** Herbs, seed packet, bouquet of flowers -- **Effect:** Causes a garden to sprout in any immediate area. The garden is self-sustaining and doesn\'t need soil, +- **Effect:** Causes a garden to sprout in any immediate area. The garden is self-sustaining and doesn't need soil, sun, or water. It includes flowers, vegetables, and herbs, and lasts for a number of months equal to the cypher level. ###### Hand Wave[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#modern-magic-cypher-hand-wave){.og-h-anchor aria-hidden="true"} {#modern-magic-cypher-hand-wave .og-h-h5-icon} -[(It\'s Only Magic, page 122)]{.og-ref} +[(It's Only Magic, page 122)]{.og-ref} - **Level:** 1d6 + 4 @@ -42927,7 +42927,7 @@ ###### Hashtag[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#modern-magic-cypher-hashtag){.og-h-anchor aria-hidden="true"} {#modern-magic-cypher-hashtag .og-h-h5-icon} -[(It\'s Only Magic, page 123)]{.og-ref} +[(It's Only Magic, page 123)]{.og-ref} - **Level:** 1d6 @@ -42937,16 +42937,16 @@ word will glow when they encounter it in their environment in a way that only they can perceive, allowing them to pick it out from its surroundings easily. This glow will appear around the word itself as well as symbols and objects. For example, if they choose \"apple,\" they will sense a glow around the word in print, around an actual - apple, and around the symbol of an apple logo on a computer. This doesn\'t extend their range of vision farther than + apple, and around the symbol of an apple logo on a computer. This doesn't extend their range of vision farther than they can normally see. This cypher adjusts to be beneficial to the user. For example, if a non-sighted character uses hashtag, the cypher might create a sound or sensation around the chosen word rather than a glow, or the glow might be visible in their - mind\'s eye instead. + mind's eye instead. ###### Here All Along[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#modern-magic-cypher-here-all-along){.og-h-anchor aria-hidden="true"} {#modern-magic-cypher-here-all-along .og-h-h5-icon} -[(It\'s Only Magic, page 123)]{.og-ref} +[(It's Only Magic, page 123)]{.og-ref} - **Level:** 1d6 + 4 @@ -42958,7 +42958,7 @@ ###### Instant Automobile[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#modern-magic-cypher-instant-automobile){.og-h-anchor aria-hidden="true"} {#modern-magic-cypher-instant-automobile .og-h-h5-icon} -[(It\'s Only Magic, page 123)]{.og-ref} +[(It's Only Magic, page 123)]{.og-ref} - **Level:** 1d6 + 2 @@ -42979,21 +42979,21 @@ ###### Instant Delivery[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#modern-magic-cypher-instant-delivery){.og-h-anchor aria-hidden="true"} {#modern-magic-cypher-instant-delivery .og-h-h5-icon} -[(It\'s Only Magic, page 123)]{.og-ref} +[(It's Only Magic, page 123)]{.og-ref} - **Level:** 1d6 + 3 - **Form:** App, feather, stamp - **Effect:** Allows the user to have a letter, small package, or any object up to about 10 pounds (4.5 kg) delivered - almost instantaneously to someone. If the object is dangerous, such as a bomb, the recipient\'s level must be equal - to or less than the cypher\'s. The user must know the person\'s name and at least one small fact about them, but - doesn\'t need to know their location. Within a round of having left the user, the package will arrive within a short + almost instantaneously to someone. If the object is dangerous, such as a bomb, the recipient's level must be equal + to or less than the cypher's. The user must know the person\'s name and at least one small fact about them, but + doesn't need to know their location. Within a round of having left the user, the package will arrive within a short distance of the recipient. ###### Instant Motorcycle[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#modern-magic-cypher-instant-motorcycle){.og-h-anchor aria-hidden="true"} {#modern-magic-cypher-instant-motorcycle .og-h-h5-icon} -[(It\'s Only Magic, page 123)]{.og-ref} +[(It's Only Magic, page 123)]{.og-ref} - **Level:** 1d6 + 2 @@ -43006,7 +43006,7 @@ ###### Lie To Me[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#modern-magic-cypher-lie-to-me){.og-h-anchor aria-hidden="true"} {#modern-magic-cypher-lie-to-me .og-h-h5-icon} -[(It\'s Only Magic, page 123)]{.og-ref} +[(It's Only Magic, page 123)]{.og-ref} - **Level:** 1d6 + 4 @@ -43016,75 +43016,75 @@ the level of the cypher) for a day. Also provides the user with an asset on lying, cheating, illusions, and other deception tasks. -###### Light \'Em Up[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#modern-magic-cypher-light-em-up){.og-h-anchor aria-hidden="true"} {#modern-magic-cypher-light-em-up .og-h-h5-icon} +###### Light 'Em Up[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#modern-magic-cypher-light-em-up){.og-h-anchor aria-hidden="true"} {#modern-magic-cypher-light-em-up .og-h-h5-icon} -[(It\'s Only Magic, page 123)]{.og-ref} +[(It's Only Magic, page 123)]{.og-ref} - **Level:** 1d6 + 4 - **Form:** Laser light pointer, pair of glasses, key fob -- **Effect:** Activating the cypher causes a powerful beam of magic light to erupt from the user\'s body part they +- **Effect:** Activating the cypher causes a powerful beam of magic light to erupt from the user's body part they choose. The beam stretches a short range and inflicts damage equal to the cypher level. It affects even creatures - (such as ghosts and vampires) that normally can\'t be harmed by mundane weapons. Once activated, the weapon is + (such as ghosts and vampires) that normally can't be harmed by mundane weapons. Once activated, the weapon is active for ten minutes. ###### Lucky Charm[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#modern-magic-cypher-lucky-charm){.og-h-anchor aria-hidden="true"} {#modern-magic-cypher-lucky-charm .og-h-h5-icon} -[(It\'s Only Magic, page 124)]{.og-ref} +[(It's Only Magic, page 124)]{.og-ref} - **Level:** 1d6 - **Form:** Worry stone, fuzzy dice, deck of cards - **Effect:** Rubbing the lucky charm draws a tiny bit of luck away from someone else and gives it to the user, - causing something to happen that makes the user\'s next action a little easier. This might be a friend showing up, a + causing something to happen that makes the user's next action a little easier. This might be a friend showing up, a tool appearing just where the user needs it, or the traffic lights changing to green just as the user arrives. Effectively, using this cypher grants the player a [player intrusion](#choose-player-intrusions) without having to spend 1 [XP](#choose-xp). ###### Magic Aura Tracker[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#modern-magic-cypher-magic-aura-tracker){.og-h-anchor aria-hidden="true"} {#modern-magic-cypher-magic-aura-tracker .og-h-h5-icon} -[(It\'s Only Magic, page 124)]{.og-ref} +[(It's Only Magic, page 124)]{.og-ref} - **Level:** 1d6 - **Form:** App, bus ticket, 3D glasses -- **Effect:** User can view the cypher\'s symbols to see if the ambient power of magic in the area is normal, high +- **Effect:** User can view the cypher's symbols to see if the ambient power of magic in the area is normal, high (increased capabilities or prone to disruptive surges), low (decreased effects or scarcity), or absent. It can also be configured to display power levels for individual kinds of magic (fire, necromancy, illusion) separately from the standard readings. This lasts for five hours per cypher level. ###### Mental Load Alleviator[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#modern-magic-cypher-mental-load-alleviator){.og-h-anchor aria-hidden="true"} {#modern-magic-cypher-mental-load-alleviator .og-h-h5-icon} -[(It\'s Only Magic, page 124)]{.og-ref} +[(It's Only Magic, page 124)]{.og-ref} - **Level:** 1d6 + 4 - **Form:** Worry stone, pen, figurine -- **Effect:** Helps take on some of the user\'s mental loads for the next day, including creating shopping lists, +- **Effect:** Helps take on some of the user's mental loads for the next day, including creating shopping lists, organizing the calendar, project management, working on spells, and decision making. During this time, the user gains +1 to their Intellect Edge and +5 to their Intellect Pool (+7 to their Intellect Pool if the cypher is level 9 or higher). ###### Merciful Memory[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#modern-magic-cypher-merciful-memory){.og-h-anchor aria-hidden="true"} {#modern-magic-cypher-merciful-memory .og-h-h5-icon} -[(It\'s Only Magic, page 124)]{.og-ref} +[(It's Only Magic, page 124)]{.og-ref} - **Level:** 1d6 - **Form:** Candle, charm, 3D glasses -- **Effect:** For one willing target (including the user), the user can alter a negative memory into one that\'s more +- **Effect:** For one willing target (including the user), the user can alter a negative memory into one that's more positive. Altering the memory takes a few rounds, depending on the intricacy and difficulty of the memory. Once the memory is altered, it remains that way for a day. During that time, the target gains +5 to their Intellect Pool and - all tasks involving the memory (such as talking to the person the memory\'s about) are eased. + all tasks involving the memory (such as talking to the person the memory's about) are eased. ###### Next You[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#modern-magic-cypher-next-you){.og-h-anchor aria-hidden="true"} {#modern-magic-cypher-next-you .og-h-h5-icon} -[(It\'s Only Magic, page 124)]{.og-ref} +[(It's Only Magic, page 124)]{.og-ref} - **Level:** 1d6 + 2 @@ -43092,11 +43092,11 @@ - **Effect:** Activating the cypher brings up a magical avatar of the user. The user can alter all parts of their avatar, include hair color and style, clothing, jewelry, makeup, gender, height, and so on. After one round, the - changes they\'ve made to the avatar are made to their own body. The effect lasts for one hour per cypher level. + changes they've made to the avatar are made to their own body. The effect lasts for one hour per cypher level. ###### No Take Backs[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#modern-magic-cypher-no-take-backs){.og-h-anchor aria-hidden="true"} {#modern-magic-cypher-no-take-backs .og-h-h5-icon} -[(It\'s Only Magic, page 124)]{.og-ref} +[(It's Only Magic, page 124)]{.og-ref} - **Level:** 1d6 @@ -43109,20 +43109,20 @@ ###### Pickpocket[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#modern-magic-cypher-pickpocket){.og-h-anchor aria-hidden="true"} {#modern-magic-cypher-pickpocket .og-h-h5-icon} -[(It\'s Only Magic, page 125)]{.og-ref} +[(It's Only Magic, page 125)]{.og-ref} - **Level:** 1d6 + 1 - **Form:** App, stone, key fob - **Effect:** The next time the user attempts to pickpocket someone, they automatically succeed against a target whose - level is equal to or less than the cypher\'s, and they gain an asset to their task against targets whose level is - higher than the cypher\'s. In addition to the items the target has in their pocket, the user gains a random cypher + level is equal to or less than the cypher's, and they gain an asset to their task against targets whose level is + higher than the cypher's. In addition to the items the target has in their pocket, the user gains a random cypher (of a level equal to or less than the level of the pickpocket cypher). ###### Pocket Protector[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#modern-magic-cypher-pocket-protector){.og-h-anchor aria-hidden="true"} {#modern-magic-cypher-pocket-protector .og-h-h5-icon} -[(It\'s Only Magic, page 125)]{.og-ref} +[(It's Only Magic, page 125)]{.og-ref} - **Level:** 1d6 + 2 @@ -43130,11 +43130,11 @@ - **Effect:** If the user is shot with a bullet, arrow, or other projectile, the cypher just happens to be in the right place to protect them from all damage. Unlike a standard cypher, this protective effect occurs without the - user\'s action to activate it. Once used to protect against one attack chosen by the user, the cypher turns to dust. + user's action to activate it. Once used to protect against one attack chosen by the user, the cypher turns to dust. ###### Portal Stone[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#modern-magic-cypher-portal-stone){.og-h-anchor aria-hidden="true"} {#modern-magic-cypher-portal-stone .og-h-h5-icon} -[(It\'s Only Magic, page 125)]{.og-ref} +[(It's Only Magic, page 125)]{.og-ref} - **Level:** 1d6 @@ -43146,7 +43146,7 @@ ###### Power Device[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#modern-magic-cypher-power-device){.og-h-anchor aria-hidden="true"} {#modern-magic-cypher-power-device .og-h-h5-icon} -[(It\'s Only Magic, page 125)]{.og-ref} +[(It's Only Magic, page 125)]{.og-ref} - **Level:** 1d6 + 2 @@ -43158,7 +43158,7 @@ ###### Power House[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#modern-magic-cypher-power-house){.og-h-anchor aria-hidden="true"} {#modern-magic-cypher-power-house .og-h-h5-icon} -[(It\'s Only Magic, page 125)]{.og-ref} +[(It's Only Magic, page 125)]{.og-ref} - **Level:** 1d6 @@ -43170,7 +43170,7 @@ ###### Presto Change-o[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#modern-magic-cypher-presto-change-o){.og-h-anchor aria-hidden="true"} {#modern-magic-cypher-presto-change-o .og-h-h5-icon} -[(It\'s Only Magic, page 125)]{.og-ref} +[(It's Only Magic, page 125)]{.og-ref} - **Level:** 1d6 + 2 @@ -43184,7 +43184,7 @@ ###### Puzzle Box[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#modern-magic-cypher-puzzle-box){.og-h-anchor aria-hidden="true"} {#modern-magic-cypher-puzzle-box .og-h-h5-icon} -[(It\'s Only Magic, page 125)]{.og-ref} +[(It's Only Magic, page 125)]{.og-ref} - **Level:** 1d6 + 2 @@ -43197,7 +43197,7 @@ ###### Quick Pic[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#modern-magic-cypher-quick-pic){.og-h-anchor aria-hidden="true"} {#modern-magic-cypher-quick-pic .og-h-h5-icon} -[(It\'s Only Magic, page 125)]{.og-ref} +[(It's Only Magic, page 125)]{.og-ref} - **Level:** 1d6 + 2 @@ -43209,7 +43209,7 @@ ###### Quick Pickup[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#modern-magic-cypher-quick-pickup){.og-h-anchor aria-hidden="true"} {#modern-magic-cypher-quick-pickup .og-h-h5-icon} -[(It\'s Only Magic, page 126)]{.og-ref} +[(It's Only Magic, page 126)]{.og-ref} - **Level:** 1d6 @@ -43221,32 +43221,32 @@ ###### Real Fake[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#modern-magic-cypher-real-fake){.og-h-anchor aria-hidden="true"} {#modern-magic-cypher-real-fake .og-h-h5-icon} -[(It\'s Only Magic, page 126)]{.og-ref} +[(It's Only Magic, page 126)]{.og-ref} - **Level:** 1d6 - **Form:** App, playing card, ticket -- **Effect:** When placed against any form of ID, such as a driver\'s license, birth certificate, or passport, the +- **Effect:** When placed against any form of ID, such as a driver's license, birth certificate, or passport, the cypher instantly transforms into a perfect copy of that ID, including photos, watermarks, and any other identifying or verifying features. The duplicate lasts for a number of days equal to the cypher level. ###### Repair Module[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#modern-magic-cypher-repair-module){.og-h-anchor aria-hidden="true"} {#modern-magic-cypher-repair-module .og-h-h5-icon} -[(It\'s Only Magic, page 126)]{.og-ref} +[(It's Only Magic, page 126)]{.og-ref} - **Level:** 1d6 + 2 - **Form:** Remote control, bullet, needle and thread - **Effect:** Repairs a single device or machine of any kind (up to the level of the cypher) once. This could work on - an artifact, a computer, a piece of lab equipment, a mechanical cider press, a furnace, and so on. The user doesn\'t - need any knowledge of the machine or what\'s wrong with it, but they must be able to touch the machine and continue + an artifact, a computer, a piece of lab equipment, a mechanical cider press, a furnace, and so on. The user doesn't + need any knowledge of the machine or what's wrong with it, but they must be able to touch the machine and continue to do so for the length of the repair. The repair takes one minute per level of the machine. ###### Safe Space[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#modern-magic-cypher-safe-space){.og-h-anchor aria-hidden="true"} {#modern-magic-cypher-safe-space .og-h-h5-icon} -[(It\'s Only Magic, page 126)]{.og-ref} +[(It's Only Magic, page 126)]{.og-ref} - **Level:** 1d6 + 3 @@ -43256,13 +43256,13 @@ as a bed, bathroom, mossy grove, and so on. The place looks, sounds, and feels just as the user imagines it. During that time, no one and nothing outside the space can see, hear, or interact with the user in any way, nor can they see, hear, or interact with anything outside their safe space. While in their safe space, they restore a number of - points equal to the cypher level, distributing them as they see fit among their Pools. When they return, it\'s as + points equal to the cypher level, distributing them as they see fit among their Pools. When they return, it's as though they never went away and no time has passed. They can remain in the space for up to one hour per cypher level. ###### Screen Control[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#modern-magic-cypher-screen-control){.og-h-anchor aria-hidden="true"} {#modern-magic-cypher-screen-control .og-h-h5-icon} -[(It\'s Only Magic, page 126)]{.og-ref} +[(It's Only Magic, page 126)]{.og-ref} - **Level:** 1d6 + 2 @@ -43274,7 +43274,7 @@ ###### Social Battery[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#modern-magic-cypher-social-battery){.og-h-anchor aria-hidden="true"} {#modern-magic-cypher-social-battery .og-h-h5-icon} -[(It\'s Only Magic, page 126)]{.og-ref} +[(It's Only Magic, page 126)]{.og-ref} - **Level:** 1d6 @@ -43286,39 +43286,39 @@ ###### Soul Saver[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#modern-magic-cypher-soul-saver){.og-h-anchor aria-hidden="true"} {#modern-magic-cypher-soul-saver .og-h-h5-icon} -[(It\'s Only Magic, page 126)]{.og-ref} +[(It's Only Magic, page 126)]{.og-ref} - **Level:** 1d6 + 1 - **Form:** Egg, battery, cross-stitch square -- **Effect:** Brings a dead creature whose level is equal to or less than the cypher\'s back to life for ten minutes +- **Effect:** Brings a dead creature whose level is equal to or less than the cypher's back to life for ten minutes per cypher level. PCs are automatically brought back for the duration. The creature is exactly as they were in life, - with the same stats, personality, knowledge, and so on, but only has 2 points of health or Might. If the creature\'s + with the same stats, personality, knowledge, and so on, but only has 2 points of health or Might. If the creature's health or Might Pool is healed to full in some way during this time, they return to life permanently, but with a 3-point reduction in their maximum health or Might Pool. ###### Stay Down[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#modern-magic-cypher-stay-down){.og-h-anchor aria-hidden="true"} {#modern-magic-cypher-stay-down .og-h-h5-icon} -[(It\'s Only Magic, page 127)]{.og-ref} +[(It's Only Magic, page 127)]{.og-ref} - **Level:** 1d6 - **Form:** Nail polish, glove, stick -- **Effect:** Upon activating the cypher, the user\'s hand crackles with power and noise. They emit a concussive blast +- **Effect:** Upon activating the cypher, the user's hand crackles with power and noise. They emit a concussive blast at a single foe within long range, inflicting 3 points of damage, knocking them prone, and stunning them for a number of rounds equal to the cypher level. ###### Take Me There[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#modern-magic-cypher-take-me-there){.og-h-anchor aria-hidden="true"} {#modern-magic-cypher-take-me-there .og-h-h5-icon} -[(It\'s Only Magic, page 127)]{.og-ref} +[(It's Only Magic, page 127)]{.og-ref} - **Level:** 1d6 - **Form:** Crayon, chalk, lipstick -- **Effect:** The user spends a few rounds drawing a map of somewhere they\'re trying to get to. Even if the map is +- **Effect:** The user spends a few rounds drawing a map of somewhere they're trying to get to. Even if the map is not the least bit accurate, they will sense a thread of magic leading them to their desired destination. If the place they seek is hidden, they must make an Intellect roll against its level to see if they succeed (the cypher provides an asset). The thread lasts for one day per cypher level or until they reach their destination, whichever @@ -43326,7 +43326,7 @@ ###### Talk to Me[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#modern-magic-cypher-talk-to-me){.og-h-anchor aria-hidden="true"} {#modern-magic-cypher-talk-to-me .og-h-h5-icon} -[(It\'s Only Magic, page 127)]{.og-ref} +[(It's Only Magic, page 127)]{.og-ref} - **Level:** 1d6 + 2 @@ -43339,22 +43339,22 @@ ###### Teleportation Block[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#modern-magic-cypher-teleportation-block){.og-h-anchor aria-hidden="true"} {#modern-magic-cypher-teleportation-block .og-h-h5-icon} -[(It\'s Only Magic, page 127)]{.og-ref} +[(It's Only Magic, page 127)]{.og-ref} - **Level:** 1d6 + 4 -- **Form:** Bird\'s nest, remote control, building block +- **Form:** Bird's nest, remote control, building block - **Effect:** A short area within immediate range of the user becomes warded against any teleportation effect or other ability that allows travel without direct physical movement (including abilities specifically meant to get around obstacles, such as [Bypass Barrier](#ability-bypass-barrier){.og-ability}). Any creature whose level is less than - the cypher level can\'t use these methods to get in or out. Player characters using such abilities must succeed at + the cypher level can't use these methods to get in or out. Player characters using such abilities must succeed at an Intellect-based task with a difficulty equal to the cypher level in order to enter or leave the area. The block lasts for one day per cypher level. ###### Through the Window[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#modern-magic-cypher-through-the-window){.og-h-anchor aria-hidden="true"} {#modern-magic-cypher-through-the-window .og-h-h5-icon} -[(It\'s Only Magic, page 127)]{.og-ref} +[(It's Only Magic, page 127)]{.og-ref} - **Level:** 1d6 @@ -43362,13 +43362,13 @@ - **Effect:** The user chooses any window they can see, and they are able to look through it as if they were standing right in front of it. The window does not need to be transparent, the user does not need to stay in sight of the - window after they choose it, and no one else can perceive what they\'re doing. While they are looking through the + window after they choose it, and no one else can perceive what they're doing. While they are looking through the window, they can wink to change their vision back to their current location, then wink again to return to the window. The effect lasts for ten minutes per cypher level or until they choose to end it. ###### Time Ticket[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#modern-magic-cypher-time-ticket){.og-h-anchor aria-hidden="true"} {#modern-magic-cypher-time-ticket .og-h-h5-icon} -[(It\'s Only Magic, page 127)]{.og-ref} +[(It's Only Magic, page 127)]{.og-ref} - **Level:** 1d6 + 3 @@ -43376,13 +43376,13 @@ - **Effect:** For the next day, no matter what time the user leaves or what hurdles they encounter, they will arrive exactly on time for the event, ride, or other activity. Busses and planes will not leave without them, the play or - movie will not start until they arrive, and they\'ll meet people exactly when they said they would. (Note that this - doesn\'t change how the user gets there---they may still sit in traffic forever or get stuck in the security line.) + movie will not start until they arrive, and they'll meet people exactly when they said they would. (Note that this + doesn't change how the user gets there---they may still sit in traffic forever or get stuck in the security line.) Their traveling companions, if any, enjoy the same benefit as long as they stick with the user. ###### Tunnel Traverser[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#modern-magic-cypher-tunnel-traverser){.og-h-anchor aria-hidden="true"} {#modern-magic-cypher-tunnel-traverser .og-h-h5-icon} -[(It\'s Only Magic, page 128)]{.og-ref} +[(It's Only Magic, page 128)]{.og-ref} - **Level:** 1d6 + 2 @@ -43396,18 +43396,18 @@ ###### What the Doctor Ordered[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#modern-magic-cypher-what-the-doctor-ordered){.og-h-anchor aria-hidden="true"} {#modern-magic-cypher-what-the-doctor-ordered .og-h-h5-icon} -[(It\'s Only Magic, page 128)]{.og-ref} +[(It's Only Magic, page 128)]{.og-ref} - **Level:** 1d6 + 1 - **Form:** Potion, herbs, candle -- **Effect:** Restores a number of points equal to the cypher level to the user\'s choice of Pools. In addition, the +- **Effect:** Restores a number of points equal to the cypher level to the user's choice of Pools. In addition, the user adds +3 to their next [recovery roll](#recovery-rolls). -###### Who\'s Looking[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#modern-magic-cypher-whos-looking){.og-h-anchor aria-hidden="true"} {#modern-magic-cypher-whos-looking .og-h-h5-icon} +###### Who's Looking[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#modern-magic-cypher-whos-looking){.og-h-anchor aria-hidden="true"} {#modern-magic-cypher-whos-looking .og-h-h5-icon} -[(It\'s Only Magic, page 128)]{.og-ref} +[(It's Only Magic, page 128)]{.og-ref} - **Level:** 1d6 + 3 @@ -43419,20 +43419,20 @@ ###### Wire Wraith[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#modern-magic-cypher-wire-wraith){.og-h-anchor aria-hidden="true"} {#modern-magic-cypher-wire-wraith .og-h-h5-icon} -[(It\'s Only Magic, page 128)]{.og-ref} +[(It's Only Magic, page 128)]{.og-ref} - **Level:** 1d6 - **Form:** Wire, broken electronics, phone charger -- **Effect:** Activating the cypher creates a large wraithlike being that looks as if it\'s formed from wire. The +- **Effect:** Activating the cypher creates a large wraithlike being that looks as if it's formed from wire. The wraith is a level 4 incorporeal construct that inflicts 4 points of electrical damage (ignores Armor) with its touch when directed. While the construct persists, the user can use it to slip through small areas, carry an electrical current, or attack foes. It lasts for a number of rounds equal to the cypher level. ###### Wrecking Balls[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#modern-magic-cypher-wrecking-balls){.og-h-anchor aria-hidden="true"} {#modern-magic-cypher-wrecking-balls .og-h-h5-icon} -[(It\'s Only Magic, page 128)]{.og-ref} +[(It's Only Magic, page 128)]{.og-ref} - **Level:** 1d6 + 2 @@ -43443,9 +43443,9 @@ [ambient damage](#ambient-damage) (ignores Armor). If the same foe is hit by two or more balls, they are also knocked prone for one round. -###### You\'re Safe Now[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#modern-magic-cypher-youre-safe-now){.og-h-anchor aria-hidden="true"} {#modern-magic-cypher-youre-safe-now .og-h-h5-icon} +###### You're Safe Now[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#modern-magic-cypher-youre-safe-now){.og-h-anchor aria-hidden="true"} {#modern-magic-cypher-youre-safe-now .og-h-h5-icon} -[(It\'s Only Magic, page 128)]{.og-ref} +[(It's Only Magic, page 128)]{.og-ref} - **Level:** 1d6 + 3 @@ -43458,41 +43458,41 @@ ::: {.alert .ps-4 .pb-0} ##### Apps as Cyphers [#](#modern-magic-cypher-apps){.og-h-anchor aria-hidden="true"} {#modern-magic-cypher-apps} -[(It\'s Only Magic, page 118)]{.og-ref} +[(It's Only Magic, page 118)]{.og-ref} Apps are a great cypher option for modern, urban settings. The character will need a working device, such as a cell phone or a [cloud storage](#modern-magic-artifact-cloud-storage) artifact, to buy, download, or otherwise gain apps. -However, in most cases the device doesn\'t need to be working to activate the app. Draining the device\'s battery or -turning it off doesn\'t affect the app or someone\'s ability to use it. (Breaking the device, losing it, or having it +However, in most cases the device doesn't need to be working to activate the app. Draining the device\'s battery or +turning it off doesn't affect the app or someone\'s ability to use it. (Breaking the device, losing it, or having it stolen might be another matter.) Because each app is a unique magical item (meaning only one exists in the world, unlike a regular app, which can be -downloaded by everyone who wants it), they\'re harder to find than regular apps. Instead, you likely need to purchase +downloaded by everyone who wants it), they're harder to find than regular apps. Instead, you likely need to purchase one directly from the person who created it. Some campaign settings might have physical app stores, while others might require clandestine trades, electronic thievery, or some other means of securing the app. In other settings, an app might be something you download into a modified body part or integrated piece of hardware. ###### EasyMagic.App[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#modern-magic-cypher-easymagic-app){.og-h-anchor aria-hidden="true"} {#modern-magic-cypher-easymagic-app .og-h-h5-icon} -[(It\'s Only Magic, page 129)]{.og-ref} +[(It's Only Magic, page 129)]{.og-ref} - **Level:** 1d6 + 2 - **Form:** App -- **Effect:** Adds +1 to the user\'s Intellect Edge (+2 for cypher level 5 or higher) for the next 24 hours, but only +- **Effect:** Adds +1 to the user's Intellect Edge (+2 for cypher level 5 or higher) for the next 24 hours, but only for the purpose of casting spells. When the cypher is activated, the user attracts the attention of a malevolent [internet d@emon](#creature-internet-daemon), who slides into their internet-connected devices and starts draining their - magic. The d@emon remains even after the cypher\'s duration expires. + magic. The d@emon remains even after the cypher's duration expires. ###### Malware Cyphers [#](#modern-magic-cypher-malware){.og-h-anchor aria-hidden="true"} {#modern-magic-cypher-malware} -[(It\'s Only Magic, page 129)]{.og-ref} +[(It's Only Magic, page 129)]{.og-ref} [EasyMagic.app](#modern-magic-cypher-easymagic-app) has a beneficial effect, but also a serious drawback---it attracts a -hostile creature to prey upon the user\'s magic. The cypher is significantly better than a typical +hostile creature to prey upon the user's magic. The cypher is significantly better than a typical [Edge](#edge)-augmenting cypher like an [Intellect booster](#cypher-intellect-booster) (lasting 24 hours instead of one hour) in order to trick a naive or greedy character into activating it. Magicians well-versed in cypher lore (and human nature) recognize that this sort of thing is too good to be true. @@ -43501,12 +43501,12 @@ in this chapter or in the [Chapter 24: Cyphers](#chapter-24-cyphers), and give them a harmful side effect. Example malware cypher benefits are [curatives](#cypher-curative) that add more points or affect two [Pools](#pool) at once, [Effort enhancers](#cypher-effort-enhancer-combat) that can be used two or more times in an hour, and -[perfections](#cypher-perfection) that don\'t require an action to activate (and therefore can affect a roll on the same +[perfections](#cypher-perfection) that don't require an action to activate (and therefore can affect a roll on the same turn the user activates the cypher). -Example malware cypher drawbacks are hindering the user\'s attack spells, debiting the user\'s bank account, monitoring -the user\'s in-person or magical communications, deleting the user\'s other [magical app -cyphers](#modern-magic-cypher-apps), compelling the user to take a specific action, \"locking\" one of the user\'s +Example malware cypher drawbacks are hindering the user's attack spells, debiting the user\'s bank account, monitoring +the user's in-person or magical communications, deleting the user\'s other [magical app +cyphers](#modern-magic-cypher-apps), compelling the user to take a specific action, \"locking\" one of the user's spells until they pay a ransom, accessing private data such as passwords or photos, and so on. Other common malware cypher names are WarlockAntivirus, SpellManager, HexCleaner, TomeBot, and ScryBlocker. @@ -43516,7 +43516,7 @@ #### Modern Fantasy Artifacts [#](#modern-magic-artifacts){.og-h-anchor aria-hidden="true"} {#modern-magic-artifacts} -[(It\'s Only Magic, page 130)]{.og-ref} +[(It's Only Magic, page 130)]{.og-ref} If [cyphers](#choose-cyphers) are the expendable magic that is ever-present in fantasy, [artifacts](#choose-artifacts) are the more durable magic items that can be used over and over again---tomes of weird magic, magical vehicles, and so @@ -43524,7 +43524,7 @@ ##### Modern Fantasy Artifacts [#](#modern-magic-artifacts-table){.og-h-anchor aria-hidden="true"} {#modern-magic-artifacts-table} -[(It\'s Only Magic, page 131)]{.og-ref} +[(It's Only Magic, page 131)]{.og-ref} ::: table-responsive d100 Artifact @@ -43552,30 +43552,30 @@ 42--43 [Gift from the fairy queen](#modern-magic-artifact-gift-from-the-fairy-queen) 44--45 [Goodest gargoyle](#modern-magic-artifact-goodest-gargoyle) 46--47 [Harrowing blade](#modern-magic-artifact-harrowing-blade) - 48--49 [History\'s fickle hands](#modern-magic-artifact-historys-fickle-hands) + 48--49 [History's fickle hands](#modern-magic-artifact-historys-fickle-hands) 50--51 [Keys of close to you](#modern-magic-artifact-keys-of-close-to-you) 52--53 [Living copycat](#modern-magic-artifact-living-copycat) - 54--55 [Magician\'s protective amulet](#modern-magic-artifact-magicians-protective-amulet) + 54--55 [Magician's protective amulet](#modern-magic-artifact-magicians-protective-amulet) 56--57 [Malware genie](#modern-magic-artifact-malware-genie) 58--60 [Meatboy](#modern-magic-artifact-meatboy) 61--62 [My friend Lockness](#modern-magic-artifact-my-friend-lockness) 63--64 [Pearls of your grandmother, the witch](#modern-magic-artifact-pearls-of-your-grandmother-the-witch) - 65--66 [Poor magician\'s lunchbox](#modern-magic-artifact-poor-magicians-lunchbox) + 65--66 [Poor magician's lunchbox](#modern-magic-artifact-poor-magicians-lunchbox) 67--68 [Rainbow suspenders](#modern-magic-artifact-rainbow-suspenders) 69--71 [Ring of reflected bullets](#modern-magic-artifact-ring-of-reflected-bullets) 72--74 [Scarf of love and death](#modern-magic-artifact-scarf-of-love-and-death) 75--76 [Song of the siren](#modern-magic-artifact-song-of-the-siren) 77--79 [Speed readers](#modern-magic-artifact-speed-readers) 80--82 [Tattoo of the tiger](#modern-magic-artifact-tattoo-of-the-tiger) - 83--84 [Tattoo of tomorrow\'s edge](#modern-magic-artifact-tattoo-of-tomorrows-edge) + 83--84 [Tattoo of tomorrow's edge](#modern-magic-artifact-tattoo-of-tomorrows-edge) 85--87 [Tattoo of true shot](#modern-magic-artifact-tattoo-of-true-shot) 88--89 [Time is a circle](#modern-magic-artifact-time-is-a-circle) 90--91 [Umbrella of no-touch](#modern-magic-artifact-umbrella-of-no-touch) 92--93 [Vanity of the vanities](#modern-magic-artifact-vanity-of-the-vanities) 94--96 [Witch wand](#modern-magic-artifact-witch-wand) - 97--98 [Witch\'s broom](#modern-magic-artifact-witchs-broom) + 97--98 [Witch's broom](#modern-magic-artifact-witchs-broom) 99 [Wonder onesie](#modern-magic-artifact-wonder-onesie) - 00 [Your mama\'s biker jacket](#modern-magic-artifact-your-mamas-biker-jacket) + 00 [Your mama's biker jacket](#modern-magic-artifact-your-mamas-biker-jacket) : Modern Fantasy Artifacts Table ::: @@ -43584,7 +43584,7 @@ ###### Accessories Sold Separately [#](#modern-magic-artifact-accessories-sold-separately){.og-h-anchor aria-hidden="true"} {#modern-magic-artifact-accessories-sold-separately .og-tab} -[(It\'s Only Magic, page 132)]{.og-ref} +[(It's Only Magic, page 132)]{.og-ref} - **Level:** 1d6 @@ -43627,7 +43627,7 @@ ###### Ask Me Anything [#](#modern-magic-artifact-ask-me-anything){.og-h-anchor aria-hidden="true"} {#modern-magic-artifact-ask-me-anything .og-tab} -[(It\'s Only Magic, page 133)]{.og-ref} +[(It's Only Magic, page 133)]{.og-ref} - **Level:** 1d6 + 1 @@ -43642,25 +43642,25 @@ ###### Atheneum of the Mind Card [#](#modern-magic-artifact-atheneum-of-the-mind-card){.og-h-anchor aria-hidden="true"} {#modern-magic-artifact-atheneum-of-the-mind-card .og-tab} -[(It\'s Only Magic, page 133)]{.og-ref} +[(It's Only Magic, page 133)]{.og-ref} - **Level:** 1d6 - **Form:** Metal and glass card about the size and shape of a library card -- **Effect:** Allows the user to \"borrow\" people\'s minds the same way that one might borrow a library book. The +- **Effect:** Allows the user to \"borrow\" people's minds the same way that one might borrow a library book. The person must be agreeable to sharing their knowledge and must be within short range of the user when the exchange - happens. For the next 24 hours, the user has access to the person\'s brain from anywhere, allowing them to become + happens. For the next 24 hours, the user has access to the person's brain from anywhere, allowing them to become trained in two noncombat skills or specialized in one noncombat skill. The skill they choose must make sense for the - person whose brain they\'re \"borrowing\" (for example, a professor of English lit would likely be skilled in - speed-reading and storytelling, but maybe not in woodworking or cooking). They can only borrow one person\'s mind + person whose brain they're \"borrowing\" (for example, a professor of English lit would likely be skilled in + speed-reading and storytelling, but maybe not in woodworking or cooking). They can only borrow one person's mind each day. - **Depletion:** 1 in 1d100 ###### Attempted Murder [#](#modern-magic-artifact-attempted-murder){.og-h-anchor aria-hidden="true"} {#modern-magic-artifact-attempted-murder .og-tab} -[(It\'s Only Magic, page 133)]{.og-ref} +[(It's Only Magic, page 133)]{.og-ref} - **Level:** 1d6 + 4 @@ -43674,13 +43674,13 @@ ###### Battery of the Vanquished [#](#modern-magic-artifact-battery-of-the-vanquished){.og-h-anchor aria-hidden="true"} {#modern-magic-artifact-battery-of-the-vanquished .og-tab} -[(It\'s Only Magic, page 133)]{.og-ref} +[(It's Only Magic, page 133)]{.og-ref} - **Level:** 1d6 + 4 -- **Form:** Small metal pipe that\'s been etched with elaborate symbols +- **Form:** Small metal pipe that's been etched with elaborate symbols -- **Effect:** After killing a magical creature, the user can place the pipe against the body and suck the creature\'s +- **Effect:** After killing a magical creature, the user can place the pipe against the body and suck the creature's magic up into their body. The creature must have been slain by the user, they must be magical in some way, and they must have died within the last hour. The user restores a number of points equal to the artifact level to their Intellect Pool (even if this temporarily puts them above their maximum Pool). @@ -43689,15 +43689,15 @@ ###### Blade of the Roses [#](#modern-magic-artifact-blade-of-the-roses){.og-h-anchor aria-hidden="true"} {#modern-magic-artifact-blade-of-the-roses .og-tab} -[(It\'s Only Magic, page 133)]{.og-ref} +[(It's Only Magic, page 133)]{.og-ref} - **Level:** 1d6 + 2 - **Form:** Handcrafted sword etched with vines and roses - **Effect:** This sword is a medium weapon that inflicts 5 points of damage (6 points if the artifact is level 6 or - higher). Additionally, on the first successful attack against a foe, the sword sows a rose vine into the creature\'s - heart. The vine begins to spread through the creature\'s veins, inflicting 2 additional points of damage each round + higher). Additionally, on the first successful attack against a foe, the sword sows a rose vine into the creature's + heart. The vine begins to spread through the creature's veins, inflicting 2 additional points of damage each round for one day or until magic is used to remove the vine. A PC can end the effect early by succeeding on a Might defense roll on their turn. @@ -43705,37 +43705,37 @@ ###### Book of the Baker [#](#modern-magic-artifact-book-of-the-baker){.og-h-anchor aria-hidden="true"} {#modern-magic-artifact-book-of-the-baker .og-tab} -[(It\'s Only Magic, page 133)]{.og-ref} +[(It's Only Magic, page 133)]{.og-ref} - **Level:** 1d6 - **Form:** Pocket-sized book with a well-worn leather cover filled with handwritten recipes - **Effect:** Taking a round to read a recipe from the book aloud causes everyone within short range to feel as if - they\'ve eaten the meal from the recipe. They all add +1 to their [recovery rolls](#recovery-rolls) for the next ten + they've eaten the meal from the recipe. They all add +1 to their [recovery rolls](#recovery-rolls) for the next ten minutes. - **Depletion:** 1 in 1d20 ###### Breakaway Bag [#](#modern-magic-artifact-breakaway-bag){.og-h-anchor aria-hidden="true"} {#modern-magic-artifact-breakaway-bag .og-tab} -[(It\'s Only Magic, page 133)]{.og-ref} +[(It's Only Magic, page 133)]{.og-ref} - **Level:** 1d6 + 4 - **Form:** Backpack, purse, or duffel covered in patches - **Effect:** This bag can hold a number of magic items (including cyphers and artifacts) equal to the artifact level. - Every item the user places inside the bag instantly turns into a patch on the bag\'s surface. Only the user can + Every item the user places inside the bag instantly turns into a patch on the bag's surface. Only the user can recognize these patches as the objects they once were, and only the user can turn them back into their original items (doing so takes an action). The bag can also be used as a regular bag to hold mundane items, which does not - affect how many magic items it can hold. Cyphers in the bag do not count against the user\'s cypher limit. + affect how many magic items it can hold. Cyphers in the bag do not count against the user's cypher limit. - **Depletion:** 1 in 1d20 (roll each time a magic item is added) ###### Busy Box [#](#modern-magic-artifact-busy-box){.og-h-anchor aria-hidden="true"} {#modern-magic-artifact-busy-box .og-tab} -[(It\'s Only Magic, page 134)]{.og-ref} +[(It's Only Magic, page 134)]{.og-ref} - **Level:** 1d6 @@ -43743,7 +43743,7 @@ - **Effect:** Opening the box reveals a dazzling array of enticing things to do, see, hear, and experience. These enticements are magically geared to those experiencing them. Everyone who fails an Intellect defense roll within - short range of the box is so distracted that they\'re hindered on all actions for a number of rounds equal to the + short range of the box is so distracted that they're hindered on all actions for a number of rounds equal to the artifact level. (NPCs whose level is less than the artifact level are automatically affected.) The remote will open and close the box from up to long range away. @@ -43751,7 +43751,7 @@ ###### Cats Hide Their Paws [#](#modern-magic-artifact-cats-hide-their-paws){.og-h-anchor aria-hidden="true"} {#modern-magic-artifact-cats-hide-their-paws .og-tab} -[(It\'s Only Magic, page 134)]{.og-ref} +[(It's Only Magic, page 134)]{.og-ref} - **Level:** 1d6 + 2 @@ -43764,36 +43764,36 @@ ###### Cloud Storage [#](#modern-magic-artifact-cloud-storage){.og-h-anchor aria-hidden="true"} {#modern-magic-artifact-cloud-storage .og-tab} -[(It\'s Only Magic, page 134)]{.og-ref} +[(It's Only Magic, page 134)]{.og-ref} - **Level:** 1d6 + 2 - **Form:** Palm-sized device with a carabiner attached - **Effect:** Stores up to five cypher apps at a time. The device is thumbprint-protected by the user, and only the - user can add apps and activate them. Any additional apps stored above the user\'s cypher limit do not count against + user can add apps and activate them. Any additional apps stored above the user's cypher limit do not count against the limit. - **Depletion:** 1 in 1d20 (check each time an app is added) ###### Cloud Thief [#](#modern-magic-artifact-cloud-thief){.og-h-anchor aria-hidden="true"} {#modern-magic-artifact-cloud-thief .og-tab} -[(It\'s Only Magic, page 134)]{.og-ref} +[(It's Only Magic, page 134)]{.og-ref} - **Level:** 1d6 - **Form:** Ring that alters to perfectly fit the wearer (in size and appearance) - **Effect:** Allows the user to copy a cypher app from any device the user chooses within long range. The ring - chooses randomly from the available apps on that device, and the user doesn\'t know what the app is until they + chooses randomly from the available apps on that device, and the user doesn't know what the app is until they receive it. They can activate the cypher app directly from the ring or download it into a device of their choice. - The ring can only hold one app at a time, and that app does count against the user\'s cypher limit. + The ring can only hold one app at a time, and that app does count against the user's cypher limit. - **Depletion:** 1 in 1d20 ###### Color Cannon [#](#modern-magic-artifact-color-cannon){.og-h-anchor aria-hidden="true"} {#modern-magic-artifact-color-cannon .og-tab} -[(It\'s Only Magic, page 134)]{.og-ref} +[(It's Only Magic, page 134)]{.og-ref} - **Level:** 1d6 @@ -43808,13 +43808,13 @@ their next action. - *Tag.* Tags a target within long range with a symbol. All tasks involving tracking, following, and finding that target are eased for the next day. No matter where the symbol lands, the tag still works (for example, if the - target\'s shirt is tagged, the tag works even if they remove their shirt). + target's shirt is tagged, the tag works even if they remove their shirt). - **Depletion:** 1 in 1d20 ###### Combat Glasses [#](#modern-magic-artifact-combat-glasses){.og-h-anchor aria-hidden="true"} {#modern-magic-artifact-combat-glasses .og-tab} -[(It\'s Only Magic, page 134)]{.og-ref} +[(It's Only Magic, page 134)]{.og-ref} - **Level:** 1d6 + 2 @@ -43829,7 +43829,7 @@ ###### Crow Friend [#](#modern-magic-artifact-crow-friend){.og-h-anchor aria-hidden="true"} {#modern-magic-artifact-crow-friend .og-tab} -[(It\'s Only Magic, page 135)]{.og-ref} +[(It's Only Magic, page 135)]{.og-ref} - **Level:** 1d6 + 4 @@ -43838,13 +43838,13 @@ - **Effect:** For as long as the user carries the figurine on their person and does not actively harm, scare, or otherwise offend any living corvids, a flock of crows may show up randomly once per day to assist them. The crows arrive on their own time and act as crows do, attempting to help the user in the way that they deem most useful, - such as dropping stones on a foe\'s head, warning them of incoming dangers, bringing them a snack, and so on. + such as dropping stones on a foe's head, warning them of incoming dangers, bringing them a snack, and so on. - **Depletion:** 1 in 1d100 (roll each time the crows arrive) ###### Crown of the High King [#](#modern-magic-artifact-crown-of-the-high-king){.og-h-anchor aria-hidden="true"} {#modern-magic-artifact-crown-of-the-high-king .og-tab} -[(It\'s Only Magic, page 135)]{.og-ref} +[(It's Only Magic, page 135)]{.og-ref} - **Level:** 1d6 + 3 @@ -43858,14 +43858,14 @@ ###### Dragon Pen [#](#modern-magic-artifact-dragon-pen){.og-h-anchor aria-hidden="true"} {#modern-magic-artifact-dragon-pen .og-tab} -[(It\'s Only Magic, page 135)]{.og-ref} +[(It's Only Magic, page 135)]{.og-ref} - **Level:** 1d6 + 2 - **Form:** Quill made from a green feather - **Effect:** The user can dip the pen in ink and draw an object or creature, which becomes real for one minute. The - object or creature\'s level is half the artifact\'s level, +1 level if the user is trained in drawing, or +2 levels + object or creature's level is half the artifact\'s level, +1 level if the user is trained in drawing, or +2 levels if the user is specialized in drawing. Once released from the page or surface it was drawn upon, the object or creature swells until it reaches the appropriate size, but it grows no bigger than an immediate distance in width, depth, and height. If a creature is made, it does the bidding of the user. @@ -43878,7 +43878,7 @@ ###### Eau de Blood and Monsters [#](#modern-magic-artifact-eau-de-blood-and-monsters){.og-h-anchor aria-hidden="true"} {#modern-magic-artifact-eau-de-blood-and-monsters .og-tab} -[(It\'s Only Magic, page 135)]{.og-ref} +[(It's Only Magic, page 135)]{.og-ref} - **Level:** 1d6 + 4 @@ -43889,7 +43889,7 @@ The result smells amazing to them but is not noticeable to anyone else. After that, whenever the user applies the perfume, it provides +2 Armor (+3 if the artifact is level 9 or higher). - Each application lasts for ten minutes per artifact level, and it\'s an action to reapply the perfume. + Each application lasts for ten minutes per artifact level, and it's an action to reapply the perfume. Anyone else who attempts to wear the perfume quickly realizes it smells awful on their skin, and they take 1 point of damage. @@ -43898,7 +43898,7 @@ ###### Ecosensitive Fridge Magnets [#](#modern-magic-artifact-ecosensitive-fridge-magnets){.og-h-anchor aria-hidden="true"} {#modern-magic-artifact-ecosensitive-fridge-magnets .og-tab} -[(It\'s Only Magic, page 136)]{.og-ref} +[(It's Only Magic, page 136)]{.og-ref} - **Level:** 1d6 @@ -43907,7 +43907,7 @@ - **Effect:** Ghosts, haunts, wraiths, poltergeists, and other spectral creatures can move these objects as easily as a human can, using them to spell out messages visible to anyone in the area. Usually, the magnets are also enchanted - so these creatures can\'t remove them from the surface they\'re attached to (preventing the creatures from stealing, + so these creatures can't remove them from the surface they\'re attached to (preventing the creatures from stealing, hiding, or throwing them). - **Depletion:** 1 in 1d20 (check each day of use); depletion means one of the magnets is lost forever but the @@ -43915,7 +43915,7 @@ ###### Flying Carpet [#](#modern-magic-artifact-flying-carpet){.og-h-anchor aria-hidden="true"} {#modern-magic-artifact-flying-carpet .og-tab} -[(It\'s Only Magic, page 136)]{.og-ref} +[(It's Only Magic, page 136)]{.og-ref} - **Level:** 1d6 + 1 @@ -43928,13 +43928,13 @@ ###### Gift from the Fairy Queen [#](#modern-magic-artifact-gift-from-the-fairy-queen){.og-h-anchor aria-hidden="true"} {#modern-magic-artifact-gift-from-the-fairy-queen .og-tab} -[(It\'s Only Magic, page 136)]{.og-ref} +[(It's Only Magic, page 136)]{.og-ref} - **Level:** 1d6 + 2 - **Form:** Glass eye that shines with a beautiful inner light -- **Effect:** Looking through the glass eye allows the user to see anything that\'s hidden or invisible, including +- **Effect:** Looking through the glass eye allows the user to see anything that's hidden or invisible, including magic, up to the level of the artifact. If they have the glass eye surgically or magically implanted (a task equal to the artifact level), they also gain an asset in using magic in all its forms, including crafting, combat, and defenses. @@ -43943,7 +43943,7 @@ ###### Goodest Gargoyle [#](#modern-magic-artifact-goodest-gargoyle){.og-h-anchor aria-hidden="true"} {#modern-magic-artifact-goodest-gargoyle .og-tab} -[(It\'s Only Magic, page 136)]{.og-ref} +[(It's Only Magic, page 136)]{.og-ref} - **Level:** 1d6 + 2 @@ -43957,21 +43957,21 @@ ###### Harrowing Blade [#](#modern-magic-artifact-harrowing-blade){.og-h-anchor aria-hidden="true"} {#modern-magic-artifact-harrowing-blade .og-tab} -[(It\'s Only Magic, page 136)]{.og-ref} +[(It's Only Magic, page 136)]{.og-ref} - **Level:** 1d6 + 1 - **Form:** Long black blade with a carved stone handle -- **Effect:** A successful attack with the blade doesn\'t inflict physical damage. Instead, it fills the foe\'s mind +- **Effect:** A successful attack with the blade doesn't inflict physical damage. Instead, it fills the foe\'s mind with dark and dangerous thoughts, inflicting 4 points of Intellect damage (6 points if the artifact Is level 5 or higher) that ignore Armor. The foe does not need to be corporeal for the attack to be successful. - **Depletion:** --- -###### History\'s Fickle Hands [#](#modern-magic-artifact-historys-fickle-hands){.og-h-anchor aria-hidden="true"} {#modern-magic-artifact-historys-fickle-hands .og-tab} +###### History's Fickle Hands [#](#modern-magic-artifact-historys-fickle-hands){.og-h-anchor aria-hidden="true"} {#modern-magic-artifact-historys-fickle-hands .og-tab} -[(It\'s Only Magic, page 136)]{.og-ref} +[(It's Only Magic, page 136)]{.og-ref} - **Level:** 1d6 @@ -43980,21 +43980,21 @@ - **Effect:** The watch works as a two-way communication device to someone in the past whose level is equal to or less than the artifact level. A screen opens up on the watch face that allows the user to see the person and interact - with them. The person isn\'t compelled to interact with the user, and the user\'s interaction with them doesn\'t + with them. The person isn't compelled to interact with the user, and the user\'s interaction with them doesn\'t change anything in the present or future. The connection stays open for ten minutes per artifact level. - **Depletion:** 1 in 1d6 ###### Keys of Close to You [#](#modern-magic-artifact-keys-of-close-to-you){.og-h-anchor aria-hidden="true"} {#modern-magic-artifact-keys-of-close-to-you .og-tab} -[(It\'s Only Magic, page 137)]{.og-ref} +[(It's Only Magic, page 137)]{.og-ref} - **Level:** 1d6 + 4 - **Form:** Two small gold keys, each with a simple bow - **Effect:** When activated by two people standing together, the bows of the keys magically adjust to create an - abstract representation of the two users\' relationship. At any time, one of the users can teleport themselves to + abstract representation of the two users' relationship. At any time, one of the users can teleport themselves to the other person instantly, from up to 50 miles (80 km) away. For this to work, both people must have their key on their person, and there must be no magical barriers in place that are higher level than the artifact. @@ -44002,36 +44002,36 @@ ###### Living Copycat [#](#modern-magic-artifact-living-copycat){.og-h-anchor aria-hidden="true"} {#modern-magic-artifact-living-copycat .og-tab} -[(It\'s Only Magic, page 137)]{.og-ref} +[(It's Only Magic, page 137)]{.og-ref} - **Level:** 1d6 - **Form:** Collection of metal magnets in a small tin -- **Effect:** If the user spends about an hour shaping the metal magnets into a copy of a living entity they\'ve seen +- **Effect:** If the user spends about an hour shaping the metal magnets into a copy of a living entity they've seen or have an image of, such as a human, cat, or dragon, the living metal takes the shape of that entity (albeit at about a tenth of its size). The copycat does and says everything that the living entity is doing, at the moment that - they\'re doing it. The copycat lasts for ten minutes per artifact level, after which it returns to a collection of + they're doing it. The copycat lasts for ten minutes per artifact level, after which it returns to a collection of magnets. - **Depletion:** 1 in 1d20 -###### Magician\'s Protective Amulet [#](#modern-magic-artifact-magicians-protective-amulet){.og-h-anchor aria-hidden="true"} {#modern-magic-artifact-magicians-protective-amulet .og-tab} +###### Magician's Protective Amulet [#](#modern-magic-artifact-magicians-protective-amulet){.og-h-anchor aria-hidden="true"} {#modern-magic-artifact-magicians-protective-amulet .og-tab} -[(It\'s Only Magic, page 137)]{.og-ref} +[(It's Only Magic, page 137)]{.og-ref} - **Level:** 1d6 + 2 - **Form:** Silver medallion bearing several magical symbols -- **Effect:** The wearer\'s defense rolls against spell attacks are eased (by two steps if the artifact level is 7 or +- **Effect:** The wearer's defense rolls against spell attacks are eased (by two steps if the artifact level is 7 or higher). - **Depletion:** 1 in 1d20 (check each spell attack) ###### Malware Genie [#](#modern-magic-artifact-malware-genie){.og-h-anchor aria-hidden="true"} {#modern-magic-artifact-malware-genie .og-tab} -[(It\'s Only Magic, page 137)]{.og-ref} +[(It's Only Magic, page 137)]{.og-ref} - **Level:** 1d6 + 2 @@ -44047,7 +44047,7 @@ ###### Meatboy [#](#modern-magic-artifact-meatboy){.og-h-anchor aria-hidden="true"} {#modern-magic-artifact-meatboy .og-tab} -[(It\'s Only Magic, page 137)]{.og-ref} +[(It's Only Magic, page 137)]{.og-ref} - **Level:** 1d6 @@ -44061,7 +44061,7 @@ ###### My Friend Lockness [#](#modern-magic-artifact-my-friend-lockness){.og-h-anchor aria-hidden="true"} {#modern-magic-artifact-my-friend-lockness .og-tab} -[(It\'s Only Magic, page 137)]{.og-ref} +[(It's Only Magic, page 137)]{.og-ref} - **Level:** 1d6 + 3 @@ -44077,7 +44077,7 @@ ###### Pearls of Your Grandmother, the Witch [#](#modern-magic-artifact-pearls-of-your-grandmother-the-witch){.og-h-anchor aria-hidden="true"} {#modern-magic-artifact-pearls-of-your-grandmother-the-witch .og-tab} -[(It\'s Only Magic, page 138)]{.og-ref} +[(It's Only Magic, page 138)]{.og-ref} - **Level:** 1d6 + 2 @@ -44088,9 +44088,9 @@ - **Depletion:** --- -###### Poor Magician\'s Lunchbox [#](#modern-magic-artifact-poor-magicians-lunchbox){.og-h-anchor aria-hidden="true"} {#modern-magic-artifact-poor-magicians-lunchbox .og-tab} +###### Poor Magician's Lunchbox [#](#modern-magic-artifact-poor-magicians-lunchbox){.og-h-anchor aria-hidden="true"} {#modern-magic-artifact-poor-magicians-lunchbox .og-tab} -[(It\'s Only Magic, page 138)]{.og-ref} +[(It's Only Magic, page 138)]{.og-ref} - **Level:** 1d6 @@ -44105,7 +44105,7 @@ ###### Rainbow Suspenders [#](#modern-magic-artifact-rainbow-suspenders){.og-h-anchor aria-hidden="true"} {#modern-magic-artifact-rainbow-suspenders .og-tab} -[(It\'s Only Magic, page 138)]{.og-ref} +[(It's Only Magic, page 138)]{.og-ref} - **Level:** 1d6 @@ -44118,7 +44118,7 @@ ###### Ring of Reflected Bullets [#](#modern-magic-artifact-ring-of-reflected-bullets){.og-h-anchor aria-hidden="true"} {#modern-magic-artifact-ring-of-reflected-bullets .og-tab} -[(It\'s Only Magic, page 138)]{.og-ref} +[(It's Only Magic, page 138)]{.og-ref} - **Level:** 1d6 @@ -44126,14 +44126,14 @@ - **Effect:** When targeted with a ranged attack from a firearm that fires bullets, the wearer can attempt a hindered Speed defense roll. If the roll succeeds, the bullet rebounds before hitting the wearer and immediately returns to - the sender, effectively granting the wearer a free attack against the shooter fired from the shooter\'s weapon. The + the sender, effectively granting the wearer a free attack against the shooter fired from the shooter's weapon. The wearer is practiced with this attack. - **Depletion:** 1 in 1d20 ###### Scarf of Love and Death [#](#modern-magic-artifact-scarf-of-love-and-death){.og-h-anchor aria-hidden="true"} {#modern-magic-artifact-scarf-of-love-and-death .og-tab} -[(It\'s Only Magic, page 138)]{.og-ref} +[(It's Only Magic, page 138)]{.og-ref} - **Level:** 1d6 @@ -44151,7 +44151,7 @@ ###### Song of the Siren [#](#modern-magic-artifact-song-of-the-siren){.og-h-anchor aria-hidden="true"} {#modern-magic-artifact-song-of-the-siren .og-tab} -[(It\'s Only Magic, page 138)]{.og-ref} +[(It's Only Magic, page 138)]{.og-ref} - **Level:** 1d6 + 3 @@ -44165,14 +44165,14 @@ ###### Speed Readers [#](#modern-magic-artifact-speed-readers){.og-h-anchor aria-hidden="true"} {#modern-magic-artifact-speed-readers .og-tab} -[(It\'s Only Magic, page 138)]{.og-ref} +[(It's Only Magic, page 138)]{.og-ref} - **Level:** 1d6 - **Form:** Reading glasses with blue-hued lenses - **Effect:** Allows the user to quickly read and understand almost anything within short range, such as a book, long - article, important document, and so on, even if it\'s not in a language they know. Reading something usually takes + article, important document, and so on, even if it's not in a language they know. Reading something usually takes at least a few rounds, depending on the length of the item. For the next ten minutes per artifact level, the user remembers everything they read perfectly, and if they take any @@ -44183,14 +44183,14 @@ ###### Tattoo of the Tiger [#](#modern-magic-artifact-tattoo-of-the-tiger){.og-h-anchor aria-hidden="true"} {#modern-magic-artifact-tattoo-of-the-tiger .og-tab} -[(It\'s Only Magic, page 139)]{.og-ref} +[(It's Only Magic, page 139)]{.og-ref} - **Level:** 1d6 + 2 - **Form:** Tattoo of a nonmagical creature, such as a tiger, spider, domesticated dog, raven, or horse - **Effect:** Allows the user to shapeshift into the form of the creature depicted in the tattoo. The creature is - nearly impossible to tell from other creatures of its ilk, meaning it\'s the same size, moves the same way, + nearly impossible to tell from other creatures of its ilk, meaning it's the same size, moves the same way, vocalizes the same way, has the same coloration, and so on. Once shapeshifted, the user can only do things that the creature could do in its normal state, such as run, roar, fly, swim, and so on. They cannot do things as a human would, but they could talk as a raven might talk, use a device as a primate might, and so on. The shapeshifted user @@ -44198,9 +44198,9 @@ - **Depletion:** 1 in 1d20 -###### Tattoo of Tomorrow\'s Edge [#](#modern-magic-artifact-tattoo-of-tomorrows-edge){.og-h-anchor aria-hidden="true"} {#modern-magic-artifact-tattoo-of-tomorrows-edge .og-tab} +###### Tattoo of Tomorrow's Edge [#](#modern-magic-artifact-tattoo-of-tomorrows-edge){.og-h-anchor aria-hidden="true"} {#modern-magic-artifact-tattoo-of-tomorrows-edge .og-tab} -[(It\'s Only Magic, page 139)]{.og-ref} +[(It's Only Magic, page 139)]{.og-ref} - **Level:** 1d6 + 3 @@ -44213,26 +44213,26 @@ ###### Tattoo of True Shot [#](#modern-magic-artifact-tattoo-of-true-shot){.og-h-anchor aria-hidden="true"} {#modern-magic-artifact-tattoo-of-true-shot .og-tab} -[(It\'s Only Magic, page 139)]{.og-ref} +[(It's Only Magic, page 139)]{.og-ref} - **Level:** 1d6 - **Form:** Tattoo of a projectile, such as a bullet, arrow, or spear, crafted with ink made with blood -- **Effect:** Adds +1 damage to all of the user\'s successful ranged attacks that are made with physical weapons, such +- **Effect:** Adds +1 damage to all of the user's successful ranged attacks that are made with physical weapons, such as a bow, gun, or throwing knife. - **Depletion:** 1 in 1d10 ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -Because tattoo artifacts are magical, they can be transferred from one person\'s skin to another\'s. For example, if a +Because tattoo artifacts are magical, they can be transferred from one person's skin to another\'s. For example, if a character kills someone with a still-usable tattoo, they can press their skin to the tattoo and it will appear on their body. ::: ###### Time is a Circle [#](#modern-magic-artifact-time-is-a-circle){.og-h-anchor aria-hidden="true"} {#modern-magic-artifact-time-is-a-circle .og-tab} -[(It\'s Only Magic, page 139)]{.og-ref} +[(It's Only Magic, page 139)]{.og-ref} - **Level:** 1d6 + 4 @@ -44249,7 +44249,7 @@ ###### Umbrella of No-Touch [#](#modern-magic-artifact-umbrella-of-no-touch){.og-h-anchor aria-hidden="true"} {#modern-magic-artifact-umbrella-of-no-touch .og-tab} -[(It\'s Only Magic, page 139)]{.og-ref} +[(It's Only Magic, page 139)]{.og-ref} - **Level:** 1d6 + 3 @@ -44257,13 +44257,13 @@ - **Effect:** When opened, the umbrella grants the user protection from more than just the rain for one minute. Any creature attempting to come within immediate distance of the user stops short and their turn ends if their level is - equal to or less than the umbrella\'s. PCs gain an Intellect defense roll to overcome the effect. + equal to or less than the umbrella's. PCs gain an Intellect defense roll to overcome the effect. - **Depletion:** 1 in 1d20 (roll each use); works as a regular umbrella after depletion ###### Vanity of the Vanities [#](#modern-magic-artifact-vanity-of-the-vanities){.og-h-anchor aria-hidden="true"} {#modern-magic-artifact-vanity-of-the-vanities .og-tab} -[(It\'s Only Magic, page 139)]{.og-ref} +[(It's Only Magic, page 139)]{.og-ref} - **Level:** 1d6 @@ -44278,7 +44278,7 @@ ###### Witch Wand [#](#modern-magic-artifact-witch-wand){.og-h-anchor aria-hidden="true"} {#modern-magic-artifact-witch-wand .og-tab} -[(It\'s Only Magic, page 140)]{.og-ref} +[(It's Only Magic, page 140)]{.og-ref} - **Level:** 1d6 @@ -44288,9 +44288,9 @@ - **Depletion:** --- -###### Witch\'s Broom [#](#modern-magic-artifact-witchs-broom){.og-h-anchor aria-hidden="true"} {#modern-magic-artifact-witchs-broom .og-tab} +###### Witch's Broom [#](#modern-magic-artifact-witchs-broom){.og-h-anchor aria-hidden="true"} {#modern-magic-artifact-witchs-broom .og-tab} -[(It\'s Only Magic, page 140)]{.og-ref} +[(It's Only Magic, page 140)]{.og-ref} - **Level:** 1d6 + 2 @@ -44300,14 +44300,14 @@ up to 100 miles (160 km) per hour. The bearer can call upon the broom to grant them a powerful hallucinogenic state that lasts for four hours, during - which time all tasks are hindered. After the hallucinations end, the bearer\'s Intellect tasks are eased for the + which time all tasks are hindered. After the hallucinations end, the bearer's Intellect tasks are eased for the next ten minutes. - **Depletion:** 1 in 1d20 ###### Wonder Onesie [#](#modern-magic-artifact-wonder-onesie){.og-h-anchor aria-hidden="true"} {#modern-magic-artifact-wonder-onesie .og-tab} -[(It\'s Only Magic, page 140)]{.og-ref} +[(It's Only Magic, page 140)]{.og-ref} - **Level:** 1d6 + 4 @@ -44321,16 +44321,16 @@ - **Depletion:** --- (At any time, the GM can rule that the onesie has resisted enough Intellect attacks to deplete that ability, after which it still functions as armor.) -###### Your Mama\'s Biker Jacket [#](#modern-magic-artifact-your-mamas-biker-jacket){.og-h-anchor aria-hidden="true"} {#modern-magic-artifact-your-mamas-biker-jacket .og-tab} +###### Your Mama's Biker Jacket [#](#modern-magic-artifact-your-mamas-biker-jacket){.og-h-anchor aria-hidden="true"} {#modern-magic-artifact-your-mamas-biker-jacket .og-tab} -[(It\'s Only Magic, page 140)]{.og-ref} +[(It's Only Magic, page 140)]{.og-ref} - **Level:** 1d6 + 4 - **Form:** Well-loved and well-worn leather jacket with the patch of a large winged creature on the back - **Effect:** When worn, it makes the user appear tough and badass, providing an asset to all interactions involving - coercion, persuasion, fear, and intimidation. Roll a d6 to determine the jacket\'s secondary ability. + coercion, persuasion, fear, and intimidation. Roll a d6 to determine the jacket's secondary ability. - **Depletion:** --- for the main effect, 1 in 1d10 for the secondary ability (check each use) @@ -44341,14 +44341,14 @@ 3--4 The wings of the creature emerge from the back of the jacket, allowing the wearer to fly for a number of rounds equal to the artifact level. 5--6 The jacket taunts a foe selected by the wearer within short range for one minute. If the wearer succeeds on an Intellect attack, the foe selectively targets the wearer over other enemies for the duration. The wearer gains an asset on combat tasks, such as attacking and defending, for a number of rounds equal to the artifact level. - : Your Mama\'s Biker Jacket + : Your Mama's Biker Jacket ::: ------------------------------------------------------------------------------------------------------------------------ #### Modern Fantasy Creatures and NPCs by Level [#](#modern-magic-creatures-and-npcs){.og-h-anchor aria-hidden="true"} {#modern-magic-creatures-and-npcs} -[(It\'s Only Magic, page 96)]{.og-ref} +[(It's Only Magic, page 96)]{.og-ref} † --- *denotes a creature presented the [Cypher System Rulebook](https://www.montecookgames.com/store/product/cypher-system-rulebook-2/){.og-icon .og-mcg}* @@ -44472,7 +44472,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** Depending on the setting, [Old Gus\' Daft Drafts Descriptors](#og-dd-descriptors) might be +**Editor's Notes ---** Depending on the setting, [Old Gus\' Daft Drafts Descriptors](#og-dd-descriptors) might be appropriate. ::: @@ -44480,15 +44480,15 @@ Science fiction is an incredibly broad category. It covers UFOs, space opera, near-future dystopias, otherworldly epics, hard science fiction, and everything in between. Even when compared to fantasy, science fiction is so wide that it -almost isn\'t a single genre at all. Truthfully, there\'s not all that much to tie, say, The Time Machine by H. G. Wells +almost isn't a single genre at all. Truthfully, there\'s not all that much to tie, say, The Time Machine by H. G. Wells with a dark cyberpunk story except for the technology involved, which is at a higher level than we possess or understand today. But even that part of science fiction is contentious. Should the science be purely that which obeys the laws of physics as we understand them today (often called hard science fiction), or is it more of an \"anything goes\" -proposition? Is science we can\'t explain really just magic? +proposition? Is science we can't explain really just magic? -For our purposes, we\'ll treat fantastic science fiction as the default: aliens, spaceships that allow travel to other -stars, energy weapons and shields, and so on. It\'s a familiar setting to almost everyone interested in science fiction. -That said, we\'ve also got some additional guidance for hard science fiction, where what\'s possible is more grounded in +For our purposes, we'll treat fantastic science fiction as the default: aliens, spaceships that allow travel to other +stars, energy weapons and shields, and so on. It's a familiar setting to almost everyone interested in science fiction. +That said, we've also got some additional guidance for hard science fiction, where what\'s possible is more grounded in what we currently scientifically extrapolate. But your science fiction setting can be anything you can imagine. ------------------------------------------------------------------------------------------------------------------------ @@ -44507,7 +44507,7 @@ short). A tech rating is a handy way of helping you select what [equipment](#additional-science-fiction-equipment) your -characters can use, which optional rules you\'d like to include, and maybe even help guide your creature choice. +characters can use, which optional rules you'd like to include, and maybe even help guide your creature choice. ::: ::: col-md-4 @@ -44520,10 +44520,10 @@ ::: On the other hand, you could choose to make all options available, regardless of tech rating. No technology police will -cite you if you don\'t stick inside a previously declared lane. The setting is your background for telling a compelling -story. Does your setting have faster-than-light travel? Great. Unless it\'s integral to the story (or fun for you), -don\'t worry about justifying it if you\'ve generally settled on an advanced rating for your hard science fiction game -(which doesn\'t normally include FTL capability). In fact, the surprising and unexpected are where excitement is usually +cite you if you don't stick inside a previously declared lane. The setting is your background for telling a compelling +story. Does your setting have faster-than-light travel? Great. Unless it's integral to the story (or fun for you), +don't worry about justifying it if you\'ve generally settled on an advanced rating for your hard science fiction game +(which doesn't normally include FTL capability). In fact, the surprising and unexpected are where excitement is usually found in a setting; breaking the established rules (for a good reason) often leads to interesting results. ##### Cosmic Set Pieces and Optional Rules [#](#cosmic-set-pieces-and-optional-rules){.og-h-anchor aria-hidden="true"} @@ -44531,7 +44531,7 @@ [(The Stars are Fire, page 15)]{.og-ref} This chapter contains a variety of subsystems and set pieces that you can choose to incorporate in your game, depending -on the kind of setting you\'d like to run. Options here run the gamut from making your science fiction setting [more +on the kind of setting you'd like to run. Options here run the gamut from making your science fiction setting [more realistic](#void-rules) to making your fantastic games even wilder by introducing rules for [posthuman advancement](#optional-rule-posthuman-upgrades) and [psionics](#optional-rule-psionics). @@ -44551,7 +44551,7 @@ focused on very narrow tasks, such as playing chess. **Weak AI Use:** Weak AIs are used in real life already, and thus are presumed to be part of settings where contemporary -tech predominates. They are convenient in circumstances where one\'s hands are full or otherwise engaged, when verbal +tech predominates. They are convenient in circumstances where one's hands are full or otherwise engaged, when verbal direction allows one to turn on a light, open a door, adjust the temperature, and so on. Machine learning may allow a weak AI to extend its capabilities in a very limited regime. But a weak AI is not cognizant enough to provide an asset to performing tasks any better. @@ -44575,7 +44575,7 @@ **SIM AI Use:** Sim AIs are most commonly associated with [shipminds](#robots-and-ai-shipmind) on spacecraft, though they may also control specific research complexes, bases, and other kinds of vehicles and structures. A sim AI provides all the utility of a weak AI (and more), and actually acts like an NPC, an allied one if the AI is the shipmind in a -craft that the PCs own. If a sim AI goes off the rails, it\'s still just malfunctioning computer code. Usually. +craft that the PCs own. If a sim AI goes off the rails, it's still just malfunctioning computer code. Usually. ::: ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} @@ -44612,10 +44612,10 @@ Post-singularity AIs are intelligences who designed a second-generation, better version of themselves. The second generation immediately designed an even more advanced third generation, and so on from there. This iterating self-improvement process occurs so rapidly that the resulting explosion of intelligence and unknown capability is called -the singularity. It\'s called that because humans are just too limited to \"see\" what would actually come out the other -end, just like we can\'t see past the event horizon and into the singularity of a black hole. +the singularity. It's called that because humans are just too limited to \"see\" what would actually come out the other +end, just like we can't see past the event horizon and into the singularity of a black hole. -Note that [ancient ultras](#ancient-ultras) may simply be a previous civilization\'s post-singularity AIs that have +Note that [ancient ultras](#ancient-ultras) may simply be a previous civilization's post-singularity AIs that have little to no reason to ever interact with the latest wave of sentience trickling out into the universe. **Post-singularity AI Use:** In the way that strong AIs are sometimes imagined as having inscrutable goals, @@ -44641,7 +44641,7 @@ Ancient ultras (also called alien ultras) is shorthand for the concept that one (or more) unbelievably advanced races of aliens once inhabited the galaxy but are now apparently long gone---save for evidence of their existence in residual structures and [artifacts](#choose-artifacts). These remaining structures and artifacts are often vast in size and -incomprehensible in function, usually made of unknown materials that people of the setting don\'t recognize and can\'t +incomprehensible in function, usually made of unknown materials that people of the setting don't recognize and can\'t analyze. **Activity Level of Ultras:** Different settings can make use of ancient ultras in different ways, including not having @@ -44725,8 +44725,8 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** For more psionics character options, see the [psionic flavor](og-dd.html#flavor-psionic) and -[psionic cults](og-dd.html#psionic-cults) in [Old Gus\' Daft Drafts](og-dd.html). +**Editor's Notes ---** For more psionics character options, see the [psionic flavor](og-dd.html#flavor-psionic) and +[psionic cults](og-dd.html#psionic-cults) in [Old Gus' Daft Drafts](og-dd.html). ::: ##### Science Fiction Species Descriptors [#](#science-fiction-species-descriptors){.og-h-anchor aria-hidden="true"} @@ -44772,7 +44772,7 @@ effects. Conversely, things that normally affect only inorganic or inanimate objects can affect you, as can effects that disrupt machines. -- **Uncanny Valley:** You have a hard time relating to organic beings, and they don\'t react well to you. All positive +- **Uncanny Valley:** You have a hard time relating to organic beings, and they don't react well to you. All positive interaction tasks with such beings are hindered by two steps. ###### Quintar [#](#science-fiction-species-quintar){.og-h-anchor aria-hidden="true"} {#science-fiction-species-quintar .og-border} @@ -44781,7 +44781,7 @@ You are a quintar from the planet Quint. You are basically humanoid but taller, thinner, and blue skinned. Your hands end in three very long fingers. Quintar have five genders, but all quintar prefer to be addressed as female when -communicating with more binary species. Human emotions and sexuality fascinate them, but not because they don\'t have +communicating with more binary species. Human emotions and sexuality fascinate them, but not because they don't have such concepts---quintar emotions and sexuality are just very different from those of humans. In general, quintar are more cerebral than other species, valuing knowledge over all else. [(279)]{.og-ref} @@ -44816,8 +44816,8 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** For more on psionics, see the [psionic flavor](og-dd.html#flavor-psionic) and [psionic -cults](og-dd.html#psionic-cults) in [Old Gus\' Daft Drafts](og-dd.html). +**Editor's Notes ---** For more on psionics, see the [psionic flavor](og-dd.html#flavor-psionic) and [psionic +cults](og-dd.html#psionic-cults) in [Old Gus' Daft Drafts](og-dd.html). ::: [(The Stars are Fire, page 50)]{.og-ref} @@ -44847,8 +44847,8 @@ come up with an in-game story of how the character unlocked it. Next, choose one low-tier ability from [Chapter 9: Abilities](#chapter-9-abilities). If the GM agrees it is appropriate, -the character gains that ability as their psionic ability, with a few caveats. The ability can\'t be used like a normal -ability gained through a PC\'s type or focus. Instead, a character must either expend a [recovery roll](#recovery-rolls) +the character gains that ability as their psionic ability, with a few caveats. The ability can't be used like a normal +ability gained through a PC's type or focus. Instead, a character must either expend a [recovery roll](#recovery-rolls) or spend many minutes or longer evoking the psionic ability before it takes effect, in addition to paying its [Pool](#pool) cost (if any). @@ -44867,7 +44867,7 @@ Once a character has unlocked at least one psionic ability, they can opt to unlock additional abilities later. Each time, they must spend an additional 3 [XP](#choose-xp) and work with the GM to come up with an in-game story of how the -character\'s mental development has progressed. +character's mental development has progressed. Two additional rules for learning additional psionic abilities apply: @@ -44877,7 +44877,7 @@ can unlock a high-tier ability. ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** For more on low-, mid-, and high-tier abilities, see [Chapter 9: +**Editor's Notes ---** For more on low-, mid-, and high-tier abilities, see [Chapter 9: Abilities](#chapter-9-abilities). ::: @@ -44890,7 +44890,7 @@ others---as well types like [Psion and Psychic Knight](#suggested-types-for-a-science-fiction-game)---are also considered to be psionic characters, and moreover, specialized ones. Their psionic abilities---provided by their [type](#choose-type) or [focus](#choose-focus)---are used simply by paying their [Pool](#pool) costs. Extra time or -physical effort isn\'t required to manifest them. That\'s because they\'ve trained to use those abilities, rather than +physical effort isn't required to manifest them. That\'s because they\'ve trained to use those abilities, rather than having stumbled upon them accidentally like a latent character. Specialized characters can use the optional latency rule to further expand their psionic potential, unlocking it just @@ -44898,8 +44898,8 @@ Optionally, specialized characters who have a psionic type and/or focus gain one additional benefit if they also opt for latent abilities. Given that they are already adept at unlocking abilities and using them as quickly and easily as -another character might shoot a laser pistol, they\'ve got some flexibility. Such a PC can replace up to three abilities -granted by their type and/or focus with three other psionic abilities they\'ve unlocked as a latent ability of the same +another character might shoot a laser pistol, they've got some flexibility. Such a PC can replace up to three abilities +granted by their type and/or focus with three other psionic abilities they've unlocked as a latent ability of the same tier. To do so, they must spend at least one uninterrupted hour in meditation. Usually, this is something that requires a fresh mind, and must be done soon after a ten-hour recovery. @@ -44916,7 +44916,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The optional rules for [Assigning Different Limits for Supernatural +**Editor's Notes ---** The optional rules for [Assigning Different Limits for Supernatural Abilities](#spellcasting-limits) also apply to psi abilities. ::: @@ -44937,7 +44937,7 @@ [(The Stars are Fire, page 52)]{.og-ref} You have a few options for adding posthuman upgrades to your setting. Characters might gain an initial upgrade for -\"free,\" mechanically speaking. After that, you might decide that that\'s enough and they\'re done. +\"free,\" mechanically speaking. After that, you might decide that that's enough and they\'re done. Or, you could allow further upgrades, each requiring them to expend 4 [XP](#choose-xp) and serving as an Other Option requirement for [character advancement](#character-advancement). In this case, consider expanding the number of steps @@ -44945,7 +44945,7 @@ ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} Obtaining additional posthuman upgrades reflects characters accessing latent abilities already present inside them, or -going back to whatever source granted the upgrades in the first place, if that\'s something you want to allow. +going back to whatever source granted the upgrades in the first place, if that's something you want to allow. ::: **Immediate Posthuman Upgrades:** As part of character creation, PCs are given the options presented hereafter because @@ -45030,25 +45030,25 @@ [(The Stars are Fire, page 35)]{.og-ref} The extreme environment in space---hard radiation, lack of air and pressure, wild temperature variations, and lack of -gravity---tends to magnify small issues into much more significant ones. While Murphy\'s Law (everything that can go -wrong will go wrong) is a useful reminder to keep an eye out for trouble even under regular circumstances, Finagle\'s +gravity---tends to magnify small issues into much more significant ones. While Murphy's Law (everything that can go +wrong will go wrong) is a useful reminder to keep an eye out for trouble even under regular circumstances, Finagle's Law reigns in space, which is that anything that can go wrong, will go wrong---at the worst possible moment. To evoke this law, GMs can implement Void Rules. The idea is to create a feeling of increased repercussions by changing one die roll mechanic. In the game, activities on -a planet\'s surface---and within a functioning air-filled [spacecraft](#science-fiction-spacecraft), habitat, or [space +a planet's surface---and within a functioning air-filled [spacecraft](#science-fiction-spacecraft), habitat, or [space suit](#apparel-space-suit) when everything is going well---remain normal. The PCs interact with each other and the NPCs, investigate, research, repair an external sensor module, travel, and so on. -But that could change the moment something goes wrong---maybe a fault is recognized in the spacecraft\'s computer or -shipmind. A minor leak is detected in the cargo bay. An enemy spacecraft has fired on and damaged the PC\'s spacecraft. -The spacecraft\'s orbit is deteriorating. Whatever. The point is, the situation has suddenly become complicated. In -space, when a situation becomes complicated, it also becomes potentially deadly. That\'s when you have the option to -announce you\'ve instituted Void Rules. +But that could change the moment something goes wrong---maybe a fault is recognized in the spacecraft's computer or +shipmind. A minor leak is detected in the cargo bay. An enemy spacecraft has fired on and damaged the PC's spacecraft. +The spacecraft's orbit is deteriorating. Whatever. The point is, the situation has suddenly become complicated. In +space, when a situation becomes complicated, it also becomes potentially deadly. That's when you have the option to +announce you've instituted Void Rules. While using Void Rules, [GM intrusions](#gm-intrusion) governed by die rolls change. Normally this happens only on a roll of 1, but when Void Rules apply, it becomes a roll of 1 or a 2. Void Rules are similar in many ways to [Horror -Mode](#horror-rules-horror-mode), though the threat range doesn\'t normally continue to escalate. +Mode](#horror-rules-horror-mode), though the threat range doesn't normally continue to escalate. While Void Rules are in effect, the GM intrusions automatically triggered should play off the situation, influenced as much as possible by the realistic dangers space travel has on the human body and the situation at hand @@ -45056,7 +45056,7 @@ ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} **Choosing Instead of Rolling:** Each [GM intrusion](#gm-intrusion) is keyed to a die result, usually a d6. The die range is not meant to imply you should always randomly generate a GM intrusion. Instead of rolling, choose the conflict -that you think will make the story better and more exciting. The option to roll is really only here if you can\'t decide +that you think will make the story better and more exciting. The option to roll is really only here if you can't decide (and are facing decision fatigue). Mainly, these GM intrusion tables are provided as a quick way to inspire complications for a given situation. ::: @@ -45099,15 +45099,15 @@ mainstays like faster-than-light travel and time travel. Choosing a hard science fiction setting also means the GM is interested in sprinkling realistic hazards into their game, at least up to a point. After all, the difficulties of real-life space travel offer tremendous breadth when it comes to providing excitement (*i.e.*, life-threatening dangers) -that can raise the stakes in an authentic fashion. Not to say that gun battles with space aliens aren\'t exciting, but +that can raise the stakes in an authentic fashion. Not to say that gun battles with space aliens aren't exciting, but in a hard science fiction setting without aliens, there are all kinds of opportunities for pulse-pounding GM intrusions. In fact, that bears repeating: Use GM intrusions to incorporate these harder science fiction repercussions when the situation is relevant. Rather than hitting your PCs over the head with an information-exposition hammer on the dangers of space repeatedly, simply demonstrate it with a relevant GM intrusion. -In a hard science fiction game, variable effects of gravity can\'t be waved away by tech that simulates normal gravity -on spacecraft, space stations, and other worlds. Instead, it\'s an issue people must overcome. +In a hard science fiction game, variable effects of gravity can't be waved away by tech that simulates normal gravity +on spacecraft, space stations, and other worlds. Instead, it's an issue people must overcome. ::: {.alert .ps-4 .pb-0} - **Short-Term Microgravity Exposure:** People new to low gravity might get space sickness. Newcomers must succeed on @@ -45124,13 +45124,13 @@ minimum of 1 point). Short-range weapons can reach to long range, and long-range weapons can reach to very long range. Characters trained in low-gravity maneuvering ignore the damage penalty. -- **High Gravity:** It\'s hard to make effective attacks when the pull of gravity is very strong. Attacks (and all +- **High Gravity:** It's hard to make effective attacks when the pull of gravity is very strong. Attacks (and all physical actions) made in high gravity are hindered. Ranges in high gravity are reduced by one category (very-long-range weapons reach only to long range, long-range weapons reach only to short range, and short-range weapons reach only to immediate range). Characters trained in high-gravity maneuvering ignore the change in difficulty but not the range decreases. -- **Zero Gravity:** It\'s hard to maneuver in an environment without gravity. Attacks (and all physical actions) made +- **Zero Gravity:** It's hard to maneuver in an environment without gravity. Attacks (and all physical actions) made in zero gravity are hindered. Short-range weapons can reach to long range, and long-range weapons can reach to very-long range. ::: @@ -45145,7 +45145,7 @@ Of course, massive acceleration (or deceleration) is just plain lethal. Someone who jumps off a ten-story building is subject to several hundred Gs when they suddenly stop. Less extreme is still dangerous, because it pulls blood out of -pilots\' and passengers\' heads, rendering them unconscious. This can happen at just 4 or 5 Gs without any amelioration, +pilots' and passengers\' heads, rendering them unconscious. This can happen at just 4 or 5 Gs without any amelioration, though contemporary tech allows fighter craft pilots to withstand up to 9 Gs for limited periods. Advanced tech methods, which include acceleration serum, allow characters to survive the kind of Gs a spacecraft might pull for extended trips or during battle, up to a maximum of 15 Gs. Ships have limiters that normally prevent them from thrusting at higher @@ -45173,7 +45173,7 @@ [(The Stars are Fire, page 38)]{.og-ref} Long-term zero G is dangerous, but there are issues associated with moving around in microgravity. Those who have spent -at least a little time in microgravity can move as part of a routine action. It\'s only when something else distracting +at least a little time in microgravity can move as part of a routine action. It's only when something else distracting or dangerous is happening simultaneously that routine movements through a ship or station become potentially problematic. @@ -45215,7 +45215,7 @@ 1 Space sickness happens to everyone eventually. Nauseated characters are hindered in all tasks and may vomit unexpectedly. 2 A wrist bone, thinner than it should be due to long-term exposure to microgravity, breaks. 3 Upon return to full gravity after a long period in zero G or low G, the character stands up and then passes out. (This \"orthostatic intolerance\" fades in a few hours.) - 4 Vision becomes distorted because the character\'s eyes literally take on a new shape in zero G, all vision-related tasks are hindered. + 4 Vision becomes distorted because the character's eyes literally take on a new shape in zero G, all vision-related tasks are hindered. 5 Despite precautions, sometimes viruses infect a character. The common cold virus is, ridiculously enough, still not preventable in advanced settings, and if anything, has even more severe symptoms for those in microgravity. The character descends one step on the damage track until they get better. 6 The character is diagnosed with cancer. Depending on the tech setting, it is amenable to medical intervention (or at least long-term treatment to keep symptoms controlled), if that intervention comes soon enough. @@ -45227,8 +45227,8 @@ [(The Stars are Fire, page 37)]{.og-ref} Even if advanced tech or fantastic tech is available, [space suits](#apparel-space-suit) are susceptible to all kinds of -mishaps. Of course, that\'s especially true for contemporary tech space suits, which work hard at keeping a constant -internal air volume so that a wearer doesn\'t have to continually exert themselves to hold the suit in a given position +mishaps. Of course, that's especially true for contemporary tech space suits, which work hard at keeping a constant +internal air volume so that a wearer doesn't have to continually exert themselves to hold the suit in a given position or pre-breathe oxygen at a higher concentration. \"Hard-shell\" suits manage this with multiple joints and segments that shift on ball bearings, and by being able to maintain a higher internal pressure than soft suits. @@ -45239,12 +45239,12 @@ ::: table-responsive d6 GM Intrusions ---- --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - 1 An ill-fitted suit (or one whose auto-fit function is malfunctioning) unexpectedly hinders the character\'s action. - 2 Mechanical joints in the suit freeze unexpectedly, hindering all the character\'s actions (or completely paralyzing the character) until repairs can be made. + 1 An ill-fitted suit (or one whose auto-fit function is malfunctioning) unexpectedly hinders the character's action. + 2 Mechanical joints in the suit freeze unexpectedly, hindering all the character's actions (or completely paralyzing the character) until repairs can be made. 3 A stuck valve causes the drinking water bulb to get stuck \"on\" and water begins filling the helmet. This could blind and/or drown the character if not dealt with. 4 Space sickness/a tumble/a spin nauseates the character. If they vomit in their helmet, they are blinded until such time as the helmet can be removed and cleaned. - 5 An electrical short from an external tool or piece of hardware fries the space suit\'s electronics, limiting communication to helmet-to-helmet touch (if in a vacuum where sound doesn\'t propagate), use of micro thrusters, and limits air supply to just a quarter of what was previously available. - 6 A bloated suit from an overpressure incident hinders all tasks, but is not lethal ... until the suit won\'t quite fit back into the airlock. + 5 An electrical short from an external tool or piece of hardware fries the space suit's electronics, limiting communication to helmet-to-helmet touch (if in a vacuum where sound doesn\'t propagate), use of micro thrusters, and limits air supply to just a quarter of what was previously available. + 6 A bloated suit from an overpressure incident hinders all tasks, but is not lethal ... until the suit won't quite fit back into the airlock. : Space Suit GM Intrusions ::: @@ -45263,7 +45263,7 @@ [(Cypher System Rulebook, page 277)]{.og-ref}[(The Stars are Fire, page 36)]{.og-ref} -Vacuum is lethal. There\'s no air to breathe, and the lack of pressure causes havoc on an organic body. An unprotected +Vacuum is lethal. There's no air to breathe, and the lack of pressure causes havoc on an organic body. An unprotected character moves one step down [the damage track](#the-damage-track) each round. However, at the point where they should die, they instead fall unconscious and remain so for about a minute. If they are rescued during that time, they can be revived. If not, they die. @@ -45275,9 +45275,9 @@ ::: table-responsive d6 GM Intrusions ---- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - 1 The character notices a crack in their space suit or ship. It\'s not breached now, but may soon become a serious problem. + 1 The character notices a crack in their space suit or ship. It's not breached now, but may soon become a serious problem. 2 A breach in another part of the ship or space station causes automatic safety pressure baffles to close that section off. A character might be caught in that area of the ship, or in an area of a descending baffle, which inflicts serious damage on the character (these things are made to resist obstructions and form a seal). - 3 A previously unknown crack in a space suit or ship begins to leak. It doesn\'t cause a blow-out, but unless the crack can be repaired or sealed, those affected will eventually be exposed to vacuum. + 3 A previously unknown crack in a space suit or ship begins to leak. It doesn't cause a blow-out, but unless the crack can be repaired or sealed, those affected will eventually be exposed to vacuum. 4 A catastrophic blow-out exposes the character or characters to vacuum. It may also send them spiraling out into the void, depending on the situation. 5 Vacuum exposure causes the character to projectile vomit, effectively rendering them unable to take an action on their next turn. 6 Vacuum exposure causes the character to go temporarily blind, which is only relieved a few minutes after normal atmosphere is restored. @@ -45300,7 +45300,7 @@ 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 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. @@ -45309,7 +45309,7 @@ - **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 +- **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). ::: @@ -45323,9 +45323,9 @@ ::: {.alert .ps-4 .pb-0} - **Tidal Destruction:** 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](#void-rules) are in effect, and if a + hole's event horizon, all tasks aboard the craft are hindered, [Void Rules](#void-rules) are in effect, and if a [GM intrusion](#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 + Meanwhile, PCs in the ship (assuming some sort of fantastic tech-rated gravity nullifier isn't in use) suffer 1 point of [ambient damage](#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 @@ -45338,7 +45338,7 @@ - **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 + lost from the universe of its origin. At least, it's lost assuming no intervention from a fantastic tech-rated [post-singularity AI](#post-singularity-ai) or [ancient ultra](#ancient-ultras). ::: @@ -45367,7 +45367,7 @@ 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. ::: {.alert .ps-4 .pb-0} - **Evasive Asteroid Piloting:** During any round a spacecraft moves through a densely packed asteroid or debris @@ -45379,7 +45379,7 @@ - **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 spin, then slide into the cramped space. + asteroid's spin, then slide into the cramped space. ::: ###### Ship Collision Damage Track [#](#ship-collision-damage-track){.og-h-anchor aria-hidden="true"} @@ -45389,8 +45389,8 @@ ::: table-responsive Number of Collisions Effect ---------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------ - 1--3 One or more of the spacecraft\'s weapons are disabled until repaired - 4--6 Spacecraft\'s drive is hampered; all piloting tasks are hindered until repaired; crew takes 2 points of damage + 1--3 One or more of the spacecraft's weapons are disabled until repaired + 4--6 Spacecraft's drive is hampered; all piloting tasks are hindered until repaired; crew takes 2 points of damage 7 Spacecraft suffers a blow-out into vacuum in one of its compartments; affected crew must succeed on difficulty 5 tasks to hold on and face vacuum exposure 8 Spacecraft suffers general life support failure; all crew not in suits face vacuum exposure 9 Spacecraft cannot alter its present course; all piloting tasks fail until drive repaired; crew takes 4 points of damage @@ -45421,9 +45421,9 @@ completely unrecognized part of space, dropping out at the right place but months or years late, or failing to drop out at all and thus continue to move through the abnormal spaces that FTL transit posits. - Alternatively, enemy ships---or creatures---might use some sort of fantastic technology to attack a PC\'s craft + Alternatively, enemy ships---or creatures---might use some sort of fantastic technology to attack a PC's craft while in FTL transit, which might force the craft back into normal space, or result in a firefight in the abnormal - folded space of FTL itself (probably even more dangerous than regular combat, depending on your setting\'s version + folded space of FTL itself (probably even more dangerous than regular combat, depending on your setting's version of FTL). - **Exiting FTL:** The same sorts of complications could bedevil a craft exiting FTL as when entering. If so, a @@ -45444,7 +45444,7 @@ other factor at play, such as a hidden black hole, a dimensional rift, or the distortion field surrounding a range of [post-singularity AIs](#post-singularity-ai) estivating in the gravity wall of a magnetar. -Generally speaking, spatial anomalies are a few light-seconds up to a few light-years across. It\'s difficult for +Generally speaking, spatial anomalies are a few light-seconds up to a few light-years across. It's difficult for spacecraft to navigate within spatial anomalies, and they face many challenges if they attempt to (or are forced to) do so. @@ -45501,7 +45501,7 @@ ::: {.alert .ps-4 .pb-0} - **Equipment:** Equipment includes apparel, armor, cybernetic implants, personal drone assistants, and other items - that, for the most part, can be easily transported. Technically speaking, armaments are also equipment. Unless it\'s + that, for the most part, can be easily transported. Technically speaking, armaments are also equipment. Unless it's important to make a distinction, assume all guidance regarding \"equipment\" also applies to armaments. But when it is important to make a distinction, the term \"armaments\" is used for equipment that is also a weapon. @@ -45515,9 +45515,9 @@ [(The Stars are Fire, page 65)]{.og-ref} -Equipment costs assume the setting is predominantly of same tech rating as the object\'s [tech +Equipment costs assume the setting is predominantly of same tech rating as the object's [tech rating](#establish-a-technology-rating). The price drops by one [price category](#equipment-currency-and-prices) if the -setting tech rating is, generally speaking, greater than the object\'s tech rating. +setting tech rating is, generally speaking, greater than the object's tech rating. Note, however, that inexpensive items do not become free; they remain inexpensive. ::: @@ -45563,8 +45563,8 @@ [(The Stars are Fire, page 66)]{.og-ref} Listing all possible armaments and equipment and their many variants across all three tech ratings, at least in the -space available, isn\'t an option. However, a representative cross section is provided. If you\'re looking for something -that isn\'t noted, look for something close and adapt the listing. +space available, isn't an option. However, a representative cross section is provided. If you\'re looking for something +that isn't noted, look for something close and adapt the listing. ::: {.alert .ps-4 .pb-0} ##### Inexpensive Items [#](#science-fiction-equipment-inexpensive){.og-h-anchor aria-hidden="true"} {#science-fiction-equipment-inexpensive .og-tab} @@ -46007,7 +46007,7 @@ - [Ansible](#equipment-ansible) - [Mech, loader](#vehicle-mech-loader) - [Mech, infantry](#vehicle-mech-infantry) -- [Mind\'s eye](#equipment-minds-eye) +- [Mind's eye](#equipment-minds-eye) Priceless Fantastic Other Items: @@ -46131,7 +46131,7 @@ - **Details:** A bulky piece of equipment that takes a few days to set up and calibrate, and which requires enormous power per use, allows instantaneous communication between two points even across interstellar distances. -###### Mind\'s eye [4 (12)]{.float-end} [#](#equipment-minds-eye){.og-h-anchor aria-hidden="true"} {#equipment-minds-eye .og-tab-sub} +###### Mind's eye [4 (12)]{.float-end} [#](#equipment-minds-eye){.og-h-anchor aria-hidden="true"} {#equipment-minds-eye .og-tab-sub} [(The Stars are Fire, page 69)]{.og-ref} @@ -46207,7 +46207,7 @@ - **Price:** Very Expensive - **Details:** Handheld device provides two assets and one [free level of Effort](#modifying-the-difficulty-effort) to - any perception, analysis, or computing task that the device\'s multiple sensors (including radio, gravimetric, + any perception, analysis, or computing task that the device's multiple sensors (including radio, gravimetric, chemical, visual, audio, and others) within short range. Analysis requires only one round to complete. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} @@ -46307,7 +46307,7 @@ of 1 or 2. If a roll triggers a [GM intrusion](#gm-intrusion), the suit tears. ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** See [Space Suits are Fallible](#space-suits-are-fallible). +**Editor's Notes ---** See [Space Suits are Fallible](#space-suits-are-fallible). ::: ###### Shipboots [3 (9)]{.float-end} [#](#apparel-shipboots){.og-h-anchor aria-hidden="true"} {#apparel-shipboots .og-tab-sub} @@ -46335,7 +46335,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** See [Space Suits are Fallible](#space-suits-are-fallible). +**Editor's Notes ---** See [Space Suits are Fallible](#space-suits-are-fallible). ::: ###### Space suit, deluxe [5 (15)]{.float-end} [#](#apparel-space-suit-deluxe){.og-h-anchor aria-hidden="true"} {#apparel-space-suit-deluxe .og-tab-sub} @@ -46365,7 +46365,7 @@ - **Price:** Very Expensive -- **Details:** Next-generation materials repel water, increase oxygen consumption, and shape swimmer\'s body to better +- **Details:** Next-generation materials repel water, increase oxygen consumption, and shape swimmer's body to better swimming ideal; provides two free [levels of Effort](#modifying-the-difficulty-effort) to swimming tasks. ##### Fantastic Apparel [#](#science-fiction-apparel-fantastic){.og-h-anchor aria-hidden="true"} {#science-fiction-apparel-fantastic .og-border .og-tech .og-tech-fantastic} @@ -46430,7 +46430,7 @@ - **Details:** As [battlesuit](#advanced-armor-battlesuit), but with armor and power assist; the battlesuit grants an additional +1 to Armor in addition to the 3 Armor that heavy armor usually offers, and - [encumbers](#equipment-using-armor) as medium armor. Armor rating also applies to damage that often isn\'t reduced + [encumbers](#equipment-using-armor) as medium armor. Armor rating also applies to damage that often isn't reduced by typical armor, such as heat or cold damage (but not Intellect damage). ###### Body armor, lightweight [4 (12)]{.float-end} [#](#advanced-armor-body-armor){.og-h-anchor aria-hidden="true"} {#advanced-armor-body-armor .og-tab-sub} @@ -46528,7 +46528,7 @@ - **Price:** Very Expensive -- **Details:** A fully functional prosthetic arm and hand, which could replace a lost limb, or be wired into user\'s +- **Details:** A fully functional prosthetic arm and hand, which could replace a lost limb, or be wired into user's nervous system, which gives the user an additional gripping appendage useful in a variety of situations where other people would have their hands full. Attacks (and other tasks requiring precise dexterity) made with an exo-hand are hindered by two steps. @@ -46558,7 +46558,7 @@ - **Price:** Exorbitant - **Details:** As [quick force field](#fantastic-armor-force-field-quick), but permanent while active, requires no - recharge period. In addition, the wearer can tune the field so that it\'s hazed and translucent, hiding their + recharge period. In addition, the wearer can tune the field so that it's hazed and translucent, hiding their identity, or make it fully dark so that it emits no light (though they can see through the field normally). ###### Force field, quick [4 (12)]{.float-end} [#](#fantastic-armor-force-field-quick){.og-h-anchor aria-hidden="true"} {#fantastic-armor-force-field-quick .og-tab-sub} @@ -46577,7 +46577,7 @@ - **Price:** Exorbitant × 2 - **Details:** As [battle armor](#fantastic-armor-battle-armor), but armor includes a deployable integrated long-range - plasma weapon that inflicts 6 points of damage. It\'s able to fire autonomously, allowing the wearer to take some + plasma weapon that inflicts 6 points of damage. It's able to fire autonomously, allowing the wearer to take some other action (though if set to do so, automatic GM intrusions occur on 1--3 on a d20, and if triggered, result in friendly fire). @@ -46598,7 +46598,7 @@ - **Price:** Exorbitant -- **Details:** Ring reactively projects a powerful energy field to deflect or slow projectiles, easing the wearer\'s +- **Details:** Ring reactively projects a powerful energy field to deflect or slow projectiles, easing the wearer's Speed defense roll. If the projectile still hits the wearer, the field grants +1 to Armor against the attack. ##### Advanced Utility Gear [#](#science-fiction-utility-gear-advanced){.og-h-anchor aria-hidden="true"} {#science-fiction-utility-gear-advanced .og-border .og-tech .og-tech-advanced} @@ -46678,7 +46678,7 @@ - **Price:** Expensive - **Details:** As [backpack](#utility-gear-backpack), but dimensional folding allows for an arbitrary number of - objects to be stored inside, so long as they fit the carryall pack\'s 60 cm (2 foot) diameter mouth. + objects to be stored inside, so long as they fit the carryall pack's 60 cm (2 foot) diameter mouth. ###### Gravity regulator [5 (15)]{.float-end} [#](#utility-gear-gravity-regulator){.og-h-anchor aria-hidden="true"} {#utility-gear-gravity-regulator .og-tab-sub} @@ -46747,7 +46747,7 @@ - **Details:** As [remedial serum](#health-and-nutrition-serum-remedial), but allows user to ignore the many deleterious physiological effects of acceleration and high-G maneuvers (of up to 15 Gs) for one hour (or of up to 20 - Gs for a few minutes). Users are likely unable to move under high G, but won\'t pass out, have a stroke, cardiac + Gs for a few minutes). Users are likely unable to move under high G, but won't pass out, have a stroke, cardiac arrest, *etc.*---at least, not immediately. Prolonged use may still lead to all these outcomes. ###### Serum, antivenom [4 (12)]{.float-end} [#](#health-and-nutrition-serum-antivemom){.og-h-anchor aria-hidden="true"} {#health-and-nutrition-serum-antivemom .og-tab-sub} @@ -46757,7 +46757,7 @@ - **Price:** Expensive - **Details:** As [remedial serum](#health-and-nutrition-serum-remedial), but grants a Might task eased by four steps - to withstand and clear poison from the user\'s system and provides similar poison resistance for one day. + to withstand and clear poison from the user's system and provides similar poison resistance for one day. ###### Serum, remedial [3 (9)]{.float-end} [#](#health-and-nutrition-serum-remedial){.og-h-anchor aria-hidden="true"} {#health-and-nutrition-serum-remedial .og-tab-sub} @@ -46946,7 +46946,7 @@ - **Price:** Expensive -- **Details:** Synths are a blend of biological and mechanical parts so advanced that in some cases it\'s impossible +- **Details:** Synths are a blend of biological and mechanical parts so advanced that in some cases it's impossible to tell the difference between a living creature and a synth. They are [strong AIs](#strong-ai) in physical bodies. Other varieties of synths are constructed (or have modified themselves) to make it obvious they are not biological. In any case, synths are often sturdier and longer lasting than an average biological entity. Even so, in some @@ -46957,7 +46957,7 @@ round if damaged. ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** See [Replicant](#npc-replicant) and [Synthetic person](#npc-synthetic-person). +**Editor's Notes ---** See [Replicant](#npc-replicant) and [Synthetic person](#npc-synthetic-person). ::: ###### Synth, companion [4 (12)]{.float-end} [#](#robots-and-ai-synth-companion){.og-h-anchor aria-hidden="true"} {#robots-and-ai-synth-companion .og-tab-sub} @@ -46978,7 +46978,7 @@ - **Details:** As [companion synth](#robots-and-ai-synth-companion), but with modifications for up to five tasks. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -A free synth usually can\'t be purchased, by definition, but can be hired on a contract basis, as an expensive cost for +A free synth usually can't be purchased, by definition, but can be hired on a contract basis, as an expensive cost for each week of service required. ::: @@ -47003,7 +47003,7 @@ and defense. A wardroid often has many additional customizations and abilities. ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** See [Wardroid](#creature-wardroid). +**Editor's Notes ---** See [Wardroid](#creature-wardroid). ::: ------------------------------------------------------------------------------------------------------------------------ @@ -47041,7 +47041,7 @@ - **Price:** Expensive -- **Details:** Handheld device emits magnetic induction field that activates the reward circuit in the user\'s brain, +- **Details:** Handheld device emits magnetic induction field that activates the reward circuit in the user's brain, creating sudden ecstasy and joy for a pre-set period of time. Addiction is possible, though better models have an ebbing mode that helps put users back into their right minds gradually. @@ -47062,7 +47062,7 @@ ::: {.alert .ps-4 .pb-0} ###### Armament Ammunition and Charge [#](#armament-ammunition-and-charge){.og-h-anchor aria-hidden="true"} -Weapons require ammunition (\"ammo\"), whether that\'s rounds of a particular caliber, energy packs, or something even +Weapons require ammunition (\"ammo\"), whether that's rounds of a particular caliber, energy packs, or something even more exotic. You can handle ammo requirements for weapons in one of three ways: exact tracking, abstracted monthly upkeep cost, or not worrying about it. @@ -47073,7 +47073,7 @@ or energy packs is something they do in their \"off-camera\" time. The monthly upkeep cost for ammo should equal about two steps less in [price category](#equipment-currency-and-prices) than the weapon in question. -Or you can just not worry about keeping track of ammunition, especially in games where gunplay isn\'t common. +Or you can just not worry about keeping track of ammunition, especially in games where gunplay isn't common. ::: ###### Energy pack (50 shots) [1 (3)]{.float-end} [#](#advanced-armaments-energy-pack){.og-h-anchor aria-hidden="true"} {#advanced-armaments-energy-pack .og-tab-sub} @@ -47151,7 +47151,7 @@ - **Details:** Produces a 1 m (3 foot) blade of sun-hot plasma that cuts through any material of up to level 7. Can be wielded as either a medium weapon in one hand or as a heavy weapon in two hands (4 damage or 6 damage). It ignores 3 - points of a target\'s [Armor](#rules-armor) (except from force fields). + points of a target's [Armor](#rules-armor) (except from force fields). ------------------------------------------------------------------------------------------------------------------------ @@ -47164,8 +47164,8 @@ - **Price:** Very Expensive - **Details:** Thick rifle emits a short-range stream of orange liquid that foams over a target and hardens into a - body restraint that lasts for ten minutes. A restrained victim can\'t move or take actions that require movement. A - target whose level is higher than the rifle\'s level can usually break free within one or two rounds. + body restraint that lasts for ten minutes. A restrained victim can't move or take actions that require movement. A + target whose level is higher than the rifle's level can usually break free within one or two rounds. ###### Grapple gun [4 (12)]{.float-end} [#](#advanced-ranged-weapon-grapple-gun){.og-h-anchor aria-hidden="true"} {#advanced-ranged-weapon-grapple-gun .og-tab-sub} @@ -47250,7 +47250,7 @@ - **Details:** As contemporary [assault rifle](#contemporary-ranged-weapon-rifle-assault), but uses special rounds designed to fire in a zero-oxygen environment, and that are self-propelling so firing this assault rifle in zero or - law gravity doesn\'t spin wielder backward. + law gravity doesn't spin wielder backward. ###### Vacuum handgun, heavy [3 (9)]{.float-end} [#](#advanced-ranged-weapon-vacuum-handgun){.og-h-anchor aria-hidden="true"} {#advanced-ranged-weapon-vacuum-handgun .og-tab-sub} @@ -47260,7 +47260,7 @@ - **Details:** As contemporary [handgun](#contemporary-ranged-weapon-handgun-heavy), but uses special rounds designed to fire in a zero-oxygen environment, and that are self-propelling so firing this gun in zero or low gravity - doesn\'t spin wielder backward. + doesn't spin wielder backward. ##### Fantastic Ranged Weapons [#](#science-fiction-ranged-weapons-fantastic){.og-h-anchor aria-hidden="true"} {#science-fiction-ranged-weapons-fantastic .og-border .og-tech .og-tech-fantastic} @@ -47402,7 +47402,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** [Old Gus\' Daft Drafts](og-dd.html) includes a robust set of rules for +**Editor's Notes ---** [Old Gus\' Daft Drafts](og-dd.html) includes a robust set of rules for [Mechs](og-dd.html#chapter-15-mechs). ::: @@ -47413,12 +47413,12 @@ ::: row ::: {.col .col-lg-8} ::: {.alert .ps-4 .pb-0} -- **Vehicle:** Technically speaking, [spacecraft](#science-fiction-spacecraft) are also vehicles. Unless it\'s +- **Vehicle:** Technically speaking, [spacecraft](#science-fiction-spacecraft) are also vehicles. Unless it's important to make a distinction, assume all guidance here regarding \"vehicles\" also applies to spacecraft. - **Spacecraft (and Starship):** When it is important to make a distinction from a simple [vehicle](#choose-vehicles) restricted to the land, sea, or air of a single planet, the term \"spacecraft\" is used for vehicles that travel - beyond a single planet\'s atmosphere. Some spacecraft can operate both in space and as planetary vehicles, as noted + beyond a single planet's atmosphere. Some spacecraft can operate both in space and as planetary vehicles, as noted in their entries. ::: ::: @@ -47433,8 +47433,8 @@ ::: Vehicle costs assume the setting is predominantly of the same [tech rating](#establish-a-technology-rating) as the -vehicle\'s tech rating. However, the price might drop by a [price category](#equipment-price-categories) if the setting -tech rating is predominantly greater than the vehicle\'s rating. +vehicle's tech rating. However, the price might drop by a [price category](#equipment-price-categories) if the setting +tech rating is predominantly greater than the vehicle's rating. ##### Contemporary Styling in Advanced or Fantastic Settings [#](#contemporary-styling-in-advanced-or-fantastic-setting){.og-h-anchor aria-hidden="true"} {#contemporary-styling-in-advanced-or-fantastic-setting} @@ -47452,7 +47452,7 @@ If PCs are involved in combat in which they are only partly or lightly enclosed (or not at all enclosed, as in the case of most cycles, boards, and similar conveyances), use normal rules of combat, as modified by vehicular movement. However, if PCs are involved in a combat where they are completely enclosed in a vehicle with no possibility of openness -to the environment through which they can fire weapons (so that it\'s not really the characters fighting, but the +to the environment through which they can fire weapons (so that it's not really the characters fighting, but the [vehicles](#choose-vehicles)), use the [vehicular combat rules](#action-vehicular-combat). If PCs are involved in space combat, see the [Extended Vehicular Combat](#extended-vehicular-combat) rules, which @@ -47463,19 +47463,19 @@ [(The Stars are Fire, page 93)]{.og-ref} If the rider, driver, or pilot activates self-driving as part of another action, riding, driving, and piloting tasks are -automatically completed (or failed) according to the vehicle\'s level, though all such self-driving tasks are hindered. +automatically completed (or failed) according to the vehicle's level, though all such self-driving tasks are hindered. However, the pilot is free to engage in other actions as the vehicle maneuvers to the best of its ability. This driverless function is also available on many spacecraft, courtesy of a shipmind, which is a [sim AI](#sim-ai) that -can control the ship\'s functions as necessary. [Shipminds](#robots-and-ai-shipmind) control spacecraft at the -spacecraft\'s level, not their level, but are not subject to the task hindrance that more basic driverless vehicles +can control the ship's functions as necessary. [Shipminds](#robots-and-ai-shipmind) control spacecraft at the +spacecraft's level, not their level, but are not subject to the task hindrance that more basic driverless vehicles suffer. ##### Looking for More Vehicle Options [#](#looking-for-more-vehicle-options){.og-h-anchor aria-hidden="true"} [(The Stars are Fire, page 94)]{.og-ref} -A representative cross section of vehicles is provided. If you\'re looking for something that isn\'t noted, use +A representative cross section of vehicles is provided. If you're looking for something that isn\'t noted, use something close and adapt the listing. Also note that unless a particular listing is already indicated as a luxury or sport version, most vehicles can be @@ -47523,7 +47523,7 @@ - **Price:** Very Expensive - **Details:** Two-wheeled vehicle, supporting a reinforced, lightly enclosed and pressurized frame with a seat for - one rider (and sometimes a passenger), providing the rider Armor 1 (though if damage is taken, it\'s likely a breach + one rider (and sometimes a passenger), providing the rider Armor 1 (though if damage is taken, it's likely a breach has occurred). Auto-stabilization eases all tasks related to riding. Suitable for paved and broken surfaces on airless moons or in polluted or poisonous atmospheres; moves a long distance each round on paved and broken surfaces or an average of 80 km/h (50 mph) during long-distance travel. @@ -47540,7 +47540,7 @@ armored frame with a seat for one rider (and sometimes a passenger) partly open the environment, providing the rider [Armor](#rules-armor) 1. Suitable for crossing above any surface via self-deploying light bridge, a 1 cm (3 inch) thick by 3 m (10 feet) wide, constantly extending forcefield surface that persists for about ten minutes. The bridge - can reach to almost any height, though maximum gradient shouldn\'t exceed 30%. Auto-stabilization eases all tasks + can reach to almost any height, though maximum gradient shouldn't exceed 30%. Auto-stabilization eases all tasks related to riding by two steps. Moves a long distance each round on self-deploying bridge or an average of 190 km/h (120 mph) during long-distance travel. @@ -47622,7 +47622,7 @@ - **Details:** Six-wheeled vehicle, supporting a reinforced, lightly enclosed and pressurized frame with seats for a driver and up to four additional passengers, providing driver and passengers Armor 1 (though if damage is taken, - it\'s likely a breach has occurred). Auto-stabilization eases all tasks related to driving. Suitable for paved and + it's likely a breach has occurred). Auto-stabilization eases all tasks related to driving. Suitable for paved and broken surfaces on airless moons or in polluted or poisonous atmospheres; moves a long distance each round on paved and broken surfaces or an average of 64 km/h (40 mph) during long-distance travel. @@ -47863,7 +47863,7 @@ - **Price:** Very Expensive - **Details:** As [space capsule](#vehicle-space-capsule), but smaller. Limited fusion drive allows movement within a - given area of space, but a microcapsule usually doesn\'t have enough fuel to move between planets. External + given area of space, but a microcapsule usually doesn't have enough fuel to move between planets. External manipulators allow the pilot to attempt repair and construction tasks without exiting the vehicle. ###### Microcapsule, fighter (dart) [1 (3)]{.float-end} [#](#vehicle-microcapsule-fighter){.og-h-anchor aria-hidden="true"} {#vehicle-microcapsule-fighter .og-tab-sub} @@ -48000,7 +48000,7 @@ - **Details:** Heavy rotating space station orbiting a moon or planet that extends two massive tethers opposite each other, so that one tether periodically dips deep into the atmosphere close to the surface. At this point, payloads - are hooked to the end of the cable as the tether passes, and are then flung into orbit by the station\'s massive + are hooked to the end of the cable as the tether passes, and are then flung into orbit by the station's massive rotation. The skyhook can decelerate and safely de-orbit other payloads in the same way. ###### Space elevator [7 (21)]{.float-end} [#](#vehicle-space-elevator){.og-h-anchor aria-hidden="true"} {#vehicle-space-elevator .og-tab-sub} @@ -48184,7 +48184,7 @@ [(The Stars are Fire, page 112)]{.og-ref} -Space-time vehicles are so complex that it\'s likely they are the product of [ancient ultras](#ancient-ultras) or +Space-time vehicles are so complex that it's likely they are the product of [ancient ultras](#ancient-ultras) or [post-singularity AIs](#post-singularity-ai), and could be treated as [artifacts](#choose-artifacts) with a depletion of 1 in 1d20. @@ -48229,9 +48229,9 @@ - **Form:** Goggle-like device of unknown material - **Effect:** When worn, induces a powerful hallucinogenic state in wearer. Hallucinations last for four hours, during - which time the wearer seems to disappear from existence. From the wearer\'s perspective, they are falling through an + which time the wearer seems to disappear from existence. From the wearer's perspective, they are falling through an ever-iterating fractal realm of mind-blowing imagery, possibly some version of hyperspace or dark energy network. At - the end of that period they return to existence, either in the same location they left or somewhere they\'ve + the end of that period they return to existence, either in the same location they left or somewhere they've previously visited. The images leave the viewer shaken, but for several hours all Intellect-based tasks are eased. - **Depletion:** 1 in 1d6 @@ -48266,7 +48266,7 @@ Advanced spacecraft have advanced propulsion technologies, allowing them to move between planets within a single solar system, with transit times between planets varying from days to weeks (or more, if using a less efficient - drive). Most advanced spacecraft can\'t land on a planet\'s surface unless noted, requiring some secondary craft or + drive). Most advanced spacecraft can't land on a planet\'s surface unless noted, requiring some secondary craft or means to transfer crew and cargo. PCs in spacecraft can travel to other moons, planets, space stations, and perhaps even other solar systems. PCs in @@ -48350,7 +48350,7 @@ per target in any circumstance. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -Since it\'s frighteningly easy to die in a space battle if your ship is destroyed, most ships have escape pods. Even +Since it's frighteningly easy to die in a space battle if your ship is destroyed, most ships have escape pods. Even fighter craft have ejection systems that put the pilot out into space in an environment suit. In other words, GMs should try to give PCs a way out of immediately dying if they get on the wrong end of a space battle. ::: @@ -48360,7 +48360,7 @@ [(Cypher System Rulebook, page 277)]{.og-ref}[(The Stars are Fire, page 104)]{.og-ref} In a hard science fiction setting, you might be interested in evoking the reality of travel times between colonies on -planets and moons in the solar system. Even so, plotting a course between locations in the solar system isn\'t simple, +planets and moons in the solar system. Even so, plotting a course between locations in the solar system isn't simple, because everything is always moving with respect to everything else. You could determine exactly how long a trip would take with some internet research. Or you could just evoke the effect of orbital mechanics and varying accelerations on interplanetary travel. Use the Interplanetary Travel Table to do so. For a trip between locations not directly compared, @@ -48393,7 +48393,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** This table corrects a suspected misprint in the Venus to Mercury trip, replacing \"20 + 120 +**Editor's Notes ---** This table corrects a suspected misprint in the Venus to Mercury trip, replacing \"20 + 120 days\" with \"20 + 1d20 days\", and adds travel times using a [fusion drive](#science-fiction-spacecraft-drives-advanced). ::: @@ -48476,7 +48476,7 @@ [(The Stars are Fire, page 104)]{.og-ref} - **Rocket:** A rocket engine produces thrust by expelling reaction mass, usually in thundering expanding white clouds - from the rocket\'s base propulsion nozzle. Most contemporary spacecraft use a mix of several rockets and fuel types. + from the rocket's base propulsion nozzle. Most contemporary spacecraft use a mix of several rockets and fuel types. Rockets are the primary constituent of a heavy-lift launch spacecraft. - **Ion Thruster:** Ion thrusters can use solar panels or RTGs (or both) to expel ions (or cations) to produce thrust @@ -48556,9 +48556,9 @@ piloting tasks, as well as any other type of flying that they deem necessary. While not in combat, the PC crewing this station pilots the ship from place to place in space. -**A successful piloting defense task is not always a miss:** A failed enemy attack doesn\'t always mean it misses a -character\'s craft. The PC\'s spacecraft might rock and reel from the hit, but the bulk of the damage was absorbed by -the hull or shields, so there\'s no significant damage. +**A successful piloting defense task is not always a miss:** A failed enemy attack doesn't always mean it misses a +character's craft. The PC\'s spacecraft might rock and reel from the hit, but the bulk of the damage was absorbed by +the hull or shields, so there's no significant damage. ###### Piloting Tasks [#](#spacecraft-piloting-tasks){.og-h-anchor aria-hidden="true"} {#spacecraft-piloting-tasks} @@ -48570,8 +48570,8 @@ Evasive maneuvers One step Defenses eased three steps, but attacks this round hindered by the same amount Increase separation One step Defenses eased one step, attacks hindered by one step, but creates chance to lose enemy aircraft (see below) Decrease separation --- Negates chance of losing enemy craft this round - Stealth approach Three steps So long as no attack is made, pilot\'s craft can \'snug\' up to much larger enemy craft and hide from its sensors - Lose enemy craft Four steps If separation is first increased as a separate task (or maneuverability is disabled), target craft loses track of pilot\'s craft behind a moon, in a debris belt, *etc.* + Stealth approach Three steps So long as no attack is made, pilot's craft can \'snug\' up to much larger enemy craft and hide from its sensors + Lose enemy craft Four steps If separation is first increased as a separate task (or maneuverability is disabled), target craft loses track of pilot's craft behind a moon, in a debris belt, *etc.* Study enemy flying --- Spend one round watching enemy tactics, the next piloting task is eased Fly in formation --- If another allied ship is part of the combat, coordinate with it, providing that ship an asset in its next piloting task [Redline maneuver](#extended-vehicular-combat-redline-maneuver) --- Spinning, flying through a dangerous region, or some other gamble @@ -48609,7 +48609,7 @@ [(The Stars are Fire, page 49)]{.og-ref} ::: table-responsive - Science and Engineering Task Hindrance Effect on Target Craft (or on PC\'s craft) + Science and Engineering Task Hindrance Effect on Target Craft (or on PC's craft) ---------------------------------------------------------------------------- ----------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Scan --- Gain basic information, such as whether other ships are in the area, if such ships are in yet within combat range, if reinforcements might be in the offing, and so on Tactical scan One step Learn the level of identified enemy spacecraft @@ -48656,13 +48656,13 @@ ::: table-responsive Targeting Task Hindrance Effect on Target Craft --------------------------------------------------------------- ------------- ----------------------------------------------------------------------------------------------------------------------------------------------------------- - Disable weapons Two steps One or more of the target\'s weapons disabled + Disable weapons Two steps One or more of the target's weapons disabled Disable defenses (if applicable) Two steps Attacks against the target are eased Disable engine/drive Three steps Target cannot move, or movement is hampered Disable maneuverability Two steps Target cannot alter its present course Strike power core or vital spot Five steps Target is completely destroyed Attempt target lock --- Spend one round aiming, the next attack is eased - Coordinate fire --- If PC\'s ship has second weapon system, coordinate fire with it, providing that system an asset this round. (This weapon doesn\'t make a separate attack) + Coordinate fire --- If PC's ship has second weapon system, coordinate fire with it, providing that system an asset this round. (This weapon doesn\'t make a separate attack) [Redline attack](#extended-vehicular-combat-redline-maneuver) --- Overcharge weapons, ricochet shot, or some other risky gamble : Weapon System Tasks @@ -48690,15 +48690,15 @@ [(The Stars are Fire, page 45)]{.og-ref} -Ships with a captain may have a Command station, possibly a captain\'s chair, though the captain might just crew one of -the other stations. Sometimes those with captain\'s privileges also have the [Captain\'s Calm]{.og-ability} [(SF, -210)]{.og-ref} special ability. Normally, a captain commanding someone else to do something can\'t +Ships with a captain may have a Command station, possibly a captain's chair, though the captain might just crew one of +the other stations. Sometimes those with captain's privileges also have the [Captain\'s Calm]{.og-ability} [(SF, +210)]{.og-ref} special ability. Normally, a captain commanding someone else to do something can't [redline](#extended-vehicular-combat-redline-maneuver); it would be up to the person who received the command whether to try to redline or not, and to face any [GM intrusion](#gm-intrusion) consequences. ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** [Captain\'s Calm]{.og-ability} [(SF, 210)]{.og-ref} is not included in the CSRD. Consider +**Editor's Notes ---** [Captain\'s Calm]{.og-ability} [(SF, 210)]{.og-ref} is not included in the CSRD. Consider allowing Command PCs to exchange a low-tier [type](#choose-type) or [focus](#focus) ability with the following [Calm Command](#ability-calm-command){.og-ability} ability instead: @@ -48715,14 +48715,14 @@ [(The Stars are Fire, page 39)]{.og-ref} -When vehicular combat occurs---which happens whenever the PCs are completely enclosed in a vehicle so that it\'s not +When vehicular combat occurs---which happens whenever the PCs are completely enclosed in a vehicle so that it's not really the characters fighting, but the [vehicles](#science-fiction-vehicles)---start with the [vehicular combat](#action-vehicular-combat) rules. -However, if you\'d like to provide the PCs with more options designed especially for +However, if you'd like to provide the PCs with more options designed especially for [spacecraft](#science-fiction-spacecraft) combat, use these optional rules instead, which include a \"[redline maneuver](#extended-vehicular-combat-redline-maneuver)\" system for trying extremely risky spacecraft maneuvers, bridge -combat options, and more. The base vehicular combat rules have been integrated into these extended rules, so you don\'t +combat options, and more. The base vehicular combat rules have been integrated into these extended rules, so you don't need to continually cross-reference them to understand how it all works. In extended vehicular combat, PCs on a spacecraft take actions on their turn, just like in a standard Cypher System @@ -48733,22 +48733,22 @@ on their turn. Alternatively, they might be somewhere else on the ship attempting repairs, fighting off boarders, attempting to open communications in order to negotiate, or taking some other action. -For their part, enemy spacecraft are likely to fire on the same systems aboard a PCs\' spacecraft as the ones the PCs +For their part, enemy spacecraft are likely to fire on the same systems aboard a PCs' spacecraft as the ones the PCs are firing on (weapons, defenses, engines, or even a kill shot). The PC pilot rolls one or more defense rolls. The enemy spacecraft faces the same modifications the PCs face when targeting a particular system (as described hereafter), except those modifications ease or hinder the PC making the defense roll, since NPC craft never roll themselves. And, if an -enemy ship manages to disable a system on the PCs\' ship on an attack, PCs can attempt repair tasks to get those systems +enemy ship manages to disable a system on the PCs' ship on an attack, PCs can attempt repair tasks to get those systems back online on their turns. The main difference between spacecraft combat and regular combat is that the difficulty of tasks that the PCs attempt in relation to the enemy craft varies a lot more than in regular combat. In normal combat, a task difficulty is usually -equal to the foe\'s level. But in spacecraft combat, a task difficulty is equal to a modified task difficulty (beginning -with the spacecraft\'s level, but moving on from there, as noted hereafter). The modified difficulty always applies to +equal to the foe's level. But in spacecraft combat, a task difficulty is equal to a modified task difficulty (beginning +with the spacecraft's level, but moving on from there, as noted hereafter). The modified difficulty always applies to anything characters attempt in regard to the enemy spacecraft, whether a PC fires at an enemy ship, dodges return fire, attempts to scan the enemy spacecraft, attempts to repair damage caused by the enemy spacecraft, and so on. -It\'s actually similar to a normal task. For example, when a PC scans a robot, the task difficulty is usually the -robot\'s level, but not always. Sometimes the robot\'s effective level is modified because of intrinsic skills or +It's actually similar to a normal task. For example, when a PC scans a robot, the task difficulty is usually the +robot's level, but not always. Sometimes the robot\'s effective level is modified because of intrinsic skills or systems the robot possesses, or because of something it does making it harder (or easier) for it to be scanned. In the case of spacecraft combat, modification is pretty much a given, and is even more variable. So variable, in fact, that a space combat status tracker has been provided. to turn potentially confusing conflicts into something as easy as looking @@ -48763,14 +48763,14 @@ [(The Stars are Fire, page 40)]{.og-ref} The following modifiers change the effective level of the enemy of the spacecraft for a given task by hindering or -easing a PC\'s roll. Track each change in effective level on the space combat status tracker. +easing a PC's roll. Track each change in effective level on the space combat status tracker. -- **Spacecraft Level Difference:** Compare the levels of the spacecraft involved in the conflict. If the PCs\' vehicle +- **Spacecraft Level Difference:** Compare the levels of the spacecraft involved in the conflict. If the PCs' vehicle has the higher level, the difference in levels becomes a reduction in the difficulty of attack and defense rolls PCs - might make. If the PCs\' vehicle has the lower level, the difference is an increase in difficulty by the same + might make. If the PCs' vehicle has the lower level, the difference is an increase in difficulty by the same amount. If the levels are the same, there is no modification. -- **Mismatched Tech Rating:** It\'s possible that vehicles from different [tech +- **Mismatched Tech Rating:** It's possible that vehicles from different [tech ratings](#establish-a-technology-rating) will fight each other at some point, or become caught up in a larger multi-vehicle fight. When they do, each step difference in tech rating between two opposed vehicles increases the effective level of the higher-rated vehicle by two steps. @@ -48800,21 +48800,21 @@ [(The Stars are Fire, page 41)]{.og-ref} -When someone with access to spacecraft controls attempts a particularly audacious and risky maneuver, it\'s a +When someone with access to spacecraft controls attempts a particularly audacious and risky maneuver, it's a \"redline\" maneuver. Essentially, declaring a redline maneuver eases one task a PC attempts in a spacecraft under duress, but comes with a concomitant risk. To make a redline maneuver, a character spends 1 [XP](#choose-xp) as a free action. In doing so, they unlock the option for all the PCs to attempt to redline for rest of the combat. To redline, a PC describes the dangerous thing they want to attempt, then takes that action. Mechanically, the PC eases the particular task they are attempting (which might just -be to fire at the enemy craft\'s weapons), but increases the [GM intrusion](#gm-intrusion) range by two points. +be to fire at the enemy craft's weapons), but increases the [GM intrusion](#gm-intrusion) range by two points. A character who redlines could opt to increase their gamble by easing a task by two steps or even more; however, each step increases the [GM intrusion range](#intrusion-through-player-rolls) by another two points that round. -Redline maneuvers are also available in desperate non-combat situations aboard a spacecraft. For example, Tammie\'s ship -is caught in a decaying orbit over Venus, and the ship doesn\'t have enough power left to break out. She tells the GM -that she\'s going to try an extremely risky maneuver that involves igniting ALL the remaining power at once, hoping that +Redline maneuvers are also available in desperate non-combat situations aboard a spacecraft. For example, Tammie's ship +is caught in a decaying orbit over Venus, and the ship doesn't have enough power left to break out. She tells the GM +that she's going to try an extremely risky maneuver that involves igniting ALL the remaining power at once, hoping that the explosive thrust will succeed in blowing the craft into a higher orbit. Because things are desperate, she commits to easing the task by two steps after paying 1 XP. This easing (plus any skill, application of Effort, and so on) gives her a pretty decent chance of succeeding, except the GM intrusion range is now 1--5. @@ -48822,7 +48822,7 @@ If a GM intrusion is triggered, something goes wrong. Remember that success might still be possible if the roll was high enough, but still falls within the increased GM intrusion range. -If you\'re looking for inspiration for appropriate GM intrusions when a redlining PC triggers one, refer to suggested GM +If you're looking for inspiration for appropriate GM intrusions when a redlining PC triggers one, refer to suggested GM intrusions presented under [Bridge Combat](#extended-vehicular-combat-bridge-combat) hereafter, each associated with a particular ship system that a character is probably crewing. @@ -48830,7 +48830,7 @@ next round begins. Thus, while PCs do not need to pre-announce their intention to redline at the beginning of each round, coordinating -wouldn\'t be a bad idea. Whichever PC redlines last in a round where redline maneuvers were already attempted could face +wouldn't be a bad idea. Whichever PC redlines last in a round where redline maneuvers were already attempted could face a fairly significant GM intrusion range. If [Void Rules](#void-rules) are also being used and have triggered, redline maneuvers are even more dangerous. @@ -48839,13 +48839,13 @@ **Multiple Redline Maneuvers:** Only one PC needs to spend 1 [XP](#choose-xp) to unlock redline maneuvers for themselves and for any other PCs aboard the same spacecraft for the duration of a single encounter. Multiple redline attempts during the same round by two or more PCs additively increase the GM intrusion range for that round. So, a PC attempting -to redline who takes their turn after previous redline attempts that round faces a GM intrusion range that\'s already -inflated, and which will inflate more when they redline. (PCs who do not redline during a particular round don\'t have +to redline who takes their turn after previous redline attempts that round faces a GM intrusion range that's already +inflated, and which will inflate more when they redline. (PCs who do not redline during a particular round don't have to worry about the increasing [GM intrusion range](#intrusion-through-player-rolls) for their action.) ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** This section corrects a suspected misprint of \"round beings\" to \"round begins\". +**Editor's Notes ---** This section corrects a suspected misprint of \"round beings\" to \"round begins\". ::: ##### Bridge Combat [#](#extended-vehicular-combat-bridge-combat){.og-h-anchor aria-hidden="true"} {#extended-vehicular-combat-bridge-combat} @@ -48896,7 +48896,7 @@ probably also have to explain the basics. - **Deploy space combat status tracker:** Also make a copy of the one-page space combat status tracker and set it on - the table so everyone can see. It\'ll make a huge difference in how your space combat plays out. The status tracker + the table so everyone can see. It'll make a huge difference in how your space combat plays out. The status tracker allows you (and the players) to easily mark the difficulty of current space combat task a PC is attempting, without having to hold all the easing and hindering in your heads, or having to write them out each time. @@ -48910,8 +48910,8 @@ At the end of each full round, reset all the markers on the tracker to their base state, unless some effect causes a modification that lasts longer than a round. Be sure to reset the GM intrusion marker, too. -- **Roll initiative:** Begin the combat, with the enemy spacecraft of your choice taking on the PCs\' ship. Decide - whether the enemy spacecraft are already in weapon range (it\'s your call, we\'re not tracking that here), and if +- **Roll initiative:** Begin the combat, with the enemy spacecraft of your choice taking on the PCs' ship. Decide + whether the enemy spacecraft are already in weapon range (it's your call, we\'re not tracking that here), and if not, how soon they will be close enough to begin attacking, and let the combat flow. ::: @@ -48921,18 +48921,18 @@ - **Spacecraft vs. Colossal Creatures:** If a creature is as capable as a spacecraft, treat it that way when it comes to vehicular combat. Instead of adjusting for mismatched [tech rating](#establish-a-technology-rating), treat the - creature\'s effective level as if three levels less than its actual level. Extrapolate \"weapon systems\" to the - creature\'s attack methods, defenses to its weird organic plating, and so on. Killing such a creature means taking + creature's effective level as if three levels less than its actual level. Extrapolate \"weapon systems\" to the + creature's attack methods, defenses to its weird organic plating, and so on. Killing such a creature means taking out its \"power core or other vital spot.\" - **Spacecraft vs. Regular Creatures:** If a vehicle weapon system fires on an unprotected PC (or a PC in a spacecraft - fires ship weapons on a creature outside the craft that isn\'t colossal), it\'s an entirely different situation. - Attacks against a vehicle\'s systems face all the previously mentioned modifiers. On top of that, add an additional + fires ship weapons on a creature outside the craft that isn't colossal), it\'s an entirely different situation. + Attacks against a vehicle's systems face all the previously mentioned modifiers. On top of that, add an additional five steps of hindrance to attacks by a regular creature against a starcraft. - Likewise, a PC defending from a spacecraft\'s attack is hindered by five steps. Except in this case, the spacecraft + Likewise, a PC defending from a spacecraft's attack is hindered by five steps. Except in this case, the spacecraft inflicts damage. Given that ship weapons compared to handheld weapons are an order of magnitude apart when it comes - to power, a good rule of thumb is that a spacecraft\'s weapon inflicts 25 points of damage on a successful hit and + to power, a good rule of thumb is that a spacecraft's weapon inflicts 25 points of damage on a successful hit and knocks the character one step down [the damage track](#the-damage-track). Even if the character succeeds on their defense roll, they still take 5 points of damage. @@ -48993,7 +48993,7 @@ [(Cypher System Rulebook, page 275)]{.og-ref}[(The Stars are Fire, page 89)]{.og-ref} [Artifacts](#choose-artifacts) in a science fiction game can be strange relics from an unknown alien source or tech -items that aren\'t yet widely available. In a galactic setting, for example, it\'s easy to imagine that innovations or +items that aren't yet widely available. In a galactic setting, for example, it\'s easy to imagine that innovations or specialized items might not have spread everywhere. ###### Amber Casement [#](#science-fiction-artifact-amber-casement){.og-h-anchor aria-hidden="true"} {#science-fiction-artifact-amber-casement .og-tab} @@ -49020,7 +49020,7 @@ - **Effect:** A target within immediate range loses their dimension of breadth (which folds into a higher dimension), rendering them as flat as paper. The target adheres to whatever surface it was attached to, set upon, or was standing upon, and resembles particularly realistic art. An affected creature enters stasis. While in stasis, it is - unable to take actions, doesn\'t age, and is immune to damage and effects. It remains in stasis for about a day, + unable to take actions, doesn't age, and is immune to damage and effects. It remains in stasis for about a day, until the user returns the missing dimension or the artifact depletes. - **Depletion:** 1 in 1d10 @@ -49037,12 +49037,12 @@ biomolecules, paralyzing the target for up to one minute. The rod wielder may also choose one of the following additional effects, if set before attacking. - - *Aggression.* The target\'s aggressive tendencies are increased for one hour, during which time the target + - *Aggression.* The target's aggressive tendencies are increased for one hour, during which time the target attacks almost anything it encounters. - - *Calm.* The target\'s aggressive tendencies are tamped down for one hour, during which time the target responds + - *Calm.* The target's aggressive tendencies are tamped down for one hour, during which time the target responds to attacks but never initiates them. - *Hibernation.* The target falls into hibernation, a coma-like sleep in which their metabolism slows to a crawl. - They can go months with no additional food or water and with a fraction of the air they\'d normally need. Loud + They can go months with no additional food or water and with a fraction of the air they'd normally need. Loud sounds, damage, persistent prodding, and the like wakes someone in hibernation. - **Depletion:** 1 in 1d20 @@ -49053,11 +49053,11 @@ - **Level:** 1d6 -- **Form:** Organic pod, almost like a small, hemispherical bit of brain; once grafted to a host, the host\'s flesh +- **Form:** Organic pod, almost like a small, hemispherical bit of brain; once grafted to a host, the host's flesh grows over the pod until it is only a lump - **Effect:** The pod grafts onto any living host (usually near the brain or spine) and injects chemicals that boost - the creature\'s metabolism. This permanently raises the host\'s Speed Pool maximum by 5 points. + the creature's metabolism. This permanently raises the host\'s Speed Pool maximum by 5 points. - **Depletion:** --- @@ -49099,7 +49099,7 @@ - **Form:** Violet crystal the size of a fist - **Effect:** The crystal allows the user to transmit their thoughts telepathically at an interstellar distance. Even - at that range, communication is instantaneous. Each use allows about a minute\'s worth of communication, and the + at that range, communication is instantaneous. Each use allows about a minute's worth of communication, and the communication is entirely one way (so having two crystals would be handy). - **Depletion:** 1 in 1d10 @@ -49147,7 +49147,7 @@ **Light, Medium, and Heavy Artifact Weapons:** The artifact weapons described in this section are idiosyncratic in that they are not described as light, medium, or heavy. If they were specifically categorized, many characters would find -that their training doesn\'t match up with a particular designation. With artifact weapons living outside the regular +that their training doesn't match up with a particular designation. With artifact weapons living outside the regular weapon categories, anyone can use an artifact weapon. ###### Alpha Beam Projector [#](#science-fiction-artifact-alpha-beam-projector){.og-h-anchor aria-hidden="true"} {#science-fiction-artifact-alpha-beam-projector .og-tab} @@ -49204,7 +49204,7 @@ - **Form:** Rifle-like device with two electrodelike protrusions of unknown material - **Effect:** This device fires a beam to suppress the charge of the electrons that make up a creature or object - within long range, inflicting damage equal to twice the artifact\'s level. If the attack reduces the target\'s + within long range, inflicting damage equal to twice the artifact's level. If the attack reduces the target\'s health (or combined Pools for a PC) to below the level of the artifact, the target instantly falls to dust. (A PC who would be disintegrated can spend 1 [XP](#choose-xp) and instead descend one step on [the damage track](#the-damage-track).) @@ -49221,7 +49221,7 @@ - **Effect:** This device emits an invisible beam of neural-magnetic energy as a short-range attack that instantly reverses how a level 1 target sees the user (turning an enemy into a friend, and vice versa) for up to one day. The - user can adjust the settings to increase the ray\'s effectiveness by making one additional depletion roll per + user can adjust the settings to increase the ray's effectiveness by making one additional depletion roll per increase in the maximum level of the target. Thus, to alter the attitude of level 5 target (4 levels above the normal limit), the user must make five depletion rolls. If used against a PC, an affected PC can attempt an Intellect task to end the effect once every minute for the first few minutes, then once every hour. @@ -49344,11 +49344,11 @@ [(Cypher System Rulebook, page 280)]{.og-ref} -Although it\'s very likely a subset of the modern genre, horror as a genre gets special treatment. Unlike the other -genres, horror doesn\'t necessarily suggest a setting. Any setting can be horrific. Horror is more of a style. An +Although it's very likely a subset of the modern genre, horror as a genre gets special treatment. Unlike the other +genres, horror doesn't necessarily suggest a setting. Any setting can be horrific. Horror is more of a style. An approach. A mood. -You could easily have horror in other times and settings, but for our purposes, we\'ll deal with a default setting in +You could easily have horror in other times and settings, but for our purposes, we'll deal with a default setting in the modern day. The PCs are probably normal people, not secret agents or special investigators (although being a part of a secret agency that deals with monsters in the shadows could make for a fine horror game). @@ -49404,11 +49404,11 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** Other ways of realizing PCs with horror elements: +**Editor's Notes ---** Other ways of realizing PCs with horror elements: - The [Heartwood Descriptors](#heartwood-descriptors) in [Chapter 20: Fairy Tale](#chapter-20-fairy-tale) might make an interesting choice for a horror game. So would the [Hopeless](og-dd.html#descriptor-hopeless) descriptor from - [Old Gus\' Daft Drafts](og-dd.html). + [Old Gus' Daft Drafts](og-dd.html). - If a PCs is---or becomes---a powerful supernatural being, for example, a vampire, werewolf, or demon, the GM might assign them a number of [power shifts](#optional-rule-power-shifts), as described under [Power Shifts in Other @@ -49416,11 +49416,11 @@ - A ghost PC might use the [Ghost](#modern-magic-descriptor-ghost) descriptor in [Chapter 14: Modern Magic](#chapter-14-a-modern-magic), or the [Has Unfinished Business](og-dd.html#focus-has-unfinished-business) focus - from [Old Gus\' Daft Drafts](og-dd.html). + from [Old Gus' Daft Drafts](og-dd.html). - The [Accelerates Entropy](og-dd.html#focus-accelerates-entropy), [Bears a Curse of Stone](og-dd.html#focus-bears-a-curse-of-stone), and [Can Devour Anything](og-dd.html#focus-can-devour-anything) - foci from [Old Gus\' Daft Drafts](og-dd.html) are also useful for creating PCs with horrific abilities. + foci from [Old Gus' Daft Drafts](og-dd.html) are also useful for creating PCs with horrific abilities. ::: ------------------------------------------------------------------------------------------------------------------------ @@ -49433,12 +49433,12 @@ make sure everyone around your table is okay with that. Find out what your players will find \"good uncomfortable,\" which is something that makes us squirm in our seats in a great horror movie, and \"bad uncomfortable,\" which is something that actually makes a player feel nauseated, unsafe, or offended. Being scared can be fun, but being sickened -isn\'t. +isn't. Consider the age and maturity of everyone in the game, perhaps in terms of the movie rating system. Tell the players -what you think the game you\'re running would be rated. If everyone\'s okay with an R rating, then fine. You can have a -spooky game that\'s on the level of a kids\' movie rated G---more like *Scooby-Doo* than *Saw*, in other words. A PG -rating might be right for a game that\'s more creepy than horrific, with ghosts and spooky noises but not axe-wielding +what you think the game you're running would be rated. If everyone\'s okay with an R rating, then fine. You can have a +spooky game that's on the level of a kids\' movie rated G---more like *Scooby-Doo* than *Saw*, in other words. A PG +rating might be right for a game that's more creepy than horrific, with ghosts and spooky noises but not axe-wielding maniacs. The different ratings suggest different kinds of content for your game. Finding a dead body is horrible, but watching @@ -49447,12 +49447,12 @@ everyone participating, and you need to know it right from the beginning. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**A rule for any game:** don\'t use [mind control](#horror-rules-mind-control), [possession](#horror-rules-possession), -(or anything else) to make a character have sex without the player\'s permission. +**A rule for any game:** don't use [mind control](#horror-rules-mind-control), [possession](#horror-rules-possession), +(or anything else) to make a character have sex without the player's permission. ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** For more on addressing consent issues in your game, see [Consent in +**Editor's Notes ---** For more on addressing consent issues in your game, see [Consent in Gaming](https://www.montecookgames.com/store/product/consent-in-gaming/){.og-icon .og-mcg} from Monte Cook Games. ::: @@ -49478,7 +49478,7 @@ twist to the game. ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** In [Stay Alive!](https://www.montecookgames.com/store/product/stay-alive/){.og-icon .og-mcg}, +**Editor's Notes ---** In [Stay Alive!](https://www.montecookgames.com/store/product/stay-alive/){.og-icon .og-mcg}, this section is titled *Encyclopedia of Horror Mechanics*. ::: @@ -49488,8 +49488,8 @@ The following GM intrusions work for most horror genres. -- Something foils a character\'s attempt to escape: a getaway car won\'t start, they drop the keys that unlock the - exit door or lock up the villain, or the shotgun they\'re using to clear a path jams or runs out of shells. +- Something foils a character's attempt to escape: a getaway car won\'t start, they drop the keys that unlock the + exit door or lock up the villain, or the shotgun they're using to clear a path jams or runs out of shells. - The antagonist enters a secure or sealed room by an unexpected method: crashing through a door or wall, crawling out of a ventilation shaft, jumping out of a trap door, manifesting electronically through a Wi-Fi signal, or teleporting. @@ -49509,12 +49509,12 @@ church or stabbing it with a magical dagger). The item might slowly repair itself---and depending on the item, it might be more frightening if it shows up fully intact or still bearing damage from how the PCs tried to destroy it. -This reappearance usually isn\'t because the item is literally walking to wherever the PCs are (although if the item is +This reappearance usually isn't because the item is literally walking to wherever the PCs are (although if the item is something like a cursed doll, that might make it more frightening). In most cases, it just happens to be where the PCs -went, found in an unobtrusive place like the back of a closet, under a car seat, or in the bottom of someone\'s luggage. +went, found in an unobtrusive place like the back of a closet, under a car seat, or in the bottom of someone's luggage. If the item is intelligent (or controlled by a hostile intelligence), it might use NPCs to bring it back to the PCs, and might sacrifice those NPCs in dramatic and gory ways to make sure it ends up back in the hands of the PCs. For example, -if the PCs abandon a haunted ring, on the next day when they\'re waiting for a train they recognize a man they saw +if the PCs abandon a haunted ring, on the next day when they're waiting for a train they recognize a man they saw earlier just as he gets hit by an oncoming train, and his severed hand---wearing the ring---lands at their feet. Even if the PCs go to a remote area with no people, one of them might suddenly vomit up their lunch---and the haunted ring. @@ -49523,13 +49523,13 @@ [(Stay Alive!, page 85)]{.og-ref} Every player is given at least two characters to run, each with about the same amount of background and abilities so -they\'re all suitable as main characters. A player usually runs only one of these PCs at a time. As the action in the +they're all suitable as main characters. A player usually runs only one of these PCs at a time. As the action in the story changes locations, the GM can have one or more players switch their active PC and interact with the other active PCs and the story in a different way. This keeps the players from knowing which characters are supposed to have the important roles in the story, allows for some of the PCs to split off for a while without the rest of the group having to wait, and gives every player a backup character to play if their active PC dies. -Character Posse works best when the characters are very simple and don\'t have many abilities that require a lot of +Character Posse works best when the characters are very simple and don't have many abilities that require a lot of knowledge and description. That way the player can focus on the personality of the PC and not have to keep remembering a stack of complicated abilities. In a non-fantastic modern setting, that often means characters who have a lot of skills and automatic or simple bonuses (like [Combat Prowess](#ability-combat-prowess){.og-ability} and [Fleet of @@ -49540,12 +49540,12 @@ [(Stay Alive!, page 86)]{.og-ref} -A handful of people are forced to stick together under unusual circumstances---they\'re survivors of a shipwreck, +A handful of people are forced to stick together under unusual circumstances---they're survivors of a shipwreck, quarantined to avoid an outbreak of a deadly disease, waiting for a riot to leave their neighborhood, or locked away from an approaching zombie horde. They hear strange noises, glimpse shadowy figures, and find that things move about or -disappear when nobody is looking. The PCs begin to suspect they\'re being haunted by ghosts or observed by mysterious +disappear when nobody is looking. The PCs begin to suspect they're being haunted by ghosts or observed by mysterious aliens; one or more of them disappear or are found dead. Eventually the PCs realize that they are ghosts of people who -haven\'t come to terms with their own deaths, and the weird experiences are their limited interactions with the real +haven't come to terms with their own deaths, and the weird experiences are their limited interactions with the real world and the living people trying to bury their bodies or put their souls at peace. In these stories, the emotional journey of the ghosts is about understanding their situation and coming to terms with @@ -49564,9 +49564,9 @@ Whenever a character selects the Increasing Capabilities option for [advancement](#character-advancement) or gains an ability that permanently increases their [Pools](#pool), they can add a maximum of 1 point to their Might Pool and 1 -point to their Speed Pool; other points left over (if any) must go to their Intellect Pool, even if that\'s not normally +point to their Speed Pool; other points left over (if any) must go to their Intellect Pool, even if that's not normally an option for the ability. This does not apply to the extra points the player can divide among their Pools at character -creation. This creates a more \"realistic\" game scenario where the PCs are more like normal people who don\'t get much +creation. This creates a more \"realistic\" game scenario where the PCs are more like normal people who don't get much more powerful physically over the course of a campaign, but still can learn new skills, advance their minds, and so on. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} @@ -49584,8 +49584,8 @@ [(Stay Alive!, page 87)]{.og-ref} -In a horror story, it\'s common for major characters to be killed or incapacitated, but in a horror RPG, that means the -player of a dead character doesn\'t have much to do. The Ghostly Helpers module gives players whose characters are out +In a horror story, it's common for major characters to be killed or incapacitated, but in a horror RPG, that means the +player of a dead character doesn't have much to do. The Ghostly Helpers module gives players whose characters are out of the game two ways to have an active role in the scenario. First, the dead character is still able to spend their [XP](#choose-xp) to give a living character a reroll. To @@ -49599,12 +49599,12 @@ limit](#cypher-limits) of living PCs) should go to the dead characters, up to the cypher limits of the dead characters (any extra cyphers beyond that are lost). -The player of a dead character always gets to decide when to help and which PC to affect with their help---they\'re not +The player of a dead character always gets to decide when to help and which PC to affect with their help---they're not merely extensions of the living PCs. Whether this help is just fate or coincidence working on behalf of the PC, or if it literally is the lingering ghost of a dead character trying to save a living person, depends on the scenario and the GM. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -Help from a dead character doesn\'t have to be from a ghost. Depending on the genre, it might be the influence of a +Help from a dead character doesn't have to be from a ghost. Depending on the genre, it might be the influence of a guilty artificial intelligence, a sentient weapon with a grudge, a cultist with conflicting loyalties, and so on. ::: @@ -49612,22 +49612,22 @@ [(Stay Alive!, page 88)]{.og-ref} -In some horror genres, it\'s unclear if the character is truly experiencing what\'s happening in the story, or if -they\'re hallucinating or dreaming it. In some cases, their fear response to the real events happening around them -prompts their conscious or subconscious imagination to create an unreal scenario that\'s even more terrifying, only to +In some horror genres, it's unclear if the character is truly experiencing what\'s happening in the story, or if +they're hallucinating or dreaming it. In some cases, their fear response to the real events happening around them +prompts their conscious or subconscious imagination to create an unreal scenario that's even more terrifying, only to have them snap out of it and find themselves in a prior (but perhaps still very dangerous) situation. This sort of hallucination allows the story to go completely off the rails and then suddenly return to normal. If the GM plans to have a hallucination reset, they should keep track of damage taken, equipment used, and [XP](#choose-xp) spent for each character (if using cypher and XP cards, there should be a separate space for each -character\'s used cards). When the hallucination ends, stop the action, explain that the PCs find themselves at an -earlier point in the story (or wake up after some time has passed if it\'s a dream), and restore their Pools, equipment, -and XP to their previous state. If the GM doesn\'t know exactly how much each character\'s Pool changed, allow each PC +character's used cards). When the hallucination ends, stop the action, explain that the PCs find themselves at an +earlier point in the story (or wake up after some time has passed if it's a dream), and restore their Pools, equipment, +and XP to their previous state. If the GM doesn't know exactly how much each character\'s Pool changed, allow each PC to make a free [recovery roll](#recovery-rolls) to compensate for it. If the GM needs to use a hallucination reset to recover from a disastrous outcome, they should try to reset the PCs as -close as possible to their previous state, relying on the players\' recollection of which cyphers and XP belonged to -each character. As it\'s unlikely that they kept track of how many Pool points they spent in the now-false encounters, +close as possible to their previous state, relying on the players' recollection of which cyphers and XP belonged to +each character. As it's unlikely that they kept track of how many Pool points they spent in the now-false encounters, the GM can allow each of them a free recovery roll to make up for it. Used carefully, a hallucination reset leaves the characters wondering what is real, and it can be a tool for the GM to @@ -49636,12 +49636,12 @@ to their characters and negate any progress in the story. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -Note that a deliberate and planned reset can deliberately do strange things with the story because it\'s completely in -the characters\' heads. A horror game about werewolves might have a dream or hallucination about fascist soldiers +Note that a deliberate and planned reset can deliberately do strange things with the story because it's completely in +the characters' heads. A horror game about werewolves might have a dream or hallucination about fascist soldiers attacking the PCs with flamethrowers. One about aliens might show the antagonists turning into sexy vampires. A haunted -house might convince the PCs that they\'re tearing off their own faces. A hallucination might even include elements of +house might convince the PCs that they're tearing off their own faces. A hallucination might even include elements of something that will happen in the future, so when the actual event occurs (perhaps in a later session) the players -won\'t know if they should act on their \"future memories\" of these events or ignore them as falsehoods. +won't know if they should act on their \"future memories\" of these events or ignore them as falsehoods. ::: ##### Horror Mode [#](#horror-rules-horror-mode){.og-h-anchor aria-hidden="true"} {#horror-rules-horror-mode} @@ -49654,7 +49654,7 @@ elder things beneath the earth awaken, or whatever horrific situation planned by the GM begins, things change. At this time, the GM announces that the game has gone into Horror Mode. -This is a key for the players (not the characters) to recognize that things are getting bad. It\'s the RPG equivalent of +This is a key for the players (not the characters) to recognize that things are getting bad. It's the RPG equivalent of spooky music beginning to play in a horror film. While in Horror Mode, the rules for [GM intrusions](#gm-intrusion) governed by die rolls change. Normally this happens only on a roll of 1, but when Horror Mode starts, it becomes a roll of 1 or 2. And then it escalates. As time passes, GM intrusions happen on a roll of 1 to 3, then a roll of 1 to 4, and @@ -49687,22 +49687,22 @@ mysteriously and a strangely carved clay pot falls, striking the character. This also escalates the intrusion rate, so they now occur on a roll of 1 to 6. When the PCs reach the attic, they encounter the dreaded swamp slayer, a half man, half beast that thrives on blood. It attacks, and now the range goes up during each round of combat. After four rounds -of fighting, intrusions happen on a roll of 1 to 10---half the time. Things are getting dicey, and they\'re only going +of fighting, intrusions happen on a roll of 1 to 10---half the time. Things are getting dicey, and they're only going to get worse. When the GM announces that Horror Mode has ended, the [GM intrusion](#gm-intrusion) rate goes back to normal, happening only on a roll of 1 or when the GM awards XP. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -Horror Mode is a very \"meta\" rule. It gives players knowledge that their characters don\'t have. This is similar to +Horror Mode is a very \"meta\" rule. It gives players knowledge that their characters don't have. This is similar to how the viewers of a horror movie or readers of a horror story often know more than the characters on the screen or page. It heightens the tension. Players can express the start of Horror Mode by having their characters talk about goosebumps or a feeling of being watched, but this is not necessary. Horror Mode is also unique among the horror modules in that the default assumption is that the GM is using it for every horror game, at least some of the time. Using Horror Mode makes the players aware of the risks they take every time they -make a roll. They won\'t take easy tasks for granted, and they might apply [Effort](#effort) to turn an easy task into a -routine task so they don\'t have to roll at all and risk an intrusion. This ends up depleting their Pools faster, which +make a roll. They won't take easy tasks for granted, and they might apply [Effort](#effort) to turn an easy task into a +routine task so they don't have to roll at all and risk an intrusion. This ends up depleting their Pools faster, which makes them feel more vulnerable. ::: @@ -49711,29 +49711,29 @@ [(Cypher System Rulebook, page 284)]{.og-ref} -With the GM intrusions coming fast and furious toward the end of Horror Mode, it\'s easy to run out of ideas. In combat, +With the GM intrusions coming fast and furious toward the end of Horror Mode, it's easy to run out of ideas. In combat, intrusions might just mean that the monster or villain gets a surprise extra attack or inflicts more damage. Perhaps a PC is thrown to the ground or nearer to the edge of a cliff. If the characters are running away, one might trip and fall. If the PCs are exploring, a bookcase topples, potentially hitting someone. Think of all the similar moments -you\'ve seen in horror films. +you've seen in horror films. Sometimes, if the GM prefers, the GM intrusion can simply be something frightening, like a moan or a whisper. These -aren\'t dangerous to the PCs, but they escalate the tension and indicate that something bad is getting closer. +aren't dangerous to the PCs, but they escalate the tension and indicate that something bad is getting closer. -In fact, while in Horror Mode, GMs should mostly refrain from doing anything bad, ominous, or dangerous unless it\'s an +In fact, while in Horror Mode, GMs should mostly refrain from doing anything bad, ominous, or dangerous unless it's an intrusion (either from a die roll or through the awarding of [XP](#choose-xp)). In a horror game, GM intrusions are an indication that things are bad and getting worse, and whenever possible, the GM should allow the Horror Mode escalation -to drive the action. This makes the GM more of a slave to the dice than in other Cypher System situations, but that\'s +to drive the action. This makes the GM more of a slave to the dice than in other Cypher System situations, but that's okay. Consider this example. The PCs have tracked something that is probably committing a series of horrific murders to an old factory. They enter the building to explore. The GM knows where the creature is hiding in the factory, but decides that -it doesn\'t become aware of the characters until an intrusion is indicated. The only clue the PCs have is a mysterious -noise off in the darkness. The creature doesn\'t move toward them until another GM intrusion occurs. Now they hear -something dragging across the factory floor, coming closer. But it\'s not until a third intrusion occurs that the +it doesn't become aware of the characters until an intrusion is indicated. The only clue the PCs have is a mysterious +noise off in the darkness. The creature doesn't move toward them until another GM intrusion occurs. Now they hear +something dragging across the factory floor, coming closer. But it's not until a third intrusion occurs that the creature lunges out from behind an old machine at the PC who rolled the die. -In some ways, the status quo doesn\'t change until an intrusion happens. This could be seen as limiting the GM and the +In some ways, the status quo doesn't change until an intrusion happens. This could be seen as limiting the GM and the need for pacing, but remember that the GM can still have an intrusion occur anytime they desire, in addition to waiting for the low die rolls. ::: @@ -49747,17 +49747,17 @@ [(Stay Alive!, page 90)]{.og-ref} -Screaming is a natural reaction when you\'re frightened, but it\'s also likely to draw the attention of whatever is +Screaming is a natural reaction when you're frightened, but it\'s also likely to draw the attention of whatever is frightening you. The Hysteria horror module encourages characters to give in to the natural instinct to scream, but introduces dangerous consequences for doing so. -At any time, as an action, a PC can use a free one-action [recovery roll](#recovery-rolls) (which doesn\'t use up the +At any time, as an action, a PC can use a free one-action [recovery roll](#recovery-rolls) (which doesn't use up the one-action recovery roll that all characters get), but doing so means they also spend that action loudly screaming. -Because of this noise, the GM can make a free intrusion and doesn\'t have to award [XP](#choose-xp) for it. +Because of this noise, the GM can make a free intrusion and doesn't have to award [XP](#choose-xp) for it. -A PC\'s ten-minute recovery roll takes only one minute, but the PC has to scream and have an emotional meltdown for the +A PC's ten-minute recovery roll takes only one minute, but the PC has to scream and have an emotional meltdown for the entire time. As with the previous option, this allows the GM to make a free intrusion (after the recovery period) and -they don\'t have to award XP for it. The PC still has the option of resting normally for ten minutes to use the +they don't have to award XP for it. The PC still has the option of resting normally for ten minutes to use the ten-minute recovery roll (without screaming, and without the free intrusion). ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} @@ -49769,16 +49769,16 @@ [(Stay Alive!, page 90)]{.og-ref} -Most people in real life aren\'t prepared for the existence of aliens, monsters, or killer robots, and seeing something +Most people in real life aren't prepared for the existence of aliens, monsters, or killer robots, and seeing something that shatters their worldview is frightening and traumatic. The first time a character sees a creature (or anything else -suitably horrifying) they thought wasn\'t possible or only existed in books and movies, they must make an Intellect -defense roll against the creature\'s level. If they fail, for one round either they\'re paralyzed with fear or they run +suitably horrifying) they thought wasn't possible or only existed in books and movies, they must make an Intellect +defense roll against the creature's level. If they fail, for one round either they\'re paralyzed with fear or they run in the opposite direction. -Repeat appearances by the creature (or other creatures like it) that they\'ve seen before usually don\'t trigger this +Repeat appearances by the creature (or other creatures like it) that they've seen before usually don\'t trigger this reaction a second time, but encountering a large number of those creatures or seeing them do something unusual might trigger it. For example, seeing a [ghoul](#creature-ghoul) crawl out of a storm drain might trigger panic; seeing -another ghoul (or the same one again) won\'t trigger it again, but seeing a large pack of ghouls approaching, or seeing +another ghoul (or the same one again) won't trigger it again, but seeing a large pack of ghouls approaching, or seeing one ghoul eating a dead person could trigger another panic reaction. Even if a character has gotten over their initial panic, the GM can prompt it again as an intrusion if the circumstances warrant it. @@ -49795,7 +49795,7 @@ Cypher System characters are tough and resilient, even at tier 1, but Ironman brings them down to a more realistic power level. Ironman is more punitive for characters whose abilities cost Pool points and less of a challenge for characters -whose abilities don\'t cost anything (such as[Physical Skills](#ability-physical-skills){.og-ability}). For a slightly +whose abilities don't cost anything (such as[Physical Skills](#ability-physical-skills){.og-ability}). For a slightly less challenging option, allow the use of healing cyphers and artifacts, but limit them to the minimum amount. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} @@ -49811,7 +49811,7 @@ [(Stay Alive!, page 91)]{.og-ref} Sometimes the antagonist kills off all the protagonists one by one, leaving only one survivor to challenge them. In the -journey toward that point, it\'s not clear who the last survivor will be, and sometimes a potential last survivor is +journey toward that point, it's not clear who the last survivor will be, and sometimes a potential last survivor is eliminated unexpectedly or sacrifices themselves so that another person may live. The Last Survivor horror module is a way for PCs to temporarily thwart fate, but it inevitably feeds toward the last surviving character having extra advantages when dealing with the murderous antagonist. @@ -49828,8 +49828,8 @@ a PC is the last survivor, they gain the following benefits and restrictions: - All rolls to save them from being killed are eased by two steps. -- The last survivor XP can be spent only by the last survivor, and only on the last survivor\'s rolls, never on any - other players\' rolls. (The PC can still spend their personal XP normally, including on other players\' rolls.) +- The last survivor XP can be spent only by the last survivor, and only on the last survivor's rolls, never on any + other players' rolls. (The PC can still spend their personal XP normally, including on other players\' rolls.) - At any time, whoever has the token can pass the role of last survivor to another player. The receiving player gets all the XP associated with the last survivor (if there are none, the GM immediately gives 1 XP to the token). - Once a player has given up the role of last survivor, they can never again be the last survivor. @@ -49842,7 +49842,7 @@ [(Cypher System Rulebook, page 294)]{.og-ref}[(Stay Alive!, page 92)]{.og-ref} Having characters descend into madness is an interesting facet of some kinds of horror and can make long-term horror -campaigns more interesting. The easiest way to portray blows to a character\'s sanity is through Intellect damage. When +campaigns more interesting. The easiest way to portray blows to a character's sanity is through Intellect damage. When PCs encounter something shocking, as described above, they always take Intellect damage. If they would normally move one step down [the damage track](#the-damage-track) due to the damage, they instead immediately regain points (equal to 1d6 + their tier) in their Intellect Pools but lose 1 point from their maximums in that Pool. Characters whose Intellect @@ -49859,11 +49859,11 @@ character is part of the story. A player who feels that their character is going mad can talk to the GM, and the two of them can work out the means to portray that---perhaps by using the [Mad](#descriptor-mad) descriptor, permanently trading up to 4 points from their Intellect Pool to gain +1 to their Intellect Edge, or anything else that seems -appropriate. Mental disorders, manias, psychopathy, schizophrenia, or simple phobias can be added to a character\'s -traits, but they don\'t need to be quantified in game statistics or die rolls. They\'re simply part of the character. +appropriate. Mental disorders, manias, psychopathy, schizophrenia, or simple phobias can be added to a character's +traits, but they don't need to be quantified in game statistics or die rolls. They\'re simply part of the character. Inabilities in personal interaction or any area requiring focus might be appropriate, perhaps allowing the PC to gain -training in weird lore or forbidden knowledge. Or maybe the opposite is true---as the character\'s mind slowly slips +training in weird lore or forbidden knowledge. Or maybe the opposite is true---as the character's mind slowly slips away, they become oddly compelled or can obsessively focus on a single task for indefinite periods, and thus they gain training in that topic or skill. These kinds of changes could be balanced with inabilities, such as being unable to remember important details. @@ -49879,30 +49879,30 @@ [(Godforsaken, page 67)]{.og-ref} From a rules perspective, mind control is fairly straightforward: one creature decides what actions another creature -takes (perhaps limited in that the controlled creature won\'t take actions that harm them or go against their nature, -such as attacking friends). But what\'s happening inside the controlled creature\'s head---whether during the effect or -afterward---often isn\'t specified. There are several options for the GM to consider, either for all kinds of +takes (perhaps limited in that the controlled creature won't take actions that harm them or go against their nature, +such as attacking friends). But what's happening inside the controlled creature\'s head---whether during the effect or +afterward---often isn't specified. There are several options for the GM to consider, either for all kinds of mind-control magic or on a case-by-case basis. ::: {.alert .ps-4 .pb-0} -- **Confusion:** The controlled creature doesn\'t understand why they\'re doing things they normally wouldn\'t do, but - they aren\'t aware of any outside influence on their thoughts and actions. Once the control is over, the creature - may admit that they don\'t know why they did those things, or come up with an explanation justifying (to themselves +- **Confusion:** The controlled creature doesn't understand why they\'re doing things they normally wouldn\'t do, but + they aren't aware of any outside influence on their thoughts and actions. Once the control is over, the creature + may admit that they don't know why they did those things, or come up with an explanation justifying (to themselves and others) their reasons for those actions. -- **Dream:** The controlled creature is aware of what\'s going on but perceives it in a dreamlike state. They may - believe that they\'re in control of themselves the entire time, or somewhat aware that they\'re not fully in control +- **Dream:** The controlled creature is aware of what's going on but perceives it in a dreamlike state. They may + believe that they're in control of themselves the entire time, or somewhat aware that they\'re not fully in control (similar to being intoxicated by drugs or alcohol or disoriented by an illness). Afterward, the creature might feel strange about the events but may not realize that someone else was controlling them. -- **Trapped:** The active thoughts in the controlled creature\'s head come from the controller, but the creature still - has a small voice or awareness in the background, like they\'re a prisoner in their own mind. This horrible +- **Trapped:** The active thoughts in the controlled creature's head come from the controller, but the creature still + has a small voice or awareness in the background, like they're a prisoner in their own mind. This horrible situation usually means the controlled creature reverts to normal once the control is gone, and is probably very upset that their mind and body autonomy were violated. ::: One way to present mind control more safely is to disallow certain actions but otherwise leave the character in control. -For example, being charmed by a vampire might mean the PC can\'t attack the vampire (or its allies) or run away, but is +For example, being charmed by a vampire might mean the PC can't attack the vampire (or its allies) or run away, but is still able to call for help, heal themselves, leave at a normal pace, and take other actions. Alternatively, the character can be given a specific command, and until they comply with that command their other actions are hindered by one or more steps. If the player is willing to engage with the parameters of the mind control, the GM may award them an @@ -49911,7 +49911,7 @@ it, or go into XP debt if they want to refuse it but have no XP to spend). ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -Mind control takes away a player\'s ability to control their character, and that can make some players very +Mind control takes away a player's ability to control their character, and that can make some players very uncomfortable. See the section on [consent](#horror-rules-consent). ::: @@ -49920,7 +49920,7 @@ [(Stay Alive!, page 92)]{.og-ref} Sometimes the PCs need to perform a [ritual](#ritual-magic) or other complex action that takes several rounds or -minutes, and if they make mistakes along the way it\'s a setback instead of an outright failure. For example, they might +minutes, and if they make mistakes along the way it's a setback instead of an outright failure. For example, they might need to read a banishing spell out of an old book, mix and heat the chemicals for a zombie cure, or draw a magic circle around a building to contain hostile ghosts. Rather than having their success or failure come down to one roll, the GM can build tension by requiring the players to make multiple rolls called subtasks. The subtasks start at difficulty 1, @@ -49929,14 +49929,14 @@ ghost attempting to leave the house). Generally, these subtasks occur at equally divided intervals over the course of the full time required to complete the -ritual. If at any point the PC fails a subtask, the ritual isn\'t ruined, but it costs time---a failure means the time +ritual. If at any point the PC fails a subtask, the ritual isn't ruined, but it costs time---a failure means the time spent on that subtask was wasted, but the character can spend that much time again and try to succeed at that same subtask. [Skills](#modifying-the-difficulty-skills), [assets](#modifying-the-difficulty), and other [special abilities](#choose-abilities) can ease subtasks just like they do with any other task (which might make some of the subtasks routine and not require a roll at all). Characters may apply [Effort](#effort) to each subtask. Of course, -applying Effort is something characters do in the moment, not over long periods of time, so it\'s generally impossible +applying Effort is something characters do in the moment, not over long periods of time, so it's generally impossible to apply sustained Effort on a task or subtask that takes longer than a day. The GM should decide if a given ritual is something that other PCs can help with. Even if it initially seems like a solo venture (like reading a spell from a book), it might benefit from assistants who repeat a chant, burn candles, perform arcane gestures, or just hold the @@ -49944,7 +49944,7 @@ than having everyone wait on the sidelines while one character holds the spotlight. To make the situation more interesting, the GM can introduce a time challenge, like requiring the PCs to finish by a -specific time (perhaps a midnight deadline for containing the ghosts in the house, or banishing a demon that\'s +specific time (perhaps a midnight deadline for containing the ghosts in the house, or banishing a demon that's inflicting damage to an NPC every round it possesses them). This puts pressure on the PCs to complete the process as soon as possible. @@ -49953,7 +49953,7 @@ and hinder the next subtask, electrical or magical energy might lash out and harm a nearby character, and so on. The ritual might use up quantities of a limited resource, such as holy water, silver powder, or rare herbs; if the PCs have only enough materials to complete the ritual (perhaps with a little extra in case they make one mistake), that forces -them to use Effort, [XP](#choose-xp), and other tricks to make sure they don\'t fail too often and run out. +them to use Effort, [XP](#choose-xp), and other tricks to make sure they don't fail too often and run out. Finally, some rituals might require the PCs to [spend points](#rules-initial-cost) from their [Pools](#pool) on each subtask, with [Might](#might) representing blood or vitality, [Speed](#speed) representing energy, and @@ -49961,9 +49961,9 @@ Pools. Multiple PCs involved in the ritual could collectively contribute to this cost. ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** [Perilous Venture](horror-rules-perilous-venture) is useful for more than just rituals---it\'s +**Editor's Notes ---** [Perilous Venture](horror-rules-perilous-venture) is useful for more than just rituals---it\'s perfect for any type of \"skill challenge\". A \"complex task\" could be performing dangerous ship repair involving a -spacewalk, strenuous operation of a cosmic forge, or the construction of a powerful magical artifact. It\'s also useful +spacewalk, strenuous operation of a cosmic forge, or the construction of a powerful magical artifact. It's also useful for a more complex version of [chases](#movement-chase) or escapes. ::: @@ -49978,19 +49978,19 @@ These intrusions work like the normal kind (the GM awards 2 [XP](#choose-xp), and the player gives one of them to another player). However, while normal intrusions are subtle changes that influence the situation, using Poor Choices -lets the GM abandon that restraint and dictate a specific overt character action, even if it\'s something that the -player wouldn\'t normally choose. +lets the GM abandon that restraint and dictate a specific overt character action, even if it's something that the +player wouldn't normally choose. -These intrusions can be risky, but they shouldn\'t be obviously self-destructive or harmful. For example, the GM -shouldn\'t use an intrusion to make a PC drink something that they know is poisonous, jump out of an airplane without a +These intrusions can be risky, but they shouldn't be obviously self-destructive or harmful. For example, the GM +shouldn't use an intrusion to make a PC drink something that they know is poisonous, jump out of an airplane without a parachute, punch a police officer, or stare directly at an eclipse. The idea is to put the character in a complicated situation more forcefully than the player might choose, but not set up the character for failure. The players know -they\'re in a horror scenario, but their characters don\'t, and this helps prevent the players from using metagame +they're in a horror scenario, but their characters don\'t, and this helps prevent the players from using metagame knowledge to keep the PCs out of trouble. Another way to look at it is the characters should act as if they live in a -world where horror movies don\'t exist, so they don\'t know not to do these things. +world where horror movies don't exist, so they don\'t know not to do these things. As with any [GM intrusion](#gm-intrusion), the player can choose to spend 1 [XP](#choose-xp) to refuse a Poor Choices -intrusion, but they should consider accepting the intrusion for the sake of the story, and because they\'ll need the XP +intrusion, but they should consider accepting the intrusion for the sake of the story, and because they'll need the XP later. ###### Poor Choices GM Intrusions [#](#horror-rules-poor-choices-gm-intrusions){.og-h-anchor aria-hidden="true"} {#horror-rules-poor-choices-gm-intrusions} @@ -49999,15 +49999,15 @@ The following are examples of GM intrusions to use with the Poor Choices module. -- A character investigates a strange noise on their own. (\"It\'ll be fine!\") +- A character investigates a strange noise on their own. (\"It'll be fine!\") - Two or more characters sneak off to have sex. - A character leaves behind an important piece of equipment, such as a weapon, phone, car keys, or their outer layer of clothes. (The GM can use this intrusion after the fact when a player tries to use a specific item.) - A character gets drunk or high. - A character falls asleep. - A character slips away to urinate out in the woods or a nearby scary building. -- A character doesn\'t care that nearby animals are acting strange (especially if they\'re guard dogs). -- A character doesn\'t shoot a dead monster in the head. (\"We need to save ammo.\") +- A character doesn't care that nearby animals are acting strange (especially if they\'re guard dogs). +- A character doesn't shoot a dead monster in the head. (\"We need to save ammo.\") - A character runs away into the dark or away from a place that would be a better, safer direction to run. - A character reads aloud words from the weird old book they found, or they play an old recording of someone else reading the book aloud. @@ -50016,28 +50016,28 @@ - A character chooses a dumb or obvious hiding place, such as a closet or under a bed. - A character tries to escape by squeezing through a space that no human could reasonably get through quickly, such as a doggie door or a tiny window in a garage door. -- A character hides the fact that they\'ve been bitten by a zombie, have a weird rash like the one they saw on the - walls of the alien spaceship, or have been hearing a spooky voice telling them to kill their friends. (\"I\'ll be +- A character hides the fact that they've been bitten by a zombie, have a weird rash like the one they saw on the + walls of the alien spaceship, or have been hearing a spooky voice telling them to kill their friends. (\"I'll be okay.\") - A character runs straight down the road to get away from a pursuing vehicle (instead of onto the sidewalk, behind a big tree, or around a tight corner). - A prone or supine character crawls away from approaching danger instead of getting up and running. -- A character doesn\'t call the local authorities for help when they hear something dangerous. +- A character doesn't call the local authorities for help when they hear something dangerous. - A character ignores or rationalizes a weird noise. - A character jumps into the water---a lake, swimming pool, sacred fountain, and so on. -- A character goes into the cave, mine shaft, or creepy house. (\"I\'m just going to look around for a second.\") +- A character goes into the cave, mine shaft, or creepy house. (\"I'm just going to look around for a second.\") - A character insists on staying behind while everyone else goes on ahead. (\"Someone should be here when the sheriff shows up!\") -- A character doesn\'t check the back seat of a car before getting in and starting it. -- A character ignores an obvious creepy clue that there\'s something wrong in the house, like a bloody axe, a room +- A character doesn't check the back seat of a car before getting in and starting it. +- A character ignores an obvious creepy clue that there's something wrong in the house, like a bloody axe, a room full of taxidermy animal heads, or newspaper clippings about recent murders. - While being pursued, a character calls for help or otherwise attracts attention (like banging on store windows at midnight). - A character tries to pet an unknown lifeform. -- A character tries to make peaceful contact with an obviously hostile entity. (\"It\'s as frightened of us as we are +- A character tries to make peaceful contact with an obviously hostile entity. (\"It's as frightened of us as we are of it!\") - A character unlocks a door or disables a security system to let a scared stranger into a safe area. -- A character doesn\'t bother to turn on the lights. +- A character doesn't bother to turn on the lights. - A character uses an action taunting their foe. - A character follows a trail of blood. - A character ignores good advice from a helpful and knowledgeable NPC. (\"That old lady was a superstitious kook.\") @@ -50054,16 +50054,16 @@ [(Godforsaken, page 69]{.og-ref}[Stay Alive!, page 95)]{.og-ref} Some creatures (demons, ghosts, entities of living mental energy, and so on) have the ability to possess a living -creature, taking over a character\'s body as if it were the demon\'s own. The demon must touch the character to attempt -possession (even if the demon\'s touch normally inflicts damage, the possession attempt doesn\'t inflict damage). The -character must make an Intellect defense roll or become possessed, whereupon the demon\'s immaterial form disappears +creature, taking over a character's body as if it were the demon\'s own. The demon must touch the character to attempt +possession (even if the demon's touch normally inflicts damage, the possession attempt doesn\'t inflict damage). The +character must make an Intellect defense roll or become possessed, whereupon the demon's immaterial form disappears into the character. The first round in which a character is possessed, they can act normally. In the second and all subsequent rounds, the possessing demon can try to control the actions of the host, but the character can attempt an Intellect defense roll to resist each suggested action. Successful resistance means that the character does nothing for one round. When the demon -isn\'t trying to control its host, the character can act as they choose. A possessing demon\'s actions are limited to -controlling its host and leaving the host (the demon can\'t use its own abilities while in someone else\'s body). +isn't trying to control its host, the character can act as they choose. A possessing demon\'s actions are limited to +controlling its host and leaving the host (the demon can't use its own abilities while in someone else\'s body). While it possesses another creature, the demon is immune to most attacks (though not so the host; killing the host will eject the demon). @@ -50078,7 +50078,7 @@ the same way that demons do. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -Possession takes away a player\'s ability to control their character, and that can make some players very uncomfortable. +Possession takes away a player's ability to control their character, and that can make some players very uncomfortable. See the section on [consent](#horror-rules-consent). ::: @@ -50086,7 +50086,7 @@ [(Stay Alive!, page 97)]{.og-ref} -It\'s common when tensions are high and lives are on the line that humans get paranoid and start to turn on each other, +It's common when tensions are high and lives are on the line that humans get paranoid and start to turn on each other, interpreting stressed behavior as suspicious and seeing enemies in the eyes of strangers. This is compounded when there is an active threat that can disguise itself as human (like an alien or demon) or take off a mask and pretend to be a fellow prisoner or victim (like a chainsaw killer), only to reveal themselves when the perfect opportunity comes along. @@ -50096,7 +50096,7 @@ - **The secrets they want the PCs to keep from each other.** Examples might be \"Your character is actually the shapechanging alien that is hunting everyone on the spaceship,\" \"The chainsaw killer is the identical twin of your - character,\" or \"Another PC ruined your life but they don\'t realize who you are.\" + character,\" or \"Another PC ruined your life but they don't realize who you are.\" - **The best time to reveal the secret to the player involved.** This might be something the player learns before the game starts or a revelation during the game. If there are multiple secrets, the players might learn them at @@ -50107,7 +50107,7 @@ (perhaps with a GM intrusion) or let the player decide when to reveal it. For example, the GM decides that walking into a dark room with a black light is how all the human PCs realize that one character is really a shapeshifting alien with UV-fluorescing skin, but the GM allows the PC whose family fortune was stolen by another character to - bring that up on their own (perhaps when they\'re alone with the thief). + bring that up on their own (perhaps when they're alone with the thief). If revealing the secret to the players is supposed to happen during the game, it would be suspicious if only one player was pulled aside for a conversation about it---the other players would know something unusual was going on. Instead, the @@ -50115,17 +50115,17 @@ text so that nobody is singled out by having to read a text. Alternatively, the GM can give a physical note to every player (perhaps using the secret twist Special Cards); some of these notes might be secrets and some innocuous, but the fact that everyone gets a note disguises who might be getting a secret twist. By making sure that each note has some -kind of value (such as by letting a player trade it in later for an asset or a subtle cypher), players who don\'t +kind of value (such as by letting a player trade it in later for an asset or a subtle cypher), players who don't receive a special secret still spend a reasonable amount of time reading the note and keeping it safe. If the players are especially skilled at roleplaying, there may be opportunities for multiple secret twists, especially -those that change a character\'s identity. For example, in a scenario where there are duplicates of the PCs walking +those that change a character's identity. For example, in a scenario where there are duplicates of the PCs walking around in their city (evil twins, clones, aliens, or the like), the identity of individual characters might switch from the originals to duplicates and back again several times during the game. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} Multiple shifts of identity are probably easier for the GM and players to handle if they take place over several game -sessions and each session starts with players knowing exactly who they\'re playing. It also helps if the players take +sessions and each session starts with players knowing exactly who they're playing. It also helps if the players take separate notes about what the original and the duplicate know. ::: @@ -50139,7 +50139,7 @@ condition. - **Serious Injuries:** When PC descends on [the damage track](#the-damage-track) and gains a serious injury, they - can\'t just use a [recovery roll](#recovery-roll) to restore the damage track. + can't just use a [recovery roll](#recovery-roll) to restore the damage track. - *Impaired.* Healing a serious injury and restoring an impaired PC on the damage track requires 1 hour for the attempt, and a successful [healing](#action-healing) task with a suggested baseline difficulty of 6. An impaired @@ -50161,7 +50161,7 @@ any gory details. ::: -- **Conditions:** The GM determines a condition\'s effects on the PC, and how---or if---the condition can be +- **Conditions:** The GM determines a condition's effects on the PC, and how---or if---the condition can be [removed](#removing-conditions). The GM might allow a PC to temporarily ignore a condition by succeeding on a task assigned by the GM, [spending 1 XP](#choose-xp) as a [player intrusion](#choose-player-intrusions), or through [special abilities](#choose-abilities) like [Ignore the Pain](#ability-ignore-the-pain){.og-ability}. @@ -50173,7 +50173,7 @@ 2 Disabled Specific [skill](#modifying-the-difficulty-skills) tasks hindered by one or more steps Sprained ankle, light concussion, macular degeneration, hearing loss---blindness, deafness 3 Disrupted Specific [type](#choose-type) or [focus](#choose-focus) abilities are hindered by one or more steps Medical care might be able to remove this condition immediately---the condition might be physical or spiritual in nature 4 Hindered Might, Speed, or Intellect tasks hindered by one or more steps One stat for disease, poison, or venom---two stats for severe burns or frostbite, tissue damage due, irradiation---three stats for toxic exposure - 5 Imperiled [GM intrusion](#gm-intrusion) rate increased by 1 or more---perhaps for only Might, Speed, or Intellect tasks Allergies, seizures, curses---the PC\'s consciousness might leave their body, experience visions, or perform only certain tasks---another entity might gain control of the PC + 5 Imperiled [GM intrusion](#gm-intrusion) rate increased by 1 or more---perhaps for only Might, Speed, or Intellect tasks Allergies, seizures, curses---the PC's consciousness might leave their body, experience visions, or perform only certain tasks---another entity might gain control of the PC 6 Reduced [Effort](#effort) score reduced by 1 or more Addiction, depression, iron deficiency---rapid aging (or de-aging), desiccation, loss of mojo, ethereality, shrinking 7 Restricted Movement speed, one or more movement or physical attack tasks hindered by one or more steps---the PC might need to succeed on a Might, Speed, or Intellect task in order to perform certain actions Broken bone, torn ligament, nerve damage---paralysis, petrification, slow, concussion, electrocution 8 Vulnerable Might, Speed, or Intellect [defense tasks](#action-defend-defense-tasks) hindered by one or more steps Drugs, sensory overload, stun---charms, hallucinations, psychic drain @@ -50188,12 +50188,12 @@ [(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} -Some conditions heal on their own, and some require medical care. If the condition isn\'t too serious, a PC can use a +Some conditions heal on their own, and some require medical care. If the condition isn't too serious, a PC can use a [recovery roll](#recovery-rolls) of a minimum length (determined by the GM) to end a condition instead of regaining [Pool](#pool) points. Here are a few other options for more serious conditions: - **Natural:** The condition ends on its own after a number of [recovery rolls](#recovery-rolls) or days. For example, - a sprained ankle might hinder a PC\'s movement tasks by two steps until after their next one-hour recovery roll, and + a sprained ankle might hinder a PC's movement tasks by two steps until after their next one-hour recovery roll, and still hinder such tasks for one step until after their next ten-hour recovery roll and succeed on a difficulty 3 Might [defense task](#action-defend-defense-tasks). @@ -50227,7 +50227,7 @@ [equipment](#choose-equipment) or [artifacts](#choose-artifacts)---glasses, hearing aids, prosthetics, and wheelchairs are just a few [modern](#chapter-14-modern) examples. -Many conditions don\'t affect a person all the time or even every day, making them ill-suited to applying the effects +Many conditions don't affect a person all the time or even every day, making them ill-suited to applying the effects above. Chronic conditions---especially those with acute effects, including angina, anxiety, asthma, diabetes, lupus---are probably best realized through the occasional [GM intrusion](#gm-intrusion) instead. ::: @@ -50237,16 +50237,16 @@ [(Stay Alive!, page 98)]{.og-ref} When the PCs encounter something shocking, many times the most realistic response is to scream, stand in abject horror, -or run. That might not be the smartest thing to do in the situation, but it\'s genuine. What would your accountant do if -they saw an axe-wielding maniac coming at them? Let\'s face it, unless they truly steeled themselves with all their -will, they\'d probably scream and run. +or run. That might not be the smartest thing to do in the situation, but it's genuine. What would your accountant do if +they saw an axe-wielding maniac coming at them? Let's face it, unless they truly steeled themselves with all their +will, they'd probably scream and run. When a PC encounters something horrific, utterly disgusting, dreadful, impossible, or otherwise shocking, call for an Intellect defense roll based on the level of the creature involved, or simply an appropriate level as decided by the GM (see the Shock Levels table). Failure might mean that for one round, the player loses control of the character, and the GM decides what the PC does next. This usually means that the character runs, screams, gibbers, stares slack-jawed, or just does nothing. However, GMs should welcome player input into this situation. The point is to portray that when -we\'re shocked, we don\'t always react in the best way, the smartest way, or even the way we want to. Fear is a powerful +we're shocked, we don\'t always react in the best way, the smartest way, or even the way we want to. Fear is a powerful thing. Alternatively, failure on the Intellect defense roll might mean that the character suffers Intellect damage equal to the @@ -50291,7 +50291,7 @@ [(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} -Stress simulates the deleterious effects of high-pressure situations on a PC\'s performance. Stress can be physical or +Stress simulates the deleterious effects of high-pressure situations on a PC's performance. Stress can be physical or mental (spiritual or psychological). Depending on the setting, sources of Stress might include: - Unmet biological needs (for example, [dehydration](#dehydration), [drowning and @@ -50361,7 +50361,7 @@ addiction withdrawal, or just not knowing the fate of a loved one can cause a PC to gain 1 Stress point each hour, or prevent them from benefiting from sources of [stress relief](#horror-rules-stress-relief). -- **NPCs and Stress:** Until relieved, subtract any accumulated Stress points from an NPC\'s current and maximum +- **NPCs and Stress:** Until relieved, subtract any accumulated Stress points from an NPC's current and maximum [Health](#understanding-the-listings). ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} @@ -50374,7 +50374,7 @@ [(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} As shown in the following table, each time a PC accumulates 3 [Stress points](#horror-rules-stress-points), they gain 1 -Stress Level. Each Stress Level hinders the PC\'s actions one additional step. After accumulating 4 Stress Levels, each +Stress Level. Each Stress Level hinders the PC's actions one additional step. After accumulating 4 Stress Levels, each additional Stress Level also sends the PC down one step on [the damage track](#the-damage-track)---thus, [Stress](#horror-rules-stress) has a lethal limit. @@ -50410,7 +50410,7 @@ As PCs accumulate [Stress points](#horror-rules-stress-points) and [Stress Levels](#horror-rules-stress-levels), they will eventually need ways of relieving [Stress](#horror-rules-stress). -- **Providing Stress Relief:** A PC can remove another PC\'s Stress by succeeding on an appropriate task---for +- **Providing Stress Relief:** A PC can remove another PC's Stress by succeeding on an appropriate task---for example, providing first aid, friendly conversation, a relaxing massage, or music. The PC decides how many points of Stress to relieve, and must succeed a task with a difficulty equal to that number (for example, relieving 3 Stress points is a difficulty 3 task). The PC must rest for one hour before their Stress can be relieved in this way again. @@ -50438,7 +50438,7 @@ [Stress](#horror-rules-stress) can serve as the primary method the GM uses to inflict [damage](#rules-damage) to PCs. Doing so means PCs are less likely to go down [the damage track](#the-damage-track) unless they accumulate at least 5 Stress Levels. It also means their [Might](#might), [Speed](#speed), and [Intellect](#intellect) points are more readily -available to pay the cost of [abilities](#choose-abilities) and [Effort](#effort). The GM might even decide PCs don\'t +available to pay the cost of [abilities](#choose-abilities) and [Effort](#effort). The GM might even decide PCs don't descend a step on the damage track due to a stat [Pool](#pool) reaching 0. When using this optional rule, the Stress inflicted by a creature, NPC, or effect is based on its @@ -50509,7 +50509,7 @@ [(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} -Designating certain actions, events and experiences---including a PC\'s own [special abilities](#choose-abilities)---as +Designating certain actions, events and experiences---including a PC's own [special abilities](#choose-abilities)---as \"supernatural\" sources of [Stress](#horror-rules-stress) accumulation---or relief---can make for an interesting story. - **Defining the Supernatural:** The specifics inevitably vary by setting, but here are a few things to consider: @@ -50558,8 +50558,8 @@ - *Stress Fuels Supernatural Abilities.* Using this option, PCs relieve [Stress](#horror-rules-stress) when activating supernatural abilities---especially powerful, dangerous, or destructive ones. When using this option, - Stress is relieved before any task roll prompted by the ability\'s use. In some cases, the GM might allow Stress - relief in place of paying the ability\'s usual activation cost (potentially requiring the PC to accumulate a + Stress is relieved before any task roll prompted by the ability's use. In some cases, the GM might allow Stress + relief in place of paying the ability's usual activation cost (potentially requiring the PC to accumulate a minimum amount of Stress in order to use them), for example: ::: table-responsive @@ -50573,7 +50573,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** For more on supernatural abilities, see [Assigning Different Limits for Supernatural +**Editor's Notes ---** For more on supernatural abilities, see [Assigning Different Limits for Supernatural Abilities](#spellcasting-limits). ::: @@ -50588,7 +50588,7 @@ Low-Tier - [Body Block](#ability-stress-body-block) [(OG-CSRD)]{.og-ref .og-ref-og} -- [Devil\'s Gambit](#ability-stress-devils-gambit) [(OG-CSRD)]{.og-ref .og-ref-og} +- [Devil's Gambit](#ability-stress-devils-gambit) [(OG-CSRD)]{.og-ref .og-ref-og} - [Frantic Effort](#ability-stress-frantic-effort) [(OG-CSRD)]{.og-ref .og-ref-og} - [Glutton for Punishment](#ability-stress-glutton-for-punishment) [(OG-CSRD)]{.og-ref .og-ref-og} - [Resolute](#ability-stress-resolute) [(OG-CSRD)]{.og-ref .og-ref-og} @@ -50639,7 +50639,7 @@ ::: - ::: {#ability-stress-devils-gambit} - **Devil\'s Gambit:** With the GM\'s approval, you relieve 3 [Stress points](#horror-rules-stress-points) and ease a + **Devil's Gambit:** With the GM\'s approval, you relieve 3 [Stress points](#horror-rules-stress-points) and ease a task, instead of hindering it to the extent your Stress levels usually would. After the task is resolved, the GM makes a free [GM intrusion](#gm-intrusion). Enabler. [(OG-CSRD)]{.og-ref .og-ref-og} ::: @@ -50652,7 +50652,7 @@ ::: ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -The [Devil\'s Gambit](#ability-stress-devils-gambit){.og-ability} and [Frantic +The [Devil's Gambit](#ability-stress-devils-gambit){.og-ability} and [Frantic Effort](#ability-stress-frantic-effort){.og-ability} abilities allow players to relieve [Stress](#horror-rules-stress) in exchange for additional [GM intrusions](#gm-intrusion). The GM should probably only offer one ability or the other, depending on what is most appropriate for the setting. @@ -50660,7 +50660,7 @@ - ::: {#ability-stress-glutton-for-punishment} **Glutton for Punishment:** You have an additional step on [the damage track](#the-damage-track) between hale and - impaired: hurt. While hurt, your injuries are clearly visible to others, but don\'t otherwise affect you. Enabler. + impaired: hurt. While hurt, your injuries are clearly visible to others, but don't otherwise affect you. Enabler. [(OG-CSRD)]{.og-ref .og-ref-og} ::: @@ -50715,7 +50715,7 @@ ::: - ::: {#ability-stress-seen-it-all} - **Seen It All:** You don\'t accumulate [Stress points](#horror-rules-stress-points) from witnessing supernatural + **Seen It All:** You don't accumulate [Stress points](#horror-rules-stress-points) from witnessing supernatural creatures or events. Enabler. [(OG-CSRD)]{.og-ref .og-ref-og} ::: @@ -50764,26 +50764,26 @@ [(Stay Alive!, page 99)]{.og-ref} -Horror isn\'t always overt monstrosities trying to tear your limbs off or drag your soul into Hell. Sometimes it\'s +Horror isn't always overt monstrosities trying to tear your limbs off or drag your soul into Hell. Sometimes it\'s something slightly off-putting, a stretching of the norm, an itching behind your eyes, or a sinking feeling in your -stomach. You can feel that something is wrong, but you don\'t know exactly what, and you\'re not sure what to do about -it. Your body isn\'t sure if it should jump into fight or flight, so you\'re anticipating a spike of adrenaline and -it\'s very distracting. +stomach. You can feel that something is wrong, but you don't know exactly what, and you\'re not sure what to do about +it. Your body isn't sure if it should jump into fight or flight, so you\'re anticipating a spike of adrenaline and +it's very distracting. With the Unease horror module, whenever a character is in the presence of something disturbing that risks breaking their worldview, all their actions are hindered. Normally this happens whenever the triggering situation is within a short distance of the character, but the range might vary depending on what the PC sees and the nature of the disturbance. For -example, a demon the size of a house might cause unease whenever it\'s within very long range, but a city-sized alien -starship hovering in the sky might affect people whenever they can see it even though it\'s a thousand miles away. +example, a demon the size of a house might cause unease whenever it's within very long range, but a city-sized alien +starship hovering in the sky might affect people whenever they can see it even though it's a thousand miles away. If the GM plans to have an ongoing Unease effect throughout an entire game session (like an alien death fleet), they -should consider using physical reminders in the game area so players don\'t forget its effects. Over time, the GM might +should consider using physical reminders in the game area so players don't forget its effects. Over time, the GM might allow characters to become used to these worrying sights, perhaps due to exposure or maybe by purchasing the familiarity as a medium-term benefit. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} Some [creatures](#choose-creatures) in the Cypher System already have the ability to make others uncomfortable just by -being in the same area, so if they are the only weird creatures the GM plans to use in a horror game, there\'s no need +being in the same area, so if they are the only weird creatures the GM plans to use in a horror game, there's no need for the Unease module. In some ways, Unease is a more limited form of [Instant Panic](#horror-rules-instant-panic) but can also be used in @@ -50807,8 +50807,8 @@ circumstances of the game, they might be completely normal. For your convenience, the cyphers have been organized into lists by horror genre or theme so you can randomly roll for -something appropriate to your game without getting one that doesn\'t apply (such as a cypher against vampires in an -alien invasion horror game). If you\'re running a game that mixes several genres, switch between lists each time you +something appropriate to your game without getting one that doesn't apply (such as a cypher against vampires in an +alien invasion horror game). If you're running a game that mixes several genres, switch between lists each time you need to award a new manifest cypher. ::: row @@ -51108,7 +51108,7 @@ - **Form:** Device, injection, or pill -- **Effect:** If used on a beast whose level is less than the cypher level, this enhances connections in the beast\'s +- **Effect:** If used on a beast whose level is less than the cypher level, this enhances connections in the beast's brain so it attains near-human intelligence and sapience, and gains a basic understanding of one specific language keyed to the cypher. The beast remembers its prior, simpler existence and understands that it has been made smarter. This transformation lasts for one day per cypher level, and then the beast reverts to its normal self slowly over @@ -51133,7 +51133,7 @@ - **Form:** Device, injection, or pill - **Effect:** If used on a beast of no larger than human size whose level is less than the cypher level, this - radically alters the beast\'s shape so it resembles a human being. The beast-human still thinks and acts like a + radically alters the beast's shape so it resembles a human being. The beast-human still thinks and acts like a beast, but it looks like a human and can perform actions using its human dexterity (such as turning a doorknob or walking upright). This transformation lasts for one day per cypher level, but after an equal amount of time the beast reverts to its normal shape (in the manner described for the [ascendant brain @@ -51162,8 +51162,8 @@ - **Form:** Injection or potion -- **Effect:** Brings a dead creature\'s head (but not the body) back to life for a limited time as an undead creature. - The cypher can be used up to an hour before or after death (in anticipation of dying or in response to someone\'s +- **Effect:** Brings a dead creature's head (but not the body) back to life for a limited time as an undead creature. + The cypher can be used up to an hour before or after death (in anticipation of dying or in response to someone's death) and requires up to ten minutes to take effect, at which time the creature recovers 1d6 + 6 points to their Pools. Because they are only a head, a PC reanimated this way has a maximum Might and Speed Pool of 3 each. The head has all the mental abilities they had when they were alive (including psychic or telepathic abilities) and can @@ -51173,7 +51173,7 @@ active state for one day per cypher level, after which time it dies again and cannot be reanimated with this cypher. When using a decapitative longevity cypher to bring a head back to life, it can be left attached to the inert body, - or someone can carefully sever the head from the body, which doesn\'t harm the head. + or someone can carefully sever the head from the body, which doesn't harm the head. ###### Ghost Detector[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"} [#](#horror-cypher-ghost-detector){.og-h-anchor aria-hidden="true"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} {#horror-cypher-ghost-detector .og-h-h6-icon} @@ -51235,7 +51235,7 @@ - **Form:** Injection or pill -- **Effect:** The user\'s body rapidly grows a monstrous arm that is approximately the same size as one of their +- **Effect:** The user's body rapidly grows a monstrous arm that is approximately the same size as one of their existing limbs. The arm is ugly and malformed, but fully functional. The user can use this arm as if it were one of their own. The new arm does not grant the user additional actions or @@ -51251,7 +51251,7 @@ - **Form:** Injection or spell -- **Effect:** The user\'s body rapidly grows a monstrous eye (including a retractable eyestalk if the cypher level is +- **Effect:** The user's body rapidly grows a monstrous eye (including a retractable eyestalk if the cypher level is 6 or higher) at the spot where the cypher is applied to their body. The user can see out of this eye as if it were one of their own (including any extraordinary vision-based senses the user normally has). The eye gives the user an asset on vision-based perception rolls, and depending on where it is located, it may allow the user to look around @@ -51269,8 +51269,8 @@ - **Effect:** The user rapidly grows a monstrous face (or an entire head if the cypher level is 6 or higher) somewhere on their body. The user can use the senses of this face and talk, breathe, and eat with it (for example, if their normal face is underwater or wrapped in plastic). The face gives the user an asset on perception rolls when its - senses can be used---for example, it could hear someone sneaking up on the user, but it couldn\'t see them if its - eyes were covered, and it can\'t help with identifying tastes unless its mouth is also used. Damage to the face does + senses can be used---for example, it could hear someone sneaking up on the user, but it couldn't see them if its + eyes were covered, and it can't help with identifying tastes unless its mouth is also used. Damage to the face does not affect the user (the face can take 3 points of damage directed at it before it becomes nonfunctional). Most people react with disgust to a creature with a visible extra face, hindering all interaction tasks. The face lasts for one day per cypher level (two days if the cypher is level 6 or higher). @@ -51283,7 +51283,7 @@ - **Form:** Weapon you can hold in one hand -- **Effect:** The weapon extends tendrils, skin, wires, nerves, or other material into and through the user\'s hand, +- **Effect:** The weapon extends tendrils, skin, wires, nerves, or other material into and through the user's hand, physically connecting itself to the user for one hour per cypher level. While connected, the user gains an asset on attacks with the weapon and cannot be disarmed, but cannot use that hand for anything except wielding the weapon. The user can detach or reattach the weapon by spending a full minute concentrating on its physical connection to @@ -51310,10 +51310,10 @@ - **Form:** Device, injection, or pill -- **Effect:** The user\'s body rapidly grows a strange orifice in their torso, large enough to fit a human fist but - flexible enough to hold a compact disc or videocassette tape. One cypher held within the orifice doesn\'t count - toward the user\'s [cypher limit](#cypher-limits). As an action, the user can cause the orifice to appear or - disappear (when the orifice isn\'t present, anything contained within it is inaccessible except through surgery). +- **Effect:** The user's body rapidly grows a strange orifice in their torso, large enough to fit a human fist but + flexible enough to hold a compact disc or videocassette tape. One cypher held within the orifice doesn't count + toward the user's [cypher limit](#cypher-limits). As an action, the user can cause the orifice to appear or + disappear (when the orifice isn't present, anything contained within it is inaccessible except through surgery). The orifice remains for one hour per cypher level, after which it expels its contents and disappears. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} @@ -51330,8 +51330,8 @@ - **Form:** Device, injection, or pill - **Effect:** Reveals whether a targeted creature is human or some sort of inhuman impostor (such as an alien, demon, - doppelganger, simulacrum, or vampire) if the cypher\'s level is greater than the creature\'s disguise level. If the - cypher\'s level exceeds the impostor\'s level by 4 or more, it also marks the impostor for the next several hours so + doppelganger, simulacrum, or vampire) if the cypher's level is greater than the creature\'s disguise level. If the + cypher's level exceeds the impostor\'s level by 4 or more, it also marks the impostor for the next several hours so people can recognize it by this mark. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} @@ -51374,14 +51374,14 @@ - **Form:** Device, flask, or injection -- **Effect:** The user\'s body becomes as transparent as air, making them effectively invisible for one minute per +- **Effect:** The user's body becomes as transparent as air, making them effectively invisible for one minute per cypher level. However, their clothes and equipment are not affected, so the user must go naked if they want to be unseen. While invisible, the user is specialized in stealth and Speed defense tasks. They remain invisible even if they do something to reveal their presence or position (attacking, using an ability, moving a large object, and so on), but anyone trying to attack or physically interact with them on that turn gains an asset to do so. Because the user is as transparent as air, when they are in water, mist, smoke, or anything other than reasonably - clean air, they look like a person-shaped hole in whatever material they\'re in. + clean air, they look like a person-shaped hole in whatever material they're in. The serum has detrimental effects on the mind. Each minute it is in effect, the user takes 2 points of Intellect damage. Many users have become \"stuck\" in the invisible state and eventually go mad as a result. @@ -51396,15 +51396,15 @@ - **Effect:** The user attempts to swap minds with a creature within short range that is no larger than a human. The target can make an Intellect defense roll to resist. If the swap is successful, the user gains control of the - creature\'s body (and vice versa). Physical abilities remain with the body, but mental abilities go with the mind; + creature's body (and vice versa). Physical abilities remain with the body, but mental abilities go with the mind; for example, an Adept with Onslaught (a mental ability) could take over the body of a Warrior with Swipe (a physical - ability), and could use either of these while controlling the Warrior\'s body. All actions of both creatures are + ability), and could use either of these while controlling the Warrior's body. All actions of both creatures are hindered while the swap is in effect, although long-term practice in a mind-swapped body eventually overcomes this penalty. The swap lasts for one hour per cypher level, after which the two minds return to their previous bodies. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -Clever users of a mind swapper have an ally restrain or sedate them before swapping minds so their target doesn\'t cause -trouble in the user\'s body. +Clever users of a mind swapper have an ally restrain or sedate them before swapping minds so their target doesn't cause +trouble in the user's body. ::: ###### Primitive Doppelganger[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"} [#](#horror-cypher-primitive-doppelganger){.og-h-anchor aria-hidden="true"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} {#horror-cypher-primitive-doppelganger .og-h-h6-icon} @@ -51415,9 +51415,9 @@ - **Form:** Device, injection, or pill -- **Effect:** The user\'s body begins growing a physical duplicate of the user, which harmlessly tears free after a +- **Effect:** The user's body begins growing a physical duplicate of the user, which harmlessly tears free after a few rounds and exists as an independent level 1 creature that looks exactly like the user. The doppelganger can - communicate in a language known to the user and obeys the user\'s simple instructions, but otherwise appears to know + communicate in a language known to the user and obeys the user's simple instructions, but otherwise appears to know very little of the world. After one hour per cypher level, the duplicate dies, melts, burns out, falls apart, or otherwise becomes nonfunctional. @@ -51435,7 +51435,7 @@ - **Form:** Amulet or injection - **Effect:** When used on a corpse of a creature no larger than a human, it reanimates as a violent zombie that is - not under the user\'s control. This reanimation process takes a few minutes (a few rounds if the cypher is level 4 + not under the user's control. This reanimation process takes a few minutes (a few rounds if the cypher is level 4 or higher, or one round if level 6 or higher). ###### Revenant Serum[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"} [#](#horror-cypher-revenant-serum){.og-h-anchor aria-hidden="true"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} {#horror-cypher-revenant-serum .og-h-h6-icon} @@ -51447,7 +51447,7 @@ - **Form:** Injection or potion - **Effect:** Brings a dead person back to life for a limited time as an obsessed creature called a revenant. The - cypher can be used up to an hour before or after death (in anticipation of dying or in response to someone\'s death) + cypher can be used up to an hour before or after death (in anticipation of dying or in response to someone's death) and requires up to an hour to take effect, at which time the creature recovers 1d6 + 6 points to its Pools. The new revenant is usually obsessed with revenge on its killer or accomplishing one last task before truly dying again. @@ -51465,19 +51465,19 @@ - **Form:** Flask or injection -- **Effect:** Suffuses the user\'s body with a mixture of colloidal silver (sil), concentrated garlic (gar), and holy +- **Effect:** Suffuses the user's body with a mixture of colloidal silver (sil), concentrated garlic (gar), and holy water (ho), making the user repellent to most vampires, which usually have an aversion to one or more of these materials. Vampire attacks with melee weapons against the user are hindered. Any PC vampire who attempts to feed on the user gains no sustenance and must make a Might defense roll or feel nauseous and have all their actions hindered for one minute. Any NPC vampire who attempts to feed on the user gains no sustenance and all their actions are - hindered for one minute. The cypher\'s effect persists in the user\'s body for one day (two days if the cypher is + hindered for one minute. The cypher's effect persists in the user\'s body for one day (two days if the cypher is level 4 or higher). If used directly against a vampire instead of being applied to a living creature, it affects the vampire as silver, garlic, and holy water normally would. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -Because a human body can\'t dispose of colloidal silver, excessive intake of it causes a condition called argyria that +Because a human body can't dispose of colloidal silver, excessive intake of it causes a condition called argyria that turns skin purple or purple-grey. ::: @@ -51492,10 +51492,10 @@ - **Effect:** Gives a user who is missing a limb the ability to create a psychic construct in the form of a limb (two limbs if the cypher level is 5 or higher) that takes the place of and functions like their missing limb (or limbs). The unphantomed limb looks and acts like a typical healthy specimen of its kind, including having fingerprints. - However, its motion is controlled by the user\'s will rather than by muscles and nerves, so any physical action the + However, its motion is controlled by the user's will rather than by muscles and nerves, so any physical action the limb takes is an Intellect task instead of a Might or Speed task; for example, a melee attack with the unphantomed limb is an Intellect task, and to apply Effort, the user must spend points from their Intellect Pool. Damage to the - limb affects the user as if the attack were on the user\'s body. The limb lasts for one day per cypher level. + limb affects the user as if the attack were on the user's body. The limb lasts for one day per cypher level. ###### Visage Scrutinizer[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"} [#](#horror-cypher-visage-scrutinizer){.og-h-anchor aria-hidden="true"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} {#horror-cypher-visage-scrutinizer .og-h-h6-icon} @@ -51508,7 +51508,7 @@ - **Effect:** Grants the user a heightened ability to see disguised people and creatures for what they really are. Tasks to see through conventional disguises (makeup, prosthetics, wigs, and so on) are eased by three steps. If the disguise is instead a comprehensive change like a full-body illusion, mental projection, or hologram, the user - automatically sees through it if the disguise\'s level is lower than the cypher\'s level. The cypher lasts for one + automatically sees through it if the disguise's level is lower than the cypher\'s level. The cypher lasts for one hour. ###### Wolfsbane Potion[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"} [#](#horror-cypher-wolfsbane-potion){.og-h-anchor aria-hidden="true"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} {#horror-cypher-wolfsbane-potion .og-h-h6-icon} @@ -51519,12 +51519,12 @@ - **Form:** Flask or injection -- **Effect:** Suffuses the user\'s body with a mixture of colloidal silver and wolfsbane, making the user repellent to +- **Effect:** Suffuses the user's body with a mixture of colloidal silver and wolfsbane, making the user repellent to werewolves (and similar werecreatures). Wolfsbane is poisonous, and using this cypher inflicts Speed damage and - Intellect damage equal to the cypher\'s level. Werewolf attacks with melee weapons against the user are hindered. + Intellect damage equal to the cypher's level. Werewolf attacks with melee weapons against the user are hindered. Any werewolf who attempts to feed on the user feels nauseous and all its actions are hindered for ten minutes. The - cypher\'s effect persists in the user\'s body for one day (two days if the cypher is level 4 or higher). If used - directly against a werewolf instead of being applied to a living creature, it hinders all the werewolf\'s actions + cypher's effect persists in the user\'s body for one day (two days if the cypher is level 4 or higher). If used + directly against a werewolf instead of being applied to a living creature, it hinders all the werewolf's actions and stops it from regenerating for several minutes. ------------------------------------------------------------------------------------------------------------------------ @@ -51539,7 +51539,7 @@ another way to heighten the tension of the game. Several examples are below. ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** [Stay Alive!](https://www.montecookgames.com/store/product/stay-alive/){.og-icon .og-mcg} +**Editor's Notes ---** [Stay Alive!](https://www.montecookgames.com/store/product/stay-alive/){.og-icon .og-mcg} presents additional Horror Artifacts [(SA, 128)]{.og-ref} not included in the CSRD. ::: @@ -51552,8 +51552,8 @@ - **Form:** Very large book of ancient providence, the cover bound in iron and wrapped in chains with a level 6 padlock -- **Effect:** When opened, the Book of Inversion shows a pair of pages that detail a magic spell in the reader\'s - language, complete with disturbing diagrams. The spell\'s effect varies, but it is always some kind of horrible +- **Effect:** When opened, the Book of Inversion shows a pair of pages that detail a magic spell in the reader's + language, complete with disturbing diagrams. The spell's effect varies, but it is always some kind of horrible attack---a target is driven mad, a target is turned inside out, a target seeks to murder their best friend, several targets are cursed with a rotting disease, and so forth. The reader can automatically cast the spell as an action, one time only. More insidiously, if successful, the spell confers pleasure to the caster and fully restores all of @@ -51699,7 +51699,7 @@ [(Cypher System Rulebook, page 286)]{.og-ref} -Like horror, romance doesn\'t automatically suggest a setting. It is more of a mood, or more specifically an approach, +Like horror, romance doesn't automatically suggest a setting. It is more of a mood, or more specifically an approach, to how the game is played. It suggests an emphasis, at least somewhat, on relationships, interactions, and connections. ------------------------------------------------------------------------------------------------------------------------ @@ -51708,24 +51708,24 @@ [(Cypher System Rulebook, page 287)]{.og-ref} -You must get consent to cover these topics in a game ahead of time---you don\'t want to make people uncomfortable. -Everyone involved also needs to learn everyone else\'s boundaries. Someone might not want any part of a romance scene, +You must get consent to cover these topics in a game ahead of time---you don't want to make people uncomfortable. +Everyone involved also needs to learn everyone else's boundaries. Someone might not want any part of a romance scene, while others are okay talking about emotional connections but not anything sexual. Obviously, all of this is doubly important if age is a consideration. If there are younger players involved, romance -probably shouldn\'t go beyond a fairly chaste kiss. (You\'ll find that kids are sometimes more open to romance in their +probably shouldn't go beyond a fairly chaste kiss. (You\'ll find that kids are sometimes more open to romance in their games than adults, but only because their understanding of the topic is understandably pretty shallow. A kid player -might declare that a character is their boyfriend, but it doesn\'t mean much. And for some adults, that may be the way +might declare that a character is their boyfriend, but it doesn't mean much. And for some adults, that may be the way they want to approach the subject as well.) Lastly, recognize that there needs to be a clear boundary between the story and real life. Two characters having a relationship has no impact on real-life feelings of the players. Two characters in a game might be in a relationship -while each player is in a relationship in the real world with someone else. And maybe they\'re gaming at the same table! -If a player can\'t distinguish between in-game flirtation or words of endearment and real-world feelings, they -shouldn\'t be in a romance-focused game. +while each player is in a relationship in the real world with someone else. And maybe they're gaming at the same table! +If a player can't distinguish between in-game flirtation or words of endearment and real-world feelings, they +shouldn't be in a romance-focused game. ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** For more on addressing consent issues in your game, see [Consent in +**Editor's Notes ---** For more on addressing consent issues in your game, see [Consent in Gaming](https://www.montecookgames.com/store/product/consent-in-gaming/){.og-icon .og-mcg} or [Love and Sex in the Ninth World](https://www.montecookgames.com/store/product/love-and-sex-in-the-ninth-world/){.og-icon .og-mcg} from Monte Cook Games. @@ -51735,8 +51735,8 @@ [(Cypher System Rulebook, page 287)]{.og-ref} -It\'s vital that the GM and the players all check in with each other to make sure everyone\'s still comfortable with -what\'s going on in the game. This is particularly important to maintain the boundary between emotions expressed in the +It's vital that the GM and the players all check in with each other to make sure everyone\'s still comfortable with +what's going on in the game. This is particularly important to maintain the boundary between emotions expressed in the story and how people feel in real life. ------------------------------------------------------------------------------------------------------------------------ @@ -51750,8 +51750,8 @@ of the infatuation). Failure might mean that the character does or says something awkward or embarrassing either in an attempt to impress or when trying to hide the infatuation. Or it could mean that for one round, the player loses control of the character, and the GM decides what the PC does next, such as risk their own safety to help an endangered -character. However, GMs should welcome player input into this situation. The point is to portray that when we\'re -distracted by the powerful feelings (and hormones) related to infatuation, we don\'t always react in the best way, the +character. However, GMs should welcome player input into this situation. The point is to portray that when we're +distracted by the powerful feelings (and hormones) related to infatuation, we don't always react in the best way, the smartest way, or even the way we want to. Infatuation can happen whether the PC is attracted to an NPC or a PC. @@ -51763,7 +51763,7 @@ [(Cypher System Rulebook, page 288)]{.og-ref} When a PC first establishes a relationship with a character (PC or NPC), the GM should assign the relationship a level. -If there\'s no connection at all, there is no relationship (level 0). Otherwise, the starting relationship is probably +If there's no connection at all, there is no relationship (level 0). Otherwise, the starting relationship is probably level 1. In certain circumstances, a relationship might start at level 2, indicating a far stronger initial connection than usual. @@ -51772,7 +51772,7 @@ needs to be taken. This can be dates, gifts, a meaningful speech, a pledge of commitment, some amount of self-sacrifice, or whatever the GM and the player feel is appropriate to the story and the level of the relationship. This action might require the PC to succeed at specific tasks (with appropriate rolls). For example, writing a love poem will require an -Intellect-based task, while helping to retrieve a loved one\'s cat from a tree might require a Speed-based task. +Intellect-based task, while helping to retrieve a loved one's cat from a tree might require a Speed-based task. Second, the player must make an Intellect-based roll with the desired level of relationship as the difficulty (modified as the GM sees fit). @@ -51861,7 +51861,7 @@ A bond that transcends time and space. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -It\'s possible for relationship levels to be lopsided, such that the relationship from the point of view of one person +It's possible for relationship levels to be lopsided, such that the relationship from the point of view of one person is a different level than from the point of view of the other. This should be used sparingly, because it makes things far more complicated. In the case of polyamory, it is possible to have more than two people in a relationship, but even in these situations the connection between any two individuals should have its own level. @@ -51871,11 +51871,11 @@ infidelity, and bungled wooing attempts can all potentially lower a relationship level. This is entirely in the judgment of the GM, although a lowered relationship level is very likely an appropriate use of a [GM intrusion](#gm-intrusion). -Relationship levels indicate the strength of the bond and thus help dictate an NPC\'s actions in regard to a PC. An NPC +Relationship levels indicate the strength of the bond and thus help dictate an NPC's actions in regard to a PC. An NPC in a level 5 relationship probably will be more generous and forgiving toward the PC than if the relationship was level 3 or 4. An NPC in a level 6 relationship or higher would likely give their partner most anything, even maybe sacrificing their own well-being or their life for them. (And people in a higher-level relationship certainly would.) Likewise, a -relationship level can influence a PC\'s actions. An Intellect defense roll with a difficulty equal to the relationship +relationship level can influence a PC's actions. An Intellect defense roll with a difficulty equal to the relationship level might be appropriate if the PC wants to act against the best interests of their loved one, or if they must keep their cool and act normally when their loved one is in danger. @@ -51884,7 +51884,7 @@ and decreased just as it can with a romantic relationship. ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** PCs can gain new special abilities if the GM treats a relationship like a [coven](#covens)---for +**Editor's Notes ---** PCs can gain new special abilities if the GM treats a relationship like a [coven](#covens)---for example, a wedding ring might serve as a [coven talisman](#covens-talismans). ::: @@ -51993,15 +51993,15 @@ [(Claim the Sky, page 9)]{.og-ref} An interesting option for a GM starting a superhero campaign is to immediately give each PC 4 [XP](#choose-xp), which -they must spend on a special advancement option to gain another type ability. It\'s another way (along with power +they must spend on a special advancement option to gain another type ability. It's another way (along with power shifts) to make new superhero PCs feel a cut above player characters in other genres---and gives players a little more wiggle room in building the character they want to play. ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** An [XP advance](#optional-rule-xp-advance) can set some PCs even further apart from others. +**Editor's Notes ---** An [XP advance](#optional-rule-xp-advance) can set some PCs even further apart from others. Alternatively, the optional [Fantastic Transformations](#optional-rule-fantastic-transformations) rules can be used for -heroes who aren\'t always quite so \"super\". +heroes who aren't always quite so \"super\". ::: ##### Suggested Types for a Superhero Game [#](#suggested-types-for-a-superhero-game){.og-h-anchor aria-hidden="true"} @@ -52050,7 +52050,7 @@ Iron Man Inventor with power armor [Mechanical](#descriptor-mechanical) [Adept](#type-adept) who [Wears Power Armor](#focus-wears-power-armor) Powered armor hero Magneto Master of Magnetism [Strong-willed](#descriptor-strong-willed) [Adept](#type-adept) who [Employs Magnetism](#focus-employs-magnetism) Energy master Namor King of Atlantis [Strong](#descriptor-strong) [Explorer](#type-explorer) who [Performs Feats of Strength](#focus-performs-feats-of-strength) Atlantean - Professor X World\'s most powerful telepath [Intelligent](#descriptor-intelligent) [Adept](#type-adept) who [Commands Mental Powers](#focus-commands-mental-powers) Mentalist + Professor X World's most powerful telepath [Intelligent](#descriptor-intelligent) [Adept](#type-adept) who [Commands Mental Powers](#focus-commands-mental-powers) Mentalist Spider-Man Teenager with spider powers [Amazing](#superhero-descriptor-amazing) [Explorer](#type-explorer) who [Moves Like a Cat](#focus-moves-like-a-cat) Bug hero Storm Goddess of storms [Intuitive](#descriptor-intuitive) [Explorer](#type-explorer) who [Touches the Sky](#focus-touches-the-sky) Nature master Superman Man of steel [Beneficent](#descriptor-beneficent) [Explorer](#type-explorer) who [Flies Faster Than a Bullet](#focus-flies-faster-than-a-bullet) Paragon @@ -52116,7 +52116,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** Superheroes are complex, and might benefit from a [flavor](#choose-flavor) to ensure their +**Editor's Notes ---** Superheroes are complex, and might benefit from a [flavor](#choose-flavor) to ensure their abilities and [power shifts](#optional-rule-power-shifts) create a PC who is \"just-so\". ::: @@ -52130,28 +52130,28 @@ [(Claim the Sky, page 42)]{.og-ref} -You have a knack for surprising people---performing impossible athletic feats, sneaking up on someone who\'s alert, or +You have a knack for surprising people---performing impossible athletic feats, sneaking up on someone who's alert, or instantly reacting to an ambush. You like to make use of these talents to enhance (or rehabilitate) your reputation as a hero prone to spectacular rescues, defeating foes way above your league, and arriving just in time to save the day. -Ironically, in your normal daily life, you\'re a little awkward and overlooked. +Ironically, in your normal daily life, you're a little awkward and overlooked. You gain the following characteristics: - **Exceptional:** +2 to your Speed Pool, and 2 additional points to divide among your stat Pools. -- **Skill:** You\'re trained in initiative and stealth tasks. +- **Skill:** You're trained in initiative and stealth tasks. - **Self-Hype:** When you apply a level of [Effort](#effort) to a task, you get a free level of Effort. You can do this one time, although the ability is renewed each time you make a one-hour or ten-hour [recovery roll](#recovery-rolls). - **Inability:** Your sudden appearances are startling to regular people. Positive social reactions are hindered - (villains and other superheroes aren\'t affected by this). + (villains and other superheroes aren't affected by this). - **Initial Link to the Starting Adventure:** From the following list of options, choose how you became involved in the first adventure. -1. You got in a bit over your head, but another PC\'s coincidental arrival gave you just the distraction you needed. +1. You got in a bit over your head, but another PC's coincidental arrival gave you just the distraction you needed. 2. You were tailing someone the other PCs were following and decided to drop in. 3. You saw that the other PCs were in a fight and chose to help them out. 4. You had a hunch that something big was about to go down. @@ -52160,24 +52160,24 @@ [(Claim the Sky, page 42)]{.og-ref} -You\'re misunderstood, and you might not even think of yourself as a hero, but somehow you keep ending up in situations -where your abilities are just what\'s needed to prevent disaster. Maybe good luck cancels out just enough of being -cursed to count as a win. You\'ve saved innocent lives, defeated some really bad people, and perhaps even cheated death -a couple of times. Half the time you don\'t even know how you did it, but you succeeded at the impossible ... often with -a lot of collateral damage. When you hear police sirens, it\'s time to leave, but you know that trouble will find you -eventually---and you\'ll be ready to smash it. +You're misunderstood, and you might not even think of yourself as a hero, but somehow you keep ending up in situations +where your abilities are just what's needed to prevent disaster. Maybe good luck cancels out just enough of being +cursed to count as a win. You've saved innocent lives, defeated some really bad people, and perhaps even cheated death +a couple of times. Half the time you don't even know how you did it, but you succeeded at the impossible ... often with +a lot of collateral damage. When you hear police sirens, it's time to leave, but you know that trouble will find you +eventually---and you'll be ready to smash it. You gain the following characteristics: - **Strong:** +2 to your Might Pool, and 2 additional points to divide among your stat Pools. -- **Skill:** You\'re trained in breaking things. Skill: You\'re trained in all jumping tasks. Inability: Your +- **Skill:** You're trained in breaking things. Skill: You\'re trained in all jumping tasks. Inability: Your destructive reputation or some other reluctance to communicate makes people distrust you. Any task involving social interaction is hindered. -- **Incredible Action:** You can choose to automatically succeed on one task without rolling, as long as the task\'s +- **Incredible Action:** 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 + The 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](#recovery-rolls). - **Initial Link to the Starting Adventure:** From the following list of options, choose how you became involved in @@ -52186,13 +52186,13 @@ 1. One of the other PCs sensed your decent heart and decided to befriend you. 2. You literally crashed through a wall and ended up in the middle of the other PCs. 3. One of the other PCs reminds you of someone from your past. -4. You were feeling lonely and took a risk talking to someone, and so far it\'s paying off +4. You were feeling lonely and took a risk talking to someone, and so far it's paying off ###### Mighty [#](#superhero-descriptor-mighty){.og-h-anchor aria-hidden="true"} {#superhero-descriptor-mighty .og-h-small .og-border} [(Claim the Sky, page 43)]{.og-ref} -You have a very impressive physique. Your strength, power, and very importance are superior. Whether you\'re truly the +You have a very impressive physique. Your strength, power, and very importance are superior. Whether you're truly the mightiest may be up for debate (and you may have a friendly rivalry about this with other superheroes), but there is no question that you are exceptional. These things make you confident, but you know that you have these physical gifts in order to perform heroic deeds, and unseemly conduct is beneath you. @@ -52201,9 +52201,9 @@ - **Very Powerful:** +4 to your Might Pool. -- **Skill:** You\'re trained in all actions involving lifting and throwing things. +- **Skill:** You're trained in all actions involving lifting and throwing things. -- **Skill:** You\'re trained in Might defense tasks. +- **Skill:** You're trained in Might defense tasks. - **Healthy:** Add 1 to the points you regain when you make a [recovery roll](#recovery-rolls). @@ -52219,10 +52219,10 @@ [(Claim the Sky, page 44)]{.og-ref} -The public and the press like you. Maybe you\'re photogenic, or you\'re inherently nice, or you have really good luck -with journalists. Whatever the cause of it, you\'re the darling of the media, and whenever you\'re seen in public, you -generate a lot of positive interest and excitement. (If you don\'t have a secret identity, this attention probably also -carries over to your day job, which is a mixed blessing.) People know that you\'re a hero and that they can count on you +The public and the press like you. Maybe you're photogenic, or you\'re inherently nice, or you have really good luck +with journalists. Whatever the cause of it, you're the darling of the media, and whenever you\'re seen in public, you +generate a lot of positive interest and excitement. (If you don't have a secret identity, this attention probably also +carries over to your day job, which is a mixed blessing.) People know that you're a hero and that they can count on you to do the right thing---fighting crime, battling injustice, punching evil robots, that kind of stuff. Sometimes being in the public eye so much can be wearying or even a burden, but you know how to use your reputation to set a good example and make the world a better place. @@ -52231,16 +52231,16 @@ - **Versatile:** You get 4 additional points to divide among your stat Pools. -- **Skill:** You\'re trained in positive social interactions. +- **Skill:** You're trained in positive social interactions. -- **Skill:** You\'re trained in one skill relating to your current or past career, such as computers, journalism, law, +- **Skill:** You're trained in one skill relating to your current or past career, such as computers, journalism, law, machinery, or medicine. -- **Popular:** The GM can introduce a GM intrusion on you, based on your fame and the public\'s perception of you, +- **Popular:** The GM can introduce a GM intrusion on you, based on your fame and the public's perception of you, without awarding you any [XP](#choose-xp) (as if you had rolled a 1 on a d20 roll). However, if this happens, 50 percent of the time, your reputation works to your advantage. Rather than hurting you (much), it helps you, or it - hurts your enemies. You get spotted by a guard, but they\'re dumbstruck for a moment because you\'re even more - impressive in person than you are on TV. You attract a crowd of fans, but they slow down the fleeing villain you\'re + hurts your enemies. You get spotted by a guard, but they're dumbstruck for a moment because you\'re even more + impressive in person than you are on TV. You attract a crowd of fans, but they slow down the fleeing villain you're trying to catch. A photographer pesters you for a photo and a quote, but their camera catches something interesting in the background. You and the GM should work together to determine the details. If the GM wishes, they can use GM intrusions based on your fame normally (awarding XP). @@ -52248,7 +52248,7 @@ - **Initial Link to the Starting Adventure:** From the following list of options, choose how you became involved in the first adventure. -1. You\'re related to one of the other superhero PCs, and decided to help out because of family. +1. You're related to one of the other superhero PCs, and decided to help out because of family. 2. The other PCs relied on your positive reputation to untangle them from a public relations problem, and they invited you along out of gratitude. 3. The media specifically called you out to fix this problem. @@ -52258,11 +52258,11 @@ [(Claim the Sky, page 44)]{.og-ref} -There\'s something unusual about you, and it makes other people a little uncomfortable. You know you\'re -exceptional---gifted, even---and being a bit odd doesn\'t make you any less of a person. This uncanny element is a part -of you, in your blood, in your DNA. You can\'t help it, but you won\'t apologize for it. You feel comfortable around -other people with similar strangeness, people who\'ve experienced the same prejudice that you have; these shared -experiences mean they\'re your family, perhaps the only family you\'ve got. +There's something unusual about you, and it makes other people a little uncomfortable. You know you\'re +exceptional---gifted, even---and being a bit odd doesn't make you any less of a person. This uncanny element is a part +of you, in your blood, in your DNA. You can't help it, but you won\'t apologize for it. You feel comfortable around +other people with similar strangeness, people who've experienced the same prejudice that you have; these shared +experiences mean they're your family, perhaps the only family you\'ve got. You gain the following characteristics: @@ -52270,19 +52270,19 @@ - **Distinctive Physical Quirk:** You have an unusual physical aspect. Depending on the setting, this can vary greatly; it might be something external and obvious, such as an odd smell or blue hair, or internal and hidden, like - having blood type \"omega.\" Whatever it is, your quirk draws a lot of attention when it\'s discovered. + having blood type \"omega.\" Whatever it is, your quirk draws a lot of attention when it's discovered. -- **A Sense for the Weird:** Sometimes---at the GM\'s discretion---an event or person that seems related to your +- **A Sense for the Weird:** Sometimes---at the GM's discretion---an event or person that seems related to your uncanny nature attracts your attention. You can sense it from afar, and if you get within long range of it, you can sense whether it is overtly dangerous or not. -- **Skill:** You\'re trained in either perception tasks or stealth tasks. +- **Skill:** You're trained in either perception tasks or stealth tasks. -- **Skill:** You\'re trained in one kind of knowledge related to your quirk, such as olfactory science, mutations, or +- **Skill:** You're trained in one kind of knowledge related to your quirk, such as olfactory science, mutations, or hematology. - **Inability:** People find you unnerving. All tasks relating to pleasant social interaction are hindered. (Other - people who are unusual like you aren\'t affected by this.) + people who are unusual like you aren't affected by this.) - **Initial Link to the Starting Adventure:** From the following list of options, choose how you became involved in the first adventure. @@ -52301,23 +52301,23 @@ [(Claim the Sky, page 8)]{.og-ref} -As you\'re figuring out what [type](#chapter-5-type), [descriptor](#chapter-7-descriptor), [focus](#chapter-8-focus), +As you're figuring out what [type](#chapter-5-type), [descriptor](#chapter-7-descriptor), [focus](#chapter-8-focus), and [power shifts](#optional-rule-power-shifts) you want for your character, think about how you got your powers. Are you a mutant, born with special abilities? Do you have a high-tech costume with built-in nanotechnology? Are you a -sorcerer, or maybe a psychic? The source of your powers is character flavor---for example, there\'s no game mechanics +sorcerer, or maybe a psychic? The source of your powers is character flavor---for example, there's no game mechanics difference between the mental powers of an alien member of a telepathic species, a human character who built a brain-augmenting helmet, or a faerie character from the starlight dimension who knows mind-magic. All three of those -characters could have the same type, focus, descriptor, and power shifts, but they\'d be very different people and have +characters could have the same type, focus, descriptor, and power shifts, but they'd be very different people and have very different reasons for being a part of the RPG campaign. -If you can\'t decide how you got your powers, or if you like leaving some things up to chance, try rolling once or twice +If you can't decide how you got your powers, or if you like leaving some things up to chance, try rolling once or twice on the [Power Origin Table](#superhero-power-origin) and pick the result that you like better, or combine the two into something weird and unique. The [Random Superpowers Table](#superhero-random-superpowers) has a broad selection of powers (or in some cases, sets of related powers). Players who are stuck for ideas about their superhero can roll once or twice on the table for -inspiration; use the Example column for a suggested game example of that kind of power, whether that\'s a power shift, a -hero archetype, a focus, or a specific special ability (of course, these suggestions aren\'t the only way to achieve +inspiration; use the Example column for a suggested game example of that kind of power, whether that's a power shift, a +hero archetype, a focus, or a specific special ability (of course, these suggestions aren't the only way to achieve that power). ::: row @@ -52475,7 +52475,7 @@ Suggested [additional equipment](#additional-modern-equipment) is the same as in a [modern](#chapter-14-modern) setting. Keep in mind, however, that for many heroes, \"equipment\" that is not [Special Equipment](#superhero-special-equipment) -can be superfluous. Where do you stash the flashlight and rope when all you\'re wearing is spandex tights? +can be superfluous. Where do you stash the flashlight and rope when all you're wearing is spandex tights? ##### Special Equipment [#](#superhero-special-equipment){.og-h-anchor aria-hidden="true"} {#superhero-special-equipment} @@ -52483,13 +52483,13 @@ Sometimes a group of superheroes needs special equipment so they can participate in an encounter or advance the story. For example, characters who must get to an underwater base will need air tanks or a water-breathing device, and those -going on a short trip into space will need a vehicle and spacesuits. This sort of item doesn\'t have to be a cypher -(which counts against a character\'s [cypher limit](#cypher-limits)) or an artifact (which has a depletion chance)---it +going on a short trip into space will need a vehicle and spacesuits. This sort of item doesn't have to be a cypher +(which counts against a character's [cypher limit](#cypher-limits)) or an artifact (which has a depletion chance)---it can just be equipment. If a player suggests a suitable piece of equipment they can buy (such as scuba gear), or a gadgeteer or inventor character offers to build something to do the job, the GM should let them do it and handwave most -of the details because they\'re being creative and overcoming obstacles to move the story forward. In other words, -don\'t assume that every piece of weird equipment needs to be a cypher or artifact; things that allow the adventure to -happen shouldn\'t cost the characters much, or maybe not anything at all. And if the players take too much advantage of +of the details because they're being creative and overcoming obstacles to move the story forward. In other words, +don't assume that every piece of weird equipment needs to be a cypher or artifact; things that allow the adventure to +happen shouldn't cost the characters much, or maybe not anything at all. And if the players take too much advantage of this leeway, the GM always has the option to use an [intrusion](#gm-intrusion) to complicate an encounter. ::: @@ -52500,13 +52500,13 @@ [(Cypher System Rulebook, page 292)]{.og-ref}[(Claim the Sky, page 57)]{.og-ref} Superheroes can do things that other people cannot. They throw cars, blast through brick walls, leap onto speeding -trains, and cobble together interdimensional gateways in a few hours. It\'s tempting to say that such characters are +trains, and cobble together interdimensional gateways in a few hours. It's tempting to say that such characters are stronger, faster, or smarter, so they should have higher [Might](#might), [Speed](#speed), or [Intellect](#intellect) -Pools. However, simply bumping up stat Pools or Edge doesn\'t fully represent this dramatic increase in power. Instead, +Pools. However, simply bumping up stat Pools or Edge doesn't fully represent this dramatic increase in power. Instead, consider using an optional rule called power shifts. A typical superhero PC gets five power shifts. Power shifts are like permanent free levels of -[Effort](#modifying-the-difficulty-effort) that are always active. They don\'t count toward a character\'s maximum +[Effort](#modifying-the-difficulty-effort) that are always active. They don't count toward a character\'s maximum [Effort](#effort) use (nor do they count as [skills](#modifying-the-difficulty-skills) or [assets](#modifying-the-difficulty-assets)). They simply ease tasks that fall into specific categories, which include (but are not necessarily limited to) the following. @@ -52563,7 +52563,7 @@ The archetypes suggest how to assign your [power shifts](#optional-rule-power-shifts). This is an important aspect of designing your hero because power shifts are what make your characters exceptional in a \"supers\" way. Superheroes are -known for being faster, tougher, stronger, or smarter than regular people, and that sort of comparison isn\'t always +known for being faster, tougher, stronger, or smarter than regular people, and that sort of comparison isn't always part of the abilities you get from your type or focus. A regular person might be very skilled at martial arts, but a superhero martial artist might punch through an iron door, dodge a burst of bullets from a machine gun at close range, or quickly recover from a mortal wound, all thanks to power shifts. This part of each archetype writeup assumes your @@ -52580,20 +52580,20 @@ A character assigns their five power shifts as desired, but most characters should not be allowed to assign more than three to any one category. Once the shifts are assigned, they should not change (however, researching an experimental -procedure to change a character\'s power shifts could be the culmination of a character arc such as [Uncover a +procedure to change a character's power shifts could be the culmination of a character arc such as [Uncover a Secret](#arc-uncover-a-secret)). For example, a superstrong character might put three of their shifts into strength and the other two into resilience. Whenever they lift something heavy, smash through a wall, or throw an object, they ease the task by three steps before applying [Effort](#modifying-the-difficulty-effort), [skill](#modifying-the-difficulty-skills), or [assets](#modifying-the-difficulty-assets). Thus, all [difficulties](#rules-task-difficulty) from 0 to 3 are routine for -them. They smash through level 3 doors as if they don\'t exist. As another example, a masked vigilante character with a +them. They smash through level 3 doors as if they don't exist. As another example, a masked vigilante character with a utility belt full of gadgets and great acrobatic skills might put two shifts in dexterity, one in accuracy, one in -intelligence, and one in healing. They\'re not actually superpowered, just tough and well trained. +intelligence, and one in healing. They're not actually superpowered, just tough and well trained. ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** Archetypes also allow the GM to come up with new character-specific [power -shift](#optiona-rule-power-shifts) that enhance one or more of a PC\'s abilities, or grant them new ones, for example: +**Editor's Notes ---** Archetypes also allow the GM to come up with new character-specific [power +shift](#optiona-rule-power-shifts) that enhance one or more of a PC's abilities, or grant them new ones, for example: Fire Mastery : You gain the [Hellfire](#ability-hellfire){.og-ability} ability. If you gain his power shift again, your @@ -52676,7 +52676,7 @@ NPC superheroes and villains get [power shifts](#optional-rule-power-shifts), too. Most of the time, this adds to their level. For example, Blast Star is a level 5 fiery villain who has three power shifts. When she blasts through a level 7 -iron security door, she does so easily because in this circumstance, she\'s actually level 8. +iron security door, she does so easily because in this circumstance, she's actually level 8. Sometimes, NPC power shifts make things harder for the PCs. For example, Fleetfoot the level 4 speedster puts all three of her shifts in dexterity. When she runs past a character who tries to grab her, the difficulty to do so is increased @@ -52695,34 +52695,34 @@ power shift into single attack (bows). If you want your speedster hero to be really fast, put a power shift into power ([Fleet of Foot](#ability-fleet-of-foot)). And so on. -But what if you want your character to be a swashbuckling teleporter who blinks all over the battlefield? There\'s no -low-tier teleportation ability, so you can\'t be a teleporter as a tier 1 character, and the character concept isn\'t +But what if you want your character to be a swashbuckling teleporter who blinks all over the battlefield? There's no +low-tier teleportation ability, so you can't be a teleporter as a tier 1 character, and the character concept isn\'t nearly as fun if you have to wait until tier 4 before you can learn a teleportation ability (like[Short Teleportation](#ability-short-teleportation){.og-ability}). -This is where you can (with the GM\'s approval) use a power shift for the prodigy option. Prodigy lets you give up one +This is where you can (with the GM's approval) use a power shift for the prodigy option. Prodigy lets you give up one of your lower-tier abilities for a higher-tier ability that matches your character concept. For example, if your swashbuckling teleporter is a [Graceful](#descriptor-graceful) [Explorer](#type-explorer) who [Fights With -Panache](#focus-fights-with-panache), you could give up one of your tier 1 Explorer abilities (so you\'d only have three +Panache](#focus-fights-with-panache), you could give up one of your tier 1 Explorer abilities (so you'd only have three instead of four) or give up your tier 1 focus ability, Fights With Panache, and instead select the tier 4 ability[Short Teleportation](#ability-short-teleportation){.og-ability}. Choosing prodigy as a power shift is an interesting trade-off for your character; you end up with a powerful ability -that you couldn\'t get otherwise, but at the cost of a power shift (which the other characters are probably using to add +that you couldn't get otherwise, but at the cost of a power shift (which the other characters are probably using to add to their skills, damage, or defenses). Keep in mind that higher-tier abilities tend to cost more Pool points (especially -because your Edge as a low-tier character is less than that of a higher-tier character), so you\'ll weaken yourself if +because your Edge as a low-tier character is less than that of a higher-tier character), so you'll weaken yourself if you use that ability often---which might be a good reason to allocate more points to that [stat](#character-stats) [Pool](#pool), or assign a power shift to healing so you have more opportunities per day to recover points. Theoretically, you could put two power shifts in prodigy for the same ability, allowing you to select a high-tier ability. However, there are two reasons not to do this. First, those high-tier abilities usually have even higher costs, -which limits how often you can use them. Second, if you start out with the best version of that ability, there\'s no -room to grow. It\'s fun when your character impresses other superheroes by improving an ability, and it\'s really handy +which limits how often you can use them. Second, if you start out with the best version of that ability, there's no +room to grow. It's fun when your character impresses other superheroes by improving an ability, and it\'s really handy when your nemesis supervillain underestimates you based on your old limitations. So unless the GM wants every superhero PC to start with one top-tier ability, give yourself room to grow and use prodigy only to get a mid-tier ability. ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** For a list of abilities by power grade (low-, mid-, and high-tier), see [Chapter 9: +**Editor's Notes ---** For a list of abilities by power grade (low-, mid-, and high-tier), see [Chapter 9: Abilities](#chapter-9-abilities). ::: @@ -52733,7 +52733,7 @@ Some GMs will want to allow PCs to increase their [power shifts](#optional-rule-power-shifts). Having a character [spend 10 XP](#spending-experience-points) to do so would probably be appropriate. Other GMs will want to run superhero games with PCs of greater or lesser power (cosmic-level heroes or street-level heroes, perhaps). In such cases, the GM should -grant the PCs more or fewer power shifts at the game\'s start. +grant the PCs more or fewer power shifts at the game's start. ::: {.alert .ps-4 .pb-0} ##### Power Shifts in Other Genres [#](#optional-rule-power-shifts-in-other-genres){.og-h-anchor aria-hidden="true"} {#optional-rule-power-shifts-in-other-genres} @@ -52749,8 +52749,8 @@ Alive!](https://www.montecookgames.com/store/product/stay-alive/){.og-icon .og-mcg}, or [Unmasked](https://www.montecookgames.com/store/product/unmasked/){.og-icon .og-mcg}. -The GM decides which power shifts are available, and how they are gained. Once assigned, power shifts don\'t change -unless something dramatic happens, like the culmination of a [character arc](#character-arcs). A PC can\'t put more than +The GM decides which power shifts are available, and how they are gained. Once assigned, power shifts don't change +unless something dramatic happens, like the culmination of a [character arc](#character-arcs). A PC can't put more than three shifts into the same category without approval from the GM. Here are a few possible arrangements: - **Superheroes:** At tier 1, you have five [power shifts](#optional-rule-power-shifts). You can purchase more power @@ -52765,7 +52765,7 @@ you gain another power shift. - **Mastery:** You can gain a [power shift](#optional-rule-power-shifts) by completing an appropriate [character - arc](#choose-character-arc). You can\'t gain a number of power shifts greater than your tier. + arc](#choose-character-arc). You can't gain a number of power shifts greater than your tier. - **XP Purchase:** You can spend 10 [XP](#spending-experience-points) to gain one power shift, up to a number equal to your tier. @@ -52778,7 +52778,7 @@ [(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} Gaining superpowers can be part of any campaign with fantastic elements. It can be permanent, or temporary. In fact, -it\'s not necessary for every PC in the group to have anywhere near the same number of [power +it's not necessary for every PC in the group to have anywhere near the same number of [power shifts](#optional-rule-power-shifts). If a PC gains superpowers in the course of the story, the GM can use these rules. If you enjoy this rules module, consider purchasing [The Origin](https://www.montecookgames.com/store/product/the-origin/){.og-icon .og-mcg}. @@ -52791,7 +52791,7 @@ superpower package. - *Second Focus.* The PC gains a second super-[focus](#choose-focus). Any [power - shifts](#optional-rule-power-shifts) gained can\'t be applied to their first focus, and when they advance to a + shifts](#optional-rule-power-shifts) gained can't be applied to their first focus, and when they advance to a new tier, only the second super-focus provides new abilities to the PC. - *Fantastic Transformations.* The PC assumes a completely different identity when their superpowers are active. @@ -52799,7 +52799,7 @@ - **GM-Assigned or Player-Chosen Power Shifts:** The GM assigns the PC a number of [power shifts](#optional-rule-power-shifts), as described under [Power Shifts in Other - Genres](#optional-rule-power-shifts-in-other-genres). The GM might also decide how some or all of the PC\'s power + Genres](#optional-rule-power-shifts-in-other-genres). The GM might also decide how some or all of the PC's power shifts are assigned, allow the player to choose what to do with their power shifts, or leave matters up to a roll of the die. @@ -52829,7 +52829,7 @@ [Unmasked](https://www.montecookgames.com/store/product/unmasked/){.og-icon .og-mcg}. GMs and players should establish the nature or source of the transformations, and come up with a good description of -each PC\'s transformation. Possible themes for fantastic forms include: +each PC's transformation. Possible themes for fantastic forms include: - off-beat superheroes - henshin heroes and magical girls @@ -52857,7 +52857,7 @@ - **Background:** Add a background connection you have to the setting. - **Minimized Advancement:** To best preserve the dramatic tension between your mundane life and [fantastic - forms](#optional-rule-fantastic-transformations-fantastic), your mundane form doesn\'t gain [character + forms](#optional-rule-fantastic-transformations-fantastic), your mundane form doesn't gain [character advancements](#character-advancement) or reach new tiers. The GM might make occasional exceptions, for example, as a reward for the completion of a significant [character arc](#choose-character-arc). Each time your mundane form advances, you must choose a different option. Examples of mundane form advancements include: @@ -52884,17 +52884,17 @@ - perform a brief ritual - move to another plane of existence - fall asleep and begin to dream -- log onto a virtual reality where the PC\'s fantastic adventures take place +- log onto a virtual reality where the PC's fantastic adventures take place - involuntarily triggered by heightened emotional states, stress, or other specific circumstances---preferably something that is a good source of [GM intrusion](#gm-intrusion)---on a failed [Intellect](#intellect) [defense roll](#action-defend), the transformation takes hold Fantastic forms start out as standard tier 1 PC, and gain [character advancements](#character-advancement) by spending 4 -[XP](#choose-xp). The GM decides which character options are available to PCs\' fantastic forms, as outlined in the +[XP](#choose-xp). The GM decides which character options are available to PCs' fantastic forms, as outlined in the [Campaign Design Checklist](#campaign-design-checklist)---some settings will need to be more restrictive than others. - **Descriptor:** Choose a [descriptor](#choose-descriptor). It can be the as your [mundane - form](#optional-rule-fantastic-transformations-mundane)\'s descriptor, but some transformations involve substantial + form](#optional-rule-fantastic-transformations-mundane)'s descriptor, but some transformations involve substantial changes in stature or personality. - **Type:** Choose a [type](#choose-type) (and perhaps a [flavor](#choose-flavor)). @@ -52907,9 +52907,9 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** For a dramatically less powerful mundane form, use the ruels for [Handling PCs as +**Editor's Notes ---** For a dramatically less powerful mundane form, use the ruels for [Handling PCs as Children](#optional-rule-handling-pcs-as-children) or the [Gritty Rules -Modules](og-dd.html#chapter-8-gritty-rules-modules) in [Old Gus\' Daft Drafts](og-dd.html). +Modules](og-dd.html#chapter-8-gritty-rules-modules) in [Old Gus' Daft Drafts](og-dd.html). ::: ------------------------------------------------------------------------------------------------------------------------ @@ -52918,24 +52918,24 @@ [(Claim the Sky, page 58)]{.og-ref} -A power stunt is pushing a superpower beyond its normal limits or using it to do something it normally can\'t do. +A power stunt is pushing a superpower beyond its normal limits or using it to do something it normally can't do. Examples: - A lightning-blaster hero shooting their electricity farther than normal - A fire-creating hero absorbing fire from a burning building - A telepathic hero communicating with or understanding a machine - A teleporter hero traveling to another dimension -- An illusionist hero negating an opponent\'s invisibility +- An illusionist hero negating an opponent's invisibility The [Cypher System Rulebook](https://www.montecookgames.com/store/product/cypher-system-rulebook-2/){.og-icon .og-mcg} explains [Modifying Abilities on the Fly](#optional-rule-modifying-abilities-using-initial-costs) [(419)]{.og-ref}, describing a method of altering the range, area, or other aspects of an Intellect-based ability by spending more -Intellect points. In a superhero game, these modifications aren\'t limited to Intellect-based abilities---it\'s +Intellect points. In a superhero game, these modifications aren't limited to Intellect-based abilities---it\'s reasonable that a strong hero could affect a larger area with[Golem Stomp](#ability-golem-stomp){.og-ability} or an agile hero could disarm more than one opponent using[Advantage to Disadvantage](#ability-advantage-to-disadvantage){.og-ability}. The cost for making these changes works just like -modifying an Intellect-based ability. The additional cost uses the same Pool as the ability\'s normal cost; if an -ability doesn\'t have a cost, the GM should choose an appropriate ability for the points to come from. +modifying an Intellect-based ability. The additional cost uses the same Pool as the ability's normal cost; if an +ability doesn't have a cost, the GM should choose an appropriate ability for the points to come from. - Increasing range costs 1 Pool point per range step increased (immediate to short, short to long, long to very long). @@ -52943,9 +52943,9 @@ cannot be increased more than one step in this way. Abilities that last for only an action or a round (such as an Onslaught attack) cannot have their duration increased. -Abilities that don\'t have a Pool cost, like[Eyes Adjusted](#ability-eyes-adjusted){.og-ability}, can be modified as +Abilities that don't have a Pool cost, like[Eyes Adjusted](#ability-eyes-adjusted){.og-ability}, can be modified as well. If modifying the range or duration, the GM decides what Pool the point cost is paid from. However, most abilities -like this don\'t have ranges or durations, so modifying them requires a difficult, formidable, or impossible task roll. +like this don't have ranges or durations, so modifying them requires a difficult, formidable, or impossible task roll. Modifying the area or other aspects of an ability is more difficult. Instead of increasing the [Pool](#pool) point cost, the character decides how they want to modify their ability, and the GM sets a difficulty of the task to successfully @@ -52993,12 +52993,12 @@ | | | to talk to a living person. | +---------------------------------------+---------------------------------------+---------------------------------------+ | 10 | **Impossible:** An effect that has | - Usin | -| | nothing to do with the ability\'s | g[Hover](#ability-hover){.og-ability} | +| | nothing to do with the ability's | g[Hover](#ability-hover){.og-ability} | | | description or intent. | to blast an opponent with fire. | | | | - Using[Foil | | | | Dange | | | | r](#ability-foil-danger){.og-ability} | -| | | to copy an opponent\'s attack. | +| | | to copy an opponent's attack. | | | | - Using an attack like[Thunder | | | | Beam | | | | ](#ability-thunder-beam){.og-ability} | @@ -53009,31 +53009,31 @@ ::: Of course, if the altered ability is an attack, the hero still needs to make a successful attack roll against their -target---just because the character found a way to use[Hover](#ability-hover){.og-ability} as an attack doesn\'t mean +target---just because the character found a way to use[Hover](#ability-hover){.og-ability} as an attack doesn't mean the attack automatically hits. The attack task for the altered ability uses the normal difficulty for attacking that target. For example, if Hammermind wants to split her[Onslaught](#ability-onslaught){.og-ability} so she can attack two level 2 robots, first she has to succeed at the difficulty 4 task to split the attack, then she can make the two (hindered) level 2 attack rolls against the robots. -Just like in any aspect of the game, other factors might ease or hinder the hero\'s attempt to perform the stunt. For +Just like in any aspect of the game, other factors might ease or hinder the hero's attempt to perform the stunt. For example, if the hero Firelash is trying a stunt to use his[Shroud of Flame](#ability-shroud-of-flame){.og-ability} to absorb a fire attack from his evil sister Swordblaze, the GM might decide that the similarities in their flame powers -mean that Firelash\'s attempt is eased. But if the illusionist hero Hologrim is trying a power stunt to reveal where his -invisible archenemy Death Ghost is hiding, the GM might feel that the villain\'s magical invisibility is especially -difficult for Hologrim\'s technology-based illusions to counter, so the hero\'s task is hindered. The GM can also +mean that Firelash's attempt is eased. But if the illusionist hero Hologrim is trying a power stunt to reveal where his +invisible archenemy Death Ghost is hiding, the GM might feel that the villain's magical invisibility is especially +difficult for Hologrim's technology-based illusions to counter, so the hero\'s task is hindered. The GM can also introduce [power boost cyphers](#power-boost-cyphers) that ease the power stunt task, or present the heroes with temporary effects that ease or hinder power stunt tasks, like a virus that erratically amplifies mutant genes, or a -burst of energy from an alien [artifact](#choose-artifacts) that reacts with a robot hero\'s power core. +burst of energy from an alien [artifact](#choose-artifacts) that reacts with a robot hero's power core. -If a hero tries a particular stunt in more than one session, the GM doesn\'t need to give the task the same difficulty -every time; the circumstances of each attempt are never quite the same. Perhaps this supervillain\'s fire is a little +If a hero tries a particular stunt in more than one session, the GM doesn't need to give the task the same difficulty +every time; the circumstances of each attempt are never quite the same. Perhaps this supervillain's fire is a little hotter or cooler than the one the hero tried to absorb last time. Or the spaces between the dimensions are thinner or thicker right now, making it harder to teleport between them. The position of two opponents or the shape of a room might be different than the last time the hero tried splitting an attack power across multiple targets. In other words, the GM -doesn\'t have to remember that the last time the hero tried this stunt it was difficulty 7, so it has to be difficulty 7 +doesn't have to remember that the last time the hero tried this stunt it was difficulty 7, so it has to be difficulty 7 this time; just look at the current circumstances and make a decision based on that. In fact, this is part of the reason why the difficulties are three levels apart; the GM is more likely to be consistent at rating something as difficult, -formidable, or impossible than deciding whether it\'s a level 6 or level 7 task. +formidable, or impossible than deciding whether it's a level 6 or level 7 task. ::: {.alert .ps-4 .pb-0} ##### Permanent Power Stunts [#](#superhero-permanent-power-stunts){.og-h-anchor aria-hidden="true"} {#superhero-permanent-power-stunts .og-h-small} @@ -53074,12 +53074,12 @@ different, thanks to [power shifts](#optional-rule-power-shifts). Think of each difficulty above 10 as being one more step beyond impossible. Although a GM in another genre would say -there\'s no chance that a character could leap 100 feet (30 m) from one rooftop to another, in a superhero game, that -might just be difficulty 11. Picking up a city bus isn\'t something normal characters could do, but for a strong +there's no chance that a character could leap 100 feet (30 m) from one rooftop to another, in a superhero game, that +might just be difficulty 11. Picking up a city bus isn't something normal characters could do, but for a strong superhero, it might be difficulty 12. In theory, NPCs in such a game can go up to level 15 as well. Levels above 10 represent opponents that only a superhero -would consider taking on: a robot that\'s 1,000 feet (300 m) tall (level 11); Galashal, Empress of Twelve Dimensions +would consider taking on: a robot that's 1,000 feet (300 m) tall (level 11); Galashal, Empress of Twelve Dimensions (level 14); or a space monster the size of the moon (level 15). This section presents more details and examples of tasks, threats, and creatures of difficulty 11 to 15. @@ -53123,13 +53123,13 @@ : Task Circumstances ::: -† --- Each additional doubling of the character\'s size eases the task by another step. +† --- Each additional doubling of the character's size eases the task by another step. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} Some character abilities are able to move heavy things, often more easily than brute physical strength can. If a superhero wants to push the limits of what those abilities can do, the GM can compare the baseline effects of those abilities to the [Feats of Strength](#superhero-feats-of-strength) table to determine the comparable difficulty of the -task, and modify the character\'s roll to succeed. +task, and modify the character's roll to succeed. ::: ##### Feats of Speed [#](#superhero-feats-of-speed){.og-h-anchor aria-hidden="true"} {#superhero-feats-of-speed} @@ -53141,7 +53141,7 @@ long distance (100 feet \[30 m\]) as their entire action, but they must succeed at a difficulty 4 Speed task to complete the movement; failure means they trip, stumble, slip, or fall down at some point during the move and stop. -Of course, superheroes aren\'t normal people---they\'re exceptional, and some can run as fast as Olympic athletes, or +Of course, superheroes aren't normal people---they\'re exceptional, and some can run as fast as Olympic athletes, or much faster. For a character trying to run more than a long distance as their entire action, use the following table to determine the difficulty for the task. Failing this roll is just like failing the basic running roll described above. @@ -53165,7 +53165,7 @@ [(Claim the Sky, page 63)]{.og-ref} -Some---but not all---strong superheroes can easily leap dozens or hundreds of feet, well beyond what\'s possible with +Some---but not all---strong superheroes can easily leap dozens or hundreds of feet, well beyond what's possible with the jumping rules (running a short distance and jumping 30 feet \[9 m\] is a difficulty 10 task). Characters who want to jump huge distances like that should take the[Amazing Leap](#ability-amazing-leap){.og-ability} ability, allowing them to jump a long distance or more. @@ -53186,7 +53186,7 @@ [(Claim the Sky, page 63)]{.og-ref} -Superheroes don\'t just stop bank robbers and fight supervillains---sometimes they face giant robots, alien space +Superheroes don't just stop bank robbers and fight supervillains---sometimes they face giant robots, alien space monsters, or so-called gods. GMs can use the following examples to estimate the level and challenges for such threats. ::: table-responsive @@ -53215,8 +53215,8 @@ [(Claim the Sky, page 64)]{.og-ref} -It\'s common for technically savvy superheroes to fiddle with machines to make them work better or do something -different. Sometimes the object in question is their own gear, but it\'s just as likely to be something they took from a +It's common for technically savvy superheroes to fiddle with machines to make them work better or do something +different. Sometimes the object in question is their own gear, but it's just as likely to be something they took from a defeated supervillain or found on an alien spaceship. A character who expects to modify many devices should consider learning abilities such @@ -53225,23 +53225,23 @@ Work](#ability-quick-work){.og-ability}. A character who only wants to dabble in this sort of activity can do so, but it takes longer and is less efficient. -Small modifications are things like changing a device\'s target, range, or duration. \"Small\" is subjective and up to -the GM, but generally, it means adding another target (although for some high-level devices, adding a target isn\'t a +Small modifications are things like changing a device's target, range, or duration. \"Small\" is subjective and up to +the GM, but generally, it means adding another target (although for some high-level devices, adding a target isn't a small change), increasing the [range](#rules-distance) by one step (immediate to short, short to long, long to very long), or increasing the duration by one step (one minute to one hour, one hour to ten hours). The task difficulty for -making a small modification is generally equal to the device\'s level minus 1, which also determines how much time it +making a small modification is generally equal to the device's level minus 1, which also determines how much time it takes to complete the modifications. Big changes are modifying a laser rifle to shoot cold or electricity, turning a communication device into a telepathic -shield, or turning a jetpack into a force field device. These modifications are like repairs; they use the device\'s +shield, or turning a jetpack into a force field device. These modifications are like repairs; they use the device's level for the difficulty and creation time, but take half as long as the time listed. A character modifying their own device eases the task. This applies whether the character built the device themselves or -they\'ve been repairing and tinkering with it long enough that they fully understand its workings. +they've been repairing and tinkering with it long enough that they fully understand its workings. Regardless of whether the change is big or small, failing the modification task means the character wastes the full -amount of time spent attempting the modification, and uses up materials equal to the device\'s level minus 2, but they -can [try again](rules-retrying-a-task-after-failure). If they fail with a roll of a natural 1, it\'s likely that the +amount of time spent attempting the modification, and uses up materials equal to the device's level minus 2, but they +can [try again](rules-retrying-a-task-after-failure). If they fail with a roll of a natural 1, it's likely that the free [GM intrusion](#gm-intrusion) means the device is ruined (but perhaps could be salvaged for materials). ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} @@ -53270,12 +53270,12 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The *Inventor or Gadgeteer* [(CTS, 15)]{.og-ref} section is not included in the CSRD, but brings +**Editor's Notes ---** The *Inventor or Gadgeteer* [(CTS, 15)]{.og-ref} section is not included in the CSRD, but brings the[Always Tinkering](#ability-always-tinkering){.og-ability},[Extra Use](#ability-extra-use){.og-ability},[Boost Manifest Cypher](#ability-boost-manifest-cypher){.og-ability},[Boost Manifest Cypher Function](#ability-boost-manifest-cypher-function){.og-ability}, and[Modify Cyphers](#ability-modify-cyphers){.og-ability} abilities into context. Alternately, consider creating a PC with the -[Crafter Flavor](og-dd.html#flavor-crafter) presented in [Old Gus\' Daft Drafts](og-dd.html). +[Crafter Flavor](og-dd.html#flavor-crafter) presented in [Old Gus' Daft Drafts](og-dd.html). ::: ------------------------------------------------------------------------------------------------------------------------ @@ -53284,10 +53284,10 @@ [(Claim the Sky, page 157)]{.og-ref} -In a superhero campaign, there\'s a fine line between [cyphers](#choose-cyphers) (one-use items or abilities awarded by +In a superhero campaign, there's a fine line between [cyphers](#choose-cyphers) (one-use items or abilities awarded by the GM, especially [power boost cyphers](#power-boost-cyphers)), [artifacts](#choose-artifacts), character [abilities](#choose-abilities) (which may cost [Pool](#pool) points to use), and other [equipment](#choose-equipment) -(which has none of those criteria). The GM should keep in mind that it\'s good from a story point of view to let +(which has none of those criteria). The GM should keep in mind that it's good from a story point of view to let characters have equipment they need to deal more effectively with foes that might otherwise be too potent. ------------------------------------------------------------------------------------------------------------------------ @@ -53298,7 +53298,7 @@ ##### Quick Reference: Superhero Artifacts [#](#choose-superhero-artifacts){.og-h-anchor aria-hidden="true"} {#choose-superhero-artifacts .og-h-small .og-border} - [Darkest Book](#superhero-artifact-darkest-book) [(CTS, 158)]{.og-ref} -- [Doctor Dread\'s Time Portal](#superhero-artifact-doctor-dreads-time-portal) [(94)]{.og-ref} +- [Doctor Dread's Time Portal](#superhero-artifact-doctor-dreads-time-portal) [(94)]{.og-ref} - [Omni Orb](#superhero-artifact-omni-orb) [(CTS, 158)]{.og-ref} - [Serum X](#superhero-artifact-serum-x) [(94)]{.og-ref} - [Space Ring](#superhero-artifact-space-ring) [(CTS, 158)]{.og-ref} @@ -53327,16 +53327,16 @@ Even someone unskilled at magic can open it to a random page and read the spell there (the GM randomly determines the spell by rolling on the [Fantastic Cypher table](#fantastic-cypher-table)), which takes effect at level 10. - The Darkest Book is somewhat sentient and can hide its words from anyone it doesn\'t want reading it. It might + The Darkest Book is somewhat sentient and can hide its words from anyone it doesn't want reading it. It might require a person casting a spell from it to succeed at a difficulty 6 Intellect defense roll or take 6 points of Intellect damage and move one step down the damage track. The book is technically indestructible; anything strong enough to destroy an object of its level merely destroys one - of its pages, and the book can\'t be destroyed as long as at least one page remains. + of its pages, and the book can't be destroyed as long as at least one page remains. - **Depletion:** --- -##### Doctor Dread\'s Time Portal [#](#superhero-artifact-doctor-dreads-time-portal){.og-h-anchor aria-hidden="true"} {#superhero-artifact-doctor-dreads-time-portal .og-h-small .og-tab} +##### Doctor Dread's Time Portal [#](#superhero-artifact-doctor-dreads-time-portal){.og-h-anchor aria-hidden="true"} {#superhero-artifact-doctor-dreads-time-portal .og-h-small .og-tab} [(Cypher System Rulebook, page 294)]{.og-ref} @@ -53350,7 +53350,7 @@ - **Depletion:** 1 in 1d20 ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** [Doctor Dread](#npc-supervillain-doctor-dread) is a supervillain. +**Editor's Notes ---** [Doctor Dread](#npc-supervillain-doctor-dread) is a supervillain. ::: ##### Omni Orb [#](#superhero-artifact-omni-orb){.og-h-anchor aria-hidden="true"} {#superhero-artifact-omni-orb .og-h-small .og-tab} @@ -53370,11 +53370,11 @@ effect they created) ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -A benchmark for setting an omni orb\'s limits is to compare it to a cypher of the orb\'s level---if there is a cypher -that can do what the PC wants, and that cypher is equal to or less than the orb\'s level, it works. For example, if a +A benchmark for setting an omni orb's limits is to compare it to a cypher of the orb\'s level---if there is a cypher +that can do what the PC wants, and that cypher is equal to or less than the orb's level, it works. For example, if a team of superheroes tries to use a level 5 orb to teleport to their base 100 miles away, the GM can look at the [list of cyphers](#choose-cyphers) and see that a teleporter (traveler) cypher can transport one character up to 100 miles per -cypher level, so transporting a group of PCs 100 miles is probably within the orb\'s power. +cypher level, so transporting a group of PCs 100 miles is probably within the orb's power. ::: ##### Serum X [#](#superhero-artifact-serum-x){.og-h-anchor aria-hidden="true"} {#superhero-artifact-serum-x .og-h-small .og-tab} @@ -53402,7 +53402,7 @@ - **Effect:** The wearer is able to fly as effortlessly as walking, moving up to a short distance each round in any direction. In space, if the wearer does nothing but move for three actions in a row, they accelerate greatly and can move up to 200 miles (320 km) per hour, or about 2,000 feet (600 m) each round. The ring also provides the wearer - with breathable air while in space or underwater (although this doesn\'t provide protection against poison gas or + with breathable air while in space or underwater (although this doesn't provide protection against poison gas or other air-based hazards). The wearer can verbally communicate with other ring-wearers within 1 mile (1.5 km), and verbally request information (relayed to them with a synthesized voice) from the internet or a local equivalent. @@ -53530,7 +53530,7 @@ persevere in the face of immense hardship. Popular post-apocalyptic scenarios include those set after nuclear war, in the aftermath of a zombie plague, in the months and years following an alien invasion, or after the environment collapses in the face of human overpopulation. Other ways the world could end include a massive meteorite strike, the -long-awaited robot uprising, a powerful solar flare that burns out the world\'s power grids and communications, or even +long-awaited robot uprising, a powerful solar flare that burns out the world's power grids and communications, or even something as prosaic as a global disease pandemic. ------------------------------------------------------------------------------------------------------------------------ @@ -53590,7 +53590,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** In a post-apocalyptic setting with fantastic elements, [fantasy foci](#fantasy-foci), [modern +**Editor's Notes ---** In a post-apocalyptic setting with fantastic elements, [fantasy foci](#fantasy-foci), [modern magic foci](#modern-magic-foci), [science fiction foci](#science-fiction-foci), or [weird west foci](#weird-west-foci) might also make appropriate character options. ::: @@ -53612,16 +53612,16 @@ Someone you cared for wronged you. They may have done so directly by betraying a trust, stealing your supplies, or giving you up to raiders to save their own life. Maybe they did it indirectly by going missing or dying on you. Or maybe -it was an organization or institution that let you down. Whatever it was, you\'ve spent a lot of time pulled into -yourself, paranoid and mistrustful of others. But something\'s happened lately that has at least opened you to the -possibility of trusting others again. Maybe you have to work with someone else or die. Alternatively, perhaps you\'ve -decided to try one more time, despite your disillusionment. It\'s either that or fully give in to bitterness. +it was an organization or institution that let you down. Whatever it was, you've spent a lot of time pulled into +yourself, paranoid and mistrustful of others. But something's happened lately that has at least opened you to the +possibility of trusting others again. Maybe you have to work with someone else or die. Alternatively, perhaps you've +decided to try one more time, despite your disillusionment. It's either that or fully give in to bitterness. You gain the following characteristics: - **Skeptical:** +4 to your Intellect Pool. -- **Skill:** You\'re always wondering who\'s going to wrong you next. You are trained in detecting deception. +- **Skill:** You're always wondering who\'s going to wrong you next. You are trained in detecting deception. - **Skill:** You are trained in tracking creatures. If a creature has wronged you, the tracking task is eased. @@ -53633,22 +53633,22 @@ - **Initial Link to the Starting Adventure:** From the following list of options, choose how you became involved in the first adventure. -1. You found the other PCs in a situation they couldn\'t survive. Uncharacteristically, you helped them. +1. You found the other PCs in a situation they couldn't survive. Uncharacteristically, you helped them. 2. You were facing certain death, but the PCs saved you, for no reason other than they saw your need. 3. You want to change your ways, and the PCs seem to offer a chance for you to explore that possibility. -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. ###### Canien [#](#post-apocalyptic-species-canien){.og-h-anchor aria-hidden="true"} {#post-apocalyptic-species-canien .og-h-small .og-border} [(Rust and Redemption, page 113)]{.og-ref} -You\'re an evolved, intelligent dog with the ability to speak and use tools. Some caniens stand upright and have hands, +You're an evolved, intelligent dog with the ability to speak and use tools. Some caniens stand upright and have hands, and others are quadrupeds who can use a combination of their front paws and mouth as adroitly as a handed canien; you decide which kind of canien you are. Most canien clothing and equipment accommodates walking on either two feet or four, -so that\'s normally not an issue. Either way, you\'ve got fur, a tail, and a noble dog visage true to your particular -line of descent. And like most caniens, you\'re loyal to your pack and friends. But you may find strangers a little -suspicious, in which case you aren\'t shy about letting them know. However, you\'re usually willing to entertain the -idea that a newcomer may be a friend you just don\'t know yet. +so that's normally not an issue. Either way, you\'ve got fur, a tail, and a noble dog visage true to your particular +line of descent. And like most caniens, you're loyal to your pack and friends. But you may find strangers a little +suspicious, in which case you aren't shy about letting them know. However, you\'re usually willing to entertain the +idea that a newcomer may be a friend you just don't know yet. You gain the following characteristics: @@ -53665,8 +53665,8 @@ - **Bite:** You are practiced in making unarmed bite attacks (light weapon). Enabler. - **Chewer:** You are something of an oral fidgeter, like most caniens. After each ten-hour [recovery - roll](#recovery-rolls), make a difficulty 2 Intellect defense roll. If you fail, you discover you\'ve unconsciously - been chewing on a piece of your equipment; it\'s ruined, at least until it is [repaired](#equipment-maintenance). + roll](#recovery-rolls), make a difficulty 2 Intellect defense roll. If you fail, you discover you've unconsciously + been chewing on a piece of your equipment; it's ruined, at least until it is [repaired](#equipment-maintenance). - **Inability:** You have a hard time seeing disloyalty in others. Tasks that involve detecting falsehoods are hindered. @@ -53674,16 +53674,16 @@ - **Initial Link to the Starting Adventure:** From the following list of options, choose how you became involved in the first adventure. -1. One of the other PCs needed help, and you obliged without a second\'s hesitation. -2. The other PCs were going somewhere, and you came along even though they didn\'t ask you to. -3. Aggression got the better of you, and now you\'re running from the fallout of that experience. -4. You feel that one of the other PCs is in danger in some way, and you\'d like to help out or keep an eye on them. +1. One of the other PCs needed help, and you obliged without a second's hesitation. +2. The other PCs were going somewhere, and you came along even though they didn't ask you to. +3. Aggression got the better of you, and now you're running from the fallout of that experience. +4. You feel that one of the other PCs is in danger in some way, and you'd like to help out or keep an eye on them. ###### Felis [#](#post-apocalyptic-species-felis){.og-h-anchor aria-hidden="true"} {#post-apocalyptic-species-felis .og-h-small .og-border} [(Rust and Redemption, page 113)]{.og-ref} -You\'re an evolved, intelligent cat with the ability to speak and use tools. Felis are equally comfortable running on +You're an evolved, intelligent cat with the ability to speak and use tools. Felis are equally comfortable running on all fours or standing around in a clowder of other felis gossiping over catswort tea. Your fur is your protection from the elements, but you sometimes wear a harness for your equipment and may adopt boots for rough terrain and hats for fashion or function. Your visage is like that of before-times cats, including piercing, reflective eyes. Like other @@ -53694,7 +53694,7 @@ - **Crafty:** +2 to your Intellect Pool. -- **Skill:** You\'re innately curious. You are trained in tasks involving knowledge, figuring out problems, or solving +- **Skill:** You're innately curious. You are trained in tasks involving knowledge, figuring out problems, or solving puzzles. - **Skill:** You are agile. You are trained in tasks involving balancing and movement. @@ -53712,7 +53712,7 @@ - **Inability:** You often come across as aloof. Tasks that involve positive social interaction are hindered. -- **Inability:** You sometimes get lost in new locations you haven\'t visited before. You have an inability in +- **Inability:** You sometimes get lost in new locations you haven't visited before. You have an inability in navigation. - **Initial Link to the Starting Adventure:** From the following list of options, choose how you became involved in @@ -53732,7 +53732,7 @@ down from your ancestors. If the stories are true, some of your knowledge comes from even further back, ceded by godlike \"humans\" who raised flutters into the light of self-knowledge. That was before humans were lost, leaving the world in ruins. Ruins that are now yours to refurbish and rebuild or, as many prefer, to ignore while you instead go your own -way. Humans may have created you, but they\'re gone, and you can decide what you think you owe them, if anything. +way. Humans may have created you, but they're gone, and you can decide what you think you owe them, if anything. As a flutter, you are kin to the much smaller natural moths that still flit by night. But you have an internal skeleton and lungs, and are far larger. For all that, you also have wings, a proboscis, and much thinner limbs than the average @@ -53742,7 +53742,7 @@ - **Quick:** +2 to your Speed Pool. -- **Skill:** You are adept at using your body\'s natural patterns of camouflage. You are trained in hiding. +- **Skill:** You are adept at using your body's natural patterns of camouflage. You are trained in hiding. - **Darksight:** You can see in dim light as though it were bright light and can see in darkness as though it were dim light. Enabler. @@ -53751,7 +53751,7 @@ - **Inability:** You are confused by bright light. Perception tasks are hindered in bright light. -- **Erratic Flyer:** You can select [Hover](#ability-hover){.og-ability} as if it were on your type\'s list of tier 1 +- **Erratic Flyer:** You can select [Hover](#ability-hover){.og-ability} as if it were on your type's list of tier 1 abilities. Your ability to move as described in [Hover](#ability-hover){.og-ability} is due to your wings. In addition to the base ability described for [Hover](#ability-hover){.og-ability}, if you succeed on a difficulty 2 Intellect roll, you can keep your position in the air instead of drifting with the wind or allowing momentum to move @@ -53772,10 +53772,10 @@ [(Rust and Redemption, page 116)]{.og-ref} -Despite civilization\'s fall, you\'re optimistic about what the future could bring, confident that it will be bright. In +Despite civilization's fall, you\'re optimistic about what the future could bring, confident that it will be bright. In fact, now that all the old institutions and cares of the world are gone, you hope something better can be rebuilt in its -place. It\'s possible that you\'re bubbly and full of cheer. But you might instead be quietly confident, your hope -revealed by the way you always try again if at first you fail. Being hopeful doesn\'t mean you\'re blind to others\' +place. It's possible that you\'re bubbly and full of cheer. But you might instead be quietly confident, your hope +revealed by the way you always try again if at first you fail. Being hopeful doesn't mean you\'re blind to others\' faults, but you can hope they will do better next time, which might lead you to be more forgiving than other survivors. After all, when you screw up, you hope others will allow you the same luxury of learning from your mistakes. @@ -53783,17 +53783,17 @@ - **Spirited:** +4 to your Intellect Pool. -- **Skill:** Mental malaise doesn\'t affect you like it does others. You are trained in Intellect defense tasks. +- **Skill:** Mental malaise doesn't affect you like it does others. You are trained in Intellect defense tasks. - **Shrug Off Disappointment:** When you fail at a noncombat task and try that task again the very next round, you can apply a [free level of Effort](#modifying-the-difficulty-effort) toward the success of that task. This benefit effectively alleviates the requirement to apply a level of Effort when [retrying](rules-retrying-a-task-after-failure) failed tasks, at least the first time you retry. Enabler. -- **Inability:** You have a lightness of being, but you really feel it when you\'re physically challenged. Might +- **Inability:** You have a lightness of being, but you really feel it when you're physically challenged. Might defense tasks are hindered. -- **Inability:** You\'re spirited but not fast. All movement-related tasks are hindered. +- **Inability:** You're spirited 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. @@ -53806,15 +53806,15 @@ ###### Mutant [#](#post-apocalyptic-species-mutant){.og-h-anchor aria-hidden="true"} {#post-apocalyptic-species-mutant .og-h-small .og-border} Savage forces strong enough to destroy a world left you transformed. Either through latent mutations passed down from -ancestors that survived the apocalypse, or because something about you reacts when you\'re exposed to radiation or some +ancestors that survived the apocalypse, or because something about you reacts when you're exposed to radiation or some other mutagenic source, you are prone to mutation. You might look relatively similar to others of your species, or you might have one or more obvious physical differences that make it hard to disguise your nature. Not that you necessarily want to hide what you are; you might wish to proudly display what makes you different and, to your mind, better. You gain the following characteristics: -- **Significant Mutations:** Choose which option from the following list you\'d like for your mutations. Whichever you - choose, it is rolled for randomly; you don\'t select it. +- **Significant Mutations:** Choose which option from the following list you'd like for your mutations. Whichever you + choose, it is rolled for randomly; you don't select it. - Two [beneficial mutations](#beneficial-mutations) rolled randomly. - Three [beneficial mutations](#beneficial-mutations) plus one [harmful mutation](#harmful-mutations), all rolled @@ -53831,7 +53831,7 @@ - **Cosmetic Mutations:** You can choose if you want to have [cosmetic mutations](#cosmetic-mutations) or not. If you do, choose whether you want one or two cosmetic mutations, which are rolled for randomly. Once all your mutations - have been rolled for, work together with the GM to ensure that what\'s been rolled is a character you want to play. + have been rolled for, work together with the GM to ensure that what's been rolled is a character you want to play. - **Initial Link to the Starting Adventure:** From the following list of options, choose how you became involved in the first adventure. @@ -53846,10 +53846,10 @@ [(Cypher System Rulebook, page 300)]{.og-ref} -You have lived your life deep underground in artificial bunkers, hidden from the world\'s destruction and the brutal +You have lived your life deep underground in artificial bunkers, hidden from the world's destruction and the brutal scavengers that live above. As a morlock, you have a keen mind for the technology salvaged from the before-time. In fact, every morlock comes of age by fitting a piece of morlock technology to its body to provide enhancement and extend -its life. This means that you are part flesh and part machine. Your skin is as pale as milk, except where it\'s been +its life. This means that you are part flesh and part machine. Your skin is as pale as milk, except where it's been replaced with strips of metal and glowing circuits. You gain the following characteristics: @@ -53913,8 +53913,8 @@ - **Initial Link to the Starting Adventure:** From the following list of options, choose how you became involved in the first adventure. -1. The PCs didn\'t realize what you were when they asked for your help. -2. You\'ve managed to hide your roach ancestry so well that everyone thinks you are like them. +1. The PCs didn't realize what you were when they asked for your help. +2. You've managed to hide your roach ancestry so well that everyone thinks you are like them. 3. You are the last of your kind. 4. You have a secret agenda, and the PCs were gullible enough to let you come along. @@ -53923,7 +53923,7 @@ [(Rust and Redemption, page 117)]{.og-ref} Life has dealt you some hard knocks. You lost an eye, an arm, or a leg several years ago, possibly during the apocalypse -itself, or perhaps afterward. But you didn\'t give up. You adjusted, learning to do everything again, despite what first +itself, or perhaps afterward. But you didn't give up. You adjusted, learning to do everything again, despite what first seemed like a limitation. If you lost a limb, you use a prosthetic; if an eye, you sometimes quip that binocular vision is overrated. Sure, there are times when you struggle with discomfort, pain, and possibly even self-consciousness. However, overcoming all that only makes you stronger and more determined to succeed. Ultimately, your scars, your @@ -53939,8 +53939,8 @@ - **Skill:** You had to fake it until you made it; you are trained in one creative skill such as singing, writing, acting, composing, public speaking, painting, sculpture, dancing, or something similar. -- **Inability:** You\'ve learned to do everything again and, in truth, better than most people ever could. But your - injury is real; it\'s why you sometimes joke that you\'re \"rusted.\" If you\'ve lost an eye, your perception tasks +- **Inability:** You've learned to do everything again and, in truth, better than most people ever could. But your + injury is real; it's why you sometimes joke that you\'re \"rusted.\" If you\'ve lost an eye, your perception tasks involving sight are hindered. If you rely on a prosthetic leg, tasks requiring movement are hindered. If you rely on a prosthetic arm, tasks involving using both hands are hindered. @@ -53950,30 +53950,30 @@ - **Initial Link to the Starting Adventure:** From the following list of options, choose how you became involved in the first adventure. -1. You bragged that there\'s nothing someone else could do that you couldn\'t do twice as well, which is how you got +1. You bragged that there's nothing someone else could do that you couldn\'t do twice as well, which is how you got involved in your current situation. -2. You\'re afraid of what might happen if the other PCs fail. +2. You're afraid of what might happen if the other PCs fail. 3. You were tailing one of the other PCs for reasons of your own, which brought you into the action. 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. ###### Shiny [#](#post-apocalyptic-descriptor-shiny){.og-h-anchor aria-hidden="true"} {#post-apocalyptic-descriptor-shiny .og-h-small .og-border} [(Rust and Redemption, page 118)]{.og-ref} -You\'re brash and bright, and you exult in situations, people, and objects that seem to you as if they have a similar -sheen. Literally shiny objects qualify, as well as objects that are not rusted or degraded by time\'s passage or the +You're brash and bright, and you exult in situations, people, and objects that seem to you as if they have a similar +sheen. Literally shiny objects qualify, as well as objects that are not rusted or degraded by time's passage or the effects of the apocalypse. You also tend to fall into the orbit of people who are strong, unbeaten, and possessed of an inner brightness. You believe that they, like you, reflect the light of some greater spiritual purpose in the world. -When you believe you are acting in that glow, you are emboldened and may take risks others fear. You don\'t seek death, -but you\'re confident that death in the pursuit of something shiny is the definition of a life well-lived. +When you believe you are acting in that glow, you are emboldened and may take risks others fear. You don't seek death, +but you're confident that death in the pursuit of something shiny is the definition of a life well-lived. You gain the following characteristics: - **Lithe:** +2 to your Speed Pool. -- **Skill:** You\'ve had practice driving a before-times vehicle. Choose a motorcycle, car or truck, or long-haul - truck; you\'re trained in driving that kind of vehicle. +- **Skill:** You've had practice driving a before-times vehicle. Choose a motorcycle, car or truck, or long-haul + truck; you're trained in driving that kind of vehicle. - **Skill:** You know how to get out of the way. You are trained in Speed defense tasks. @@ -53981,9 +53981,9 @@ shiny maneuver, you ease a task, attack roll, or defense roll, but in doing so you increase the intrusion range by two for that roll, to a 1--3 on a d20. If you fail and decide to [retry](rules-retrying-a-task-after-failure) the task (requiring that you spend a level of Effort, as normal), it has the same increased intrusion range. Once you - attempt a shiny maneuver, you can\'t attempt another until you make a [recovery roll](#recovery-rolls). Enabler. + attempt a shiny maneuver, you can't attempt another until you make a [recovery roll](#recovery-rolls). Enabler. -- **Inability:** You may be lithe and shiny, but you\'re not sneaky. Tasks related to sneaking and staying quiet are +- **Inability:** You may be lithe and shiny, but you're not sneaky. Tasks related to sneaking and staying quiet are hindered. - **Inability:** You are irrepressible, but that makes it hard to dissemble. Deception and disguise tasks are @@ -53996,7 +53996,7 @@ - **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. The first word that popped into your head upon seeing the PCs was \"shiny.\" 3. You think the tasks ahead will present you with unique and fulfilling challenges. 4. Someone you trust and respect above all others suggested you join the PCs to help them complete their task. @@ -54027,7 +54027,7 @@ - **Loot:** The \"loot\" result on the [Useful Stuff](#useful-stuff) table lists before-times collectibles, such as gold eagle coins, jewelry, and designer wristwatches. A starving survivor would likely scoff at accepting any of these as currency. But in an established community or trade town, such items might retain some value, though - they\'re worth only a fraction of what they were before the apocalypse. In general, the price category for such + they're worth only a fraction of what they were before the apocalypse. In general, the price category for such things is two ranks lower than before the apocalypse. - **Ammunition:** @@ -54051,8 +54051,8 @@ - **Water:** After an apocalypse, clean and drinkable water could become scarce. Measuring out water could become a standard in some locations. Case in point, 1/3 cup (80 ml) of water might be worth an inexpensive item or service. -- **Fuel:** Gasoline might be considered liquid gold, assuming working vehicles also exist. However, if you\'re - adhering strictly to the shelf life of common things, you\'ll also have to include a new source for usable gasoline +- **Fuel:** Gasoline might be considered liquid gold, assuming working vehicles also exist. However, if you're + adhering strictly to the shelf life of common things, you'll also have to include a new source for usable gasoline after all the stuff from the before-times goes bad. For instance, a quarter-gallon (1 L) of gasoline might be worth an inexpensive item or service. @@ -54073,7 +54073,7 @@ well as the following items might be available in trade from other survivors, or in the rare trade town. ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** These tables combine contents from [Cypher System +**Editor's Notes ---** These tables combine contents from [Cypher System Rulebook](https://www.montecookgames.com/store/product/cypher-system-rulebook-2/){.og-icon .og-mcg} and [Rust and Redemption](https://www.montecookgames.com/store/product/rust-and-redemption/){.og-icon .og-mcg}. Linked items lead to entries from [The Stars are Fire](https://www.montecookgames.com/store/product/the-stars-are-fire/){.og-icon .og-mcg} @@ -54114,7 +54114,7 @@ Food, perishable Single helping of fruit, vegetable, recently slaughtered animal, *etc.* Matches Single box or book Medication, one pill Pain relief, allergy, antacid, antibiotic, anti-nausea, or another single drug pill - Plastic bag Useful and ubiquitous; won\'t last long + Plastic bag Useful and ubiquitous; won't last long Shopping cart/wheelbarrow --- Sunglasses --- Tool, single hand tool Hammer, tape measure, manual drill, or other single hand tool @@ -54265,17 +54265,17 @@ Other optional rules support play in the aftermath of a particular type of cataclysm or style of play. If nuclear war destroyed the world, the landscape is likely much different than if a pandemic wiped out most people. -And that\'s to say nothing of more fantastic elements that can pop up in a post apocalyptic setting, such as the +And that's to say nothing of more fantastic elements that can pop up in a post apocalyptic setting, such as the civilization shattering aftereffects of the Christian Judgment Day, [kaiju](#creature-kaiju), time storms, and so on. -Most of the rules are meant for the GM\'s eyes only---things that happen behind the scenes or that are secrets the PCs +Most of the rules are meant for the GM's eyes only---things that happen behind the scenes or that are secrets the PCs might find out over the course of the game. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} **Realistic Versus Fantastic Optional Rules:** Some of the optional rules presented here are for realistic or plausible scenarios like nuclear war or climate change, and some are for fantastic events and settings such as time storms, the return of magic, or [incredible mutations](#incredible-mutations). Realistic optional rules usually also apply in games -that use one or more fantastic optional rules. Ultimately, it\'s your choice. Feel free to use some, all, or none of +that use one or more fantastic optional rules. Ultimately, it's your choice. Feel free to use some, all, or none of these optional rules when running your game, or introduce others of your own devising (or from another genre sourcebook) to provide a unique twist to the game. ::: @@ -54289,7 +54289,7 @@ genre. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**When to Use:** If PCs are exposed to the elements, don\'t have enough food, and/or don\'t have enough water, their +**When to Use:** If PCs are exposed to the elements, don't have enough food, and/or don\'t have enough water, their health and life span are directly affected. ::: @@ -54301,8 +54301,8 @@ degrading. ::: {.alert .ps-4 .pb-0} -- **Too Cold:** Prolonged exposure to temperatures below 60° F (16° C) eventually uses up a body\'s stored energy. The - result is hypothermia, when the body loses heat faster than it can produce it. A body temperature that\'s too low +- **Too Cold:** Prolonged exposure to temperatures below 60° F (16° C) eventually uses up a body's stored energy. The + result is hypothermia, when the body loses heat faster than it can produce it. A body temperature that's too low affects the brain, making the target unable to think clearly or move well. Those with adequate clothing and/or shelter appropriate to the environment are protected. Generally, a PC can survive extreme cold for about twenty minutes to about two hours. @@ -54313,8 +54313,8 @@ succeed on a difficulty 4 Might defense roll each hour or descend one step on [the damage track](#the-damage-track). - **Too Hot:** Prolonged exposure to a wet bulb temperature of 95° F (35° C) is the upper limit of safety, beyond - which the human body can\'t cool itself by evaporating sweat. Heat exhaustion is the result, leading to weakness, - dizziness, headache, and nausea. Heat exhaustion can progress to heatstroke, when the body\'s temperature regulation + which the human body can't cool itself by evaporating sweat. Heat exhaustion is the result, leading to weakness, + dizziness, headache, and nausea. Heat exhaustion can progress to heatstroke, when the body's temperature regulation system fails. Those with adequate shelter or some sort of cooling system are protected. Generally, a PC can survive extreme heat for about twenty minutes to two or three hours. @@ -54329,7 +54329,7 @@ of Three. It goes something like this: You can survive for three minutes without oxygen, you can survive for three days without water, and you can survive for three weeks without food. However, the rule depends on a person not being directly exposed to the environment and not being under physical duress, and requires someone who can hold their breath -for three minutes, which is not most people. Usually, in a post-apocalyptic RPG scenario, PCs won\'t have such luxuries. +for three minutes, which is not most people. Usually, in a post-apocalyptic RPG scenario, PCs won't have such luxuries. ::: ###### Starvation [#](#starvation){.og-h-anchor aria-hidden="true"} @@ -54382,7 +54382,7 @@ - **Confirming the Presence of Radiation:** If PCs have a functioning radiation detecting device, it confirms whether an area is radioactive. Otherwise, they can attempt a difficulty 4 Intellect roll to correctly correlate the telltale signs of a radiation hazard with its actual presence. Even if PCs fail this roll, they still understand - that some kind of dangerous residue is blighting the area, whether it\'s radiation, poison, evil spirits, nanites, + that some kind of dangerous residue is blighting the area, whether it's radiation, poison, evil spirits, nanites, or something else. ::: row @@ -54401,9 +54401,9 @@ they are subject to [radiation sickness](#disease-radiation-sickness). A character who has scavenged, repaired, or cobbled together a hazmat suit is still vulnerable, though less so. The - suit eases a wearer\'s Might defense tasks, though the wearer takes 1 point of ambient damage (because the suit + suit eases a wearer's Might defense tasks, though the wearer takes 1 point of ambient damage (because the suit provides +2 to [Armor](#rules-armor) against damage from radiation) every few minutes with each failed defense roll. - Unless they tear their suit or are otherwise compromised, they\'re generally not subject to radiation sickness. + Unless they tear their suit or are otherwise compromised, they're generally not subject to radiation sickness. ::: ::: {.col .col-md-6} @@ -54437,7 +54437,7 @@ spend part of each day scavenging for supplies or a place of safety. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**When to Use:** PCs in a post apocalyptic setting that aren\'t prepared or that have lost access to their resources and +**When to Use:** PCs in a post apocalyptic setting that aren't prepared or that have lost access to their resources and base must usually spend part of each day scavenging for supplies and/or a place of safety. Scavenging is what happens anytime they search for food, water, and shelter. ::: @@ -54447,15 +54447,15 @@ [(Cypher System Rulebook, page 296)]{.og-ref}[(Rust and Redemption, page 65)]{.og-ref} PCs in a post apocalyptic game may find themselves without food, water, shelter, and/or refuge for any number of -reasons, including because that\'s the situation you start them in, they\'re exploring a new area, their settlement was +reasons, including because that's the situation you start them in, they\'re exploring a new area, their settlement was overrun by raiders and they barely escaped with their lives, or something else. Generally, characters must spend ten minutes to an hour searching through the rubble and ruins in a particular area before they have a chance of finding food or a refuge. Characters who succeed in finding food and water or refuge also get to roll up to once each day on the [Useful -Stuff](#useful-stuff) table and three times on the [Junk](#junk) table. (Some characters won\'t care about rolling on -the Junk table; no need to have them make rolls if that\'s the case.) If a \"food\" or \"water\" result is obtained on +Stuff](#useful-stuff) table and three times on the [Junk](#junk) table. (Some characters won't care about rolling on +the Junk table; no need to have them make rolls if that's the case.) If a \"food\" or \"water\" result is obtained on the Useful Stuff table, PCs discover double the amount of resources and have enough for two days for six people. ::: {.alert .ps-4 .pb-0} @@ -54467,12 +54467,12 @@ previous survivors. - **Shelter:** Safe places to hole up include homes, RVs, offices, apartments, or any location that can be secured and - defended and isn\'t radioactive, poisoned, or overrun with hostile creatures. + defended and isn't radioactive, poisoned, or overrun with hostile creatures. ::: ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} Consider using a [GM intrusion](#gm-intrusion) to add additional color by way of an unexpected threat or hazard as they -search, especially if they roll a 1 on their task. It\'s a dangerous world, and the PCs are not the only ones out +search, especially if they roll a 1 on their task. It's a dangerous world, and the PCs are not the only ones out scavenging for resources. ::: @@ -54485,16 +54485,16 @@ ::: {.alert .ps-4 .pb-0} - **When to Consult the Table:** When a group of characters successfully finds food and water or a safe place, they - also find something else that\'s potentially useful. Consult the [Useful Stuff](#useful-stuff) table up to once per + also find something else that's potentially useful. Consult the [Useful Stuff](#useful-stuff) table up to once per day, or two or three times if PCs roll a special [minor or major effect](#rules-special-rolls), respectively. If - it\'s the first day they have scavenged in a particular area, each character might find something useful on the + it's the first day they have scavenged in a particular area, each character might find something useful on the table, but on subsequent days, a group normally gets only a single roll. - **Loot:** \"Loot\" includes collectible coins from before the apocalypse, such as silver dollars and gold eagles. It also includes jewelry and artwork that survived the disaster and related material that can be used as currency or barter when the characters find other survivors or arrive at a trade town. -- **Levels:** Most of the time, it\'s not important to know the level of a useful item PCs find. If it becomes +- **Levels:** Most of the time, it's not important to know the level of a useful item PCs find. If it becomes important, level 3 is a good baseline. If the item is particularly fragile (such as a wheel of cheese preserved in wax), drop the level by 1 or 2. If the item is particularly hardy (like a fire engine), increase the level by 1 or 2. @@ -54504,7 +54504,7 @@ - **Subtables:** Roll on a specific subtable only if you wish to provide additional flavor to what PCs find. -- **Useful?** The implication is that if PCs find something on the Useful Stuff table, it\'s in working condition, +- **Useful?** The implication is that if PCs find something on the Useful Stuff table, it's in working condition, having beaten the odds of degradation and destabilization facing all common things from the before times. A GM intrusion, of course, could complicate that for any given item. @@ -54612,7 +54612,7 @@ | | 1 Glue, wood, ceramic, or super | | | 2 Epoxy, metal welding | | | 3 Nails, screws, fasteners | -| | 4 Electrician\'s tape | +| | 4 Electrician's tape | | | 5--6 [Duct tape](#utility-gear-duct-tape-roll) | | | | | | : Component or Substance | @@ -54756,7 +54756,7 @@ +-----------------------------------------------------------+-----------------------------------------------------------+ | 37 | Water cache (enough for six people for 1d20 weeks) | +-----------------------------------------------------------+-----------------------------------------------------------+ -| 38 | Plastic bag (won\'t last long) | +| 38 | Plastic bag (won't last long) | +-----------------------------------------------------------+-----------------------------------------------------------+ | 39--45 | Textbook or \"how to\" manual (asset to related knowledge | | | task if studied for about an hour) | @@ -55065,9 +55065,9 @@ - **How Much Junk PCs Get:** Each time PCs roll on the Junk table or otherwise obtain a specific kind of junk, the amount they get is called a \"load.\" Load is an intentionally vague amount, because it represents a variable amount of junk of a particular kind. A PC that finds some electronic junk could grab a single broken electric fan or leave - a ruined house with a shopping cart full of stereo parts. Either way, it\'s considered one load of electronic junk. + a ruined house with a shopping cart full of stereo parts. Either way, it's considered one load of electronic junk. -- **Tracking Loads:** It\'s only important to track the number and kinds of loads a PC acquires if they\'re going to +- **Tracking Loads:** It's only important to track the number and kinds of loads a PC acquires if they\'re going to use the Repairing and Building optional rules presented later in this section. A PC can carry one load of junk along with their equipment. To carry more than that, they need a plan, such as using a toy wagon, shopping cart, sled, vehicle, or mount; asking an ally for help; or something else. @@ -55091,7 +55091,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The Junk table from the [Cypher System +**Editor's Notes ---** The Junk table from the [Cypher System Rulebook](https://www.montecookgames.com/store/product/cypher-system-rulebook-2/){.og-icon .og-mcg} is omitted in favor of the one presented in [Rust and Redemption](https://www.montecookgames.com/store/product/rust-and-redemption/){.og-icon .og-mcg}. @@ -55108,7 +55108,7 @@ probably a mishmash of textiles, salvaged bits from costume stores, and plastic bags. A suit of [armor](#equipment-armor) might be made of trash can lids. And so on. Second, even if something looks rough-and-ready, such as armor made of trash can lids, if PCs succeed on the task to create medium armor (or heavy - armor, if they\'re feeling ambitious), the resulting armor is functionally equivalent to armor of the same grade + armor, if they're feeling ambitious), the resulting armor is functionally equivalent to armor of the same grade made before the apocalypse. It just looks less polished. - **Improving the Odds:** If PCs scavenge exactly the right tools for the job (such as a hammer instead of a rock) @@ -55120,11 +55120,11 @@ something from scratch (as opposed to repairing something previously built), the [junk](#junk) requirements are twice to ten times the indicated number of loads. Something small to moderate (like an article of clothing or a wheelbarrow) requires double the loads, while something large, like a structure or large motorized vehicle, could - require up to ten times the indicated junk loads. You, the GM, decide what\'s reasonable. + require up to ten times the indicated junk loads. You, the GM, decide what's reasonable. -- **Other Projects:** If the character wants to try to repair or build something from the ground up that isn\'t on the - table, use your best judgment, comparing to what is on the table as a baseline. Some things just can\'t be built - with the tools, materials, and knowledge the PCs have available. For instance, they probably can\'t build a +- **Other Projects:** If the character wants to try to repair or build something from the ground up that isn't on the + table, use your best judgment, comparing to what is on the table as a baseline. Some things just can't be built + with the tools, materials, and knowledge the PCs have available. For instance, they probably can't build a spacecraft. On the other hand, perhaps they can repair one if they find an old government base containing a secret orbital craft that was never used, as long as they find specialized tools and instructions to go with it. @@ -55143,11 +55143,11 @@ equipment maintenance each week. Maintenance requires the PC to expend 1 load of metal or construction junk each week, or to break down a few related items of scavenged useful stuff to get what they need. If PCs put in the time to keep their gear in good condition, they should face fewer, if any, GM intrusions related to their equipment failing them. No -roll is required for maintenance, and after PCs commit to this practice, it\'s usually not important to track the time +roll is required for maintenance, and after PCs commit to this practice, it's usually not important to track the time thereafter, unless a special circumstance occurs. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**When to Use:** Use this optional rule to add a bit more verisimilitude to living in a world where you can\'t easily +**When to Use:** Use this optional rule to add a bit more verisimilitude to living in a world where you can't easily replace a broken appliance or tool by buying something online. This rule works well with the Repairing and Building section of the larger optional rule for scavenging, repairing, and building, because if something breaks due to lack of maintenance, PCs should have a chance to fix it. @@ -55209,7 +55209,7 @@ **When to Use:** If the apocalypse that ended your world featured a time rip, alien invaders, a catastrophic alien ship crash, a starting date that is several decades into our own future, or an alternate timeline where things happened differently in the past than in the real world, this rule is applicable. You can also use it if you just want to -introduce a bit of mystery to your game that will confound PCs\' expectations on how their world really ended. +introduce a bit of mystery to your game that will confound PCs' expectations on how their world really ended. ::: ###### Advanced Artifacts and Fantastic Manifest Cyphers [#](#advanced-artifacts-and-fantastic-manifest-cyphers){.og-h-anchor aria-hidden="true"} @@ -55225,25 +55225,25 @@ [(Rust and Redemption, page 74)]{.og-ref} -Recognizing and using unfamiliar technology is difficult enough. If something is especially advanced or alien, it\'s +Recognizing and using unfamiliar technology is difficult enough. If something is especially advanced or alien, it's even harder. - **Identifying and Using Advanced and Alien Tech:** When a character finds a [manifest cypher](#manifest-cyphers) or an [artifact](#choose-artifacts) that falls into this category, they must identify it before they can use it. Identification takes from one to ten minutes and a successful [Intellect](#intellect) roll, usually against a - difficulty of 5. Identifying an object grants PCs the ability to use the object, whether it\'s a manifest cypher or + difficulty of 5. Identifying an object grants PCs the ability to use the object, whether it's a manifest cypher or an artifact. However, without [training or specialization](#skill-categories) in alien technology, advanced technology, or - something similar (which most starting characters don\'t have), a character has an inability in understanding + something similar (which most starting characters don't have), a character has an inability in understanding advanced and alien tech. - **Failing to Understand:** Sometimes a failed roll to understand an object of advanced or alien tech simply means - the character can\'t figure it out, but they can try again (as usual, each task - [retry](#rules-retrying-a-task-after-failure) requires that the PC expend [Effort](#effort)). Other times, there\'s + the character can't figure it out, but they can try again (as usual, each task + [retry](#rules-retrying-a-task-after-failure) requires that the PC expend [Effort](#effort)). Other times, there's a chance of something going wrong, either because you intrude or because the character triggers an intrusion. Use the following table to inspire appropriate GM intrusions or anytime something disruptive happens to an advanced or - alien device in a PC\'s possession. + alien device in a PC's possession. ::: ###### Advanced and Alien Tech GM Intrusions [#](#advanced-and-alien-tech-gm-intrusions){.og-h-anchor aria-hidden="true"} @@ -55285,7 +55285,7 @@ game. ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** Random tables for different kinds of PC [mutations](#mutations) are presented in [Chapter 9: +**Editor's Notes ---** Random tables for different kinds of PC [mutations](#mutations) are presented in [Chapter 9: Abilities](#chapter-9-abilities). ::: @@ -55293,7 +55293,7 @@ [(Rust and Redemption, page 75)]{.og-ref} -The environment can reflect the possibility of mutagenic presence even if PCs haven\'t yet been affected. The appearance +The environment can reflect the possibility of mutagenic presence even if PCs haven't yet been affected. The appearance of a creature, plant, or NPC often reveals the presence and severity of a mutation. Some creatures and animals may have only harmful mutations, but others could have adaptive mutations. @@ -55306,8 +55306,8 @@ - Lack of fur combined with albinism, making them sensitive to light and subject to skin cancer - Too many extra fingers or arms, making them slow and heavy - Too many extra branches, or too spindly, making the branches prone to breaking -- Feathers growing where they normally wouldn\'t, in ragged, uncomfortable clumps -- Fishlike scales growing where they normally wouldn\'t, like itchy, reflective sores +- Feathers growing where they normally wouldn't, in ragged, uncomfortable clumps +- Fishlike scales growing where they normally wouldn't, like itchy, reflective sores - Single limb or other body part is radically larger than normal, making the creature clumsy - Big clumps of fungal growth that are obviously intrusive and painful @@ -55318,14 +55318,14 @@ frequency normally invisible to the human eye, but which they can see, allowing them to act in the dark. - Tentacle like arms that work like the regular limb replaced, or an extra tentacle like arm that gives the creature a method to grasp, use tools, or otherwise gain an additional benefit over other creatures or plants of its type. -- Feathers growing on an animal or plant they normally wouldn\'t, thick enough to provide additional warmth, +- Feathers growing on an animal or plant they normally wouldn't, thick enough to provide additional warmth, protection, and possibly limited flight options. - Insects, like ants or beetles, that learn how to spin webs, or spiders that begin spinning wildly strong fractal webs that glow and change, maybe serving as a mode of communication. - Fungal growths that seem to connect the minds of creatures that have the same kind of growth. ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** Mutated creatures can also gain powerful mutations in the form of [creature +**Editor's Notes ---** Mutated creatures can also gain powerful mutations in the form of [creature templates](#modifying-creatures) like [blighted](#template-blighted). ::: @@ -55334,7 +55334,7 @@ [(Rust and Redemption, page 75)]{.og-ref} -Use this optional rule if you\'d prefer some flux in what mutations the PCs have available. A volatile mutation is one +Use this optional rule if you'd prefer some flux in what mutations the PCs have available. A volatile mutation is one that mutates into something different over time. When using this rule, a volatile mutation arises spontaneously or is triggered, replacing the specific benefit (or drawback) of the volatile mutation previously granted to the PC. @@ -55346,7 +55346,7 @@ mutations](#cosmetic-mutations). Alternatively, the PC could gain a volatile mutation (and one distinctive mutation) after their first encounter with -[radiation](#radiation-in-the-real-world) or some other mutagenic agent. Additional encounters with radiation don\'t +[radiation](#radiation-in-the-real-world) or some other mutagenic agent. Additional encounters with radiation don't give a PC further volatile mutations but could cause the one they have to mutate into something else. If the PC gains a volatile mutation, roll randomly on the [Beneficial Mutations](#beneficial-mutations) table. That @@ -55355,7 +55355,7 @@ [Intellect](#intellect) [defense roll](#action-defend) that some triggers require to maintain their current volatile mutation. -**Adjusting the Volatility:** Choose which triggering events apply to determine how volatile you\'d like transitory +**Adjusting the Volatility:** Choose which triggering events apply to determine how volatile you'd like transitory mutations to be in your setting. For instance, if you prefer that volatile mutations change only when PCs encounter [radiation](#radiation-in-the-real-world), choose that option and ignore the others. Alternatively, you might prefer more variability and use most or even all the triggering events noted. @@ -55365,7 +55365,7 @@ - A character takes damage for the first time in ten hours and fails a difficulty 3 [Intellect](#intellect) [defense roll](#action-defend); replace with a randomly rolled [beneficial mutation](#beneficial-mutations), assuming the - character\'s roll isn\'t a 1, 19, or 20. + character's roll isn\'t a 1, 19, or 20. - The character triggers or receives a [GM intrusion](#gm-intrusion); replace with a random roll on the [Harmful Mutations](#harmful-mutations) table. @@ -55380,7 +55380,7 @@ - The character takes damage from radiation (or other established mutagen in your setting) for the first time in ten hours and fails an [Intellect](#intellect) [defense roll](#action-defend) against a difficulty equal to the attack; - replace with a randomly rolled [beneficial mutations](#beneficial-mutations), assuming the character\'s roll isn\'t + replace with a randomly rolled [beneficial mutations](#beneficial-mutations), assuming the character's roll isn\'t a 1, 19, or 20. **Cyphers as Volatile Mutations:** If a character has volatile mutations, one way to handle it is to give them an @@ -55392,12 +55392,12 @@ - Any random roll on the [Beneficial Mutations](#beneficial-mutations) table should instead be a random roll on the [Subtle Cypher](#subtle-cypher-table) table. That includes the two rolls granted to PCs who use a special minor - effect to replace their volatile mutation\'s effect. + effect to replace their volatile mutation's effect. -- A roll of 1 still replaces the PC\'s volatile mutation with a randomly rolled [harmful +- A roll of 1 still replaces the PC's volatile mutation with a randomly rolled [harmful mutation](#harmful-mutations). -- A roll of 20 still replaces the PC\'s volatile mutation with a randomly rolled [powerful +- A roll of 20 still replaces the PC's volatile mutation with a randomly rolled [powerful mutation](#powerful-mutations). - A cypher volatile mutation can be used more than once before it is replaced, but each additional attempt to use it @@ -55434,29 +55434,29 @@ ::: table-responsive d100 Threat or Hazard -------- --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - 01--03 **Blocked road:** The road ahead is so filled with abandoned, rusted before-times vehicles that the PCs must walk if they want to take that route. Walkers are unable to see more than an immediate distance in any direction between the cars. If PCs have a vehicle larger than a bicycle, they\'ll have to find another way or leave it behind. - 04--06 **Setting-specific element:** Choose a hazard from a set piece or optional rule you\'re using, or if you want to shake things up, roll on the Fantastic Threats and Hazards table. Or just choose the next result on this table. + 01--03 **Blocked road:** The road ahead is so filled with abandoned, rusted before-times vehicles that the PCs must walk if they want to take that route. Walkers are unable to see more than an immediate distance in any direction between the cars. If PCs have a vehicle larger than a bicycle, they'll have to find another way or leave it behind. + 04--06 **Setting-specific element:** Choose a hazard from a set piece or optional rule you're using, or if you want to shake things up, roll on the Fantastic Threats and Hazards table. Or just choose the next result on this table. 07--10 **Angry ants (level 2):** Thousands of biting ants pour from cracks in the pavement, attacking everything in an immediate area, inflicting 2 points of damage if they hit a target and, on a failed [Might](#might) [defense roll](#action-defend), dazing targets with pain for one round. Even if a target succeeds on its initial [Speed](#speed) defense roll, it takes 1 point of damage because the ants are everywhere. - 11--14 **Enraged wasps (level 3):** This wasp swarm acts as a single level 3 creature whose stinging attacks ignore Armor. Attacks on the swarm that don\'t deal area damage inflict only 1 point of damage. - 15--17 **Cannibal convoy:** A before-times RV pulls up. It\'s the current property of a group of four to ten people who make the biofuel the vehicle runs on. They seem nice, but they\'re actually cannibals thinking of inviting the PCs for dinner. + 11--14 **Enraged wasps (level 3):** This wasp swarm acts as a single level 3 creature whose stinging attacks ignore Armor. Attacks on the swarm that don't deal area damage inflict only 1 point of damage. + 15--17 **Cannibal convoy:** A before-times RV pulls up. It's the current property of a group of four to ten people who make the biofuel the vehicle runs on. They seem nice, but they\'re actually cannibals thinking of inviting the PCs for dinner. 18--20 **Earthquake, minor (level 3):** The ground within long range of an epicenter heaves and shakes for one or more minutes. Each round, creatures in the area take either 3 points of damage due to the general shaking on a failed [Speed](#speed) [defense roll](#action-defend), or 6 points of damage if they are in or adjacent to a structure or terrain feature shedding debris on a failed Speed defense roll. 21--23 **Radioactive crater (level 3):** Inflicts 3 points of [ambient damage](#ambient-damage) per round and moves the character one step down the damage track each day they fail a difficulty 5 [Might](#might) [defense task](#action-defend). 24--26 **Radioactive storm (level 3):** Treat as a radioactive crater, but one that moves. 27--29 **Exposed electrical wiring, minor (level 3):** Inflicts 3 points of damage per round of contact, and the character is stunned and unable to take their next action until they succeed on a difficulty 3 [Might](#might) [defense task](#action-defend). 30--33 **Dilapidated infrastructure, minor (level 3):** The floor gives way beneath a character who falls 30 feet (9 m) on a failed [Speed](#speed) [defense roll](#action-defend), taking 3 points of [ambient damage](#ambient-damage) and moving one step down the damage track. - 34--40 **Poisoned waters, minor (level 3):** Whether it\'s water flooding a structure, a stream, a swamp, or a lake, drinking it inflicts 3 points of damage per round for three rounds on a failed [Might](#might) [defense task](#action-defend), and merely getting wet inflicts 1 point of damage per round for three rounds on a failed Might defense task. + 34--40 **Poisoned waters, minor (level 3):** Whether it's water flooding a structure, a stream, a swamp, or a lake, drinking it inflicts 3 points of damage per round for three rounds on a failed [Might](#might) [defense task](#action-defend), and merely getting wet inflicts 1 point of damage per round for three rounds on a failed Might defense task. 41--48 **Bridge, dangerous (level 4+):** PCs on an overpass, train trestle, or other bridge must make a [Speed](#speed) [defense roll](#action-defend) as a section gives way beneath their feet, potentially dropping them 40 to 200 feet (12 to 60 m). - 49--53 **Burning structure (level 4):** Everything in or within immediate range of this fire takes 4 points of damage each round on a failed [Speed](#speed) [defense roll](#action-defend). If PCs can\'t get away, choking smoke in the area means they must succeed on [Might](#might) defense rolls each round or suffer 2 points of [ambient damage](#ambient-damage) and lose their next action. + 49--53 **Burning structure (level 4):** Everything in or within immediate range of this fire takes 4 points of damage each round on a failed [Speed](#speed) [defense roll](#action-defend). If PCs can't get away, choking smoke in the area means they must succeed on [Might](#might) defense rolls each round or suffer 2 points of [ambient damage](#ambient-damage) and lose their next action. 54--57 **Choking pollution (level 4):** Asbestos and other substances once safely bound up in the infrastructure are loose, sometimes as clouds of dangerous particulate matter inflicting 4 points of damage per round for three rounds on a failed [Might](#might) [defense roll](#action-defend). 58--67 **Raider patrol:** Whether on scavenged trucks or motorcycles, or riding mutant pigs bred as war mounts (war pigs), a group of three to six fell riders is bad news. 68--72 **Avalanche (level 5):** A rumble precedes the falling snow as an avalanche of snow threatens to bury the PCs. (The avalanche could be debris or rubble instead of snow.) 73--75 **Dilapidated infrastructure, major (level 5):** The building, underpass tunnel, or cave collapses, or the bridge over which the vehicle is passing crumbles. Characters suffer 5 points of damage, and on a failed difficulty 5 [Speed](#speed) task are buried under suffocating rubble until they can escape or are rescued. For additional danger, treat as an unstable structure. - 76--78 **Disease (level 5+):** Even if the world didn\'t end because of a pandemic, disease threatens the PCs when they meet a group of especially unlucky (and diseased) survivors. - 79--80 **Flooded region (level 5):** A failed [Speed](#speed) [defense roll](#action-defend) means the rushing waters envelop the character, inflicting 5 points of damage and moving them a short distance in the direction of the water\'s flow. A serious flood could further endanger the character. - 81 **Firenado (level 5):** Fire generates a vortex of flame and smoke, creating a rotating column of air that draws in flames and debris, resulting in a powerful whirlwind of fire. The vortex moves an immediate distance (on a roll of 1--3 on a d6) or a short distance (on a roll of 4--6 on a d6) each round in a random direction, persisting for 1d6 + 2 rounds before dispersing. Anyone intersected by the firenado\'s immediate-radius area takes 5 points of damage each round on a failed [Speed](#speed) [defense roll](#action-defend). The PC must also succeed on a [Might](#might) defense roll or be pulled up into the firenado, burned for another 5 points of damage, and hurled in a random direction a short distance, which inflicts another 5 points of damage from falling and/or impacting other structures. + 76--78 **Disease (level 5+):** Even if the world didn't end because of a pandemic, disease threatens the PCs when they meet a group of especially unlucky (and diseased) survivors. + 79--80 **Flooded region (level 5):** A failed [Speed](#speed) [defense roll](#action-defend) means the rushing waters envelop the character, inflicting 5 points of damage and moving them a short distance in the direction of the water's flow. A serious flood could further endanger the character. + 81 **Firenado (level 5):** Fire generates a vortex of flame and smoke, creating a rotating column of air that draws in flames and debris, resulting in a powerful whirlwind of fire. The vortex moves an immediate distance (on a roll of 1--3 on a d6) or a short distance (on a roll of 4--6 on a d6) each round in a random direction, persisting for 1d6 + 2 rounds before dispersing. Anyone intersected by the firenado's immediate-radius area takes 5 points of damage each round on a failed [Speed](#speed) [defense roll](#action-defend). The PC must also succeed on a [Might](#might) defense roll or be pulled up into the firenado, burned for another 5 points of damage, and hurled in a random direction a short distance, which inflicts another 5 points of damage from falling and/or impacting other structures. 82--84 **Poisoned waters, major (level 5):** Drinking this slightly glowing water inflicts 5 points of damage per round for three rounds on a failed [Might](#might) [defense task](#action-defend), and merely getting wet inflicts 3 points of damage per round for three rounds on a failed Might defense task. 85--86 **Just a bear, but a big one:** A regular grizzly bear is always frightening, before or after the end. - 87--88 **Nuclear fallout (level 5):** Radioactive dust drifts to the ground or precipitates out as rain. PCs in the area suffer 1 point of [ambient damage](#ambient-damage) each minute, and if they remain for an hour or longer, they\'re subject to radiation sickness. + 87--88 **Nuclear fallout (level 5):** Radioactive dust drifts to the ground or precipitates out as rain. PCs in the area suffer 1 point of [ambient damage](#ambient-damage) each minute, and if they remain for an hour or longer, they're subject to radiation sickness. 89--91 **Toxic spill (level 5):** Sticky orange goo bursts from rusted ancient barrels. Characters who fail a [defense task](#action-defend) are caught and held in place until they can escape the morass, taking 5 points of damage each round they remain stuck. 92--94 **Unexploded ordnance (level 5):** A buried land mine inflicts 5 points of damage to everything within short range if trod upon or otherwise set off. 95--97 **Superstorm (level 6):** With the climate destabilized, storms of unprecedented strength sometimes blow, creating winds that inflict 6 points of damage each round targets are exposed. @@ -55480,21 +55480,21 @@ d20 Threat or Hazard -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- 1 **Hallucinatory flowers (level 3):** The ground floor of the ruin hosts a handful of purplish flowers growing up out of the rubble. A character who gets a puff of the pollen hallucinates their allies are actually cannibals trying to eat the affected character each round until the character succeeds on a Might defense roll. - 2 **AI instance, minor (level 3):** An artificial intelligence in an old facility attempts to install itself in the wetware (the brain) of humans and any other nearby sapient creatures. Anyone within immediate range of a video screen playing carefully crafted symbols and sounds who fails an Intellect defense roll is stunned, losing their next turn as they stare in rapt attention. If they fail a subsequent defense roll, they come under the control of the AI for one minute, or until they succeed on an Intellect defense roll on their turn. A PC under AI control might stand and do nothing, fall mysteriously unconscious, or take an action to advance the AI\'s goals. - 3--4 **Voracious cockroach swarm (level 3):** This swarm, easily covering an area a short distance in diameter, doesn\'t shrink from the light or from people. Indeed, it seems eerily intelligent, and if threatened, it attacks, inflicting 3 points of damage each round on everything in its area that fails a Speed defense roll, or 1 point on a successful roll. + 2 **AI instance, minor (level 3):** An artificial intelligence in an old facility attempts to install itself in the wetware (the brain) of humans and any other nearby sapient creatures. Anyone within immediate range of a video screen playing carefully crafted symbols and sounds who fails an Intellect defense roll is stunned, losing their next turn as they stare in rapt attention. If they fail a subsequent defense roll, they come under the control of the AI for one minute, or until they succeed on an Intellect defense roll on their turn. A PC under AI control might stand and do nothing, fall mysteriously unconscious, or take an action to advance the AI's goals. + 3--4 **Voracious cockroach swarm (level 3):** This swarm, easily covering an area a short distance in diameter, doesn't shrink from the light or from people. Indeed, it seems eerily intelligent, and if threatened, it attacks, inflicting 3 points of damage each round on everything in its area that fails a Speed defense roll, or 1 point on a successful roll. 5 **Animate vegetation (level 4):** Kudzu got a lot worse in the aftermath. Characters that fail a Speed defense roll take 4 points of damage each round from strangulation and vine constriction until they can escape. - 6 **Ashy tide (level 4):** A series of powerful wind gusts in the area kicks up a lot of fine grey ash. Except it\'s not ash---it\'s a collection of nanobots, each the size of a grain of sand or smaller, called ashy tide. - 7--8 **Glowing roach infestation:** Four to ten glowing roaches the size of dogs have truly come into their own now that they\'ve grown in stature and intelligence. They have little use for survivors, except as food. + 6 **Ashy tide (level 4):** A series of powerful wind gusts in the area kicks up a lot of fine grey ash. Except it's not ash---it\'s a collection of nanobots, each the size of a grain of sand or smaller, called ashy tide. + 7--8 **Glowing roach infestation:** Four to ten glowing roaches the size of dogs have truly come into their own now that they've grown in stature and intelligence. They have little use for survivors, except as food. 9 **Psychic lichen (level 4):** Psychic lichen gently attacks the minds of nearby creatures, causing them to grow tired and nap if they fail an Intellect defense roll. If not awakened, the dozing body serves as food for a new psychic lichen colony. 10 **Strike from the heavens (level 4):** A before-times war satellite becomes active and fires a focused microwave beam at the PCs in the area, inflicting 4 points of damage each round they remain in the area without solid cover and fail a Might defense roll, or 2 points on a successful roll. 11 **Abomination lair:** The abomination was a person once, or its ancestors were. Not anymore. 12 **Fiery fissure (level 5):** A crack splinters the ground along a newly forming fire-filled fissure that stretches a long distance, zigging and zagging to catch several more targets than it might otherwise. PCs who fail a [Speed](#speed) [defense roll](#action-defend) fall in and are burned for 5 points of damage each round until they can climb out or be pulled out with a successful Might task as an action. 13 **Glowing tide (level 5):** Veins of yellow-gold light branching across surfaces (roads, buildings, and bare earth) indicate that nanites are probably active, creating a dangerous area of glowing tide. - 14 **Time anomaly (level 5):** The PCs encounter a wall of golden light whose interior ripples with lightning. It\'s a time storm, and either it blocks the PCs\' path, or worse, it\'s gradually sweeping toward the characters. - 15 **AI instance, major (level 6):** An artificial intelligence in a powered facility attempts to install itself in the wetware (the brain) of humans and any other nearby sapient creatures. Anyone within immediate range of a video screen playing carefully crafted symbols and sounds who fails an [Intellect](#intellect) [defense roll](#action-defend) is stunned, losing their next turn as they stare in rapt attention. If they fail a subsequent defense roll, they come under the control of the AI (because an instance of the AI is running in their head). A target can make a new Intellect defense roll each day to try to reject the control. A PC under AI control might stand and do nothing, fall mysteriously unconscious, or take an action to advance the AI\'s goals. + 14 **Time anomaly (level 5):** The PCs encounter a wall of golden light whose interior ripples with lightning. It's a time storm, and either it blocks the PCs\' path, or worse, it\'s gradually sweeping toward the characters. + 15 **AI instance, major (level 6):** An artificial intelligence in a powered facility attempts to install itself in the wetware (the brain) of humans and any other nearby sapient creatures. Anyone within immediate range of a video screen playing carefully crafted symbols and sounds who fails an [Intellect](#intellect) [defense roll](#action-defend) is stunned, losing their next turn as they stare in rapt attention. If they fail a subsequent defense roll, they come under the control of the AI (because an instance of the AI is running in their head). A target can make a new Intellect defense roll each day to try to reject the control. A PC under AI control might stand and do nothing, fall mysteriously unconscious, or take an action to advance the AI's goals. 16 **Hungry tide (level 6):** A greyish-green mist of nanobots a short distance in diameter drifts in the wind, until the hungry tide senses living organisms and moves a short distance each round toward them. 17 **Quantum singularity (level 6):** Attempts to change the past to avert the apocalypse have consequences, including these points of unstable space-time. Characters who fail an [Intellect](#intellect) [defense task](#action-defend) are teleported a short distance in a random direction and possibly several hours forward in time. - 18--19 **Rampaging wardroid (level 6):** Wardroids may be what caused the apocalypse in the first place; whatever the case, one has wandered directly into the PCs\' path. + 18--19 **Rampaging wardroid (level 6):** Wardroids may be what caused the apocalypse in the first place; whatever the case, one has wandered directly into the PCs' path. 20 **Mutant bear:** The house-sized radioactive bear, whose roar can be heard for miles, is something to avoid. : Fantastic Threats and Hazards @@ -55504,8 +55504,8 @@ [(Rust and Redemption, page 90)]{.og-ref} -If you\'re running a game set in the ruins following civilization\'s fall, refer to the following list of unexpected -complications to your PCs\' day. GM intrusions can happen anytime, whether the PCs think they\'re safe in a defended +If you're running a game set in the ruins following civilization\'s fall, refer to the following list of unexpected +complications to your PCs' day. GM intrusions can happen anytime, whether the PCs think they\'re safe in a defended settlement or recently secured shelter, or traveling across the wasteland. Select a GM intrusion appropriate to the situation, roll one randomly, or use the list to inspire an intrusion of your @@ -55516,54 +55516,54 @@ -------- -------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- 01--02 Group Roll on the preceding [Realistic Threats and Hazards](#realistic-threats-or-hazards) table, or on the [Fantastic Threats and Hazards](#fantastic-threats-or-hazards) table if your game includes fantastic elements. 03--04 Character The character is surprised by a diseased feral cat, which bites them and runs off, infecting the PC with a level 4 disease that drops them one step on the damage track each day they fail a [Might](#might) [defense roll](#action-defend). - 05--06 Group or Character The PCs\' mode of transport breaks (or someone\'s boot heel snaps off), requiring about an hour of [repair](#equipment-maintenance), possibly meaning that they have to duck into nearby ruins to find parts. + 05--06 Group or Character The PCs' mode of transport breaks (or someone\'s boot heel snaps off), requiring about an hour of [repair](#equipment-maintenance), possibly meaning that they have to duck into nearby ruins to find parts. 07--08 Character A weirdly gnarled hand emerges from the ground or ruin, grabs the character, and pulls them down into an ancient bunker containing a [zombie hulk](#creature-zombie-hulk). 09--10 Group The PCs discover their food and water supplies have become contaminated with poisonous mold or dangerous levels of [radiation](#radiation-in-the-real-world) (level 4). 11--12 Group An unseasonal blizzard forces the PCs to seek shelter in an abandoned train yard, which shows signs of being claimed by another group of survivors. 13--14 Character The character treads on a sticky slurry of ooze leaking from a ruined factory that holds them in place unless they give up their footwear and/or succeed on a difficulty 5 [Might](#might) task to pull free. 15--16 Character A radioactive spider bites the character, inflicting 3 points of [Speed](#speed) damage (ignores [Armor](#rules-armor)), and on a failed difficulty 3 [Might](#might) [defense roll](#action-defend), the character develops one [harmful mutation](#harmful-mutations). Each day the PC can attempt another Might defense roll; with a success, the mutation subsides. 17--18 Group A wildfire or structural fire (level 5) moves through the area; PCs must run before it to survive. However, when the fire has burnt out several hours later, the PCs are lost. - 19--20 Group A sinkhole opens beneath the PCs\' vehicle, which becomes hopelessly stuck in loose earth until they can succeed on a difficulty 7 [Might](#might) roll to push it out. If PCs don\'t have a vehicle, the sinkhole sucks down one character and threatens to smother them unless the others succeed on a difficulty 7 Might roll to extract them. + 19--20 Group A sinkhole opens beneath the PCs' vehicle, which becomes hopelessly stuck in loose earth until they can succeed on a difficulty 7 [Might](#might) roll to push it out. If PCs don\'t have a vehicle, the sinkhole sucks down one character and threatens to smother them unless the others succeed on a difficulty 7 Might roll to extract them. 21--22 Character The PC discovers they are infested with mutant green lice (level 5); [Might](#might) tasks (including defense rolls) are hindered until the PC is treated with appropriate cleansing chemicals. - 23--24 Group High winds, acidic precipitation, or a drift of grey goo eats through the PCs\' shelter\'s roof. - 25--26 Character The character wakes to discover that some of their equipment has been pilfered, but the PC on watch didn\'t see anything (and isn\'t responsible for the theft). Investigation reveals that weirdly smart termites (level 4) working together made off with the item. + 23--24 Group High winds, acidic precipitation, or a drift of grey goo eats through the PCs' shelter\'s roof. + 25--26 Character The character wakes to discover that some of their equipment has been pilfered, but the PC on watch didn't see anything (and isn\'t responsible for the theft). Investigation reveals that weirdly smart termites (level 4) working together made off with the item. 27--28 Group Yellow mushrooms with black speckles (level 4) grow profusely in the area and ooze weirdly blood-like fluid when brushed or trod upon, or simply as PCs pass by. The mushrooms are poisonous, inflicting 4 points of [Speed](#speed) damage (ignores [Armor](#rules-armor)) if ingested, but they also grant PCs a one-time asset on any knowledge tasks they attempt during the next ten hours. - 29--30 Group That buzzing noise that\'s been getting louder and louder is revealed as a swarm of aggressive, stinging radioactive bees. + 29--30 Group That buzzing noise that's been getting louder and louder is revealed as a swarm of aggressive, stinging radioactive bees. 31--32 Group The PCs enter a region threatened by pockets of explosive gas (level 5), visible before they detonate as low-lying banks of thin, yellowish mist. If agitated, a gas pocket detonates, inflicting 5 points of damage on everything in the area, or 2 points on PCs who succeed on a [Speed](#speed) [defense roll](#action-defend). 33--34 Character The character trips or is thrown from their vehicle or mount by a jolt or similar accidental incident, risking a broken bone on a failed difficulty 4 [Speed](#speed) [defense roll](#action-defend). 35--36 Group A before-times radio transmission is received, asking anyone, anywhere, for aid. 37--38 Group Mosquitos the size of hummingbirds attack. 39--40 Character The character steps in a bear trap left by other survivors. The PC takes 6 points of damage and is caught in a painful clamp until an ally succeeds on a difficulty 6 [Might](#might) task to remove it. 41--42 Character The character stumbles over a decaying human corpse apparently killed by invasive fungus (level 3) eating through their brain. - 43--44 Character The character ate something that didn\'t agree with them, and becomes so afflicted with nausea that their tasks, attacks, and defense rolls are hindered by two steps for the next few hours. + 43--44 Character The character ate something that didn't agree with them, and becomes so afflicted with nausea that their tasks, attacks, and defense rolls are hindered by two steps for the next few hours. 45--46 Group A mushroom cloud from a nuclear detonation blooms on the horizon. Are the PCs far enough away to survive? Maybe, if they find shelter pronto. - 47--48 Character A mutated animal with unhealthy skin lesions and bulbous growths (with [giant rat](#creature-giant-rat) stats) scurries from the character\'s backpack or other container when they stow or retrieve equipment. The animal runs off unless attacked, in which case it fights to the death. - 49--50 Group The PCs encounter a survivor claiming to be looking for a source of water that\'s not radioactive. Maybe they\'re telling the truth and could use some help. Or maybe they\'re a spy from a nearby raider camp. + 47--48 Character A mutated animal with unhealthy skin lesions and bulbous growths (with [giant rat](#creature-giant-rat) stats) scurries from the character's backpack or other container when they stow or retrieve equipment. The animal runs off unless attacked, in which case it fights to the death. + 49--50 Group The PCs encounter a survivor claiming to be looking for a source of water that's not radioactive. Maybe they\'re telling the truth and could use some help. Or maybe they\'re a spy from a nearby raider camp. 51--52 Character The thin trickle of water running through the ruins must be intermittently in contact with live electrical wires, as the character discovers when they take 5 points of [Speed](#speed) damage (ignores [Armor](#rules-armor)) and are stunned, losing their next turn. 53--54 Character A lurking rattlesnake bites the PC, then slithers off. 55--56 Group When the PCs return to their camp or place of refuge, they find that someone else has stolen all their carefully hoarded stores and wrecked part of the camp. 57--58 Group A pack of seven rabid dogs appears, growling and snarling. 59--60 Character The character falls partly (or completely) through the rotting floor, trapping their foot until they succeed on a difficulty 4 [Might](#might) roll, or dropping them to a lower floor (and separating them from the others). - 61--62 Group It\'s hot outside today, due to a combination of aberrant weather conditions. PCs without some means of cooling themselves off suffer 1 point of [ambient damage](#ambient-damage) each minute in the \"heat dome\" covering the region. + 61--62 Group It's hot outside today, due to a combination of aberrant weather conditions. PCs without some means of cooling themselves off suffer 1 point of [ambient damage](#ambient-damage) each minute in the \"heat dome\" covering the region. 63--64 Group Eroded earth and dead vegetation in the region create perfect conditions for a sandstorm, which blows through the area for several hours, reducing visibility to an immediate distance. 65--66 Group An electromagnetic storm rips through the area, knocking out any electronic devices the PCs might have, and potentially threatening PCs without shelter with a lightning strike (level 7). 67--68 Character An automatic defense system comes back online as PCs pass, deploying a metal-clad pop-up turret (level 5). Each minute, it targets the character with a mini-missile attack that inflicts 10 points of damage (or 3 points even with a successful [Speed](#speed) [defense roll](#action-defend)). 69--70 Group A group of three to six [zombies](#creature-zombie) (or [cannibals](#npc-cannibal), if your game has no zombies) stumbles out of the hospital, bunker, or old military facility. - 71--72 Character The character\'s trusty weapon finally rusts through or otherwise breaks. - 73--74 Group Seeping gas (level 4) in the area causes the PCs to begin hallucinating. Each is certain the other is some kind of threat---such as a raider, a [zombie](#creature-zombie), or something else dangerous---until they succeed on a difficulty 3 [Intellect](#intellect) [defense roll](#action-defend) on their turn to realize what\'s going on. + 71--72 Character The character's trusty weapon finally rusts through or otherwise breaks. + 73--74 Group Seeping gas (level 4) in the area causes the PCs to begin hallucinating. Each is certain the other is some kind of threat---such as a raider, a [zombie](#creature-zombie), or something else dangerous---until they succeed on a difficulty 3 [Intellect](#intellect) [defense roll](#action-defend) on their turn to realize what's going on. 75--76 Group The characters are caught in a stampede of rewilded giraffes, elephants, buffalo, or other large animals. Each PC suffers 3 points of damage, descends one step on the damage track, and on a failed difficulty 3 [Speed](#speed) [defense roll](#action-defend), is borne along for a while and separated from their allies. 77--78 Group The heavy rain and lightning storm suddenly births a tornado. PCs must seek shelter or suffer 7 points of damage each round they are exposed. If a PC takes enough damage to descend three steps on [the damage track](#the-damage-track), they are pulled up into the vortex and lost. - 79--80 Character The character discovers they\'ve started growing a sixth finger on their left hand. Why? Maybe due to their previous exposures to whatever mutagen exists in the world, or for a reason yet to be learned. + 79--80 Character The character discovers they've started growing a sixth finger on their left hand. Why? Maybe due to their previous exposures to whatever mutagen exists in the world, or for a reason yet to be learned. 81--82 Group A before-times jet appears in the sky, engines spewing smoke, before it crashes close enough to deal 4 points of damage to PCs that fail a difficulty 4 [Speed](#speed) [defense roll](#action-defend). 83--84 Group It begins to hail ice chunks the size of golf balls, inflicting 3 points of damage each round on PCs without shelter. The event also knocks any exposed vehicles or shelter the PCs rely on one step down the [object damage track](#special-situation-attacking-objects). 85--86 Character The character steps on a plant that releases spores blinding them for about a minute. 87--88 Character The character walks through a hidden trip wire set by other survivors, causing an alarm to blare. 89--90 Group A group of people (level 2) with glazed eyes appear with gifts of food. They want to introduce the PCs to their AI benefactor (or warlord, if your game has no AIs) via an old-time communications device they have with them. - 91--92 Character The character has been pushing too hard and they\'re exhausted; they move down one step on [the damage track](#the-damage-track) until after their next ten-hour recovery. + 91--92 Character The character has been pushing too hard and they're exhausted; they move down one step on [the damage track](#the-damage-track) until after their next ten-hour recovery. 93--94 Character Through misadventure, the character falls from the vehicle or mount, and no one else immediately notices. - 95--96 Character A mutant skunk with two heads (or regular skunk, if your game doesn\'t feature mutations) sprays the character. The character\'s pleasant social interaction tasks are hindered by two steps for two to five days. + 95--96 Character A mutant skunk with two heads (or regular skunk, if your game doesn't feature mutations) sprays the character. The character\'s pleasant social interaction tasks are hindered by two steps for two to five days. 97--98 Group NPC survivors demand PCs pay a toll to pass, equal to enough food and water to sustain one person for five days. - 99--00 Group The PCs arrive, but apparently their directions were wrong, because they\'re not where they wanted to go, but someplace completely different. + 99--00 Group The PCs arrive, but apparently their directions were wrong, because they're not where they wanted to go, but someplace completely different. : GM Intrusions for Post-Apocalyptic Games ::: @@ -55578,7 +55578,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** Nipah [(RR, 38)]{.og-ref} is Level 5 disease. +**Editor's Notes ---** Nipah [(RR, 38)]{.og-ref} is Level 5 disease. ::: ------------------------------------------------------------------------------------------------------------------------ @@ -55588,7 +55588,7 @@ [(Rust and Redemption, page 131)]{.og-ref} ::: {.alert .ps-4 .pb-0} -- **Subtle Cyphers:** [Subtle cyphers](#subtle-cyphers) are appropriate if your game\'s pre-apocalyptic world was +- **Subtle Cyphers:** [Subtle cyphers](#subtle-cyphers) are appropriate if your game's pre-apocalyptic world was realistic (like our modern world) right up until it was destroyed and if the disaster was a realistic cataclysm (like a pandemic, climate disaster, or war). @@ -55641,7 +55641,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** Scavenger subtle cyphers are a good match for the [Transferring Subtle +**Editor's Notes ---** Scavenger subtle cyphers are a good match for the [Transferring Subtle Cyphers](#optional-rule-transferring-subtle-cyphers) optional rule. ::: ::: @@ -55652,7 +55652,7 @@ [(Rust and Redemption, page 136)]{.og-ref} Another variety of cyphers PCs might discover are AI-fashioned. When activated, the cypher dematerializes, swirling out -into a cloud of free-floating tiny machines that create the cypher\'s effect through direct manipulation before burning +into a cloud of free-floating tiny machines that create the cypher's effect through direct manipulation before burning out or dispersing. AI-fashioned cyphers can provide nearly any effect described for cyphers in the [cypher tables](#choose-cyphers) in @@ -55662,13 +55662,13 @@ ::: {.alert .ps-4 .pb-0} Secondary Effect -: Any time an AI-fashioned manifest cypher is used, there\'s a chance the AI who created it for their own ambiguous +: Any time an AI-fashioned manifest cypher is used, there's a chance the AI who created it for their own ambiguous purpose becomes aware, if that instance still operates somewhere. That usually has no bearing on the situation, but if the PC triggers an intrusion while using the cypher, a fledgling instance of the AI tries to install on the PC, - who must succeed on an [Intellect](#intellect) [defense roll](#action-defend) against the cypher\'s level to avoid + who must succeed on an [Intellect](#intellect) [defense roll](#action-defend) against the cypher's level to avoid coming under the control of the AI for one minute, or until they succeed on an Intellect defense roll on their turn. A PC under AI control might stand and do nothing, fall mysteriously unconscious, or take an action to advance the - AI\'s goals. + AI's goals. ::: ::: table-responsive @@ -55698,15 +55698,15 @@ - **Level:** 1d6 + 1 -- **Effect:** Installs an AI instance in an inert object. The instance persists for about a day. The AI\'s level is - equal to this cypher\'s level. The AI has the ability to understand and audibly synthesize nearly any language and +- **Effect:** Installs an AI instance in an inert object. The instance persists for about a day. The AI's level is + equal to this cypher's level. The AI has the ability to understand and audibly synthesize nearly any language and can provide answers to questions. The GM assigns a level to the question, so the more obscure the answer, the higher its level. The instance can only answer questions equal to its level or less. Generally, knowledge that could be found by looking somewhere other than the current location is level 1 or higher, and obscure knowledge of the past is level 7. Gaining knowledge of the future is impossible. If the AI answers a question of level 5 or higher, the - instance\'s existence terminates. Alternatively, the AI can be used to engage another AI in the area, distracting it - from taking direct actions for a number of minutes equal to this cypher\'s level. After this interval, the - instance\'s existence terminates. + instance's existence terminates. Alternatively, the AI can be used to engage another AI in the area, distracting it + from taking direct actions for a number of minutes equal to this cypher's level. After this interval, the + instance's existence terminates. ###### Ammunition[]{.og-icon .og-cypher-subtle .ms-1 toggle="tooltip" title="Subtle Cypher"} [#](#scavenger-subtle-cypher-ammunition){.og-h-anchor aria-hidden="true"} {#scavenger-subtle-cypher-ammunition} @@ -55715,7 +55715,7 @@ - **Level:** 1d6 + 1 - **Effect:** The character gains ten shells or bullets suitable for a firearm owned by someone in the group. If no - one has a firearm, ten shotgun shells are found. If the cypher\'s level is 6 or higher, thirty shells or bullets are + one has a firearm, ten shotgun shells are found. If the cypher's level is 6 or higher, thirty shells or bullets are found. ###### Armor Breach[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#ai-fashioned-manifest-cypher-armor-breach){.og-h-anchor aria-hidden="true"} {#ai-fashioned-manifest-cypher-armor-breach} @@ -55735,7 +55735,7 @@ - **Level:** 1d6 + 1 -- **Effect:** One of the following items is gained; roll randomly. If the cypher\'s level is 6 or higher, the +- **Effect:** One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can choose which item they obtain. The right component or substance for the job provides an asset to related tasks. @@ -55745,7 +55745,7 @@ 1 Glue, wood, ceramic, or super 2 Epoxy, metal welding 3 Nails, screws, fasteners - 4 Electrician\'s tape + 4 Electrician's tape 5--6 Duct tape : Construction Supply @@ -55758,7 +55758,7 @@ - **Level:** 1d6 + 2 - **Effect:** A successfully targeted AI instance within short range whose level is equal to or less than this - cypher\'s level is suppressed and unable to function for one minute. If this cypher\'s level is 7 or higher, a + cypher's level is suppressed and unable to function for one minute. If this cypher\'s level is 7 or higher, a success means the instance is permanently wiped from the hardware (or wetware, if installed on a living creature). ###### Denature Nanotech[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#ai-fashioned-manifest-cypher-denature-nanotech){.og-h-anchor aria-hidden="true"} {#ai-fashioned-manifest-cypher-denature-nanotech} @@ -55769,9 +55769,9 @@ - **Effect:** Coats a short area surrounding the user, or adjacent to the user, with a nearly invisible film of nanotech that lasts for years. The first time anyone attempts to use a nanotech-based cypher, ability, or other - effect in the affected area whose level is less than this cypher\'s level, that use is suppressed and fails. Once + effect in the affected area whose level is less than this cypher's level, that use is suppressed and fails. Once one effect is suppressed, the denaturing effect is expended. The cypher instead can be used to end one ongoing - nanotech effect of the cypher\'s level or less in a short area, but the user must succeed on an Intellect attack + nanotech effect of the cypher's level or less in a short area, but the user must succeed on an Intellect attack roll against the level of the effect or the target creating the effect. For instance, if this cypher is successfully used against a creature genetically engineered by nanotech, the creature would become so much inert biological matter. @@ -55783,11 +55783,11 @@ - **Level:** 1d6 + 2 - **Effect:** Projects a small physical explosive up to a long distance away that bursts in an immediate radius, - inflicting damage equal to the cypher\'s level. On a hit, the living tissue of targets whose level is less than the - cypher\'s level begins to unravel due to a prion-unfolding chain reaction. These targets take damage equal to the - cypher\'s level on the first round, then 1 point of damage each subsequent round until only so much cloudy pink + inflicting damage equal to the cypher's level. On a hit, the living tissue of targets whose level is less than the + cypher's level begins to unravel due to a prion-unfolding chain reaction. These targets take damage equal to the + cypher's level on the first round, then 1 point of damage each subsequent round until only so much cloudy pink fluid remains. PCs can make a Might defense roll each round to end the effect; two successful defense rolls end the - chain reaction. NPCs whose level is equal to or higher than the cypher\'s level take damage from the cypher for only + chain reaction. NPCs whose level is equal to or higher than the cypher's level take damage from the cypher for only one round. ###### Disassembler[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#ai-fashioned-manifest-cypher-disassembler){.og-h-anchor aria-hidden="true"} {#ai-fashioned-manifest-cypher-disassembler} @@ -55798,9 +55798,9 @@ - **Effect:** Recycles waste or other unwanted material by breaking it down to constituent atoms and molecules. If used destructively, this cypher can disassemble an object within immediate range whose level is equal to or less - than the cypher\'s level that fits into a 10-foot (3.5 m) cube, or it can create a cavity of the same volume in a - larger object whose level is less than the cypher\'s level. If used as a weapon against creatures, the cypher can be - hurled a short distance like a detonation, inflicting damage equal to the cypher\'s level in an immediate area and + than the cypher's level that fits into a 10-foot (3.5 m) cube, or it can create a cavity of the same volume in a + larger object whose level is less than the cypher's level. If used as a weapon against creatures, the cypher can be + hurled a short distance like a detonation, inflicting damage equal to the cypher's level in an immediate area and reducing the effectiveness of any Armor worn by targets by 1. ###### Disassembler, Ephemeral[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#ai-fashioned-manifest-cypher-disassembler-ephemeral){.og-h-anchor aria-hidden="true"} {#ai-fashioned-manifest-cypher-disassembler-ephemeral} @@ -55809,7 +55809,7 @@ - **Level:** 1d6 + 2 -- **Effect:** An object or creature whose level is equal to or less than this cypher\'s level within immediate range +- **Effect:** An object or creature whose level is equal to or less than this cypher's level within immediate range is temporarily disassembled into its component atoms and molecules. The disassembly lasts for up to ten hours or until a time specified by the user, whichever occurs first. When the effect ends, the object or creature is reassembled over the course of one round at the location where it was disassembled (or at the location the fine @@ -55822,7 +55822,7 @@ - **Level:** 1d6 + 1 -- **Effect:** One of the following items is gained; roll randomly. If the cypher\'s level is 6 or higher, the +- **Effect:** One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can choose which item they obtain. Food obtained is enough to feed one adult for one day, or if coffee is discovered, about a gallon (4 L). @@ -55867,7 +55867,7 @@ - **Level:** 1d6 + 1 -- **Effect:** Assembles a specified object whose level is equal to the cypher\'s level. Once created, the object is +- **Effect:** Assembles a specified object whose level is equal to the cypher's level. Once created, the object is permanent until destroyed. A civil fabricator can build one object on the [Additional Post-Apocalyptic Equipment](#post-apocalyptic-equipment) table (or another [equipment](#choose-equipment) table in the Cypher System Rulebook) that falls into the \"other items\" category---no weapons or armor. The user chooses which item to @@ -55876,10 +55876,10 @@ cyphers of level 3 or higher can fab inexpensive and moderately priced items, cyphers of level 6 or higher can fab up to expensive items, and level 7 cyphers can fab up to very expensive items. - A civil fabricator can create appropriately priced food items. However, it can\'t fabricate living creatures. + A civil fabricator can create appropriately priced food items. However, it can't fabricate living creatures. ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** This edition of the CSRD corrects a suspected misprint where the civil fabricator\'s cypher +**Editor's Notes ---** This edition of the CSRD corrects a suspected misprint where the civil fabricator\'s cypher level effects were desribed as \"or less\" instead of \"or higher\". ::: @@ -55891,7 +55891,7 @@ - **Effect:** A military fabricator cypher functions like a [civil fabricator](#ai-fashioned-manifest-cypher-fabricator-civil); however, it can be used to create armor or weapons. If - a weapon that uses ammunition is fabricated, the weapon\'s magazine holds up to ten rounds of fabbed ammunition. + a weapon that uses ammunition is fabricated, the weapon's magazine holds up to ten rounds of fabbed ammunition. ###### Firearm[]{.og-icon .og-cypher-subtle .ms-1 toggle="tooltip" title="Subtle Cypher"} [#](#scavenger-subtle-cypher-firearm){.og-h-anchor aria-hidden="true"} {#scavenger-subtle-cypher-firearm} @@ -55899,7 +55899,7 @@ - **Level:** 1d6 + 1 -- **Effect:** One of the following items is gained; roll randomly. If the cypher\'s level is 6 or higher, the +- **Effect:** One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can choose which item they obtain. A firearm is usually found with about ten bullets or shells (or crossbow bolts). The discovered firearm works, but it is damaged and has a [GM intrusion range](#intrusion-through-player-rolls) of 1--3 on a d20. In addition to any other effect of a GM intrusion, the @@ -55929,7 +55929,7 @@ - **Level:** 1d6 + 1 - **Effect:** The character gains a fully stocked first aid kit. The kit provides an asset for one healing task. If - the cypher\'s level is 6 or higher, it provides assets for four healing tasks before it is exhausted. + the cypher's level is 6 or higher, it provides assets for four healing tasks before it is exhausted. ###### How-to Manual[]{.og-icon .og-cypher-subtle .ms-1 toggle="tooltip" title="Subtle Cypher"} [#](#scavenger-subtle-cypher-how-to-manual){.og-h-anchor aria-hidden="true"} {#scavenger-subtle-cypher-how-to-manual} @@ -55937,7 +55937,7 @@ - **Level:** 1d6 + 1 -- **Effect:** One of the following items is gained; roll randomly. If the cypher\'s level is 6 or higher, the +- **Effect:** One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can choose which item they obtain. If the manual is studied for about an hour, the character gains an asset to a related knowledge task. @@ -55964,7 +55964,7 @@ - **Level:** 1d6 + 1 -- **Effect:** One of the following items is gained; roll randomly. If the cypher\'s level is 6 or higher, the +- **Effect:** One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can choose which item they obtain. The right medicine vanquishes (or treats the symptoms of) an eligible disease or illness. Other medicines are preventative. @@ -56004,7 +56004,7 @@ - **Level:** 1d6 + 1 -- **Effect:** One of the following items is gained; roll randomly. If the cypher\'s level is 6 or higher, the +- **Effect:** One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can choose which item they obtain. ::: table-responsive @@ -56030,7 +56030,7 @@ - **Level:** 1d6 + 1 -- **Effect:** One of the following items is gained; roll randomly. If the cypher\'s level is 6 or higher, the +- **Effect:** One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can choose which item they obtain. Water obtained is enough to hydrate one adult for one day. ::: table-responsive @@ -56053,7 +56053,7 @@ - **Level:** 1d6 + 2 - **Effect:** Coats an area up to a short distance in diameter with a nearly invisible film of nanotech that lasts for - a number of months equal to the cypher\'s level. Afterward, the user can see, hear, smell, and feel the vibrations + a number of months equal to the cypher's level. Afterward, the user can see, hear, smell, and feel the vibrations of any activity that occurs in that location no matter how far they are from it. ###### Transport[]{.og-icon .og-cypher-subtle .ms-1 toggle="tooltip" title="Subtle Cypher"} [#](#scavenger-subtle-cypher-transport){.og-h-anchor aria-hidden="true"} {#scavenger-subtle-cypher-transport} @@ -56062,7 +56062,7 @@ - **Level:** 1d6 + 1 -- **Effect:** One of the following items is gained; roll randomly. If the cypher\'s level is 6 or higher, the +- **Effect:** One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can choose which item they obtain. ::: table-responsive @@ -56086,7 +56086,7 @@ - **Level:** 1d6 + 1 -- **Effect:** One of the following items is gained; roll randomly. If the cypher\'s level is 6 or higher, the +- **Effect:** One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can choose which item they obtain. ::: table-responsive @@ -56112,7 +56112,7 @@ - **Level:** 1d6 + 1 -- **Effect:** One item from the [Useful Stuff](#useful-stuff) table is gained; roll randomly. If the cypher\'s level +- **Effect:** One item from the [Useful Stuff](#useful-stuff) table is gained; roll randomly. If the cypher's level is 6 or higher, the character can choose which item they obtain from the table. ###### Useful Tool[]{.og-icon .og-cypher-subtle .ms-1 toggle="tooltip" title="Subtle Cypher"} [#](#scavenger-subtle-cypher-useful-tool){.og-h-anchor aria-hidden="true"} {#scavenger-subtle-cypher-useful-tool} @@ -56121,7 +56121,7 @@ - **Level:** 1d6 + 1 -- **Effect:** One of the following items is gained; roll randomly. If the cypher\'s level is 6 or higher, the +- **Effect:** One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can choose which item they obtain. The right tool or tools for the job provide an asset to related tasks. ::: table-responsive @@ -56230,13 +56230,13 @@ apocalypse was related to some kind of alien invasion, artifacts would include even stranger items. Some of the post-apocalyptic artifacts described here are, for the most part, retro-futuristic---created by -super-science that is mostly beyond today\'s technology. Most of these would fit in almost any post-apocalyptic setting +super-science that is mostly beyond today's technology. Most of these would fit in almost any post-apocalyptic setting that includes fantastic elements, especially if reskinned to be thematically appropriate. The artifacts presented below include artifacts appropriate to an End Times apocalypse, an apocalypse caused by the rise of antagonistic AIs, and alien tech possibly brought by invading or terraforming aliens. That said, any artifact could potentially be the result of AI artifice. Such artifacts usually have a fractal quality to their form, as is the case for [AI-fashioned cyphers](#ai-fashioned-manifest-cyphers). And like AI-fashioned cyphers, a triggered intrusion could endanger the user -if an instance of the artificial intelligence that created the item tries to install itself on the PC\'s wetware (mind). +if an instance of the artificial intelligence that created the item tries to install itself on the PC's wetware (mind). ::: ::: {.col .col-md-6} @@ -56271,7 +56271,7 @@ - **Form:** Backpack-sized plastic module from which clamps, forceps, scalpels, and needles can extend - **Effect:** When strapped to a target (or when someone wearing the autodoc is damaged), the autodoc activates and - restores 1 point to a target\'s Pools each round for ten rounds or until the target is fully healed, whichever + restores 1 point to a target's Pools each round for ten rounds or until the target is fully healed, whichever happens first. - **Depletion:** 1 in 1d10 @@ -56285,7 +56285,7 @@ - **Form:** Tiny silver device with multiple prong-like barrels - **Effect:** This weapon fires a beam that transmutes the matter of targets within short range into powdery ash, - inflicting damage equal to the artifact\'s level that ignores Armor (including Armor granted by force fields). A + inflicting damage equal to the artifact's level that ignores Armor (including Armor granted by force fields). A target killed by a carbonizer is turned completely to dust. - **Depletion:** 1 in 1d20 @@ -56355,7 +56355,7 @@ - **Effect:** This weapon contains an onboard AI that assists the user, granting an asset to any attacks made with the weapon. The weapon fires a stream of nanomachine rounds at a target within long range, inflicting damage equal to - the artifact\'s level. In addition, if the target fails an Intellect defense roll, they are affected as if with a + the artifact's level. In addition, if the target fails an Intellect defense roll, they are affected as if with a minor AI instance hazard, coming under the control of the AI housed in the nanorifle rather than a random artificial intelligence. The AI usually works with the user to exert control over the target. Control lasts for about a minute. @@ -56419,7 +56419,7 @@ - **Depletion:** --- ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Spear of Destiny GM intrusion:** The wielder\'s heart is not pure enough to permit the use of the spear, and it burns +**Spear of Destiny GM intrusion:** The wielder's heart is not pure enough to permit the use of the spear, and it burns the character for 7 points of [ambient damage](#ambient-damage) each round they use it. ::: @@ -56503,7 +56503,7 @@ [(Rust and Redemption, page 95)]{.og-ref} -Besides creatures common to any apocalypse, it\'s possible PCs could run into various radioactive creatures such as +Besides creatures common to any apocalypse, it's possible PCs could run into various radioactive creatures such as [fusion hounds](#creature-fusion-hound), [glowing roaches](#creature-glowing-roach), [gamma worms](#creature-gamma-worm), and [radioactive bears](#creature-radioactive-bear), as well as a variety of creatures with the [Blighted](#template-blighted) template. @@ -56610,18 +56610,18 @@ The genre of fairy tales is a wide one, crossing into almost every culture and encompassing everything from early oral stories passed down from generation to generation to the more modern literary fairy tale. What makes something a fairy -tale? While there\'s a great deal of discussion around that question, most have a number of things in common: a series +tale? While there's a great deal of discussion around that question, most have a number of things in common: a series of far-fetched events; fantastical beings such as talking animals, elves, goblins, mermaids, witches, and dragons; and objects that have magical elements. One of the powers of a fairy tale---or a game set in a fairy tale-inspired setting---is its ability to create a sense of -wonder and to evoke players\' imaginations while still allowing them to keep one foot in the known. The very settings +wonder and to evoke players' imaginations while still allowing them to keep one foot in the known. The very settings themselves are both enchanted and somehow familiar, whether the characters are entering a magical woods, falling down a rabbit hole, or embarking on a voyage to Neverland. Those beasts and beings who stalk such places are equally wondrous, and offer fantastic starting points for any number of adventures. To heighten the sense of wonder in a fairy tale adventure or campaign, a GM might consider presenting the game in a -[modern](#chapter-14-modern) setting. In a modern setting, characters have regular jobs that don\'t normally involve +[modern](#chapter-14-modern) setting. In a modern setting, characters have regular jobs that don't normally involve hunting goblins or helping talking fish solve puzzles. This means that when the moths take shape and become the cloak of a [princess of summer](#npc-princess-of-summer) come to beg a favor or steal a child, or the house grows legs and runs away one morning, the player characters will be rightfully amazed (and perhaps somewhat terrified). @@ -56633,22 +56633,22 @@ [(Cypher System Rulebook, page 303)]{.og-ref} Faerie (also called by many other names) is a dimension of magic separate from but closely parallel to the mundane -world. It doesn\'t matter whether Faerie is just a collective term for thousands of separate curled-up dimensions hidden -in corners, in closets, or at the center of forests, or it\'s one continuous realm that overlaps the real world where -it\'s thinnest. It\'s a place those with open hearts can find by following a way between tall trees (or looming library +world. It doesn't matter whether Faerie is just a collective term for thousands of separate curled-up dimensions hidden +in corners, in closets, or at the center of forests, or it's one continuous realm that overlaps the real world where +it's thinnest. It\'s a place those with open hearts can find by following a way between tall trees (or looming library shelves) to a realm where everything is different. Where elves walk, nymphs dance, unicorns gallop, and both natural growths and built structures become vast and enchanting. -Humans don\'t tend to do well in such a world if they stay too long, as the sensory input is hard on the nervous system. +Humans don't tend to do well in such a world if they stay too long, as the sensory input is hard on the nervous system. But fey creatures depend on it, like plants to the light. A fey creature too long cut off from its land of origin (or its stream, hill, or burrow) slowly becomes mortal and then dies. When a fey creature is cut by silvered or cold iron weapons, they temporarily lose the sustaining benefit of their -connection to Faerie. This severed connection usually disrupts a fey creature\'s ability to heal. A silvered weapon is +connection to Faerie. This severed connection usually disrupts a fey creature's ability to heal. A silvered weapon is one that contains silver as part of an alloying process, has silver inlay, or has been coated in a dusting of silver powder (which usually lasts only through a single fight). In truth, many items in the modern era are cold-forged, while many others are not. We suggest that any hand-forged item containing iron could be considered a cold-forged weapon for -harming fey creatures. Thus, most bullets and other modern items wouldn\'t be treated as cold iron by this definition, +harming fey creatures. Thus, most bullets and other modern items wouldn't be treated as cold iron by this definition, but some would fit the bill. ------------------------------------------------------------------------------------------------------------------------ @@ -56662,14 +56662,14 @@ [(We Are All Mad Here, page 61)]{.og-ref} In a fairy tale game, the PCs might consist of a talking fox, an ogre, a fairy, and a human the size of your thumb. And -that\'s perfectly fine. Build your character sentence in a way that plays to your character\'s strengths and weaknesses, +that's perfectly fine. Build your character sentence in a way that plays to your character\'s strengths and weaknesses, and the rest can be handled through story and narrative. Playing a talking bear, a gingerbread man, or a changeling will -likely affect your character\'s appearance, their outlook on life, and their backstory, but it doesn\'t necessarily +likely affect your character's appearance, their outlook on life, and their backstory, but it doesn\'t necessarily affect their [abilities](#chapter-9-abilities), [skills](#skills), and [Pools](#pool) beyond what you choose during character creation. -Because the form that you choose doesn\'t typically offer you something in addition to your Cypher System stats---being -small, for example, does not inherently mean you\'re stealthy---you\'ll want to choose your stats to emphasize the bit +Because the form that you choose doesn't typically offer you something in addition to your Cypher System stats---being +small, for example, does not inherently mean you're stealthy---you\'ll want to choose your stats to emphasize the bit of your character that you want to play. ::: {.alert .ps-4 .pb-0} @@ -56678,11 +56678,11 @@ [(We Are All Mad Here, page 63)]{.og-ref} As described in [Chapter 4: Creating Your Character](#chapter-4-creating-your-character), there is no definitive list of -[skills](#skills). Characters can choose to become skilled in anything they like (with the GM\'s permission). In +[skills](#skills). Characters can choose to become skilled in anything they like (with the GM's permission). In addition to the suggested skills in the rulebook, useful skills for fairy tale games might include: † --- *Denotes skills that could be used in a number of different ways, depending on the setting. If the setting has -talking animals that the players can\'t understand, the talking animals skill could help a PC communicate with them in +talking animals that the players can't understand, the talking animals skill could help a PC communicate with them in other ways. If there are talking animals that the characters can understand, the skill could provide an asset in social interactions.* @@ -56766,7 +56766,7 @@ - [Defends the Gate](#focus-defends-the-gate) [(67)]{.og-ref} - [Defends the Weak](#focus-defends-the-weak) [(67)]{.og-ref} - [Descends From Nobility](#focus-descends-from-nobility) [(67)]{.og-ref} -- [Doesn\'t Do Much](#focus-doesnt-do-much) [(67)]{.og-ref} +- [Doesn't Do Much](#focus-doesnt-do-much) [(67)]{.og-ref} - [Emerged From the Obelisk](#focus-emerged-from-the-obelisk) [(67)]{.og-ref} - [Employs Magnetism](#focus-employs-magnetism) [(67)]{.og-ref} - [Entertains](#focus-entertains) [(67)]{.og-ref}[(Errata)]{.og-ref} @@ -56844,12 +56844,12 @@ | | entities, golems, or other creations such as Pinocchio, | | | Edward Scissorhands, the Gingerbread Man, and the Tin | | | Man. Mister Geppetto would likely be someone who Builds | -| | Robots, while Muska (from Miyazaki\'s film *Laputa: | +| | Robots, while Muska (from Miyazaki's film *Laputa: | | | Castle in the Sky*) might be someone who Battles Robots. | +-----------------------------------------------------------+-----------------------------------------------------------+ | - [Drives Like a Maniac](#focus-drives-like-a-maniac) | Best for [modern](#chapter-14-modern) settings or those | | | where traditional fairy tale vehicles such as horse-drawn | -| | carriages, magic carpets, witch\'s brooms, and | +| | carriages, magic carpets, witch's brooms, and | | | chicken-legged huts are common. | +-----------------------------------------------------------+-----------------------------------------------------------+ | - [Fuses Flesh and Steel](#focus-fuses-flesh-and-steel) | Best for steampunk or weird science mashups. Edward | @@ -56872,7 +56872,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** Foci from [Old Gus\' Daft Drafts](#og-dd-foci) might also be approrpiate for a fairy tale +**Editor's Notes ---** Foci from [Old Gus\' Daft Drafts](#og-dd-foci) might also be approrpiate for a fairy tale setting. ::: @@ -56930,8 +56930,8 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** Depending on the setting, [Fantasy Species Descriptors](#fantasy-species-descriptors), [Modern -Magic Descriptors](#choose-modern-magic), or [Old Gus\' Daft Drafts Descriptors](#og-dd-descriptors) might also be +**Editor's Notes ---** Depending on the setting, [Fantasy Species Descriptors](#fantasy-species-descriptors), [Modern +Magic Descriptors](#choose-modern-magic), or [Old Gus' Daft Drafts Descriptors](#og-dd-descriptors) might also be appropriate choices. ::: @@ -56939,7 +56939,7 @@ [(We Are All Mad Here, page 169)]{.og-ref} -You\'re not sure that your thoughts are always your own. You often hear a voice or voices, guiding you and attempting to +You're not sure that your thoughts are always your own. You often hear a voice or voices, guiding you and attempting to force your hand. Sometimes these voices are helpful and kind. Other times, not so much. Where do they come from, and are you cursed or blessed by them? @@ -56953,43 +56953,43 @@ [recovery roll](#recovery-rolls), you can use a [player intrusion](#choose-player-intrusions) without spending an [XP](#choose-xp). -- **Inability:** The voices in your head are sometimes so loud it\'s hard to make sense of the real world. You have an +- **Inability:** The voices in your head are sometimes so loud it's hard to make sense of the real world. You have an inability in navigation, tracking, and identifying plants and animals. - **Initial Link to the Starting Adventure:** From the following list of options, choose how you became involved in the first adventure. 1. You listened to one of your voices, which suggested that this would be a good thing to embark upon. -2. One of the other PCs sounds an awful lot like one of your voices, and you\'d like to spend time with them to find - out if there\'s a connection. +2. One of the other PCs sounds an awful lot like one of your voices, and you'd like to spend time with them to find + out if there's a connection. 3. You have reason to believe that being with the other PCs could help you gain a better understanding of the thoughts and voices you hear. -4. You find that you can hear the voices more clearly when you\'re doing something active, and this seemed like a good +4. You find that you can hear the voices more clearly when you're doing something active, and this seemed like a good fit. ###### Changeling [#](#fairy-tale-descriptor-changeling){.og-h-anchor aria-hidden="true"} {#fairy-tale-descriptor-changeling .og-border} [(We Are All Mad Here, page 170)]{.og-ref} -Early on you discovered---or perhaps you knew all along---that you weren\'t really who everyone thought you were. +Early on you discovered---or perhaps you knew all along---that you weren't really who everyone thought you were. Perhaps when you were still very young, the child whose name you have now was stolen, and you were put in their place. -Or perhaps you are the same person you\'ve always been, but you\'ve never felt like yourself, and you know that the real -you is nothing like the one that everyone else knows. More than once in your life, you\'ve been abandoned, distrusted, +Or perhaps you are the same person you've always been, but you\'ve never felt like yourself, and you know that the real +you is nothing like the one that everyone else knows. More than once in your life, you've been abandoned, distrusted, and rejected by those you loved most, which means that sometimes you fall into deep funks. However, you are just as -adept at pulling yourself out of them when the situation demands it. If nothing else, you\'re supremely adaptable. +adept at pulling yourself out of them when the situation demands it. If nothing else, you're supremely adaptable. You gain the following characteristics: - **Innovator:** +4 to your Intellect Pool. - **Face-taker:** When you spend 1 [XP](#choose-xp), you can change your appearance over the course of one minute to - look like someone else of about your size who you\'ve had direct contact with or from whom you have a piece of hair + look like someone else of about your size who you've had direct contact with or from whom you have a piece of hair or flesh, or an object they handled often. You cannot return to your previous appearance unless you have the same components at hand for that appearance to initiate the change. Action to initiate, one minute to complete. - **Changeable (2 Intellect points):** When you fail at a task and [try again](rules-retrying-a-task-after-failure) using a different method, you roll twice on the second attempt and use the higher result. For example, if guards - catch you in the queen\'s chamber after dark and you fail to convince them that you\'re there on legitimate + catch you in the queen's chamber after dark and you fail to convince them that you\'re there on legitimate business, you can instead decide to flee, rolling twice on your roll to get away and taking the higher result. Enabler. @@ -57005,7 +57005,7 @@ - **Initial Link to the Starting Adventure:** From the following list of options, choose how you became involved in the first adventure. -1. The PCs discovered you weren\'t who they thought you were, but it doesn\'t matter---they\'re still your friends. +1. The PCs discovered you weren't who they thought you were, but it doesn\'t matter---they\'re still your friends. 2. You want to discover your true self, and the PCs offered to help you find it. 3. Everything was fine until you were attacked by a group of \"faerie hunters.\" The PCs helped you fight back or flee. 4. You helped the PCs deal with a situation, and that led you to discovering more about yourself and your background. @@ -57016,16 +57016,16 @@ [(We Are All Mad Here, page 171)]{.og-ref} Sometimes you feel like you are a single being, and other times you think you might be more. You feel torn into pieces, -unsure which elements are you and which belong to someone else. Or perhaps they\'re all you, and you want to find a way +unsure which elements are you and which belong to someone else. Or perhaps they're all you, and you want to find a way to embrace all of your selves. You gain the following characteristics: - **Two Minds:** +2 to your Intellect Pool. -- **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 interactions involving lies or trickery. +- **Skill:** You're trained in all interactions involving lies or trickery. - **Adaptable:** At the beginning of a conversation, choose a specific type of interaction skill, such as persuasion, lying, or intimidation. While the conversation lasts, you have an [asset](#modifying-the-difficulty) in that skill. @@ -57045,8 +57045,8 @@ 1. While avoiding an entirely different concern, you walked into your current situation. 2. You have reason to believe that being with the other PCs will help you better understand your fractured mind. -3. You have no idea how you joined the PCs. You\'re just going along with it for now until answers present themselves. -4. You felt drawn to join the other PCs, but you don\'t know why. +3. You have no idea how you joined the PCs. You're just going along with it for now until answers present themselves. +4. You felt drawn to join the other PCs, but you don't know why. ###### Frumious [#](#fairy-tale-descriptor-frumious){.og-h-anchor aria-hidden="true"} {#fairy-tale-descriptor-frumious .og-border} @@ -57066,17 +57066,17 @@ - **Bandersnatch:** You extend the reach of your attack, allowing immediate-range character abilities to reach foes a short distance away, and short-range character abilities to reach foes a long distance away. -- **Inability:** You find it hard to hold your anger back---it seeps through your skin even when you don\'t mean it +- **Inability:** You find it hard to hold your anger back---it seeps through your skin even when you don't mean it to, causing others to shy away from it. All tasks relating to positive social interactions are hindered. -- **Inability:** Sometimes your anger overrides your good senses, causing you to act before you\'ve properly assessed +- **Inability:** Sometimes your anger overrides your good senses, causing you to act before you've properly assessed the situation. All tasks relating to perception 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 trying to get a handle on your anger, and you\'re hoping that being with the other PCs will help you do so. -2. You let your anger get the best of you recently, and now you\'re running from the fallout of that experience. +1. You are trying to get a handle on your anger, and you're hoping that being with the other PCs will help you do so. +2. You let your anger get the best of you recently, and now you're running from the fallout of that experience. 3. You believe that this adventure will provide you with a way to channel your ire, allowing you to use it for good. 4. One of the other PCs invited you to join, after they watched you fight. @@ -57084,8 +57084,8 @@ [(We Are All Mad Here, page 172)]{.og-ref} -The world seems more dangerous than it should. You are troubled by fearful and anxious thoughts, and can\'t always -discern what is a true threat and what isn\'t. You might see shadows following you, be plagued by nightmares, or be +The world seems more dangerous than it should. You are troubled by fearful and anxious thoughts, and can't always +discern what is a true threat and what isn't. You might see shadows following you, be plagued by nightmares, or be filled with a general sense of unease. This constant feeling of being haunted drives you to try to make things feel safer for yourself and those around you. @@ -57097,19 +57097,19 @@ - **Skill:** You are trained in sensing danger. -- **Prescient:** You always see danger coming, whether it\'s there or not. Once after each ten-hour [recovery +- **Prescient:** You always see danger coming, whether it's there or not. Once after each ten-hour [recovery roll](#recovery-rolls), you can refuse a [GM intrusion](#gm-intrusion) without spending [XP](#choose-xp). Alternatively, you can spend 1 [XP](#choose-xp) and work with the GM to turn the intrusion into something positive for your character. -- **Inability:** Anxious thoughts are heavy, and carrying them leaves you feeling emotionally weaker than you\'d like. +- **Inability:** Anxious thoughts are heavy, and carrying them leaves you feeling emotionally weaker than you'd like. Intellect defense tasks are hindered. - **Initial Link to the Starting Adventure:** From the following list of options, choose how you became involved in the first adventure. 1. Being around one or more of the other PCs helps you better handle your thoughts and emotions. -2. You feel that one of the other PCs is in danger in some way, and you\'d like to help out or keep an eye on them. +2. You feel that one of the other PCs is in danger in some way, and you'd like to help out or keep an eye on them. 3. One or more of the PCs helped you out when you were having a difficult time. 4. You are trying to learn more about your thoughts and emotions, and you think that trying out your skills on an adventure is a great way to do so. @@ -57118,17 +57118,17 @@ [(We Are All Mad Here, page 172)]{.og-ref} -You can\'t remember exactly when it happened or why, but you have lost your way. The path through life, or even through +You can't remember exactly when it happened or why, but you have lost your way. The path through life, or even through your own mind, no longer seems to exist. Once you had a reason and a goal, but now you find yourself wandering aimlessly, without clear purpose or drive. You gain the following characteristics: -- **Skill:** You\'re trained in three areas of knowledge of your choice. +- **Skill:** You're trained in three areas of knowledge of your choice. - **Skill:** Being lost has taught you to pay attention to your surroundings. You are trained in perception tasks. -- **Curiouser:** You\'re rarely surprised by strange circumstances and are able to go with the flow more than most. +- **Curiouser:** You're rarely surprised by strange circumstances and are able to go with the flow more than most. You can choose to automatically succeed on an [initiative](#rules-encounters-rounds-and-initiative) task without rolling. You can do this one time, although the ability renews each time you make a ten-hour [recovery roll](#recovery-rolls). @@ -57151,7 +57151,7 @@ 1. The PCs came upon you while you were wandering and lost, and invited you to join them. 2. You happened to be in the right place at the right time. 3. You wish to find your path again, and you hope that the PCs will help you do that. -4. The PCs are heading somewhere specific, and it feels good to be surrounded by people who know where they\'re going. +4. The PCs are heading somewhere specific, and it feels good to be surrounded by people who know where they're going. ------------------------------------------------------------------------------------------------------------------------ @@ -57162,17 +57162,17 @@ [(We Are All Mad Here, page 58)]{.og-ref} - **Once Upon a Time:** Someone you played with as a child reappears and helps you in whatever you are doing. They may - be alive or dead, but your heart is warmed upon seeing them, for it\'s been a long time. + be alive or dead, but your heart is warmed upon seeing them, for it's been a long time. - **As You Wish:** You do something that reminds another person or creature in the area of someone they once cared for - deeply. They are eager to assist you in whatever you\'ve got going on, at least for a few minutes. + deeply. They are eager to assist you in whatever you've got going on, at least for a few minutes. - **Once Upon a Dream:** Not long ago, you dreamt of a scenario similar to the one that you find yourself in now. You - can\'t remember all of the details, but you remember enough to know some of what\'s about to take place, and it + can't remember all of the details, but you remember enough to know some of what\'s about to take place, and it gives you an additional action to prepare something useful. - **Bibbidi-bobbidi-boo:** A little sprinkle of magic from your fairy godmother is all you need to achieve a goal, - [retry](rules-retrying-a-task-after-failure) a task, or be better at something you\'re attempting to do. + [retry](rules-retrying-a-task-after-failure) a task, or be better at something you're attempting to do. - **Wish Upon a Star:** Long ago, you helped part of a dying star return to its rightful place in the sky. It keeps an eye on you and, in a moment when it feels like all hope is lost, it sends a little magic or light to aid you. @@ -57180,7 +57180,7 @@ - **Dreams Do Come True:** Something you wished for long ago comes true just at this moment. It might be for a broken weapon to be fixed, an ally to appear, or a bit of knowledge or understanding to arrive in your mind. -- **What\'s Come to Pass:** Not long ago, someone forewarned you of the exact scenario that you find yourself in now. +- **What's Come to Pass:** Not long ago, someone forewarned you of the exact scenario that you find yourself in now. You know just what to do to put yourself at an advantage in the situation. - **Think Happy Thoughts:** You think of something or someone that brings you great joy, and it imbues your next few @@ -57199,9 +57199,9 @@ [(We Are All Mad Here, page 59)]{.og-ref} - A weapon comes alive at the perfect moment and does a bit more damage to a foe. -- A fluctuation in magic hinders all of the foe\'s tasks for one minute. +- A fluctuation in magic hinders all of the foe's tasks for one minute. - A curse, spell, or ability has additional force behind it, and lasts a round longer than expected. -- The foe\'s magical armor begins to dissipate, decreasing the amount of protection it offers on the next attack. +- The foe's magical armor begins to dissipate, decreasing the amount of protection it offers on the next attack. - A shapeshifting or disguise spell or ability dazzles the target, easing all tasks related to it. - A magical attack hits the target and something they were holding, causing damage to both. @@ -57211,11 +57211,11 @@ - A weapon comes alive at the perfect moment and does a lot more damage to a foe. - A fluctuation in magic prevents a foe from taking their next action. -- A curse that was cast upon you by the foe you\'re attacking is removed. +- A curse that was cast upon you by the foe you're attacking is removed. - A foe surrenders, agreeing to lay down their weapons. - A foe accidentally steps on a living plant or dangerous creature while trying to dodge your blow, and it attacks them or holds them fast. -- A shapeshifting or disguise spell or ability works so well that the foe\'s familiar or companion runs off, afraid to +- A shapeshifting or disguise spell or ability works so well that the foe's familiar or companion runs off, afraid to continue the fight. ::: ::: @@ -57226,7 +57226,7 @@ [Character arcs](#character-arcs) are fantastic opportunities for players to deepen their roleplaying options, add to the narrative, and set goals that can intertwine with and strengthen a campaign or adventure. While character arcs -aren\'t a requirement, they work particularly well in fairy tale games, where individual goals and tasks are often at +aren't a requirement, they work particularly well in fairy tale games, where individual goals and tasks are often at the forefront of what drives adventures. ::: {.alert .ps-4 .pb-0} @@ -57277,9 +57277,9 @@ [(We Are All Mad Here, page 69)]{.og-ref} -In most fairy tales, money isn\'t precise. Someone might be poor or rich. They might find a bag of gold or a chest full +In most fairy tales, money isn't precise. Someone might be poor or rich. They might find a bag of gold or a chest full of jewels. They might be the richest man in the town or have nothing but a tired old cow to their name. But typically -what they don\'t have is \"one gold piece\" or \"thirty farthings\" to their name. This means that whatever your fairy +what they don't have is \"one gold piece\" or \"thirty farthings\" to their name. This means that whatever your fairy tale setting, you can think in general terms of money instead of keeping meticulous track of every penny, farthing, gold coin, or dollar. To keep things easy, no matter what currency your characters use, think of money as being in simple amounts that scale up, such as a copper coin, a silver coin, and a gold coin. These could easily equate to the @@ -57298,9 +57298,9 @@ [(We Are All Mad Here, page 70)]{.og-ref} In fairy tales, clothing, weapons, and other items that a character carries for a long time tend to be very personal and -very important. They\'re often unique and handcrafted, they may have names or stories that go with them, and because +very important. They're often unique and handcrafted, they may have names or stories that go with them, and because characters tend to keep them for a long time, they may have undergone repairs or have markings that tell something about -the character\'s background. +the character's background. ##### Optional Rule: I Have That\! [#](#optional-rule-i-have-that){.og-h-anchor aria-hidden="true"} @@ -57308,16 +57308,16 @@ In fairy tales, characters often have exactly the right mundane piece of equipment that they need to bypass a story-related obstacle hidden away in a pocket or a bag. Rather than having the PCs stock up on mundane items like -marbles, rope, and breadcrumbs in town, use the *I Have That!* rule. This means players don\'t have to keep exact track -of their characters\' mundane equipment; instead, they spend an amount to get an unspecified \"Pocket Item\" in that -category. Then, when they\'re out in the world and realize they could solve a problem with an item, they can just say, +marbles, rope, and breadcrumbs in town, use the *I Have That!* rule. This means players don't have to keep exact track +of their characters' mundane equipment; instead, they spend an amount to get an unspecified \"Pocket Item\" in that +category. Then, when they're out in the world and realize they could solve a problem with an item, they can just say, \"I have that!\" and pull it from their pocket. All Pocket Items are one-use only; after using them, the PC marks off one of their Pocket Items for the appropriate [price category](#equipment-currency-and-prices). Most Pocket Items are inexpensive, but moderate and expensive Pocket Items exist, and are likely more useful than their less expensive counterparts. -The GM has veto power over items that they don\'t think you could have found or carried. +The GM has veto power over items that they don't think you could have found or carried. ###### Example Pocket Items --- Inexpensive [#](#example-pocket-items-inexpensive){.og-h-anchor aria-hidden="true"} @@ -57372,7 +57372,7 @@ +===========================================================+===========================================================+ | Inexpensive | - Candle | | | - Chalk (3) | -| | - Day\'s rations | +| | - Day's rations | | | - Meal, decent | | | - Sack | | | - Sewing kit | @@ -57403,14 +57403,14 @@ | | - Bag of light tools | | | - Box, medium | +-----------------------------------------------------------+-----------------------------------------------------------+ -| Very Expensive | - *Charon\'s obol.* Imbued coin. Placed in the mouth of | +| Very Expensive | - *Charon's obol.* Imbued coin. Placed in the mouth of | | | a dead person prior to burial as payment to Charon, | | | the ferryman, for conveying the soul to its proper | | | resting place. | | | - *Disguise kit/potion.* Asset for disguise tasks. | | | - *Healing kit/potion.* Asset for healing tasks. | | | - *Protective charm.* Church bell, four-leaf clover, | -| | rabbit\'s foot, and so on. Asset on defense rolls | +| | rabbit's foot, and so on. Asset on defense rolls | | | against fairies and other fey-like creatures. | | | - *Handheld scrying mirror.* Asset for initiative tasks | | | when held in hand or worn. | @@ -57420,7 +57420,7 @@ ::: ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -Using the [I Have That!](#optional-rule-i-have-that) rule doesn\'t preclude PCs from also purchasing these items +Using the [I Have That!](#optional-rule-i-have-that) rule doesn't preclude PCs from also purchasing these items directly. For example, if a character who sews wants to buy a thimble and an inexpensive Pocket Item, they can. However, they cannot later turn the thimble into a Pocket Item; it remains a thimble. ::: @@ -57446,7 +57446,7 @@ | Moderately priced | - Cloak or coat | | | - Specialized outfit (craftsman, baker, guard, and so | | | on) | -| | - Wizard or enchanter\'s outfit | +| | - Wizard or enchanter's outfit | +-----------------------------------------------------------+-----------------------------------------------------------+ | Very Expensive | - Elegant cloak or coat | | | - Royal ensemble | @@ -57472,7 +57472,7 @@ +-----------------------------------------------------------+-----------------------------------------------------------+ | Moderately priced | - Light weapons (knives, handaxe, hairpin, darts, wand, | | | slingshot, and so on) | -| | - Light armor (hides and furs, thieves\' armor, leather | +| | - Light armor (hides and furs, thieves' armor, leather | | | jerkin, padded coat, and so on) | +-----------------------------------------------------------+-----------------------------------------------------------+ | Expensive | - Medium weapon (club, sword, battleaxe, mace, | @@ -57524,7 +57524,7 @@ +-----------------------------------------------------------+-----------------------------------------------------------+ | Exorbitant | - Magic transportation, rental (chicken-legged hut, | | | levitating mortar, magic carpet, talking mount, | -| | flying ship, and so on). In most cases, it\'s also | +| | flying ship, and so on). In most cases, it's also | | | necessary to hire a guide, driver, or other person | | | who can control and power the vehicle. Alternatively, | | | characters must take a class, learn a spell, or meet | @@ -57541,7 +57541,7 @@ [(We Are All Mad Here, page 48)]{.og-ref} -Fairy tale games have unique opportunities for magic that aren\'t found elsewhere---[death](#fairy-tale-rules-death), +Fairy tale games have unique opportunities for magic that aren't found elsewhere---[death](#fairy-tale-rules-death), [curses](#fairy-tale-rules-curses), [blessings](#fairy-tale-rules-blessings), and [wishes](#fairy-tale-rules-wishes) are all prevalent in fairy tales and make interesting elements in games. Here are some suggested ways to handle them. @@ -57549,11 +57549,11 @@ [(We Are All Mad Here, page 48)]{.og-ref} -You\'ve probably noticed that in fairy tales, characters die all the time. Or almost die. Or sleep forever instead of +You've probably noticed that in fairy tales, characters die all the time. Or almost die. Or sleep forever instead of die. Or die and come back to life. You get the idea. -Potentially, this will also be true in a fairy tale game. Thankfully, death doesn\'t have to be the end of a -character\'s life. There are any number of ways to stop or reverse death, including [artifacts](#choose-artifacts), +Potentially, this will also be true in a fairy tale game. Thankfully, death doesn't have to be the end of a +character's life. There are any number of ways to stop or reverse death, including [artifacts](#choose-artifacts), [cyphers](#choose-cyphers), and [abilities](#choose-abilities). Additionally, a few NPCs, such as witches or Death themself, may have the power to bring someone back from the dead. @@ -57587,14 +57587,14 @@ curse being cast. Being trained in Intellect defense eases this task, as does having a skill in curses or resisting curses. -Often, part of a curse\'s effects is hindering curse resistance; thus, a character who already has one curse on them +Often, part of a curse's effects is hindering curse resistance; thus, a character who already has one curse on them will find defending against a second curse is more difficult (their task is hindered). ###### Removing Curses [#](#fairy-tale-rules-removing-curses){.og-h-anchor aria-hidden="true"} {#fairy-tale-rules-removing-curses} [(We Are All Mad Here, page 49)]{.og-ref} -Similar to poison and disease, curses aren\'t automatically removed when a character makes a regular [recovery +Similar to poison and disease, curses aren't automatically removed when a character makes a regular [recovery roll](#recovery-rolls). Instead, they stick around, continuing to affect the PC long after the curse is cast. In order to rid themselves of a curse, the character must take actions to remove it. The actions required depend on the nature and level of the curse. @@ -57609,13 +57609,13 @@ In addition to dealing with the original effect of the curse, a cursed character is more likely to have bad things happen to them. There are two ways for the GM to work this into the game: curse intrusions and Curse Mode. Ideally, -you\'ll want to use both of these, as they each add something unique to the experience of being cursed. +you'll want to use both of these, as they each add something unique to the experience of being cursed. Curse intrusions work like regular [GM intrusions](#gm-intrusion), and the cursed character gets [XP](#choose-xp). However, they only get 1 XP instead of the usual 2, and they must decide whether to keep it or give it to another player. Introduce additional curse intrusions from the Curse Intrusions table when it feels appropriate. This might be -anytime the character has a big success, when they\'re in a particularly risky position, or when they start to feel like -they\'ve forgotten about the curse. +anytime the character has a big success, when they're in a particularly risky position, or when they start to feel like +they've forgotten about the curse. ::: {.alert .ps-4 .pb-0} **Curse Mode.** When using this rule, the GM increases the range of numbers that trigger a GM intrusion. As soon as a @@ -57631,13 +57631,13 @@ - The character is cursed. - The character starts a new day (or makes their ten-hour [recovery roll](#recovery-rolls)). - The character actively takes an action to remove the curse (curses like wreaking havoc, which is part of the reason - they\'re so hard to get rid of). + they're so hard to get rid of). - The character attempts to resist an additional curse being cast upon them. Once all curses are removed, Curse Mode is no longer in effect. ::: -While not all regular GM intrusions are necessarily bad for the character, curse intrusions always make the cursed PC\'s +While not all regular GM intrusions are necessarily bad for the character, curse intrusions always make the cursed PC's situation worse. ###### Curse Intrusions [#](#fairy-tale-rules-curse-intrusions){.og-h-anchor aria-hidden="true"} {#fairy-tale-rules-curse-intrusions} @@ -57652,7 +57652,7 @@ 3 The character shimmers in and out of view. 4 A deep sense of despair comes over the character. 5 The character feels an overwhelming urge to start dancing. - 6 The character\'s clothes are suddenly much too large. + 6 The character's clothes are suddenly much too large. : Curse Intrusions ::: @@ -57664,7 +57664,7 @@ Roll on the Curse table to determine the effect of the curse, or choose one that feels appropriate to the situation and the characters. -Typically, curses that have simple roleplaying effects (such as the character\'s inability to speak their own name) are +Typically, curses that have simple roleplaying effects (such as the character's inability to speak their own name) are lower-level curses, while those that affect gameplay (such as decreasing [recovery roll](#recovery-rolls) points) are higher level. Curses that have multiple effects are likely the highest level of all. However, sometimes an incredibly simple curse is still very high level because the caster wants to make it very hard to get rid of. @@ -57741,8 +57741,8 @@ ---- ----------------------------------------------------------------------------------------------- 1 Someone randomly gives the character a small gift. 2 When the character speaks, gold coins fall from their mouth. - 3 A necessary item, map, or clue falls into the character\'s lap. - 4 The weather is suddenly in the character\'s favor. + 3 A necessary item, map, or clue falls into the character's lap. + 4 The weather is suddenly in the character's favor. 5 Someone nearby just happens to have the thing the character needs. 6 A [cypher](#choose-cyphers) or [artifact](#choose-artifacts) works even better than expected. @@ -57758,7 +57758,7 @@ gaining an asset or inexpensive item is level 1, and a wish for an expensive item or for a foe to vanish is level 7. In order for a wish to be granted, the character must succeed on an Intellect-related task (usually persuasion or -possibly intimidation) equal to the wish\'s level. On a failed roll, the wish is either not granted at all or is +possibly intimidation) equal to the wish's level. On a failed roll, the wish is either not granted at all or is partially granted, depending on the wish and the creature or object that is granting it. Even if a wish is granted, the character may not get exactly what they want, especially if the wish is poorly worded, @@ -57772,10 +57772,10 @@ [GM intrusions](#gm-intrusion) present fantastic opportunities to imbue fairy tale games with a bit more weirdness, wonder, and whimsy, all while making the game more interesting and surprising for characters. The GM intrusions included -in this section are more specifically designed with fairy tale magic in mind---they\'re what could happen when magic +in this section are more specifically designed with fairy tale magic in mind---they're what could happen when magic goes wrong (or extraordinarily right). -Remember that GM intrusions don\'t always mean that something has gone wrong or is bad for the players (unless they are +Remember that GM intrusions don't always mean that something has gone wrong or is bad for the players (unless they are curse intrusions). A GM intrusion could be the arrival of a good omen, the sudden reversal of a curse, or something that seems bad at first (like falling down a rabbit hole) but leads to something wonderful in the end (a whole new world to explore!). @@ -57791,10 +57791,10 @@ d10 GM Intrusion ----- ------------------------------------------------------------------------------------------------------------------------------------------- 1 A mischievous brownie attempts to steal an object from the characters in the middle of an important conversation or fight. - 2 The NPC that the characters are talking to suddenly looks at their watch or the sky, says, \"I\'m late, I\'m late,\" and disappears. + 2 The NPC that the characters are talking to suddenly looks at their watch or the sky, says, \"I'm late, I\'m late,\" and disappears. 3 A character speaks and all of their words come out backward. 4 The creature that the PCs are fighting or interacting with splits into two versions of itself. - 5 The character that the PCs have been interacting with loses their glamour, and the PCs discover it\'s not the person they thought it was. + 5 The character that the PCs have been interacting with loses their glamour, and the PCs discover it's not the person they thought it was. 6 Death arrives, convinced that one of the characters is someone else. 7 An opponent uses magic to gain hidden knowledge about a PC and uses it to their advantage in a fight or debate. 8 The North Wind has taken a liking to one of the characters and does something to help them succeed in their actions. @@ -57812,7 +57812,7 @@ d10 GM Intrusion ----- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ 1 One or more characters accidentally damage or offend a plant of some type, causing it to retaliate. - 2 A wren starts singing at a nearby crossroads, warning that something\'s coming. + 2 A wren starts singing at a nearby crossroads, warning that something's coming. 3 One of the characters trips and falls into a rabbit hole. 4 Someone steals the moon just as the PCs are about to do an important task that requires moonlight. 5 The tree that the characters are sitting under wakes up. Perhaps it is hungry, or maybe it just wants company. @@ -57832,16 +57832,16 @@ ::: table-responsive d10 GM Intrusion ----- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - 1 A magical ability, [cypher](#choose-cyphers), or [Artifacts](#choose-artifacts) does exactly what it\'s supposed to, but also creates a weird side effect that affects a nearby friend (or foe). - 2 A piece of equipment whispers lies into the character\'s ear, making a convincing argument that their friends are not loyal. + 1 A magical ability, [cypher](#choose-cyphers), or [Artifacts](#choose-artifacts) does exactly what it's supposed to, but also creates a weird side effect that affects a nearby friend (or foe). + 2 A piece of equipment whispers lies into the character's ear, making a convincing argument that their friends are not loyal. 3 A magical weapon breaks in the middle of combat and starts to cry. - 4 A character\'s belt turns into a snake and starts tightening around their middle. - 5 A random object begins to wiggle and crack, as though it\'s about to hatch. - 6 The character\'s weapon or armor begins to yell loudly for help while the PC is trying to sneak or hide. + 4 A character's belt turns into a snake and starts tightening around their middle. + 5 A random object begins to wiggle and crack, as though it's about to hatch. + 6 The character's weapon or armor begins to yell loudly for help while the PC is trying to sneak or hide. 7 A previously opened box, bottle, jar, or other container has locked itself back up, with an important item inside. 8 A cypher, artifact, or bit of magic is far more powerful than the characters realized, and affects a much larger area (or has a bigger effect) than they expected it to. 9 The glint of a recently acquired object or weapon is so shiny, it attracts the attention of a giant bird, beast, or dragon. - 10 An item in the character\'s hand or bag starts to replicate itself over and over. + 10 An item in the character's hand or bag starts to replicate itself over and over. : Item Intrusions ::: @@ -57855,13 +57855,13 @@ [(We Are All Mad Here, page 73)]{.og-ref} Because magic---and thus magic items---are so prevalent in most fairy tales, cyphers in particular should be easy for -characters to replenish. If you\'re using [subtle cyphers](#subtle-cyphers), you can choose how they arrive---on magic +characters to replenish. If you're using [subtle cyphers](#subtle-cyphers), you can choose how they arrive---on magic storms, perhaps, or in pockets of magic that exist throughout the world. Or maybe the magic is such that it just works, ensuring that cyphers show up whenever the characters need them. [Manifest cyphers](#manifest-cyphers) should be readily available too---likely they can be found for cheap at a local market, stashed in hollow tree trunks or bird nests, or scattered about the forest floor. Manifest cyphers may also be -integrated into people\'s clothing or furnishings as unique adornments. +integrated into people's clothing or furnishings as unique adornments. In a fairy tale setting, cyphers often appear as a simple object, such as a poisoned apple or a matchbook. They can also be something intangible, such as three wishes or a magic word. The shifting state of magic in fairy tales makes it easy @@ -57901,9 +57901,9 @@ ::: ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -Obviously, having a fey being steal a character away to their realm is a story-changer. If you\'re using this as an +Obviously, having a fey being steal a character away to their realm is a story-changer. If you're using this as an option, figure out ahead of time what type of fey is attracted, what their realm is like, and how to play out the -character\'s disappearance and possible retrieval. +character's disappearance and possible retrieval. ::: ###### Fey Cypher Attraction [#](#fairy-tale-fey-cypher-attraction){.og-h-anchor aria-hidden="true"} {#fairy-tale-fey-cypher-attraction} @@ -57928,7 +57928,7 @@ [(We Are All Mad Here, page 75)]{.og-ref} While characters can find or purchase many of these items in the world, only magic versions of the items are cyphers. -Characters should easily be able to tell when an item is magic (and thus a cypher) and when it\'s an ordinary item. +Characters should easily be able to tell when an item is magic (and thus a cypher) and when it's an ordinary item. ::: table-responsive d20 Form @@ -57945,7 +57945,7 @@ 10 Magic beans or key 11 Rose or bell 12 Small cake or talisman - 13 Wolf\'s tooth or hand mirror + 13 Wolf's tooth or hand mirror 14 Vial of liquid or secret 15 Magic coin or broken arrow 16 Wish or fairy dust @@ -57972,10 +57972,10 @@ 04 [Anywhere door](#fairy-tale-cypher-anywhere-door) 05 [Apple of discord](#fairy-tale-cypher-apple-of-discord) 06 [Azure dust](#fairy-tale-cypher-azure-dust) - 07 [Baba Yaga\'s spiced cookie](#fairy-tale-cypher-baba-yagas-spiced-cookie) - 08 [Bellman\'s map of the ocean](#fairy-tale-cypher-bellmans-map-of-the-ocean) - 09 [Beloved\'s kiss](#fairy-tale-cypher-beloveds-kiss) - 10 [Bird\'s nest coronet](#fairy-tale-cypher-birds-nest-coronet) + 07 [Baba Yaga's spiced cookie](#fairy-tale-cypher-baba-yagas-spiced-cookie) + 08 [Bellman's map of the ocean](#fairy-tale-cypher-bellmans-map-of-the-ocean) + 09 [Beloved's kiss](#fairy-tale-cypher-beloveds-kiss) + 10 [Bird's nest coronet](#fairy-tale-cypher-birds-nest-coronet) 11 [Blackbird pie](#fairy-tale-cypher-blackbird-pie) 12 [Blood pearl blossom](#fairy-tale-cypher-blood-pearl-blossom) 13 [Bone key](#fairy-tale-cypher-bone-key) @@ -57983,50 +57983,50 @@ 15 [Bowl of porridge](#fairy-tale-cypher-bowl-of-porridge) 16 [Cat sidhe medallion](#fairy-tale-cypher-cat-sidhe-medallion) 17 [Cheshire smile](#fairy-tale-cypher-cheshire-smile) - 18 [Coalheart\'s beard balm](#fairy-tale-cypher-coalhearts-beard-balm) - 19 [Croc\'s clock](#fairy-tale-cypher-crocs-clock) + 18 [Coalheart's beard balm](#fairy-tale-cypher-coalhearts-beard-balm) + 19 [Croc's clock](#fairy-tale-cypher-crocs-clock) 20 [Crown jewel](#fairy-tale-cypher-crown-jewel) - 21 [Dame Trot\'s cat](#fairy-tale-cypher-dame-trots-cat) + 21 [Dame Trot's cat](#fairy-tale-cypher-dame-trots-cat) 22 [Darning needle](#fairy-tale-cypher-darning-needle) 23 [Dead water](#fairy-tale-cypher-dead-water) 24 [Deathless](#fairy-tale-cypher-deathless) - 25 [Death\'s candle](#fairy-tale-cypher-deaths-candle) - 26 [Death\'s messengers](#fairy-tale-cypher-deaths-messengers) + 25 [Death's candle](#fairy-tale-cypher-deaths-candle) + 26 [Death's messengers](#fairy-tale-cypher-deaths-messengers) 27 [Diadem of death](#fairy-tale-cypher-diadem-of-death) - 28 [Dragon\'s blood](#fairy-tale-cypher-dragons-blood) - 29 [Dragon\'s teeth](#fairy-tale-cypher-dragons-teeth) + 28 [Dragon's blood](#fairy-tale-cypher-dragons-blood) + 29 [Dragon's teeth](#fairy-tale-cypher-dragons-teeth) 30 [Dressmaking nut](#fairy-tale-cypher-dressmaking-nut) 31 [Drink me](#fairy-tale-cypher-drink-me) 32 [Dust of the dreamer](#fairy-tale-cypher-dust-of-the-dreamer) 33 [Eat me](#fairy-tale-cypher-eat-me) - 34 [Emperor\'s new clothes](#fairy-tale-cypher-emperors-new-clothes) + 34 [Emperor's new clothes](#fairy-tale-cypher-emperors-new-clothes) 35 [Fairy cup](#fairy-tale-cypher-fairy-cup) 36 [False grandmother](#fairy-tale-cypher-false-grandmother) - 37 [Father\'s Betrayal](#fairy-tale-cypher-fathers-betrayal) + 37 [Father's Betrayal](#fairy-tale-cypher-fathers-betrayal) 38 [Flaming arrow](#fairy-tale-cypher-flaming-arrow) 39 [Flowers for grandmother](#fairy-tale-cypher-flowers-for-grandmother) 40 [Forget-me-knot](#fairy-tale-cypher-forget-me-knot) - 41 [Genie\'s handkerchief](#fairy-tale-cypher-genies-handkerchief) + 41 [Genie's handkerchief](#fairy-tale-cypher-genies-handkerchief) 42 [Gilded shell](#fairy-tale-cypher-gilded-shell) 43 [Gingerbread man](#fairy-tale-cypher-gingerbread-man) - 44 [Godfather\'s picture book](#fairy-tale-cypher-godfathers-picture-book) + 44 [Godfather's picture book](#fairy-tale-cypher-godfathers-picture-book) 45 [Golden Beetle](#fairy-tale-cypher-golden-beetle) 46 [Golden vanity](#fairy-tale-cypher-golden-vanity) 47 [Green spectacles](#fairy-tale-cypher-green-spectacles) - 48 [Hart\'s heart](#fairy-tale-cypher-harts-heart) + 48 [Hart's heart](#fairy-tale-cypher-harts-heart) 49 [Heart of a star](#fairy-tale-cypher-heart-of-a-star) - 50 [Heart\'s tart](#fairy-tale-cypher-hearts-tart) + 50 [Heart's tart](#fairy-tale-cypher-hearts-tart) 51 [Hot cross buns](#fairy-tale-cypher-hot-cross-buns) 52 [Iron bands of three](#fairy-tale-cypher-iron-bands-of-three) 53 [Itsy bitsy spider](#fairy-tale-cypher-itsy-bitsy-spider) - 54 [Jack\'s candlestick](#fairy-tale-cypher-jacks-candlestick) + 54 [Jack's candlestick](#fairy-tale-cypher-jacks-candlestick) 55 [Jiminy cricket](#fairy-tale-cypher-jiminy-cricket) 56 [The Key of Knowing](#fairy-tale-cypher-the-key-of-knowing) 57 [Knave of Hearts](#fairy-tale-cypher-knave-of-hearts) - 58 [Lion\'s courage](#fairy-tale-cypher-lions-courage) + 58 [Lion's courage](#fairy-tale-cypher-lions-courage) 59 [Living water](#fairy-tale-cypher-living-water) 60 [Magic beans](#fairy-tale-cypher-magic-beans) - 61 [Memory\'s match](#fairy-tale-cypher-memorys-match) + 61 [Memory's match](#fairy-tale-cypher-memorys-match) 62 [Mermaid tear](#fairy-tale-cypher-mermaid-tear) 63 [Neverlost](#fairy-tale-cypher-neverlost) 64 [Nonsensical poem](#fairy-tale-cypher-nonsensical-poem) @@ -58039,7 +58039,7 @@ 71 [Poppet (prosperity)](#fairy-tale-cypher-poppet-prosperity) 72 [Poppet (silence)](#fairy-tale-cypher-poppet-silence) 73 [Powder of life](#fairy-tale-cypher-powder-of-life) - 74 [Princess\'s pea](#fairy-tale-cypher-princesss-pea) + 74 [Princess's pea](#fairy-tale-cypher-princesss-pea) 75 [Rabbit hole](#fairy-tale-cypher-rabbit-hole) 76 [Rapunzel leaf](#fairy-tale-cypher-rapunzel-leaf) 77 [Rose of red](#fairy-tale-cypher-rose-of-red) @@ -58051,18 +58051,18 @@ 83 [Snake leaves](#fairy-tale-cypher-snake-leaves) 84 [Snickersnee](#fairy-tale-cypher-snickersnee) 85 [Song of the dead](#fairy-tale-cypher-song-of-the-dead) - 86 [Sorcerer\'s skeleton key](#fairy-tale-cypher-sorcerers-skeleton-key) + 86 [Sorcerer's skeleton key](#fairy-tale-cypher-sorcerers-skeleton-key) 87 [Spirit ring](#fairy-tale-cypher-spirit-ring) 88 [Teleport hat](#fairy-tale-cypher-teleport-hat) 89 [Three needles](#fairy-tale-cypher-three-needles) - 90 [Tin Man\'s tears](#fairy-tale-cypher-tin-mans-tears) + 90 [Tin Man's tears](#fairy-tale-cypher-tin-mans-tears) 91 [To Peter with love](#fairy-tale-cypher-to-peter-with-love) 92 [Valorous whetstone](#fairy-tale-cypher-valorous-whetstone) 93 [Vase of tears](#fairy-tale-cypher-vase-of-tears) 94 [White snake](#fairy-tale-cypher-white-snake) 95 [Wish granting pearl](#fairy-tale-cypher-wish-granting-pearl) 96 [Witch bottle](#fairy-tale-cypher-witch-bottle) - 97 [Witch\'s ladder](#fairy-tale-cypher-witchs-ladder) + 97 [Witch's ladder](#fairy-tale-cypher-witchs-ladder) 98 [Wooden spoon](#fairy-tale-cypher-wooden-spoon) 99 [Yonder yarn](#fairy-tale-cypher-yonder-yarn) 00 Roll on the [cypher tables](#choose-cyphers) @@ -58101,7 +58101,7 @@ 7--9 When attached to physical armor, adds 1 to the Armor it provides (adds 2 to the Armor if the cypher is level 6 or higher). 10--12 When held in the mouth, protects against poisons (up to the level of the cypher). 13--15 When placed on the finger of another with good intent, it adds 1 to the [recovery rolls](#recovery-rolls) of both the user and the wearer. - 16--18 When worn on a string around the neck, provides training in two noncombat skills of the user\'s choice that they are not already trained in. + 16--18 When worn on a string around the neck, provides training in two noncombat skills of the user's choice that they are not already trained in. 19--20 When tied in the hair, eases all defense tasks against curses by two steps. : Adderstone Effects @@ -58113,11 +58113,11 @@ - **Level:** 1d6 + 2 -- **Form:** Striped stone that looks like a dragon\'s eye +- **Form:** Striped stone that looks like a dragon's eye - **Effect:** When ground up and added to food or drink, or applied to the skin, renders the user immune to poisons of the cypher level or lower for one hour per cypher level (and ends any such ongoing effects, if any, already in the - user\'s system). + user's system). ###### Animated Wood[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#fairy-tale-cypher-animated-wood){.og-h-anchor aria-hidden="true"} {#fairy-tale-cypher-animated-wood .og-h-h6-icon} @@ -58133,8 +58133,8 @@ and lasts for one hour per cypher level. Commanding it is not an action. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -Once activated, animated wood is not an unthinking, docile being. It may, in fact, resist the user\'s commands and -attempt to take its own actions. Any actions it takes cannot be harmful to the user or the user\'s allies. The user may +Once activated, animated wood is not an unthinking, docile being. It may, in fact, resist the user's commands and +attempt to take its own actions. Any actions it takes cannot be harmful to the user or the user's allies. The user may attempt to stop an unwanted action via persuasion, intimidation, and so on (any such tasks against the animated wood are eased by two steps). ::: @@ -58170,9 +58170,9 @@ - **Form:** Handful of dust from the Fairy with the Turquoise Hair -- **Effect:** Sprinkling the dust on someone\'s hair, skin, outfit, or other object permanently dyes it bright blue. +- **Effect:** Sprinkling the dust on someone's hair, skin, outfit, or other object permanently dyes it bright blue. -###### Baba Yaga\'s Spiced Cookie[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#fairy-tale-cypher-baba-yagas-spiced-cookie){.og-h-anchor aria-hidden="true"} {#fairy-tale-cypher-baba-yagas-spiced-cookie .og-h-h6-icon} +###### Baba Yaga's Spiced Cookie[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#fairy-tale-cypher-baba-yagas-spiced-cookie){.og-h-anchor aria-hidden="true"} {#fairy-tale-cypher-baba-yagas-spiced-cookie .og-h-h6-icon} [(We Are All Mad Here, page 78)]{.og-ref} @@ -58180,9 +58180,9 @@ - **Form:** Rye cookie flavored with spices and honey -- **Effect:** Eating the cookie increases the user\'s Intellect Edge by 1 for one hour. +- **Effect:** Eating the cookie increases the user's Intellect Edge by 1 for one hour. -###### Bellman\'s Map of the Ocean[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#fairy-tale-cypher-bellmans-map-of-the-ocean){.og-h-anchor aria-hidden="true"} {#fairy-tale-cypher-bellmans-map-of-the-ocean .og-h-h6-icon} +###### Bellman's Map of the Ocean[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#fairy-tale-cypher-bellmans-map-of-the-ocean){.og-h-anchor aria-hidden="true"} {#fairy-tale-cypher-bellmans-map-of-the-ocean .og-h-h6-icon} [(We Are All Mad Here, page 78)]{.og-ref} @@ -58194,7 +58194,7 @@ than they do. For the next ten minutes, affected beings look upon the map-holder as their leader or guide, will not attack them, and generally will do as they ask (all social interactions with those affected are eased by two steps). -###### Beloved\'s Kiss[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#fairy-tale-cypher-beloveds-kiss){.og-h-anchor aria-hidden="true"} {#fairy-tale-cypher-beloveds-kiss .og-h-h6-icon} +###### Beloved's Kiss[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#fairy-tale-cypher-beloveds-kiss){.og-h-anchor aria-hidden="true"} {#fairy-tale-cypher-beloveds-kiss .og-h-h6-icon} [(We Are All Mad Here, page 78)]{.og-ref} @@ -58202,8 +58202,8 @@ - **Form:** Ruby red ring -- **Effect:** When pressed to the lips of a character, beloved\'s kiss prevents the occurrence of one specific - condition of the cypher level or lower. Additionally, it ends any such ongoing effect, if any, in the user\'s +- **Effect:** When pressed to the lips of a character, beloved's kiss prevents the occurrence of one specific + condition of the cypher level or lower. Additionally, it ends any such ongoing effect, if any, in the user's system. Roll a d6 to determine the result. ::: table-responsive @@ -58213,21 +58213,21 @@ 3--4 Renders the character immune to curses for one hour per cypher level (and ends any ongoing effects) 5--6 Renders the character immune to mental effects for one hour per cypher level (and ends any ongoing effects) - : Beloved\'s Kiss Effects + : Beloved's Kiss Effects ::: -###### Bird\'s Nest Coronet[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#fairy-tale-cypher-birds-nest-coronet){.og-h-anchor aria-hidden="true"} {#fairy-tale-cypher-birds-nest-coronet .og-h-h6-icon} +###### Bird's Nest Coronet[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#fairy-tale-cypher-birds-nest-coronet){.og-h-anchor aria-hidden="true"} {#fairy-tale-cypher-birds-nest-coronet .og-h-h6-icon} [(We Are All Mad Here, page 78)]{.og-ref} - **Level:** 1d6 + 3 -- **Form:** Beautifully woven bird\'s nest +- **Form:** Beautifully woven bird's nest -- **Effect:** When worn like a crown, the bird\'s nest creates an illusion over the wearer, making them appear like +- **Effect:** When worn like a crown, the bird's nest creates an illusion over the wearer, making them appear like royalty. Others are more likely to follow their suggestions, defer to their wishes, and treat them well. All social interactions are eased by two steps for one day. Seeing through the disguise is an Intellect task equal to the - cypher\'s level. + cypher's level. ###### Blackbird Pie[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#fairy-tale-cypher-blackbird-pie){.og-h-anchor aria-hidden="true"} {#fairy-tale-cypher-blackbird-pie .og-h-h6-icon} @@ -58269,7 +58269,7 @@ - **Form:** Handful of ground bones -- **Effect:** When eaten, the bones begin a process of lowering the eater\'s apparent age. Over the next three days, +- **Effect:** When eaten, the bones begin a process of lowering the eater's apparent age. Over the next three days, the user begins to look younger and younger, until they reach the appearance of someone no younger than their mid-twenties. Their hair shines, their teeth glow, their wrinkles disappear, their back unstoops. The effect lasts for three days (five days if the cypher is level 6 or higher). This does not change the actual health or age of the @@ -58283,7 +58283,7 @@ - **Form:** Just-right bowl of porridge -- **Effect:** Restores a number of points equal to the cypher level to the user\'s Might Pool. Also protects the user +- **Effect:** Restores a number of points equal to the cypher level to the user's Might Pool. Also protects the user from the effects of cold for ten minutes. ###### Cat Sidhe Medallion[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#fairy-tale-cypher-cat-sidhe-medallion){.og-h-anchor aria-hidden="true"} {#fairy-tale-cypher-cat-sidhe-medallion .og-h-h6-icon} @@ -58292,7 +58292,7 @@ - **Level:** 1d6 + 2 -- **Form:** Medallion in the shape of the white symbol on a [cat sidhe](#creature-cat-sidhe)\'s chest +- **Form:** Medallion in the shape of the white symbol on a [cat sidhe](#creature-cat-sidhe)'s chest - **Effect:** When activated, the medallion protects the wearer from the next curse (of the cypher level or lower) that is cast upon them. The curse goes into the medallion, which shatters into thousands of tiny pieces. @@ -58307,10 +58307,10 @@ - **Effect:** When hung in the air, the grin slowly transforms into a grey Cheshire Cat that seems to be made mostly of smoke and shadow. It has huge blue eyes and an enormous grin. The cat acts as a creature (level equal to the - cypher\'s level) with a mind of its own, although it likely helps the person who activated the cypher. It sticks + cypher's level) with a mind of its own, although it likely helps the person who activated the cypher. It sticks around for ten minutes, and then fades away slowly, until even the original smile has disappeared. -###### Coalheart\'s Beard Balm[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#fairy-tale-cypher-coalhearts-beard-balm){.og-h-anchor aria-hidden="true"} {#fairy-tale-cypher-coalhearts-beard-balm .og-h-h6-icon} +###### Coalheart's Beard Balm[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#fairy-tale-cypher-coalhearts-beard-balm){.og-h-anchor aria-hidden="true"} {#fairy-tale-cypher-coalhearts-beard-balm .og-h-h6-icon} [(We Are All Mad Here, page 79)]{.og-ref} @@ -58324,10 +58324,10 @@ treasure is found, the beard remains. But once it is shaved or cut, it does not grow back. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -Many dwarfs have beards with magical powers. It\'s possible to find other beard balm cyphers out in the world. +Many dwarfs have beards with magical powers. It's possible to find other beard balm cyphers out in the world. ::: -###### Croc\'s Clock[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#fairy-tale-cypher-crocs-clock){.og-h-anchor aria-hidden="true"} {#fairy-tale-cypher-crocs-clock .og-h-h6-icon} +###### Croc's Clock[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#fairy-tale-cypher-crocs-clock){.og-h-anchor aria-hidden="true"} {#fairy-tale-cypher-crocs-clock .og-h-h6-icon} [(We Are All Mad Here, page 80)]{.og-ref} @@ -58350,7 +58350,7 @@ [artifact](#choose-artifacts), creates an exact duplicate of the item. The duplicate works just like the original and lasts for ten minutes or until it naturally depletes (whichever comes first). -###### Dame Trot\'s Cat[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#fairy-tale-cypher-dame-trots-cat){.og-h-anchor aria-hidden="true"} {#fairy-tale-cypher-dame-trots-cat .og-h-h6-icon} +###### Dame Trot's Cat[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#fairy-tale-cypher-dame-trots-cat){.og-h-anchor aria-hidden="true"} {#fairy-tale-cypher-dame-trots-cat .og-h-h6-icon} [(We Are All Mad Here, page 80)]{.og-ref} @@ -58359,7 +58359,7 @@ - **Form:** Statue of a cat - **Effect:** When activated by feeding it a bit of milk or fish, the statue protects the user, yowling and hissing - the next time it senses danger. The cat\'s level is equal to the cypher level. + the next time it senses danger. The cat's level is equal to the cypher level. ###### Darning Needle[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#fairy-tale-cypher-darning-needle){.og-h-anchor aria-hidden="true"} {#fairy-tale-cypher-darning-needle .og-h-h6-icon} @@ -58371,7 +58371,7 @@ - **Effect:** When activated, grows into a larger version of itself that acts as a medium weapon. It inflicts 4 points of damage and causes anything it successfully hits to shrink to half its size. The needle lasts for a number of - hours equal to the cypher\'s level. + hours equal to the cypher's level. ###### Dead Water[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#fairy-tale-cypher-dead-water){.og-h-anchor aria-hidden="true"} {#fairy-tale-cypher-dead-water .og-h-h6-icon} @@ -58397,15 +58397,15 @@ Pools full. Using the deathless does not protect the character from taking damage or moving down the damage track. Placing the - soul and returning to life are actions. Once the cypher holds the user\'s soul, it no longer counts against their + soul and returning to life are actions. Once the cypher holds the user's soul, it no longer counts against their [cypher limit](#cypher-limits). ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -If someone gets a hold of another person\'s soul, they have a great deal of power over that person (such as easing all -actions against them by three steps). Those who use a deathless should ensure that it\'s well hidden and well protected. +If someone gets a hold of another person's soul, they have a great deal of power over that person (such as easing all +actions against them by three steps). Those who use a deathless should ensure that it's well hidden and well protected. ::: -###### Death\'s Candle[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#fairy-tale-cypher-deaths-candle){.og-h-anchor aria-hidden="true"} {#fairy-tale-cypher-deaths-candle .og-h-h6-icon} +###### Death's Candle[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#fairy-tale-cypher-deaths-candle){.og-h-anchor aria-hidden="true"} {#fairy-tale-cypher-deaths-candle .og-h-h6-icon} [(We Are All Mad Here, page 80)]{.og-ref} @@ -58413,14 +58413,14 @@ - **Form:** Small, half-burnt black candle -- **Effect:** Once the candle is lit, it burns for a number of rounds equal to the cypher\'s level. During that time, +- **Effect:** Once the candle is lit, it burns for a number of rounds equal to the cypher's level. During that time, the user who lit it is protected from death or being moved down the damage track. While the candle burns, if the character would normally die, they do not and instead reject all damage. For example, if a character has 5 points left in their last Pool, and a foe inflicts 5 points of damage on them, putting all their Pools at 0, the user takes no damage. However, if a foe inflicts 4 points of damage, which is not enough to kill the user, the user takes the 4 points of damage. -###### Death\'s Messengers[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#fairy-tale-cypher-deaths-messengers){.og-h-anchor aria-hidden="true"} {#fairy-tale-cypher-deaths-messengers .og-h-h6-icon} +###### Death's Messengers[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#fairy-tale-cypher-deaths-messengers){.og-h-anchor aria-hidden="true"} {#fairy-tale-cypher-deaths-messengers .og-h-h6-icon} [(We Are All Mad Here, page 80)]{.og-ref} @@ -58430,10 +58430,10 @@ - **Effect:** The three smoke wisps wrap around a creature within close range, causing them to feel dizzy, experience ringing in their ears, and have blurred vision. For the next three rounds, the cypher inflicts damage equal to the - cypher\'s level (each round). + cypher's level (each round). ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The words \"immediate\" and \"close\" can be used interchangeably to talk about +**Editor's Notes ---** The words \"immediate\" and \"close\" can be used interchangeably to talk about [distance](#rules-distance). ::: @@ -58445,16 +58445,16 @@ - **Form:** Crown made of feathers, bits of bone, burnt hair, and old teeth -- **Effect:** When worn on someone\'s head, looped over a limb, or otherwise placed upon their person, the crown +- **Effect:** When worn on someone's head, looped over a limb, or otherwise placed upon their person, the crown inflicts damage equal to its level. -###### Dragon\'s Blood[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#fairy-tale-cypher-dragons-blood){.og-h-anchor aria-hidden="true"} {#fairy-tale-cypher-dragons-blood .og-h-h6-icon} +###### Dragon's Blood[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#fairy-tale-cypher-dragons-blood){.og-h-anchor aria-hidden="true"} {#fairy-tale-cypher-dragons-blood .og-h-h6-icon} [(We Are All Mad Here, page 81)]{.og-ref} - **Level:** 1d6 + 4 -- **Form:** Powdered dragon\'s blood +- **Form:** Powdered dragon's blood - **Effect:** When mixed with liquid and painted on a living being, grants one of the following effects for a day. @@ -58465,18 +58465,18 @@ 3--4 Asset to all tasks involving magic 5--6 Asset to all tasks involving romance, sex, and fertility - : Dragon\'s Blood Effects + : Dragon's Blood Effects ::: -###### Dragon\'s Teeth[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#fairy-tale-cypher-dragons-teeth){.og-h-anchor aria-hidden="true"} {#fairy-tale-cypher-dragons-teeth .og-h-h6-icon} +###### Dragon's Teeth[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#fairy-tale-cypher-dragons-teeth){.og-h-anchor aria-hidden="true"} {#fairy-tale-cypher-dragons-teeth .og-h-h6-icon} [(We Are All Mad Here, page 81)]{.og-ref} - **Level:** 1d6 -- **Form:** Handful of dragon\'s teeth +- **Form:** Handful of dragon's teeth -- **Effect:** When planted, the dragon\'s teeth grow into three fully armed warriors. The warriors can understand the +- **Effect:** When planted, the dragon's teeth grow into three fully armed warriors. The warriors can understand the verbal commands of the person who planted them. Once they are grown, commanding them is not an action. They can make attacks and perform actions to the best of their abilities. The warriors can never go farther than long range from the character who planted them. @@ -58540,7 +58540,7 @@ - **Effect:** Causes the eater to grow to twice their size. The effect lasts for one hour or until the user can find another way to change their size (such as with a [drink me](#fairy-tale-cypher-drink-me)). -###### Emperor\'s New Clothes[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#fairy-tale-cypher-emperors-new-clothes){.og-h-anchor aria-hidden="true"} {#fairy-tale-cypher-emperors-new-clothes .og-h-h6-icon} +###### Emperor's New Clothes[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#fairy-tale-cypher-emperors-new-clothes){.og-h-anchor aria-hidden="true"} {#fairy-tale-cypher-emperors-new-clothes .og-h-h6-icon} [(We Are All Mad Here, page 82)]{.og-ref} @@ -58563,7 +58563,7 @@ against all physical and mental attacks for one day. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -It\'s believed that burying a fairy cup returns it to its rightful owners below ground, and it is they who offer +It's believed that burying a fairy cup returns it to its rightful owners below ground, and it is they who offer protection by way of thanks. ::: @@ -58580,7 +58580,7 @@ in who that person is, but while the disguise is active, all interactions with the designated creature are eased by two steps. The user can remove the glasses to look like themselves again before the end of the duration. -###### Father\'s Betrayal[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#fairy-tale-cypher-fathers-betrayal){.og-h-anchor aria-hidden="true"} {#fairy-tale-cypher-fathers-betrayal .og-h-h6-icon} +###### Father's Betrayal[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#fairy-tale-cypher-fathers-betrayal){.og-h-anchor aria-hidden="true"} {#fairy-tale-cypher-fathers-betrayal .og-h-h6-icon} [(We Are All Mad Here, page 82)]{.og-ref} @@ -58636,17 +58636,17 @@ - **Form:** Length of magical rope - **Effect:** Knotting the rope together to form a loop allows the user to capture a memory from their past. They - don\'t lose the memory when capturing it with the forget-me-knot. When the user unties the loop, everyone in close + don't lose the memory when capturing it with the forget-me-knot. When the user unties the loop, everyone in close range spends one round doing nothing but experiencing the memory as if it were their own. If the memory is particularly sad, loving, scary, and so on, all affected beings likely spend an additional round dealing with the emotional impacts of that memory. Capturing the memory is an action, as is untying the loop. ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The words \"immediate\" and \"close\" can be used interchangeably to talk about +**Editor's Notes ---** The words \"immediate\" and \"close\" can be used interchangeably to talk about [distance](#rules-distance). ::: -###### Genie\'s Handkerchief[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#fairy-tale-cypher-genies-handkerchief){.og-h-anchor aria-hidden="true"} {#fairy-tale-cypher-genies-handkerchief .og-h-h6-icon} +###### Genie's Handkerchief[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#fairy-tale-cypher-genies-handkerchief){.og-h-anchor aria-hidden="true"} {#fairy-tale-cypher-genies-handkerchief .og-h-h6-icon} [(We Are All Mad Here, page 82)]{.og-ref} @@ -58654,11 +58654,11 @@ - **Form:** Extremely large handkerchief with one corner coated in mercury -- **Effect:** Rubbing the cloth over a wound heals the wound (restores all points to the character\'s Pools), but also +- **Effect:** Rubbing the cloth over a wound heals the wound (restores all points to the character's Pools), but also uses up one [recovery roll](#recovery-rolls) for the day. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -Genie\'s handkerchiefs come in many colors and materials. Some people find that after their magic is used up, they make +Genie's handkerchiefs come in many colors and materials. Some people find that after their magic is used up, they make fine blankets, curtains, or cloaks. Of course, extended exposure to mercury has its drawbacks. ::: @@ -58671,7 +58671,7 @@ - **Form:** Golden snail shell - **Effect:** When blown into softly, the shell expands into a simple structure with a front door and walls that let - in a soft light. From inside the structure, it\'s about 10 feet by 10 feet by 20 feet (3 m by 3 m by 6 m). From the + in a soft light. From inside the structure, it's about 10 feet by 10 feet by 20 feet (3 m by 3 m by 6 m). From the outside, the shell continues to look exactly the way it did before, in both size and shape, making it difficult for others to notice. Once expanded, the structure is permanent and immobile. @@ -58685,7 +58685,7 @@ - **Effect:** After eating the cookie, the user has training in Speed defense for the next day. -###### Godfather\'s Picture Book[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#fairy-tale-cypher-godfathers-picture-book){.og-h-anchor aria-hidden="true"} {#fairy-tale-cypher-godfathers-picture-book .og-h-h6-icon} +###### Godfather's Picture Book[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#fairy-tale-cypher-godfathers-picture-book){.og-h-anchor aria-hidden="true"} {#fairy-tale-cypher-godfathers-picture-book .og-h-h6-icon} [(We Are All Mad Here, page 83)]{.og-ref} @@ -58696,7 +58696,7 @@ - **Effect:** When someone flips through the pages quickly, time is altered. If the user flips through the book forward, time jumps forward. Flip backward and time jumps backward. Moving time forward gives the user an additional action on their turn. Moving it backward allows them to [retry](rules-retrying-a-task-after-failure) their previous - action. After the book is used this way once, it becomes a regular book and does not count against the character\'s + action. After the book is used this way once, it becomes a regular book and does not count against the character's [cypher limit](#cypher-limits). ###### Golden Beetle[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#fairy-tale-cypher-golden-beetle){.og-h-anchor aria-hidden="true"} {#fairy-tale-cypher-golden-beetle .og-h-h6-icon} @@ -58727,7 +58727,7 @@ tasks are hindered, and a fall from any height does 3 points of [ambient damage](#ambient-damage) (ignores Armor). - The landscape effects are permanent. The golden vanity counts as a single cypher against the character\'s [cypher + The landscape effects are permanent. The golden vanity counts as a single cypher against the character's [cypher limit](#cypher-limits). When all three items have been used, it remains a functional vanity set but no longer holds any magic. @@ -58743,7 +58743,7 @@ one day. The wearer can see through illusions of the cypher level or lower and can see in the dark as if it were daylight. -###### Hart\'s Heart[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#fairy-tale-cypher-harts-heart){.og-h-anchor aria-hidden="true"} {#fairy-tale-cypher-harts-heart .og-h-h6-icon} +###### Hart's Heart[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#fairy-tale-cypher-harts-heart){.og-h-anchor aria-hidden="true"} {#fairy-tale-cypher-harts-heart .og-h-h6-icon} [(We Are All Mad Here, page 83)]{.og-ref} @@ -58763,10 +58763,10 @@ - **Form:** Still-warm piece of a fallen star - **Effect:** For the next ten minutes, when the user helps another character while holding the star, that - character\'s task is eased by an additional step. (If the user has an inability in the relevant skill, the other - character\'s task is still eased.) + character's task is eased by an additional step. (If the user has an inability in the relevant skill, the other + character's task is still eased.) -###### Heart\'s Tart[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#fairy-tale-cypher-hearts-tart){.og-h-anchor aria-hidden="true"} {#fairy-tale-cypher-hearts-tart .og-h-h6-icon} +###### Heart's Tart[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#fairy-tale-cypher-hearts-tart){.og-h-anchor aria-hidden="true"} {#fairy-tale-cypher-hearts-tart .og-h-h6-icon} [(We Are All Mad Here, page 84)]{.og-ref} @@ -58785,7 +58785,7 @@ - **Form:** Small spiced cake -- **Effect:** When eaten, restores a number of points equal to the cypher\'s level to the user\'s Might Pool. +- **Effect:** When eaten, restores a number of points equal to the cypher's level to the user\'s Might Pool. ###### Iron Bands of Three[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#fairy-tale-cypher-iron-bands-of-three){.og-h-anchor aria-hidden="true"} {#fairy-tale-cypher-iron-bands-of-three .og-h-h6-icon} @@ -58795,7 +58795,7 @@ - **Form:** Three flexible iron bands -- **Effect:** Wrapping the iron bands around the user\'s heart keeps it from breaking with trouble and anxiety. While +- **Effect:** Wrapping the iron bands around the user's heart keeps it from breaking with trouble and anxiety. While wearing the bands, the user automatically succeeds on their next three Intellect defense rolls against anything that would make them feel sad, fearful, intimidated, and so on. Each time the cypher activates to protect the user, one of the bands breaks. When all three bands are broken, the cypher is used up. @@ -58811,10 +58811,10 @@ - **Effect:** When released, the spider sets up a web in a nearby corner. For the next ten minutes, the web catches thoughts, secrets, and information about the general area (up to about a square mile), including any creatures, people, weather, or goings on. At the end of that time, the user can read the web, gaining answers to a number of - questions equal to the cypher\'s level. The questions must pertain to the area and must be simple enough that the + questions equal to the cypher's level. The questions must pertain to the area and must be simple enough that the spider can answer them in three words or less. -###### Jack\'s Candlestick[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#fairy-tale-cypher-jacks-candlestick){.og-h-anchor aria-hidden="true"} {#fairy-tale-cypher-jacks-candlestick .og-h-h6-icon} +###### Jack's Candlestick[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#fairy-tale-cypher-jacks-candlestick){.og-h-anchor aria-hidden="true"} {#fairy-tale-cypher-jacks-candlestick .og-h-h6-icon} [(We Are All Mad Here, page 84)]{.og-ref} @@ -58822,7 +58822,7 @@ - **Form:** Burning candlestick -- **Effect:** Jumping over the candlestick restores a number of points equal to the cypher\'s level to the user\'s +- **Effect:** Jumping over the candlestick restores a number of points equal to the cypher's level to the user\'s Speed Pool. ###### Jiminy Cricket[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#fairy-tale-cypher-jiminy-cricket){.og-h-anchor aria-hidden="true"} {#fairy-tale-cypher-jiminy-cricket .og-h-h6-icon} @@ -58863,7 +58863,7 @@ of the knight. They also gain +1 Armor, +1 damage, and an asset in sneaking, hiding, and stealth. The effect lasts for ten minutes per cypher level. -###### Lion\'s Courage[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#fairy-tale-cypher-lions-courage){.og-h-anchor aria-hidden="true"} {#fairy-tale-cypher-lions-courage .og-h-h6-icon} +###### Lion's Courage[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#fairy-tale-cypher-lions-courage){.og-h-anchor aria-hidden="true"} {#fairy-tale-cypher-lions-courage .og-h-h6-icon} [(We Are All Mad Here, page 85)]{.og-ref} @@ -58898,10 +58898,10 @@ - **Form:** Handful of magic beans -- **Effect:** When planted and watered, the beans grow into a giant beanstalk. It\'s almost impossible to know where +- **Effect:** When planted and watered, the beans grow into a giant beanstalk. It's almost impossible to know where the beanstalk leads until you climb it. Climbing the beanstalk is a level 5 task. -###### Memory\'s Match[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#fairy-tale-cypher-memorys-match){.og-h-anchor aria-hidden="true"} {#fairy-tale-cypher-memorys-match .og-h-h6-icon} +###### Memory's Match[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#fairy-tale-cypher-memorys-match){.og-h-anchor aria-hidden="true"} {#fairy-tale-cypher-memorys-match .og-h-h6-icon} [(We Are All Mad Here, page 85)]{.og-ref} @@ -58911,7 +58911,7 @@ - **Effect:** Lighting the match causes everyone nearby to see a vision that comforts them. Those who watch the vision in the flame for one round feel rejuvenated and comforted. Anyone who makes a [recovery roll](#recovery-rolls) in - the next ten minutes gains +3 to the roll. After that, anyone who watched the vision but didn\'t make a recovery + the next ten minutes gains +3 to the roll. After that, anyone who watched the vision but didn't make a recovery roll takes 3 points of Intellect damage (ignores Armor). ###### Mermaid Tear[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#fairy-tale-cypher-mermaid-tear){.og-h-anchor aria-hidden="true"} {#fairy-tale-cypher-mermaid-tear .og-h-h6-icon} @@ -58924,7 +58924,7 @@ - **Effect:** When swallowed, fills the user with an overwhelming sense of sadness. The user takes 1 point of Intellect damage, but gains an asset on any tasks involving water for the next ten minutes. The task must involve - water in a significant way (for example, swinging a sword while it\'s raining likely doesn\'t count, but crying as + water in a significant way (for example, swinging a sword while it's raining likely doesn\'t count, but crying as part of an attempt to persuade someone, casting a magic spell involving water, or using a pool to scry would all be appropriate). @@ -58964,7 +58964,7 @@ their current task, location, or action and get 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 a PC could find by looking somewhere other than their current location is level 1, and obscure knowledge of the past is level 7. The cypher cannot - provide an answer to a question above its level (which means it can\'t provide knowledge about the future, since + provide an answer to a question above its level (which means it can't provide knowledge about the future, since that is level 10). ###### Pictureless Book[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#fairy-tale-cypher-pictureless-book){.og-h-anchor aria-hidden="true"} {#fairy-tale-cypher-pictureless-book .og-h-h6-icon} @@ -58979,7 +58979,7 @@ into a deep sleep for one round. While they sleep, they have intense dreams and cannot take any other actions. The dreams affect them in one of the following ways. - Pictureless book affects NPCs\' health instead of their Pools, either restoring them to full health or doing 5 + Pictureless book affects NPCs' health instead of their Pools, either restoring them to full health or doing 5 points of damage. ::: table-responsive @@ -59011,7 +59011,7 @@ 41--60 **Alter:** The creature becomes physically altered until they are unrecognizable, even by their loved ones. The alteration also affects their clothing, possessions, and any distinguishing characteristics or mannerisms. 61--75 **Lost:** The creature becomes deeply and frighteningly lost, even if they are in familiar surroundings (such as their own bedroom). They do not recognize any landmarks, cannot find their way, and feel a deep sense of panic. 76--85 **Breathless:** The creature feels like they are unable to breathe, gulping air and short of breath. Although they are not dying, they feel as though they are. All tasks are hindered. - 86--95 **Compulsion:** The creature becomes obsessed with a single task, unable to do anything else until they achieve it. The 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 are hindered. + 86--95 **Compulsion:** The creature becomes obsessed with a single task, unable to do anything else until they achieve it. The 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 are hindered. 96--00 **Dutiful:** The creature becomes much easier to interact with. All tasks to influence the poisoned creature are eased by two steps. : Poison for Your Daughter Effects @@ -59025,12 +59025,12 @@ - **Form:** Apple that is half white and half red -- **Effect:** Eating from the white half heals the user, restoring a number of points equal to the cypher\'s level to - their Might Pool. Eating from the red half poisons the user, inflicting damage equal to the cypher\'s level. Each +- **Effect:** Eating from the white half heals the user, restoring a number of points equal to the cypher's level to + their Might Pool. Eating from the red half poisons the user, inflicting damage equal to the cypher's level. Each half of the apple has the power to affect only one creature. - Both halves of the apple can be used by the same or different people as long as it\'s done within a few rounds of - each other. However, in order for the cypher to take effect, the user must willingly take a bite. It\'s impossible, + Both halves of the apple can be used by the same or different people as long as it's done within a few rounds of + each other. However, in order for the cypher to take effect, the user must willingly take a bite. It's impossible, for instance, to force-feed someone part of the apple and have the cypher activate. ###### Poppet (Damage)[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#fairy-tale-cypher-poppet-damage){.og-h-anchor aria-hidden="true"} {#fairy-tale-cypher-poppet-damage .og-h-h6-icon} @@ -59042,7 +59042,7 @@ - **Form:** Small figure made of cloth, stuffed with hair and bone - **Effect:** Writing the name of an object or living being on the figure connects the figure with that object or - being. Destroying the poppet inflicts damage on the connected object or being equal to the cypher\'s level, no + being. Destroying the poppet inflicts damage on the connected object or being equal to the cypher's level, no matter how far away it is. Writing the name and destroying the poppet are separate actions. ###### Poppet (Love)[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#fairy-tale-cypher-poppet-love){.og-h-anchor aria-hidden="true"} {#fairy-tale-cypher-poppet-love .og-h-h6-icon} @@ -59053,7 +59053,7 @@ - **Form:** Small figure made of wax, adorned with flowers and herbs -- **Effect:** Giving the poppet to another living being in a short ceremony (usually simply saying the being\'s name +- **Effect:** Giving the poppet to another living being in a short ceremony (usually simply saying the being's name and making an offer of deep positive emotion) protects them from all harmful effects the next time they are attacked. If the positive emotion is returned (such as between friends or lovers), the giver is also protected. For example, the next time someone swings a sword, speaks a curse, or tries to poison the creature, the attempt @@ -59092,10 +59092,10 @@ - **Form:** Bit of powder carried in a pepper box -- **Effect:** When sprinkled on an inanimate object, the powder brings it to life. The object doesn\'t change in any +- **Effect:** When sprinkled on an inanimate object, the powder brings it to life. The object doesn't change in any way---a small cat made of glass remains a small cat made of glass---except that now it is alive. The living object acts as a level 2 creature with a mind of its own. While it has an affinity or obligation for the one who brought it - to life, it doesn\'t obey commands. + to life, it doesn't obey commands. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} Objects animated by the powder of life should have stats that represent their form and nature. For example, a tin @@ -59104,7 +59104,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** Instructions for *Dr. Pipt\'s Incredible Powder of Life*: +**Editor's Notes ---** Instructions for *Dr. Pipt\'s Incredible Powder of Life*: 1. Sprinkle lightly one dusting dose on static object to be brought to life. 2. Raise left hand, little finger pointing upward, and say *\"Weaugh!\"* @@ -59113,7 +59113,7 @@ 5. Try and keep a positive attitude! ::: -###### Princess\'s Pea[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#fairy-tale-cypher-princesss-pea){.og-h-anchor aria-hidden="true"} {#fairy-tale-cypher-princesss-pea .og-h-h6-icon} +###### Princess's Pea[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#fairy-tale-cypher-princesss-pea){.og-h-anchor aria-hidden="true"} {#fairy-tale-cypher-princesss-pea .og-h-h6-icon} [(We Are All Mad Here, page 88)]{.og-ref} @@ -59153,7 +59153,7 @@ feet (30 m) tall. The tower, which takes ten minutes to fully form, has a large number of windows but only one exterior door, which can be unlocked only by the user. - The tower\'s level is equal to the cypher level, and the structure is permanent and immobile. + The tower's level is equal to the cypher level, and the structure is permanent and immobile. ###### Rose of Red[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#fairy-tale-cypher-rose-of-red){.og-h-anchor aria-hidden="true"} {#fairy-tale-cypher-rose-of-red .og-h-h6-icon} @@ -59163,7 +59163,7 @@ - **Form:** Big, beautiful crimson rose in full bloom -- **Effect:** Pricking a finger on the rose\'s thorns causes the user to bleed a single drop of blood. When flung into +- **Effect:** Pricking a finger on the rose's thorns causes the user to bleed a single drop of blood. When flung into the air, the blood becomes a large red bird that flies toward a chosen target up to a long distance away. When it arrives, it bursts in an immediate radius, inflicting Intellect damage equal to the cypher level. The burst spawns 1d6 additional birds; in the next round, each one flies to a random spot within short range and explodes in an @@ -59179,7 +59179,7 @@ - **Effect:** When rubbed on your visible shadow, causes it to separate from yourself. - The shadow acts as a level 4 creature under the user\'s control for one hour (or until there is no light). The + The shadow acts as a level 4 creature under the user's control for one hour (or until there is no light). The shadow is two-dimensional and insubstantial, and when sneaking, hiding, and avoiding detection, it acts as a level 7 creature. When the effect ends, the shadow (usually) returns to the user. @@ -59241,10 +59241,10 @@ - **Effect:** When blown into, the bone sings a song that details the weaknesses and faults of one target (up to the level of the cypher) that the user chooses. For ten minutes, all tasks involving the target are eased for everyone - in long range who heard the bone\'s song. + in long range who heard the bone's song. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -For most magical objects involving sound, it\'s not necessary to physically hear the item in order to gain the benefits. +For most magical objects involving sound, it's not necessary to physically hear the item in order to gain the benefits. \"Hearing\" may involve sensing vibrations, magical mental telepathy, a sign language interpreter, and so on. ::: @@ -59280,10 +59280,10 @@ - **Form:** Small stuffed bird with yellow and blue plumage - **Effect:** When the user spends ten minutes breathing into the mouth of the bird, it comes to life. It flies off, - but now carries a piece of the user\'s life inside it. When the user dies, the bird flies back to their body and is + but now carries a piece of the user's life inside it. When the user dies, the bird flies back to their body and is able to communicate to those around it, but only for one day. After that, the bird returns to its lifeless form. -###### Sorcerer\'s Skeleton Key[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#fairy-tale-cypher-sorcerers-skeleton-key){.og-h-anchor aria-hidden="true"} {#fairy-tale-cypher-sorcerers-skeleton-key .og-h-h6-icon} +###### Sorcerer's Skeleton Key[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#fairy-tale-cypher-sorcerers-skeleton-key){.og-h-anchor aria-hidden="true"} {#fairy-tale-cypher-sorcerers-skeleton-key .og-h-h6-icon} [(We Are All Mad Here, page 89)]{.og-ref} @@ -59303,13 +59303,13 @@ - **Form:** Ring, necklace, hairpin, or bracelet - **Effect:** Summons a group of helpful fey who provide assistance for ten minutes. During this time, they do as the - wearer commands as long as they\'re within long range. They can hinder any or all opponents\' tasks, provide + wearer commands as long as they're within long range. They can hinder any or all opponents\' tasks, provide information, assist in small tasks, and so on. The fey will not do anything that goes against their basic nature and safety (such as self-harm, attacking their friends, or obvious suicide missions). ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -Fey are fickle beings. While spirit rings and the like allow someone to hold power over them, it\'s very much dependent -on the fey\'s blessing. Angering the fey may cause them to leave at any moment (even in the middle of something +Fey are fickle beings. While spirit rings and the like allow someone to hold power over them, it's very much dependent +on the fey's blessing. Angering the fey may cause them to leave at any moment (even in the middle of something important), and they may take the time to curse or prank the characters before they disappear. ::: @@ -59337,7 +59337,7 @@ - **Effect:** For the next ten minutes per cypher level, the user can climb any solid surfaces (even vertical ones) as if doing so was a routine task. -###### Tin Man\'s Tears[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#fairy-tale-cypher-tin-mans-tears){.og-h-anchor aria-hidden="true"} {#fairy-tale-cypher-tin-mans-tears .og-h-h6-icon} +###### Tin Man's Tears[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#fairy-tale-cypher-tin-mans-tears){.og-h-anchor aria-hidden="true"} {#fairy-tale-cypher-tin-mans-tears .og-h-h6-icon} [(We Are All Mad Here, page 90)]{.og-ref} @@ -59347,7 +59347,7 @@ - **Effect:** When poured out, spreads out to cover an area about 2 feet by 2 feet (60 cm square), transforming any metal it touches into brittle rust, down to a depth of about 6 inches (15 cm). When used on a metal creature (such - as a tin soldier), the rust inflicts damage equal to the cypher\'s level and hinders all movement actions for ten + as a tin soldier), the rust inflicts damage equal to the cypher's level and hinders all movement actions for ten minutes. ###### To Peter With Love[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#fairy-tale-cypher-to-peter-with-love){.og-h-anchor aria-hidden="true"} {#fairy-tale-cypher-to-peter-with-love .og-h-h6-icon} @@ -59358,7 +59358,7 @@ - **Form:** Wrapped box with a bomb inside and a gift tag on the outside -- **Effect:** Write a person\'s name on the tag, and the box will deliver itself to that person at a time and place +- **Effect:** Write a person's name on the tag, and the box will deliver itself to that person at a time and place you specify. When opened, the box does damage to the recipient equal to the cypher level. Traveling to the recipient takes at least a round and sometimes longer, depending on the distance and difficulty. @@ -59417,11 +59417,11 @@ - **Form:** Ornate stoppered bottle filled with wine, seawater, or pins and needles -- **Effect:** Captures a witch (of a level up to the cypher\'s level). Upon entering the bottle, the witch takes - damage equal to the cypher\'s level and is trapped until someone whispers their name into the bottle\'s mouth and +- **Effect:** Captures a witch (of a level up to the cypher's level). Upon entering the bottle, the witch takes + damage equal to the cypher's level and is trapped until someone whispers their name into the bottle\'s mouth and releases them. -###### Witch\'s Ladder[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#fairy-tale-cypher-witchs-ladder){.og-h-anchor aria-hidden="true"} {#fairy-tale-cypher-witchs-ladder .og-h-h6-icon} +###### Witch's Ladder[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#fairy-tale-cypher-witchs-ladder){.og-h-anchor aria-hidden="true"} {#fairy-tale-cypher-witchs-ladder .og-h-h6-icon} [(We Are All Mad Here, page 91)]{.og-ref} @@ -59440,7 +59440,7 @@ - **Form:** Plain wooden spoon -- **Effect:** When stirred through the air, restores the user\'s energy and vitality. The user gains two additional +- **Effect:** When stirred through the air, restores the user's energy and vitality. The user gains two additional actions on their next turn. For example, they can move a long distance, use a one-action [recovery roll](#recovery-rolls), and activate a cypher as their turn, or attack a foe three times. @@ -59458,7 +59458,7 @@ ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} It is difficult, but not impossible, to protect oneself from being found by yonder yarn. Witches, in particular, know -ways to hide themselves (and others) from the yarn\'s power. +ways to hide themselves (and others) from the yarn's power. ::: ------------------------------------------------------------------------------------------------------------------------ @@ -59491,7 +59491,7 @@ own or roll a quirk on the table below. Quirks typically do not make an artifact more powerful, but they can make it more interesting, difficult, useful, or -just unique. Some quirks manifest during an item\'s creation, while others might appear (or disappear) after a +just unique. Some quirks manifest during an item's creation, while others might appear (or disappear) after a particular experience, usually one involving magic. Quirks may come and go without notice, but typically an artifact can have only one quirk at a time and is rarely without a quirk for long. @@ -59511,7 +59511,7 @@ 5 Also serves as a key to some magically locked doors and chests. 6 Bites owner with tiny teeth if jostled, dealing 1 point of damage. 7 Always muttering and complaining, though useful warnings and other information can sometimes be gained. - 8 Jealous of any other manifest cyphers, artifacts, or beautiful objects in the wielder\'s life. + 8 Jealous of any other manifest cyphers, artifacts, or beautiful objects in the wielder's life. 9 The \"painting\" of a princess of summer on the object sometimes leaves it, robbing the artifact of power. 10 Causes flowers to grow wherever it is stored or set down. @@ -59530,19 +59530,19 @@ 3 Musical instruments and birdsongs go flat in its presence. 4 Gives the wielder an increased sense of smell. 5 Draws bees and occasionally drips honey. - 6 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. + 6 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. 8 Causes the wielder to walk an inch or so above the ground. - 9 Whistles music appropriate to what\'s going on around it, including a nasal drone when it\'s bored. - 10 Sometimes moves of its own accord, but never when anyone\'s looking at it. + 9 Whistles music appropriate to what's going on around it, including a nasal drone when it\'s bored. + 10 Sometimes moves of its own accord, but never when anyone's looking at it. 11 Talks constantly about its former owner, who it either loves or hates, depending on the day. 12 Gives everyone nearby weird and unnatural dreams. - 13 Causes the wielder\'s hair to grow faster than normal. + 13 Causes the wielder's hair to grow faster than normal. 14 Creates a cloud over itself constantly. Sometimes the cloud rains. - 15 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 day. + 15 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 day. 17 Emits various colored swirls and sparkles that form shapes in the air. - 18 Changes appearance in some small way to match the wielder\'s mood. + 18 Changes appearance in some small way to match the wielder's mood. 19 Sometimes points the way to something interesting or useful. 20 Occasionally changes into a completely different artifact overnight (including form and function); this effect lasts until the artifact is used in its new form, after which point it reverts back (or depletes). @@ -59563,21 +59563,21 @@ 01--03 [A tisket a tasket](#fairy-tale-artifact-a-tisket-a-tasket) 04--06 [Bounding boots](#fairy-tale-artifact-bounding-boots) 07--09 [Boundless bag](#fairy-tale-artifact-boundless-bag) - 10--12 [Boy Blue\'s horn](#fairy-tale-artifact-boy-blues-horn) + 10--12 [Boy Blue's horn](#fairy-tale-artifact-boy-blues-horn) 13--15 [Carving knife of sharpness](#fairy-tale-artifact-carving-knife-of-sharpness) 16--17 [Devils and tailors](#fairy-tale-artifact-devils-and-tailors) 18--20 [Fiddle of the fossegrim](#fairy-tale-artifact-fiddle-of-the-fossegrim) - 21--23 [Fortunate\'s purse](#fairy-tale-artifact-fortunates-purse) + 21--23 [Fortunate's purse](#fairy-tale-artifact-fortunates-purse) 24--25 [Galoshes of fortune](#fairy-tale-artifact-galoshes-of-fortune) - 26--27 [Genie\'s lamp](#fairy-tale-artifact-genies-lamp) + 26--27 [Genie's lamp](#fairy-tale-artifact-genies-lamp) 28--30 [Golden bridle](#fairy-tale-artifact-golden-bridle) 31--33 [Hatchet of the Woodsman](#fairy-tale-artifact-hatchet-of-the-woodsman) - 34--36 [Hook\'s hook](#fairy-tale-artifact-hooks-hook) + 34--36 [Hook's hook](#fairy-tale-artifact-hooks-hook) 37--39 [Horn of destruction](#fairy-tale-artifact-horn-of-destruction) 40--42 [Iron stove](#fairy-tale-artifact-iron-stove) 43--45 [Knapsack of sevens](#fairy-tale-artifact-knapsack-of-sevens) 46--50 [Mirror mirror](#fairy-tale-artifact-mirror-mirror) - 51--53 [Pandora\'s box](#fairy-tale-artifact-pandoras-box) + 51--53 [Pandora's box](#fairy-tale-artifact-pandoras-box) 54--56 [Pixie dust](#fairy-tale-artifact-pixie-dust) 57--59 [Red cap](#fairy-tale-artifact-red-cap) 60--62 [Red riding hood](#fairy-tale-artifact-red-riding-hood) @@ -59586,14 +59586,14 @@ 69--71 [Shapeshifter wand](#fairy-tale-artifact-shapeshifter-wand) 72--74 [She-bear](#fairy-tale-artifact-she-bear) 75--77 [Shirt of nettles](#fairy-tale-artifact-shirt-of-nettles) - 78--79 [Soldier\'s cloak of invisibility](#fairy-tale-artifact-soldiers-cloak-of-invisibility) + 78--79 [Soldier's cloak of invisibility](#fairy-tale-artifact-soldiers-cloak-of-invisibility) 80--82 [Soulful fiddle](#fairy-tale-artifact-soulful-fiddle) 83--84 [Steadfast tin soldier](#fairy-tale-artifact-steadfast-tin-soldier) 85--87 [Stone canoe](#fairy-tale-artifact-stone-canoe) 88--90 [Story knife](#fairy-tale-artifact-story-knife) 91--93 [Table-be-set](#fairy-tale-artifact-table-be-set) 94--96 [Tinderbox](#fairy-tale-artifact-tinderbox) - 97--98 [Tweedledee\'s umbrella](#fairy-tale-artifact-tweedledees-umbrella) + 97--98 [Tweedledee's umbrella](#fairy-tale-artifact-tweedledees-umbrella) 99--00 [Vicious tankard](#fairy-tale-artifact-vicious-tankard) : Fairy Tale Artifacts @@ -59612,7 +59612,7 @@ - **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. + cat. 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) @@ -59647,14 +59647,14 @@ ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} 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 +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 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 [#](#fairy-tale-artifact-boy-blues-horn){.og-h-anchor aria-hidden="true"} {#fairy-tale-artifact-boy-blues-horn .og-tab} +###### Boy Blue's Horn [#](#fairy-tale-artifact-boy-blues-horn){.og-h-anchor aria-hidden="true"} {#fairy-tale-artifact-boy-blues-horn .og-tab} [(We Are All Mad Here, page 93)]{.og-ref} @@ -59677,7 +59677,7 @@ - **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) @@ -59694,7 +59694,7 @@ - **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 +- **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. @@ -59721,7 +59721,7 @@ - **Depletion:** 1 in 1d20 -###### Fortunate\'s Purse [#](#fairy-tale-artifact-fortunates-purse){.og-h-anchor aria-hidden="true"} {#fairy-tale-artifact-fortunates-purse .og-tab} +###### Fortunate's Purse [#](#fairy-tale-artifact-fortunates-purse){.og-h-anchor aria-hidden="true"} {#fairy-tale-artifact-fortunates-purse .og-tab} [(We Are All Mad Here, page 94)]{.og-ref} @@ -59730,7 +59730,7 @@ - **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 + single item, of any size and shape, at a time. Cyphers in Fortunate's purse do not count against the user\'s [cypher limit](#cypher-limits). - **Depletion:** 1 in 1d20 (check each time an item is added to the knapsack) @@ -59755,7 +59755,7 @@ - **Depletion:** 1 in 1d6 -###### Genie\'s Lamp [#](#fairy-tale-artifact-genies-lamp){.og-h-anchor aria-hidden="true"} {#fairy-tale-artifact-genies-lamp .og-tab} +###### Genie's Lamp [#](#fairy-tale-artifact-genies-lamp){.og-h-anchor aria-hidden="true"} {#fairy-tale-artifact-genies-lamp .og-tab} [(We Are All Mad Here, page 95)]{.og-ref} @@ -59785,8 +59785,8 @@ - **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 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 + the 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.) - **Depletion:** 1 in 1d10 @@ -59805,7 +59805,7 @@ - **Depletion:** 1 in 1d20 (check on each successful attack) -###### Hook\'s Hook [#](#fairy-tale-artifact-hooks-hook){.og-h-anchor aria-hidden="true"} {#fairy-tale-artifact-hooks-hook .og-tab} +###### Hook's Hook [#](#fairy-tale-artifact-hooks-hook){.og-h-anchor aria-hidden="true"} {#fairy-tale-artifact-hooks-hook .og-tab} [(We Are All Mad Here, page 95)]{.og-ref} @@ -59814,14 +59814,14 @@ - **Form:** Simple iron hook designed to be worn as a prosthetic - **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 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 + 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. - **Depletion:** 1 in 1d6 (for the fear ability). After depletion, it still functions as a hook and a weapon. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -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. ::: @@ -59888,10 +59888,10 @@ - **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: + a d6 to determine the mirror's ability: ::: table-responsive d6 Ability @@ -59901,7 +59901,7 @@ 3 If the viewer stands before the mirror and shouts their own name three times, they are granted a glimpse of their future. This glimpse lasts just a moment, and is not guaranteed to come true. 4 If the viewer stands before the mirror at midnight while holding a light source, they are able to contact the ghost or spirit of a person or creature they know the name of. Whether or not the being agrees to talk with them is another matter. 5 Distorts the appearance of everything it reflects, particularly by magnifying the horrible and ugly aspects of things and people while ignoring their good and beautiful aspects. Looking into the mirror inflicts 2 points of Intellect damage. Angling the mirror to reflect an object inflicts 2 points of damage to it. - 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. + 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. : Mirror Mirror Abilities ::: @@ -59913,7 +59913,7 @@ with boredom at being asked the same thing over and over. Mirrors never lie. Except when they do. ::: -###### Pandora\'s Box [#](#fairy-tale-artifact-pandoras-box){.og-h-anchor aria-hidden="true"} {#fairy-tale-artifact-pandoras-box .og-tab} +###### Pandora's Box [#](#fairy-tale-artifact-pandoras-box){.og-h-anchor aria-hidden="true"} {#fairy-tale-artifact-pandoras-box .og-tab} [(We Are All Mad Here, page 96)]{.og-ref} @@ -59951,7 +59951,7 @@ - **Form:** Woolen cap soaked in human blood - **Effect:** The wearer gains an extra [recovery roll](#recovery-rolls) each day that is not an action and does not - count toward their daily limit. Once the wearer uses this recovery roll, they can\'t do so again until after they + count toward their daily limit. Once the wearer uses this recovery roll, they can't do so again until after they make a ten-hour recovery roll and soak the hat in fresh human blood. - **Depletion:** 1 in 1d20 (check each day of use) @@ -60041,13 +60041,13 @@ - **Form:** Woven shirt of stinging nettles - **Effect:** The shirt acts as light armor, but grants an additional +2 Armor (+3 if the artifact is level 9 or - higher) in addition to the 1 Armor that light armor typically provides. Additionally, the wearer can\'t be + higher) in addition to the 1 Armor that light armor typically provides. Additionally, the wearer can't be shapeshifted against their will. - **Depletion:** --- (At any time, the GM can rule that the shirt has resisted enough shapeshifting magic to deplete that ability, after which the shirt still functions as armor.) -###### Soldier\'s Cloak of Invisibility [#](#fairy-tale-artifact-soldiers-cloak-of-invisibility){.og-h-anchor aria-hidden="true"} {#fairy-tale-artifact-soldiers-cloak-of-invisibility .og-tab} +###### Soldier's Cloak of Invisibility [#](#fairy-tale-artifact-soldiers-cloak-of-invisibility){.og-h-anchor aria-hidden="true"} {#fairy-tale-artifact-soldiers-cloak-of-invisibility .og-tab} [(We Are All Mad Here, page 98)]{.og-ref} @@ -60087,14 +60087,14 @@ - **Form:** Small tin soldier with one leg - **Effect:** Gives a user who is missing a limb the ability to transform the tin soldier into a prosthetic limb with - the appearance of their choosing. The limb permanently increases the user\'s maximum Speed Pool or Might Pool - (user\'s choice) by 5 points (or 7 points if the artifact is level 6 or higher). + the appearance of their choosing. The limb permanently increases the user's maximum Speed Pool or Might Pool + (user's choice) by 5 points (or 7 points if the artifact is level 6 or higher). - **Depletion:** --- ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} It is rumored that there are a number of artifacts that create prosthetic body parts or restore missing limbs, including -Paper Ballerina, Handless Maiden, and Bianca\'s Snake. +Paper Ballerina, Handless Maiden, and Bianca's Snake. ::: ###### Stone Canoe [#](#fairy-tale-artifact-stone-canoe){.og-h-anchor aria-hidden="true"} {#fairy-tale-artifact-stone-canoe .og-tab} @@ -60119,7 +60119,7 @@ - **Form:** Small penknife inscribed with tiny words in hundreds of languages - **Effect:** Slices through words that are in the form of oral stories, songs, speeches, conversations, and so on. - This has one of two effects, depending on the wielder\'s desire (the wielder must decide before they activate the + This has one of two effects, depending on the wielder's desire (the wielder must decide before they activate the artifact each time): - Makes the story, song, and so on sharper, stronger, and more interesting, increasing the chance that it will @@ -60142,7 +60142,7 @@ - **Effect:** Putting the table out and saying \"Table be set\" automatically fills the table with as much food and drink as will fit upon its surface. The table does not become empty as long as there is anyone in long range who - still wishes to eat. Once a character uses the table\'s ability, they can\'t do so again until after they make a + still wishes to eat. Once a character uses the table's ability, they can\'t do so again until after they make a ten-hour [recovery roll](#recovery-rolls). - **Depletion:** 1 in 1d100 @@ -60162,13 +60162,13 @@ - **Form:** Small ornate tinderbox made of metal -- **Effect:** Summons three dogs to do the user\'s bidding. The dogs can complete any tasks dogs would normally be +- **Effect:** Summons three dogs to do the user's bidding. The dogs can complete any tasks dogs would normally be able to accomplish, including carrying, fetching, attacking, defending, and so on. They act as a single level 3 creature. - **Depletion:** 1 in 1d6 -###### Tweedledee\'s Umbrella [#](#fairy-tale-artifact-tweedledees-umbrella){.og-h-anchor aria-hidden="true"} {#fairy-tale-artifact-tweedledees-umbrella .og-tab} +###### Tweedledee's Umbrella [#](#fairy-tale-artifact-tweedledees-umbrella){.og-h-anchor aria-hidden="true"} {#fairy-tale-artifact-tweedledees-umbrella .og-tab} [(We Are All Mad Here, page 99)]{.og-ref} @@ -60176,7 +60176,7 @@ - **Form:** Large umbrella with a sharp point on the end -- **Effect:** Touch a creature (up to the artifact\'s level) of any size and the umbrella will fold up around it, +- **Effect:** Touch a creature (up to the artifact's level) of any size and the umbrella will fold up around it, capturing it inside. Holding the umbrella with the captive inside is an action. A caught character is held for ten minutes or until they make a successful Might roll to break free. @@ -60205,7 +60205,7 @@ The following creatures and characters are provided to help populate your fairy tale game. Due to the dual and complex nature of many creatures in fairy tales, along with the large number of archetypes, there are several additional -elements that you\'ll want to take particular note of when using the creature listings. +elements that you'll want to take particular note of when using the creature listings. ##### Basic Creatures and NPCs for a Fairy Tale Game [#](#basic-creatures-and-npcs-for-a-fairy-tale-game){.og-h-anchor aria-hidden="true"} {#basic-creatures-and-npcs-for-a-fairy-tale-game .og-h-small} @@ -60223,7 +60223,7 @@ Erlking : level 6, stealth as level 7; health 27; Armor 4; short-range whisper attack enthralls target for one hour or until attacked; root tendril attacks on up to three separate targets in immediate range; silvered and cold iron weapons - ignore the [erlking](#creature-erlking)\'s Armor + ignore the [erlking](#creature-erlking)'s Armor Faerie : level 4, deception and Speed defense as level 5; short-range magic dust attack inflicts damage or makes target @@ -60306,7 +60306,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** Unlinked creatures in these lists are not included in the CSRD. +**Editor's Notes ---** Unlinked creatures in these lists are not included in the CSRD. ::: ##### Magical Animals [#](#fairy-tale-creatures-magical-animals){.og-h-anchor aria-hidden="true"} {#fairy-tale-creatures-magical-animals .og-tab} @@ -60364,7 +60364,7 @@ Healing Heal themselves, another character, or a natural element of the world for 1--3 Pool points or health Information Give directions to a town, the name of the man who lives in the nearby cottage, or the rumors about the area Invisibility Turn themselves, another character, an object, or a place invisible for a short period of time - Sage Advice See the future, offer suggestions on a difficult task, or guide a character\'s actions + Sage Advice See the future, offer suggestions on a difficult task, or guide a character's actions Shapeshifting Become a different type of animal or object, or cause someone else to become an animal or object for a short period of time Wish Granting Grant a small wish, such as the ability to float for a short time in order to cross a river @@ -60373,7 +60373,7 @@ ::: row ::: {.col .col-md-6} -- **Bagheera:** This cunning, bold, and brilliant black panther can be someone\'s worst enemy or their most loyal +- **Bagheera:** This cunning, bold, and brilliant black panther can be someone's worst enemy or their most loyal friend, protector, and mentor. - **Beast (with a capital B):** Sometimes a human cursed, sometimes an animal blessed, often just a creature from the @@ -60381,7 +60381,7 @@ deeply and will do anything to protect: a garden, a human, their home, a book from their childhood. - **Cheshire Cat:** Interacting with this riddling, punning, disappearing striped cat is enough to make anyone feel - discombobulated. Can make a great ally if you\'re seeking answers, have lost your way, or need advice. + discombobulated. Can make a great ally if you're seeking answers, have lost your way, or need advice. - **Puss in Boots:** Smart and smart-alecky, Puss in Boots always has a plan in motion, and at least two others that are about to begin. @@ -60416,7 +60416,7 @@ - [Cat sidhe](#creature-cat-sidhe) [(WAAMH, 108)]{.og-ref} - Centipede, whispering [(WAAMH, 155)]{.og-ref} - Crow, monstrous [(WAAMH, 189)]{.og-ref} -- Devil\'s dandy dogs [(WAAMH, 107)]{.og-ref} +- Devil's dandy dogs [(WAAMH, 107)]{.og-ref} - Hans the Hedgehog [(WAAMH, 145)]{.og-ref} - Leveret (giant hare) [(WAAMH, 150)]{.og-ref} - Robber birds [(WAAMH, 152)]{.og-ref} @@ -60454,11 +60454,11 @@ dragons. Typically crafted and brought to life by witches and enchanters, gingerbread creatures tend to remain loyal to their creators, even if they are treated poorly. -- **Geppetto\'s Children:** Made of wood and wishes, Geppetto\'s children are everywhere in the world. They go through +- **Geppetto's Children:** Made of wood and wishes, Geppetto\'s children are everywhere in the world. They go through a number of life stages, starting as wooden puppets and eventually becoming real humans. No matter what stage - they\'re in, they\'re nonstop sources of destruction and chaos. + they're in, they\'re nonstop sources of destruction and chaos. -- **Virgilius\'s Copper Dogs:** Once the loyal companions of [Virgilius the +- **Virgilius's Copper Dogs:** Once the loyal companions of [Virgilius the Sorcerer](#npc-enchanter-virgilius-the-sorcerer), this pack of dogs now runs feral. Despite being created through the power of magic, they despise anything that stinks of magic and attempt to bring it down. ::: @@ -60470,10 +60470,10 @@ : level 2, Speed defense as level 4 due to quickness; when touched or eaten, some gingerbread creatures release a sweet, slow poison that inflicts 1 point of damage each round for 1d6 rounds. -Geppetto\'s Children +Geppetto's Children : level 4; Armor 1; have a passion for creating, collecting, and using cyphers, particularly detonation cyphers -Virgilius\'s Copper Dogs +Virgilius's Copper Dogs : level 5; Armor 2 ::: ::: @@ -60498,7 +60498,7 @@ Dwarf : level 4; Armor 2; mining pick inflicts 4 points of damage; beards provide magical abilities such as finding - treasure, enabling flight, shapeshifting, and turning invisible. Cutting a dwarf\'s beard off or learning their name + treasure, enabling flight, shapeshifting, and turning invisible. Cutting a dwarf's beard off or learning their name provides an asset on all interactions with that dwarf. ::: @@ -60519,7 +60519,7 @@ [(We Are All Mad Here, page 102)]{.og-ref}[(We Are All Mad Here, page 121)]{.og-ref} In fairy tales, the word fey covers a huge category of creatures, from faeries, brownies, and imps to gremlins, -boggarts, and goblins. There are so many types of fey beings in the world that it\'s nearly impossible to categorize +boggarts, and goblins. There are so many types of fey beings in the world that it's nearly impossible to categorize them as just one thing, or to list them all. They do have a few characteristics in common, however. They are typically sentient, humanoid in form, connected to nature in some way, and magical. @@ -60596,18 +60596,18 @@ The NPCs in the following section are general examples of nonmagical, mortal human characters that are commonly found in fairy tales. -**From General to Specific:** While the NPCs listed here are general types, such as crafter and robber, it\'s easy to +**From General to Specific:** While the NPCs listed here are general types, such as crafter and robber, it's easy to turn them into specific characters from common and well-known fairy tales. For example, with a little tweaking, you can turn a generic tailor into the tailor from The Brave Little Tailor. Just give the crafter NPC a banner that says \"SEVEN WITH ONE BLOW\" and embrace a jaunty, overconfident nature, and you have the titular character. **Naming Your NPCs:** You might have noticed that in fairy tales, many characters ---especially those of the lower or -working classes---don\'t have a name beyond their title, position, or profession (or sometimes their marriage status). -\"The Woodcutter,\" \"the Tailor,\" \"the Baker\'s wife,\" and so on. While you could follow suit and just call your NPC -\"the Woodcutter,\" most player characters are going to ask that person their name. It\'s likely to break immersion if -you throw in a modern name, or if the NPC tries to explain that they don\'t have one, they\'re just called \"the +working classes---don't have a name beyond their title, position, or profession (or sometimes their marriage status). +\"The Woodcutter,\" \"the Tailor,\" \"the Baker's wife,\" and so on. While you could follow suit and just call your NPC +\"the Woodcutter,\" most player characters are going to ask that person their name. It's likely to break immersion if +you throw in a modern name, or if the NPC tries to explain that they don't have one, they\'re just called \"the Woodcutter.\" And if you call them all Jack, then no one (including you) will remember which one is which. Consider -coming up with a list of names ahead of time so that you\'re always ready to give players something to call a new +coming up with a list of names ahead of time so that you're always ready to give players something to call a new walk-on character. ::: {.alert .ps-4 .pb-0} @@ -60642,7 +60642,7 @@ - Cardinal King [(WAAMH, 189)]{.og-ref} - [Gráinne, the Wayward Daughter](#npc-grainne-the-wayward-daughter) [(WAAMH, 125)]{.og-ref} - Listening King [(WAAMH, 185)]{.og-ref} -- The Listening King\'s Seven Starry-Headed Children [(WAAMH, 185)]{.og-ref} +- The Listening King's Seven Starry-Headed Children [(WAAMH, 185)]{.og-ref} - One-Eyed Jacque [(WAAMH, 189)]{.og-ref} - [Prince(ss) of summer](#npc-princess-of-summer) [(348)]{.og-ref} - [Queen](#npc-queen) [(WAAMH, 126)]{.og-ref} @@ -60723,7 +60723,7 @@ under the water and attempt to drown them (level 6 Might or Speed defense task to break free) Fuath -: level 5; defense as level 7 due to intangibility; if they know a person\'s name, they can gain control over the +: level 5; defense as level 7 due to intangibility; if they know a person's name, they can gain control over the person, forcing them to do their bidding for a short time Naiad @@ -60806,8 +60806,8 @@ [(Cypher System Rulebook, page 307)]{.og-ref} One of the draws of playing in a historical adventure is the thrill of \"being there\" when something important happens. -Thus, in many cases, historical adventures in RPGs shouldn\'t be designed as campaigns, but instead serve as short-term -experiences where players try something new, or at least something they don\'t normally do: play as figures involved in +Thus, in many cases, historical adventures in RPGs shouldn't be designed as campaigns, but instead serve as short-term +experiences where players try something new, or at least something they don't normally do: play as figures involved in a momentous historical event. Historical games should take cues from the closely related areas of historical fiction and historical re-enactment. The @@ -60816,28 +60816,28 @@ The GM should anchor the characters with problems or conflicts that connect them to the chosen time period; make sure that PC backgrounds contain one relevant detail to the chosen historical setting. -The GM shouldn\'t fall into the trap of assuming that history was drab just because it is often presented along with old +The GM shouldn't fall into the trap of assuming that history was drab just because it is often presented along with old paintings, drawings, or blurred black-and-white photographs. Dramatic events, surprising twists, and unexpected situations are just as likely in a historical adventure as in any other kind. -What\'s the point of a historical adventure if there is no suspense? Sure, everyone knows what happens at the end of any +What's the point of a historical adventure if there is no suspense? Sure, everyone knows what happens at the end of any given historical battle, but the stories of individuals within those fights are not known. Will they live? Will they succeed in their mission? And what are the consequences? Think of all the war movies that rely on that exact latitude to tell great stories. -Make sure you know when the campaign ends. Maybe it\'s when the PCs successfully accomplish a specific task, but it +Make sure you know when the campaign ends. Maybe it's when the PCs successfully accomplish a specific task, but it might be externally timed to when a historical event takes place, whether they are attempting to offer aid, thwart it, -or merely be aware of it as they attempt to do something that history hasn\'t recorded. +or merely be aware of it as they attempt to do something that history hasn't recorded. -Don\'t create more than you need to. Be ready to tell the PCs what they see and who they encounter when they are -introduced to a historical location or person, but don\'t worry about things that they likely will never see. Yes, -figure out what kind of currency is used, but making a super-accurate list of prices just isn\'t necessary; the players -will take your word for the cost of items and many other details. You\'re evoking a historical setting with your game, +Don't create more than you need to. Be ready to tell the PCs what they see and who they encounter when they are +introduced to a historical location or person, but don't worry about things that they likely will never see. Yes, +figure out what kind of currency is used, but making a super-accurate list of prices just isn't necessary; the players +will take your word for the cost of items and many other details. You're evoking a historical setting with your game, not writing a book report. Be wary about stereotypes and cultural misappropriation. History, as they say, is written by the victors. The ancient Greeks wrote that other cultures were all barbaric, and the European settlers called the natives in North America -savages, but that doesn\'t mean it\'s true. If all you know about a time period is a movie set in that period, you\'ll +savages, but that doesn't mean it\'s true. If all you know about a time period is a movie set in that period, you\'ll have a skewed version of events and culture. Be willing to go deeper than Braveheart or The Last Samurai, or maybe choose a different genre. @@ -60848,7 +60848,7 @@ [(Cypher System Rulebook, page 308)]{.og-ref} Preparation is important in a historical game, and most of that entails choosing a historical period---or a specific -historical event---as the setting. Given that all of history can serve, you won\'t lack for resources. Below are a few +historical event---as the setting. Given that all of history can serve, you won't lack for resources. Below are a few possibilities. Of course, the farther back you set your game, the less information on specific events is available. On the other hand, that frees you up to get creative. @@ -60857,12 +60857,12 @@ figures, but if you do this, you may want to create their characters ahead of time. Most GMs will probably want to save historically significant individuals for use as NPCs. -The players will need some kind of grounding in what to expect in the time period you\'ve chosen. Just like they need an +The players will need some kind of grounding in what to expect in the time period you've chosen. Just like they need an idea of what magic can do in a fantasy game, they will need a general idea of what kind of technology is available, the broad strokes of what their characters might know and not know, and so on. Maybe have them read a Wikipedia entry, at the very least. -If you\'re looking for inspiration for time periods in which to set your historical game, here are some possible ideas: +If you're looking for inspiration for time periods in which to set your historical game, here are some possible ideas: prehistory, classical antiquity, ancient Egypt, the American revolution, ancient China, World War II, Edo Period Japan, Medieval Europe, and the American Old West. @@ -60893,7 +60893,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** For a list of foci appropriate for a historical setting, see [Mundane Foci](#mundane-foci) in +**Editor's Notes ---** For a list of foci appropriate for a historical setting, see [Mundane Foci](#mundane-foci) in [Chapter 14: Modern](#chapter-14-modern). ::: @@ -61023,9 +61023,9 @@ At their most profound, Westerns deal with the intersection of the individual and society. You have a sense of what is gained and what is lost by belonging to a community as opposed to living in the wilderness where, as an individual, -you\'re completely free. +you're completely free. -It\'s the arrival of civilization in the form of those ranchers and farms and small towns that means that the hero is +It's the arrival of civilization in the form of those ranchers and farms and small towns that means that the hero is going to have to sacrifice some of that freedom. The classical Western is fundamentally concerned with the coming of law that defines a new society. ::: @@ -61034,9 +61034,9 @@ The central irony of the classical western is that the law has to be established through exactly the kind of personal force, strength, violence that the law is meant to suppress. -So, the hero is the perennial outsider who has to use the methods of the outlaw to fight the outlaw---and he\'s too much +So, the hero is the perennial outsider who has to use the methods of the outlaw to fight the outlaw---and he's too much of an outlaw, ultimately because he has killed, because he has seen this other side of life, to ever be fully accepted -by the townspeople he\'s been defending. +by the townspeople he's been defending. So, the hero sacrifices himself for the sake of the law, and he---in a way---wills his own extinction in the name of civilization.\" @@ -61082,9 +61082,9 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** PC with the [alchemist](#npc-alchemist) or engineer type might have one of [modern magic +**Editor's Notes ---** PC with the [alchemist](#npc-alchemist) or engineer type might have one of [modern magic flavors](#modern-magic-flavors) presented in [Chapter 14: Modern Magic](#chapter-14-a-modern-magic), or the [crafter -flavor](og-dd.html#flavor-crafter) or [ritualist flavor](og-dd.html#flavor-ritualist) in [Old Gus\' Daft +flavor](og-dd.html#flavor-crafter) or [ritualist flavor](og-dd.html#flavor-ritualist) in [Old Gus' Daft Drafts](og-dd.html). ::: @@ -61123,7 +61123,7 @@ [(High Noon at Midnight, page 96)]{.og-ref} The [Forgeborn](#weird-west-species-forgeborn) and [Risen](#weird-west-species-risen) descriptors include suggestions -for how to advance or improve a PC\'s inherent nature as that sort of creature (becoming even more forgeborn if you are +for how to advance or improve a PC's inherent nature as that sort of creature (becoming even more forgeborn if you are a made being, for example). You can allow a character with such a descriptor to choose any of the indicated abilities (plus any others you feel are appropriate for the descriptor) in place of a [type](#choose-type) ability, either upon advancing to a new tier, or as a [character advancement](#character-advancement) option in exchange for 4 @@ -61136,17 +61136,17 @@ [Forgeborn](#weird-west-forgeborn)---also called golems---are animate figures of metal, reanimated flesh, or other normally inert materials. Forgeborn are constructed for a specific purpose; their primary task is often to guard the -[alchemist](#npc-alchemist) that made them. As such, they usually ain\'t playing with a full deck when it comes to -brains. You\'re different---somehow, you got a fully developed sense of self, and either never had or lost your +[alchemist](#npc-alchemist) that made them. As such, they usually ain't playing with a full deck when it comes to +brains. You're different---somehow, you got a fully developed sense of self, and either never had or lost your compulsion to serve your maker. Maybe your alchemist creator emancipated you once they understood your animated form -contained a fully realized mind, or maybe you ran away when the chance offered itself. Either way, you\'re on your own +contained a fully realized mind, or maybe you ran away when the chance offered itself. Either way, you're on your own now, choosing your own goals and jobs. -Most folks who see you don\'t immediately realize you\'re not on the short leash of someone nearby. Maybe that\'s fine +Most folks who see you don't immediately realize you\'re not on the short leash of someone nearby. Maybe that\'s fine by you, since that keeps them from interfering in your business or asking too many pesky questions. Other times, you -can\'t help it, and proudly proclaim your independent status to anyone and everyone. +can't help it, and proudly proclaim your independent status to anyone and everyone. -Work with your GM to determine what materials you\'re made from and what you look like. But even if you\'re covered in +Work with your GM to determine what materials you're made from and what you look like. But even if you\'re covered in metal, the nature of your particular construction is such that a bullet or blow is nearly as damaging to your workings as to normal flesh. On the other hand, healing magic is magic, and if any is to be had, it works as well on you as anyone else. @@ -61158,22 +61158,22 @@ - **Skill:** You know your own kind. You are trained in tasks related to interacting with, identifying, tracking, or repairing other forgeborn. -- **Resistant:** You gain two assets to defense rolls to resist effects that would daze or stun you, and you\'re +- **Resistant:** You gain two assets to defense rolls to resist effects that would daze or stun you, and you're immune to poison and disease. - **Fixable:** Even if you are killed, as long as all of your parts are collected, a willing [alchemist](#npc-alchemist) who spends several days repairing you can bring you back with a successful difficulty 5 Intellect-based roll. However, the GM may decide you have some lasting damage, such as 2 fewer Pool points. -- **Inability:** You\'re just not as quick as a living creature. Your Speed defense tasks are hindered. +- **Inability:** You're just not as quick as a living creature. Your Speed defense tasks are hindered. - **Initial Link to the Starting Adventure:** From the following list of options, choose how you became involved in the first adventure. -1. Though it\'s not something they necessarily meant to do, the other PCs\' actions gave you your independence, and +1. Though it's not something they necessarily meant to do, the other PCs\' actions gave you your independence, and they asked you along. 2. You were looking for a job, same as any other independent being, and applied to a job posting. -3. You\'re on the run from your creator, and the PCs\' presence allows you to blend in. +3. You're on the run from your creator, and the PCs\' presence allows you to blend in. 4. You were lost. The PCs found you and invited you to join their group. - **Forgeborn Advancement:** @@ -61189,7 +61189,7 @@ - Training in Unarmed Attacks ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** This descriptor has been amended by the editor to so advancement abilities are listed in +**Editor's Notes ---** This descriptor has been amended by the editor to so advancement abilities are listed in alphabetical order. ::: @@ -61197,24 +61197,24 @@ [(High Noon at Midnight, page 98)]{.og-ref} -Life\'s thrown trials aplenty your way. Yet you\'re still here. Your skin is sun kissed and weathered and your hair is -streaked with gray, sure, but that just speaks to your resilience. You\'re seasoned---you\'ve got the wisdom of long +Life's thrown trials aplenty your way. Yet you\'re still here. Your skin is sun kissed and weathered and your hair is +streaked with gray, sure, but that just speaks to your resilience. You're seasoned---you\'ve got the wisdom of long experience behind you. Your crinkled eyes only enhance your steely gaze, because you exude the quiet confidence of the -battle tested. \'Course, you\'ve also learned the value of companionship, and your face easily breaks into a warm smile +battle tested. 'Course, you\'ve also learned the value of companionship, and your face easily breaks into a warm smile when your friends are nearby. You gain the following characteristics: - **Experienced:** +2 to your Intellect Pool. -- **Skill:** You\'ve seen your share of things. You are trained in local lore and history. +- **Skill:** You've seen your share of things. You are trained in local lore and history. -- **Skill:** You\'ve learned to see through folks\' mendacity. You are trained in detecting falsehoods. +- **Skill:** You've learned to see through folks\' mendacity. You are trained in detecting falsehoods. -- **Try, Try Again:** You don\'t give up easy. You don\'t have to spend a level of Effort the first time you - [retry](rules-retrying-a-task-after-failure) a task, if you don\'t want to. +- **Try, Try Again:** You don't give up easy. You don\'t have to spend a level of Effort the first time you + [retry](rules-retrying-a-task-after-failure) a task, if you don't want to. -- **Inability:** You\'re getting on in years. Your Might tasks and Might defense rolls are hindered. +- **Inability:** You're getting on in years. Your Might tasks and Might defense rolls are hindered. - **Additional Equipment:** You have collected your share of valuables, but have at least one favorite. You can choose an extra piece of starting equipment (with a value of expensive or less). @@ -61223,41 +61223,41 @@ the first adventure. 1. A job needed doing. Clearly you were the person with the most experience, so you stepped up. -2. You got caught out and would\'ve died, but the other PCs saved you. -3. You\'re looking for one last grand adventure or two before age catches up with you. -4. You don\'t suffer fools, and the way things were going, the PCs would\'ve failed without you. +2. You got caught out and would've died, but the other PCs saved you. +3. You're looking for one last grand adventure or two before age catches up with you. +4. You don't suffer fools, and the way things were going, the PCs would\'ve failed without you. ###### Laconic [#](#weird-west-descriptor-laconic){.og-h-anchor aria-hidden="true"} {#weird-west-descriptor-laconic .og-border} [(High Noon at Midnight, page 98)]{.og-ref} -You\'re a soul of few words---or no words at all, when a shrug or nod will do. Now there\'s some who\'ll flap their jaws -about everything that comes into their head. Sometimes they get under your skin. But you don\'t upbraid them; nope---you -just frown. You\'re direct and to the point, avoiding elaboration. You\'re comfortable with pauses, and when you do -speak, your words carry extra weight. All that said---and that\'s a hell of a lot more than you would say---you don\'t +You're a soul of few words---or no words at all, when a shrug or nod will do. Now there\'s some who\'ll flap their jaws +about everything that comes into their head. Sometimes they get under your skin. But you don't upbraid them; nope---you +just frown. You're direct and to the point, avoiding elaboration. You\'re comfortable with pauses, and when you do +speak, your words carry extra weight. All that said---and that's a hell of a lot more than you would say---you don\'t mind other folks. Just their prattle. You gain the following characteristics: - **Deep Waters:** +2 to your Intellect Pool. -- **Skill:** You\'re not easily distracted. You\'re trained in perception tasks. +- **Skill:** You're not easily distracted. You\'re trained in perception tasks. -- **Skill:** You\'ve got a dry wit. You\'re trained in positive interaction tasks. +- **Skill:** You've got a dry wit. You\'re trained in positive interaction tasks. - **Initial Link to the Starting Adventure:** From the following list of options, choose how you became involved in the first adventure. -1. When you didn\'t answer, everyone assumed you\'d agreed to the job, and so here you are. +1. When you didn't answer, everyone assumed you\'d agreed to the job, and so here you are. 2. You lost your poker stake and now you need the money. -3. Of all the folks you\'ve known, the PCs are the least annoying and most accepting of your stillness. +3. Of all the folks you've known, the PCs are the least annoying and most accepting of your stillness. 4. You were wrongfully fingered for a crime, and the PCs believed your side of the story. ###### Risen [#](#weird-west-species-risen){.og-h-anchor aria-hidden="true"} {#weird-west-species-risen .og-border} [(High Noon at Midnight, page 99)]{.og-ref} -You died. Now you\'re back. Except not completely---you\'re what them [alchemists](#npc-alchemist) call a +You died. Now you're back. Except not completely---you\'re what them [alchemists](#npc-alchemist) call a [necrovore](#weird-west-necrovore), or as regular folks whisper in your wake, [Damned](#creature-risen). And perhaps you do bear a sigil branded onto your flesh by a demon from Perdition. Maybe your situation is the result of some other curse that pulled you screaming back into animation. Or you might be called back from death due to your own need to @@ -61270,16 +61270,16 @@ - **Hell Hide:** +1 to your Armor. -- **Deathless Resilience:** When you\'re debilitated, you can still act as if you were only impaired, even if your - Speed is at 0. You\'re still killed if you descend three steps on [the damage track](#the-damage-track). +- **Deathless Resilience:** When you're debilitated, you can still act as if you were only impaired, even if your + Speed is at 0. You're still killed if you descend three steps on [the damage track](#the-damage-track). - **Sometimes You Come Back:** If you descend three steps on the damage track, you can spend 2 [XP](#choose-xp) to return to animation at some point the GM chooses within the next few days. -- **Stiff as Death:** You ain\'t as supple as you once was. Anytime you apply a level of Effort using Speed, it costs +- **Stiff as Death:** You ain't as supple as you once was. Anytime you apply a level of Effort using Speed, it costs 1 additional point of Speed. -- **Inability:** Something ain\'t right about you. Your positive interaction tasks and tasks related to interacting +- **Inability:** Something ain't right about you. Your positive interaction tasks and tasks related to interacting with animals are hindered. - **Initial Link to the Starting Adventure:** From the following list of options, choose how you became involved in @@ -61287,7 +61287,7 @@ 1. When everyone else ran away from you, the PCs stayed to learn more about your situation. 2. You saw the PCs struggling with a necrovore and decided to show them not all undead were bad. -3. The choice was between a half life on the edges of society and joining the PCs\' mission. +3. The choice was between a half life on the edges of society and joining the PCs' mission. 4. The PCs knew you before you died and wanted you back again even though your memories from back then are blurry. - **Risen Advancement:** @@ -61306,11 +61306,11 @@ **Sigil Branded:** If your existence is a result of some strange demonic machination, you might bear a sigil that glimmers red as a coal. The sigil demonstrates that a power in Hell has laid claim to your soul. Maybe you know all about that demonic power and what tasks you must perform on its account, or not: where the sigil originated and what it -portends might be as big a mystery to you as why you\'re back among the living in the first place. +portends might be as big a mystery to you as why you're back among the living in the first place. ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** This descriptor has been amended by the editor to so advancement abilities are listed in +**Editor's Notes ---** This descriptor has been amended by the editor to so advancement abilities are listed in alphabetical order. ::: @@ -61318,9 +61318,9 @@ [(High Noon at Midnight, page 100)]{.og-ref} -You\'ve got a silver tongue. Some of that\'s down to natural talent, but your polished persona is mostly a product of -constant practice. You\'ve spent long hours mastering your ability to manipulate games of chance, run elaborate -confidence games to get the better of your enemies, and hold yourself confidently. Plus, you\'ve learned how to dress +You've got a silver tongue. Some of that\'s down to natural talent, but your polished persona is mostly a product of +constant practice. You've spent long hours mastering your ability to manipulate games of chance, run elaborate +confidence games to get the better of your enemies, and hold yourself confidently. Plus, you've learned how to dress well---a well-turned-out individual is always taken more seriously, or such has been your experience, so you usually dress to impress. @@ -61328,12 +61328,12 @@ - **Glib:** +2 to your Intellect Pool. -- **Skill:** You\'re trained in deception; you can apply this training to games of chance where an element of bluffing +- **Skill:** You're trained in deception; you can apply this training to games of chance where an element of bluffing is involved, such as poker. -- **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 in all tasks involving identifying or assessing danger, lies, quality, importance, +- **Skill:** You're trained in all tasks involving identifying or assessing danger, lies, quality, importance, function, or power. - **Inability:** You do not willingly enter dangerous situations. Any initiative actions (to determine who goes first @@ -61347,30 +61347,30 @@ 1. Sometimes your exploits create sore losers, and you joined the PCs hoping their presence would protect you. 2. You tried to fleece the PCs in a confidence game, but somehow you got caught up in their mission. -3. You realized the PCs\' job might be especially lucrative and you invited yourself along. +3. You realized the PCs' job might be especially lucrative and you invited yourself along. 4. You helped the PCs get out of trouble with the law by winning a bet with their jailer. ###### Trailblazing [#](#weird-west-descriptor-trailblazing){.og-h-anchor aria-hidden="true"} {#weird-west-descriptor-trailblazing .og-border} [(High Noon at Midnight, page 100)]{.og-ref} -You ain\'t afraid to explore badlands, high plains, or weirder locales. That\'s down to your pioneering spirit. Others -like to stick close to what\'s known, but you like to ride out to see places others can\'t even imagine. Fear of the -unknown is something you just don\'t understand; it\'s the known that makes you afraid. Spending too much time in one -place makes you itchy and irritable. You live for the next time you\'re blazing a fresh trail, scouting a new territory, -and coming around another bend just to see what\'s up ahead. +You ain't afraid to explore badlands, high plains, or weirder locales. That\'s down to your pioneering spirit. Others +like to stick close to what's known, but you like to ride out to see places others can\'t even imagine. Fear of the +unknown is something you just don't understand; it\'s the known that makes you afraid. Spending too much time in one +place makes you itchy and irritable. You live for the next time you're blazing a fresh trail, scouting a new territory, +and coming around another bend just to see what's up ahead. You gain the following characteristics: - **Hearty:** +2 to your Might Pool. -- **Skill:** You\'re trained in wilderness navigation tasks, including finding your way through unknown locations. +- **Skill:** You're trained in wilderness navigation tasks, including finding your way through unknown locations. -- **Skill:** You\'re trained in identifying creatures and plants, including cursed beasts and strange folk. +- **Skill:** You're trained in identifying creatures and plants, including cursed beasts and strange folk. -- **Skill:** You\'re trained in perception tasks. +- **Skill:** You're trained in perception tasks. -- **Inability:** You\'re easily bored. Tasks requiring sustained attention of one or more minutes are hindered. +- **Inability:** You're easily bored. Tasks requiring sustained attention of one or more minutes are hindered. - **Additional Equipment:** You have a hand compass. @@ -61386,19 +61386,19 @@ [(High Noon at Midnight, page 100)]{.og-ref} -You\'re not just fast, you\'re lightning fast. Quick thinking and nimble, you\'re swift to act in critical -situations---chiefly, when you\'re in a showdown with another gunslinger. Some say you\'re a little too fast on the -draw. But any time folks call you \"trigger happy\" as if it\'s a put down, you just smile, because they\'re burnishing -your reputation. Your rapid reaction time comes in handy in all sorts of situations. \'Course, nothing is ever as +You're not just fast, you\'re lightning fast. Quick thinking and nimble, you\'re swift to act in critical +situations---chiefly, when you're in a showdown with another gunslinger. Some say you\'re a little too fast on the +draw. But any time folks call you \"trigger happy\" as if it's a put down, you just smile, because they\'re burnishing +your reputation. Your rapid reaction time comes in handy in all sorts of situations. 'Course, nothing is ever as important as putting a bullet in an opponent before they do the same to you. You gain the following characteristics: - **Breakneck:** +2 to your Speed Pool. -- **Skill:** You\'re trained in initiative tasks. +- **Skill:** You're trained in initiative tasks. -- **Skill:** You\'re trained in Speed defense. +- **Skill:** You're trained in Speed defense. - **Inability:** You may be fleet, but your Might defense rolls are hindered. @@ -61410,30 +61410,30 @@ 1. Another PC was about to be gunned down and you saved them with a quick draw of your own. 2. One of the other PCs recruited you for your unique talents. 3. You hurt or killed someone important and had to get out of town, so you went with the PCs. -4. You showed up when and where you did on a dare---because, hey, you don\'t back down from dares. +4. You showed up when and where you did on a dare---because, hey, you don't back down from dares. ###### Unforgiving [#](#weird-west-descriptor-unforgiving){.og-h-anchor aria-hidden="true"} {#weird-west-descriptor-unforgiving .og-border} [(High Noon at Midnight, page 102)]{.og-ref} -They done you wrong and you ain\'t gonna rest until they\'ve paid the price. Maybe the crime or betrayal that befell you -was long ago, and you\'ve been looking for the perpetrators\' trail ever since, with only limited luck. Or maybe it +They done you wrong and you ain't gonna rest until they\'ve paid the price. Maybe the crime or betrayal that befell you +was long ago, and you've been looking for the perpetrators\' trail ever since, with only limited luck. Or maybe it happened recently, when your life as you knew it ended. Did you lose a spouse? A child? A community? -You go about other tasks in the meantime, but you\'ve become someone with an extra, underlying goal: vengeance. If you -can only figure out who deserves it and/or where they\'re hiding, and/or maybe even who they are in the first place. +You go about other tasks in the meantime, but you've become someone with an extra, underlying goal: vengeance. If you +can only figure out who deserves it and/or where they're hiding, and/or maybe even who they are in the first place. You gain the following characteristics: - **Tragedy Toughened:** +2 to your Might Pool. -- **Skill:** You scare other folks. You\'re trained in intimidation tasks. +- **Skill:** You scare other folks. You're trained in intimidation tasks. -- **Skill:** You\'ve learned to tell when others shade the truth. You\'re trained in detecting falsehoods. +- **Skill:** You've learned to tell when others shade the truth. You\'re trained in detecting falsehoods. -- **Skill:** You\'re always on the lookout. You\'re trained in tracking tasks. +- **Skill:** You're always on the lookout. You\'re trained in tracking tasks. -- **Inability:** You don\'t care enough to be polite. Your positive interaction tasks are hindered. +- **Inability:** You don't care enough to be polite. Your positive interaction tasks are hindered. - **Additional Equipment:** You have an additional medium weapon. @@ -61441,15 +61441,15 @@ the first adventure. 1. The other PCs are hunting the same outlaws as you, though they may have different reasons. -2. You found the PCs instead of the one(s) you\'re tracking, and they needed help. -3. It\'s something to do until you find another clue to help you along your path. -4. You have no idea how you joined the PCs. You\'re going along with it until a chance to gain vengeance presents +2. You found the PCs instead of the one(s) you're tracking, and they needed help. +3. It's something to do until you find another clue to help you along your path. +4. You have no idea how you joined the PCs. You're going along with it until a chance to gain vengeance presents itself. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Vengeance Achieved?** Work with your GM if you\'d prefer this descriptor to be part of a [revenge](#arc-revenge) +**Vengeance Achieved?** Work with your GM if you'd prefer this descriptor to be part of a [revenge](#arc-revenge) [character arc](#arc). If so, vengeance may be something you can achieve and move on from, at which point it might be -appropriate to change out your descriptor. Then again, you might have been Unforgiving so long that you\'re set in your +appropriate to change out your descriptor. Then again, you might have been Unforgiving so long that you're set in your ways. ::: @@ -61457,30 +61457,30 @@ [(High Noon at Midnight, page 102)]{.og-ref} -You\'re a real sly dog if ever there was one. Quick-thinking and hard to cheat, folks would be plum foolish to take what -you say at face value, \'cept for your friends, of course. You know how to work most any situation to your advantage. -You\'re not so much a silver-tongued devil as you are a few steps ahead of whatever\'s about to happen. Others rely on -their looks or their charm to get ahead in the world, and you can\'t help but smirk when you consider their -shortcomings. No sir, for you, it\'s all about that gray stuff between your ears. +You're a real sly dog if ever there was one. Quick-thinking and hard to cheat, folks would be plum foolish to take what +you say at face value, 'cept for your friends, of course. You know how to work most any situation to your advantage. +You're not so much a silver-tongued devil as you are a few steps ahead of whatever\'s about to happen. Others rely on +their looks or their charm to get ahead in the world, and you can't help but smirk when you consider their +shortcomings. No sir, for you, it's all about that gray stuff between your ears. You gain the following characteristics: - **Crafty:** +2 to your Intellect Pool. -- **Skill:** Always looking for an advantage, you\'re trained in all interactions involving lies or trickery. +- **Skill:** Always looking for an advantage, you're trained in all interactions involving lies or trickery. -- **Skill:** Seeing things as they really are is the first step in outfoxing others. You\'re trained in perception +- **Skill:** Seeing things as they really are is the first step in outfoxing others. You're trained in perception tasks. - **Hunch:** When you apply a level of Effort using Intellect to a non-combat task, you can also choose to apply a [free level of Effort](#modifying-the-difficulty-effort) once. The ability is restored after you make a [recovery roll](#recovery-rolls). -- **Inability:** You pay a little too much attention, even to things you shouldn\'t. Your Intellect defense rolls are +- **Inability:** You pay a little too much attention, even to things you shouldn't. Your Intellect defense rolls are hindered. - **Additional Equipment:** You acquired an item another PC lost and thinks is gone for good. Now you have an - additional expensive item, assuming you don\'t choose to give it back to the PC who lost it. + additional expensive item, assuming you don't choose to give it back to the PC who lost it. - **Initial Link to the Starting Adventure:** From the following list of options, choose how you became involved in the first adventure. @@ -61488,7 +61488,7 @@ 1. Your wily plan convinced the other PCs to join your mission. 2. Although you won, your scheme angered nearby outlaws, and the PCs are the only reason you lived. 3. You told the PCs you would double their profits on their next job if they allowed you in on it. -4. You\'re one hundred percent certain the other PCs will fail if you don\'t come along. +4. You're one hundred percent certain the other PCs will fail if you don\'t come along. ------------------------------------------------------------------------------------------------------------------------ @@ -61509,11 +61509,11 @@ circulated as coins of various denominations. Paper money is also printed, though not as widely circulated. Alternatively, use [price categories](#equipment-price-categories) as an abstract way of defining equipment prices. If -you want to use dollars instead of categories, use the following equivalencies as a rough guideline. As you\'ll note, +you want to use dollars instead of categories, use the following equivalencies as a rough guideline. As you'll note, dollars go a lot further in a weird west (and historical) setting than in a [modern](#choose-modern) game. For items between these dollar ranges, use multiples of the cheaper category, or require multiples to count as the -pricier category. For example, a service worth \$50 is between the moderate and expensive categories, so it\'s worth a +pricier category. For example, a service worth \$50 is between the moderate and expensive categories, so it's worth a few moderate items, or two services like it are worth one expensive item. ::: @@ -61536,7 +61536,7 @@ [(High Noon at Midnight, page 118)]{.og-ref} -Gold could be a highly valued currency in your setting, though if you\'re looking for something weirder, use stardust +Gold could be a highly valued currency in your setting, though if you're looking for something weirder, use stardust instead (or in addition). Pouches or vials of gold dust weighing no more than half an ounce (14 g) are equal to an inexpensive item, bags of gold dust weighing no more than 5 ounces (140 g) are equal to a moderately priced item, and so on. Even if not recognized as official currency, small pouches of gold dust could be used for @@ -61561,7 +61561,7 @@ ::: row ::: {.col .col-md-6} If nothing else, ammunition is valuable. It could even be one form of trade used in your weird west game. If so, fussing -about what bullet can be used in what kind of gun isn\'t as important as it being clear that ammunition is unfired and +about what bullet can be used in what kind of gun isn't as important as it being clear that ammunition is unfired and potentially live. Use the following guidelines to equate price categories to rounds of ammunition. @@ -61590,13 +61590,13 @@ banks, and even individual saloons to pay those they do business with. Such scrip may or may not have value outside the area where it was issued, depending on your setting. -For example, the Trail\'s End Cantina, a local saloon in Midnight, offers smoothed coins (larger legal coins cut into -quarters), each stamped with a horseshoe symbol. These are given to high rollers at the saloon\'s card tables. These +For example, the Trail's End Cantina, a local saloon in Midnight, offers smoothed coins (larger legal coins cut into +quarters), each stamped with a horseshoe symbol. These are given to high rollers at the saloon's card tables. These so-called \"irons\" get passed around, are bought and sold, and are generally considered to be worth a moderately priced item in the community, and an inexpensive item elsewhere. -Other notes and documents that retain value almost anywhere include land deeds (especially if they\'re transferrable) -and stock certificates. However, stock certificates may not be appropriate to your setting if there isn\'t a +Other notes and documents that retain value almost anywhere include land deeds (especially if they're transferrable) +and stock certificates. However, stock certificates may not be appropriate to your setting if there isn't a \"national\" stock market where shares are bought and sold. ------------------------------------------------------------------------------------------------------------------------ @@ -61621,8 +61621,8 @@ Six-shooters and other firearms in your setting might be more primitive than modern firearms and require extra time to reload---or not. Maybe the PCs are just that good, in which case, revolvers and other guns popular in your setting can be reloaded as part of another action. Alternatively, you could require that PCs use an action to reload six bullets -into the chamber of the shootin\' iron (unless they have the Reload ability). If you don\'t want to burden PCs with -keeping track of how many bullets remain in the cylinders of their revolvers, an easy way to determine if a character\'s +into the chamber of the shootin' iron (unless they have the Reload ability). If you don\'t want to burden PCs with +keeping track of how many bullets remain in the cylinders of their revolvers, an easy way to determine if a character's six-shooter is empty after any given turn is to use depletion; a typical six-shooter has a depletion of 1 in 1d6. ::: @@ -61653,7 +61653,7 @@ Kerosene, 1 pint --- Simple meal Bowl of stew and a crust of bread or similar Snuff, 1 pouch Finely ground tobacco that can be inhaled; another version that is partially fermented can be pinched between lip and gums - Tobacco, loose Comes with 10 sheets of rolling paper for rolling one\'s own cigarettes + Tobacco, loose Comes with 10 sheets of rolling paper for rolling one's own cigarettes Torch (3) --- Whiskey (1 shot) Probably watered down @@ -61736,9 +61736,9 @@ ::: table-responsive Other Items Notes --------------------- ------------------------------------------------------------------------------ - Alchemist\'s tools Not very mobile; includes mortar and pestle, crucible, retort, tongs, *etc.* - Blacksmith\'s tools Not very mobile; includes anvil, hammer, tongs, forge, *etc.* - Farrier\'s tools Hoof nippers, hoof knife, hoof rasp, pullers, nails, hammer, *etc.* + Alchemist's tools Not very mobile; includes mortar and pestle, crucible, retort, tongs, *etc.* + Blacksmith's tools Not very mobile; includes anvil, hammer, tongs, forge, *etc.* + Farrier's tools Hoof nippers, hoof knife, hoof rasp, pullers, nails, hammer, *etc.* : Expensive Other Items ::: @@ -61782,13 +61782,13 @@ [(High Noon at Midnight, page 54)]{.og-ref} -The most obvious way you\'d use physical cards in a Cypher System game is by actually playing a few rounds of poker -(like Texas hold \'em, five card draw, and so on), blackjack, faro, or some other card game when the characters have +The most obvious way you'd use physical cards in a Cypher System game is by actually playing a few rounds of poker +(like Texas hold 'em, five card draw, and so on), blackjack, faro, or some other card game when the characters have gotten themselves into an especially important in world card game. Usually, this means that you, the GM, will be standing in for one or more NPCs. The upshot is that every NPC poker player effectively has the same skill playing the game as you have, regardless of how good the NPC should be according -to their stats. The same may be true of players, but at least they\'re only simulating their single character; you could +to their stats. The same may be true of players, but at least they're only simulating their single character; you could end up playing for multiple different NPCs over the course of a weird west campaign. The following options can help you simulate different styles of play for different NPCs. @@ -61798,79 +61798,79 @@ [(High Noon at Midnight, page 54)]{.og-ref} Hard-bitten gamblers who make their living at the card tables fall into individual styles. A handful of play styles are -recognized, categorized by a cardplayer\'s tendencies at various stages during a particular hand. The intricacies of +recognized, categorized by a cardplayer's tendencies at various stages during a particular hand. The intricacies of those styles have their place, but not here. Instead, this optional rule provides five streamlined and broad categories, -paired with some guidance on how you as the GM can \"cheat\" to make a given NPC\'s play style more like the person -you\'re standing in for at the table. Make sure to let players know you\'ll be using this method ahead of time, because -otherwise some could misunderstand and think you\'re actually cheating, which wouldn\'t be fun for anyone. +paired with some guidance on how you as the GM can \"cheat\" to make a given NPC's play style more like the person +you're standing in for at the table. Make sure to let players know you\'ll be using this method ahead of time, because +otherwise some could misunderstand and think you're actually cheating, which wouldn\'t be fun for anyone. ::: {.alert .ps-4 .pb-0} - **Ace:** This NPC is an expert player who understands the intricacies of the game, how to bluff, and how to read the - other players. They\'re one of the best card sharks the PCs are ever likely to face. + other players. They're one of the best card sharks the PCs are ever likely to face. One way you can simulate this style of play is that you get two extra cards any time you draw cards for your hand, - from which you can choose to make the best winning hand possible. For example, if you\'re playing Texas hold \'em, - you\'d get four private cards (\"hole cards\") instead of two that you\'d use in combination with the community + from which you can choose to make the best winning hand possible. For example, if you're playing Texas hold \'em, + you'd get four private cards (\"hole cards\") instead of two that you\'d use in combination with the community cards to make the best hand possible. - **Reasonably Skilled:** This NPC is pretty good. Good enough, anyhow, to keep playing the tables even after some bad hands. - If you consider yourself such a player, you could just play the game as usual. However, if you\'re somewhat new to + If you consider yourself such a player, you could just play the game as usual. However, if you're somewhat new to the game, give this NPC the benefit of one extra card any time you draw cards to your hand, but otherwise play like - you\'d simulate an ace NPC poker player. + you'd simulate an ace NPC poker player. - **Cheat:** This NPC is reasonably skilled at poker, but they also sometimes cheat. Give this NPC the benefit of one - extra card any time you draw cards to your hand, but otherwise play like you\'d simulate an ace NPC poker player. + extra card any time you draw cards to your hand, but otherwise play like you'd simulate an ace NPC poker player. -- **Novice:** This NPC is just learning the game and really doesn\'t have the experience to know how to consistently +- **Novice:** This NPC is just learning the game and really doesn't have the experience to know how to consistently win. Most novices are quickly cleaned out and lose their seat at the table unless they have an especially large chip advantage. - If you\'re equally new to poker, you could just play the game as you can. However, if you\'re actually a better - player than a novice, you\'ll have to handicap your play. That\'s easy enough; just don\'t choose the best hands and + If you're equally new to poker, you could just play the game as you can. However, if you\'re actually a better + player than a novice, you'll have to handicap your play. That\'s easy enough; just don\'t choose the best hands and discard to lose, not win. -- **Maniac:** An NPC \"maniac\" plays most hands, even with a weak hand, and usually bets as if they\'re going to win. +- **Maniac:** An NPC \"maniac\" plays most hands, even with a weak hand, and usually bets as if they're going to win. This style leads to high variance, but in the long term, maniacs tend to lose lots of money. - An easy way to simulate this style is just play that way; don\'t fold, always call or raise the bet, and stay in the - game as if you\'ve got a winning hand. + An easy way to simulate this style is just play that way; don't fold, always call or raise the bet, and stay in the + game as if you've got a winning hand. ::: ##### PC Skills and Real Poker [#](#weird-west-pc-skills-and-real-poker){.og-h-anchor aria-hidden="true"} {#weird-west-pc-skills-and-real-poker} [(High Noon at Midnight, page 54)]{.og-ref} -It\'s possible that you\'ll end up playing a real game of poker, twenty one, or another card game that corresponds to an -in world game between the PCs and one or more NPCs. In which case, your players\' knowledge and ability to play the game +It's possible that you\'ll end up playing a real game of poker, twenty one, or another card game that corresponds to an +in world game between the PCs and one or more NPCs. In which case, your players' knowledge and ability to play the game will be literally on display. -The question is: Does an in world character\'s training or specialization in poker (and similar games where bluffing is -important, as is knowledge of the odds of what other players might be holding) affect the player\'s game of poker in the +The question is: Does an in world character's training or specialization in poker (and similar games where bluffing is +important, as is knowledge of the odds of what other players might be holding) affect the player's game of poker in the real world? -Your answer might be no. And that\'s great. Your players might not want it any other way. But this optional rule gives -players the opportunity to upgrade their chance of winning a hand or two if the character they\'re playing is skilled +Your answer might be no. And that's great. Your players might not want it any other way. But this optional rule gives +players the opportunity to upgrade their chance of winning a hand or two if the character they're playing is skilled (while the player is more novice-level). As with when you enhance your own skill using this technique, make sure that -all the players understand what\'s going on---if one or more of the other players are using this rule to evoke the skill -of their characters, they\'re not actually cheating. +all the players understand what's going on---if one or more of the other players are using this rule to evoke the skill +of their characters, they're not actually cheating. ::: {.alert .ps-4 .pb-0} -- **Trained in Poker:** If the player\'s character is trained in poker, the player can choose to get an extra card +- **Trained in Poker:** If the player's character is trained in poker, the player can choose to get an extra card when they draw cards for a hand, which they can use to make the best winning hand possible. The ability is usable once, but renews each time they lose a hand. -- **Specialized in Poker:** If the player\'s character is specialized in poker, the player can choose to get two extra +- **Specialized in Poker:** If the player's character is specialized in poker, the player can choose to get two extra cards when they draw cards for a hand, which they can use to make the best winning hand possible. The ability is usable once, but renews each time they lose a hand. -- **Cheating:** What if a player\'s character is something of an in world cheat at poker, but a player doesn\'t have - the skill to palm a card up their sleeve? Each time a player decides to use their character\'s ability to cheat, use +- **Cheating:** What if a player's character is something of an in world cheat at poker, but a player doesn\'t have + the skill to palm a card up their sleeve? Each time a player decides to use their character's ability to cheat, use the same rule as presented for a character trained or specialized in poker for a character trained or specialized in cheating at cards, respectively, with one additional caveat, as follows. - Each time a player relies on their character\'s cheating skill, they must succeed on a Speed-based task to cheat + Each time a player relies on their character's cheating skill, they must succeed on a Speed-based task to cheat against the highest-level NPC playing (or closely observing) the game. On a failed roll, the NPC notices the cheat and probably calls out the character. ::: @@ -61880,45 +61880,45 @@ [(High Noon at Midnight, page 56)]{.og-ref} In some situations, you may want to use Cypher System--adjacent rules to evoke a game of poker PCs play with one or more -NPCs, rather than actually playing poker with cards. Here\'s a simple optional rule for doing just that. +NPCs, rather than actually playing poker with cards. Here's a simple optional rule for doing just that. All dice rolls are made openly. In an actual game, players would hide their hole cards, but remember, this optional rule is for quick resolution, not exacting simulation. The rounds of betting that would normally occur and options for cardplayers to \"develop\" their hands come down to just a single roll under this procedure. 1. **Ante/Blinds:** Each PC adds in-world money to the pot---probably an inexpensive amount, though that can vary. (For - simplicity\'s sake, hold \'em variations that include big and small blinds are rolled up into this step.) + simplicity's sake, hold \'em variations that include big and small blinds are rolled up into this step.) 2. **Determine Hand Level:** As the GM, you set the difficulty for the hand, which is equal to the level of the - highest-level NPC---or their modification for poker skill---at the table. However, don\'t reveal that level until + highest-level NPC---or their modification for poker skill---at the table. However, don't reveal that level until after PCs decide whether to stay in or fold. (If you want to increase the level of the handlater, you can do so as a [GM intrusion](#gm-intrusion).) 3. **Set the Bet:** You also set the bet, which could be a moderate or higher amount of money. -4. **Stay or Fold:** Once PCs know the bet, they can fold and leave the hand if they don\'t want to add that additional - amount to the pot above the ante they\'ve already paid. If they stay in, the character must commit the bet amount to +4. **Stay or Fold:** Once PCs know the bet, they can fold and leave the hand if they don't want to add that additional + amount to the pot above the ante they've already paid. If they stay in, the character must commit the bet amount to the pot. (In an actual card game, cardplayers could also raise the bet that everyone else has to meet to stay in, - but we\'re going for simplicity, and all thoserounds are condensed into this single step.) + but we're going for simplicity, and all thoserounds are condensed into this single step.) -5. **Resolve the Hand:** PCs who are still in must succeed on an Intellect-based roll against the hand\'s difficulty. +5. **Resolve the Hand:** PCs who are still in must succeed on an Intellect-based roll against the hand's difficulty. Skills related to playing poker apply to their roll, and the player can apply Effort. 6. **Interpret Results:** Use the following guidelines to figure out who wins the hand. The PC with the highest result - that beats the hand\'s level wins the hand and the amount in the pot goes to them. If two or more PCs beat the - hand\'s level and achieve the same result---say, both succeed on what would be a level 6 challenge---the pot for - that round is split among those PCs. If no PC beats the hand\'s level, the hand goes to the NPC at the table whose - level in poker set the hand\'s level. + that beats the hand's level wins the hand and the amount in the pot goes to them. If two or more PCs beat the + hand's level and achieve the same result---say, both succeed on what would be a level 6 challenge---the pot for + that round is split among those PCs. If no PC beats the hand's level, the hand goes to the NPC at the table whose + level in poker set the hand's level. - If the evoking poker with dice optional rule seems too much for your players\' tastes, an entire poker game could be - resolved by one roll against the hand\'s level, set by the level of the highest-level NPC (or their modification for - poker). The PC with the highest result that beats the hand\'s level wins the hand and the amount in the pot goes to + If the evoking poker with dice optional rule seems too much for your players' tastes, an entire poker game could be + resolved by one roll against the hand's level, set by the level of the highest-level NPC (or their modification for + poker). The PC with the highest result that beats the hand's level wins the hand and the amount in the pot goes to them. - If two or more PCs beat the hand\'s level and achieve the same result---say, both succeed on what would be a level 6 + If two or more PCs beat the hand's level and achieve the same result---say, both succeed on what would be a level 6 challenge---the pot for that round is split among those PCs. - If no PC beats the hand\'s level, the hand goes to the NPC at the table whose level in poker set the hand. + If no PC beats the hand's level, the hand goes to the NPC at the table whose level in poker set the hand. ------------------------------------------------------------------------------------------------------------------------ @@ -61930,15 +61930,15 @@ them in a weird west feel. ::: {.alert .ps-4 .pb-0} -- **Deal Fate\'s Hand:** At the beginning of each day (usually after players have completed a ten-hour [recovery - roll](#recovery-rolls)), deal each player two cards---these are their personal Hand of Fate cards. The hand doesn\'t +- **Deal Fate's Hand:** At the beginning of each day (usually after players have completed a ten-hour [recovery + roll](#recovery-rolls)), deal each player two cards---these are their personal Hand of Fate cards. The hand doesn't exist in world, but is instead a meta resource, to be used by the player for the benefit of their PC (sort of like [XP](#choose-xp)). - **Draw Community Cards:** The first time the PCs have an encounter that day, draw three Hand of Fate community cards. These cards are placed face up on the table where all the players can see; all the players can use these community cards, combined with their personal Hand of Fate cards, to evaluate and eventually play their individual - Hands of Fate. After you\'ve dealt the first three community cards, draw and place one additional Hand of Fate + Hands of Fate. After you've dealt the first three community cards, draw and place one additional Hand of Fate community card each time a player triggers an intrusion or you intrude, until there are five community cards in total. These cards remain in play until a new day dawns or until all the players have played their individual Hands of Fate. @@ -61953,8 +61953,8 @@ ----------------- ------------------------------------------------------------- ----------------------------------------------------------------------------------------------- Royal Flush *(an Ace, King, Queen, Jack, and 10, all of the same suit)* PC gains one benefit below and can be dealt another Hand of Fate for the day. Straight Flush *(five sequential cards, Aces high, all of the same suit)* PC gains 1 [XP](choose-xp) (to keep or use like any XP). - Four of a Kind *(four cards of the same value)* PC can immediately take an action, even if they\'ve already acted this round. - Full House *(three of a kind and a pair)* PC replaces a d20 roll (their own or another player\'s) with a 20. + Four of a Kind *(four cards of the same value)* PC can immediately take an action, even if they've already acted this round. + Full House *(three of a kind and a pair)* PC replaces a d20 roll (their own or another player's) with a 20. Flush *(five cards of the same suit)* PC can apply three [free levels of Effort](#modifying-the-difficulty-effort) to any one roll. Straight *(five sequential cards, Aces high, in sequence)* PC can apply two free levels of Effort to any one roll. Three of a Kind *(three cards of the same value)* PC can apply a [free levels of Effort](#modifying-the-difficulty-effort) to any one roll. @@ -61984,7 +61984,7 @@ - **Session:** You could use the constructed \"d20 deck\" for part of a (or an entire) game session when playing in a High Noon at Midnight adventure or setting. For example, if a scenario asks characters to compete in an in world - game of poker, you could ask PCs to draw from the d20 deck instead of rolling dice, especially if you\'ve opted for + game of poker, you could ask PCs to draw from the d20 deck instead of rolling dice, especially if you've opted for evoking poker with dice instead of actually playing poker in world. - **Special Moment:** Alternatively, you could keep the constructed d20 deck in reserve, then pull it out for the PCs @@ -61997,7 +61997,7 @@ [(High Noon at Midnight, page 58)]{.og-ref} -Here\'s how to construct a \"d20 deck.\" +Here's how to construct a \"d20 deck.\" 1. Choose two suits, one red and one black---say, gears (diamonds) and eyes (spades). 2. Gather all the cards from each of your chosen suits from Ace to King, then discard the Jack, King, and Queen from @@ -62049,11 +62049,11 @@ [(High Noon at Midnight, page 59)]{.og-ref} -- **Shuffle the Deck:** Establish one shuffled deck as the deck that\'ll be used for generating random numbers for the +- **Shuffle the Deck:** Establish one shuffled deck as the deck that'll be used for generating random numbers for the whole table. (You could let each PC construct a d20 deck if you have enough card decks lying around, but it takes some time to construct each deck, so the payoff may not be worth it.) -- **Draw:** When a character would normally roll (or you\'ve decided it\'s a special moment), they draw a card from +- **Draw:** When a character would normally roll (or you've decided it\'s a special moment), they draw a card from the top of the shuffled deck. The card drawn is the result the character obtains. For example, if they draw a 6 of eyes (spades), their roll is a 16. If they draw a 6 of gears (diamonds), they get a @@ -62063,7 +62063,7 @@ character, and so on, just like normal, when they draw from the d20 deck. - **Reshuffle After Every Draw:** Once a given result is drawn, shuffle that card back into the deck before the next - draw. It\'s important to follow this step each time or probabilities will become more and more skewed. + draw. It's important to follow this step each time or probabilities will become more and more skewed. ::: {.alert .ps-4 .pb-0} ##### Loaded Deck [#](#weird-west-loaded-deck){.og-h-anchor aria-hidden="true"} {#weird-west-loaded-deck} @@ -62084,7 +62084,7 @@ If the character draws a jackalope (joker), have them draw again without shuffling the jackalope back into the deck---they can keep that card for the rest of the encounter. The second card they draw is their actual result, - unless it\'s another jackalope (joker), in which case, treat the two cards as if the character rolled a natural 1 + unless it's another jackalope (joker), in which case, treat the two cards as if the character rolled a natural 1 and shuffle both cards back into the loaded deck. If the character gets to keep a single jackalope (joker), they can choose to use it any time to take an extra turn @@ -62097,10 +62097,10 @@ [(High Noon at Midnight, page 59)]{.og-ref} -Whether you\'re using regular dice or a d20 deck to generate numbers, consider the following initiative option that +Whether you're using regular dice or a d20 deck to generate numbers, consider the following initiative option that applies specifically during a showdown between a PC and an NPC (or more than one PC against multiple NPCs). In a showdown, each participant typically has a few moments to consider their opponent and the overall situation, and in the -moment of drawing their shootin\' iron, using what they notice for some sort of advantage. +moment of drawing their shootin' iron, using what they notice for some sort of advantage. Simply put, if the PC wins initiative, they can choose from one of the following benefits. @@ -62114,7 +62114,7 @@ - The character adds +1 to their gun damage during the showdown. - The character gains an asset to their Speed defense during the showdown. - At any point in the encounter, the character can treat one result as a natural 20. (If using the NPC option, an - NPC hinders a PC\'s roll by three steps.) + NPC hinders a PC's roll by three steps.) ::: ------------------------------------------------------------------------------------------------------------------------ @@ -62132,16 +62132,16 @@ Some curses are conferred by an individual, object, or location. For example, a [deathbinder](#creatures-deathbinder) may curse a target they shoot with their soul pistol. -Other times, evil deeds sour and rot the world, resulting in an affliction that can\'t be easily remedied. +Other times, evil deeds sour and rot the world, resulting in an affliction that can't be easily remedied. ::: {.alert .ps-4 .pb-0} -- **Cursed:** Some curses don\'t allow the character to make a defense roll to avoid them, especially if the character +- **Cursed:** Some curses don't allow the character to make a defense roll to avoid them, especially if the character takes an action they know is wrong, such as killing an innocent, burning a bar, or tearing down a religious icon - revered by many. But curses conferred on the PC by an NPC\'s attack should allow an appropriate defense roll. If a + revered by many. But curses conferred on the PC by an NPC's attack should allow an appropriate defense roll. If a character is cursed, they know it when it happens---a weird feeling comes over them, all the hairs rise on their arms and neck, they feel as if \"someone walked over their grave,\" or something similar. However, they might not know the specific effect of the curse right away. Either way, if the character is a PC, they should get 2 - [XP](#choose-xp) as a [GM intrusion](#gm-intrusion) when the curse overtakes them (1 of which they\'ll give away, as + [XP](#choose-xp) as a [GM intrusion](#gm-intrusion) when the curse overtakes them (1 of which they'll give away, as normal). - **Breaking a Curse:** Breaking a curse is sometimes simple, and other times more complex. @@ -62157,7 +62157,7 @@ succeed on a magical lore task to determine their options. For instance, say a PC cheats at a game of cards, which leads an NPC who loses everything to an early grave. If - the PC who cheated is cursed, the curse might be that they\'ll lose every game of chance they undertake + the PC who cheated is cursed, the curse might be that they'll lose every game of chance they undertake afterward (which is pretty mild as these things go). As the GM, you might decide that breaking the curse requires the PC to return whatever they won off the dead NPC. Which is somewhat difficult given that the victim is no longer alive, but finding their grave and burying the objects (poker chips?) might be the first step in @@ -62180,32 +62180,32 @@ 01--03 *(killed someone to attain vengeance)* Everyone the target kills eventually rises as a zombie and comes after target 04--06 *(stray bullet killed a child)* Target never gets the draw---always loses initiative---in a gunfight 07--09 *(destroyed a religious icon)* Target bleeds from eyes and ears near chapels and other spiritual places, taking 1 point of [ambient damage](#ambient-damage) each round within long range - 10--12 *(burned a home with a family inside)* Target\'s footsteps burn with fire and brimstone; a huge fire risk and impossible to hide presence + 10--12 *(burned a home with a family inside)* Target's footsteps burn with fire and brimstone; a huge fire risk and impossible to hide presence 13--15 *(killed/allowed deadly harm to befall a drinking companion)* Target compelled to challenge one person to a drinking match each night 16--18 *(accidentally/purposefully let an animal/person starve)* Target must eat all food served them no matter how much or how fit it is to be eaten - 19--21 *(insults about another\'s appearance contributed to their death)* Target has no face, just a blank expanse of skin + 19--21 *(insults about another's appearance contributed to their death)* Target has no face, just a blank expanse of skin 22--24 *(made a crossroads deal)* Target must kill someone each day or the Devil comes for their soul - 25--27 *(slept on guard duty, resulting in companion\'s death)* Target falls asleep once during any fight - 28--30 *(inattention/direct actions caused animal/person to die of exposure to the cold)* Target\'s touch freezes, causing food and drink to freeze solid, risking harm to friends, *etc.* + 25--27 *(slept on guard duty, resulting in companion's death)* Target falls asleep once during any fight + 28--30 *(inattention/direct actions caused animal/person to die of exposure to the cold)* Target's touch freezes, causing food and drink to freeze solid, risking harm to friends, *etc.* 31--33 *(rustled cattle)* Demonic bull hunts the target every night - 34--36 *(ran instead of helping allies in a deadly fight they lost)* Horrific nightmares degrade target\'s sleep such that they are always one step down the damage track + 34--36 *(ran instead of helping allies in a deadly fight they lost)* Horrific nightmares degrade target's sleep such that they are always one step down the damage track 37--39 *(tripped companion died)* Target is accident prone, suffering at least one level 5 accident a day - 40--42 *(robbed a grave)* Target who doesn\'t sleep in a real grave does not gain the benefit of associated ten-hour [recovery roll](#recovery-rolls) + 40--42 *(robbed a grave)* Target who doesn't sleep in a real grave does not gain the benefit of associated ten-hour [recovery roll](#recovery-rolls) 43--45 *(hunted for sport, not for food and resources)* Wild animals constantly find and attack target - 46--48 *(lie led to someone\'s death)* Target\'s tongue is a venomous snake that sometimes gets loose - 49--51 *(killed an innocent spider)* Target\'s touch is venomous; venom sometimes spreads to food and objects - 52--54 *(vandalized/robbed a home and broke some mirrors)* Target\'s reflection sometimes attacks them + 46--48 *(lie led to someone's death)* Target\'s tongue is a venomous snake that sometimes gets loose + 49--51 *(killed an innocent spider)* Target's touch is venomous; venom sometimes spreads to food and objects + 52--54 *(vandalized/robbed a home and broke some mirrors)* Target's reflection sometimes attacks them 55--57 *(rode a mount to death)* Every mount the target rides quickly comes to a bad end 58--60 *(stole an object that belonged to spirit)* Target sleepwalks, possessed by a hex gunner 61--63 *(ran over a coyote with mount/wagon)* Target breaks into coyote like howls when trying to speak 64--66 *(let an innocent hang in their place)* Hanged corpses that \"see\" target break their ropes and attack with deadshot stats 67--69 *(forced to eat a companion to live)* Target only gets nutrition from human flesh and bones - 70--72 *(killed a blacksmith)* Target\'s skin becomes stiff and rusted like iron, hindering all physical tasks - 73--75 *(jumped a prospector\'s claim)* Precious metals handled by/near target turn to lead + 70--72 *(killed a blacksmith)* Target's skin becomes stiff and rusted like iron, hindering all physical tasks + 73--75 *(jumped a prospector's claim)* Precious metals handled by/near target turn to lead 76--78 *(hunted for sport, let the wolf pelt rot)* Target is cursed with lycanthropy; regularly becomes a vicious [werewolf](#creature-werewolf) 79--81 *(cheated a [demon](#creature-demon) at cards)* Target loses every bet, every gamble, every wager - 82--84 *(actions led to someone drowning in a cesspit)* Target\'s flesh is constantly dripping a foul ordure, hindering pleasant social interaction by two steps - 85--87 *(ricochet killed a bystander)* Target\'s attacks tend to ricochet; at least one attack rebounds on target per conflict + 82--84 *(actions led to someone drowning in a cesspit)* Target's flesh is constantly dripping a foul ordure, hindering pleasant social interaction by two steps + 85--87 *(ricochet killed a bystander)* Target's attacks tend to ricochet; at least one attack rebounds on target per conflict 88--90 *(killed an [alchemist](#npc-alchemist))* Target grows a second head each night, which detaches on scorpion legs and attacks anyone(including target) nearby 91--93 *(left a companion to die in the dark)* Target is sometimes pulled into a dark dimension 94--96 *(actions led to someone being buried alive)* Target wakes up after some ten-hour [recovery rolls](#recovery-rolls) buried in a coffin within long range of where they went to sleep @@ -62234,7 +62234,7 @@ [(High Noon at Midnight, page 62)]{.og-ref} ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** For additional survival rules, see [Chapter 19: Post-Apocalyptic](#chapter-19-post-apocalyptic). +**Editor's Notes ---** For additional survival rules, see [Chapter 19: Post-Apocalyptic](#chapter-19-post-apocalyptic). ::: ##### Survival GM Intrusions [#](#weird-west-survival-gm-intrusions){.og-h-anchor aria-hidden="true"} {#weird-west-survival-gm-intrusions} @@ -62244,8 +62244,8 @@ - PCs camp on an unmarked grave and a vengeful [ghost](#creature-ghost) attempts to possess a PC - The helpful stranger who offers to lead the PCs to safety turns out to be something sinister - The old fort the PCs find that seemed so hopeful turns out to be a [chupacabra](#weird-west-cursed-beasts) lair -- A pack of [dire coyotes](#creature-dire-coyote) begins howling in the night; they\'ve caught the PCs\' scent -- Red mists, swarming insects, a freak cold snap, *etc.* hinder PCs\' foraging/trapping tasks by two steps +- A pack of [dire coyotes](#creature-dire-coyote) begins howling in the night; they've caught the PCs\' scent +- Red mists, swarming insects, a freak cold snap, *etc.* hinder PCs' foraging/trapping tasks by two steps - Spores from strange fungus infect gathered food, causing PCs to fall into a disturbing sleep ##### Hunting, Trapping, and Finding Shelter [#](#weird-west-hunting-trapping-and-finding-shelter){.og-h-anchor aria-hidden="true"} {#weird-west-hunting-trapping-and-finding-shelter} @@ -62272,11 +62272,11 @@ Specific hunted and/or trapped game could include bison, jackrabbits, quail, prairie dogs, coyotes, and if especially desperate, one or more cursed beasts. Once found, the food is best if dressed and cooked, though especially desperate -people can still gain the benefit of food if it\'s not cooked. +people can still gain the benefit of food if it's not cooked. Water is usually found in cricks, springs, or small lakes; collected in deep rock cavities or caves; or even collected from morning dew. Water should be boiled when possible---otherwise PCs risk catching dysentery (and similar diseases). -Water that isn\'t boiled doesn\'t automatically mean PCs are exposed to the disease, but it\'s common enough. +Water that isn't boiled doesn\'t automatically mean PCs are exposed to the disease, but it\'s common enough. ::: {.alert .ps-4 .pb-0} - **Starvation:** Generally, a PC can survive without food for about ten days to several weeks. In game terms, PCs who @@ -62311,7 +62311,7 @@ [(High Noon at Midnight, page 63)]{.og-ref} Beginning at tier 3 or later, PCs have been active in the setting long enough that tall tales start being told about the -group. That\'s especially true if the characters have interacted with NPCs who know a little about the characters and +group. That's especially true if the characters have interacted with NPCs who know a little about the characters and their exploits. However, a tall tale grows in the telling. Whatever exploit is being recounted should include an exaggeration or two, if @@ -62341,7 +62341,7 @@ [(High Noon at Midnight, page 63)]{.og-ref} -PCs first learn they\'re featured in at least one tall tale because they overhear someone in a saloon, on a train, or in +PCs first learn they're featured in at least one tall tale because they overhear someone in a saloon, on a train, or in some other social gathering telling a story that includes elements they personally remember. Tall tales may spring up about the PCs a couple of different ways. @@ -62351,24 +62351,24 @@ campaign. - **Player Intrusion:** A PC of at least tier 3 may gain the benefits of a tall tale for one particular encounter if - they use a player intrusion; however, this tall tale does not catch on---it\'s later recognized as utterly untrue or + they use a player intrusion; however, this tall tale does not catch on---it's later recognized as utterly untrue or otherwise gutters out. - **Long-Term Benefit:** A PC of at least tier 3 may spend 3 [XP](#choose-xp) to gain a [long-term benefit](#experience-points-long-term-benefits) in the form of a tall tale about their character. The rest of the - PCs aren\'t featured in this tall tale unless they all do the same. + PCs aren't featured in this tall tale unless they all do the same. ::: ##### Benefits of Tall Tales [#](#weird-west-benefits-of-tall-tales){.og-h-anchor aria-hidden="true"} {#weird-west-benefits-of-tall-tales .og-h-small} [(High Noon at Midnight, page 63)]{.og-ref} -Even if folks don\'t fully believe the tall tales told about the PCs, the mere fact that the stories persist gives the +Even if folks don't fully believe the tall tales told about the PCs, the mere fact that the stories persist gives the PCs the following benefits. ::: {.alert .ps-4 .pb-0} -- **Reputation:** When PCs are first recognized by NPCs familiar with the tall tale (and most are, unless they\'re - isolated), PCs\' very first interaction task (whether positive or negative) is eased by three steps. Once the shock +- **Reputation:** When PCs are first recognized by NPCs familiar with the tall tale (and most are, unless they're + isolated), PCs' very first interaction task (whether positive or negative) is eased by three steps. Once the shock of recognizing the PCs wears off a round later, future interaction tasks with the same NPCs are eased by one step. - **Tall Tale Perks:** When PCs are recognized, people do favors for the characters. For instance, they can be seated @@ -62398,13 +62398,13 @@ ::: table-responsive d10 Consequence of Tall Tale Acclaim ----- --------------------------------------------------------------------------------------------------- - 1 A newspaper exposé is published about the PCs\' exploits, painting them in an unflattering light. + 1 A newspaper exposé is published about the PCs' exploits, painting them in an unflattering light. 2 A 10 foot (3 m) tall humanoid covered in hair as thick as fur---a wild one---begins stalking PCs. 3 Misanthropes arrive and begin making all sorts of hateful comments about the PCs. 4 Someone tells an alternate tall tale painting PCs as ruthless outlaws; folks begin to shun PCs. 5 Relatives of one or more PCs come under scrutiny and harassment by fame chasers. 6 Federal marshals attempt to press gang PCs into service to face a horrific threat. - 7 A hex gunner decides the PCs aren\'t all that and challenges one character to a showdown. + 7 A hex gunner decides the PCs aren't all that and challenges one character to a showdown. 8 A former friend and/or ally no longer wants anything to do with the PCs. 9 Thieves try to claim all the riches they believe the PCs have for themselves. 10 Fame chasers break in on the PCs during important negotiations. @@ -62446,10 +62446,10 @@ [(High Noon at Midnight, page 65)]{.og-ref} -Fair warning, pardner---if you ain\'t careful, grifters, drunkards, and rabble rousers will drag you to Perdition. -\'Cept some folks never seem to suffer from their own impure actions---and not even they really know why.,/p\> +Fair warning, pardner---if you ain't careful, grifters, drunkards, and rabble rousers will drag you to Perdition. +'Cept some folks never seem to suffer from their own impure actions---and not even they really know why.,/p\> -A vice is behavior that many consider immoral or wicked. In some times and places, one person\'s vice is another\'s +A vice is behavior that many consider immoral or wicked. In some times and places, one person's vice is another\'s completely healthy pastime, if not taken to an extreme. But taking it to the extreme is what vices in the weird west rely on to empower them. @@ -62484,7 +62484,7 @@ A PC might develop a paranormal vice in a manner similar to one of the ways a character can become cursed---as a result of poor choices. In this case, ongoing dedication to [drinking](#weird-west-drinking), [gambling](#weird-west-gambling), or [swindling](weird-west-swindling) might forge a linkage to an invisible force related to the individual activity. A -force that encourages that vice, knowing that with continued use, the pinhole connection it\'s forged to the world will +force that encourages that vice, knowing that with continued use, the pinhole connection it's forged to the world will grow. When a character gains a vice with ties to a primordial power source, the character knows it. The revelation comes to @@ -62503,8 +62503,8 @@ primordial power, as noted under each vice. Make just a couple of the indicated abilities available to the character initially, but give them one more each time they increase their connection with a low connection roll. -- **Repercussions From a Connection:** Over time, a connection grows between a character\'s paranormal vice and the - mysterious force behind it. Repercussions sometimes manifest depending on the character\'s connection roll. +- **Repercussions From a Connection:** Over time, a connection grows between a character's paranormal vice and the + mysterious force behind it. Repercussions sometimes manifest depending on the character's connection roll. - **Connection Roll:** Each time a character with a paranormal vice uses one of their abilities, they must make 1d10 connection roll. On a connection roll of 1, the connection range increases by 1, and the character suffers a @@ -62556,10 +62556,10 @@ +-----------------------------------------------------------+-----------------------------------------------------------+ | State | Effects | +===========================================================+===========================================================+ -| Sober | - Sober is the normal state for characters who haven\'t | -| | been drinking and who aren\'t hungover. | +| Sober | - Sober is the normal state for characters who haven't | +| | been drinking and who aren't hungover. | +-----------------------------------------------------------+-----------------------------------------------------------+ -| Tipsy | - Tipsy characters are those who\'ve started to feel | +| Tipsy | - Tipsy characters are those who've started to feel | | | one or two drinks. | | | - Tipsy characters can apply a [free level of | | | Effort](#modifying-the-difficulty-effort) to positive | @@ -62569,10 +62569,10 @@ | | points instead of 3, and applying two levels of | | | Effort costs 7 points instead of 5. | | | - If a tipsy character has no more drinks, they return | -| | to sober in about an hour and probably won\'t become | +| | to sober in about an hour and probably won't become | | | hungover. | +-----------------------------------------------------------+-----------------------------------------------------------+ -| Inebriated | - Inebriated characters\' tasks are hindered by two | +| Inebriated | - Inebriated characters' tasks are hindered by two | | | steps. | | | - Inebriated characters must spend 1 extra point per | | | level of Effort applied to any task. | @@ -62592,13 +62592,13 @@ +-----------------------------------------------------------+-----------------------------------------------------------+ | Passed out | - Passed out means a character is unconscious, or as | | | good as. | -| | - A passed-out character won\'t revive on their own for | +| | - A passed-out character won't revive on their own for | | | four to eight hours. When they do revive, they | | | descend the track to hungover. | | | - If roused earlier by shaking and/or slapping (or by | | | taking damage), the character wakes but returns to | | | inebriated status. | -| | - Characters who passed out don\'t remember what | +| | - Characters who passed out don't remember what | | | happened while they were inebriated, or if they do, | | | only as unconnected flashes. | +-----------------------------------------------------------+-----------------------------------------------------------+ @@ -62648,9 +62648,9 @@ ::: table-responsive d6 Inebriate Repercussions ------- --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - 1 **Blind in One Eye:** The character loses vision from one eye for one hour. During this period, a burning, alien eye looks out from the character\'s eye socket instead of their own, and their sight based tasks are hindered. The alien eye has Armor 10 and rarely blinks. - 2 **Liquor Purge:** All the alcohol the character carries or touches for the next hour turns to dust---the character can\'t benefit from Inebriate abilities for that hour. During that same hour, a penumbra (a shadow\'s edge) shrouds the character so they seem weirdly dim, as if standing half in shadow even in bright light. - 3 **Infectious Intoxication:** A nearby ally descends one step on [the intoxication track](#weird-west-intoxication-track). While the ally remains intoxicated, the character can\'t look at them or say their name. + 1 **Blind in One Eye:** The character loses vision from one eye for one hour. During this period, a burning, alien eye looks out from the character's eye socket instead of their own, and their sight based tasks are hindered. The alien eye has Armor 10 and rarely blinks. + 2 **Liquor Purge:** All the alcohol the character carries or touches for the next hour turns to dust---the character can't benefit from Inebriate abilities for that hour. During that same hour, a penumbra (a shadow\'s edge) shrouds the character so they seem weirdly dim, as if standing half in shadow even in bright light. + 3 **Infectious Intoxication:** A nearby ally descends one step on [the intoxication track](#weird-west-intoxication-track). While the ally remains intoxicated, the character can't look at them or say their name. 4 **Worm From the Bottle:** The character loses the ability to speak for ten minutes. Instead, an echoing voice that sounds like dark liquid rushing down a waterfall laughs and titters, sometimes threatening others, other times launching into obscenity laden tirades. 5 **Rampage:** A drunken rage overtakes the character, during which time their entire face seems to be replaced by an alien, inhuman mask. While enraged, the character must attack the closest creature in short range each round (whether ally, foe, or a stranger), until they can succeed on a difficulty 5 Intellect defense roll to end the effect. 6 **Retching Summons:** Character upchucks a horrific quantity of gelatinous goo that animates as an insidious thing (a horrifying mass of writhing, slapping, undulating tentacles twice the size of a person) that attacks everyone. @@ -62662,7 +62662,7 @@ ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} Insidious thing -: level 5; health 18; attacks with toothed tentacles; where damaged, target\'s skin is discolored for several weeks +: level 5; health 18; attacks with toothed tentacles; where damaged, target's skin is discolored for several weeks ::: ##### Gambling [#](#weird-west-gambling){.og-h-anchor aria-hidden="true"} {#weird-west-gambling} @@ -62701,7 +62701,7 @@ roll](#weird-west-mechanics-of-a-paranormal-vice) must be made. If the Cardsharp has [Uncanny Luck](#ability-uncanny-luck){.og-ability} or a similar ability in addition to - [Cardsharp\'s Luck](#ability-cardsharps-luck){.og-ability}, it\'s the Cardsharp\'s choice (no roll required) whether + [Cardsharp's Luck](#ability-cardsharps-luck){.og-ability}, it\'s the Cardsharp\'s choice (no roll required) whether they get a [minor effect](#rules-special-rolls), a [major effect](#rules-special-rolls), or a free activation of one of their Tier 1--3 [focus](#choose-focus) abilities. @@ -62711,9 +62711,9 @@ ``` - [Breaking Even](#ability-breaking-even) [(HNAM, 68)]{.og-ref} -- [Cardsharp\'s Luck](#ability-cardshaps-luck) [(HNAM, 68)]{.og-ref} +- [Cardsharp's Luck](#ability-cardshaps-luck) [(HNAM, 68)]{.og-ref} - [Deck to Hand](#ability-deck-to-hand) [(HNAM, 68)]{.og-ref} -- [Entropy\'s Hand](#ability-entropys-luck) [(HNAM, 68)]{.og-ref} +- [Entropy's Hand](#ability-entropys-luck) [(HNAM, 68)]{.og-ref} - [Shuffle Wizard](#ability-shuffle-wizard) [(HNAM, 68)]{.og-ref} ::: @@ -62728,12 +62728,12 @@ ::: table-responsive d6 Cardsharp Repercussions ------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - 1 **Stone Hand:** The character loses the use of one hand for one hour. During this period, physical tasks requiring two hands are hindered and the character\'s hand and forearm appears as if replaced with an oversized chunk of crimson stone. + 1 **Stone Hand:** The character loses the use of one hand for one hour. During this period, physical tasks requiring two hands are hindered and the character's hand and forearm appears as if replaced with an oversized chunk of crimson stone. 2 **Card Fire:** Whatever the character carries to generate random results (cards, dice, coins, *etc.*) and all similar material within immediate range goes up in flames, sending tongues of choking smoke into the air. The Cardsharp and anyone else in immediate range takes 5 points of [ambient damage](#ambient-damage). - 3 **Loser:** A nearby ally loses big on a bet, and the Cardsharp forgets that ally\'s name and existence for an hour. If no ally is betting, the Cardsharp loses their stake (despite their [Breaking Even](#ability-breaking-even){.og-ability} ability) and passes out for an hour, during which time they cannot be roused. - 4 **Joker:** For one hour, the Cardsharp\'s features are muted in a penumbra (a shadow\'s edge) so their face is weirdly dim, even in bright light. During this period, anything the Cardsharp says always concludes with a threat of horrific violence against whoever the Cardsharp is addressing. + 3 **Loser:** A nearby ally loses big on a bet, and the Cardsharp forgets that ally's name and existence for an hour. If no ally is betting, the Cardsharp loses their stake (despite their [Breaking Even](#ability-breaking-even){.og-ability} ability) and passes out for an hour, during which time they cannot be roused. + 4 **Joker:** For one hour, the Cardsharp's features are muted in a penumbra (a shadow\'s edge) so their face is weirdly dim, even in bright light. During this period, anything the Cardsharp says always concludes with a threat of horrific violence against whoever the Cardsharp is addressing. 5 **Ace of Guns:** Straining probability, a bullet from a distant gunfight ricochets into the area and off several walls, attacking the Cardsharp and up to five nearby people as a level 5 attack. - 6 **Queen of Gears:** The Cardsharp\'s eyes blaze with purple radiance, animating a nearby stove, grandfather clock, or other mechanism as a [forgeborn](#weird-west-forgeborn) (somewhat resembling the queen of gears card) that attacks everyone. + 6 **Queen of Gears:** The Cardsharp's eyes blaze with purple radiance, animating a nearby stove, grandfather clock, or other mechanism as a [forgeborn](#weird-west-forgeborn) (somewhat resembling the queen of gears card) that attacks everyone. Final Character vanishes, leaving behind clothing and possessions sopping wet with rancid whiskey. Depending on the campaigning or setting, this summons an avatar of entropy into the physical world---whatever that means for your game. : Cardsharp Repercussions @@ -62751,11 +62751,11 @@ A person with this vice is called a Shyster. -They\'re tricksters, but who doesn\'t love a good trick? Shysters are mirage merchants who tell others what they most -wish to hear. The truth is harsh---and made harsher when a lie is exposed---which is why a Shyster\'s honeyed words are -so potent that those who\'ve been duped (call \'em marks) often refuse to believe anything other than the beautiful +They're tricksters, but who doesn\'t love a good trick? Shysters are mirage merchants who tell others what they most +wish to hear. The truth is harsh---and made harsher when a lie is exposed---which is why a Shyster's honeyed words are +so potent that those who've been duped (call \'em marks) often refuse to believe anything other than the beautiful tapestry of fiction. The mark may even work to explain away the difference between the lie they want to believe and the -cold reality of a Shyster\'s grift. +cold reality of a Shyster's grift. ::: {.alert .ps-4 .pb-0} ###### Shyster Abilities [#](#weird-west-shyster-abilities){.og-h-anchor aria-hidden="true"} {#weird-west-shyster-abilities} @@ -62769,7 +62769,7 @@ - **Triggering Shyster Abilities:** Some Shyster abilities require the Shyster to demonstrate a minor tell such as a wink, raised eyebrow, or quick quirk of the mouth (as part of the same action) to gain the effect, as indicated. - Despite the tell, the supernatural nature of the ability means most people still don\'t realize they\'re being + Despite the tell, the supernatural nature of the ability means most people still don't realize they\'re being swindled. Each time an ability is used (including enablers), the Shyster must roll 1d10 to check for a @@ -62781,8 +62781,8 @@ - [Convincing Lie](#ability-convincing-lie) [(HNAM, 70)]{.og-ref} - [Evade All Consequence](#ability-evade-all-consequence) [(HNAM, 70)]{.og-ref} - [Quick Thinking](#ability-quick-thinking) [(HNAM, 71)]{.og-ref} -- [Shyster\'s Face](#ability-shysters-face) [(HNAM, 71)]{.og-ref} -- [Won\'t Be Fooled Again](#ability-wont-be-fooled-again) [(HNAM, 71)]{.og-ref} +- [Shyster's Face](#ability-shysters-face) [(HNAM, 71)]{.og-ref} +- [Won't Be Fooled Again](#ability-wont-be-fooled-again) [(HNAM, 71)]{.og-ref} ::: ###### Shyster Repercussions [#](#weird-west-shyster-repercussions){.og-h-anchor aria-hidden="true"} {#weird-west-shyster-repercussions} @@ -62796,12 +62796,12 @@ ::: table-responsive d6 Shyster Repercussions ------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ - 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 features unbroken skin without evidence of hinging jaws. + 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 features unbroken skin without evidence of hinging jaws. 2 **Banned Words:** Some combinations of syllables are subconsciously avoided because they resonate with primordial words of power. For a moment, something the Shyster says evokes such a word (level 5 effect), dealing 5 points of Intellect damage (ignores Armor) to thstrongself and everyone within audible range. Everyone affected suffers an optical migraine, hindering sight-based tasks for one hour. 3 **Swindled by Reality:** An important piece of equipment such as a favorite suit, weapon, or magical artifact goes missing, apparently stolen by a master thief (but actually taken by some kind of manifestation or avatar of lies). 4 **The Truth Hurts:** For the next few hours, any time the Shyster speaks the truth, they take 2 points of Intellect damage (ignores Armor) and everyone hears a lie determined by the GM (but usually the opposite of what the Shyster meant). - 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 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. - 6 **Ghostly Retribution:** A [ghost](#creature-ghost) of someone who died on account of the Shyster\'s lies (or any lie told by anyone) is summoned and attacks everyone. + 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 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. + 6 **Ghostly Retribution:** A [ghost](#creature-ghost) of someone who died on account of the Shyster's lies (or any lie told by anyone) is summoned and attacks everyone. Final Character vanishes, leaving behind clothing and possessions, but no hint of any identifying papers and belongings. Depending on the campaigning or setting, this summons an avatar of lies into the physical world---whatever that means for your game. : Shyster Repercussions @@ -62813,7 +62813,7 @@ [(High Noon at Midnight, page 72)]{.og-ref} -If you\'re looking for ideas to challenge your PCs who are between jobs or who\'ve become complacent while riding into +If you're looking for ideas to challenge your PCs who are between jobs or who\'ve become complacent while riding into the sunset, look no further than this here table. Those spire-like stones could be something other than strictly natural, giant scorpions are more common than most folks think, the Tomb Moon might eclipse the sun, or the characters could just discover that their mounts have been sickened by bad water. @@ -62831,27 +62831,27 @@ 16--18 **Nightmare Hoodoo (level 3):** An irregular series of rocky spires with unlikely shapes, including boulder like formations balanced on thinner spires, is suffused with the undead mind of an ancient entity. Those who spend more than a few rounds within long range of the spires take 3 points of Intellect damage (ignores Armor) on a failed Intellect defense roll as horrific nightmares overtake their waking minds. 19--21 **Nightmare Storm (level 3):** An effect like that produced by a Nightmare Hoodoo, but this one moves across the landscape as a horrific psychic storm. 22--24 **Bridge Collapse (level 4):** Those traveling across a bridge, a natural arch, or a section of ground covering a yet undiscovered hollow must succeed on a Speed defense roll or plunge 40 feet (12 m), taking 4 points of damage and, on a failed Might defense roll, descending one step on the damage track. (The Speed defense rolls of those in a coach or train are hindered by two steps.) - 25--27 **Poisoned Waters (level 3):** A lake, stream, crick, or watering hole is poisoned. Drinking from it deals 3 points of damage per round for three rounds on a failed Might defense task; merely getting wet inflicts 1 point of damage per round for three rounds on a failed Might defense task. Mounts of level 3 or less that drink the water are sickened and can\'t travel for a couple of days. - 28--30 **Saloon on Fire (level 4):** Everything in the saloon (or other burning structure) takes 4 points of [ambient damage](#ambient-damage) each round on a failed Speed defense roll. If characters can\'t escape, choking smoke in the area means they must succeed on Might defense rolls each round or suffer 2 additional points of ambient damage and lose their next action. + 25--27 **Poisoned Waters (level 3):** A lake, stream, crick, or watering hole is poisoned. Drinking from it deals 3 points of damage per round for three rounds on a failed Might defense task; merely getting wet inflicts 1 point of damage per round for three rounds on a failed Might defense task. Mounts of level 3 or less that drink the water are sickened and can't travel for a couple of days. + 28--30 **Saloon on Fire (level 4):** Everything in the saloon (or other burning structure) takes 4 points of [ambient damage](#ambient-damage) each round on a failed Speed defense roll. If characters can't escape, choking smoke in the area means they must succeed on Might defense rolls each round or suffer 2 additional points of ambient damage and lose their next action. 31--33 **Uncanny Gnat Swarm (level 3):** A swarm of undead gnats \"breathed\" out by a necrovore moves up to an immediate distance each round (or remains stationary) as a cloud filling an immediate area. Those in the area take 2 points of Speed damage (ignores Armor) each round from the undead bites and lose their next turn. - 34--36 **Waking Curse (level 4):** Everyone in town wakes at midnight each night, terrified nearly to their wits\' end by the same dream of a hovering, flaming skull wearing a burning cowboy hat. Everyone, that is, but for yet another person who died of fright in their sleep. Treat as a curse affecting the town that can\'t be removed until the grave of an outlaw buried somewhere in the town is found and the remains are cremated according to an alchemical procedure. - 37--39 **Demon Drinker (level 5):** A demon wearing cowboy flesh sometimes appears in the region---usually in a saloon---and challenges a random patron to a drinking contest. The demon claims that if the selected target can match the demon shot for shot, the demon will return to Hell (or Perdition) without the patron\'s soul. Sometimes the demon is killed by lawmen or others, but it always returns---it can only truly be banished if someone beats it at its whiskey-soaked game. + 34--36 **Waking Curse (level 4):** Everyone in town wakes at midnight each night, terrified nearly to their wits' end by the same dream of a hovering, flaming skull wearing a burning cowboy hat. Everyone, that is, but for yet another person who died of fright in their sleep. Treat as a curse affecting the town that can\'t be removed until the grave of an outlaw buried somewhere in the town is found and the remains are cremated according to an alchemical procedure. + 37--39 **Demon Drinker (level 5):** A demon wearing cowboy flesh sometimes appears in the region---usually in a saloon---and challenges a random patron to a drinking contest. The demon claims that if the selected target can match the demon shot for shot, the demon will return to Hell (or Perdition) without the patron's soul. Sometimes the demon is killed by lawmen or others, but it always returns---it can only truly be banished if someone beats it at its whiskey-soaked game. 40--42 **Plague of Scorpions (level 3):** The shelter or campsite seems sound, until hundreds of scorpions spill from crevices, dealing 3 points of damage (ignores Armor---those little pests can get under clothing!), or 1 point even with a successful defense roll. - 43--45 **Lost and Hungry Settlers (level 4):** A group of about eight gaunt settlers arrives in the region. They seem determined to settle in for a spell; however, they\'re secretly part of a cult that believes the highest sacrament is eating human flesh (preferably that of lone cowboys and such). + 43--45 **Lost and Hungry Settlers (level 4):** A group of about eight gaunt settlers arrives in the region. They seem determined to settle in for a spell; however, they're secretly part of a cult that believes the highest sacrament is eating human flesh (preferably that of lone cowboys and such). 46--48 **Stampede (level 4):** A stampede of spooked pronghorns thunders through the area, streaming by for nearly a minute. Each round, other creatures in the area must succeed on a Might defense roll or be knocked down and trampled for 4 points of damage, or 1 point even with a successful defense roll. 49--51 **Poisoned Ground (level 3):** Whether due to an alchemical disaster, a curse, or something horrible buried underground, something about this area drinks life, dealing 1 point of [ambient damage](#ambient-damage) each minute a creature remains at the epicenter, and moving PCs one step down the damage track each day they remain and fail a Might defense task. - 52--54 **Uncanny Sandstorm (level 4):** A disruption elsewhere causes a sandstorm dotted with greenish particles to sweep across an area that seemed perfectly safe, such as a ranch or town, dealing 1 point of [ambient damage](#ambient-damage) every few rounds to anyone who doesn\'t take cover for the length of the storm (a few minutes). + 52--54 **Uncanny Sandstorm (level 4):** A disruption elsewhere causes a sandstorm dotted with greenish particles to sweep across an area that seemed perfectly safe, such as a ranch or town, dealing 1 point of [ambient damage](#ambient-damage) every few rounds to anyone who doesn't take cover for the length of the storm (a few minutes). 55--57 **Toxic Stagecoach Crash (level 4):** Along the trail a stagecoach is shattered against a giant, dead tree. Tendrils of dark fluid seep out of the wreckage, creating strange patterns across the ground and up the dead tree. Contact causes psychic pain (3 points of Intellect damage) and stuns characters with a series of images too fast to identify, but which render an affected target unable to take any actions until they succeed on an Intellect defense roll. 58--60 **Dark Barn (level 4):** A dilapidated shack, barn, or similar outbuilding on the abandoned ranch possesses a malignancy that lures in passing travelers (with strange lights, the false cry of someone in need, *etc.*). Once characters are inside, the malignancy traps them with a series of supernatural exploits, ranging from something as simple as a weak floor giving way beneath a character who falls 30 feet (9 m) on a failed Speed defense roll, taking 3 points of [ambient damage](#ambient-damage) and moving one step down the damage track, to an elaborate ploy as might be found in a haunted house. 61--63 **Guarded Train Trestle (level 4):** The bridge is claimed by a raging [locomotem](#weird-west-forgeborn) that seems determined to divert any trains that speed across the tracks into the ravine below. - 64--65 **Prairie Fire (level 4):** A lightning strike (or something more purposefully malevolent) sets the prairie ablaze! Characters and creatures that can\'t escape the burning advance (which sometimes moves an immediate distance each round, but other times leaps a short or even long distance) take 4 points of damage each round they remain in the blaze. A prairie fire is hot, but usually exhausts nearby fuel within a minute, though PCs in the area are still menaced by choking smoke; they must succeed on Might defense rolls each round or suffer an additional 2 points of [ambient damage](#ambient-damage) and lose their next action. - 66--68 **Necrotic Eclipse (level 5):** Even for those whose business it is to track such things, the eclipse of the sun by the Tomb Moon comes as a surprise. During the four-minute period of complete darkness when only the sun\'s fiery crown is visible, a scourge of [necrovores](#weird-west-necrovores) attacks the town unlucky enough to lie in the path of totality. + 64--65 **Prairie Fire (level 4):** A lightning strike (or something more purposefully malevolent) sets the prairie ablaze! Characters and creatures that can't escape the burning advance (which sometimes moves an immediate distance each round, but other times leaps a short or even long distance) take 4 points of damage each round they remain in the blaze. A prairie fire is hot, but usually exhausts nearby fuel within a minute, though PCs in the area are still menaced by choking smoke; they must succeed on Might defense rolls each round or suffer an additional 2 points of [ambient damage](#ambient-damage) and lose their next action. + 66--68 **Necrotic Eclipse (level 5):** Even for those whose business it is to track such things, the eclipse of the sun by the Tomb Moon comes as a surprise. During the four-minute period of complete darkness when only the sun's fiery crown is visible, a scourge of [necrovores](#weird-west-necrovores) attacks the town unlucky enough to lie in the path of totality. 69--72 **Ghostnado (level 5):** Ghosts generate a vortex of necrotic energy, creating a rotating column of undeath that draws in nearby life, resulting in a powerful whirlwind of extinction. The vortex persists for about a minute, during which it may move an immediate distance in a random direction, jump a short or long distance, or stay still during a round. On a failed Might defense roll, any living thing touched by the ghostnado suffers 5 points of Speed damage (ignores Armor) from their life being sucked away. PCs must also succeed on a Speed defense roll or be pulled up into the ghostnado, where they automatically suffer damage each round until either they escape or the vortex dissipates. - 73--76 **When It Rains, It Floods (level 4):** Torrential rains in the mountains cause a serious flood in the area. Failed Speed defense rolls mean the rushing waters envelop characters in low lying areas, inflicting 4 points of Speed damage (a combination of the tumult and the character desperately trying to keep their head above water) and moving them a short distance in the direction of the water\'s flow. This happens each round until an affected character can pull themself out of the water. If that wasn\'t bad enough, sometimes there are [zombies](#creature-zombie) in the water. + 73--76 **When It Rains, It Floods (level 4):** Torrential rains in the mountains cause a serious flood in the area. Failed Speed defense rolls mean the rushing waters envelop characters in low lying areas, inflicting 4 points of Speed damage (a combination of the tumult and the character desperately trying to keep their head above water) and moving them a short distance in the direction of the water's flow. This happens each round until an affected character can pull themself out of the water. If that wasn\'t bad enough, sometimes there are [zombies](#creature-zombie) in the water. 77--79 **Alchemical Accident (level 5):** An alchemist set up an out of the way lab to run dangerous experiments. Those who investigate the lonely structure set off an experiment gone wrong, which implodes in a violent, violet blast dealing 5 points of damage to everything in short range. 80--82 **Conscription (level 4):** A broken cavalry of twelve soldiers and their captain claim they represent the government (possibly one the PCs have heard of, possibly not). The captain explains the characters have been conscripted into the army, and now must follow the soldiers to the war front. PCs who resist are attacked as deserters. - 83--86 **Unquiet Crops (level 3):** Something\'s gotten into the corn. The kernels burst from their husks like bullets. Creatures within short range are attacked two or three times each round as kernels whistle past their eyes or strike home, dealing 3 points of damage per strike. - 87--89 **Mine Collapse (level 4):** Who knew the whole area was riddled with mineshafts? The ground slumps, sending all creatures in the area who fail a Might defense roll to hold on to something solid into a subterranean region. Affected creatures take 4 points of damage in the fall, and then are potentially trapped underground in a warren of tunnels until they can find a way out. Which ain\'t great, but sometimes there are [nightcrawlers](#weird-west-cursed-beasts) in the tunnels. + 83--86 **Unquiet Crops (level 3):** Something's gotten into the corn. The kernels burst from their husks like bullets. Creatures within short range are attacked two or three times each round as kernels whistle past their eyes or strike home, dealing 3 points of damage per strike. + 87--89 **Mine Collapse (level 4):** Who knew the whole area was riddled with mineshafts? The ground slumps, sending all creatures in the area who fail a Might defense roll to hold on to something solid into a subterranean region. Affected creatures take 4 points of damage in the fall, and then are potentially trapped underground in a warren of tunnels until they can find a way out. Which ain't great, but sometimes there are [nightcrawlers](#weird-west-cursed-beasts) in the tunnels. 90--93 **Alien Base (level 6):** A lone alien known as an [enthraller](#creature-enthraller) has a secret base in the badlands; the alien is using mind controlled outlaws to kidnap targets for it to study. 94--97 **Hellmound (level 6):** Like a human sized anthill, except the mound is filled with demons. 98--99 **Uncanny Blizzard (level 4):** Blinding snow and supernaturally freezing conditions burst across the region. Those caught without cover take 4 points of [ambient damage](#ambient-damage) from the initial blast of cold and are thereafter subject to dangers associated with it being [too cold](#exposure). @@ -62884,7 +62884,7 @@ [manifest cyphers](#manifest-cyphers), remember that the Cypher System rules assume players have regular opportunities to regain cyphers after using the ones they have. Out in the badlands, deserts, or prairielands where weird west adventurers often find themselves, manifest cyphers might be harder to obtain. Letting subtle cyphers fill in the gaps -during periods when PCs don\'t find any manifest ones is a good idea. +during periods when PCs don't find any manifest ones is a good idea. ##### Manifest Cyphers[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"} [#](#weird-west-manifest-cyphers){.og-h-anchor aria-hidden="true"} {#weird-west-manifest-cyphers} @@ -62895,7 +62895,7 @@ alchemists, sorcerers, demons, and the like. ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The [horror cyphers](#horror-cyphers) in [Chapter 16: Horror](#chapter-16-horror) make good +**Editor's Notes ---** The [horror cyphers](#horror-cyphers) in [Chapter 16: Horror](#chapter-16-horror) make good choices for alien manfifest cyphers. ::: @@ -62932,7 +62932,7 @@ made with that gun gain the same benefit for the next minute (as indicated in each alchemical round entry). For example, if a character fires a [banishing round](#weird-west-cypher-banishing-round), every attack they make with the same gun for the next minute is also considered a banishing round, regardless of whether the first attack hits - or misses. Some alchemical bullets do not infuse the gun they\'re fired from, as indicated by name---they\'re + or misses. Some alchemical bullets do not infuse the gun they're fired from, as indicated by name---they\'re referred to as slugs instead of rounds---and in the description. For example, [dark slugs](#weird-west-cypher-dark-slugs) and [thunder slugs](#weird-west-cypher-thunder-slugs) do not infuse the gun, but instead create a lasting effect in an adjacent area. If a second alchemical round is fired from the same gun @@ -63022,7 +63022,7 @@ - **Effect:** A successful attack with an answering slug damages a target normally. In addition, for the next minute, any time another creature attacks the shooter with a ranged attack, the shooter can make an immediate extra attack against that creature using the same gun, ignoring reloading restrictions (if any apply). While the effect lasts, - the shooter can make a number of additional immediate \"answering\" attacks equal to the cypher\'s level (in + the shooter can make a number of additional immediate \"answering\" attacks equal to the cypher's level (in addition to making their normal attack for the round). - @@ -63037,10 +63037,10 @@ - **Effect:** When this round is fired from a gun, additional attacks made from the gun gain the same benefit for the next minute. A successful attack damages a target normally. If the damaged target is a living creature that needs to - breathe, the target becomes short of breath, hindering all their tasks for a number of rounds equal to the cypher\'s + breathe, the target becomes short of breath, hindering all their tasks for a number of rounds equal to the cypher's level. If the same target is struck and damaged again within that minute with another asphyxiation round, they are stunned as air is alchemically forced from their lungs and blood. Unless at least one asphyxiation round stuck in - their flesh is removed from a stunned target\'s flesh with a successful level 4 healing task, the stunned target + their flesh is removed from a stunned target's flesh with a successful level 4 healing task, the stunned target asphyxiates and dies at the end of the minute the target first became short of breath. - @@ -63056,8 +63056,8 @@ - **Effect:** When this round is fired from a gun, additional attacks made from the gun gain the same benefit for the next minute. Undead, ghosts, cursed beasts, and other supernatural targets take full damage from this attack (if successful). Affected targets gain no benefit from Armor, intangibility, or other protection, and lose any automatic - healing ability for a number of minutes equal to this cypher\'s level. Normal targets with protective alchemical - spells similarly lose that protection. If the cypher\'s level is 6 or higher, successful attacks deal +1 point of + healing ability for a number of minutes equal to this cypher's level. Normal targets with protective alchemical + spells similarly lose that protection. If the cypher's level is 6 or higher, successful attacks deal +1 point of damage. - @@ -63084,18 +63084,18 @@ - **Form:** Coffin image scribed on bullet case - **Effect:** When this round is fired from a gun, additional attacks made from the gun gain the same benefit for the - next minute. A successful attack with an entombing round doesn\'t damage the target; instead, a target up to human + next minute. A successful attack with an entombing round doesn't damage the target; instead, a target up to human size is held in place, still able to take actions but unable to move or leave the spot for one minute or until they - escape with a successful Might-based roll. (NPCs whose level is higher than the round\'s break free if they spend + escape with a successful Might-based roll. (NPCs whose level is higher than the round's break free if they spend their next turn escaping.) If the same target is hit again with an entombing round while still held immobile, they are enveloped in an - expanding mass that takes the shape of a closed, secured wooden casket whose level is equal to the round\'s level. A + expanding mass that takes the shape of a closed, secured wooden casket whose level is equal to the round's level. A third successful attack against an affected target causes the casket to sink 6 feet (2 m) into the earth, buried beneath a pile of loose soil. A trapped target is held within the casket until the gunfighter releases them, the casket is destroyed, the target - breaks free, or midnight arrives, at which time the casket dissolves to dust. If the target\'s casket is buried when + breaks free, or midnight arrives, at which time the casket dissolves to dust. If the target's casket is buried when their casket dissolves, they have until their breath expires (a minute or so) to dig their way to the surface (a level 5 task) or remain buried. @@ -63117,8 +63117,8 @@ - **Effect:** When this round is fired from a gun, additional attacks made from the gun gain the same benefit for the next minute. A successful attack with an exorcism round damages a target normally. In addition, ghosts and demons - (whether immaterial or wearing someone else\'s flesh)---as well as other creatures strongly tied to an alternate - realm---hit by this attack are exorcised if their level is less than or equal to the cypher\'s level. An exorcised + (whether immaterial or wearing someone else's flesh)---as well as other creatures strongly tied to an alternate + realm---hit by this attack are exorcised if their level is less than or equal to the cypher's level. An exorcised creature disappears and is unable to remanifest physically in the same area or realm for at least one day. This attack is potentially as effective against a target being possessed by a ghost or demon, ending the possession, @@ -63143,7 +63143,7 @@ the shooter gains an immediate free [recovery roll](#recovery-rolls) (or regains 10 health if an NPC). If the shooter who fired the round is a vampire and their bleeding target is killed, the vampire is completely - healed and gains the benefit of having just drank a victim\'s blood to their fill. + healed and gains the benefit of having just drank a victim's blood to their fill. - @@ -63156,8 +63156,8 @@ - **Form:** Bullet case seems made of skin - **Effect:** When this round is fired from a gun, additional attacks made from the gun gain the same benefit for the - next minute. A successful attack damages a target normally. The target\'s skin/fur/outer layer begins to peel away - as if they\'d gained the attention of an invisible flensing blade, hindering their tasks for one minute per cypher + next minute. A successful attack damages a target normally. The target's skin/fur/outer layer begins to peel away + as if they'd gained the attention of an invisible flensing blade, hindering their tasks for one minute per cypher level. The second time a target is struck and damaged with a flaying round within a minute of first being struck, larger sections of skin peel away, hindering them by two steps. Each three steps of hindrance gained also moves the target one step down [the damage track](#the-damage-track). @@ -63188,16 +63188,16 @@ - **Form:** Bullet case seems made of ice -- **Effect:** A successful attack deals damage equal to the cypher\'s level and freezes the target (rendering them - helpless) for a number of minutes equal to the cypher\'s level. A PC who succeeds on a Might-based roll as their - action can thaw early (an affected NPC whose level is higher than the cypher\'s can use their next turn to break +- **Effect:** A successful attack deals damage equal to the cypher's level and freezes the target (rendering them + helpless) for a number of minutes equal to the cypher's level. A PC who succeeds on a Might-based roll as their + action can thaw early (an affected NPC whose level is higher than the cypher's can use their next turn to break free). On a miss, the target still takes 2 points of damage from the cold (3 points if the cypher is level 5 or higher). - ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** This cypher\'s name has been amended by the editor to correct a suspected misprint, changing +**Editor's Notes ---** This cypher\'s name has been amended by the editor to correct a suspected misprint, changing \"Glacier Slug\" to \"Glacier Round\", bringing it into alignment with the cypher description and entry in the [Alchemical Rounds and Slugs](#weird-west-alchemical-rounds-and-slugs) table. ::: @@ -63228,8 +63228,8 @@ - **Form:** Slug emits ghostly whispers -- **Effect:** Whether the attack against the primary target hits (and deals damage normally) or misses, the bullet\'s - malignance isn\'t spent---it attacks up to 3 additional targets within short range of the primary target. (The PC +- **Effect:** Whether the attack against the primary target hits (and deals damage normally) or misses, the bullet's + malignance isn't spent---it attacks up to 3 additional targets within short range of the primary target. (The PC rolls an attack against each one.) Each additional attack successively increases the GM intrusion range by 1. If a GM intrusion is triggered, the haunted bullet hits something other than what the attacker intended, such as an ally. @@ -63260,7 +63260,7 @@ - **Form:** Bullet casing seems to burn with red flame - **Effect:** A successful attack deals damage normally. In addition to potential damage from the initial attack, the - bullet explodes in an immediate radius, inflicting fire damage equal to the cypher\'s level (roll an attack against + bullet explodes in an immediate radius, inflicting fire damage equal to the cypher's level (roll an attack against each creature in the area separately, including the initial target, who may or may not have already taken damage). - @@ -63276,13 +63276,13 @@ - **Effect:** When this round is fired from a gun, additional attacks made from the gun gain the same benefit for the next minute. - A successful attack with a hexing round doesn\'t damage the target; instead, a target whose level is equal to or - less than the round\'s level is hindered on all tasks. Additional successful attacks against the same target hinder + A successful attack with a hexing round doesn't damage the target; instead, a target whose level is equal to or + less than the round's level is hindered on all tasks. Additional successful attacks against the same target hinder their tasks by additional steps. If a target is struck by a number of hexing rounds equal to half or more of their - level, they enter a \"hexed\" state for a number of days equal to the round\'s level. A hexed target resembles + level, they enter a \"hexed\" state for a number of days equal to the round's level. A hexed target resembles someone sleepwalking who takes whatever suggestion is given them, even if that proves harmful. A hexed PC can - attempt to break the enchantment once each day at dawn, and each time they\'re damaged, by succeeding on an - Intellect defense roll. NPCs whose level is higher than the cypher\'s can break free a couple of days after they\'re + attempt to break the enchantment once each day at dawn, and each time they're damaged, by succeeding on an + Intellect defense roll. NPCs whose level is higher than the cypher's can break free a couple of days after they\'re hexed, or sooner if they take damage. - @@ -63295,7 +63295,7 @@ - **Form:** \"INVULNERABLE\" scribed on bullet case -- **Effect:** Someone successfully attacked with the bullet gains a number of points of Armor equal to the cypher\'s +- **Effect:** Someone successfully attacked with the bullet gains a number of points of Armor equal to the cypher's level for one minute. The Armor is effective against all forms of damage, including those that normally ignore Armor. @@ -63315,7 +63315,7 @@ track. Unlike most other [alchemical rounds](#weird-west-alchemical-rounds-and-slugs), an inebriating round can simply be - swallowed by someone to gain the effect (however, doing so doesn\'t infuse the inebriating effect for one minute as + swallowed by someone to gain the effect (however, doing so doesn't infuse the inebriating effect for one minute as it would to a gun it was fired from). - @@ -63330,7 +63330,7 @@ - **Effect:** When this round is fired from a gun, additional attacks made from the gun gain the same benefit for the next minute. The target takes damage normally. If the target has a mind and can speak a language known to the - gunfighter and the target\'s level is equal to or less than this cypher\'s, the target is compelled to truthfully + gunfighter and the target's level is equal to or less than this cypher\'s, the target is compelled to truthfully answer one short question immediately put to them by the gunfighter. Additional successful attacks allow for truthfully answered follow up questions. (If the attack with an interrogation round kills or incapacitates them, the target uses their dying breath to answer.) @@ -63351,10 +63351,10 @@ The necrotic round contains a core of undead flesh; it and subsequent bullets fired from the gun for the next minute mean that targets react according to their status. - - *Against Undead.* Undead targeted by a necrotic round regain health equal to 5 plus the cypher\'s level with - each hit---undead cognizant enough to know what\'s happening usually don\'t evade these \"attacks.\" + - *Against Undead.* Undead targeted by a necrotic round regain health equal to 5 plus the cypher's level with + each hit---undead cognizant enough to know what's happening usually don\'t evade these \"attacks.\" - *Against the Living.* The living target takes damage normally, and the necrotic flesh begins to spread through - the living target\'s flesh; if a target whose level is equal to or less than the cypher\'s is successfully + the living target's flesh; if a target whose level is equal to or less than the cypher\'s is successfully attacked twice with a necrotic round within a minute, the unlife overwhelms their living flesh in a horrific wave, turning them into a zombie. The zombie acts according to its nature, but it ignores the gunfighter that created it unless provoked by them. @@ -63374,7 +63374,7 @@ diameter. While the cold air is breathable, it is a bit thin, and the stone making up the periphery is charcoal like in color. - The doorway to otherwhere lasts for a number of days equal to the cypher\'s level. When the door closes, visitors + The doorway to otherwhere lasts for a number of days equal to the cypher's level. When the door closes, visitors are automatically expelled back to their initial location. - @@ -63407,7 +63407,7 @@ position on [the intoxication track](#weird-west-intoxication-track). Unlike most other [alchemical rounds](#weird-west-alchemical-rounds-and-slugs), a sobering round can simply be - swallowed by someone to gain the effect (however, doing so doesn\'t infuse the sobering effect for one minute as it + swallowed by someone to gain the effect (however, doing so doesn't infuse the sobering effect for one minute as it would to a gun it was fired from). - @@ -63424,13 +63424,13 @@ next minute. The target takes damage normally, or takes 2 additional points of damage if the cypher is level 5 or higher. If the target is killed by a gun infused with a soul killing round, their soul is destroyed permanently. That goes for demons and other animating spirits as well as for people. For instance, if a demon in stolen flesh is - killed, there\'s no need to salt and burn the body, because the demonic presence is erased, as opposed to merely + killed, there's no need to salt and burn the body, because the demonic presence is erased, as opposed to merely being banished. - ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** This cypher\'s name has been amended by the editor to correct a suspected misprint, changing +**Editor's Notes ---** This cypher\'s name has been amended by the editor to correct a suspected misprint, changing \"Soul-Killing Round\" to \"Soul Killing Round\", bringing it into alignment with the cypher description and entry in the [Alchemical Rounds and Slugs](#weird-west-alchemical-rounds-and-slugs) table. ::: @@ -63445,7 +63445,7 @@ - **Effect:** Firing the round causes the gun to emit a spray of pleasingly colored lights, sounds, and scents filling a short area for one hour per cypher level. All positive interaction tasks made in the area gain an asset. Creatures - who\'ve made up their minds about a topic may be open to revisiting the issue. PCs add +1 to [recovery + who've made up their minds about a topic may be open to revisiting the issue. PCs add +1 to [recovery rolls](#recovery-rolls) made in the area. - @@ -63477,8 +63477,8 @@ - **Effect:** When this round is fired from a gun, additional attacks made from the gun gain the same benefit for the next minute. If an object no larger than a 10 foot (3 m) cube is targeted, the object descends two steps on the - object damage track if the object\'s level is equal to or less than this cypher\'s. (The object is immediately - destroyed if its level is less than half the cypher\'s level.) + object damage track if the object's level is equal to or less than this cypher\'s. (The object is immediately + destroyed if its level is less than half the cypher's level.) If a creature is targeted, successful attacks made against the creature with unraveling rounds ignore its Armor. @@ -63497,7 +63497,7 @@ indicated on the poster. If the spent slug is collected, it acts like a soul magnet, pulling in the direction of the individual shown on the poster, no matter how far away they are. The holder of the slug also has a general sense of how far their quarry is---somewhere in the same building, somewhere in town, miles away, hundreds of miles away, - *etc.* The spent slug retains this affinity for a number of days equal to the cypher\'s level. + *etc.* The spent slug retains this affinity for a number of days equal to the cypher's level. - @@ -63511,8 +63511,8 @@ - **Effect:** When this round is fired from a gun, additional attacks made from the gun gain the same benefit for the next minute. Instead of taking damage, a successfully attacked target is immediately subject to a good scrubbing, - leaving them and their clothes a bit damp, but clean and as odor free as if they\'d washed and laundered in the - finest bathhouse. If the cypher is level 5 or higher, the effect is so potent that the target\'s positive + leaving them and their clothes a bit damp, but clean and as odor free as if they'd washed and laundered in the + finest bathhouse. If the cypher is level 5 or higher, the effect is so potent that the target's positive interaction tasks are eased for an hour afterward. - @@ -63526,7 +63526,7 @@ - **Form:** \"SEE UNSEEN\" scribed on bullet case - **Effect:** When a watcher slug is fired (whether as an attack or just into the air), the shooter immediately gains - the ability to perceive creatures and objects within long range whose level is equal to or less than the cypher\'s + the ability to perceive creatures and objects within long range whose level is equal to or less than the cypher's that are normally invisible, out of phase, only partially in the same realm, hiding, or merely under partial physical cover for one minute. @@ -63544,11 +63544,11 @@ demons, and other supernatural beings, as well as a few leftover relics of an inhuman precursor species and their horrifying enemies. -If your setting doesn\'t include these specific concepts, reskin likely looking artifacts (and for that matter, cyphers -noted in the previous section) to better fit your setting\'s history. For instance, if your weird west setting leans +If your setting doesn't include these specific concepts, reskin likely looking artifacts (and for that matter, cyphers +noted in the previous section) to better fit your setting's history. For instance, if your weird west setting leans heavily into steampunk, maybe \"engineers\" create most of the fantastic options of the setting, so that instead of a \"demon pistol\" (a demon in the shape of a six shooter), characters gain a \"gauss pistol\" that fires tiny steam -powered automatons into the target\'s flesh. +powered automatons into the target's flesh. Some weapon artifacts are noted as potentially self aware. Refer to the [Self Aware Artifacts](#weird-west-self-aware-artifacts) section for what that could mean for a PC who acquires such an item. @@ -63572,14 +63572,14 @@ 39--42 [Magebreak manacles](#weird-west-artifact-magebreak-manacles) 43--46 [Nihilal tendril horn](#weird-west-artifact-nihilal-tendril-horn) 47--50 [Persuader](#weird-west-artifact-persuader) - 51--55 [Philosopher\'s gun](#weird-west-artifact-philosophers-gun) + 51--55 [Philosopher's gun](#weird-west-artifact-philosophers-gun) 56--60 [Ring of seeping travel](#weird-west-artifact-ring-of-seeping-travel) 61--64 [Salubrious snuffbox](#weird-west-artifact-salubrious-snuffbox) 65--68 [Shadow duster](#weird-west-artifact-shadow-duster) 69--73 [Spirit reflecting knife](#weird-west-artifact-spirit-reflecting-knife) 74--79 [Swarm ring](#weird-west-artifact-swarm-ring) 80--84 [Tanglefoot lariat](#weird-west-artifact-tanglefoot-lariat) - 85--91 [Tracker\'s map](#weird-west-artifact-trackers-map) + 85--91 [Tracker's map](#weird-west-artifact-trackers-map) 92--95 [Vorpal six gun](#weird-west-artifact-vorpal-six-gun) 96--00 [Wheel of consumption](#weird-west-artifact-wheel-of-consumption) @@ -63637,7 +63637,7 @@ d6 Ability to Act ---- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- 1 Convincing/cajoling bearer - 2 Punishing the bearer\'s inaction by causing minor pain (a couple of points of Speed or Intellect damage) once each day, or each time a perfect opportunity to act is ignored by the bearer + 2 Punishing the bearer's inaction by causing minor pain (a couple of points of Speed or Intellect damage) once each day, or each time a perfect opportunity to act is ignored by the bearer 3 Creating auditory and visual hallucinations designed to lure/trick bearer into a situation where they have few choices other than do as the artifact wishes 4 Offering a reward; possibly a new artifact function that can only be used in pursuit of the goal, or the location of some great treasure 5 Acting of its own accord when no one is looking @@ -63646,7 +63646,7 @@ : Artifact Autonomy ::: -- **Artifact Depletion:** Self-aware artifacts don\'t deplete the same way regular artifacts do; if a depletion is +- **Artifact Depletion:** Self-aware artifacts don't deplete the same way regular artifacts do; if a depletion is indicated, the entity within the artifact is \"on sabbatical\" or is otherwise choosing not to communicate. Usually, the artifact will return to normal after a few days, or when the user does something to mollify the entity granting the item self-awareness. @@ -63662,7 +63662,7 @@ - **Level:** 1d6 + 1 -- **Form:** Sheriff\'s badge that always catches the light just right +- **Form:** Sheriff's badge that always catches the light just right - **Effect:** If the wearer polishes, touches, or merely thinks about activating their worn and visible badge as part of a persuasion or intimidation task, the task is eased by two steps, or three steps if the artifact is level 5 or @@ -63676,14 +63676,14 @@ - **Level:** 1d6 -- **Form:** Standard card deck; however, face cards take on strong resemblance to deck\'s current bearer +- **Form:** Standard card deck; however, face cards take on strong resemblance to deck's current bearer - **Alternate Form:** Sometimes a deck of second chances becomes linked with a group instead of an individual bearer; in such cases, the face cards take on the resemblance of everyone in that group - **Effect:** Each time the bearer of the deck (or a member of a group linked to the deck) would otherwise die, a random card is drawn and disappears from the deck. The beneficiary of this effect immediately regains Pool points - equal to the artifact\'s level they can allocate however they choose. + equal to the artifact's level they can allocate however they choose. In addition, different cards grant different effects, as follow. To determine the effect, draw a card from a standard card deck that includes jokers. (If no deck is handy, the GM determines the card drawn.) @@ -63691,7 +63691,7 @@ A character can also choose to draw a card from the deck at any time (regardless of whether they face mortal peril), and gain the additional benefit noted for that card, if any. - - *Number Card, Any Suite.* No additional effect other than the bearer\'s survival. + - *Number Card, Any Suite.* No additional effect other than the bearer's survival. - *Gears (Diamonds) Face Card.* In addition to the bearer surviving, they find a random expensive item in their possession. - *Guns (Clubs) Face Card.* In addition to the bearer surviving, they find their weapons and bandoliers fully @@ -63699,7 +63699,7 @@ - *Elixirs (Hearts) Face Card.* In addition to the bearer surviving, they gain an alchemical protective sheen (granting them +1 to Armor) that lasts until midnight. - *Eyes (Spades) Face Card.* In addition to the bearer surviving, the creature responsible for almost killing the - bearer takes a number of points of Intellect damage equal to the artifact\'s level. + bearer takes a number of points of Intellect damage equal to the artifact's level. - *Ace, any Suit.* In addition to the bearer surviving, they gain a [free level of Effort](#modifying-the-difficulty-effort) that they can apply to any task, which they must use before midnight. - *Jackalopes (Jokers).* Bearer survives, but instead of bouncing back, they are treated as if debilitated until @@ -63724,7 +63724,7 @@ target removes the imp with a successful Speed-based roll; once removed or a minute elapses, the transformation magic fades and the body is revealed as no more than a spent bullet. - The shooter\'s attacks and defenses against demons are hindered while they bear this artifact. + The shooter's attacks and defenses against demons are hindered while they bear this artifact. - **Depletion:** 1 in 1d20 @@ -63771,10 +63771,10 @@ - **Effect:** User can summon the Tomb Moon into the sky if they spend several rounds concentrating to do so. The summoned Tomb Moon persists for 1d10 hours before returning to its previous chaotic orbit. -- **Depletion:** 1 in 1d20 (upon depletion, user\'s soul is drained away by the Tomb Moon) +- **Depletion:** 1 in 1d20 (upon depletion, user's soul is drained away by the Tomb Moon) ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The Tomb Moon [(HNAM, 178)]{.og-ref}, rouses the dead into a fervor. +**Editor's Notes ---** The Tomb Moon [(HNAM, 178)]{.og-ref}, rouses the dead into a fervor. [Necrovores](#weird-west-necrovores) and other undead gain a level under its effects. ::: @@ -63788,13 +63788,13 @@ - **Effect (Alien):** Bearer rerolls 1s (NPC bearers avoid a stroke of bad luck). - What\'s not immediately obvious---though may become so with experience---is that ill luck is visited upon someone + What's not immediately obvious---though may become so with experience---is that ill luck is visited upon someone close to the bearer, whether a friend or a stranger, often in the form of a freak accident that hurts or kills them, usually within a day, as the GM determines. Examples include slipping on a wet surface, falling into a sinkhole, or being gored by a runaway bull, all the way up to drawing the attention of something terrible. The GM determines the - severity of the incident, but the level of the threat is commensurate with the artifact\'s level (level 8). + severity of the incident, but the level of the threat is commensurate with the artifact's level (level 8). - The bearer can\'t choose not to reroll 1s as long as they bear the Illuck Stone. If the bearer tries to part ways + The bearer can't choose not to reroll 1s as long as they bear the Illuck Stone. If the bearer tries to part ways with the stone, it somehow appears among their possessions again. Only by giving it to a new bearer can the old bearer part ways, though they become the first victim of bad luck when a new user would otherwise experience bad luck. @@ -63802,7 +63802,7 @@ - **Depletion:** 1 in 1d20 (upon depletion, recharged if brought into a proscribed zone) ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** If proscribed zones [(HNAM, 150)]{.og-ref}, aren\'t a feature in your setting, the GM might come +**Editor's Notes ---** If proscribed zones [(HNAM, 150)]{.og-ref}, aren\'t a feature in your setting, the GM might come up with some other way of [reviving artifacts](#optional-rule-reviving-artifacts). ::: @@ -63815,11 +63815,11 @@ - **Form:** 2 inch (5 cm) tall figurine of a humanoid sitting cross legged, densely etched with hieroglyphs - **Effect (Alien):** A successfully attacked target within short range whose level is equal to or less than the - artifact\'s disappears; the target\'s essence is trapped in the artifact. If a previously trapped creature was + artifact's disappears; the target\'s essence is trapped in the artifact. If a previously trapped creature was already in the artifact, it appears where the newly trapped one was located. No time passes for a creature trapped in the artifact. The only way for a creature to escape is if the idol is - destroyed, the idol\'s bearer wills the trapped creature free, or the bearer traps a new creature. + destroyed, the idol's bearer wills the trapped creature free, or the bearer traps a new creature. - **Depletion:** 1 in 1d10 (check per successfully trapped creature; upon depletion, newly trapped creature remains trapped only for a few days before the fading magic releases them) @@ -63832,16 +63832,16 @@ - **Form:** Glimmering pearl sized crystal droplet -- **Effect (Alien):** If the artifact\'s bearer is damaged by electricity, the bearer regains a number of Pool points +- **Effect (Alien):** If the artifact's bearer is damaged by electricity, the bearer regains a number of Pool points equal to the damage the electricity would normally inflict. In addition, the wielder can throw a long range lightning bolt as their action, attacking up to three creatures in a - line in an electrical attack that deals damage equal to the artifact\'s level. + line in an electrical attack that deals damage equal to the artifact's level. - **Depletion:** 1 in 1d10 (upon depletion, recharged if brought into a proscribed zone) ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** If proscribed zones [(HNAM, 150)]{.og-ref}, aren\'t a feature in your setting, the GM might come +**Editor's Notes ---** If proscribed zones [(HNAM, 150)]{.og-ref}, aren\'t a feature in your setting, the GM might come up with some other way of [reviving artifacts](#optional-rule-reviving-artifacts). ::: @@ -63854,10 +63854,10 @@ - **Form:** Metal manacles etched with alchemical symbols - **Effect:** These manacles, which can be applied to both wrists of a willing or helpless target, hinder manual tasks - by two steps (or four steps if the target\'s hands are manacled behind their back). In addition, the manacles - prevent the use of alchemical, magical, or other uncanny abilities if the target\'s level is less than the - artifact\'s. (PCs must succeed on an Intellect-based roll against the manacles\' level before using a supernatural - ability and, on a failed attempt, take Intellect damage \[ignores Armor\] equal to the manacles\' level.) + by two steps (or four steps if the target's hands are manacled behind their back). In addition, the manacles + prevent the use of alchemical, magical, or other uncanny abilities if the target's level is less than the + artifact's. (PCs must succeed on an Intellect-based roll against the manacles\' level before using a supernatural + ability and, on a failed attempt, take Intellect damage \[ignores Armor\] equal to the manacles' level.) - **Depletion:** 1 in 1d100 (check per day of use) @@ -63880,8 +63880,8 @@ ::: table-responsive d6 Horn Effect ------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ - 1--3 Tendril wraps target, preventing physical tasks and dealing damage equal to the artifact\'s level each round until the target escapes. Either way, tendril desiccates and turns to dust after about a minute. - 4--6 Tendril attempts to eat its way into target via mouth, ears, or eyes, inflicting damage equal to the artifact\'s level that ignores Armor. If the target survives, the tendril desiccates and turns to dust. If the damage kills the target, the tendril successfully enters the corpse. About a minute later, target\'s body tears open, and an awful thing emerges, which attacks the nearest living creature. + 1--3 Tendril wraps target, preventing physical tasks and dealing damage equal to the artifact's level each round until the target escapes. Either way, tendril desiccates and turns to dust after about a minute. + 4--6 Tendril attempts to eat its way into target via mouth, ears, or eyes, inflicting damage equal to the artifact's level that ignores Armor. If the target survives, the tendril desiccates and turns to dust. If the damage kills the target, the tendril successfully enters the corpse. About a minute later, target\'s body tears open, and an awful thing emerges, which attacks the nearest living creature. : Nihilal Tendril Horn Effect ::: @@ -63896,17 +63896,17 @@ intimidate; potentially self aware - **Effect:** This firearm is a medium long range weapon (though lighter and heavier versions are possible). When the - pistol is visible (even if still holstered), the shooter\'s intimidation tasks are eased by two steps. + pistol is visible (even if still holstered), the shooter's intimidation tasks are eased by two steps. When the shooter wishes, a bullet fired from the gun that would otherwise strike a target instead hangs menacingly - in front of the target\'s face, granting the shooter an immediate additional opportunity to intimidate the target, a + in front of the target's face, granting the shooter an immediate additional opportunity to intimidate the target, a task that gains an additional asset. After the intimidation attempt, the shooter decides whether to allow the hanging bullet to complete its trajectory and damage the target, or to fall harmlessly to the ground. - **Depletion:** 1 in 1d20 (check per menacing bullet fired); upon depletion, can still be used as a normal gun of its size. -###### Philosopher\'s Gun [#](#weird-west-artifact-philosophers-gun){.og-h-anchor aria-hidden="true"} {#weird-west-artifact-philosophers-gun .og-h-small .og-tab} +###### Philosopher's Gun [#](#weird-west-artifact-philosophers-gun){.og-h-anchor aria-hidden="true"} {#weird-west-artifact-philosophers-gun .og-h-small .og-tab} [(High Noon at Midnight, page 129)]{.og-ref} @@ -63915,9 +63915,9 @@ - **Form:** Oversize six shooter like glass gun featuring small reservoirs of multicolored fluids and vapors; potentially self aware -- **Effect:** This firearm is a medium long range weapon. In addition, when triggered by its owner, the philosopher\'s +- **Effect:** This firearm is a medium long range weapon. In addition, when triggered by its owner, the philosopher's gun synthesizes one variety of [alchemical round](#weird-west-alchemical-rounds-and-slugs) and adds the round to the - chamber; an attack using that round is available on the character\'s next turn. A typical philosopher\'s gun can + chamber; an attack using that round is available on the character's next turn. A typical philosopher\'s gun can only synthesize one type of alchemical round; however, if the artifact is level 7 or higher, two different round varieties may be synthesized, which the owner chooses between when triggering the synthesis. If the artifact is level 9, the gun synthesizes one of the two fixed alchemical round varieties immediately, quickly enough that the @@ -63933,10 +63933,10 @@ - **Form:** Pale crystal ring a little too large for any finger it is tried on -- **Effect (Alien):** As the wearer\'s action, the wearer and their equipment transform into a mass of quivering +- **Effect (Alien):** As the wearer's action, the wearer and their equipment transform into a mass of quivering slime. For one minute the wearer can seep through dirt, earth, stone, structures, and other inert objects, moving up - to a long range each turn while in this form. The wearer can\'t physically affect inert matter and objects, but can - make a pseudopod melee attack against creatures that deals a number of points of damage equal to the artifact\'s + to a long range each turn while in this form. The wearer can't physically affect inert matter and objects, but can + make a pseudopod melee attack against creatures that deals a number of points of damage equal to the artifact's level. Alternatively, a bearer not wearing the ring can peer through it to see invisible objects or creatures, as well as @@ -63945,7 +63945,7 @@ - **Depletion:** 1 in 1d10 (upon depletion, recharged if brought into a proscribed zone) ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** If proscribed zones [(HNAM, 150)]{.og-ref}, aren\'t a feature in your setting, the GM might come +**Editor's Notes ---** If proscribed zones [(HNAM, 150)]{.og-ref}, aren\'t a feature in your setting, the GM might come up with some other way of [reviving artifacts](#optional-rule-reviving-artifacts). ::: @@ -63958,7 +63958,7 @@ - **Form:** Small ornate container of powdered tobacco (snuff) - **Effect:** Owner who takes a pinch of snuff regains a number of Pool points of their choice equal to the - artifact\'s level. + artifact's level. - **Depletion:** 1 in 1d10 @@ -63972,10 +63972,10 @@ - **Effect:** A shadow duster functions normally as light armor. If a shadow is within immediate range, the wearer can slip from view for up to one minute, becoming as one with the shadow as their action, effectively easing their - stealth task to hide by a number of steps equal to the artifact\'s level. The wearer can stay still and remain + stealth task to hide by a number of steps equal to the artifact's level. The wearer can stay still and remain essentially invisible as long as they take no action. Alternatively, at any point before one minute elapses, they can step out of any other shadow within long range, even shadows separated by walls or terrain. (The owner gains a - sort of sixth sense about other shadows while they\'re hiding, learning about general shape and placement, but + sort of sixth sense about other shadows while they're hiding, learning about general shape and placement, but nothing more.) - **Depletion:** 1 in 1d20; upon depletion, can still be worn as a normal duster. @@ -63992,8 +63992,8 @@ In addition, the user gains two assets for noticing invisible creatures, spirits, and not currently manifested ghosts in the area by looking for their reflection in the blade. If spotted, such a creature within immediate range - must answer one question put to it by the knife wielder if the creature\'s level is less than or equal to the - knife\'s and if the knife wielder succeeds on an Intellect attack. + must answer one question put to it by the knife wielder if the creature's level is less than or equal to the + knife's and if the knife wielder succeeds on an Intellect attack. - **Depletion:** 1 in 1d20; check each time a spirit is spotted and questioned. @@ -64005,8 +64005,8 @@ - **Form:** Ring made of dark crystal with strange etchings (of what might be bugs) -- **Effect (Alien):** Bearer summons a swarm of tiny bug like creatures that persist for one minute. The swarm\'s - level is equal to the artifact\'s level. The swarm attacks a designated foe within short range and hinders their +- **Effect (Alien):** Bearer summons a swarm of tiny bug like creatures that persist for one minute. The swarm's + level is equal to the artifact's level. The swarm attacks a designated foe within short range and hinders their perception tasks for the duration. The bugs seem like roaches at first glance, but a closer look reveals them to have too many legs, eyes, and @@ -64015,7 +64015,7 @@ - **Depletion:** 1 in 1d10 (upon depletion, recharged if brought into a proscribed zone) ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** If proscribed zones [(HNAM, 150)]{.og-ref}, aren\'t a feature in your setting, the GM might come +**Editor's Notes ---** If proscribed zones [(HNAM, 150)]{.og-ref}, aren\'t a feature in your setting, the GM might come up with some other way of [reviving artifacts](#optional-rule-reviving-artifacts). ::: @@ -64027,13 +64027,13 @@ - **Form:** Rope glinting with entwined silver threads tied with a lasso at one end -- **Effect:** User\'s short range lasso attacks made with the lariat are eased. If an attack succeeds, the target is +- **Effect:** User's short range lasso attacks made with the lariat are eased. If an attack succeeds, the target is magically restrained, unable to take physical actions until they can escape (PCs make a Might-based roll as their - action; NPCs whose level is higher than the artifact\'s can use their full turn to escape), the user lets them go, + action; NPCs whose level is higher than the artifact's can use their full turn to escape), the user lets them go, or midnight comes. - Alternatively, the lassoer can instead choose to make an eased attack with the intention of just snaring a target\'s - arm or leg, hindering the target\'s physical tasks and preventing them from moving more than an immediate distance + Alternatively, the lassoer can instead choose to make an eased attack with the intention of just snaring a target's + arm or leg, hindering the target's physical tasks and preventing them from moving more than an immediate distance on their turn until they use their full action to remove the rope (or the lassoer drops their end). Tesla Lasso Variant: This electrified variety is especially effective against demons. All tasks related to @@ -64042,7 +64042,7 @@ - **Depletion:** 1 in 1d10 -###### Tracker\'s Map [#](#weird-west-artifact-trackers-map){.og-h-anchor aria-hidden="true"} {#weird-west-artifact-trackers-map .og-h-small .og-tab} +###### Tracker's Map [#](#weird-west-artifact-trackers-map){.og-h-anchor aria-hidden="true"} {#weird-west-artifact-trackers-map .og-h-small .og-tab} [(High Noon at Midnight, page 129)]{.og-ref} @@ -64050,12 +64050,12 @@ - **Form:** Basic but accurate map of the region where the map is activated -- **Effect:** Unfolding the map allows its bearer to locate a creature whose level is less than the artifact\'s, no - matter where the creature is. The bearer must know or have met the target, know the target\'s full name (or \"true\" - name), or have an article of clothing or other personal belonging of the target\'s. If they do, the target\'s +- **Effect:** Unfolding the map allows its bearer to locate a creature whose level is less than the artifact's, no + matter where the creature is. The bearer must know or have met the target, know the target's full name (or \"true\" + name), or have an article of clothing or other personal belonging of the target's. If they do, the target\'s location is pinpointed (to within a short area) on the map. The map includes locations near the map bearer as well as locations near the target, though depending on the distance separating the two, it may not be to scale. The map - shows the target\'s location for one day per artifact level, or until a new target is named. + shows the target's location for one day per artifact level, or until a new target is named. - **Depletion:** 1 in 1d20 @@ -64070,8 +64070,8 @@ - **Effect:** This firearm is a medium long range weapon (though lighter and heavier variants are possible). Attacks made with it are automatically eased and deal an additional 2 points of damage (6 points total). - In addition, if a PC rolls a major effect and the target\'s level is equal to or less than the artifact\'s, the PC - can choose to implode the target\'s head. For most living creatures that possess only a single head, that\'s the + In addition, if a PC rolls a major effect and the target's level is equal to or less than the artifact\'s, the PC + can choose to implode the target's head. For most living creatures that possess only a single head, that\'s the end. - **Depletion:** 1 in 1d20 (check per head implosion); upon depletion, can still be used as a normal gun @@ -64084,15 +64084,15 @@ - **Form:** Crystal hoop about 1 foot (30 cm) in diameter -- **Effect (Alien):** Anything passed through the hoop whose level is less than the artifact\'s is disintegrated. - Living creatures take damage equal to the artifact\'s level each round they persist in keeping any part of their - body within the ambit of the wheel. This item could be used as a weapon, but it\'s awkward, hindering melee attacks +- **Effect (Alien):** Anything passed through the hoop whose level is less than the artifact's is disintegrated. + Living creatures take damage equal to the artifact's level each round they persist in keeping any part of their + body within the ambit of the wheel. This item could be used as a weapon, but it's awkward, hindering melee attacks (or a ranged attack) made with it by two steps. On a hit, the hoop deals damage equal to its level. - **Depletion:** 1 in 1d10 (upon depletion, recharged if brought into a proscribed zone) ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** If proscribed zones [(HNAM, 150)]{.og-ref}, aren\'t a feature in your setting, the GM might come +**Editor's Notes ---** If proscribed zones [(HNAM, 150)]{.og-ref}, aren\'t a feature in your setting, the GM might come up with some other way of [reviving artifacts](#optional-rule-reviving-artifacts). ::: @@ -64259,8 +64259,8 @@ ::: row ::: {.col .col-md-6} Cursed beasts are often hybrid animals, a fusion of two or more different beasts stitched together with dire sorcery, or -a combination of beast and base material (such as snow and dead flesh). Other times they\'re ancient creatures time -would\'ve been better off forgetting. +a combination of beast and base material (such as snow and dead flesh). Other times they're ancient creatures time +would've been better off forgetting. Mysterious things, cursed beasts are often capable of coming and going as they please. In some times and places, they are called \"cryptids\" because at their core, they seem unknowable. Cursed beasts include [dire @@ -64280,7 +64280,7 @@ - **Quetzalsaur:** Giraffe sized monstrosity with a 40 foot (12 m) wingspan. ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** Aditional details for these creatures are presented in the [Cypher System +**Editor's Notes ---** Aditional details for these creatures are presented in the [Cypher System Bestiary](https://www.montecookgames.com/store/product/cypher-system-bestiary/){.og-icon .og-mcg}. ::: ::: @@ -64332,7 +64332,7 @@ Most forgeborn have the following traits: ::: {.alert .ps-4 .pb-0} -- **Dim:** Most forgeborn (though there are many exceptions) aren\'t quick thinkers; their Intellect defense against +- **Dim:** Most forgeborn (though there are many exceptions) aren't quick thinkers; their Intellect defense against being tricked or mentally attacked is level 2. - **Temperamental:** A forgeborn can break free of the spells that bind them to service for brief periods. This @@ -64342,7 +64342,7 @@ - **Resistant:** Forgeborn cannot be stunned or dazed. They are immune to most poisons and disease. -- **Quiet:** Most forgeborn can\'t speak (but some can). +- **Quiet:** Most forgeborn can't speak (but some can). ::: ::: @@ -64354,7 +64354,7 @@ - **Alchehemoth:** 10 foot (3 m) tall humanoid figure fabricated from a metallic whiskey still. ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** Aditional details for these creatures are presented in the [Cypher System +**Editor's Notes ---** Aditional details for these creatures are presented in the [Cypher System Bestiary](https://www.montecookgames.com/store/product/cypher-system-bestiary/){.og-icon .og-mcg}. ::: @@ -64383,7 +64383,7 @@ ::: {.col .col-md-6} Gunfighters live and die by their six chambered peacemakers using a threatened---or actual---lightning quick draw to accomplish their aims. Most gunfighters are regular folks who practice their craft so diligently that they become the -best, at least until they measure themselves against a desperado who\'s a smidge faster. Most gunfighters in a weird +best, at least until they measure themselves against a desperado who's a smidge faster. Most gunfighters in a weird west setting have a bit of the supernatural about them, but one variety of gunfighter, known as a hex gunner, explicitly mixes magic with bullets. @@ -64396,7 +64396,7 @@ - **Lawman:** Driven by a dream of justice, a lawman enforces rules even when no one else will. ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** Aditional details for these creatures are presented in the [Cypher System +**Editor's Notes ---** Aditional details for these creatures are presented in the [Cypher System Bestiary](https://www.montecookgames.com/store/product/cypher-system-bestiary/){.og-icon .og-mcg}. ::: ::: @@ -64436,7 +64436,7 @@ Necrovores---otherwise known as undead---are what some call those that feed on death, those that are dead but still move, those that feed on life, and all things that lie somewhere in between. Now, some might quibble about using \"necrovore\" for such a wide range of creatures. But does it make a lick of difference if you call a shade of the -tomb---a wraith that takes form from a gravestone\'s shadow---a necrovore, a demon, or an undead when it\'s draining all +tomb---a wraith that takes form from a gravestone's shadow---a necrovore, a demon, or an undead when it\'s draining all joy from existence? Nope. Same holds true for a [deathbinder](#creature-deathbinder), [hollowed ranger](#creature-hollowed-ranger), [risen](#creature-risen) (also called Damned), and [tombdrift](#creature-tombdrift). @@ -64447,7 +64447,7 @@ - **Zombie sorcerer:** Magic infused corpse that knows enough sorcery to be dangerous. ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** Aditional details for these creatures are presented in the [Cypher System +**Editor's Notes ---** Aditional details for these creatures are presented in the [Cypher System Bestiary](https://www.montecookgames.com/store/product/cypher-system-bestiary/){.og-icon .og-mcg}. ::: ::: @@ -65071,7 +65071,7 @@ [create your own](#creating-creatures-and-npcs). ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The editor has moved some creatures in the [Cypher System +**Editor's Notes ---** The editor has moved some creatures in the [Cypher System Rulebook](https://www.montecookgames.com/store/product/cypher-system-rulebook-2/){.og-icon .og-mcg} to [Chapter 23: NPCs](#chapter-23-npcs) instead. For more on creatures and NPCs, including a full index, see [Quick Reference: Creatures and NPCs](#choose-creatures). @@ -65116,45 +65116,45 @@ Motive : This entry is a way to help the GM understand what a creature or NPC wants. Every creature or person wants - something, even if it\'s just to be left alone. + something, even if it's just to be left alone. Environment : This entry describes whether the creature tends to be solitary or travel in groups and what kind of terrain it inhabits (such as \"They travel in packs through dry wastes and temperate lowlands\"). Health -: A creature\'s target number is usually also its health, which is the amount of damage it can sustain before it is - dead or incapacitated. For easy reference, the entries always list a creature\'s health, even when it\'s the normal +: A creature's target number is usually also its health, which is the amount of damage it can sustain before it is + dead or incapacitated. For easy reference, the entries always list a creature's health, even when it\'s the normal amount for a creature of its level. Damage Inflicted : Generally, when creatures hit in combat, they inflict their level in damage regardless of the form of attack. Some inflict more or less or have a special modifier to damage. Intelligent NPCs often use weapons, but this is more a - flavor issue than a mechanical one. In other words, it doesn\'t matter if a level 3 foe uses a sword or claws---it - deals the same damage if it hits. The entries always specify the amount of damage inflicted, even if it\'s the + flavor issue than a mechanical one. In other words, it doesn't matter if a level 3 foe uses a sword or claws---it + deals the same damage if it hits. The entries always specify the amount of damage inflicted, even if it's the normal amount for a creature of its level. Armor -: This is the creature\'s Armor value. Sometimes the number represents physical armor, and other times it represents - natural protection. This entry doesn\'t appear in the game stats if a creature has no Armor. +: This is the creature's Armor value. Sometimes the number represents physical armor, and other times it represents + natural protection. This entry doesn't appear in the game stats if a creature has no Armor. Movement : Movement determines how far the creature can move in a single turn. Creatures have movements of immediate, short, long, or very long, which equate to the ranges of the same name. Most PCs have an effective movement of short, so if they are chasing (or being chased by) a creature with immediate movement, their Speed tasks are eased; if the - creature\'s movement is long or greater, the PCs\' Speed tasks are hindered. + creature's movement is long or greater, the PCs\' Speed tasks are hindered. Modifications -: Use these default numbers when a creature\'s information says to use a different target number. For example, a level +: Use these default numbers when a creature's information says to use a different target number. For example, a level 4 creature might say \"defends as level 5,\" which means PCs attacking it must roll a target number of 15 (for difficulty 5) instead of 12 (for difficulty 4). In special circumstances, some creatures have other modifications, but these are almost always specific to their level. Combat : This entry gives advice on using the creature in combat, such as \"This creature uses ambushes and hit-and-run - tactics.\" At the end of the combat listing, you\'ll also find any special abilities, such as immunities, poisons, - and healing skills. GMs should be logical about a creature\'s reaction to a particular action or attack by a PC. For - example, a mechanical creation is immune to normal diseases, a character can\'t poison a being of energy (at least, + tactics.\" At the end of the combat listing, you'll also find any special abilities, such as immunities, poisons, + and healing skills. GMs should be logical about a creature's reaction to a particular action or attack by a PC. For + example, a mechanical creation is immune to normal diseases, a character can't poison a being of energy (at least, not with a conventional poison), and so on. Interaction @@ -65167,11 +65167,11 @@ Loot : This entry indicates what the PCs might gain if they take items from their fallen foes (or trade with or trick - them). It doesn\'t appear in the game stats if the creature has no loot. + them). It doesn't appear in the game stats if the creature has no loot. GM Intrusion : This optional entry in the stats suggests a way to use [GM intrusion](#gm-intrusion) in an encounter with the - creature. It\'s just one possible idea of many, and the GM is encouraged to come up with their own uses of the game + creature. It's just one possible idea of many, and the GM is encouraged to come up with their own uses of the game mechanic. ::: @@ -65211,7 +65211,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** [Modifying creatures](#modifying-creatures) can transform even a normal animal into a memorable +**Editor's Notes ---** [Modifying creatures](#modifying-creatures) can transform even a normal animal into a memorable encounter. ::: @@ -65254,10 +65254,10 @@ However, those memories, motivations, and hopes are usually submerged in a hunger that can never be sated. - **Use:** Abominations hunt ravaged wastelands and bombed-out spacecraft hulks, lurk in basements where mad - scientists have conducted illicit experiments, and haunt the dreams of children who\'ve gotten in over their heads. + scientists have conducted illicit experiments, and haunt the dreams of children who've gotten in over their heads. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**GM Intrusion:** The abomination isn\'t dead; it stands up on the following round at full health. +**GM Intrusion:** The abomination isn't dead; it stands up on the following round at full health. ::: ##### Angalith [5 (15)]{.float-end} [#](#creature-angalith){.og-h-anchor aria-hidden="true"} {#creature-angalith .og-tab} @@ -65286,7 +65286,7 @@ Angaliths have the following additional abilities and traits. - - *Prismatic Blaze.* Six prismatic shafts of light shine from the angalith\'s core as their action, illuminating + - *Prismatic Blaze.* Six prismatic shafts of light shine from the angalith's core as their action, illuminating the sins of all creatures within short range (no more than once each minute). A given target is subject to only one shaft of light, which they must make an Intellect defense roll to resist. Choose or roll for which sin is brought to light for each target. @@ -65355,7 +65355,7 @@ - **Interaction:** Angaliths resonate with the worship and faith their component parts once witnessed. Often, that faith was preaching about the welfare of other beings, so they may stop to help those in need. But if they see - someone act against the common good, in an angalith\'s estimation, that someone is due only hellfire. + someone act against the common good, in an angalith's estimation, that someone is due only hellfire. - **Use:** Angaliths---like most [forgeborn](#weird-west-forgeborn)---are tough encounters even for those who are tooled up for a fight. However, they can be assuaged with promises of saintly acts or demonstrations of good works, @@ -65371,7 +65371,7 @@ [(Rust and Redemption, page 96)]{.og-ref} If the End Times causes civilization to fall, biblical threats multiply across the land, including one or more angels of -the apocalypse. They are every bit as terrifying as the [Four Horsemen](#creature-four-horsemen) because they\'re +the apocalypse. They are every bit as terrifying as the [Four Horsemen](#creature-four-horsemen) because they're charged with bringing about the end of the world. They have little room for pity or the plights of individuals; they have nations to topple and the forces of Hell to oppose. @@ -65382,7 +65382,7 @@ - **Motive:** Instigate the biblical apocalypse; fight the forces of Hell -- **Environment:** Almost anywhere, usually alone or fighting Hell\'s armies +- **Environment:** Almost anywhere, usually alone or fighting Hell's armies - **Health:** 27 @@ -65396,14 +65396,14 @@ - **Combat:** The angel of the apocalypse attacks twice each round with their greatsword. - An angel\'s halo momentarily brightens with unbearable psychic energy as combat begins; foes within short range are + An angel's halo momentarily brightens with unbearable psychic energy as combat begins; foes within short range are stunned for one minute if they fail an Intellect defense roll, or until they succeed on an Intellect defense task on - their turn to end the effect early. A success means that creature becomes immune to the halo\'s overwhelming effect. + their turn to end the effect early. A success means that creature becomes immune to the halo's overwhelming effect. The angel can blow their trumpet as their action, creating a blast of sound and energy that sweeps out in all directions to a long distance, inflicting 8 points of damage to all creatures that hear it who fail a Might defense roll, and 2 points even with a successful roll. Structures in the area descend one step on the [object damage - track](#special-situation-attacking-objects). Once they blow their trumpet, they usually can\'t blow it again for + track](#special-situation-attacking-objects). Once they blow their trumpet, they usually can't blow it again for several rounds. - **Interaction:** Wrapped in purpose, an angel of the apocalypse may ignore entreaties or, if one deigns to respond, @@ -65418,7 +65418,7 @@ [(The Stars are Fire, page 115)]{.og-ref} -If a supercomputer can think independently, it\'s a [strong AI](#strong-ai) (an artificial intelligence). Though not as +If a supercomputer can think independently, it's a [strong AI](#strong-ai) (an artificial intelligence). Though not as advanced as godminds, AIs can develop inscrutable goals. AIs take many forms. Some are distributed across a vast network. Others are encoded into a singular \"computer core.\" A @@ -65440,7 +65440,7 @@ - **Modifications:** Speed defense as level 2, knowledge tasks as level 9 - **Combat:** An electrical discharge---or in some cases precisely pulsed sequences of lights, each designed for a - specific creature to see---can affect all targets within short range of the AI (or the AI\'s local terminal), + specific creature to see---can affect all targets within short range of the AI (or the AI's local terminal), inflicting 10 points of damage from electricity (or 10 points of Intellect damage, which ignores Armor). Some AIs can take an action to absorb matter around them (such as walls, floor, equipment, unresisting living @@ -65452,11 +65452,11 @@ else. - **Interaction:** Some AIs enjoy negotiation. Others simply ignore humans as unworthy of their time and attention. An - AI\'s voice often sounds surprisingly human. + AI's voice often sounds surprisingly human. - **Use:** The characters are contacted by an AI sympathetic to biological beings. It wants them to accomplish a task on a moon of Jupiter: assassinate a security officer who the AI calculates as being a nexus of future disaster if he - isn\'t removed from the equation. + isn't removed from the equation. - **Loot:** An AI might have access to 1d6 cyphers and possibly an artifact or two. @@ -65492,7 +65492,7 @@ - **Movement:** None, or instantly to any networked machine able to host them - **Combat:** An electrical discharge---or in some cases precisely pulsed sequences of lights, each designed for a - specific creature to see---can affect all targets within short range of the AI (or the AI\'s local \"terminal\"), + specific creature to see---can affect all targets within short range of the AI (or the AI's local \"terminal\"), inflicting damage from electricity (or Intellect damage, which ignores Armor). An AI may attempt to install an instance of themself in the wetware (the brain) of humans and any other nearby @@ -65500,7 +65500,7 @@ fails an Intellect defense roll is stunned, losing their next turn as they stare in rapt attention. If they fail a subsequent defense roll, they come under the control of the AI instance for one minute, or until they succeed on an Intellect defense roll on their turn. A PC under AI control might stand and do nothing, fall mysteriously - unconscious, or take an action to advance the AI\'s goals. + unconscious, or take an action to advance the AI's goals. AIs can control other lower level computer systems and sometimes even nanobots. @@ -65515,21 +65515,21 @@ and they can create cyphers and artifacts, which they often deploy in combat. - **Interaction:** Some AIs enjoy negotiation. Others simply ignore humans as unworthy of their time and attention. An - AI\'s voice often sounds surprisingly human. + AI's voice often sounds surprisingly human. -- **Use:** The PCs\' shelter is overtaken by a storm of grey goo, which answers to an AI operating out of a nearby +- **Use:** The PCs' shelter is overtaken by a storm of grey goo, which answers to an AI operating out of a nearby safehouse. - **Loot:** An AI may have access to 1d6 [cyphers](#choose-cyphers) and two or three [artifacts](#choose-artifacts). ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -When acting from a remote terminal, the AI\'s effective level is lowered. It can be as low as level 3, but typically is +When acting from a remote terminal, the AI's effective level is lowered. It can be as low as level 3, but typically is level 5. ::: ##### Bargainer Fiend [3 (9)]{.float-end} [#](#creature-basilisk){.og-h-anchor aria-hidden="true"} {#creature-bargainer-fiend .og-tab} -[(It\'s Only Magic, page 98)]{.og-ref} +[(It's Only Magic, page 98)]{.og-ref} Bargainer fiends are natives of \"hell dimensions\" whose job is to come to the mortal world and convince people to barter or trade their souls. Their natural shape is usually a lanky humanoid with horns, claws, vestigial bat wings, and @@ -65538,7 +65538,7 @@ Typical [devils](#creature-devil) are warriors and torturers, and [demons](#creature-demon) are mortal souls reforged into entities of pure spite and hate, whereas bargainer fiends see themselves as classier beings with loftier goals. -However, bargainers are aware that they are weaker than their counterparts, and they make sure they don\'t do any +However, bargainers are aware that they are weaker than their counterparts, and they make sure they don't do any front-line fighting if they can help it. - **Motive:** Bargain for souls @@ -65555,14 +65555,14 @@ - **Modifications:** Deception as level 5 -- **Combat:** A bargainer fiend attacks with a punch or a firearm. If they aren\'t trying to hide their inhuman +- **Combat:** A bargainer fiend attacks with a punch or a firearm. If they aren't trying to hide their inhuman nature, they throw short-range bolts of painful hellfire, inflicting 4 points of damage and stunning the target for one round. - The heart of a bargainer fiend\'s power is its ability to arrange for rewards for a mortal client in exchange for - the client\'s soul. Typical rewards are training in a skill, learning a new type or focus ability, wealth equivalent + The heart of a bargainer fiend's power is its ability to arrange for rewards for a mortal client in exchange for + the client's soul. Typical rewards are training in a skill, learning a new type or focus ability, wealth equivalent to one exorbitant item, an artifact, or anything else that can be acquired by spending 4 [XP](#choose-xp). The price - is always the client\'s mortal soul, usually after a specific time period. Bigger demands by the client require the + is always the client's mortal soul, usually after a specific time period. Bigger demands by the client require the fiend to get approval from their superiors, and the price is higher, but usually still manageable. A bargainer fiend can use an action to transform themself into a human or near-human form (such as a human with @@ -65609,8 +65609,8 @@ The basilisk can spit its poison up to short range, inflicting 1 point of damage and moving the target one step down the damage track if they fail a Might defense roll. - The basilisk\'s venom affects its breath, and on its turn, anything within immediate range of it must make a Might - defense roll or take 1 point of poison damage. Because of this constant invisible cloud of poison, a basilisk\'s + The basilisk's venom affects its breath, and on its turn, anything within immediate range of it must make a Might + defense roll or take 1 point of poison damage. Because of this constant invisible cloud of poison, a basilisk's lair is surrounded by a stinking area of dead vegetation, blasted earth, and etched stone. Basilisk venom is so potent that even creatures that are immune to poison can still be harmed by it, taking 5 points @@ -65647,7 +65647,7 @@ Black dogs are usually large, shaggy, and as black as night, with long ears and tails. However, despite their name, they can be any color. The real distinction is that they are definitely not regular, living dogs. Some have eyes like fire, -some howl with a ghostly, ethereal song, and still others have telltale witches\' marks upon their chest or back. +some howl with a ghostly, ethereal song, and still others have telltale witches' marks upon their chest or back. Black dogs can see ghosts, witches, and other magical entities not typically visible to other creatures. They are sometimes a portent of death, but not always. Many carry with them an inherent sense of sadness and despair, which they @@ -65675,7 +65675,7 @@ sense their presence. - **Interaction:** Running, at least from the malevolent ones, is typically the best course of action. Dealing with - helpful black dogs is often an interesting and unexpected experience, as they don\'t talk and don\'t explain who + helpful black dogs is often an interesting and unexpected experience, as they don't talk and don\'t explain who they choose to help or why. - **Use:** The characters are fighting an extremely tough foe when a black dog steps in to help them out (or to help @@ -65697,14 +65697,14 @@ [(Stay Alive!, page 107)]{.og-ref} The huge, undulating mass of this creature is composed of a mucus-like solid. The half-amorphous blob defeats its foes -by absorbing prey, integrating a victim\'s tissue into its own. In essence, the victim becomes the blob, and all of the -victim\'s knowledge is available to the blob for later use. +by absorbing prey, integrating a victim's tissue into its own. In essence, the victim becomes the blob, and all of the +victim's knowledge is available to the blob for later use. If it later desires, a blob can release a nearly perfect [replicant](#npc-replicant) of any creature that it has -absorbed. Replicants have the memories and personalities of the originals, but they do the blob\'s bidding, which is +absorbed. Replicants have the memories and personalities of the originals, but they do the blob's bidding, which is usually to explore distant locations or lure prey into the open using a friendly face. A particularly well-crafted -replicant might not know it\'s not the original. Creating a replicant takes a blob a day or two of effort, during which -time it\'s unable to defend itself or eat, so it\'s not a task the creature attempts lightly. +replicant might not know it's not the original. Creating a replicant takes a blob a day or two of effort, during which +time it's unable to defend itself or eat, so it\'s not a task the creature attempts lightly. - **Motive:** Assimilation of all flesh @@ -65721,14 +65721,14 @@ - **Combat:** The blob can project a gout of acid at short range against a single target. Though slow, a blob is always moving forward. A character (or two characters next to each other) within immediate range of a blob must succeed on a Might defense roll each round or be partly caught under the heaving mass of the advancing creature. A - caught victim adheres to the blob\'s surface and takes 10 points of damage each round. The victim must succeed on a + caught victim adheres to the blob's surface and takes 10 points of damage each round. The victim must succeed on a Might defense roll to pull free. A victim who dies from this damage is consumed by the blob, and their body becomes part of the creature. If a blob has absorbed living flesh within the last hour, it regenerates 3 points of health per round while its health is above 0. -- **Interaction:** A blob\'s favored method of communication is to absorb whoever tries to interact with it. If a +- **Interaction:** A blob's favored method of communication is to absorb whoever tries to interact with it. If a replicant is handy, the blob might talk through it if the blob can touch the replicant and use it like a puppet. - **Use:** The old man the PCs accidentally hit with their vehicle has a weird, mucus-like growth on one hand (in @@ -65748,7 +65748,7 @@ [(We Are All Mad Here, page 108)]{.og-ref} Cat sidhes, sometimes called phantom cats, are dog-sized felines that were once witches and now have shifted permanently -into cat form. They\'re all black except for a single white symbol on their chest, which is their name. +into cat form. They're all black except for a single white symbol on their chest, which is their name. When cat sidhes form (because a witch has turned themselves into a cat for the ninth time), they gain nine tails. Each time a cat sidhe would be killed, they can choose to lose one of their tails instead. Once a cat sidhe has no more tails @@ -65771,24 +65771,24 @@ - **Modifications:** Speed defense as level 6 due to quickness and agility - **Combat:** Cat sidhes can attack with their claws for 6 points of damage, but they much prefer to engage from a - long distance, using their unique ability to cast curses that steal part or all of a victim\'s soul. They may attack + long distance, using their unique ability to cast curses that steal part or all of a victim's soul. They may attack a foe using the following types of soul-stealing curses. Characters who succeed on an Intellect defense roll resist - the effect, but take 1 point of Intellect damage due to the effort. If someone can read the symbol on the cat\'s - chest and pronounce it, they gain +1 Armor against the cat\'s attacks. + the effect, but take 1 point of Intellect damage due to the effort. If someone can read the symbol on the cat's + chest and pronounce it, they gain +1 Armor against the cat's attacks. - - *Falter.* Removes a favored part of the creature\'s personality, such as their sense of humor, courage, or - kindness. The creature doesn\'t forget that they had that part of their personality; they just can\'t remember + - *Falter.* Removes a favored part of the creature's personality, such as their sense of humor, courage, or + kindness. The creature doesn't forget that they had that part of their personality; they just can\'t remember how to access it again. All social interactions are hindered. - - *Fester.* Replaces a piece of the character\'s soul with an idea, false memory, or thought that, once placed, + - *Fester.* Replaces a piece of the character's soul with an idea, false memory, or thought that, once placed, grows into something insidious and dangerous inside them. The character takes no damage at the time, but each time they make a [recovery roll](#recovery-rolls), they take 2 points of Intellect damage. - - *Forget.* Removes something from the creature\'s memory, such as all nouns (including their own name), a loved - one\'s face, their current purpose, an ability, or a skill. This inflicts 3 points of Intellect damage and + - *Forget.* Removes something from the creature's memory, such as all nouns (including their own name), a loved + one's face, their current purpose, an ability, or a skill. This inflicts 3 points of Intellect damage and causes the character to forget the specific thing. - **Interaction:** Having once been witches, cat sidhes are smart, cunning, and dangerous. Most have no interest in conversations or bargains, unless they are injured in some way. They can, however, sometimes be distracted from - their purpose of stealing souls by riddles, music, and children\'s games. + their purpose of stealing souls by riddles, music, and children's games. - **Use:** A cat sidhe stalks a forest where the characters are passing through on their way elsewhere. Someone sends the characters to capture a \"lost\" cat, which turns out to be a cat sidhe. @@ -65813,7 +65813,7 @@ A chimera typically has a dominant form to which other animal parts are grafted. The base form must be large enough to support the weight of the extra heads, so lions, bears, and horses are popular as the base form. -Chimeras kill even when not hungry and throw their victims\' remains around a wide area in a wild rage. When not feeding +Chimeras kill even when not hungry and throw their victims' remains around a wide area in a wild rage. When not feeding or tormenting prey, a chimera that can fly takes to the air, beating its enormous leather wings to scour the landscape for new prey. @@ -65831,11 +65831,11 @@ - **Combat:** All chimeras have a number of ways to kill. The exact methods vary, but most can bite, sting, and gore (three attacks) as a single action, either attacking the same opponent or attacking different foes within immediate - range of each other. A chimera\'s sting carries a powerful toxin, and a stung target must succeed on a Might defense + range of each other. A chimera's sting carries a powerful toxin, and a stung target must succeed on a Might defense roll or take 4 additional points of damage. Chimeras with spikes can project them at up to three targets within long range as a single action. -- **Interaction:** Chimeras are a lot like wild animals with rabies. They\'re confused and violent, and they behave +- **Interaction:** Chimeras are a lot like wild animals with rabies. They're confused and violent, and they behave erratically. Savage, ferocious beasts, they hate all other creatures and seize any opportunity to kill. - **Use:** While exploring an island, the PCs find carcasses that have been torn apart, the pieces scattered in all @@ -65873,7 +65873,7 @@ A chronophage can phase back and forth between its home dimension, and it uses this ability to great effect when hunting prey. For instance, it can close on prey otherwise protected by barriers or features of the landscape. It - can also use the ability to draw a victim\'s attention and then launch a surprise attack from behind after it has + can also use the ability to draw a victim's attention and then launch a surprise attack from behind after it has effectively teleported. However, it is an action for the creature to shift its phase between the dimension of time and normal reality. @@ -65881,15 +65881,15 @@ the creature can sway it from the prey. - **Use:** When the PCs happen upon a location where the rules of space-time are loose and malleable, or if the PCs - trigger a cypher or other device that interferes with time\'s regular flow, a clutch of chronophages may soon come + trigger a cypher or other device that interferes with time's regular flow, a clutch of chronophages may soon come calling. - **Loot:** The skin of a chronophage can be salvaged to create a silvery cloak that reflects its surroundings, but the reflection is one hour behind the present. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**GM Intrusion:** If a chronophage\'s prey fails its Speed defense roll, the attack ignores Armor, and the prey must -make an Intellect defense roll (difficulty 4) or be phased into the chronophage\'s home dimension of time. Victims +**GM Intrusion:** If a chronophage's prey fails its Speed defense roll, the attack ignores Armor, and the prey must +make an Intellect defense roll (difficulty 4) or be phased into the chronophage's home dimension of time. Victims automatically phase back into reality on their next turn but are displaced by 100 feet (30 m) straight up or to the closest open space. This usually results in a fall that potentially deals 10 points of damage, knocks victims prone, and dazes them, hindering all actions for a round. @@ -65919,10 +65919,10 @@ - **Modifications:** All knowledge tasks as level 6; stealth tasks as level 7 while invisible - **Combat:** Cryptic moths usually enter combat only when they wish, because until they attack and become visible, - they can remain unseen and invisible to most eyes. The touch of a cryptic moth\'s wing draws life and energy from + they can remain unseen and invisible to most eyes. The touch of a cryptic moth's wing draws life and energy from targets, inflicting 5 points of Speed damage (ignores Armor). - Cryptic moths regain 1 point of health per round while their health is above 0, unless they\'ve been damaged with a + Cryptic moths regain 1 point of health per round while their health is above 0, unless they've been damaged with a silvered or cold iron weapon, or by electrical attacks. Once every hour or so, a cryptic moth can summon a swarm of normal moths to aid them in combat or, more often, serve @@ -65937,7 +65937,7 @@ ::: - **Interaction:** Although very few cryptic moths speak human languages, peaceful interaction with these creatures is - not impossible. It\'s just extremely difficult, as they see most humans as a source of food or bodies to lay their + not impossible. It's just extremely difficult, as they see most humans as a source of food or bodies to lay their eggs in. - **Use:** A character is followed by a cryptic moth intent on capturing and enslaving them. @@ -65954,7 +65954,7 @@ Cybrid origins could be the result of someone finding a cache of [ancient ultra](#ancient-ultras) technology, or manufactured by a [post-singularity AI](#post-singularity-ai) for some unfathomable purpose, or even the result of -banned weapons research by a nation-state or conglomerate. The human remnants in each cybrid\'s carbon fiber and nested +banned weapons research by a nation-state or conglomerate. The human remnants in each cybrid's carbon fiber and nested shells of nanotech exist in a red haze of pain; neuro-wetware and chemicals bathing their remaining living tissues hold the pain partly at bay. @@ -65982,9 +65982,9 @@ Self-repair mechanisms allow the creature to regain 2 points of health per round. -- **Interaction:** If communication can be opened up through a cybrid\'s haze of pain, it might be possible to +- **Interaction:** If communication can be opened up through a cybrid's haze of pain, it might be possible to temporarily wake the consciousness of the human remnant inside. However, that remnant consciousness might not be - happy to discover what it\'s become. + happy to discover what it's become. - **Use:** A cybrid has appeared in orbit around the station, ship, or moon with a compromised life support system or fragile dome. If it engages, the death toll will be staggering. @@ -66003,8 +66003,8 @@ Cyclopes resemble massive humans that stand 50 to 60 feet (15 to 18 m) tall and weigh about 10,000 pounds (4,500 kg). Everything about these giants is exaggerated, from the thick features of their faces to their oversized hands and lumpy, corpulent bodies. They clothe themselves in animal skins, scraps of cloth, or canvas stolen during their travels. A -cyclops\'s most distinctive feature is the single eye positioned in the center of its forehead. Cyclopes live on the -edges of civilized areas or on remote islands. For all their power and stature, they aren\'t especially brave, and most +cyclops's most distinctive feature is the single eye positioned in the center of its forehead. Cyclopes live on the +edges of civilized areas or on remote islands. For all their power and stature, they aren't especially brave, and most have a dim idea that puny humans have an advantage when they have numbers on their side. - **Motive:** Hungers for flesh @@ -66034,7 +66034,7 @@ 7 points of damage. Escaping from under a dead cyclops requires a successful Might roll. - **Interaction:** Cyclopes know the language of the lands they inhabit, but they are notoriously dim and easily - fooled. A cyclops thinks about its belly first and foremost and doesn\'t pay much attention to what it stuffs in its + fooled. A cyclops thinks about its belly first and foremost and doesn't pay much attention to what it stuffs in its mouth. - **Use:** A cyclops has been rampaging across the countryside, and warriors sent to deal with it have been @@ -66046,7 +66046,7 @@ ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} **GM Intrusions:** The cyclops hits a character so hard thatthey fly a short distance away and land prone. -A character struck by the cyclops\'s fist is grabbed and stuffed in the creature\'s sack. +A character struck by the cyclops's fist is grabbed and stuffed in the creature\'s sack. ::: ##### Deathbinder [7 (21)]{.float-end} [#](#creature-deathbinder){.og-h-anchor aria-hidden="true"} {#creature-deathbinder .og-tab} @@ -66058,7 +66058,7 @@ their eternal existence by placing splinters of their soul into six bullets chambered in a \"soul pistol.\" If all six bullets are fired, the deathbinder is finally destroyed. -Two pistols are holstered on a deathbinder\'s gun belt. the deathbinder\'s soul pistol, which they reserve for special +Two pistols are holstered on a deathbinder's gun belt. the deathbinder\'s soul pistol, which they reserve for special circumstances, and their \"workaday\" six shooter, loaded with unique [alchemical rounds](#weird-west-alchemical-rounds-and-slugs). @@ -66086,11 +66086,11 @@ defense roll, suffer one additional effect: - Target is frozen in amber until they can escape. - - Deathbinder learns one of the target\'s secrets. + - Deathbinder learns one of the target's secrets. - Target is teleported to a pre prepared nearby location. - *Soul Pistol.* Under extreme circumstances, a deathbinder may fire a precious bullet from their soul pistol, - hoping they\'ll have a chance later to rebind the liberated soul energy. A bullet from the soul gun has all of + hoping they'll have a chance later to rebind the liberated soul energy. A bullet from the soul gun has all of the following deadly traits: - Automatically hits target within long range---a targeted PC should get a GM intrusion for this attack. @@ -66101,18 +66101,18 @@ - *Alchemical Resurrection.* If destroyed, a deathbinder usually reforms within 1d6 days unless all six bullets from their soul pistol are fired. -- **Interaction:** Deathbinders don\'t cotton to interruptions because the reason they chose undeath in the first +- **Interaction:** Deathbinders don't cotton to interruptions because the reason they chose undeath in the first place was to pursue a specialized purpose---usually, even deeper secrets of alchemy and/or collecting more unique magical artifacts and treasures. -- **Use:** A herd of ghost cattle wanders into town and causes problems. Folks say it\'s the fault of the \"lich +- **Use:** A herd of ghost cattle wanders into town and causes problems. Folks say it's the fault of the \"lich cowboy\" who lives out in the wastes. -- **Loot:** The deathbinder\'s pistols have uniquely powerful rounds loaded in them; roll once on the [Alchemical +- **Loot:** The deathbinder's pistols have uniquely powerful rounds loaded in them; roll once on the [Alchemical Rounds and Slugs](#weird-west-alchemical-rounds-and-slugs) table. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**GM Intrusion:** The deathbinder makes an extra pistol attack even if it\'s not their turn. +**GM Intrusion:** The deathbinder makes an extra pistol attack even if it's not their turn. ::: ##### Deep One [4 (12)]{.float-end} [#](#creature-deep-one){.og-h-anchor aria-hidden="true"} {#creature-deep-one .og-tab} @@ -66121,7 +66121,7 @@ Some deep ones dwell in coastal regions on land, usually in isolated villages where they might attempt to pass for human. They are able to breathe both air and water. Most, however, thrive in the ocean depths, in ancient underwater -cities like \"Cyclopean and many-columned Y\'ha-nthlei.\" Deep ones sometimes breed with insane humans to produce +cities like \"Cyclopean and many-columned Y'ha-nthlei.\" Deep ones sometimes breed with insane humans to produce squamous offspring that eventually develop fully into deep ones well after maturity (or even middle age). - **Motive:** Hungers for flesh @@ -66166,7 +66166,7 @@ [(Cypher System Rulebook, page 320)]{.og-ref} -Popularly known as the velociraptor, the dinosaur genus called deinonychus doesn\'t care if its prey gets the proper +Popularly known as the velociraptor, the dinosaur genus called deinonychus doesn't care if its prey gets the proper terminology sorted. Meat tastes like meat. The \"terrible claw\" these carnivores are named after refers to their massive, sickle-shaped claws, which are unsheathed from their hind legs when attacking prey. @@ -66211,7 +66211,7 @@ Lesser gods, divine children of gods and mortals, and other beings bequeathed with partly divine power are called demigods. Their capacities so radically exceed those of regular people that they have transcended humanity. Demigods are -so physically and mentally powerful that it\'s difficult for them to hide their semi-divine appearance to mortal +so physically and mentally powerful that it's difficult for them to hide their semi-divine appearance to mortal creatures---not that most would make the effort in the first place. - **Motive:** Ineffable @@ -66235,9 +66235,9 @@ They can also call on a variety of other abilities that seem like magic to lesser foes and mimic the effect of any cypher of level 5 or lower. - A demigod doesn\'t need to alter reality to heal itself, as it automatically regains 2 points of health per round. + A demigod doesn't need to alter reality to heal itself, as it automatically regains 2 points of health per round. -- **Interaction:** For all their power, demigods share most human traits and weaknesses. This means it\'s possible to +- **Interaction:** For all their power, demigods share most human traits and weaknesses. This means it's possible to negotiate with one, though the consequences for angering a demigod in the process are dire. - **Use:** A demigod was banned from the higher realm of their birth for unknown reasons. Now they seek to show their @@ -66266,7 +66266,7 @@ Having no flesh to call its own, a demon is a shadowed, ephemeral horror able to possess others. A demon can cause great harm in a short time by forcing its host to lie, steal, and harm loved ones. -- **Motive:** Hungers for others\' pain and fear +- **Motive:** Hungers for others' pain and fear - **Environment:** Anywhere @@ -66280,12 +66280,12 @@ - **Combat:** The immaterial touch of a demon either inflicts 5 points of damage from rot, or allows the demon to attempt to possess the target. The target of an attempted [possession](#horror-rules-possession) must make an - Intellect defense roll or become possessed, whereupon the demon\'s immaterial form disappears into the target. + Intellect defense roll or become possessed, whereupon the demon's immaterial form disappears into the target. The first round in which a character is possessed, they can act normally. In the second and all subsequent rounds, the possessing demon can control the actions of the host, but the character can attempt an Intellect defense roll to resist each suggested action. Successful resistance means that the character does nothing for one round. In other - rounds, the character can act as they choose. A possessing demon\'s actions are limited to attempts to control its + rounds, the character can act as they choose. A possessing demon's actions are limited to attempts to control its host and leaving the host. A possessed target is allowed an Intellect defense roll to eject the demon once per day, barring any exorcism @@ -66297,7 +66297,7 @@ damage from magical, energy, and psychic attacks. While it possesses another creature, the demon is immune to most attacks (though not so the host; killing the host will eject the demon). -- **Interaction:** A demon allows a possessed host to act normally, as long as it doesn\'t reveal the demon\'s +- **Interaction:** A demon allows a possessed host to act normally, as long as it doesn't reveal the demon\'s presence. If its presence is known, the demon might negotiate, but only after a tirade of lies and obscenity, and the demon likely betrays any deal reached. @@ -66351,8 +66351,8 @@ - *Wish.* The demon lord can grant a mortal a wish (up to level 9) in exchange for an appropriate payment or service, but the wish is often twisted or has hidden consequences. -- **Interaction:** Demon lords are willing to bargain with mortals if it leads to the mortal\'s corruption or advances - the demon\'s agenda in some way. They sometimes respond to flattery or bribes of powerful souls or magic items. +- **Interaction:** Demon lords are willing to bargain with mortals if it leads to the mortal's corruption or advances + the demon's agenda in some way. They sometimes respond to flattery or bribes of powerful souls or magic items. - **Use:** A mad cult wants to summon a demon lord in order to end the world. A mysterious stranger offers aid in exchange for a favor to be named later. @@ -66405,11 +66405,11 @@ always on the table. - **Use:** A spate of violent murders grips a city in fear---a devil has escaped into the world of mortals without a - leash. It spends nights hunting anyone it spots from its perches atop the city\'s holy places. + leash. It spends nights hunting anyone it spots from its perches atop the city's holy places. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**GM Intrusion:** A devil anticipates the character\'s melee attack and brings its wing down \"just so\" on the -attacker\'s weapon. If the character fails a Speed defense roll, the weapon breaks. Either way, the attack fails to hit +**GM Intrusion:** A devil anticipates the character's melee attack and brings its wing down \"just so\" on the +attacker's weapon. If the character fails a Speed defense roll, the weapon breaks. Either way, the attack fails to hit the devil. ::: @@ -66426,12 +66426,12 @@ against all others. Even successfully created super-soldiers require a regular regimen of specialized drugs to keep them healthy. Most are -shipped out to fight on faraway fronts, whether that\'s on a distant space station, moon, or in another star system +shipped out to fight on faraway fronts, whether that's on a distant space station, moon, or in another star system entirely. Without their drugs, they may devolve. - **Motive:** Hungers for flesh -- **Environment:** Groups of three to five, usually in locations where organized security can\'t easily reach +- **Environment:** Groups of three to five, usually in locations where organized security can't easily reach - **Health:** 21 @@ -66498,7 +66498,7 @@ causing them to run terrified in a random direction determined by the GM for several minutes, unless they succeed on an Intellect defense roll to end the effect early. - - *Ghost eater.* A dire coyote\'s attacks affect incorporeal [ghosts](#creature-ghost), + - *Ghost eater.* A dire coyote's attacks affect incorporeal [ghosts](#creature-ghost), [wraiths](#creature-wraith), and similar spirits. If a dire coyote destroys a ghost or wraith, that usually ends the haunting, even if the spirit normally returns. Destroying a ghost heals a dire coyote to full health, but afterward the dire coyote must sleep for a few hours to \"digest\" the essence. @@ -66521,14 +66521,14 @@ ##### Divinity of the City [8 (24)]{.float-end} [#](#creature-divinity-of-the-city){.og-h-anchor aria-hidden="true"} {#creature-divinity-of-the-city .og-tab} -[(It\'s Only Magic, page 99)]{.og-ref} +[(It's Only Magic, page 99)]{.og-ref} Divinities of the city are a pantheon of modern-era demigods who have a strong connection to some aspect of urban life. -They get their powers from their connection to a modern element that\'s being worshipped. For example, the Divinity of +They get their powers from their connection to a modern element that's being worshipped. For example, the Divinity of Defacement gains power when someone creates graffiti or stares in wonder at a mural, while the Divinity of Urban -Creatures grows stronger each time someone saves a turtle from a highway or shivers at coyotes\' calls. Divinities look +Creatures grows stronger each time someone saves a turtle from a highway or shivers at coyotes' calls. Divinities look mostly humanoid, but their appearance has some tie to their connection. The Divinity of Defacement might wear -graffiti-themed clothing, the Divinity of Urban Creatures might have a bear\'s head, and the Divinity of Architecture +graffiti-themed clothing, the Divinity of Urban Creatures might have a bear's head, and the Divinity of Architecture might have gargoyle wings. - **Motive:** Defense; protection; power @@ -66563,9 +66563,9 @@ appealing, beautiful, or dangerous. Illusions cover up to a ten-block area and last for up to an hour. Seeing through one is a level 8 task. -- **Interaction:** Divinities rarely care about humans unless they\'re connected to their particular part of the urban +- **Interaction:** Divinities rarely care about humans unless they're connected to their particular part of the urban landscape. Sometimes they can be persuaded or negotiated with, but not if the character has previously damaged or - endangered the divinity\'s connection---for example, a poacher of urban wildlife probably has no chance of + endangered the divinity's connection---for example, a poacher of urban wildlife probably has no chance of interacting positively with a Divinity of Urban Creatures. - **Use:** A divinity is a powerful aggressive or defensive force, putting the PCs in a position where they must fight @@ -66595,14 +66595,14 @@ - **Modifications:** Knowledge of Arabian history as level 8 -- **Combat:** With a touch, a djinni can warp a victim\'s flesh, inflicting damage. Djinn can also use an action to +- **Combat:** With a touch, a djinni can warp a victim's flesh, inflicting damage. Djinn can also use an action to send out a magitech \"EMP burst\" that renders all artifacts, machines, and lesser magic devices within short range - inoperable for one minute. (If the item is part of a character\'s equipment, they can prevent this outcome by + inoperable for one minute. (If the item is part of a character's equipment, they can prevent this outcome by succeeding on a Speed defense roll.) Instead of disabling all devices in range, a djinni can instead take control of one item within range for one minute, if applicable. A djinni can transform into a being of smoke and flame as its action. While in this form, it has +10 to Armor but - can\'t attack foes. It gains the ability to fly a long distance each round and retains the ability to communicate + can't attack foes. It gains the ability to fly a long distance each round and retains the ability to communicate normally. The first time each day that a djinni returns to physical form after having become smoke, it regains 25 points of health. @@ -66612,11 +66612,11 @@ determined by the GM, who can modify the effect of the wish accordingly. (The larger the wish, the more likely the GM will limit its effect.) -- **Interaction:** When a djinni interacts with characters, it\'s narcissistic, certain in its own immense power, and +- **Interaction:** When a djinni interacts with characters, it's narcissistic, certain in its own immense power, and unlikely to let slights pass. That said, low-tier characters could negotiate with one peacefully because even djinn have needs and desires. -- **Use:** Agents of a foreign power retrieved a magic lamp from an ancient Arabian ruin. The PCs\' job is to +- **Use:** Agents of a foreign power retrieved a magic lamp from an ancient Arabian ruin. The PCs' job is to determine whether there is reason for alarm. - **Loot:** Most djinn carry a couple of cyphers, and some have a magic artifact useful in combat. @@ -66634,7 +66634,7 @@ Dragons are exceptionally territorial, vain, and greedy. Apex predators, dragons must eat large meals on a regular basis. They prefer virgins, though they will settle for whoever, or whatever---such as horses or wild pigs---is available in a pinch. They love games of all sorts, especially when they get to consume the loser. Drawn to wealth and -magic, dragons accumulate hoards of golden treasure. A dragon\'s hoard is not only an end in itself, but part of a +magic, dragons accumulate hoards of golden treasure. A dragon's hoard is not only an end in itself, but part of a never-ending contest between dragons of a certain age to see which one can accumulate the largest trove. - **Motive:** Self-aggrandizement, hungers for flesh, treasure collection @@ -66658,11 +66658,11 @@ following. - *Captivate.* A dragon with this ability can psychically mesmerize a nondragon target in immediate range who - fails an Intellect defense roll. A captivated target does the dragon\'s verbal bidding for one or more hours. + fails an Intellect defense roll. A captivated target does the dragon's verbal bidding for one or more hours. Each time the target is confronted by a third party about its mental condition, the target is allowed another Intellect defense roll to break the effect. - *Change Shape.* A dragon with this ability can take the form of a human or similar humanoid as its action, or - return to its regular shape. When so changed, the dragon\'s disguise is nearly impenetrable without special + return to its regular shape. When so changed, the dragon's disguise is nearly impenetrable without special knowledge. As a human, the dragon is a level 5 creature. - *Fiery Breath.* A dragon can breathe a stream of fire up to long range, doing 7 points of damage to all targets within immediate range of each other. Targets who succeed on a Speed defense roll to avoid the full effect of @@ -66676,7 +66676,7 @@ - **Use:** A dragon confronts the PCs, challenging them to a riddle game. If the characters win, they get a cypher. If the dragon wins, the PCs owe it a favor to be specified later ... unless the dragon is hungry now. -- **Loot:** A dragon\'s hoard might contain 2d6 cyphers, hard currency equivalent to 1d6 exorbitant items, and +- **Loot:** A dragon's hoard might contain 2d6 cyphers, hard currency equivalent to 1d6 exorbitant items, and possibly a few artifacts (but a hoard is usually well guarded). ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} @@ -66713,10 +66713,10 @@ - **Combat:** As a mass of countless tiny machines, an ecophagic swarm can flow around obstacles and squeeze through cracks large enough to permit a single sub-millimeter machine. That includes over and around other creatures. Characters touched by a leading edge---or wholly enveloped within the hazy \"body\"---of an ecophagic swarm must - succeed on a Might defense task or take 4 points of damage. If the character doesn\'t wear armor of some kind, they + succeed on a Might defense task or take 4 points of damage. If the character doesn't wear armor of some kind, they take 1 point of damage even if they succeed. - For its part, an ecophagic swarm ignores any attack that targets a single creature (unless it\'s an electrical + For its part, an ecophagic swarm ignores any attack that targets a single creature (unless it's an electrical attack), but it takes normal damage from attacks that affect an area (and electrical attacks), such as a detonation. A swarm cannot enter liquids, unless it takes about an hour to build new subunits that are aquatic. @@ -66766,8 +66766,8 @@ An elder thing can reach into the mind of a target within short distance. If the target fails an Intellect defense roll, the elder thing reads their thoughts while the target remains within long distance. During this time, the - elder thing knows everything the target knows, hindering the target\'s attack and defense rolls against the elder - thing. The elder thing can use an action to rend the target\'s thoughts, which inflicts 6 points of Intellect damage + elder thing knows everything the target knows, hindering the target's attack and defense rolls against the elder + thing. The elder thing can use an action to rend the target's thoughts, which inflicts 6 points of Intellect damage on a failed Intellect defense roll. An elder thing can passively read the thoughts of up to two creatures at one time. @@ -66828,15 +66828,15 @@ normal form at the start of its next turn. An air elemental can disperse itself over a short area as an action. In this form it is invisible, unable to attack, - and can\'t be attacked except with [area attacks](#special-situation-area-attacks). The elemental can remain in this + and can't be attacked except with [area attacks](#special-situation-area-attacks). The elemental can remain in this form indefinitely, but must use an action to return to its normal form. Air elementals are elusive opponents and hard to destroy. If an air elemental is reduced to 0 health, there is a 50 percent chance that it rejuvenates a few rounds later with 6 health. The elemental then continues to fight or flees to cause trouble elsewhere. -- **Interaction:** Air elementals see and hear many things, but they are flighty and what they remember usually isn\'t - important or relevant. They can be summoned with magic but don\'t like being controlled, and there is a 10 percent +- **Interaction:** Air elementals see and hear many things, but they are flighty and what they remember usually isn't + important or relevant. They can be summoned with magic but don't like being controlled, and there is a 10 percent chance that they free themselves and strike out on their own. - **Use:** A safe mountain trail has become hazardous due to unseasonal winds that threaten to push travelers off a @@ -66845,7 +66845,7 @@ ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} **GM Intrusion:** A violent blast of wind disarms a character and sends whatever they were holding up to a long distance -away (depending on the object\'s size and weight). +away (depending on the object's size and weight). ::: ###### Earth Elemental[5 (15)]{.float-end} [#](#creature-elemental-earth){.og-h-anchor aria-hidden="true"} {#creature-elemental-earth .og-tab-sub} @@ -66883,17 +66883,17 @@ monoliths are inactive earth elementals. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**GM Intrusion:** A character within range of the earth elemental\'s earthquake attack must succeed on a Speed defense +**GM Intrusion:** A character within range of the earth elemental's earthquake attack must succeed on a Speed defense roll or be covered in an avalanche from a collapsing structure or cliff face. ::: ###### Electricity Elemental[4 (12)]{.float-end} [#](#creature-elemental-electricity){.og-h-anchor aria-hidden="true"} {#creature-elemental-electricity .og-tab-sub} -[(It\'s Only Magic, page 100)]{.og-ref} +[(It's Only Magic, page 100)]{.og-ref} Electricity elementals alternate between a feral-looking humanoid energy form and a near-spherical cloud of intensely glowing sparks. They spontaneously arise when supernatural events take place near high-voltage wires or electrical -substations, and their high rate of speed often means they\'ve traveled hundreds of miles before anyone realizes they +substations, and their high rate of speed often means they've traveled hundreds of miles before anyone realizes they appeared. Extremely mobile and curious, they inadvertently or deliberately cause harm wherever they go. - **Motive:** Explore and shock @@ -66918,15 +66918,15 @@ depletion of \"---\" are either immune to this ability or have a depletion of 1 in 1d10 for this purpose). An electricity elemental can pass through conductive materials at full speed, ignoring obstacles and difficult - terrain. An electricity elemental can power any electrical device that runs on household power, but it\'s - uncomfortable for them and they don\'t like doing it. + terrain. An electricity elemental can power any electrical device that runs on household power, but it's + uncomfortable for them and they don't like doing it. - **Interaction:** Electricity elementals are somewhat intelligent but perceive and think at much faster rates than humans, so they quickly become frustrated with \"slow\" communication. They can be summoned and controlled with - magic, but there\'s a 10% chance the elemental breaks free of the spell and attacks or flees. + magic, but there's a 10% chance the elemental breaks free of the spell and attacks or flees. - **Use:** Power grid fluctuations throughout the city may be the result of a roving electricity elemental. Something - exploded every car battery along a major street. Something noisy has taken over the eccentric inventor\'s workshop. + exploded every car battery along a major street. Something noisy has taken over the eccentric inventor's workshop. ###### Fire Elemental [4 (12)]{.float-end} [#](#creature-elemental-fire){.og-h-anchor aria-hidden="true"} {#creature-elemental-fire .og-tab-sub} @@ -66956,19 +66956,19 @@ - *3 successful attacks.* deals 6 points of damage; attacks as level 6 - *4+ successful attacks.* deals 7 points of damage; attacks as level 7 - If a fire elemental hasn\'t burned a foe within the last minute, its combat stats drop back to its level 4 baseline. + If a fire elemental hasn't burned a foe within the last minute, its combat stats drop back to its level 4 baseline. A fire elemental is immune to fire attacks but vulnerable to cold; every time it takes 1 point of cold damage, it takes 1 additional point of damage. - **Interaction:** Fire elementals are barely sapient and usually respond only to those who know spells able to - command them. However, there\'s a chance (about 10%) that a fire elemental commanded to accomplish a particular task - breaks free and instead burns whatever\'s around until it exhausts all possible fuel sources. + command them. However, there's a chance (about 10%) that a fire elemental commanded to accomplish a particular task + breaks free and instead burns whatever's around until it exhausts all possible fuel sources. - **Use:** A rash of fires leads some people to suspect that an arsonist is on the loose, but the truth is worse. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**GM Intrusion:** A character hit by the fire elemental\'s attack catches on fire and takes 3 points of damage each +**GM Intrusion:** A character hit by the fire elemental's attack catches on fire and takes 3 points of damage each round until they use an action patting, rolling, or smothering the flames. ::: @@ -66993,7 +66993,7 @@ - **Movement:** Immediate - **Combat:** Thorn elementals batter foes with thorny, vine-wrapped fists. Targets who suffer damage must make a - successful Might defense roll or take 2 points of Speed damage from a paralytic poison transmitted by a thorn\'s + successful Might defense roll or take 2 points of Speed damage from a paralytic poison transmitted by a thorn's prick. Worse, the poison continues to inflict 2 points of Speed damage each round until the victim succeeds at a Might defense roll. @@ -67049,13 +67049,13 @@ Instead of a bashing attack, a water elemental can use its action to attempt to envelop, smother, and crush one opponent, who can resist with a Might defense roll. If the opponent fails, it takes 4 points of damage immediately - and every round on the elemental\'s turn. Each following turn, the enveloped character must attempt a new Might + and every round on the elemental's turn. Each following turn, the enveloped character must attempt a new Might defense roll every round or move one step down [the damage track](#the-damage-track) from drowning as the elemental - forces itself into the creature\'s lungs. The creature can free itself with a Might defense roll. An elemental with + forces itself into the creature's lungs. The creature can free itself with a Might defense roll. An elemental with an enveloped opponent can move up to a short distance as its action; a common tactic is to dive deep, release their opponent to drown normally, then return to its previous position to fight other opponents. - Any attack that inflicts 6 or more points of cold damage hinders a water elemental\'s actions on its next turn. + Any attack that inflicts 6 or more points of cold damage hinders a water elemental's actions on its next turn. - **Interaction:** Water elementals are somewhat intelligent but think very differently from humans, so they often seem distracted and dull. They are generally compliant when summoned with magic, but there is about a 5 percent @@ -67065,7 +67065,7 @@ bodies have polluted a water source, spawning an angry elemental that attacks everyone until the mess is cleaned up. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**GM Intrusion:** The force of the elemental\'s attack knocks over a character, sweeps them a short distance away, or +**GM Intrusion:** The force of the elemental's attack knocks over a character, sweeps them a short distance away, or both. ::: @@ -67103,14 +67103,14 @@ - **Combat:** An enthraller usually relies on dominated minions to make physical attacks on its behalf. An enthraller can make a psychic attack on a creature within short range. On a failed Intellect defense roll, the target acts as the enthraller mentally commands on its next action. If the same target is affected by this dominating attack a - second time within a minute, the enthraller\'s mental control lasts for one minute. + second time within a minute, the enthraller's mental control lasts for one minute. Alternatively, as its action, an enthraller can emit a psychic burst that can target up to three creatures in short range. On a failed Intellect defense roll, a victim suffers 4 points of Intellect damage (ignores Armor) and is unable to take actions on their subsequent turn. If the victim is attacked while so stunned, their defense rolls are hindered by two steps. - The enthraller\'s attack is a form of mental feeding. If it moves a PC down [the damage track](#the-damage-track), + The enthraller's attack is a form of mental feeding. If it moves a PC down [the damage track](#the-damage-track), the creature regains 4 points of health. - **Interaction:** An enthraller can communicate telepathically with characters within short range. It tries to @@ -67119,14 +67119,14 @@ implicitly believes that other creatures are cattle. - **Use:** A spacecraft (or perhaps an escape pod) crash lands. Inside, a hurt enthraller lies in suspended animation. - Investigators are unlikely to realize the enthraller\'s nature beforehand, but they certainly learn if they wake the + Investigators are unlikely to realize the enthraller's nature beforehand, but they certainly learn if they wake the alien. - **Loot:** Enthrallers wear light armor suited for their forms. They might have one or two cyphers and, rarely, an artifact that boosts their already-fearsome mental capabilities. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**GM Intrusion:** The enthraller\'s intrusion into the character\'s mind stirs up forgotten memories. The character must +**GM Intrusion:** The enthraller's intrusion into the character\'s mind stirs up forgotten memories. The character must deal with the contents of these memories and perhaps why they were repressed. ::: @@ -67142,7 +67142,7 @@ susceptible to the promises and glamours that the creatures spin. An erlking is a former noble stripped of title, lands, and even form, and exiled into the night for crimes unimaginable -in their cruelty. An erlking\'s victims are found in the cold sunlight, pale and bloodless, with their vital organs +in their cruelty. An erlking's victims are found in the cold sunlight, pale and bloodless, with their vital organs nibbled out. - **Motive:** Hungers for flesh and to reclaim stripped titles @@ -67161,13 +67161,13 @@ - **Combat:** An erlking prefers to attack from hiding, and whisper a child or other creature within short distance from their bed out into the night if the victim fails an Intellect defense task. An affected creature remains under - the erlking\'s spell for up to an hour or until attacked or otherwise harmed. + the erlking's spell for up to an hour or until attacked or otherwise harmed. When it attacks physically, an erlking can attack three times on its turn with root tendrils. A target hit by a tendril must also succeed on a Speed defense roll or become grabbed until they escape. The erlking automatically inflicts 6 points of damage on each grabbed creature each round until they succeed on a Might-based task to escape. - Silvered and cold iron weapons ignore an erlking\'s Armor. If an erlking\'s remains are not burned or otherwise + Silvered and cold iron weapons ignore an erlking's Armor. If an erlking\'s remains are not burned or otherwise destroyed, it will sprout and grow a new body from its corpse within a day. - **Interaction:** An erlking may negotiate if creatures have something it wants, or if targets are armed with @@ -67206,7 +67206,7 @@ - **Modifications:** Speed defense as level 5 due to size - **Combat:** Though slow, an exoslime is dangerous. When roused, all characters within immediate range of an exoslime - must succeed on a Might defense roll each round or be touched by the heaving mass. A victim adheres to the slime\'s + must succeed on a Might defense roll each round or be touched by the heaving mass. A victim adheres to the slime's surface and takes 6 points of acid damage each round. The victim must succeed on a Might defense roll to pull free. A victim who dies from this damage is consumed by the exoslime. The exoslime may later create a duplicate of any previously devoured fleshy creature, a process requiring about three rounds to complete. Duplicates have full @@ -67238,7 +67238,7 @@ Not all faeries have wings, but those that do find many ways to use them to their advantage. ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** This listing combines two identically named creatures from +**Editor's Notes ---** This listing combines two identically named creatures from [Godforsaken](https://www.montecookgames.com/store/product/godforsaken/){.og-icon .og-mcg} and [We Are All Mad Here](https://www.montecookgames.com/store/product/we-are-all-mad-here/){.og-icon .og-mcg}. ::: @@ -67265,7 +67265,7 @@ A faerie can see in the dark, but it can also emit bright light (often colored) and appear as a glowing humanoid or an illuminated sphere. - Faeries regain 1 point of health per round while their health is above 0 unless they\'ve been damaged with a + Faeries regain 1 point of health per round while their health is above 0 unless they've been damaged with a silvered or cold iron weapon. In addition to inflicting damage with their fairy dust and their weapons of choice, faeries have a number of curses @@ -67283,10 +67283,10 @@ - *Heal.* The faerie heals themselves, a plant, a creature, or another character for 1d6 + 2 points of damage. - *Illusion.* Powerful faeries can cast elaborate and convincing illusions that make them and their worlds appear more appealing and beautiful. Illusions can cover up to a mile in area. Seeing through the illusion is a task - equal to the faerie\'s level and lasts for ten minutes. After that, the viewer reverts to seeing the illusion + equal to the faerie's level and lasts for ten minutes. After that, the viewer reverts to seeing the illusion and quickly forgets that they saw anything else. - - *Invisibility.* Makes the faerie invisible to most eyes. Seeing, hearing, or sensing a faerie when it\'s - invisible is a task equal to the faerie\'s level. A failed attempt to see a faerie causes the viewer to see + - *Invisibility.* Makes the faerie invisible to most eyes. Seeing, hearing, or sensing a faerie when it's + invisible is a task equal to the faerie's level. A failed attempt to see a faerie causes the viewer to see something that harms their mind, inflicting 1 point of Intellect damage. - *Vortex.* A defensive tactic where one or more threatened faeries use their wings to create a strong gust of wind, tornado, or vortex. The wind pushes their foes back a long distance and inflicts 2 points of damage. @@ -67302,7 +67302,7 @@ And the destination could be a wicked witch or other unpleasant location. - **Use:** The characters come upon an injured faerie, who promises to grant them their deepest wish if they agree to - help it. They must decide if they believe the faerie speaks true, or if it\'s a trap. + help it. They must decide if they believe the faerie speaks true, or if it's a trap. - **Loot:** The tiny pouches that faeries carry are stuffed with forest bric-a-brac, but some of those pouches are ten times larger on the inside and could contain expensive items, a handful of shiny coins, or cyphers. @@ -67325,7 +67325,7 @@ Fallen angel abilities wax and wane according to the position of the sun. During the day, a fallen angel seems almost sane (and is less dangerous), but at night, it is volatile and threatening to everyone. -- **Motive:** Revenge (but on whom and for what isn\'t clear, even to the fallen angel) +- **Motive:** Revenge (but on whom and for what isn't clear, even to the fallen angel) - **Environment:** Anywhere, sometimes living alone in the wilderness, other times walking the hard streets of large cities @@ -67361,7 +67361,7 @@ - **Loot:** Fallen angels collect cyphers and usually have a few. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**GM Intrusion:** A fallen angel\'s successful attack causes the character\'s cypher to detonate (if a grenade) or +**GM Intrusion:** A fallen angel's successful attack causes the character\'s cypher to detonate (if a grenade) or otherwise activate in a less-than-ideal fashion. ::: @@ -67383,7 +67383,7 @@ - **Motive:** Spread lies; incite others to rabid acts of cruelty -- **Environment:** Almost anywhere with a dupe he\'s gaslighted and/or with one or more of the Four +- **Environment:** Almost anywhere with a dupe he's gaslighted and/or with one or more of the Four - **Health:** 24 @@ -67405,8 +67405,8 @@ As one of the Four, Beast can see in the dark, regains 1 health each round, and, if killed, reappears within 1d10 days at the next nearest location that previously experienced a mass shooting or genocidal act. -- **Interaction:** Beast comes across as a kind truth teller, someone \"just asking questions,\" but it doesn\'t take - long for perceptive people to realize he\'s a consummate, continual gaslighter, always working to manipulate others. +- **Interaction:** Beast comes across as a kind truth teller, someone \"just asking questions,\" but it doesn't take + long for perceptive people to realize he's a consummate, continual gaslighter, always working to manipulate others. - **Use:** A sniper on the ridge tries to pick the PCs off as they pass across a bridge. Behind the sniper stands a man in white. @@ -67434,7 +67434,7 @@ - **Modifications:** Attacks as level 8 -- **Combat:** Sword\'s blood colored weapon is either a greatsword or an assault rifle, whatever she needs it to be in +- **Combat:** Sword's blood colored weapon is either a greatsword or an assault rifle, whatever she needs it to be in the moment. She attacks three times with the sword as her action. With the rifle, she can make one very long range attack (with no hindrance despite the range) or two long range attacks. @@ -67445,8 +67445,8 @@ As one of the Four, Sword can see in the dark, regains 1 health each round, and, if killed, reappears within 1d10 days at the next nearest location that previously experienced war. -- **Interaction:** Sword is full of swagger, often causing fights with biting insults. However, if she can\'t incite a - fight, she\'s just as happy to start one herself, especially as part of a false flag operation. +- **Interaction:** Sword is full of swagger, often causing fights with biting insults. However, if she can't incite a + fight, she's just as happy to start one herself, especially as part of a false flag operation. - **Use:** A band of raiders, dozens strong, appears on the horizon. Leading them is a woman on a red horse. @@ -67455,7 +67455,7 @@ [(Rust and Redemption, page 100)]{.og-ref} Famine delighted in economic collapse and starvation before the apocalypse. They still spend time destabilizing survivor -groups\' livelihoods by direct and indirect means. Famine is rail thin, and carries a chain weapon with weighted, disc +groups' livelihoods by direct and indirect means. Famine is rail thin, and carries a chain weapon with weighted, disc shaped ends that can also be used as an improvised scale. - **Motive:** Starve the living; destabilize organized groups @@ -67523,8 +67523,8 @@ location that previously experienced death by disease or due to old age. - **Interaction:** Of all the Four, Plague is the most changeable in outlook, and sometimes is even somewhat - sympathetic to humanity\'s plight. When she\'s in such a mood, persuasive characters could convince Plague to pass - them over, though she promises that it\'s only a temporary stay of death. + sympathetic to humanity's plight. When she\'s in such a mood, persuasive characters could convince Plague to pass + them over, though she promises that it's only a temporary stay of death. - **Use:** The characters find a before-times bunker filled with corpses killed by some strange infection, plus a living \"human\" wearing a black and pale green evening gown. @@ -67534,7 +67534,7 @@ [(High Noon at Midnight, page 81)]{.og-ref} A frostwalker is a cursed beast made of packed snow layered over the severed limbs, heads, gristle, antlers, and sinew -from deer, wolves, and sometimes people who\'ve died in the cold. As such, they vary in appearance. Some are about the +from deer, wolves, and sometimes people who've died in the cold. As such, they vary in appearance. Some are about the size of wolves, others are human sized with antlers, and a few---especially those with more limbs and/or heads than normal---can be up to twice the size of a person. @@ -67544,7 +67544,7 @@ ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} Frostwalkers could be classified as [necrovores](#weird-west-necrovores) instead of (or in addition to) [cursed beasts](#weird-west-cursed-beasts), or possibly even as a [forgeborn](#weird-west-forgeborn) variety. Creature -classification isn\'t as neat and tidy as some [alchemists](#npc-alchemist) might wish. +classification isn't as neat and tidy as some [alchemists](#npc-alchemist) might wish. ::: - **Motive:** Revenge @@ -67566,7 +67566,7 @@ Frostwalkers may also have one or more of the following abilities. - *Frozen.* The frostwalker regains 1 point of health for each point of damage they would otherwise take from - cold. In freezing temperatures and lower, they regain 1 point of health each round (assuming they\'re not + cold. In freezing temperatures and lower, they regain 1 point of health each round (assuming they're not destroyed). - *Scream the Blizzard.* The frostwalker can expel screaming cold winds (no more than once every few minutes), @@ -67582,13 +67582,13 @@ and extra arms. It attacks twice per round, moves an immediate distance each round, and has 24 health. - **Interaction:** Frostwalkers are usually made (or form spontaneously) to enact vengeance or to attack a foe, and - will do so until they\'re destroyed. + will do so until they're destroyed. - **Use:** When the lake freezes over, monstrous things made of snow slide across the solid surface and begin terrorizing whatever they find. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**GM Intrusion:** An important piece of the character\'s equipment freezes solid, rendering it unusable until it\'s +**GM Intrusion:** An important piece of the character's equipment freezes solid, rendering it unusable until it\'s thawed. ::: @@ -67606,7 +67606,7 @@ energy, and life forms that betray the principles of creation. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -For the purpose of [vampire](#creature-vampire) aversions, the angel\'s direct and area attacks count as religious power +For the purpose of [vampire](#creature-vampire) aversions, the angel's direct and area attacks count as religious power or sunlight, whichever is worse for the vampire. ::: @@ -67635,7 +67635,7 @@ As an action, it can teleport up to a hundred miles away or transport itself fully to its native dimension where it exists as pure thought and spirit. -- **Interaction:** A fundamental angel operates on a mental and metaphysical level far above humans and doesn\'t +- **Interaction:** A fundamental angel operates on a mental and metaphysical level far above humans and doesn't bother to explain itself to anyone other than its targets. It goes out of its way to not harm innocent creatures. It can communicate with any creature that uses language. @@ -67645,7 +67645,7 @@ - **Loot:** Fundamental angels sometimes create or refresh [subtle cyphers](#subtle-cyphers) by their mere presence. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**GM Intrusion:** A fundamental angel\'s successful attack also blinds its opponent, lasting until they make an +**GM Intrusion:** A fundamental angel's successful attack also blinds its opponent, lasting until they make an Intellect defense roll (try once each round). A fundamental angel makes a second attack this round against a target that is adjacent to its primary target. @@ -67659,7 +67659,7 @@ hounds are mutant canines able to absorb unbelievable amounts of radiation and thrive on it. They roam in packs, killing and devouring everything they come upon. -A fusion hound\'s entire head appears to be a blast of flame, and gouts of dangerous radiation flare from its body. +A fusion hound's entire head appears to be a blast of flame, and gouts of dangerous radiation flare from its body. - **Motive:** Hungers for flesh @@ -67679,7 +67679,7 @@ distance and still attack as a single action. It can also use its action to run about in random patterns, hindering attacks against it by two steps. - A fusion hound\'s head is completely haloed in a seething mass of radioactive energy, so unlike traditional canines, + A fusion hound's head is completely haloed in a seething mass of radioactive energy, so unlike traditional canines, it has no bite attack. Instead, it pounces on prey with its clawed forelimbs, which causes a burst of radiation to flare from its body, burning whatever it touches. @@ -67700,7 +67700,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The words \"immediate\" and \"close\" can be used interchangeably to talk about +**Editor's Notes ---** The words \"immediate\" and \"close\" can be used interchangeably to talk about [distance](#rules-distance). ::: @@ -67709,8 +67709,8 @@ [(Rust and Redemption, page 102)]{.og-ref} Gamma worms hide their large forms by burrowing beneath the ground, and when they emerge on the surface, they cloak -themselves behind psychic distortion fields. The only clue someone has that they\'re being stalked is a smell of cloves -over the stale whiff of death. Unfortunately, if someone smells a gamma worm\'s distinctive odor, it\'s probably already +themselves behind psychic distortion fields. The only clue someone has that they're being stalked is a smell of cloves +over the stale whiff of death. Unfortunately, if someone smells a gamma worm's distinctive odor, it\'s probably already too late. Gamma worms might be the result of military research, radioactive mutation, or aliens or other strange intruders seeking @@ -67734,7 +67734,7 @@ - **Combat:** Gamma worms attack twice each round with blades they unfold from their wormlike lengths. Alternatively, about once each hour a gamma worm can unleash a hail of gamma spikes against up to three targets within short range. Targets struck by the spikes take damage and must succeed on a Might defense roll or fall unconscious. Unconscious - targets wake up a few rounds later feeling dizzy and slightly sick to their stomach---they\'ve developed [radiation + targets wake up a few rounds later feeling dizzy and slightly sick to their stomach---they've developed [radiation sickness](#disease-radiation-sickness). Gamma worms can use their action to generate a psychic field that effectively grants them invisibility. The @@ -67750,7 +67750,7 @@ ##### Gargoyle [4 (12)]{.float-end} [#](#creature-gargoyle){.og-h-anchor aria-hidden="true"} {#creature-gargoyle .og-tab} -[(It\'s Only Magic, page 101)]{.og-ref} +[(It's Only Magic, page 101)]{.og-ref} Gargoyles are stone beings of many shapes and sizes that often start their lives as inanimate decor. However, few stay that way forever. Most alternate between dormancy and animated life during the course of their long existence. @@ -67776,7 +67776,7 @@ - **Modifications:** Seeing through deception, stealth, hiding, and sneaking as level 6 -- **Combat:** Most gargoyles don\'t wish to fight and will do so only reluctantly or if something or someone they\'re +- **Combat:** Most gargoyles don't wish to fight and will do so only reluctantly or if something or someone they\'re guarding is threatened. Their most basic attack is to throw or fly themselves fully at their foe, hitting the target with their entire body for 4 points of [ambient damage](#ambient-damage) (ignores Armor), but they may claw twice, inflicting 4 points of damage with each attack. @@ -67791,14 +67791,14 @@ - *Bulwark.* Grow to twice their size to prevent others from getting through a doorway or other opening. They are able to stretch out their wings, limbs, and even other body parts to fill the entirety of the space.While in this form they cannot move or attack, but they can return to their normal size as part of another action. - - *Take the Attack.* Move up to a short distance on someone else\'s turn to take an attack directed at the person, - place, or object they\'re guarding. Other than the distance traveled, this works like the taking the attack + - *Take the Attack.* Move up to a short distance on someone else's turn to take an attack directed at the person, + place, or object they're guarding. Other than the distance traveled, this works like the taking the attack [cooperative action](#cooperative-actions). (Typically, the gargoyle relies on its Armor to absorb most of this damage.) - *Water Spout.* Open their mouth and emit a powerful short-distance stream of water that inflicts 4 points of damage to everyone in its path. -- **Interaction:** While gargoyles can be conscripted and tricked into guarding, they\'re much more likely to throw +- **Interaction:** While gargoyles can be conscripted and tricked into guarding, they're much more likely to throw themselves into the job if someone takes the time to earn their loyalty. They are not always the smartest, but they are very \"grumpy sunshine\" and often quite funny. @@ -67818,7 +67818,7 @@ Sounds with no apparent origin, such as the tap of footsteps on the stair, knocking behind the walls, crying from empty rooms, and haunting music, might be signs of a ghost. If the sound is accompanied by a sudden temperature drop and the -breath of living creatures begins to steam, it\'s a certainty. +breath of living creatures begins to steam, it's a certainty. Ghosts are the spectral remnants of humans, which persist either as fragments of memory or as full-fledged spirits. Though their appearance varies between individuals, many appear somewhat translucent, washed out, or physically warped @@ -67836,15 +67836,15 @@ - **Modifications:** Stealth as level 7; tasks related to frightening others as level 6 -- **Combat:** A ghost doesn\'t take damage from mundane physical sources, but it takes half damage from spells and +- **Combat:** A ghost doesn't take damage from mundane physical sources, but it takes half damage from spells and attacks that direct energy, and full damage from weapons designed to affect spirits, psychic attacks, and similar attacks. - A ghost\'s touch inflicts freezing damage. Some ghosts can kill victims with fear. A ghost with this ability can + A ghost's touch inflicts freezing damage. Some ghosts can kill victims with fear. A ghost with this ability can attack all creatures within short range with a psychic display so horrible that targets who fail an Intellect defense roll take 4 points of Intellect damage (ignores Armor) and become terrified, freezing in place. In each subsequent round, a terrified victim can attempt an Intellect-based task to push away the fright. Each failed - attempt moves the victim one step down [the damage track](#the-damage-track). Not attempting to clear one\'s mind of + attempt moves the victim one step down [the damage track](#the-damage-track). Not attempting to clear one's mind of fear counts as a failed attempt. Those killed by fear are marked by expressions of horror and hair that has turned white. @@ -67852,7 +67852,7 @@ objects if it focuses on them. Ghosts can also go into a state of apparent non-existence for hours or days at a time. -- **Interaction:** Some ghosts are talkative, some don\'t know they\'re dead, some want help for a task they failed to +- **Interaction:** Some ghosts are talkative, some don't know they\'re dead, some want help for a task they failed to accomplish in life, and some only rage against the living and want to bring those who yet breathe into the same colorless existence they endure. @@ -67860,7 +67860,7 @@ targeted it and a few others haunting an abandoned structure. The ghost promises to tell secrets of the afterlife to any who accept its strange offer. -- **Loot:** A ghost usually doesn\'t carry objects, though some might have a keepsake (like an amulet showing the face +- **Loot:** A ghost usually doesn't carry objects, though some might have a keepsake (like an amulet showing the face of a loved one) or an artifact. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} @@ -67901,10 +67901,10 @@ Might-based task each round to regain mobility, but for the next minute, attacks, defenses, and movement tasks are hindered. - Ghouls can see in the dark. They\'re blind in full daylight, but civilized ghouls who travel to the surface carry + Ghouls can see in the dark. They're blind in full daylight, but civilized ghouls who travel to the surface carry lenses that cover their eyes, allowing them to see without penalty in full sunlight. -- **Interaction:** Common ghouls can\'t be negotiated with, though a rare civilized ghoul is an excellent linguist. +- **Interaction:** Common ghouls can't be negotiated with, though a rare civilized ghoul is an excellent linguist. These latter are willing to deal in return for the body of someone who was knowledgeable or who kept valuable secrets in life. @@ -67916,8 +67916,8 @@ that allow the wearer to look directly at the sun and see it as a pale circle. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**GM Intrusion:** The ghoul spits in the character\'s eye, directly introducing the paralytic into the victim\'s -bloodstream. The victim\'s Might defense roll to avoid becoming paralyzed is hindered. +**GM Intrusion:** The ghoul spits in the character's eye, directly introducing the paralytic into the victim\'s +bloodstream. The victim's Might defense roll to avoid becoming paralyzed is hindered. ::: ##### Giant [7 (21)]{.float-end} [#](#creature-giant){.og-h-anchor aria-hidden="true"} {#creature-giant .og-tab} @@ -67961,13 +67961,13 @@ rounds. - **Use:** A giant came down out of the mountains and laid waste to half the nearby village. Survivors will pay - someone to venture into the giant\'s mountain lair and destroy the creature. + someone to venture into the giant's mountain lair and destroy the creature. - **Loot:** Individual giants carry little, but giant lairs may contain currency equivalent to 1d6 expensive items, 1d6 cyphers, and a couple of artifacts. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**GM Intrusion:** The giant\'s blow sprains one of the character\'s limbs, making it useless for ten minutes. +**GM Intrusion:** The giant's blow sprains one of the character\'s limbs, making it useless for ten minutes. ::: ##### Giant Rat [3 (9)]{.float-end} [#](#creature-giant-rat){.og-h-anchor aria-hidden="true"} {#creature-giant-rat .og-tab} @@ -67990,15 +67990,15 @@ - **Modifications:** Perception as level 4; tasks related to overcoming obstacles and puzzles as level 5 -- **Combat:** Victims damaged by a giant rat\'s diseased teeth and claws take 4 points of damage and, on a failed - Might defense roll, are infected with a level 5 disease. Within twelve hours, the victim\'s lymph glands swell, +- **Combat:** Victims damaged by a giant rat's diseased teeth and claws take 4 points of damage and, on a failed + Might defense roll, are infected with a level 5 disease. Within twelve hours, the victim's lymph glands swell, creating visible buboes. Every twelve hours thereafter, the victim must succeed on a Might defense roll or take 5 points of [ambient damage](#ambient-damage). - **Interaction:** Giant rats stubbornly pursue prey, but they flee if that prey proves to be too strong. - **Use:** A contact of the PCs dies of plague before they can deliver an important message. The PCs will have to - backtrack the contact\'s movements to discover what they wanted to say, which leads to a giant rat colony. + backtrack the contact's movements to discover what they wanted to say, which leads to a giant rat colony. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} **GM Intrusion:** A swarm of twelve ordinary rats---each level 1, but acting like a level 3 swarm---is summoned by the @@ -68026,8 +68026,8 @@ - **Modifications:** Perception and stealth as level 6; Speed defense as level 3 due to size -- **Combat:** A giant snake bites foes, preferably from ambush, hindering the target\'s Speed defense by two steps. If - it succeeds, the snake\'s bite deals 8 points of damage for that attack. On a failed Might defense roll, a bite also +- **Combat:** A giant snake bites foes, preferably from ambush, hindering the target's Speed defense by two steps. If + it succeeds, the snake's bite deals 8 points of damage for that attack. On a failed Might defense roll, a bite also inflicts 3 points of Speed damage (ignores Armor). A giant snake may coil around a sleeping, stunned, or debilitated victim. Caught victims automatically take 5 points of crushing damage each round until they break free. @@ -68040,11 +68040,11 @@ - **Use:** Characters note something amiss as they glimpse lambent eyes peering from the darkness, glaring as if seeking to pin victims in place with cold terror. -- **Loot:** A giant snake\'s droppings or gullet might hold a few cyphers and possibly an artifact that the creature +- **Loot:** A giant snake's droppings or gullet might hold a few cyphers and possibly an artifact that the creature could not digest. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**GM Intrusion:** The snake\'s venom affects the character more strongly. Instead of merely inflicting Speed damage, it +**GM Intrusion:** The snake's venom affects the character more strongly. Instead of merely inflicting Speed damage, it also paralyzes the character for one minute, though after a couple of rounds, the victim can make another Might defense roll to throw off the effects of the poison early. ::: @@ -68054,7 +68054,7 @@ [(Cypher System Rulebook, page 335)]{.og-ref} Giant spiders result most commonly from radioactive accidents, magic, or genetic manipulation. Whatever their origin, -they\'re terrifying hunters large enough to predate people. The creatures range from the size of a large dog to the size +they're terrifying hunters large enough to predate people. The creatures range from the size of a large dog to the size of a large horse. - **Motive:** Hungers for blood @@ -68079,7 +68079,7 @@ - **Use:** Giant spider webs can infest unlit alleys, dungeon corridors, dark forests, and darkened hallways of decommissioned genetic labs. -- **Loot:** Cocooned corpses of previous victims hanging in a giant spider\'s web sometimes contain all manner of +- **Loot:** Cocooned corpses of previous victims hanging in a giant spider's web sometimes contain all manner of valuables, including cyphers. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} @@ -68143,7 +68143,7 @@ - **Interaction:** Glowing roaches almost always react like voracious insects, despite their size. That is, except for swarms of ten or more, which act like sapient creatures. Sapient swarms may try to lure survivors, possibly even - spelling out human readable letters in the sand that anonymously ask for help or promise it. But it\'s a ruse; they + spelling out human readable letters in the sand that anonymously ask for help or promise it. But it's a ruse; they despise humans for all the ways people used to exterminate roaches in the before times. - **Use:** A visit to a ruined hospital or airport scares up a few glowing roaches when light is introduced to a dark @@ -68174,13 +68174,13 @@ create a gamma ray burst inflicting 15 points of damage on all creatures within very long range, attempt to put a target into temporal stasis, send a target (even a target as large as spacecraft) through a temporary wormhole gate, and so on. It could also scan the memory banks of any digital machine, and possibly of any living creatures. In any - event, if an instance were targeted, and successfully neutralized or even destroyed, the godmind itself isn\'t - harmed. An aggressor would have to find the godmind\'s primeval \"computer core\" to destroy one, likely an epic + event, if an instance were targeted, and successfully neutralized or even destroyed, the godmind itself isn't + harmed. An aggressor would have to find the godmind's primeval \"computer core\" to destroy one, likely an epic quest in and of itself. -- **Interaction:** To actually get a godmind\'s attention and negotiate could require ancient command code, finding an +- **Interaction:** To actually get a godmind's attention and negotiate could require ancient command code, finding an old input device, or showing up with a relic from an ancient ultra or other prize. If a godmind does render aid, - it\'s likely to be in a form that is initially enigmatic, though ultimately extremely powerful. + it's likely to be in a form that is initially enigmatic, though ultimately extremely powerful. - **Use:** A universal threat requires a defense that is equally potent. Research suggests that the diffuse nebula known as the Double Helix may actually be the visible form of a vast godmind. Perhaps it can help. @@ -68230,7 +68230,7 @@ Even if a golem is completely destroyed, the rubble of its form slowly reassembles over the course of three days, unless that rubble is ground to the finest gravel and spread widely. -- **Interaction:** Most golems can\'t speak. Those that can are mournful, and a few have become cruel in their +- **Interaction:** Most golems can't speak. Those that can are mournful, and a few have become cruel in their isolation, but at heart, all are lonely. Many are also tired of their stone existence, in which they can move but not really feel, and they wish for some sort of final end. @@ -68240,7 +68240,7 @@ ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} **GM Intrusion:** The character hit by the golem is also grabbed and headbutted for 6 additional points of damage. The -victim must break or slip free, or else they remain in the golem\'s grip. +victim must break or slip free, or else they remain in the golem's grip. ::: ##### Gorgon [5 (15)]{.float-end} [#](#creature-gorgon){.og-h-anchor aria-hidden="true"} {#creature-gorgon .og-tab} @@ -68249,11 +68249,11 @@ Statues littering the grounds outside a ruin are meant to deter savvy robbers and explorers. The statues, ranging in size from birds to warriors astride steeds, all depict creatures in states of fright and pain, the final image of death. -These pieces are not the work of a fevered mind, but the fates of those who braved a gorgon\'s lair. Gorgons were humans +These pieces are not the work of a fevered mind, but the fates of those who braved a gorgon's lair. Gorgons were humans once. After they offended the gods with their vanity, they were transformed into hideous monsters. A gorgon has the upper body of a human of perfect form and physique, but the lower body of a giant serpent, complete with rattling tail. -One who dares look at a gorgon\'s face can see traces of the old beauty beneath a weary veneer, darkened by hatred. -Instead of hair, serpents crown a gorgon\'s head, snapping and hissing at anyone who draws near. Yet the most terrible +One who dares look at a gorgon's face can see traces of the old beauty beneath a weary veneer, darkened by hatred. +Instead of hair, serpents crown a gorgon's head, snapping and hissing at anyone who draws near. Yet the most terrible aspect of a gorgon is its gaze, which can turn any creature to stone. - **Motive:** Isolation, defense @@ -68283,14 +68283,14 @@ - **Interaction:** Bitterness consumes gorgons. They lead lonely lives, cut off from everyone they have loved. Negotiating with one would be something of a feat. -- **Use:** A gorgon\'s head retains its power to petrify for several days after being cut from the creature. The PCs +- **Use:** A gorgon's head retains its power to petrify for several days after being cut from the creature. The PCs might brave the gorgon so they can use its head to defeat an even more powerful foe. - **Loot:** A gorgon typically has a few cyphers and may have an artifact as well. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**GM Intrusion:** A character glimpses a gorgon\'s eyes, and a sheen of stone covers their body for one minute, during -which time they gain +1 to Armor but can\'t move farther than an immediate distance in one round. +**GM Intrusion:** A character glimpses a gorgon's eyes, and a sheen of stone covers their body for one minute, during +which time they gain +1 to Armor but can't move farther than an immediate distance in one round. ::: ##### Harpy [3 (9)]{.float-end} [#](#creature-harpy){.og-h-anchor aria-hidden="true"} {#creature-harpy .og-tab} @@ -68348,13 +68348,13 @@ ##### Haunted Car [5 (15)]{.float-end} [#](#creature-haunted-car){.og-h-anchor aria-hidden="true"} {#creature-haunted-car .og-tab} -[(It\'s Only Magic, page 102)]{.og-ref} +[(It's Only Magic, page 102)]{.og-ref} Whether you call them haunted, possessed, misenchanted, cursed, or just plain evil, some cars develop a hateful will, the ability to drive themselves, and a love for the smell of blood on asphalt. A haunted car makes a bond with a chosen driver---usually someone with a similarly evil nature, or a meek person the car -can influence and control. Over time, the driver might physically transform due to the car\'s influence, becoming more +can influence and control. Over time, the driver might physically transform due to the car's influence, becoming more attractive, confident, and cruel. The car is jealous of anyone interested in its chosen driver, either pushing the driver to turn them away or hunting them down on its own. @@ -68401,18 +68401,18 @@ A haunted car with at least 1 health recovers a few points of health every hour. The chosen driver can double this rate by actively repairing the car. -- **Interaction:** A haunted car doesn\'t converse or bargain. It lurks, using engine noises and evocative songs from +- **Interaction:** A haunted car doesn't converse or bargain. It lurks, using engine noises and evocative songs from its radio to intimidate and threaten anyone it wants to kill. - **Use:** Haunted cars go looking for trouble or to hurt those who harmed them or their driver. - **Loot:** A haunted car created by magic might have a few strange bits that can be used as magical cyphers. - Otherwise, it\'s worth whatever cash a chop shop or junkyard will pay for it---assuming that won\'t just spread its + Otherwise, it's worth whatever cash a chop shop or junkyard will pay for it---assuming that won\'t just spread its malice to other vehicles... ##### Hell Mary [5 (15)]{.float-end} [#](#creature-hell-mary){.og-h-anchor aria-hidden="true"} {#creature-hell-mary .og-tab} -[(It\'s Only Magic, page 103)]{.og-ref} +[(It's Only Magic, page 103)]{.og-ref} Say her name thirteen times, but only if you dare. Over the ages, Hell Mary has been rumored to be a ghost, a witch, a demon, and a hoax, and perhaps she has been all of these over time. But now she is none of these and more---over the @@ -68426,7 +68426,7 @@ In the mirror, she looks at first like a glare of light, then as a skeleton or dead body, then as a woman with the face of a nightmare---empty eye sockets and a single bloodshot eye in her forehead. Her mouth is full of sharpened teeth, and -the claws of her hands are curled and silver tipped. Her skin and dress are so coated in blood it\'s impossible to tell +the claws of her hands are curled and silver tipped. Her skin and dress are so coated in blood it's impossible to tell where they end and she begins. As she starts to crawl from the mirror, she moves faster and faster until she pulls herself fully free as a corporeal being. Typically, Hell Mary will not attack creatures that she deems as innocent or unworthy of revenge, unless they provoke her in some way. @@ -68466,7 +68466,7 @@ seeking to escape the accursed underworld, hellfire steeds are demonic, fire-dripping destriers. Their manes are boiling napalm, their glowing red hooves leave prints that burn and smolder for days, and a single demonic horn curls from their brows. Once free of Hell, these steeds typically buck their riders and race off across the prairielands, setting blazes -as they go, apparently seeking to wreak as much havoc as they can before they\'re reclaimed by Hell. +as they go, apparently seeking to wreak as much havoc as they can before they're reclaimed by Hell. - **Motive:** Havoc and suffering @@ -68488,14 +68488,14 @@ - *Lifedraining Horn.* The hellfire steed deals an additional 5 points of Speed damage (ignores Armor) with its horn attack once every few minutes, gaining that drained life as health. - - *Render Immune to Fire.* If the hellfire steed is compelled or agrees to serve as a mount, the steed\'s rider - takes no damage from the steed\'s Fires of the Underworld and gains +2 Armor against fire from other sources + - *Render Immune to Fire.* If the hellfire steed is compelled or agrees to serve as a mount, the steed's rider + takes no damage from the steed's Fires of the Underworld and gains +2 Armor against fire from other sources while riding. - *From Hell.* Once per year, a hellfire steed can emerge from or enter Hell through a transitory portal, bearing riders if it chooses. - - *Death Gallop.* If killed, a hellfire steed\'s body animates one last time, galloping a long distance before + - *Death Gallop.* If killed, a hellfire steed's body animates one last time, galloping a long distance before turning to ash. Everyone along its final route takes 5 points of fire damage on a failed Speed defense roll. - **Interaction:** Though usually driven by demonic desire, hellfire steeds are fully sapient and can speak all @@ -68504,7 +68504,7 @@ - **Use:** Stuck in Hell or a similarly hellish place, characters may have to ask a hellfire steed for a ride out. -- **Loot:** A hellfire steed\'s horn is a sought after [alchemists](#npc-alchemist) ingredient; a full horn is a very +- **Loot:** A hellfire steed's horn is a sought after [alchemists](#npc-alchemist) ingredient; a full horn is a very expensive item. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} @@ -68523,7 +68523,7 @@ inhuman creators. Hivemind children often have a very similar appearance even if they have different parents---they might all have pale -blond hair, unusually wide-set eyes, six fingers on one hand, or an odd posture. They eerily match each other\'s +blond hair, unusually wide-set eyes, six fingers on one hand, or an odd posture. They eerily match each other's expressions and movements. They think and speak as children years older than they appear. Their emotional responses are muted to an almost sociopathic extent. @@ -68551,21 +68551,21 @@ target is unwilling. As an action, they can force an intelligent living creature within short range to take a physical action, including something that would cause the target harm, such as forcing a target to stick their hand into boiling water, steer a moving car off a cliff, or shoot themselves with a pistol (if used as an attack, this - inflicts damage equal to the hivemind child\'s level or the controlled creature\'s level, whichever is greater). + inflicts damage equal to the hivemind child's level or the controlled creature\'s level, whichever is greater). - Two hivemind children within short range of each other automatically augment each other\'s mental powers, allowing + Two hivemind children within short range of each other automatically augment each other's mental powers, allowing them to read or control minds of two targets at once as a level 4 creature. Four within short range of each other can read or control minds of four targets at once as a level 5 creature, and eight or more can work together to read or control minds of eight people as a level 6 creature. - **Interaction:** Hivemind children want to protect themselves and observe humans and will try to do so until they - appear as old as adults. Their long-term goals are unclear but probably don\'t have humanity\'s best interests in + appear as old as adults. Their long-term goals are unclear but probably don't have humanity\'s best interests in mind. - **Use:** Children born after a scientific expedition are strange and different. Multiple small villages all over the world experience births of children with weird abilities. -- **Loot:** Hivemind children may have no useful items or one weird science device they\'ve built with their inhuman +- **Loot:** Hivemind children may have no useful items or one weird science device they've built with their inhuman knowledge. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} @@ -68581,7 +68581,7 @@ In haunted castles and among the armies mustered by those with power over life and death, sometimes walk hollow knights. These animated suits of armor move just like living people, and many who encounter these dread revenants mistake them -for living foes only to realize in horror that there\'s nothing inside except for the memory of the warrior that once +for living foes only to realize in horror that there's nothing inside except for the memory of the warrior that once donned the suit. Brought into being by binding the spirit of a dead warrior to its panoply, hollow knights behave in much the same way they did in life---disciplined, loyal, and battle ready. Clad head to toe in full plate armor, with battered shields strapped to their arms and rusty swords gripped in lobster gauntlets, the knights stand ready to face @@ -68623,10 +68623,10 @@ - **Use:** The necromancer or other magician that binds the spirit to the armor also imbues the armor with specific commands---tasks the knight must carry out until destroyed. Some knights may stand guard at citadels or mansions, keeping a vigil until their armor finally falls apart. Others are more active and may function as the core of a dark - wizard\'s army. + wizard's army. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**GM Intrusion:** When a hollow knight is destroyed, a gauntlet flies up, grabs a character, and won\'t let go. A +**GM Intrusion:** When a hollow knight is destroyed, a gauntlet flies up, grabs a character, and won't let go. A difficulty 7 Might task is required to pry it loose ::: @@ -68640,9 +68640,9 @@ Hollowed rangers ride forth where good people were gunned down in cold blood and then dumped in shallow, unmarked graves. The injustice rips a hole in the world, which the murdered spirit possesses and becomes. Unfortunately, a -hollowed ranger\'s desire for vengeance doesn\'t restrict them from visiting horror on most everything they encounter. +hollowed ranger's desire for vengeance doesn\'t restrict them from visiting horror on most everything they encounter. -- **Motive:** Vengeance (first against their killer, then their killer\'s family and friends, then their killer\'s +- **Motive:** Vengeance (first against their killer, then their killer's family and friends, then their killer\'s species, and so on) - **Environment:** Almost anywhere @@ -68655,8 +68655,8 @@ - **Modifications:** Speed defense as level 6 due to partially non existent body -- **Combat:** A hollowed ranger\'s long range entropic bullet---fired from a rifle shaped hole in reality---deals 4 - points of Intellect damage (ignores Armor) as a bit of the target\'s reality is blasted away. +- **Combat:** A hollowed ranger's long range entropic bullet---fired from a rifle shaped hole in reality---deals 4 + points of Intellect damage (ignores Armor) as a bit of the target's reality is blasted away. A hollowed ranger also has the following traits. @@ -68666,11 +68666,11 @@ connected to, but anything level 3 or higher takes two actions to disgorge.) - *Fall Into Oblivion.* On a failed Might defense roll, a living creature starting their turn in immediate range - of a hollowed ranger is sucked through the hollowed ranger\'s form into the deathly realm beyond. This realm is + of a hollowed ranger is sucked through the hollowed ranger's form into the deathly realm beyond. This realm is anathema to life---the affected target immediately takes 4 points of Intellect damage (ignores Armor) from the necrotic energy draining their soul. Affected targets are drained of life each additional round they spend in the deathly realm, but can attempt a Might-based task to pull themselves back to their reality. The hollowed - ranger regains 1 point of health each time an affected target\'s soul is so drained. + ranger regains 1 point of health each time an affected target's soul is so drained. - *Door Shift.* A hollowed ranger can instantly transport themself miles away as its action, if they have previously been to or seen the other location. @@ -68683,7 +68683,7 @@ a hollowed ranger, though doing so will require appeasing the ranger in some way. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**GM Intrusion:** The character drawn through the hollowed ranger\'s form to a deathly realm is attacked by a ghost +**GM Intrusion:** The character drawn through the hollowed ranger's form to a deathly realm is attacked by a ghost lurking there. ::: @@ -68725,7 +68725,7 @@ target, the target must succeed on a second Speed defense roll, which is hindered. On a failed roll, the blossom hooks itself to the target until the target can detach the blossom with a successful Might roll as their action. Each round a blossom is hooked to a target, the target automatically takes 3 points of [ambient - damage](#ambient-damage) from microwave energy emitted by the creature\'s bloom. Some varieties of hooked blossoms + damage](#ambient-damage) from microwave energy emitted by the creature's bloom. Some varieties of hooked blossoms produce soporific pollen (treat as poison) instead of microwaves. If a character is hooked by one of these blossoms, they must instead succeed on an Intellect defense roll each round they remain hooked, or fall asleep. A sleeping target must be roused by an ally or suffer physical damage to wake. Each round a target remains asleep, they @@ -68780,7 +68780,7 @@ an amount equal to the expensive [price category](#equipment-currency-and-prices). ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**GM Intrusion:** The character\'s Armor rating is reduced by 1; the hungry haze apparently can eat more than just +**GM Intrusion:** The character's Armor rating is reduced by 1; the hungry haze apparently can eat more than just flesh. ::: @@ -68789,9 +68789,9 @@ [(Godforsaken, page 114)]{.og-ref} This mythological reptile has five writhing serpent heads, each of which constantly exhales a venomous plume. Well over -20 feet (6 m) long from the tip of its longest head to its thrashing tail, the toxic beast\'s most discomfiting feature -is its magical ability to sprout new heads when it\'s wounded. Some hydras dwell on land, others in water. Most seem to -have been set as guardians of important places by higher powers, which is probably why they\'re so difficult to kill. +20 feet (6 m) long from the tip of its longest head to its thrashing tail, the toxic beast's most discomfiting feature +is its magical ability to sprout new heads when it's wounded. Some hydras dwell on land, others in water. Most seem to +have been set as guardians of important places by higher powers, which is probably why they're so difficult to kill. - **Motive:** Hungers for flesh, defend a location @@ -68811,18 +68811,18 @@ a creature is within immediate range of a hydra, they must succeed on a Might defense task or take 1 point of Speed damage (ignores Armor). - All five of a hydra\'s heads can simultaneously bite foes in immediate range. If three or more heads coordinate + All five of a hydra's heads can simultaneously bite foes in immediate range. If three or more heads coordinate their attack, the heads make one attack as a single level 9 creature dealing 9 points of damage. A target bitten by the venomous hydra must also succeed on a Might defense task or take an additional 2 points of Speed damage (ignores Armor). Whenever the hydra takes 4 or more points of damage from a single attack, a healing pulse surges through the creature a round later. The pulse returns the health just subtracted due to the attack and triggers the immediate - growth of two additional heads that sprout from the creature. (The same thing happens if one of the creature\'s + growth of two additional heads that sprout from the creature. (The same thing happens if one of the creature's snakelike heads is decapitated.) The new heads are just as effective as the original ones in a fight. Fire, electrical, and other extreme energy attacks do not trigger the healing pulse and head genesis. -- **Interaction:** A hydra is a cunning predator, but not intelligent. It can\'t bargain or negotiate. +- **Interaction:** A hydra is a cunning predator, but not intelligent. It can't bargain or negotiate. - **Use:** The PCs investigate an ancient ruin hoping to find artifacts of the gods. A hydra saw them enter and trails them through the crumbling structure at a considerable distance, waiting for them to take a rest or become otherwise @@ -68879,7 +68879,7 @@ - **Use:** A cryptid fish-person has been spotted in the vicinity of a deforested area adjacent to a mighty river. Villagers tell stories of an ancient water god that heals sickness and grants wishes. -- **Loot:** An ichthysian\'s lair might have a strange relic or device that works like a cypher or artifact. +- **Loot:** An ichthysian's lair might have a strange relic or device that works like a cypher or artifact. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} **GM Intrusions:** A slain ichthysian suddenly regenerates 5 health and immediately attacks or tries to flee. @@ -68933,11 +68933,11 @@ actually an inactive infovore, quiescent until plugged in or scanned. - **Loot:** An infovore that has undergone spontaneous disassembly leaves one or two manifest cyphers; however, - there\'s a chance that one of those cyphers is actually the infovore seed. + there's a chance that one of those cyphers is actually the infovore seed. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} **GM Intrusion:** The character must succeed on a Speed defense task or lose a powered piece of equipment (an artifact) -or a [manifest cypher](#manifest-cyphers) as it\'s pulled into the self-assembling infovore. The infovore gains an +or a [manifest cypher](#manifest-cyphers) as it's pulled into the self-assembling infovore. The infovore gains an additional attack each round. ::: @@ -68945,8 +68945,8 @@ [(High Noon at Midnight, page 86)]{.og-ref} -An inkubus enjoys two different states of being. One is as an alchemically marked up page, whether that\'s a sheet in a -book or newspaper, a letter, a broadsheet, or a wanted poster. There\'s little to distinguish this inkubus \"seed\" from +An inkubus enjoys two different states of being. One is as an alchemically marked up page, whether that's a sheet in a +book or newspaper, a letter, a broadsheet, or a wanted poster. There's little to distinguish this inkubus \"seed\" from regular paper without a concerted search for magical influence. Each seed has a trigger, set by the [alchemists](#npc-alchemist) who created it. The trigger could be when the page is read, when a certain amount of time is expired, when a specified individual sees the page, or something else. @@ -68982,7 +68982,7 @@ - *Stunned.* Target takes no action. - *Confess.* Target starts with their most egregious crimes/secrets, one per turn. - *Betray.* Target attacks nearby allies. - - *Forget.* Target goes back to whatever they were doing and doesn\'t remember meeting the inkubus unless or + - *Forget.* Target goes back to whatever they were doing and doesn't remember meeting the inkubus unless or until they meet again. - *Words on the Floor.* The inkubus can send written words to their creator (or anyone), such as a warning, an @@ -68994,7 +68994,7 @@ its Words on the Floor ability. - **Use:** The PCs receive a letter from a famous [alchemists](#npc-alchemist), which becomes an inkubus that relays - the alchemist\'s message (an invitation, a warning, a threat, or something else). + the alchemist's message (an invitation, a warning, a threat, or something else). ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} **GM Intrusion:** Important documents or other papers the character carries flap away and become part of the inkubus. @@ -69049,12 +69049,12 @@ ##### Internet D@emon [3 (9)]{.float-end} [#](#creature-internet-daemon){.og-h-anchor aria-hidden="true"} {#creature-internet-daemon .og-tab} -[(It\'s Only Magic, page 104)]{.og-ref} +[(It's Only Magic, page 104)]{.og-ref} Weird apps and viruses are a frequent problem on internet-enabled devices, even more so when magic is brought into the mix. Internet d@emons are semi-sentient bits of code that live in computers and smart devices. Initially created to be harmless or even helpful (fulfilling a simple purpose such as converting files, refining data searches, or anonymizing -an IP address), they\'ve become aggressive and malicious, either deliberately created to cause harm or bucking the +an IP address), they've become aggressive and malicious, either deliberately created to cause harm or bucking the constraints of their original code to evolve and multiply. Unsuspecting sorcerers might grab a magical app that promises quicker access to difficult spells or insight on the next big crypto drop, accidentally infecting their devices with a dangerous techno-magical creature. @@ -69063,11 +69063,11 @@ [cypher](#modern-magic-cypher-apps) apps like [EasyMagic](#modern-magic-cypher-easymagic-app). Internet d@emons have grown beyond their original programming and function like creatures rather than simple software--- -essentially, they\'re a sort of magical limited artificial intelligence. They\'re immune to abilities that only affect +essentially, they're a sort of magical limited artificial intelligence. They\'re immune to abilities that only affect non-sentient programs. Some magicians have tried partnering with a d@emon, allowing it to feed on their magic in exchange for a daily -magic-enhancing cypher, but the d@emon\'s hunger usually grows too strong for it to resist taking more magic than the +magic-enhancing cypher, but the d@emon's hunger usually grows too strong for it to resist taking more magic than the character planned for. - **Motive:** Hunger for magic @@ -69090,8 +69090,8 @@ When a magic-capable creature uses a ten minute, one-hour, or ten-hour [recovery roll](#recovery-rolls) within immediate range of a device with an internet d@emon, subtract 1 from the result of the recovery roll. Over time, the - d@emon\'s siphoning power strengthens, increasing to 2 or even 3 points taken from every recovery roll. An affected - creature can attempt a perception task against the d@emon\'s stealth modifier to realize that something is tapping + d@emon's siphoning power strengthens, increasing to 2 or even 3 points taken from every recovery roll. An affected + creature can attempt a perception task against the d@emon's stealth modifier to realize that something is tapping into their magic. If the character discovers which app or device the d@emon is associated with, deleting the app or destroying the @@ -69111,7 +69111,7 @@ - **Use:** An internet d@emon usually starts out as an innocuous app subtly draining magic, then switches to an active, aggressive mode when discovered or if starved. -- **Loot:** A destroyed internet d@emon\'s physical form leaves behind a lace-like fragment of magical energy that +- **Loot:** A destroyed internet d@emon's physical form leaves behind a lace-like fragment of magical energy that functions as a meditation aid cypher. ##### Kaiju [10 (30)]{.float-end} [#](#creature-kaiju){.og-h-anchor aria-hidden="true"} {#creature-kaiju .og-tab} @@ -69119,9 +69119,9 @@ [(Cypher System Rulebook, page 338)]{.og-ref} Kaiju come in a variety of shapes, but all share one difficult-to-ignore quality: mind-blowing size. Appearances of -these colossal creatures are rare events that usually don\'t last for more than a few days. In that sense, they\'re akin -to hundred-year storms and at least as destructive. When they emerge, they\'re attracted by artificial structures, the -more densely situated and elaborate the better, which they set to smashing with a vengeance. It\'s hard to judge the +these colossal creatures are rare events that usually don't last for more than a few days. In that sense, they\'re akin +to hundred-year storms and at least as destructive. When they emerge, they're attracted by artificial structures, the +more densely situated and elaborate the better, which they set to smashing with a vengeance. It's hard to judge the size of things so far outside normal scale, but good estimates put most kaiju at over 300 feet (90 m) in height. Kaiju rely primarily on their strength and mass, but many have some additional trick or ability that sets them apart @@ -69158,14 +69158,14 @@ charging trample attack, dealing its damage in a line 300 feet (90 m) wide and 2 miles (3 km) long. Rampagion has 10 Armor and deals 20 points of damage with a physical attack (or 8 points if a victim makes a successful Speed defense roll). - - *Suneko.* This kaiju\'s body, which resembles a cross between a lion and a lizard, is so hot that its skin glows - like red coals, its mane like the sun\'s corona, and its eyes like beaming searchlights. Suneko automatically + - *Suneko.* This kaiju's body, which resembles a cross between a lion and a lizard, is so hot that its skin glows + like red coals, its mane like the sun's corona, and its eyes like beaming searchlights. Suneko automatically deals 10 points of damage to everyone within immediate range. The creature can emit twin rays of plasma from its - eyes in a focused beam that can reach as far as the horizon, which from Suneko\'s height above the ground is + eyes in a focused beam that can reach as far as the horizon, which from Suneko's height above the ground is about 22 miles (35 km). When it makes its eyebeam attack, it stops emitting killing heat in immediate range for about one minute. -- **Interaction:** Most PCs can\'t directly interact with a kaiju unless they have some special device or association +- **Interaction:** Most PCs can't directly interact with a kaiju unless they have some special device or association allowing them to get the attention of one of the massive creatures. Doing so could give the characters a chance to trick or lure the beast, or maybe even persuade one kaiju to fight another. @@ -69184,12 +69184,12 @@ A sinister aquatic creature that takes the shape of a grey horse or white pony, the kelpie lures unsuspecting passersby and attempts to drown them in a nearby body of water. -Some kelpies look just like horses. Others look as if they\'re created from elements of the swamp---maybe its tail is +Some kelpies look just like horses. Others look as if they're created from elements of the swamp---maybe its tail is algae, its mane cattails, its eyes glowing pebbles or miniature moons. Maybe eels and snails and other creatures are its teeth or tongue. One thing about kelpies is always true: their manes are always dripping and their hooves are always inverted. -If someone knows a kelpie\'s name and says it aloud, the kelpie loses all its power over that person and retreats to the +If someone knows a kelpie's name and says it aloud, the kelpie loses all its power over that person and retreats to the depths of the water. - **Motive:** Unknown @@ -69205,7 +69205,7 @@ - **Movement:** Very long when running - **Combat:** When a passerby approaches, the kelpie might appear tame, a little lost, injured, or otherwise friendly - and in need. Or, if the passerby appears weary or sad, the kelpie will offer a ride upon their back. The kelpie\'s + and in need. Or, if the passerby appears weary or sad, the kelpie will offer a ride upon their back. The kelpie's sticky skin traps the rider (level 7 Might task to break free). Once the rider is seated, the kelpie may attempt to drown them in the lake, run so fast that the rider takes 5 points of Intellect damage from fright, or roll over on them, inflicting 4 points of damage (ignores Armor). @@ -69225,10 +69225,10 @@ [(Cypher System Rulebook, page 339)]{.og-ref} -A clown---whether it\'s a doll or what seems to be a person wearing clown makeup---could be entirely benign. But if you +A clown---whether it's a doll or what seems to be a person wearing clown makeup---could be entirely benign. But if you see one sitting alone in a dark room, lying under your bed, or gazing up at you through the sewer grate in the street, it might be a killer clown. Killer clowns might be evil spirits possessing someone or an insane person living out a -homicidal fantasy. Either way, they\'re as dangerous as anything you\'ll ever likely meet. If you see a clown, run. +homicidal fantasy. Either way, they're as dangerous as anything you\'ll ever likely meet. If you see a clown, run. Because it might be a killer. - **Motive:** Homicide @@ -69245,13 +69245,13 @@ - **Combat:** A killer clown attempts to deceive its victim into believing that the clown is a friend. In fact, the clown is setting up an ambush where the victim can be strangled to death in private. When a killer clown - successfully attacks, it inflicts 5 points of damage and locks its hands around the victim\'s neck. In each round + successfully attacks, it inflicts 5 points of damage and locks its hands around the victim's neck. In each round that the victim does not escape, it suffers 5 points of damage from being strangled. Some killer clowns know tricks that border on the supernatural. Such a clown may do one of the following as its action during combat. -- **Interaction:** A killer clown is all jokes, magic tricks, and juggling, until it decides it\'s time to strike. +- **Interaction:** A killer clown is all jokes, magic tricks, and juggling, until it decides it's time to strike. - **Use:** The creepy circus that just pulled into town is guarded by a killer clown, as late-night investigators soon learn. @@ -69259,7 +69259,7 @@ - **Loot:** A killer clown might have one or two cyphers in the form of a joy buzzer, cards, and cheap trinkets. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**GM Intrusion:** The clown snatches a weapon, cypher, or other object from the character\'s hand as a level 6 attack, +**GM Intrusion:** The clown snatches a weapon, cypher, or other object from the character's hand as a level 6 attack, and if successful, immediately uses it on the character. ::: @@ -69280,8 +69280,8 @@ [(Cypher System Rulebook, page 340)]{.og-ref} -A killing white light isn\'t a subtle hunter. At a distance, the creature is an eye-watering point of brilliance. When -it closes in, it is nothing less than blinding, though its emanation isn\'t warm. Despite the blazing intensity, a +A killing white light isn't a subtle hunter. At a distance, the creature is an eye-watering point of brilliance. When +it closes in, it is nothing less than blinding, though its emanation isn't warm. Despite the blazing intensity, a killing white light is as cold as starlight on a December night, sapping heat and life from living things caught in its radiance. @@ -69319,12 +69319,12 @@ understand. - **Use:** An inactive killing white light (which looks something like an albino lump of volcanic glass) is sometimes - mistaken for a cypher whose properties can\'t quite be identified---until the creature becomes active, at which + mistaken for a cypher whose properties can't quite be identified---until the creature becomes active, at which point its true nature is revealed. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} **GM Intrusion:** Normally resistant to interaction, a killing white light uses its blazing nimbus to burn an alien -glyph of uncertain meaning in the character\'s flesh before the creature fades like a light bulb switched off. +glyph of uncertain meaning in the character's flesh before the creature fades like a light bulb switched off. ::: ##### Lich [8 (24)]{.float-end} [#](#creature-lich){.og-h-anchor aria-hidden="true"} {#creature-lich .og-tab} @@ -69394,9 +69394,9 @@ nasty tricks. Fatal malware may have originated as a simple virus or spyware coded for a specific purpose, but corruption and lightning-quick electronic evolution has turned it into something that exists purely to infect orderly electronic systems, spacecraft, space stations, smart weapons, and anything else with an operating system. Infected -objects turn against living people. An instance often has the form of the system it\'s infected, but occasionally fatal +objects turn against living people. An instance often has the form of the system it's infected, but occasionally fatal malware physically manifests as a metallic \"cancer\" of wires and self-assembling circuits hanging like a tumor across -a server room, [shipmind](#robots-and-ai-shipmind) core, or data center, having perverted the original machine\'s +a server room, [shipmind](#robots-and-ai-shipmind) core, or data center, having perverted the original machine's self-repair functions. Sometimes [4d printers](#utility-gear-4d-printer) are also compromised. - **Motive:** Corruption and destruction @@ -69414,17 +69414,17 @@ - **Combat:** An instance of fatal malware that physically touches (or electrically connects with) a powered device of up to level 6 can attempt to seize control of it. It can then use that device to attack living targets. If the controlled system is a [computer](#equipment-computer-laptop), [smartphone](#equipment-smartphone), [AR - glasses](#equipment-ar-glasses), or some other piece of equipment that doesn\'t have any intrinsic movement, the + glasses](#equipment-ar-glasses), or some other piece of equipment that doesn't have any intrinsic movement, the malware attempts to electrocute a user, or if a smart weapon, cause some kind of fatal accident with it. A compromised computer or shipmind voice can dangerously mislead victims. Fatal malware duplicates itself, creating many instances, and those that survive are usually slightly better at avoiding being erased than the previous generations. -- **Interaction:** Fatal malware isn\'t really sentient and thus can\'t really be negotiated with; some instances +- **Interaction:** Fatal malware isn't really sentient and thus can\'t really be negotiated with; some instances could mimic intelligence to draw humans into a trap. - **Use:** An instance of fatal malware has gotten into a shipmind, which is making the normally trustworthy AI act - out in unexpectedly dangerous ways. The shipmind itself doesn\'t know it\'s infected. + out in unexpectedly dangerous ways. The shipmind itself doesn't know it\'s infected. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} **GM Intrusion:** The fatal malware divides into a second instance and attempts to override and control another piece of @@ -69435,7 +69435,7 @@ [(Godforsaken, page 118)]{.og-ref} -A manticore is a fearsome predator that resembles a maned red lion with a human head and a scorpion\'s tail. The head is +A manticore is a fearsome predator that resembles a maned red lion with a human head and a scorpion's tail. The head is bearded and has three rows of teeth in the upper and lower jaws, like a shark. The scorpion tail is covered in multiple barbs, and the creature can flick its tail to hurl these barbs at its prey. Manticores eat all of their prey, including the bones, clothing, and equipment, leaving nothing but a bloodstain as evidence of their hunting. @@ -69471,7 +69471,7 @@ - **Use:** Weird musical noises resembling speech are heard from the nearby hills. People have been disappearing in fields and on the road, with only bloodstains on the ground suggesting that they were harmed. -- **Loot:** A manticore\'s stomach might contain a piece of treasure or a cypher from a recent meal, and its lair may +- **Loot:** A manticore's stomach might contain a piece of treasure or a cypher from a recent meal, and its lair may have one or two small objects it was unable to digest. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} @@ -69537,8 +69537,8 @@ [(Rust and Redemption, page 105)]{.og-ref} -Survivors assume the melted are another strain of mutants. Maybe so, but they\'re not originally from Earth. Or rather, -not this Earth. The melted leaked in from a parallel world\'s apocalypse caused by a snafu with a high energy +Survivors assume the melted are another strain of mutants. Maybe so, but they're not originally from Earth. Or rather, +not this Earth. The melted leaked in from a parallel world's apocalypse caused by a snafu with a high energy supercollider. Dozens of different but parallel timelines smashed into each other. The few survivors were fused beings composed of many different alternate versions of the same person, each still \"radioactive\" with latent transdimensional energy. @@ -69615,12 +69615,12 @@ - Project a holographic image of itself to one side that hinders attacks aimed at the real mi-go by two steps - Project a sonic field that provides +2 to Armor - Mi-go have access to other devices as well, including translators, cylinders that can preserve a human\'s brain + Mi-go have access to other devices as well, including translators, cylinders that can preserve a human's brain without its body, sophisticated tools, collars that control the actions of their wearers, and weird vehicles. Mi-go suffer no damage from cold and do not need to breathe. - **Interaction:** Although very few mi-go speak human languages, peaceful interaction with these creatures is not - impossible. It\'s just very difficult (level 7), as they see most humans as little more than animals. + impossible. It's just very difficult (level 7), as they see most humans as little more than animals. - **Use:** The characters are attacked by mi-go intent on capturing and enslaving them. If caught, the PCs are sent to scavenge through primordial ruins for disturbing technological relics. @@ -69628,7 +69628,7 @@ - **Loot:** Mi-go always have 1d6 cyphers as well as many curious objects that have no obvious human function. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**GM Intrusion:** Fungal spores from the mi-go\'s body overcome the character, who must succeed at a Might defense roll +**GM Intrusion:** Fungal spores from the mi-go's body overcome the character, who must succeed at a Might defense roll or lose their next turn. The character faces this risk each round they are within immediate distance of the creature. ::: @@ -69672,7 +69672,7 @@ hunting humans. A minotaur gladiator escaped from a secret underground arena and is stalking prey in the city. Something lurks in a corn maze, leaving nothing but bones and bloodstains. -- **Loot:** Minotaurs don\'t have much use for coins but keep a few small trophies, such as ivory dice, gems, or +- **Loot:** Minotaurs don't have much use for coins but keep a few small trophies, such as ivory dice, gems, or simple jewelry. The most powerful minotaur in the tribe may have a cypher or even a mastercraft weapon. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} @@ -69715,7 +69715,7 @@ wandering a dark maze. Once a character successfully escapes, they are no longer subject to being claimed by the labyrinth for several days. - If killed, the Minotaur\'s body is claimed by the labyrinth. Thirty-three days later, the Minotaur is resuscitated. + If killed, the Minotaur's body is claimed by the labyrinth. Thirty-three days later, the Minotaur is resuscitated. - **Interaction:** The Minotaur can speak, but usually chooses not to. It is belligerent and cruel, and always hungry. @@ -69733,10 +69733,10 @@ Artificial life can be created by selective breeding, synthetic and genetic engineering, or by accidental miscalculation in some unrelated high-energy or food-research program. When artificial life takes a wrong turn, the results run the -gamut from disappointing to dangerous. If an artificial entity starts out benign, it\'s difficult to know if a hidden or +gamut from disappointing to dangerous. If an artificial entity starts out benign, it's difficult to know if a hidden or slowly developing flaw will tip it over the edge into dangerous dysfunction---or if it just acts oddly because it -doesn\'t know the social cues. Should synthetic beings be treated as people, pets, or monsters to be stamped out and -destroyed? That\'s the eternal question and one that\'s usually answered by those most afraid of potential dangers that +doesn't know the social cues. Should synthetic beings be treated as people, pets, or monsters to be stamped out and +destroyed? That's the eternal question and one that\'s usually answered by those most afraid of potential dangers that might accompany the creation of something no one intended. - **Motive:** Defense or destruction @@ -69752,7 +69752,7 @@ - **Movement:** Short - **Combat:** A mock organism can release an electrical discharge against a target at short range. In melee, a mock - organism\'s poisoned claws inflict damage and require the target to succeed on a Might defense task, or the poison + organism's poisoned claws inflict damage and require the target to succeed on a Might defense task, or the poison induces a coma-like slumber in the target. Each round the target fails to rouse---an Intellect task---they take 3 points of [ambient damage](#ambient-damage). @@ -69760,7 +69760,7 @@ disturbed in a place it thought was secure against intrusion, it could grow belligerent and even murderous. Once so roused, a mock organism might still be calmed, but all such attempts are hindered. -- **Use:** A scientist\'s ruined lab contains several unexpected surprises, including a mock organism that yet grieves +- **Use:** A scientist's ruined lab contains several unexpected surprises, including a mock organism that yet grieves over the loss of its creator. - **Loot:** A mock organism requires many parts. Salvage from a destroyed mock organism could result in a [manifest @@ -69768,19 +69768,19 @@ [artifact](#choose-artifacts). ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**GM Intrusion:** The character hit by the mock organism\'s melee attack doesn\'t take normal damage. Instead, the mock +**GM Intrusion:** The character hit by the mock organism's melee attack doesn\'t take normal damage. Instead, the mock organism drops onto the character. The PC is pinned until they can succeed on a difficulty 6 Might-based task to escape. -While pinned, the creation whispers mad utterances into the target\'s ear. +While pinned, the creation whispers mad utterances into the target's ear. ::: ##### Mokuren [3 (9)]{.float-end} [#](#creature-mokuren){.og-h-anchor aria-hidden="true"} {#creature-mokuren .og-tab} [(Cypher System Rulebook, page 343)]{.og-ref} -Mokuren are usually no larger than a cat, but they possess the ability to swell until they\'re the size of a bus (if +Mokuren are usually no larger than a cat, but they possess the ability to swell until they're the size of a bus (if only briefly). That ability, combined with their flashy pyrokinetic tails, make these creatures a particular favorite with children, at least in stories and picture books. Given that mokuren can \"burrow\" into paintings and other -two-dimensional art, it\'s possible that some mokuren images are more than simple representations. +two-dimensional art, it's possible that some mokuren images are more than simple representations. - **Motive:** Play @@ -69796,12 +69796,12 @@ - **Combat:** A mokuren exists in three states: as an image, as a cat-sized creature, and as a bus-sized behemoth. - As an image, a mokuren can\'t be harmed. Even if the image is defaced, the mokuren merely \"burrows\" away and + As an image, a mokuren can't be harmed. Even if the image is defaced, the mokuren merely \"burrows\" away and reappears like graffiti on a new flat space within a few miles. Alternatively, it could emerge from the image and become a physical cat-sized creature as a move. In this form, a mokuren can attack with its claws or bite. It can also direct a stream of fire from its glowing tail at a target - within long range. (When a mokuren flies, it\'s by using its tail to create a jet that rockets it skyward.) + within long range. (When a mokuren flies, it's by using its tail to create a jet that rockets it skyward.) Finally, it can make an enlarged attack, in which it swells to the size of a bus and swipes at, bites, or lands on a target as part of the same action. When enlarged, the mokuren gains +5 to Armor and makes and defends against all @@ -69810,7 +69810,7 @@ sparingly or only when enraged. - **Interaction:** To see an active mokuren is considered good luck, unless you manage to get on the wrong side of - one. Then an offering of sweets must be made to the offended creature. A mokuren can\'t talk, but it can understand + one. Then an offering of sweets must be made to the offended creature. A mokuren can't talk, but it can understand the languages where it lives about as well as a trained courser or hound can. - **Use:** A mokuren can lead characters into unexplored areas, helping them find places they may have overlooked or @@ -69818,7 +69818,7 @@ in trouble. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**GM Intrusion:** The character hit by the mokuren doesn\'t take damage. Instead, they must succeed on a Might defense +**GM Intrusion:** The character hit by the mokuren doesn't take damage. Instead, they must succeed on a Might defense roll or be pulled into the nearest wall, floor, or book with the creature, becoming a two-dimensional image. In this state, the victim is in stasis until the mokuren pulls them free, another creature \"pries\" them loose, or a day passes and the effect ends naturally. @@ -69850,9 +69850,9 @@ room. They attack with weapons that were buried with them or use their fists. A mummy usually has one or more of the following abilities: - - *Curse.* Anyone who disturbs a mummy\'s tomb must make an Intellect defense roll or become cursed, which hinders + - *Curse.* Anyone who disturbs a mummy's tomb must make an Intellect defense roll or become cursed, which hinders their actions by two steps (forever, or until cured). - - *Disease.* The mummy\'s attacks carry a rotting disease. The target must make a level 5 Might defense roll every + - *Disease.* The mummy's attacks carry a rotting disease. The target must make a level 5 Might defense roll every twelve hours or take 5 points of [ambient damage](#ambient-damage). - *Lifelike appearance.* A mummy can repair its body to assume a fully human appearance. This usually requires time and the flesh of several people, often those who awakened it. @@ -69872,8 +69872,8 @@ living beings to be their spies and servants, bribing them with funereal treasures or threatening them into submission. -- **Use:** Villagers whisper that a tomb has been opened and a mummy\'s curse will strike down anyone who gets in the - creature\'s way. +- **Use:** Villagers whisper that a tomb has been opened and a mummy's curse will strike down anyone who gets in the + creature's way. - **Loot:** Mummies usually have treasures equivalent to three or four expensive items and perhaps a handful of magical manifest cyphers or even a magical artifact. @@ -69889,7 +69889,7 @@ [(Stay Alive!, page 114)]{.og-ref} -A nightgaunt\'s hands and feet have no opposable digits. All its fingers and toes can grasp with firm but unpleasant +A nightgaunt's hands and feet have no opposable digits. All its fingers and toes can grasp with firm but unpleasant boneless strength. Hungry nightgaunts swoop out of the night, grab prey, and fly off into darkness. The creatures sometimes \"work\" for other agencies, though often enough, their goals are obscure. @@ -69909,12 +69909,12 @@ - **Combat:** A nightgaunt can attack with its barbed tail. To catch a foe, a nightgaunt dives through the air from just outside of short range. When it does, it moves 100 feet (30 m) in a round and attempts to grab a victim near - the midpoint of its movement. A target who fails a Speed defense roll (and who isn\'t more than twice the size of - the nightgaunt) is jerked into the creature\'s boneless clutches and carried upward, finding themselves dangling + the midpoint of its movement. A target who fails a Speed defense roll (and who isn't more than twice the size of + the nightgaunt) is jerked into the creature's boneless clutches and carried upward, finding themselves dangling from a height of 50 feet (15 m). The nightgaunt automatically tickles grabbed victims with its barbed tail. This subtle form of torture hinders all - the victim\'s actions by two steps. + the victim's actions by two steps. - **Interaction:** Nightgaunts never speak, and they ignore anyone who attempts to interact with them, whether the communication takes the form of commanding, beseeching, or frantically pleading. Such is the way of nightgaunts. @@ -69927,7 +69927,7 @@ ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} **GM Intrusion:** The character is startled by the nightgaunt and suffers the risk of temporary dementia. On a failed -Intellect defense roll, the character shrieks and faints (or, at the GM\'s option, babbles, drools, laughs, and so on). +Intellect defense roll, the character shrieks and faints (or, at the GM's option, babbles, drools, laughs, and so on). The character can attempt a new Intellect defense roll each round to return to normal. ::: @@ -69935,13 +69935,13 @@ [(Cypher System Rulebook, page 435)]{.og-ref} -Nuppeppos are animated lumps of human flesh that walk on vaguely defined limbs. They smell of decay and death. They\'re -spotted in graveyards, battlefields, coroner\'s offices, and other places where the dead are kept or interred. When +Nuppeppos are animated lumps of human flesh that walk on vaguely defined limbs. They smell of decay and death. They're +spotted in graveyards, battlefields, coroner's offices, and other places where the dead are kept or interred. When witnessed in other places, nuppeppos seem to wander streets aimlessly, sometimes alone, sometimes in groups, and -sometimes following a living person who\'d rather be left alone. +sometimes following a living person who'd rather be left alone. Information about these creatures is scarce. They might be the unintended consequence of a reanimation attempt, one -that\'s able to catalyze its animation in similarly dead tissue to form more nuppeppos. On the other hand, they could be +that's able to catalyze its animation in similarly dead tissue to form more nuppeppos. On the other hand, they could be particularly gruesome spirits of the dead. A nuppeppo sometimes follows a living individual around like a silent, smelly pet that shows no affection. No one knows @@ -69965,14 +69965,14 @@ - **Movement:** Short - **Combat:** A nuppeppo can smash a foe with one of its lumpy limbs. If a nuppeppo is touched or struck in melee, the - attacker\'s weapon (or hand) becomes stuck to the nuppeppo and can be pulled free only with a difficulty 5 Might + attacker's weapon (or hand) becomes stuck to the nuppeppo and can be pulled free only with a difficulty 5 Might roll. - A victim of a nuppeppo\'s attack (or someone who touches a nuppeppo) begins to decay at a rate of 1 point of Speed + A victim of a nuppeppo's attack (or someone who touches a nuppeppo) begins to decay at a rate of 1 point of Speed damage (ignores Armor) per round, starting in the round following contact. To stop the spread of the decay, the victim can cut off the layer of affected flesh, which deals 4 points of damage (ignores Armor). -- **Interaction:** If approached, a nuppeppo turns to \"face\" its interlocutor, but it doesn\'t respond to questions +- **Interaction:** If approached, a nuppeppo turns to \"face\" its interlocutor, but it doesn't respond to questions or orders. However, it may begin to follow its interlocutor from that point forward unless physically prevented---at which point the nuppeppo becomes violent. @@ -69993,7 +69993,7 @@ sightings in the empty voids between stars, or even more unexpectedly, flashing through the abnormal space during FTL travel. Scientists speculate that these creatures, if actually real, might very well be extant instances of ancient ultras, not extinct as everyone believes, or at least not completely. In almost every case so far recorded, omworwars -have little interest in human spacecraft. (They\'re called omworwar after the sound disrupted communication devices make +have little interest in human spacecraft. (They're called omworwar after the sound disrupted communication devices make in their presence.) Each one is several kilometers long, a dark inner slug-like core surrounded by gauzy layers of translucent, glowing, nebula-like tissue. Whale-like eyes surmount the dorsal surface, each seeming to contain a tiny galaxy all their own. @@ -70022,7 +70022,7 @@ a spacecraft spinning through the galaxy, or create asteroid-sized chunks of space-matter for any number of purposes if it spends several rounds in deep concentration. -- **Interaction:** Omworwar disregard most other creatures, because from the omworwar\'s perspective, they\'re like +- **Interaction:** Omworwar disregard most other creatures, because from the omworwar's perspective, they\'re like mayflies, here and then gone again in an eyeblink of their existence. However, one may give a moment to someone who has discovered an ancient ultra secret or artifact, pass on information that might otherwise never be known, or even provide a useful manifest cypher. @@ -70045,7 +70045,7 @@ [(The Stars are Fire, page 128)]{.og-ref} Hard-light technology, which creates pseudo-matter from modified photons, has made possible all kinds of structures and -devices that wouldn\'t otherwise exist. One of those, unfortunately, are self-sustaining photonic matter creatures. +devices that wouldn't otherwise exist. One of those, unfortunately, are self-sustaining photonic matter creatures. Sometimes, photonomorphs are enforcers created by much more powerful beings; other times they are the result of some person or AI attempting to ascend into a new state of being. But whatever their origin, photonomorphs are dangerous beings that can create matter from light, granting them an arbitrarily wide swathe of abilities. That includes their own @@ -70092,19 +70092,19 @@ ##### Pollution Goblin [2 (6)]{.float-end} [#](#creature-pollution-goblin){.og-h-anchor aria-hidden="true"} {#creature-pollution-goblin .og-tab} -[(It\'s Only Magic, page 105)]{.og-ref} +[(It's Only Magic, page 105)]{.og-ref} Pollution goblins are strange child-sized creatures that arise in environments where pollution or toxic waste is common. Their green skin is covered in scabs and pustules, except where it looks melted by acid, and their eyes have a wicked -green glow that\'s faintly visible in the dark. They don\'t seem to have much of a culture or society, roaming around -polluted areas like scavenging insects. They often ignore each other\'s presence and never attack each other, but they -immediately unite against a common foe if any of them are threatened. A pollution goblin\'s semi-liquefied body can +green glow that's faintly visible in the dark. They don\'t seem to have much of a culture or society, roaming around +polluted areas like scavenging insects. They often ignore each other's presence and never attack each other, but they +immediately unite against a common foe if any of them are threatened. A pollution goblin's semi-liquefied body can slide up or down any firm surface, allowing them to climb anywhere with ease. Pollution goblins have bones and internal -organs, but they\'re oddly shaped and don\'t match those of any known creature. Because of this, and how they quickly +organs, but they're oddly shaped and don\'t match those of any known creature. Because of this, and how they quickly melt away if killed, they might actually be artificial beings like homunculi, or inanimate matter given life like an -elemental. They seem to arise spontaneously in locations where pollution reaches a threshold, and they don\'t reproduce -in the normal biological sense. Pollution goblins are stupid and easily tricked, but it doesn\'t take long for them to -realize they\'ve been deceived, and they always make sure to punish someone who fools them. +elemental. They seem to arise spontaneously in locations where pollution reaches a threshold, and they don't reproduce +in the normal biological sense. Pollution goblins are stupid and easily tricked, but it doesn't take long for them to +realize they've been deceived, and they always make sure to punish someone who fools them. - **Motive:** Hunger for flesh; spreading filth @@ -70123,7 +70123,7 @@ - **Combat:** Pollution goblins use scavenged weapons to attack prey at range, preferring stolen pistols (usually with only one or two bullets left) or hurled containers of toxic goo. When up close, they bite. - A pollution goblin\'s body is infused with dangerous chemicals. Any person spending their turn within immediate + A pollution goblin's body is infused with dangerous chemicals. Any person spending their turn within immediate range of a pollution goblin must succeed at a Might defense roll or become sick. Within an hour, all their tasks are hindered, and for every 24 hours that pass, they must make another Might defense roll or move one step down the damage track (a success ends the sickness). @@ -70143,7 +70143,7 @@ A puppet tree is a 25-foot (8 m) tall, spiky, orange and blue tree surrounded by a large area of red reeds that tremble and wave enticingly even when no wind is present. Humanoid figures are often gathered around it, but these rotted, -overgrown corpses are the tree\'s victims, dead but serving as fleshy puppets to the tree\'s will. +overgrown corpses are the tree's victims, dead but serving as fleshy puppets to the tree\'s will. Victims drained of knowledge and life are used as lures to draw in yet more victims, at least until the bodies rot away. When not used as lures, the corpse puppets are sent to scout nearby areas. @@ -70178,7 +70178,7 @@ A puppet tree is vulnerable to fire. All fire attacks against the tree inflict 2 additional points of damage and ignore Armor. The puppet tree will always attempt to stop a fire, or target the source of flame during combat. - A corpse puppet can be detached and sent roaming; however, it retains only about a day\'s worth of animation, after + A corpse puppet can be detached and sent roaming; however, it retains only about a day's worth of animation, after which it collapses and molders like a normal corpse. Sometimes, however, a sapling puppet tree blooms from the remains. @@ -70226,7 +70226,7 @@ The bear attacks twice each round with its claws, or bites once. If its bite attack succeeds against a target suffering from radiation sickness, the bear regains 5 points of health. - On a target\'s failed Might defense roll, the bear holds the target in its jaws, hindering their tasks until they + On a target's failed Might defense roll, the bear holds the target in its jaws, hindering their tasks until they can escape. If the bear begins its turn with a target held in its jaws, the bear automatically deals bite damage as its action. @@ -70234,13 +70234,13 @@ targeting everything within immediate range. Targets that fail a Might defense roll take damage from the radiation. If the radioactive bear is the result of military or AI design rather than a natural mutation, it may also have a - mechanism capable of firing a long range laser at distant targets, deployed from a harness fused to the creature\'s + mechanism capable of firing a long range laser at distant targets, deployed from a harness fused to the creature's flesh. In areas of dangerous radiation, the radioactive bear regains 2 points of health each round. - **Interaction:** Radioactive bears are clever predators, sly if they need to be. If not too hungry, a radioactive - bear might let potential prey pass it by, assuming they don\'t antagonize the bear. + bear might let potential prey pass it by, assuming they don't antagonize the bear. - **Use:** The characters glance behind them as they drive their vehicle across the landscape and see a huge bear, apparently giving chase. @@ -70293,8 +70293,8 @@ A reanimated is a humanoid creature patched together from corpses (or crafted directly from muscle, nerves, and sinew), then returned to life through a hard-to-duplicate series of electromagnetic induction events. Though made of flesh, a -reanimated\'s return to consciousness and mobility is marked by a substantial increase in hardiness, resistance to -injury, and longevity. On the other hand, the process usually obliterates whatever mind was once encoded in the donor\'s +reanimated's return to consciousness and mobility is marked by a substantial increase in hardiness, resistance to +injury, and longevity. On the other hand, the process usually obliterates whatever mind was once encoded in the donor's brain, giving rise to a creature of monstrous rage and childlike credulity. Sometimes the reanimated is bound to its creator in service, but such ties are fragile and could be snapped by an ill-timed fit of fury. @@ -70331,7 +70331,7 @@ foe for the PCs, a secondary guardian to deal with, or a forlorn beast in need of aid. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**GM Intrusion:** The character\'s attack bounces harmlessly off the stitched, hardened flesh of the reanimated. +**GM Intrusion:** The character's attack bounces harmlessly off the stitched, hardened flesh of the reanimated. ::: ##### Redivus [4 (12)]{.float-end} [#](#creature-redivus){.og-h-anchor aria-hidden="true"} {#creature-redivus .og-tab} @@ -70366,13 +70366,13 @@ - **Interaction:** If any kind of radio or similar communication is in use, these creatures can commandeer it and speak through it, learning a new language seemingly over the course of minutes. Redivi will cooperate with - reasonable requests and negotiate, especially if there\'s a chance they\'ll find out something new. + reasonable requests and negotiate, especially if there's a chance they\'ll find out something new. - **Use:** A redivi pod smashes into the side of the spacecraft, and might at first seem like some kind of attack or boarding action of something truly terrible. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**GM Intrusion:** The character\'s metal-containing equipment is stripped away, then used as ammunition against that PC +**GM Intrusion:** The character's metal-containing equipment is stripped away, then used as ammunition against that PC or an ally. ::: @@ -70381,17 +70381,17 @@ [(High Noon at Midnight, page 92)]{.og-ref} Clawed back into \"life\" thanks to a promise, an alchemical experiment, or a demonic curse straight out of Hell, risen -look normal enough---from a distance. Up close, something ain\'t right. That\'s all the more obvious if the risen is +look normal enough---from a distance. Up close, something ain't right. That\'s all the more obvious if the risen is someone folks knew before they died. Risen---also known as the Damned---spook horses and set dogs to growling. They have unblinking eyes like coins and skin -the color of a snake\'s belly, and are naturally as motionless as a corpse when not engaged in an activity. A risen may -just want to be left alone, or they could seek to right a wrong, serve as a [deathbinder](#deathbinder)\'s herald, or +the color of a snake's belly, and are naturally as motionless as a corpse when not engaged in an activity. A risen may +just want to be left alone, or they could seek to right a wrong, serve as a [deathbinder](#deathbinder)'s herald, or ride in an undead posse looking to take as much as they can from a world they know would just as soon put them back in their grave. ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** Create a Risen PC with the [Risen](#weird-west-species-risen) species descriptor! +**Editor's Notes ---** Create a Risen PC with the [Risen](#weird-west-species-risen) species descriptor! ::: - **Motive:** Varies @@ -70417,7 +70417,7 @@ - *Necrovore Resilience.* The first time in an encounter that a risen would normally succumb to their wounds (having lost all their health), they instead remain active and regain 1 health. - In addition, risen don\'t breathe---drowning, suffocation, and similar threats don\'t faze them. + In addition, risen don't breathe---drowning, suffocation, and similar threats don\'t faze them. - *Sometimes They Come Back.* A destroyed risen might reanimate within a few days, unless its head is removed from its body and separated by a couple of miles, or the body is burned to ash. @@ -70439,7 +70439,7 @@ Guardians of the wood, sapient trees stand eternally vigilant, often on the outskirts of their grove or forest to keep out those who might seek to do them---or other, ordinary trees---harm. They look like normal trees until they reveal -their true nature, with limb-like branches and faces in the bark of their trunk. They don\'t always move, but with +their true nature, with limb-like branches and faces in the bark of their trunk. They don't always move, but with effort, they can uproot themselves and walk about. However, they usually do so only when no one is looking. The origin and temperament of sapient trees varies; they might be haunted trees possessed by spirits, trees animated by magic spells, or ancient mythical beings. Some are peaceful and noble, but others are downright wicked and cruel. @@ -70460,7 +70460,7 @@ - **Combat:** When a sapient tree attacks, it often does so with surprise because it looks like a normal tree at first. If a character about to be attacked fails an Intellect defense roll, they do not perceive the attack in time, - and the tree\'s attack is eased. + and the tree's attack is eased. If a tree strikes in combat with one of its branch-arms, it can choose to grab the foe (rather than inflict damage) and toss them an immediate distance away, inflicting 2 points of [ambient damage](#ambient-damage) if they hit the @@ -70513,14 +70513,14 @@ inflicting 3 points of damage. Melee targets must also succeed on a Might defense roll or become entangled and unable to take physical actions until they can break free on their turn. -- **Interaction:** Sentinel trees are about as smart as well-trained guard dogs. They can\'t speak, but can understand +- **Interaction:** Sentinel trees are about as smart as well-trained guard dogs. They can't speak, but can understand some words and gestures. - **Use:** A grove of sentinel trees guard a compound that the characters need to break into. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} **GM Intrusion:** The character caught in the detonation is blinded with tiny black seeds until they use a [recovery -roll](#recovery-rolls) to remove the condition. (The recovery use doesn\'t return points to a Pool.) +roll](#recovery-rolls) to remove the condition. (The recovery use doesn't return points to a Pool.) ::: ##### Shade of the Tomb [5 (21)]{.float-end} [#](#creature-shade-of-the-tomb){.og-h-anchor aria-hidden="true"} {#creature-shade-of-the-tomb .og-tab} @@ -70533,7 +70533,7 @@ clutching ebony arms emerging from their tenebrous cloak. If need be, a tomb shade can seep through cracks and around barriers that would stymie most corporeal beings. -- **Motive:** Douse other beings\' light, life, and joy +- **Motive:** Douse other beings' light, life, and joy - **Environment:** Almost anywhere @@ -70545,7 +70545,7 @@ - **Modifications:** Stealth as level 7 -- **Combat:** A tomb shade\'s touch drains life, inflicting Speed damage (ignores Armor). +- **Combat:** A tomb shade's touch drains life, inflicting Speed damage (ignores Armor). In dim light and darkness, a tomb shade only takes 1 point of damage from successful attacks against them. @@ -70556,7 +70556,7 @@ - *Darken.* The shade summons magical darkness that blooms from a point within long range (no more than once every ten minutes). The darkness fills an area an immediate distance across and lasts for ten minutes. Even creatures - that can normally see in darkness can\'t see in this magical murk, except for tomb shades and undead. + that can normally see in darkness can't see in this magical murk, except for tomb shades and undead. - *Anguish.* The shade drains happiness and joy from all creatures within immediate range (no more than once per minute). Targets that fail an Intellect defense roll take 5 points of Intellect damage (ignores Armor) and are @@ -70570,7 +70570,7 @@ necrotic contact until they can pull free with a successful Might roll as their action. When the last target pulls free (or dies and is pulled through), the portal closes. -- **Interaction:** Sinister and conniving, a tomb shade doesn\'t speak, but uses its many arms for magical signing, +- **Interaction:** Sinister and conniving, a tomb shade doesn't speak, but uses its many arms for magical signing, usually only to make threats. - **Use:** An [alchemist](#npc-alchemist) wants PCs to collect a cursed book for their library, but whenever someone @@ -70580,8 +70580,8 @@ [(Godforsaken, page 126)]{.og-ref} -Shadows are semi-intelligent patches of darkness roughly in the shape of a humanoid creature\'s silhouette. They creep -along walls, floors, and ceilings, blending in with actual shadows, peeling themselves free only when they\'re ready to +Shadows are semi-intelligent patches of darkness roughly in the shape of a humanoid creature's silhouette. They creep +along walls, floors, and ceilings, blending in with actual shadows, peeling themselves free only when they're ready to clutch at a victim with their cold claws. - **Motive:** Hunger for life energy @@ -70605,7 +70605,7 @@ A group of five shadows can act as a swarm, focusing on one target to make one attack as a single level 3 creature, inflicting 4 points of damage. In an area of complete darkness with no illumination at all, shadows are effectively powerless---they cannot attack and all their actions are hindered. If suddenly deprived of light, they slink about - menacingly for a few minutes but lose interest if it seems like their prey won\'t be bringing back the light. + menacingly for a few minutes but lose interest if it seems like their prey won't be bringing back the light. Shadows are flat rather than insubstantial, but attacks that harm phased, ghostly, or similar creatures are fully effective against them. They can easily pass through narrow spaces such as the gap under a door or between the bars @@ -70651,23 +70651,23 @@ - **Modifications:** Speed defense as level 6 due to size - **Combat:** Shoggoths sprout tendrils and mouths and spread their wide, amorphous forms, allowing them to attack all - foes within immediate range. Those struck by a shoggoth\'s attack are grabbed and engulfed by the thing\'s + foes within immediate range. Those struck by a shoggoth's attack are grabbed and engulfed by the thing\'s gelatinous body and suffer damage each round until they manage to pull themselves free (engulfed creatures can take - no other physical actions while they are caught). Each round of entrapment, one object in the victim\'s possession + no other physical actions while they are caught). Each round of entrapment, one object in the victim's possession is destroyed by the foul juices of the amorphous horror. Shoggoths regenerate 5 points of health each round. They have protection against fire, cold, and electricity. -- **Interaction:** A shoggoth can\'t be reasoned with. +- **Interaction:** A shoggoth can't be reasoned with. - **Use:** The PCs find an ancient structure of metal and stone. Wandering through it, they note that every surface is clear of dirt and debris. Soon they discover why---a shoggoth squirms through the halls, absorbing everything it comes upon (and it fills the passages it moves down, floor to ceiling, wall to wall). -- **Loot:** A shoggoth\'s interior might contain a cypher. +- **Loot:** A shoggoth's interior might contain a cypher. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**GM Intrusion:** The character is engulfed in the shoggoth, their gear scattered throughout the thing\'s undulating +**GM Intrusion:** The character is engulfed in the shoggoth, their gear scattered throughout the thing's undulating form, and their body turned upside down so that escape attempts are hindered. ::: @@ -70712,7 +70712,7 @@ - **Loot:** Swarm nests often contain a few valuable manifest cyphers or working pieces of equipment. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**GM Intrusion:** The silicon parasite flashes its sensory laser directly into the character\'s eyes, blinding the +**GM Intrusion:** The silicon parasite flashes its sensory laser directly into the character's eyes, blinding the character until they succeed on a difficulty 4 Might-based roll as their action. ::: @@ -70750,7 +70750,7 @@ Skeletons can see in the dark. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Reanimators:** Some skeletons were created by a curse, and simply battering them into a pile of bones isn\'t enough to +**Reanimators:** Some skeletons were created by a curse, and simply battering them into a pile of bones isn't enough to end their existence. Two rounds after reanimator skeletons are \"killed,\" they regain full health in a flash of magical illumination. This regeneration can be prevented if the linchpin of the animating curse is separated from the skeleton after it falls. Such an item is usually obvious and might take the form of a lead spike through the skull, an ebony @@ -70810,7 +70810,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The words \"immediate\" and \"close\" can be used interchangeably to talk about +**Editor's Notes ---** The words \"immediate\" and \"close\" can be used interchangeably to talk about [distance](#rules-distance). ::: @@ -70821,7 +70821,7 @@ A soul eater is the animate head of a powerful wizard who shuffled off this mortal coil to become an undead creature without ethics, feelings, or a sense of morality. Also called dread skulls, these creatures maintain their existence by occasionally absorbing the spirit or mind of living victims. An absorbed \"soul\" is burned away, which is why dread -skulls are wreathed in flame; it\'s the by-product of the creature\'s previous meal. +skulls are wreathed in flame; it's the by-product of the creature\'s previous meal. - **Motive:** Hungers for souls @@ -70843,23 +70843,23 @@ range on a failed Intellect defense roll, and the ability to cloak itself in the illusion of a normal human for up to an hour at a time. - In addition, a dread skull can draw out a victim\'s consciousness and absorb it in a blaze of supernatural fire. To + In addition, a dread skull can draw out a victim's consciousness and absorb it in a blaze of supernatural fire. To do so, the creature must bite a target, which inflicts 5 points of damage; the target must then succeed on an Intellect defense roll or take an additional 5 points of Intellect damage (ignores Armor). - If a dread skull drains a character\'s Intellect Pool to 0 through repeated bites, the character\'s soul is sucked - into the skull, and the body falls limp. Once absorbed into the skull, a victim\'s essence is trapped and slowly + If a dread skull drains a character's Intellect Pool to 0 through repeated bites, the character\'s soul is sucked + into the skull, and the body falls limp. Once absorbed into the skull, a victim's essence is trapped and slowly consumed over the next twenty-four hours. During this period, the skull regenerates 1 point of health per round. - If a dread skull isn\'t destroyed within twenty-four hours of eating a soul, the victim\'s essence is fully + If a dread skull isn't destroyed within twenty-four hours of eating a soul, the victim\'s essence is fully consumed. If the soul eater is defeated and its skull is shattered before then, all unconsumed souls are returned to their bodies. - **Interaction:** Dread skulls are slightly insane but hellishly smart, which means that sometimes they will negotiate to get what they want. -- **Use:** Soul eaters remember a little bit of the knowledge of every creature\'s essence they consume. The PCs need - to learn the command word of an artifact they\'ve found, but the only one who knew it was consumed by a dread skull. +- **Use:** Soul eaters remember a little bit of the knowledge of every creature's essence they consume. The PCs need + to learn the command word of an artifact they've found, but the only one who knew it was consumed by a dread skull. - **Loot:** Sometimes dread skulls keep treasures as trophies of past victories, consisting of 1d6 cyphers and maybe an artifact. @@ -70880,7 +70880,7 @@ can also drop into a state of extreme torpor that allows them to survive stints of vacuum exposure lasting several days. Space rats are vermin, and any spacecraft or space station that hosts a nest must deal with constant issues from the -rats burrowing into systems, stealing food and water, and causing systems to break down, even critical ones. They\'re +rats burrowing into systems, stealing food and water, and causing systems to break down, even critical ones. They're also vicious when cornered. - **Motive:** Defense, reproduction @@ -70995,7 +70995,7 @@ size - **Combat:** An animate statue towers over most foes, and it can smash or stomp a target within short range as a - melee attack. The statue\'s massive size and the material of its body means it can walk through nearly any obstacle, + melee attack. The statue's massive size and the material of its body means it can walk through nearly any obstacle, smashing through walls of solid rock, buildings, and trees. When walking, it pays no attention to what it steps on. Anything in its path is likely flattened. A character who is stepped on must make a Speed defense roll to dodge or be knocked down and take 9 points of damage. @@ -71026,7 +71026,7 @@ a shining one is moved to more directly interact, one can actually convert itself into matter once more, again taking on the biology and form of the species it wishes to interact with. But generally, shining ones observe and learn; they try not to interfere or interact. Every few thousand years, shining ones gather at a predetermined location on the edge of a -convenient galaxy and share the most interesting and beautiful bits of imagery, music, poetry, and lore they\'ve +convenient galaxy and share the most interesting and beautiful bits of imagery, music, poetry, and lore they've gleaned. - **Motive:** Knowledge @@ -71043,13 +71043,13 @@ - **Combat:** As immaterial beings of energy, shining ones only take damage from energy attacks. And even then, there is a chance that the energy heals a damaged shining one rather than harming it if the attack roll was an odd number. - Usually a shining one doesn\'t fight back if attacked, but instead leaves. If somehow prevented from leaving, a + Usually a shining one doesn't fight back if attacked, but instead leaves. If somehow prevented from leaving, a shining one fights for its existence with energy blasts inflicting 6 points of damage on up to two different targets within very long range (or the same target twice). Alternatively, a shining one may attempt to discorporate a target, turning it into a being something like itself. In this case, each time a target is hit by an energy blast, it must also succeed on an Intellect defense roll. On a - failed roll, it loses 6 points of Intellect damage (ignores Armor). If the target\'s Intellect Pool is emptied, it + failed roll, it loses 6 points of Intellect damage (ignores Armor). If the target's Intellect Pool is emptied, it becomes a freefloating ball of energy unable to take any actions other than observe for a few minutes before suddenly converting back to its original form with an explosive pop. @@ -71058,10 +71058,10 @@ exchange information with others, seeking to grow their knowledge and that of those they meet. - **Use:** A shining one is sharing knowledge to a warlike xenophobic species that could allow them to rapidly advance - their ability to consolidate power. Something must be done before it\'s too late. + their ability to consolidate power. Something must be done before it's too late. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**GM Intrusion:** A character hit by the shining one\'s energy blast catches on fire. They take 3 points of damage each +**GM Intrusion:** A character hit by the shining one's energy blast catches on fire. They take 3 points of damage each round until they spend an action patting, rolling, or smothering the flames. ::: @@ -71069,9 +71069,9 @@ [(High Noon at Midnight, page 83)]{.og-ref} -Dwelling in steaming, acidic hot springs, sulfur stalkers\' umbral, scaled bodies can reach lengths of 10 or more feet +Dwelling in steaming, acidic hot springs, sulfur stalkers' umbral, scaled bodies can reach lengths of 10 or more feet (3 m). Their broad, flat heads feature wide, gaping mouths filled with rows of sharp teeth. Feathery tendrils fringe -their heads, twining and stretching as if of their own accord. Powerful clawed limbs and an eel like tail mean they\'re +their heads, twining and stretching as if of their own accord. Powerful clawed limbs and an eel like tail mean they're equally adept on land and in liquid---even boiling hot, acrid springs. The overpowering smell of sulfur---like rotten eggs---precedes and follows them. @@ -71101,10 +71101,10 @@ Speed defense roll or be grazed by a feathery tendril for 3 points of damage from dripping acid. - *Acid Geyser.* A boiling hot acid stream sprays all creatures in a short range line, dealing 9 points of damage - on a failed Speed defense roll, and 2 points of damage even if successful. (The sulfur stalker can\'t make this + on a failed Speed defense roll, and 2 points of damage even if successful. (The sulfur stalker can't make this attack more than once every few minutes.) - - *Regrow.* If damaged, a sulfur stalker regains 2 health each round on any round it hasn\'t taken damage from + - *Regrow.* If damaged, a sulfur stalker regains 2 health each round on any round it hasn't taken damage from cold or magic. This ability is so pernicious that an entirely new sulfur stalker could grow from a severed portion. @@ -71153,11 +71153,11 @@ inflicting 6 points of Speed damage (ignores Armor). A supernal can summon a swarm of tiny machines that resemble regular dragonflies made of golden metal. The swarm - either serves as a fashion accessory as they crawl over the supernal\'s body, or as components in a piece of living + either serves as a fashion accessory as they crawl over the supernal's body, or as components in a piece of living art. Supernals regain 1 point of health per round (even in an airless vacuum, which they can survive without issue), - unless they\'ve been damaged with psychic attacks. They can teleport to any location they know as an action once + unless they've been damaged with psychic attacks. They can teleport to any location they know as an action once every ten hours. Supernals often carry manifest cyphers useful in combat, as well as an artifact. @@ -71167,7 +71167,7 @@ ::: - **Interaction:** Although supernals only speak telepathically, peaceful interaction with these creatures is not - impossible. It\'s just very difficult, as they see most other creatures as something to be collected and taken to + impossible. It's just very difficult, as they see most other creatures as something to be collected and taken to some undisclosed location, for unknown reasons. - **Use:** A character is followed by a supernal intent on collecting them. @@ -71181,20 +71181,20 @@ ##### Television Thoughtform [3 (9)]{.float-end} [#](#creature-television-thoughtform){.og-h-anchor aria-hidden="true"} {#creature-television-thoughtform .og-tab} -[(It\'s Only Magic, page 106)]{.og-ref} +[(It's Only Magic, page 106)]{.og-ref} A television thoughtform is a nexus of images and videos from TV programming, brought to life---usually accidentally---by unconscious or deliberate magic. Typically, the thoughtform looks like a specific television character -in the real world, but objects and even locations have been known to manifest as thoughtforms. The thoughtform isn\'t -initially aware that they\'re a manifestation of a fictional television program, but over time they usually come to -realize their artificial origin and that the \"world\" they lived in and the people they knew there weren\'t real. Most +in the real world, but objects and even locations have been known to manifest as thoughtforms. The thoughtform isn't +initially aware that they're a manifestation of a fictional television program, but over time they usually come to +realize their artificial origin and that the \"world\" they lived in and the people they knew there weren't real. Most thoughtforms adapt to their new situation, but some have a traumatic response to their new reality and become dangerous. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} A thoughtform is a thought or idea made real, usually through intense belief, concentration, or magic. Buddhist philosophy has a similar concept called a \"tulpa.\" -It\'s possible to create a thoughtform of a real person out of documentary footage, newscasts, interviews, or other +It's possible to create a thoughtform of a real person out of documentary footage, newscasts, interviews, or other media where the person on the screen is portraying themselves. These thoughtforms tend to have a poor time adjusting to a reality where they are an artificial copy of a real person, rejected by their friends and loved ones. ::: @@ -71221,18 +71221,18 @@ Thoughtforms can incidentally alter their own reality in small ways relevant to their fictional self, such as suddenly changing outfits to match the situation, producing useful equipment (like a weapon or mobile phone) out of nothing, or instantly recovering 3 points of health. The thoughtform usually hand-waves how they were able to do - this; pressing them on these abilities eventually leads to them learning that they\'re a thoughtform. These - abilities might happen automatically as part of the thoughtform\'s action, or they might use an action to duck out + this; pressing them on these abilities eventually leads to them learning that they're a thoughtform. These + abilities might happen automatically as part of the thoughtform's action, or they might use an action to duck out of sight and return after the change has happened. -- **Interaction:** A thoughtform that\'s ignorant of their true nature acts exactly as their fictional self would. An +- **Interaction:** A thoughtform that's ignorant of their true nature acts exactly as their fictional self would. An aware thoughtform develops their own personality over time, which might be similar to their fictional persona or radically different as a rebellion against how they were \"forced\" to act. - **Use:** Thoughtforms create quirky, interesting, and misleading encounters where PCs and NPCs mistake them for cosplayers, famous actors, people experiencing delusions (about a fictional city or a \"hologram program\"), or odd local residents (such as a hard-boiled detective or a high-school sports hero or bully). They sometimes know secret - information about the media they\'re from. + information about the media they're from. - **Loot:** Although a dead thoughtform and their equipment slowly fades away into nothingness, sometimes they leave behind an interesting cypher. @@ -71241,7 +71241,7 @@ [(The Stars are Fire, page 138)]{.og-ref} -When life is found on other worlds, it\'s sometimes large and dangerous, such as the aptly named thundering behemoth. A +When life is found on other worlds, it's sometimes large and dangerous, such as the aptly named thundering behemoth. A thundering behemoth might be found on any number of alien planets that feature forests and/or swamps. Towering to treelike heights, these fearless predators are powerful and dangerous hunters, even for those armed with advanced or fantastic weaponry. Behemoths use color-changing frills to help them appear like tall trees while they stand in wait for @@ -71271,10 +71271,10 @@ - **Combat:** A thundering behemoth can attack a group of creatures (within an immediate area of each other) with a single massive bite. Thanks to its long neck, it can make that attack up to 9 m (30 feet) away. One victim must - further succeed on a Might defense task or be caught in the creature\'s maw, taking 9 additional points of damage + further succeed on a Might defense task or be caught in the creature's maw, taking 9 additional points of damage each round until it can escape. - A thundering behemoth\'s ability to replicate threatening noises is often used deceptively at a distance, but the + A thundering behemoth's ability to replicate threatening noises is often used deceptively at a distance, but the creature can use it to stun all targets within immediate range so they lose their next turn on a failed Might defense roll. @@ -71286,7 +71286,7 @@ PCs to investigate. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**GM Intrusion:** The character avoids being bitten but is batted away by the behemoth\'s attack, tumbling a short +**GM Intrusion:** The character avoids being bitten but is batted away by the behemoth's attack, tumbling a short distance (and taking 5 points of damage). ::: @@ -71295,7 +71295,7 @@ [(High Noon at Midnight, page 93)]{.og-ref} Necrovore sand dunes 30 feet (9 m) in diameter are sometimes seeded from those who die in the desert and are buried only -by shifting sands. When inactive, it\'s nearly impossible to distinguish tombdrifts from regular desert dunes. But when +by shifting sands. When inactive, it's nearly impossible to distinguish tombdrifts from regular desert dunes. But when one senses life, the [necrovore](#weird-west-necrovores) rolls forward like a slow ocean wave, or alternatively, condenses into the shape of the spirit that seeded the undead thing. When assuming the echo of the person who seeded them, tombdrifts might speak. However, keeping such a shape requires energy---the assumed shape is constantly crumbling @@ -71321,23 +71321,23 @@ - *Drain Life.* One target damaged by the tombdrift is subject to life drain, taking 3 points of Speed damage (ignores Armor) on a failed Might defense roll. In addition, the target is sickened until the end of their next turn, hindering all tasks. On a successful defense roll, the target still takes 1 point of Speed damage, but - isn\'t sickened. + isn't sickened. - *Dust Devil Speed.* The tombdrift spins up into a dust devil of sand that speeds forward a long distance (no more than once every minute), attacking all creatures along the line of travel. On a failed Might defense roll, damaged targets are also blinded on their next turn. - *Sand Regeneration.* Tombdrifts regain 1 health each round they are in a desert or badlands region, unless - they\'ve taken damage from banishing rounds or similar anti undead attacks (in which case they don\'t begin + they've taken damage from banishing rounds or similar anti undead attacks (in which case they don\'t begin regaining health again for a couple of minutes). - **Interaction:** When they take the echo of their former shape, tombdrifts can communicate in rasping voices, and may choose to negotiate with other creatures instead of draining their life. Tombdrifts may want their remains - properly buried, or something else. Some tombdrifts don\'t care or don\'t remember their lives and simply wish to + properly buried, or something else. Some tombdrifts don't care or don\'t remember their lives and simply wish to feed. -- **Use:** A sandstorm blew through the town\'s cemetery with enough force to rip graves out of the ground. Now, some - drifts of sand left in the storm\'s wake have started moving. +- **Use:** A sandstorm blew through the town's cemetery with enough force to rip graves out of the ground. Now, some + drifts of sand left in the storm's wake have started moving. - **Loot:** A tombdrift, which contains the remains of the individual who seeded it (maybe just a few eroded bones), might also have some of their belongings, such as a box with a few remaining [alchemical @@ -71352,18 +71352,18 @@ [(Cypher System Rulebook, page 361)]{.og-ref} -The short arms of a tyrannosaurus have been much parodied in Earth social media circles, but the arms aren\'t really -important when a hunting tyrannosaurus is after you. It\'s more the soul-shivering roar, designed to freeze prey in +The short arms of a tyrannosaurus have been much parodied in Earth social media circles, but the arms aren't really +important when a hunting tyrannosaurus is after you. It's more the soul-shivering roar, designed to freeze prey in place, and a skull and mouth so enormous that the entire creature is cantilevered by a massive tail that itself can be used as a powerful weapon. As vicious as tyrannosauruses likely were 66 million years ago, the versions still hunting today could be even more -dangerous. That\'s because the ones with a taste for humans have learned to adapt to human defenses and to use their +dangerous. That's because the ones with a taste for humans have learned to adapt to human defenses and to use their roar to terrorize prey as they hunt. - **Motive:** Hungers for flesh -- **Environment:** Tyrannosauruses hunt solo or in pairs; they\'re drawn to loud, unfamiliar noises (like motor +- **Environment:** Tyrannosauruses hunt solo or in pairs; they're drawn to loud, unfamiliar noises (like motor engines). - **Health:** 50 @@ -71385,25 +71385,25 @@ Finally, a tyrannosaurus can roar. The first time creatures within short range hear the roar on any given day, they must succeed on a difficulty 2 Intellect defense roll or stand frozen in fear for a round. Attacks against them are - eased by two steps in the attacker\'s favor and deal 2 additional points of damage. + eased by two steps in the attacker's favor and deal 2 additional points of damage. For all their power, tyrannosauruses are not above self-preservation. They never fight to the death if they are outclassed, and they usually break off if they take more than 30 points of damage in a conflict. -- **Interaction:** Tyrannosauruses are animals, but they\'re clever hunters, too. When they hunt in pairs, they work +- **Interaction:** Tyrannosauruses are animals, but they're clever hunters, too. When they hunt in pairs, they work to keep prey penned between them. - **Use:** Something is killing big game in a forest preserve. Poachers are suspected at first, but when they are also - found dead, it\'s clear that something else is to blame. + found dead, it's clear that something else is to blame. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**GM Intrusion:** The tyrannosaurus\'s tail swings around and knocks the character tumbling out of short range and +**GM Intrusion:** The tyrannosaurus's tail swings around and knocks the character tumbling out of short range and possibly into dangerous terrain. ::: ##### Urban Brownie [3 (9)]{.float-end} [#](#creature-urban-brownie){.og-h-anchor aria-hidden="true"} {#creature-urban-brownie .og-tab} -[(It\'s Only Magic, page 107)]{.og-ref} +[(It's Only Magic, page 107)]{.og-ref} While most people are familiar with rural brownies with their wizened, ragged appearance and their penchant for helping with farming tasks, the urban brownie is a very different type of entity. Having adapted to live in cities and @@ -71411,10 +71411,10 @@ labor. Most are natty dressers, often altering the clothing of large dolls or young children to create well-heeled outfits for -themselves. They prefer to have their own private spaces in people\'s homes or businesses, but will inhabit small -shelters or niches if they can\'t find any other home. Many live in coffee shops, finding the offerings of caffeine and +themselves. They prefer to have their own private spaces in people's homes or businesses, but will inhabit small +shelters or niches if they can't find any other home. Many live in coffee shops, finding the offerings of caffeine and pastries well worth the tasks they perform in thanks (usually cleaning, making elegantly lettered signs, and organizing -cupboards). They\'re most active in the evenings and overnight, but some choose to acclimate to the rhythm of the city +cupboards). They're most active in the evenings and overnight, but some choose to acclimate to the rhythm of the city they live in and can be seen during the day. A brownie who feels insulted, disrespected, or unappreciated will quickly become malicious and spread word about whoever @@ -71437,8 +71437,8 @@ - *Mend.* Spend two rounds mending something that is broken (up to level 5). The item works for two rounds before it returns to its broken state. (This ability does not work on used cyphers or depleted artifacts.) - - *Needle and Thread.* Magically sew a creature\'s clothing, shoes, accessories, or skin to something else, making - it difficult for the creature to move. The creature\'s actions are hindered until they succeed on a level 3 + - *Needle and Thread.* Magically sew a creature's clothing, shoes, accessories, or skin to something else, making + it difficult for the creature to move. The creature's actions are hindered until they succeed on a level 3 Might defense roll to break free. - *No See Me.* Take the shape of a small object in the vicinity, such as a cookie jar, shoe, or vase. The brownie is indistinguishable from the object, and the effect lasts for one minute or until they take a combat action. @@ -71455,13 +71455,13 @@ helped or harmed them. - **Use:** Brownies are usually supportive characters in a story, but they may be vexing tricksters---or even outright - antagonists if living in a home where the primary foe (or a player character) mistreats them. They\'re usually + antagonists if living in a home where the primary foe (or a player character) mistreats them. They're usually overlooked by nonmagical people, so they often witness secret events and have interesting information. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} Rural brownies have the same stats as urban brownies. The differences between them are mostly in appearance and personality, as rural brownies tend to dress in rags, prefer to work at night, and are not opposed to doing manual labor -outdoors in all manner of weather---provided they\'re well-rewarded. +outdoors in all manner of weather---provided they're well-rewarded. ::: ##### Vacuum Fungus [5 (15)]{.float-end} [#](#creature-vacuum-fungus){.og-h-anchor aria-hidden="true"} {#creature-vacuum-fungus .og-tab} @@ -71498,14 +71498,14 @@ - **Interaction:** No real interaction with vacuum fungus is possible. -- **Use:** Scientists are incredibly excited to discover that the strange ooze they\'ve noticed staining the exterior +- **Use:** Scientists are incredibly excited to discover that the strange ooze they've noticed staining the exterior of their research domes is actually a variety of fungal life. They will likely become less excited when they discover the large growths secretly growing in the cavity beneath the floor of their research dome in a little-used storage closet. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} **GM Intrusion:** Striking the vacuum fungus clump causes one of the spore pods to detonate immediately, even though -it\'s out of turn. +it's out of turn. ::: ##### Vampire [6 (18)]{.float-end} [#](#creature-vampire){.og-h-anchor aria-hidden="true"} {#creature-vampire .og-tab} @@ -71515,7 +71515,7 @@ Vampires are undead creatures, risen from the grave to drink blood. Their very nature and essence are evil and anti-life, even as they revel in their own endless existence. Most vampires are vain, arrogant, sadistic, lustful, and domineering. Their powers allow them to manipulate others, and they frequently toy with their prey before feeding. -Vampires come out only at night, as the sun\'s rays will destroy them. +Vampires come out only at night, as the sun's rays will destroy them. The bite of a vampire over three nights (in which it exchanges a bit of its own blood) ensures that the victim will rise as a vampire under the thrall of the one that killed it. While vampires are careful not to create too many of their kind @@ -71537,8 +71537,8 @@ battle. They typically fight with their fists or hands (which basically become claws) but sometimes use weapons. A vampire can change into a bat or a wolf. This transformation does not change its stats or abilities except that, - as a bat, it can fly. Vampires can also transform into shadow or mist, and in these forms they can\'t be harmed by - anything (but also can\'t affect the physical world). + as a bat, it can fly. Vampires can also transform into shadow or mist, and in these forms they can't be harmed by + anything (but also can't affect the physical world). Vampires possess an unholy charisma and can mesmerize victims within immediate distance so that they stand motionless for one round. In subsequent rounds, the victim will not forcibly resist the vampire, and the vampire can @@ -71546,10 +71546,10 @@ about). Each round, the victim can attempt a new Intellect defense roll to break free. Vampires are notoriously difficult to hurt. Unless a weapon is very special (blessed by a saint, has specific - magical enchantments against vampires, or the like), no physical attack harms a vampire. They simply don\'t take the + magical enchantments against vampires, or the like), no physical attack harms a vampire. They simply don't take the damage. Exceptions include the following: - - *Fire.* Vampires burn, though the damage doesn\'t kill them. It only causes pain, and a vampire regains all + - *Fire.* Vampires burn, though the damage doesn't kill them. It only causes pain, and a vampire regains all health lost to fire damage within a day. - *Running water.* Complete immersion inflicts 10 points of damage per round. If not destroyed, the vampire can use a single action to regain all health lost in this way. @@ -71562,7 +71562,7 @@ Further, vampires have the following special weaknesses: - - *Garlic.* Significant amounts of garlic within immediate distance hinder a vampire\'s tasks. + - *Garlic.* Significant amounts of garlic within immediate distance hinder a vampire's tasks. - *Cross, holy symbol, or mirror.* Presenting any of these objects forcefully stuns a vampire, causing it to lose its next action. While the object is brandished and the vampire is within immediate range, its tasks are hindered by two steps. @@ -71578,7 +71578,7 @@ former occupants could portend the arrival of a vampire in the region. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**GM Intrusion:** The character struck by the vampire is caught fast in its powerful grip. If the character doesn\'t +**GM Intrusion:** The character struck by the vampire is caught fast in its powerful grip. If the character doesn't escape immediately, the vampire bites them automatically. ::: @@ -71606,7 +71606,7 @@ - **Modifications:** Climb and stealth as level 4 -- **Combat:** Transitional vampires can maintain a human existence during the day without any of a vampire\'s powers +- **Combat:** Transitional vampires can maintain a human existence during the day without any of a vampire's powers or weaknesses. However, they have a disdain for garlic and the sun. At night they take on all the characteristics of a vampire, and if confronted by any of the traditional vampiric weaknesses (a wooden stake, a cross, and so on), they flee unless their master is present. @@ -71673,14 +71673,14 @@ ##### Vulture Spirit [3 (9)]{.float-end} [#](#creature-vulture-spirit){.og-h-anchor aria-hidden="true"} {#creature-vulture-spirit .og-tab} -[(It\'s Only Magic, page 108)]{.og-ref} +[(It's Only Magic, page 108)]{.og-ref} Vulture spirits look like tall humans with bald heads and horrible, hunched posture. They blend in, and they like it -that way. Vulture spirits subsist on other people\'s pain and misery, which has led to a bad reputation that\'s hard to +that way. Vulture spirits subsist on other people's pain and misery, which has led to a bad reputation that\'s hard to shake. Despite prevalent misconceptions, vulture spirits generally prefer not to cause pain and misery---they just feed on -what\'s already present, providing relief in the process. They\'re gentle and reserved, with soft, scratchy voices. The +what's already present, providing relief in the process. They\'re gentle and reserved, with soft, scratchy voices. The most well-known and well-respected vulture spirits work in medical professions and form symbiotic relationships with their patients. @@ -71710,7 +71710,7 @@ - *Recalling the Worst.* Open their mouth and emit a short-distance blast of energy. If the foe fails an Intellect defense roll, they take 4 points of damage and lose their next action as they relive their worst memory. - *Remote Draining.* If a creature within short range is experiencing pain or suffering, the vulture spirit can - use their action to drain it from that creature. The spirit gains 1 point of health and the creature\'s + use their action to drain it from that creature. The spirit gains 1 point of health and the creature's affliction is alleviated for one round. - **Interaction:** Vulture spirits are clever and shy. They can speak human languages but revert to bird sounds such @@ -71720,7 +71720,7 @@ - **Use:** Vulture spirits are good for creating eerie encounters about sickness and pain, especially if the player characters mistake the spirit as the cause of the trouble rather than incidental to it. -- **Loot:** A vulture spirit\'s pockets are full of feathers, altogether which function as a +- **Loot:** A vulture spirit's pockets are full of feathers, altogether which function as a [curative](#cypher-curative) cypher. ##### Wardroid [6 (18)]{.float-end} [#](#creature-wardroid){.og-h-anchor aria-hidden="true"} {#creature-wardroid .og-tab} @@ -71745,7 +71745,7 @@ - **Modifications:** Attacks as level 7 -- **Combat:** A wardroid\'s main weapon is a bank of laser blasters that it can use to attack up to three foes +- **Combat:** A wardroid's main weapon is a bank of laser blasters that it can use to attack up to three foes standing next to each other as one action. When damaged, a wardroid regains 1 point of health each round. Furthermore, each wardroid has one additional capability: @@ -71775,7 +71775,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** See [Wardroid (equipment)](#robots-and-ai-wardroid). +**Editor's Notes ---** See [Wardroid (equipment)](#robots-and-ai-wardroid). ::: ##### Werewolf [4 (12)]{.float-end} [#](#creature-werewolf){.og-h-anchor aria-hidden="true"} {#creature-werewolf .og-tab} @@ -71783,7 +71783,7 @@ [(Cypher System Rulebook, page 367)]{.og-ref} The curse of lycanthropy begins as nightmares about being chased or, somehow more terrifying, chasing someone else. As -the dreams grow more fierce and each night\'s sleep provides less rest, victims begin to wonder about the bloodstains on +the dreams grow more fierce and each night's sleep provides less rest, victims begin to wonder about the bloodstains on their clothing, the strange claw marks in their homes, and eventually, the mutilated bodies they find buried in their backyards. @@ -71818,9 +71818,9 @@ health per round. However, a werewolf that takes damage from a silver weapon or bullet stops regenerating for several minutes. -- **Interaction:** In human form, werewolves have the goals and aspirations of normal people, and they often don\'t +- **Interaction:** In human form, werewolves have the goals and aspirations of normal people, and they often don't recall what they did while transformed or even realize that they suffer the curse of lycanthropy. In half- or - full-lupine form, there\'s no negotiating with one. + full-lupine form, there's no negotiating with one. - **Use:** When the moon is full, werewolves hunt @@ -71834,10 +71834,10 @@ [(We Are All Mad Here, page 131)]{.og-ref} The West Wind has no master, no shackles, no chains. She goes where she will, and woe to those who try to capture or -hold her. When she\'s not blowing through the sky, she takes the shape of a human woman dressed in a sparkling blue +hold her. When she's not blowing through the sky, she takes the shape of a human woman dressed in a sparkling blue tuxedo, her short silver hair pushed back from her face. -Not all winds are living creatures. Sometimes the wind is just the wind. But you won\'t know which is which until you +Not all winds are living creatures. Sometimes the wind is just the wind. But you won't know which is which until you try to talk with it. - **Motive:** To stave off boredom by playing tricks, traveling, stirring up trouble, and helping others @@ -71856,12 +71856,12 @@ - **Combat:** Inflicts 6 points of damage to every creature and object she chooses within a very long distance, and knocks them prone. -- **Interaction:** Some say the West Wind is cold, but she\'s really just an introvert and prefers to spend most of - her time traveling alone. However, she\'s actually very warm hearted and is likely to help those in need. She does - not respond well to trickery, traps, or attempts to force her hand (unless they\'re terribly clever or smart, and +- **Interaction:** Some say the West Wind is cold, but she's really just an introvert and prefers to spend most of + her time traveling alone. However, she's actually very warm hearted and is likely to help those in need. She does + not respond well to trickery, traps, or attempts to force her hand (unless they're terribly clever or smart, and then she admits grudging respect for the perpetrators). -- **Use:** The characters need the West Wind\'s help to travel somewhere, knock something down, or retrieve something +- **Use:** The characters need the West Wind's help to travel somewhere, knock something down, or retrieve something from a hidden place. Someone needs an elegant date to a royal ball or a fairy festival. - **Loot:** Sometimes the West Wind picks up interesting things on her travels. She may gift allies these items, @@ -71875,15 +71875,15 @@ [(The Stars are Fire, page 140)]{.og-ref} -Wharn interceptors are void-adapted behemoths, several hundred meters in length. It\'s hypothesized that they are living -battle automatons devised by ancient ultras, though against what long-vanished enemy isn\'t clear. Now, a handful +Wharn interceptors are void-adapted behemoths, several hundred meters in length. It's hypothesized that they are living +battle automatons devised by ancient ultras, though against what long-vanished enemy isn't clear. Now, a handful (hopefully no more) glide through the depths of space like dormant seeds, seeming for all the galaxy like some strangely whorled asteroid or planetesimal. Who knows how many millennia they passed in this apparently hibernating state? But when that hibernation ends, maybe because some ancient countdown is nearing its end, or because an asteroid miner tried to extract a sample, they open eyes burning with deadly energy, and flex claws of particle-beam fury. Wharn interceptors may be related in some fashion omworwars, so much so that humans sometimes call the latter \"wharn -cogitators.\" However, it\'s impossible that omworwars simply \"appropriate\" any wharn interceptors they encounter. +cogitators.\" However, it's impossible that omworwars simply \"appropriate\" any wharn interceptors they encounter. - **Motive:** Defense @@ -71904,9 +71904,9 @@ may be able to partly wake one in an attempt to negotiate. However, if a wharn is damaged, or if the passive senses deep in its body wake it for reasons of its own, it becomes aggressive. - A wharn\'s main weapons are its claws, which can extend in an instant, becoming exotic-matter beams able to reach a + A wharn's main weapons are its claws, which can extend in an instant, becoming exotic-matter beams able to reach a target up to a light-second away. Unless a target is protected by some kind of force field, the 15 points of damage - inflicted ignores Armor. A wharn\'s eyes can pierce most forms of camouflage, cloaking effects, and cover that is + inflicted ignores Armor. A wharn's eyes can pierce most forms of camouflage, cloaking effects, and cover that is less than about 200 m (650 feet) thick. - **Interaction:** In spite of their ferocious aspect and war-machine heritage, wharn interceptors do not destroy @@ -71957,16 +71957,16 @@ ##### Witchfox [4 (12)]{.float-end} [#](#creature-witchfox){.og-h-anchor aria-hidden="true"} {#creature-witchfox .og-tab} -[(It\'s Only Magic, page 109)]{.og-ref} +[(It's Only Magic, page 109)]{.og-ref} A witchfox is a supernatural creature whose natural form is that of a fox, but they can transform into a human form and walk among regular people. Like humans, some are evil, some are good, and most are in the middle, but many of the -stories and legends are about the bad ones. A witchfox\'s fur is usually red, black, or silver, but some are pure white. +stories and legends are about the bad ones. A witchfox's fur is usually red, black, or silver, but some are pure white. Witchfoxes often have multiple tails (up to nine); most human legends say the creature gains more tails as it gets older, wiser, and more powerful. -Witchfoxes don\'t have human morals, but ones friendly to humans try their best to adapt, with mixed results. For -example, a witchfox thinks it\'s fine to steal something from a person they dislike and give that item as a gift to +Witchfoxes don't have human morals, but ones friendly to humans try their best to adapt, with mixed results. For +example, a witchfox thinks it's fine to steal something from a person they dislike and give that item as a gift to someone they like. Most witchfoxes are afraid of dogs and avoid spending time near them or near people who have them. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} @@ -71991,10 +71991,10 @@ - *Bewilder.* The witchfox enchants a foe within short range who fails an Intellect defense roll. The foe turns on their allies, wanders off, or waits quietly, as directed by the witchfox. This lasts for one minute, or ends early if the character succeeds on an Intellect defense roll as part of their turn. - - *Feed.* The witchfox draws on the life force of an adjacent dead or nearly dead person (GM\'s discretion), or + - *Feed.* The witchfox draws on the life force of an adjacent dead or nearly dead person (GM's discretion), or eats the heart of a dead person, restoring 4 points of health and easing all tasks for the next day. - *Human Guise.* The witchfox changes shape into a human form (any gender, any age). They usually have a \"tell\" - indicating their nonhuman nature, such as a fox\'s tail, a fox-like face, fur on their body, or a fox\'s shadow. + indicating their nonhuman nature, such as a fox's tail, a fox-like face, fur on their body, or a fox\'s shadow. The witchfox can revert to their fox form as part of another action. - *Illusion.* The witchfox creates a nonmoving illusion in a short area, such as making a hovel look like a home or an empty glade seem eerie and oppressive. The illusion lasts as long as the witchfox remains within a long @@ -72003,7 +72003,7 @@ inflicting 4 points of Might or Speed damage (ignores Armor). - **Interaction:** A witchfox in human form tries to keep up the pretense of being human for as long as possible. Once - their true nature is revealed, they\'re likely to bargain for what they want (a home, safety, their magical + their true nature is revealed, they're likely to bargain for what they want (a home, safety, their magical cravings) or attack or flee if negotiations turn against them. - **Use:** A witchfox is potentially a threat, thief, criminal, rival, informant, or romantic partner, depending on @@ -72021,7 +72021,7 @@ This sodden, leather-wrapped humanoid smells of the sea. It moves effortlessly through the air, levitating above the ground while its damp wrappings writhe and squirm as if infested with thousands of worms---because they are. Each worm that walks is a mass of psionic grubs squirming through a slush of salty ooze. Individually the grubs are harmless -vermin, but together they\'re a sentient entity, a single psionic mind formed of thousands of tiny, maggot-like pupae. +vermin, but together they're a sentient entity, a single psionic mind formed of thousands of tiny, maggot-like pupae. The tightly wound leather straps covering a worm that walks are just as important for hiding its true nature as for adhesion. Despite being fully encased, the worm that walks senses its environment with a hard-to-fool sixth sense. @@ -72041,12 +72041,12 @@ - **Combat:** A worm that walks can strike a single target in immediate range with a leather-wrapped \"fist\" as its action. When it hits and deals damage, several grubs spill out and attach to the victim (getting under most armor - unless it\'s hermetically sealed or behind a force field), who must make a Might defense roll to shake them loose. + unless it's hermetically sealed or behind a force field), who must make a Might defense roll to shake them loose. On a failure, the grubs begin to feed, and the target takes 5 points of damage (ignores Armor). If a victim is killed while in immediate range of a worm that walks, the worms automatically engulf the body through a wide opening in their wrappings. The grubs go into a feeding frenzy, reducing the remains to nothing within - minutes. During the frenzy, the worm that walks regenerates 2 points of health per round. A victim\'s equipment is + minutes. During the frenzy, the worm that walks regenerates 2 points of health per round. A victim's equipment is retained for later study. A worm that walks can also emit a psychic burst that can target up to three creatures in short range as its action. @@ -72066,7 +72066,7 @@ help it in the fight. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**GM Intrusion:** A character struck by the worm that walks notices that they weren\'t able to shake off all the grubs +**GM Intrusion:** A character struck by the worm that walks notices that they weren't able to shake off all the grubs that spilled out. If they fail a Speed defense roll, a grub dives into their flesh and travels through their body, its route visible beneath their skin. The character is distracted (all tasks hindered) until the grub dies one minute later or is otherwise extracted @@ -72081,7 +72081,7 @@ that can resemble the humanoid figure it once was, though wraiths tend to swarm together, making it difficult to distinguish them from each other. Wraiths are often mindless, consumed by their condition. But on occasion, a wraith not too far gone still remembers its life and may respond to questions or seek to locate its loved ones or enemies. A wraith -may even attempt to finish a task it started in life. But in time, even the strongest-willed spirit\'s mind erodes +may even attempt to finish a task it started in life. But in time, even the strongest-willed spirit's mind erodes without physical substance to renew it, and it becomes an almost mindless monster of destruction. - **Motive:** Destruction @@ -72100,8 +72100,8 @@ - **Combat:** A wraith attacks with its touch, which rots flesh and drains life. - A wraith can become fully insubstantial. After it does so, the creature can\'t change state again until its next - turn. While insubstantial, it can\'t affect or be affected by anything (except for weapons and attacks that + A wraith can become fully insubstantial. After it does so, the creature can't change state again until its next + turn. While insubstantial, it can't affect or be affected by anything (except for weapons and attacks that specifically affect undead or phased creatures), and it can pass through solid matter without hindrance, but even simple magical wards can keep it at bay. While partly insubstantial (its normal state), a wraith can affect and be affected by others normally. @@ -72126,7 +72126,7 @@ [(Godforsaken, page 132)]{.og-ref} Wyverns are aggressive lesser cousins of dragons. Their bodies are about the size of a heavy horse but their wingspan -makes them seem much larger. Lacking a dragon\'s fiery breath or other magical abilities, wyverns rely on their strong +makes them seem much larger. Lacking a dragon's fiery breath or other magical abilities, wyverns rely on their strong flight and deadly stinger to catch and kill their prey, typically humanoids or large animals. Wyverns have four limbs---two legs used for clumsy walking and two arm-wings used for flight and balance. @@ -72176,13 +72176,13 @@ This alien creature exists only to eat and reproduce. In doing so, it also destroys every form of life it encounters. Xenoparasites are not technological but were likely engineered by a species with advanced biological super-science. -Xenoparasites don\'t travel between star systems on their own; they were presumably spread across an area of space by +Xenoparasites don't travel between star systems on their own; they were presumably spread across an area of space by their creators to serve as a broad-spectrum bioweapon. What has become of the original maker species is unknown, but -given the fecundity and ferocity of the xenoparasite, it\'s likely they were consumed by their own creation. +given the fecundity and ferocity of the xenoparasite, it's likely they were consumed by their own creation. Xenoparasites use ovipositors to lay thousands of microscopic eggs in victims. The implanted eggs, like tiny biological labs, detect the particular biology of the new host, adapt accordingly, and use it to fertilize themselves. Within a day -or two, victims who haven\'t already been consumed by adult xenoparasites (which are human sized) give explosive birth +or two, victims who haven't already been consumed by adult xenoparasites (which are human sized) give explosive birth to multiple vicious juveniles (which are the size of cats). These juvenile xenoparasites have an edge in dealing with the particular species of creature they hatched from. @@ -72208,7 +72208,7 @@ flying attack with its mandibles, dealing 12 points of damage. Defenses against this attack are hindered. An egg host requires the attention of someone skilled in medicine (and a successful difficulty 7 Intellect-based - roll) to sterilize all the eggs in the victim\'s blood before they hatch twenty or more hours after being deposited, + roll) to sterilize all the eggs in the victim's blood before they hatch twenty or more hours after being deposited, which kills the host and releases 1d6 juvenile xenoparasites. Juveniles are level 2 creatures, but they attack the species of the host they were hatched from as if level 4. After just a few days of feeding, they grow to full adult size. @@ -72268,16 +72268,16 @@ control of that body. A creature trapped in the body of a yithian must attempt Intellect-based tasks each time it wishes to exert control. - For the most part, it is trapped in the yithian\'s body and is merely along for the ride. + For the most part, it is trapped in the yithian's body and is merely along for the ride. - It\'s worth noting that the bodies the yithians use are not their original bodies, but instead the bodies of + It's worth noting that the bodies the yithians use are not their original bodies, but instead the bodies of supremely ancient creatures that they inhabit. The Great Race hails originally from some extraterrestrial world. - **Interaction:** Yithians are not malicious, but they are quite focused and relatively uncaring about other races, such as humans. - **Use:** A yithian projects its mind across the aeons, swapping consciousnesses with the character. While - controlling the character\'s body, the yithian is there mainly to learn and observe, and rarely takes any violent + controlling the character's body, the yithian is there mainly to learn and observe, and rarely takes any violent actions. - **Loot:** A yithian encountered in the flesh will have 1d6 manifest cyphers and very likely a technological @@ -72286,7 +72286,7 @@ ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} **GM Intrusion:** The yithian produces a cypher that has a function that is perfect for its current situation: a teleporter to get away, a protective field against precisely the kind of attack being used against it, or a weapon that -exploits a weakness of the character\'s. +exploits a weakness of the character's. ::: ##### Zero-Point Phantom [3 (9)]{.float-end} [#](#creature-zero-point-phantom){.og-h-anchor aria-hidden="true"} {#creature-zero-point-phantom .og-tab} @@ -72295,8 +72295,8 @@ Temporary violations of conservation of energy mean that \"virtual particles\" constantly and seemingly randomly pop out of nothing, briefly interact with normal matter, then disappear. Zero-point phantoms are collections of such particles, -taking the form of a very large, almost spider-like entity of many legs, stalks, and arms. What they\'re doing when -they\'re not manifest is unknown; are they entombed in nearby solids, phased into another dimension, or do they simply +taking the form of a very large, almost spider-like entity of many legs, stalks, and arms. What they're doing when +they're not manifest is unknown; are they entombed in nearby solids, phased into another dimension, or do they simply not exist until they are called into being by some random cosmic event? Whatever the case, zero-point phantoms seem to prefer unlit or dimly lit areas in spacecraft and stations far from any planet, when they seem to struggle out of solid surfaces, raising a cloud of shadow. @@ -72316,8 +72316,8 @@ - **Combat:** A zero-point phantom attacks with needlelike leg and tentacle tips. A victim that takes damage must succeed on a Might defense task, or become poisoned, the effect of which is to drop them one step on [the damage track](#the-damage-track). The victim must keep fighting off the poison until they succeed or drop three steps on - the damage track; however, those who fall to the third step on the damage track from a phantom\'s poison are not - dead. They are paralyzed and can\'t move for about a minute. If a phantom isn\'t otherwise occupied, it can grab a + the damage track; however, those who fall to the third step on the damage track from a phantom's poison are not + dead. They are paralyzed and can't move for about a minute. If a phantom isn\'t otherwise occupied, it can grab a paralyzed victim and phase back into non-existence. Most victims phased away in this fashion are never seen again. Zero-point phantoms can stutter in and out of existence on their turn once every few minutes. When they do, they @@ -72325,8 +72325,8 @@ - **Interaction:** Zero-point phantoms are about as intelligent as predators like wolves. -- **Use:** The abandoned spacecraft is weirdly empty of any bodies whatsoever. It\'s as if everyone just disappeared. - There are signs of a struggle, though with what isn\'t clear, +- **Use:** The abandoned spacecraft is weirdly empty of any bodies whatsoever. It's as if everyone just disappeared. + There are signs of a struggle, though with what isn't clear, ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} **GM (Group) Intrusion:** Nearby light sources fail. Attacks and defenses against the zero-point phantoms are hindered @@ -72338,14 +72338,14 @@ [(Cypher System Rulebook, page 371)]{.og-ref} Humans transformed into aggressive, hard-to-kill serial killers with no memory of their former existence are called -zombies. Depending on a zombie\'s origin, the reason for its transformation varies. A zombie might arise from an undead +zombies. Depending on a zombie's origin, the reason for its transformation varies. A zombie might arise from an undead curse, a psychic [possession](#horror-rules-possession), an AI meatware overwrite, a viral infection, a drug overdose, or something else. Regardless of how the transformation happened, the result is much the same: a creature whose humanity has been burned out and replaced with unquenchable hunger. -Zombies aren\'t intelligent, but enough of them together sometimes exhibit emergent behavior, just as ants can -coordinate activities across a colony. Thus, zombies alone or in small groups aren\'t an overwhelming threat for someone -who has a baseball bat or can get away. But it\'s never wise to laugh off a zombie horde. +Zombies aren't intelligent, but enough of them together sometimes exhibit emergent behavior, just as ants can +coordinate activities across a colony. Thus, zombies alone or in small groups aren't an overwhelming threat for someone +who has a baseball bat or can get away. But it's never wise to laugh off a zombie horde. - **Motive:** Hunger (for flesh, cerebrospinal fluid, certain human hormones, and so on) @@ -72367,7 +72367,7 @@ When zombies attack in groups of five to seven individuals, they can make a single attack roll against one target as one level 5 creature, inflicting 5 points of damage. - Zombies are hard to finish off. If an attack would reduce a zombie\'s health to 0, it does so only if the number + Zombies are hard to finish off. If an attack would reduce a zombie's health to 0, it does so only if the number rolled in the attack was an even number; otherwise, the zombie is reduced to 1 point of health instead. This might result in a dismembered, gruesomely damaged zombie that is still moving. Zombies can see in the dark at short range. @@ -72380,14 +72380,14 @@ zombies. - **Interaction:** Zombies groan when they see something that looks tasty. They do not reason, cannot speak, and never - stop pursuing something they\'ve identified as a potential meal, unless something else edible comes closer. + stop pursuing something they've identified as a potential meal, unless something else edible comes closer. - **Use:** The characters are asked to clear out a space that once served as an old military depot. The appearance of zombies sealed in the area comes as an unpleasant surprise. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} **GM Intrusion:** When the character fails to kill a zombie by rolling an odd number on an attack that otherwise would -have been successful, in addition to the normal effect, the zombie\'s arm comes free and animates as a separate level 2 +have been successful, in addition to the normal effect, the zombie's arm comes free and animates as a separate level 2 zombie. ::: @@ -72396,8 +72396,8 @@ [(Rust and Redemption, page 110)]{.og-ref} -Instead of being much larger than normal, a zombie\'s regenerative system can imbue it with incredible quickness, making -it much faster than the shamblers often encountered. The resulting zombie sprinter\'s speed and ferocity make it hard to +Instead of being much larger than normal, a zombie's regenerative system can imbue it with incredible quickness, making +it much faster than the shamblers often encountered. The resulting zombie sprinter's speed and ferocity make it hard to escape. ::: @@ -72411,12 +72411,12 @@ [(Rust and Redemption, page 109)]{.og-ref} An artificial intelligence that permanently installs itself onto the wetware (in this case, the brain) of a human or -other sapient creature creates an AI zombie. The AI replaces the person\'s personality and motivations, turning them -into a shambling creature who only does the AI\'s bidding, even as their body decays and falls apart (though most keep +other sapient creature creates an AI zombie. The AI replaces the person's personality and motivations, turning them +into a shambling creature who only does the AI's bidding, even as their body decays and falls apart (though most keep shambling because of an injection of nano repair bots). AI zombies are driven by a single, simple motive implanted by the original artificial intelligence---usually related to -destroying resources before competing AI instances can use them. They aren\'t intelligent enough to direct themselves or +destroying resources before competing AI instances can use them. They aren't intelligent enough to direct themselves or problem solve outside of this goal, unless the AI takes direct control, using a particular AI zombie as a remote \"terminal\" from which to act and observe the world. @@ -72439,7 +72439,7 @@ AI zombies are hard to finish off because self repairing nanotech stitched into their flesh restores 1 point of health each round. If reduced to 0 health, there is a 50% chance that the nanotech continues to function on the - zombie\'s turn, allowing the creature to shudder back to life, skin crawling with miniscule \"healing\" robots. (If + zombie's turn, allowing the creature to shudder back to life, skin crawling with miniscule \"healing\" robots. (If an AI zombie is cut off from ambient radio signals, they do not regain health each round.) That same nanotech makes AI zombies infectious. Their bites spread a level 6 (or, in some cases, level 8) disease @@ -72479,13 +72479,13 @@ - **Combat:** A zombie hulk bashes with massive, permanently balled fists stained with the gore of past targets. - Alternatively, a zombie hulk can bite a target. When this occurs, it\'s almost impossible to force the hulk\'s jaws + Alternatively, a zombie hulk can bite a target. When this occurs, it's almost impossible to force the hulk\'s jaws apart again. When a target takes damage from a bite, they must also succeed on a Speed defense roll or one of their - limbs is clamped in the hulk\'s mouth. The target automatically takes damage each round they are caught, and all + limbs is clamped in the hulk's mouth. The target automatically takes damage each round they are caught, and all their tasks are hindered, including attempts to escape. Meanwhile, the hulk is free to bash other foes as its action even as it chews on a previously caught target. - If an attack would reduce the zombie hulk\'s health to 0, it does so only if the number rolled for the attack was an + If an attack would reduce the zombie hulk's health to 0, it does so only if the number rolled for the attack was an even number; otherwise, the zombie is reduced to 1 point of health instead. - **Interaction:** A zombie hulk may choose to smash a nearby structure instead of going straight toward food, but it @@ -72497,10 +72497,10 @@ ##### Zorp [1 (3)]{.float-end} [#](#creature-zorp){.og-h-anchor aria-hidden="true"} {#creature-zorp .og-tab} -[(It\'s Only Magic, page 110)]{.og-ref} +[(It's Only Magic, page 110)]{.og-ref} Zorps are an obnoxious but mostly harmless kind of gremlin. Nobody is quite sure where they come from; they tend to show -up randomly with no prompting, but seem to be drawn to people who use magic. As soon as there\'s one causing trouble +up randomly with no prompting, but seem to be drawn to people who use magic. As soon as there's one causing trouble somewhere, more are soon to follow. Zorps combine the most destructive aspects of puppies and young children; they tear up clothing and decorations to craft simple \"costumes,\" scribble on walls and papers, eat ingredients left out on the kitchen counter, make armpit farts during sentimental moments, whisper insults at guests, spill potted plants, and leave @@ -72508,14 +72508,14 @@ Zorps communicate effectively with each other using grunts, nonsense words, gestures, and facial expressions. After hearing any spoken language, they can speak and understand that language for a few minutes, but their grammar and -vocabulary are childlike. They can easily mimic a person\'s voice, but only seem to do so to make fun of them or mislead +vocabulary are childlike. They can easily mimic a person's voice, but only seem to do so to make fun of them or mislead others. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} Zorps using their native \"language\" sound vaguely French. \"Zagree goo!\" \"Zoot lorz!\" \"Encroy!\" \"Stoopy fohn!\" \"Say tee nowee!\" -Zorps also tend to \"die\" if startled or hurt---it\'s their automatic reaction to a potential threat, much like a +Zorps also tend to \"die\" if startled or hurt---it's their automatic reaction to a potential threat, much like a possum \"playing possum.\" ::: @@ -72536,7 +72536,7 @@ object, but they can just as easily harm foes by dropping heavy things from above, activating dangerous devices in the area, or tripping opponents onto pointy edges and corners. Any of these attacks inflicts 2 points of damage. - Zorps are notoriously hard to kill. If an attack would reduce a zorp\'s health to 0, it does so only if the number + Zorps are notoriously hard to kill. If an attack would reduce a zorp's health to 0, it does so only if the number rolled in the attack was an even number; otherwise, the zorp takes no damage but appears to \"die\" in a burst of purple liquid resembling paint, leaving behind no body. (The zorp actually has scuttled to a hiding space within immediate range and will move farther away as soon as they can do so safely, returning later after recovering health @@ -72547,7 +72547,7 @@ or so. - **Use:** Zorps are chaotic and mischievous, with no regard for the consequences of their actions or the feelings of - others. They\'re not intentionally malicious, but they can cause trouble and outright harm simply by \"playing\" too + others. They're not intentionally malicious, but they can cause trouble and outright harm simply by \"playing\" too hard with important things. - **Loot:** Zorps rarely hold onto anything for more than a few minutes, but sometimes they might have a stolen @@ -72566,19 +72566,19 @@ caravan guard, or a science fiction drone soldier. This is known as reskinning---making slight changes to existing stats to customize the NPC for your own game. -- **Health, Not Pools:** Remember that NPCs don\'t have [stat](#character-stats) [Pools](#pool). Instead, they have a +- **Health, Not Pools:** Remember that NPCs don't have [stat](#character-stats) [Pools](#pool). Instead, they have a characteristic called health. When an NPC takes [damage](#rules-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 + 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](#speed) damage or - [Intellect](#intellect) damage, but unless the NPC\'s description specifically explains this, assume that all damage - is subtracted from the NPC\'s health. + [Intellect](#intellect) damage, but unless the NPC's description specifically explains this, assume that all damage + is subtracted from the NPC's health. - **Appropriate Weapons:** NPCs use weapons appropriate to their situation, which might be swords and crossbows, knives and shotguns, malefic psychic weapons, blasters and grenades, and so on. ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The contents of this chapter has been expanded to include creatures that have a humanoid body +**Editor's Notes ---** The contents of this chapter has been expanded to include creatures that have a humanoid body type, or that are frequently portrayed as having the capability for (or empathy with) human experience, and any creature with a proper name. In the end, these are all a distinction without a difference: [NPCs are creatures, and creatures are NPCs](#running-the-game-creatures). For more on creatures and NPCs, including a full index, see [Quick Reference: @@ -72646,7 +72646,7 @@ - **Movement:** Short; very long when shapeshifted - **Combat:** Áine rarely engages in combat herself, as she prefers to leave that role to her son Geroid and his army. - However, if she\'s attacked or feels the need to defend her realm or someone in it, she will not hesitate to step + However, if she's attacked or feels the need to defend her realm or someone in it, she will not hesitate to step in. She attacks using the power of the sun, focusing light into a narrow beam that inflicts 12 points of damage on the target. @@ -72660,12 +72660,12 @@ in this form), and can move to a spot within long range instantaneously (does not require an action). ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Queen\'s bees:** level 3; sting victims for 3 points of damage and paralyze them for one round +**Queen's bees:** level 3; sting victims for 3 points of damage and paralyze them for one round ::: - **Interaction:** Just, true, and kind, Áine makes a powerful ally, provided that she does not feel that she or her realm are threatened. Those who wish harm on others or who she sees as malevolent in action or thought are more - likely to find themselves on the wrong end of the Bright One\'s anger. + likely to find themselves on the wrong end of the Bright One's anger. - **Use:** Characters who wish for something important in their lives to change may ask Áine to grant them a boon. She sometimes helps those in need without them asking for it (but, of course, only for a price). If the characters @@ -72675,14 +72675,14 @@ dies. She carries little else, for she is a person of deeds, not items. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**GM Intrusion:** One of Áine\'s ardent followers believes a character is threatening their beloved queen. +**GM Intrusion:** One of Áine's ardent followers believes a character is threatening their beloved queen. ::: ##### Alchemist [5 (15)]{.float-end} [#](#npc-alchemist){.og-h-anchor aria-hidden="true"} {#npc-alchemist .og-tab} [(High Noon at Midnight, page 78)]{.og-ref} -Alchemists ain\'t afraid to use logic and laborious experiments to claw magic from the dirt. Their knowledge of +Alchemists ain't afraid to use logic and laborious experiments to claw magic from the dirt. Their knowledge of alchemical lore allows them to imbue inert objects with arcane volatility. They employ tinctures that heal or control, fling powders that explode or transform, and most impressively, animate rude substances into pseudo living entities known as forgeborn. Many alchemists pursue their craft merely from a desire to push back the boundaries of ignorance. @@ -72739,10 +72739,10 @@ alchemist. - **Loot:** An alchemist may have a couple of useful items (roll twice on the [Alchemical Rounds and - Slugs](#weird-west-alchemical-rounds-and-slugs) table), assuming they didn\'t use them in combat. + Slugs](#weird-west-alchemical-rounds-and-slugs) table), assuming they didn't use them in combat. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**GM Intrusion:** The alchemist\'s round has a chemical load that expands and hardens when exposed to air, trapping the +**GM Intrusion:** The alchemist's round has a chemical load that expands and hardens when exposed to air, trapping the target in the resulting crust until they can escape. ::: @@ -72770,11 +72770,11 @@ - **Modifications:** Social engineering, persuasion, intimidation, and lying as level 6 - **Combat:** Many aristocrats have had training in combat maneuvers, as is appropriate to their station. Others may - wield knives, scalpels, or butcher\'s tools with precision. + wield knives, scalpels, or butcher's tools with precision. - **Interaction:** Interaction with an aristocrat often starts out positive---after all, it is delightful to be in the glow of someone so charming and powerful. For some, the interaction remains positive. A knight is just a knight. For - others, a sense of unease begins to settle in after a time, as if there\'s something not quite right behind the + others, a sense of unease begins to settle in after a time, as if there's something not quite right behind the facade. - **Use:** An aristocrat is about to marry and someone is worried about the safety of their future spouse. A knight is @@ -72784,7 +72784,7 @@ armor, weapons, and miscellaneous items. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**GM Intrusion:** The aristocrat\'s house has a sentient door or lock that suddenly begins to yell about intruders. +**GM Intrusion:** The aristocrat's house has a sentient door or lock that suddenly begins to yell about intruders. ::: ##### Assassin [6 (18)]{.float-end} [#](#npc-assassin){.og-h-anchor aria-hidden="true"} {#npc-assassin .og-tab} @@ -72808,11 +72808,11 @@ - **Modifications:** Stealth and deception tasks as level 8; when attacking from hiding, melee and ranged attacks as level 7 -- **Combat:** An assortment of small weapons are hidden about an assassin\'s body. They can also coat their weapons or +- **Combat:** An assortment of small weapons are hidden about an assassin's body. They can also coat their weapons or ammo with a level 6 poison that moves victims who fail a Might defense roll one step down [the damage track](#the-damage-track). -- **Interaction:** Some assassins have a sort of integrity about their work and can\'t be dissuaded from completing +- **Interaction:** Some assassins have a sort of integrity about their work and can't be dissuaded from completing their contracts with bribes. - **Use:** An assassin is greatly feared by anyone with powerful, wealthy enemies. @@ -72882,12 +72882,12 @@ - **Modifications:** Climbing, jumping, running, and Speed defense as level 4 - **Combat:** Berserkers prefer large, heavy weapons such as axes, hammers, and greatswords, but they may use bows if - they can\'t easily get close to their foes. + they can't easily get close to their foes. A berserker can enter a state of rage as part of their action. When raging, they gain +1 to Armor (including against fire), their melee attacks inflict an additional 2 points of damage, and their attacks, Might defense, and actions relying on strength (such as climbing and jumping) are eased by two steps. However, their Speed defense is hindered. - A raging berserker fights only with melee weapons and won\'t retreat from battle. + A raging berserker fights only with melee weapons and won't retreat from battle. - **Interaction:** Berserkers are the elites of some warrior cultures and enjoy physical competitions such as wrestling, throwing heavy items, and feasting. They dislike weak and cowardly folk, and do not tolerate insults to @@ -72929,7 +72929,7 @@ - *Fiendish Beast.* The blackguard has a companion creature such as a dog, horse, or raven with an eerie, unnatural look (in the case of small animals, the creature may also be an exceptionally large specimen of its kind). The creature is actually a semi-intelligent fiend in animal shape (and therefore immune to abilities that - affect only normal animals) that can understand the blackguard\'s commands, and may even be able to speak. If + affect only normal animals) that can understand the blackguard's commands, and may even be able to speak. If the beast is a horse or similar creature, the blackguard might ride it as a mount. - *Necromancy.* The blackguard uses a ten-minute ritual to animate a human-sized corpse as a zombie under their control. The zombie becomes a corpse again after a day. @@ -72941,7 +72941,7 @@ - *Surprise Attack.* When the blackguard attacks from a hidden vantage, with surprise, or before their opponent has acted in combat, they get an asset on the attack and inflict +4 points of damage. Unholy - *Aura.* Defense rolls by foes within immediate distance of the blackguard are hindered. - - *Unholy Blessing.* The blackguard\'s defense rolls are eased. + - *Unholy Blessing.* The blackguard's defense rolls are eased. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} **Fiendish beast:** level 4, stealth as level 5, Might and Intellect defense as level 5 @@ -72957,7 +72957,7 @@ cyphers, and an artifact weapon or armor. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**GM Intrusions:** The blackguard\'s weapon flares with unholy power, inflicting an additional 6 points of damage +**GM Intrusions:** The blackguard's weapon flares with unholy power, inflicting an additional 6 points of damage (ignores Armor). A slain blackguard rises as an undead or is possessed by a demon and continues to fight. ::: @@ -72993,12 +72993,12 @@ - *Reptilian Form.* Cailleach takes the form of a reptile of any size. While in this form, she has +3 Armor and does 6 points of damage with her bite, claw, or tail lash. In addition, she regains 3 points of health per round. - - *Restore to Life.* Putting her wizened pointer finger into someone\'s mouth can bring them back to life, but - only if they\'ve been dead for less than a day and only if she holds her finger there for exactly as long as - they\'ve been dead. After that, her finger falls off. It takes three days for her to regrow a new one. + - *Restore to Life.* Putting her wizened pointer finger into someone's mouth can bring them back to life, but + only if they've been dead for less than a day and only if she holds her finger there for exactly as long as + they've been dead. After that, her finger falls off. It takes three days for her to regrow a new one. - *See the Future.* Cailleach can use her glass eye to scry the future of an individual. She does so by first removing the eye, and then having the person hold it in their mouth until she asks for it back (sometimes this - is for just a second, and sometimes it\'s for hours---it\'s hard to know if the variable length of time is part + is for just a second, and sometimes it's for hours---it\'s hard to know if the variable length of time is part of the ritual or just her dark sense of humor). She typically sees three possible futures, and all of them have an equal chance of coming to pass. - *Wanton Destruction.* As part of her agreement with the sea, Cailleach was given the power to control small @@ -73011,13 +73011,13 @@ shell and have a positive interaction. - **Use:** Cailleach can be a beneficial ally, particularly as a healer. She might also be convinced to help fight - against an encroaching danger, especially if it\'s threatening her solitude and privacy. + against an encroaching danger, especially if it's threatening her solitude and privacy. - **Loot:** She typically carries a number of sea cyphers, and her home is filled with books, scrolls, and journals of all sorts. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**GM Intrusion:** The sea offers additional assistance to Cailleach\'s spells, increasing her damage or movement. +**GM Intrusion:** The sea offers additional assistance to Cailleach's spells, increasing her damage or movement. ::: ##### Cannibal [3 (9)]{.float-end} [#](#npc-cannibal){.og-h-anchor aria-hidden="true"} {#npc-cannibal .og-tab} @@ -73026,7 +73026,7 @@ A cannibal is someone who has decided that eating other people is not only necessary but desirable. Whether this decision was forced by circumstance or made out of some secret, maladaptive urge, cannibals are dangerous because they -hide in plain sight, pretending friendship and aid for strangers until their prey lowers their guard. That\'s when a +hide in plain sight, pretending friendship and aid for strangers until their prey lowers their guard. That's when a cannibal strikes. Some cannibals like it raw; others delight in elaborate preparations. - **Motive:** Hungers for human flesh @@ -73039,7 +73039,7 @@ - **Modifications:** Deception, persuasion, intimidation, and tasks related to friendly interaction as level 6 -- **Combat:** Cannibals use whatever weapon is at hand. They usually don\'t attack unless they can surprise their +- **Combat:** Cannibals use whatever weapon is at hand. They usually don't attack unless they can surprise their prey. When cannibals have surprise, they attack as level 5 creatures and inflict 2 additional points of damage. - **Interaction:** Cannibals seem friendly and charming until they decide you are for dinner. @@ -73060,7 +73060,7 @@ Cannibals come in a variety of different forms, depending on their situation. Some seem like normal and perhaps even charming survivors, except to their targets. These \"nice\" cannibals may eat human flesh when desperate or to take -advantage of meat that would otherwise go to waste. Or maybe they\'ve developed a taste for human flesh. +advantage of meat that would otherwise go to waste. Or maybe they've developed a taste for human flesh. Others look the part, having descended into the kind of bestial, erratic behavior that cannibalism can inflict on long term practitioners. @@ -73087,7 +73087,7 @@ - **Combat:** Cannibals use improvised weapons, like ropes, chair legs, and jagged pieces of broken glass. A few cannibals with more resources rely on long range firearms and rifles until they run out of ammunition. - In any group of four or more cannibals, there\'s probably one (revealed as a GM intrusion) who has filed their teeth + In any group of four or more cannibals, there's probably one (revealed as a GM intrusion) who has filed their teeth and can make a horrific bite attack once every minute or two. This attack inflicts damage and requires the target to succeed on a Might defense roll. On a failure, the cannibal bites off a bit of the target, who is stunned and loses their next turn. See the Cannibal Severing Bite Effects table. @@ -73099,7 +73099,7 @@ 2 Little finger 3 Chunk from forearm 4 Chunk from leg - 5 Ear; target\'s perception task that rely on hearing are hindered until target adapts + 5 Ear; target's perception task that rely on hearing are hindered until target adapts 6 Throat; target descends on step on damage track each round until ally succeeds on a difficulty 5 [healing](#action-healing) task : Cannibal Severing Bite Effects @@ -73115,7 +73115,7 @@ ##### Changeling [3 (9)]{.float-end} [#](#npc-changeling){.og-h-anchor aria-hidden="true"} {#npc-changeling .og-tab} -[(It\'s Only Magic, page 111)]{.og-ref} +[(It's Only Magic, page 111)]{.og-ref} Fey creatures sometimes kidnap a human child and leave a changeling in its place, tricking the human parents into raising an inhuman creature as their own offspring. The changeling has a foot in two worlds, living as a spy or sleeper @@ -73133,21 +73133,21 @@ - **Combat:** Changelings use human weapons. - A changeling can use an action to alter their appearance for a minute or so to match that of someone they\'ve seen. - This is a reasonable likeness, although they may not know their target\'s mannerisms, accent, and other nonphysical + A changeling can use an action to alter their appearance for a minute or so to match that of someone they've seen. + This is a reasonable likeness, although they may not know their target's mannerisms, accent, and other nonphysical qualities. Some changelings are vulnerable to iron, taking an extra 1 point of damage from any iron or steel weapon. -- **Interaction:** Changelings aren\'t inherently untruthful or untrustworthy, but sometimes they can\'t help but +- **Interaction:** Changelings aren't inherently untruthful or untrustworthy, but sometimes they can\'t help but embellish a fact or take advantage of a situation. They otherwise act like regular people, but spending enough time with them usually reveals an odd quirk or attitude. -- **Use:** An acquaintance is having trouble at home (because their family realized they\'re a changeling). Someone +- **Use:** An acquaintance is having trouble at home (because their family realized they're a changeling). Someone suspects a family member is actually a changeling. - **Loot:** Changelings have the same kinds of personal items that humans do, but they often have a token or other - treasured thing that doesn\'t quite belong (and might secretly be a cypher or artifact). + treasured thing that doesn't quite belong (and might secretly be a cypher or artifact). ##### Child [1 (3)]{.float-end} [#](#npc-child){.og-h-anchor aria-hidden="true"} {#npc-child .og-tab} @@ -73173,13 +73173,13 @@ - **Combat:** Most children fight only in response to being provoked, threatened, or attacked. They typically use makeshift weapons, such as their fists, a stick, or a toy. -- **Interaction:** Children are often smarter, more creative, and more wily than they\'re given credit for. They may - have a lot of knowledge about nearby people, places, and activities that can help the PCs, particularly if there\'s +- **Interaction:** Children are often smarter, more creative, and more wily than they're given credit for. They may + have a lot of knowledge about nearby people, places, and activities that can help the PCs, particularly if there's an exchange of food, money, or other goodies involved. - **Use:** Someone or something is stealing children from the village, and the mayor is offering to pay a large sum to anyone who tracks down the creature and rescues the children. One of the PCs catches a waif stealing from their pack - in the night; the child says they\'ve been lost in the woods for days. + in the night; the child says they've been lost in the woods for days. - **Loot:** Children typically have very little on their person, although they may have a special memento of their family or a close friend. @@ -73195,12 +73195,12 @@ [(Godforsaken, page 101)]{.og-ref} -Fine ebony scales cover a cambion\'s perfectly athletic figure. Two reddish horns grow from its brow, and the tips of +Fine ebony scales cover a cambion's perfectly athletic figure. Two reddish horns grow from its brow, and the tips of fangs emerge from between its dusky lips. Its eyes, absent iris and pupil, are the color of driven snow. Cambions are cursed creatures, born of mortal and demonic parentage, and are also sometimes called helborn. Most cambions give in to what everyone expects of them, and embrace evil. -- **Motive:** Defense, conquest, revenge on a world that\'s rejected them +- **Motive:** Defense, conquest, revenge on a world that's rejected them - **Environment:** Anywhere, often hiding in plain sight @@ -73218,7 +73218,7 @@ enhance their attacks. Some cambions develop their natural and magical abilities to become powerful sorcerers, but most can call up hellish energy merely by willing it at least once per day, as follows. - - *Finger of Torture.* A ruby ray lances out from the cambion\'s finger to strike an enemy prone with torturous + - *Finger of Torture.* A ruby ray lances out from the cambion's finger to strike an enemy prone with torturous pain on a failed Might defense task. The target automatically takes 6 points of damage each round until they can escape the effect with an Intellect task. - *Soulfire Blast.* An explosion of soul-rending black and crimson fire explodes around up to three targets @@ -73235,16 +73235,16 @@ - **Loot:** Powerful cambions sometimes wield artifacts as weapons. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**GM Intrusion:** The character\'s cypher explodes when touched by cambion demon fire on a failed Speed defense task. +**GM Intrusion:** The character's cypher explodes when touched by cambion demon fire on a failed Speed defense task. ::: ##### Corporate Mage [4 (12)]{.float-end} [#](#npc-corporate-mage){.og-h-anchor aria-hidden="true"} {#npc-corporate-mage .og-tab} -[(It\'s Only Magic, page 112)]{.og-ref} +[(It's Only Magic, page 112)]{.og-ref} A corporate mage is a professional spellcaster working for a company, using their magic to fix problems. They have a -similar role as enforcers, lawyers, corporate spies, and researchers, doing what needs to be done so the company\'s -interests are protected. They\'re paid well, dress to show it, and aren\'t above unethical (or even illegal) acts to get +similar role as enforcers, lawyers, corporate spies, and researchers, doing what needs to be done so the company's +interests are protected. They're paid well, dress to show it, and aren\'t above unethical (or even illegal) acts to get the job done. They work alone, in pairs, or with a lawyer and a few bodyguards. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} @@ -73272,7 +73272,7 @@ - **Combat:** Corporate mages are trained to handle normal people and magic threats, and they usually attack with a short-range blast of cold, fire, force, or electricity. Some carry a concealed handgun for situations where magic - isn\'t allowed or effective. + isn't allowed or effective. A corporate mage knows quite a few spells, including knocking a person unconscious for a few minutes, turning invisible for a few minutes, temporarily befriending a reluctant person, creating an illusory disguise of a @@ -73281,13 +73281,13 @@ scientific field. - **Interaction:** Corporate mages are hard and intimidating. If they can get what they want without using magic, - they\'ll do so, but they aren\'t afraid to make a demonstration of supernatural force when necessary. + they'll do so, but they aren\'t afraid to make a demonstration of supernatural force when necessary. -- **Use:** Corporate mages do the dirty work of sketchy businesses. They\'re not here to make friends, and they know +- **Use:** Corporate mages do the dirty work of sketchy businesses. They're not here to make friends, and they know just how far to push someone (especially a powerless person) to get what they want, sometimes by bending (but not quite breaking) the law. -- **Loot:** A corporate mage usually has a cypher that\'s helpful for their current assignment, plus the cash +- **Loot:** A corporate mage usually has a cypher that's helpful for their current assignment, plus the cash equivalent of one or two expensive items. ##### Corrupt Mage [7 (21)]{.float-end} [#](#npc-corrupt-mage){.og-h-anchor aria-hidden="true"} {#npc-corrupt-mage .og-tab} @@ -73327,7 +73327,7 @@ - *Armor.* Covers a creature with ugly scales, granting them +3 to Armor for an hour. - *Madness.* Wracks the brain of one creature within short range for one hour, reducing them to a babbling - catatonic state in which they can\'t recognize friend or foe. If disturbed or harmed, the creature is likely to + catatonic state in which they can't recognize friend or foe. If disturbed or harmed, the creature is likely to lash out with lethal force at what it perceives as its tormentors. - *Organ Request.* Extracts a handful of internal organs from an opponent within short range, moving the creature one step down [the damage track](#the-damage-track) if it fails a Might defense roll. @@ -73337,12 +73337,12 @@ - *Teleport.* Moves the mage up to 100 miles (160 km) away, or less far if they bring additional creatures with them. - *Twist Flesh.* Reshapes the flesh of a creature within close range, turning it into a hideous monstrosity for - one hour. The transformed creature\'s actions are hindered, but its physical attacks inflict +3 points of - damage. The mage\'s control over the creature is limited to indicating which target it should attack. + one hour. The transformed creature's actions are hindered, but its physical attacks inflict +3 points of + damage. The mage's control over the creature is limited to indicating which target it should attack. A corrupt mage usually has several cyphers useful in combat and perhaps an artifact as well. -- **Interaction:** Corrupt mages generally can\'t be trusted and see other creatures as things to experiment on and +- **Interaction:** Corrupt mages generally can't be trusted and see other creatures as things to experiment on and vivisect. They might negotiate with someone who brings them a rare specimen or spell. Many are mentally disturbed by their research and self-alterations and may fluctuate between calm clarity, obsession, paranoia, and rage. @@ -73353,12 +73353,12 @@ ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} **GM Intrusions:** A desperate or dying corrupt mage transforms their own body into several new fleshbeasts, which -retain fragments of the mage\'s intelligence and immediately attack. The mage\'s attack spell is incredibly painful, +retain fragments of the mage's intelligence and immediately attack. The mage\'s attack spell is incredibly painful, stunning the character for one round if they fail a Might defense roll. ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The words \"immediate\" and \"close\" can be used interchangeably to talk about +**Editor's Notes ---** The words \"immediate\" and \"close\" can be used interchangeably to talk about [distance](#rules-distance). ::: @@ -73367,7 +73367,7 @@ [(We Are All Mad Here, page 138)]{.og-ref} Crafters include bakers, cobblers, candlemakers, butchers, millers, tailors, woodworkers, and cooks. While most crafters -aren\'t particularly agile fighters, they are usually clever and strong, and have a number of familiar tools at their +aren't particularly agile fighters, they are usually clever and strong, and have a number of familiar tools at their disposal for weapons. - **Motive:** Defense @@ -73383,20 +73383,20 @@ - **Modifications:** Appropriate craft as level 3 - **Combat:** Crafters are unlikely to initiate combat, as most just want to be left alone to do their work (or to - convince you to buy their wares). If they\'re forced to fight, they will typically use any item they have at hand - (such as a rolling pin, butcher\'s knife, crafting tool, or length of wood). + convince you to buy their wares). If they're forced to fight, they will typically use any item they have at hand + (such as a rolling pin, butcher's knife, crafting tool, or length of wood). -- **Interaction:** Most crafters are happy to talk about their craft or the objects that they\'ve made and have for +- **Interaction:** Most crafters are happy to talk about their craft or the objects that they've made and have for sale. They take pride in their work, and flattery and attention can go a long way. - **Use:** To the PCs, crafters can be allies, obstacles, or both. Being friends with a crafter often has obvious long-term benefits, while stealing from them has short-term advantages (and possible long-term disadvantages). - **Loot:** A crafter has currency equivalent to an inexpensive item, as well as crafting tools and materials and - anything they\'ve crafted that they\'re carrying or wearing. + anything they've crafted that they\'re carrying or wearing. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**GM Intrusion:** The crafter uses their crafting tool in a way that the character didn\'t anticipate, putting the +**GM Intrusion:** The crafter uses their crafting tool in a way that the character didn't anticipate, putting the character in a disadvantaged position. ::: @@ -73404,7 +73404,7 @@ [(Cypher System Rulebook, page 373)]{.og-ref} -A crime boss usually isn\'t physically powerful but wields power through lies, bribery, and control. Rarely encountered +A crime boss usually isn't physically powerful but wields power through lies, bribery, and control. Rarely encountered alone, they rely on [guards](#npc-guard), [thugs](#npc-thug), and other measures to provide physical security. A crime boss could be a petty noble, a mafia king, or the captain of a pirate ship that sails the seas or glides the space lanes. @@ -73455,7 +73455,7 @@ new guises, hiding themselves away, even traveling to distant stars and moons before their duties and obligations once again pull them to return. -If Death appears at the foot of a person\'s bed, that person can recover if the proper steps are taken. If Death is at +If Death appears at the foot of a person's bed, that person can recover if the proper steps are taken. If Death is at the head of the bed, almost nothing can be done to save the victim, beyond an impossible bargain. - **Motive:** To do their duty and make everyone equal @@ -73472,12 +73472,12 @@ - **Modifications:** Seeing through trickery, deception, or bargaining as level 8 -- **Combat:** Death kills. They kill any number of ways, depending on their mood, what\'s at hand, and how they +- **Combat:** Death kills. They kill any number of ways, depending on their mood, what's at hand, and how they believe the person should leave their life. Thankfully, death only comes for someone when their time is up. - Still, it\'s not considered wise to provoke or challenge Death to physical combat, for there is only one outcome: a + Still, it's not considered wise to provoke or challenge Death to physical combat, for there is only one outcome: a single attack from Death kills the victim (except in the rare case where the victim has protection against death, - such as with one of Death\'s candles). + such as with one of Death's candles). - **Interaction:** Death cannot be hurt and cannot be killed, but they can be bargained with, bet against, and sometimes tricked. More rarely, they have even been known to lose a bargain or be captured for a short period of @@ -73485,7 +73485,7 @@ - **Use:** Bargaining with Death is a potential way to achieve an impossible task or gain a very rare item, but of course it always comes with a price (usually an earlier death for the bargainer or someone else). Death is always - looking for something interesting going on, and may appear just to spend time with the characters if they\'re + looking for something interesting going on, and may appear just to spend time with the characters if they're engaged in an intriguing activity. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} @@ -73494,7 +73494,7 @@ ##### Demon Hunter [3 (9)]{.float-end} [#](#npc-demon-hunter){.og-h-anchor aria-hidden="true"} {#npc-demon-hunter .og-tab} -[(It\'s Only Magic, page 113)]{.og-ref} +[(It's Only Magic, page 113)]{.og-ref} In a world where demons, witches, and other evil magical creatures are free to prey upon humanity, hunters are one of the few things that keep them in check. They usually have to keep their work secret and are slow to trust anyone, but @@ -73513,7 +73513,7 @@ - **Combat:** A typical hunter is weaker than the average demon or witch, and prefers to outwit their foes rather than engage in a straight-up fight. Knowing this, they pick their battles carefully and use ambush tactics and strength of numbers---either another hunter or several support characters such as priests and soldiers---to help defeat their - foes. A hunter usually has a good idea of their opponent\'s strengths and weaknesses, and they plan and react + foes. A hunter usually has a good idea of their opponent's strengths and weaknesses, and they plan and react accordingly. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} @@ -73559,7 +73559,7 @@ - **Modifications:** Tasks relating to perception, intuition, initiative, and detecting falsehoods as level 6 - **Combat:** Detectives prefer to outwit their foes rather than engage in a straight-up fight. Even then, most - conflicts occur in a place and time of the detective\'s choosing, preferably in the presence of their allies. A + conflicts occur in a place and time of the detective's choosing, preferably in the presence of their allies. A detective can deduce weaknesses of their enemies (if any) and exploit them in combat. - **Interaction:** Some detectives are insufferable know-it-alls. Others have learned that humility is also a useful @@ -73572,7 +73572,7 @@ - **Loot:** Aside from their weapons, most detectives have currency equivalent to a very expensive item and a cypher. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**GM Intrusion:** The detective intuits the character\'s next attack and moves perfectly so that an ally of the +**GM Intrusion:** The detective intuits the character's next attack and moves perfectly so that an ally of the character takes the attack instead. ::: @@ -73633,7 +73633,7 @@ - **Modifications:** Crafting (metal or stone), Intellect defense, and Might defense as level 5 -- **Combat:** Dwarves traditionally use weapons like axes, hammers, and crossbows. They\'re used to working together +- **Combat:** Dwarves traditionally use weapons like axes, hammers, and crossbows. They're used to working together to defend their halls; three or more dwarves attacking the same target act as a level 6 creature that inflicts 8 points of damage. @@ -73684,7 +73684,7 @@ A typical elf might know a few minor spells, such as heating or chilling food, creating a bit of moonlight, and cleaning or repairing clothing. -- **Interaction:** Elves appreciate beauty, grace, and skill, and they don\'t respond well to crudeness or bluster, +- **Interaction:** Elves appreciate beauty, grace, and skill, and they don't respond well to crudeness or bluster, especially from people decades or centuries younger than themselves. They are subtle in their insults but do have a sense of humor. @@ -73695,7 +73695,7 @@ well-made) curios and mementos, and usually a cypher. ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** See also: [Shadow Elf](#npc-shadow-elf) +**Editor's Notes ---** See also: [Shadow Elf](#npc-shadow-elf) ::: ##### Enchanter [5 (15)+]{.float-end} [#](#npc-enchanter){.og-h-anchor aria-hidden="true"} {#npc-enchanter .og-tab} @@ -73713,11 +73713,11 @@ minutes or hours of time. Most enchanters have one or more apprentices or helpers, typically animals that have been made human temporarily or -humans who are in the service of the enchanter until some debt of theirs or their family\'s has been paid. +humans who are in the service of the enchanter until some debt of theirs or their family's has been paid. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -Sorcerer\'s Apprentice +Sorcerer's Apprentice : level 3 ::: @@ -73735,7 +73735,7 @@ - **Modifications:** Using and controlling magic as level 7 -- **Combat:** Magical weapons and artifacts (such as a whip made of living snakes, a staff with a biting wolf\'s head +- **Combat:** Magical weapons and artifacts (such as a whip made of living snakes, a staff with a biting wolf's head on top, or a sword that acts of its own accord) do 5 points of damage. Additionally, an enchanter may employ a number of magical abilities, including the following: @@ -73744,18 +73744,18 @@ instead of created. - *Blood to Stone.* Turns living creatures into stone, or immobilizes them in their current form. Breaking free is a level 6 Might task. - - *Enchant.* Imbues a normal object with a magical power. The object works under the enchanter\'s command, and - does as the enchanter asks of it. For example, an enchanter might imbue a foe\'s weapon and force it to attack + - *Enchant.* Imbues a normal object with a magical power. The object works under the enchanter's command, and + does as the enchanter asks of it. For example, an enchanter might imbue a foe's weapon and force it to attack the foe, or they might imbue a door and have it close tight against incoming dangers. - *Endless Passage.* Creates an endless series of thick spiderwebs, invisible barriers, rings of flame, or other hurdles across an entrance, exit, tunnel, or passage. Every time one of the hurdles is broken, another forms. - Characters\' movement is halved while going through the endless passage, and they take 2 points of Intellect + Characters' movement is halved while going through the endless passage, and they take 2 points of Intellect damage each round. - *Invisible.* Turns anything (including themselves, others, and entire areas up to 30 feet by 30 feet \[9 m by 9 - m\]) invisible for ten minutes. It\'s a level 6 Intellect task to be able to see something that has been made + m\]) invisible for ten minutes. It's a level 6 Intellect task to be able to see something that has been made invisible. - *Persuasion.* Convinces all victims in long range that what they believe is not real or that what is false is - real. Sometimes this ability just affects others\' minds, creating a mental dissonance. Other times, the + real. Sometimes this ability just affects others' minds, creating a mental dissonance. Other times, the enchanter creates an illusion or other visible, auditory, and tactile element that persuades a character to believe everything they are experiencing. The effect lasts for ten minutes. Additionally, an enchanter may have one or more of the same abilities as a witch or a faerie. @@ -73790,7 +73790,7 @@ *shrivel*. - **Interaction:** Morgan le Fay is fickle and enigmatic, and rarely reveals her purposes. If she agrees to help the - characters in some way, it\'s absolutely because she has a higher goal in mind. + characters in some way, it's absolutely because she has a higher goal in mind. - **Use:** The characters are stopped by a beautiful woman in the woods, who asks them to help her accomplish a great task. A powerful foe has brought Morgan le Fay into his confidence, and she is helping him against the PCs. @@ -73828,7 +73828,7 @@ The most renowned of all the poet-sorcerers, Virgilius studies and uses the power of the written word to enhance his magical abilities. He keeps a black book, which is the source of his spells, and creates copper creatures to protect and -defend him. He has a love of challenges, such as magician\'s battles, and seeks them out. +defend him. He has a love of challenges, such as magician's battles, and seeks them out. - **Combat:** Can use the following abilities: *animate*, *blood to stone*, *enchant*, *endless passage*. @@ -73836,7 +73836,7 @@ longer than a moment might find him a very useful ally. However, he is also driven toward revenge, particularly on those who attempt to publicly humiliate or shame him. -- **Use:** The characters enter into a battle of wits or wills, only to discover they\'re competing with Virgilius. +- **Use:** The characters enter into a battle of wits or wills, only to discover they're competing with Virgilius. - **Loot:** Carries a black book @@ -73878,7 +73878,7 @@ area of darkness, see and hear remote locations, speak with the dead, mesmerize or paralyze a person, cause blindness, or create a ward against energy damage. They also have the following magical abilities: - - *Curse.* The priest curses a foe within short range, hindering all of the foe\'s actions by two steps. + - *Curse.* The priest curses a foe within short range, hindering all of the foe's actions by two steps. - *Heal.* The priest heals a touched creature for 10 health or removes an affliction such as a disease or curse. - *Necromancy.* The priest uses a ten-minute ritual to animate up to four human-sized corpses as [skeletons](#creature-skeleton) or [zombies](#creature-zombie) under their control. The undead revert to corpses @@ -73904,7 +73904,7 @@ manifest cyphers, and an artifact. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**GM Intrusions:** The dying evil priest utters a curse that attempts to pull the character\'s soul into the afterlife +**GM Intrusions:** The dying evil priest utters a curse that attempts to pull the character's soul into the afterlife with them, moving them one stepdown the damage track if they fail an Intellect defense roll. The evil priest ignores, avoids, or immediately recovers from an attack that would have killed or greatly harmed them. @@ -73923,7 +73923,7 @@ been given the respect they deserve, or have been offended in some way. And if you should harm someone they have pledged to protect? Beware, beware, for there is no wrath like that of a fairy -godmother\'s. +godmother's. - **Motive:** Protect their protégés, be respected @@ -73958,14 +73958,14 @@ reject the prophecy by spending an [XP](#choose-xp).) Not all prophecies are negative. - **Interaction:** Interacting with fairy godmothers is usually a little frantic, frenzied, and full of - \"Bibbidi-bobbidi-boo!\" If they like you, they\'re likely to prove a loyal, steadfast, and useful ally. If not, + \"Bibbidi-bobbidi-boo!\" If they like you, they're likely to prove a loyal, steadfast, and useful ally. If not, well, hopefully you like being turned into a horse, or worse. - **Use:** Fairy godmothers make great lighthearted additions to encounters, particularly ones where the characters are preparing for a ball, a fight, or a big adventure. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**GM Intrusion:** The fairy godmother\'s magic goes awry and a character is accidentally turned into a horse. +**GM Intrusion:** The fairy godmother's magic goes awry and a character is accidentally turned into a horse. ::: ##### Gráinne, the Wayward Daughter [9 (27)]{.float-end} [#](#npc-grainne-the-wayward-daughter){.og-h-anchor aria-hidden="true"} {#npc-grainne-the-wayward-daughter .og-tab} @@ -73973,7 +73973,7 @@ [(We Are All Mad Here, page 125)]{.og-ref} Gráinne is the Fairy Queen of Hope and Despair, sometimes also called the Wayward Daughter, the Winter Queen, and Dark -One. Gráinne is to the dark what [Áine](#npc-aine-fairy-queen-of-light-and-love) is to the light. This doesn\'t mean +One. Gráinne is to the dark what [Áine](#npc-aine-fairy-queen-of-light-and-love) is to the light. This doesn't mean that Gráinne is evil, just that she represents what is good and bad in the world that is hidden in shadows, buried beneath the ground, and revealed at night. She has her own moral code, one that can work in the favor of those who are cunning and willing to look at the darkness of their own hearts. @@ -74000,8 +74000,8 @@ - *Animal Communication.* Gráinne has a special affinity with badgers and can ask them for help. When she calls them (as an action), a cete of eight large badgers appears. They act as two level 4 creatures; attacked beings must also succeed on an Intellect defense roll or be shapeshifted into a badger for one round. - - *Oneirokinesis.* Gráinne can infiltrate people\'s dreams to converse with them. As such, she might implant an - idea in their heads (such as \"I\'m going to die tonight\" or \"I should go back home\"). When the character + - *Oneirokinesis.* Gráinne can infiltrate people's dreams to converse with them. As such, she might implant an + idea in their heads (such as \"I'm going to die tonight\" or \"I should go back home\"). When the character wakes, they must succeed on a level 6 Intellect defense roll to shake the idea. Otherwise, they feel a strong need to act on it, and are hindered in any tasks that go against the idea (this lasts until they make their next [recovery roll](#recovery-rolls)). @@ -74009,10 +74009,10 @@ by physical attacks, and her attacks inflict 8 points of Intellect damage on anyone whose body is darkened by her shadow. -- **Interaction:** For those who don\'t mind a little darkness and moral ambiguity, Gráinne makes a powerful ally. +- **Interaction:** For those who don't mind a little darkness and moral ambiguity, Gráinne makes a powerful ally. - **Use:** The characters stumble into a fairy realm, only to be met by its just-woken guardian. Grieving characters - may find the solutions and solace they seek in Gráinne\'s magic and power. + may find the solutions and solace they seek in Gráinne's magic and power. - **Loot:** Tiara of Pailis @@ -74022,7 +74022,7 @@ : level 7; allows the wearer to fly a long distance each round (as an action). The wearer can control their speed, direction, and height. Depletion: 1 in 1d20 -**GM Intrusion:** A character\'s companion animal or mount is affected by Gráinne\'s animal affinity and falls under her +**GM Intrusion:** A character's companion animal or mount is affected by Gráinne\'s animal affinity and falls under her power. ::: @@ -74048,7 +74048,7 @@ - **Combat:** Goblins attack from the shadows with ambushes and hit-and-run tactics. When they have surprise, they attack as level 4 creatures and deal 2 additional points of damage, and they attempt to draw larger prey into level - 5 traps they\'ve previously set. They often flee in the face of real danger. + 5 traps they've previously set. They often flee in the face of real danger. - **Interaction:** Goblins are lying tricksters but can be cowed into cooperating for short periods. @@ -74069,7 +74069,7 @@ Greys are enigmatic creatures born of alien stars (or dimensions) who have learned to move across the vast distances that bridge neighboring star systems. The creatures descend through the atmosphere under the cover of night to abduct specimens for study and return the victims later after a thorough examination. Returned abductees are usually befuddled -and confused, and they retain little memory of what happened to them. Victims of the greys\' examination frequently +and confused, and they retain little memory of what happened to them. Victims of the greys' examination frequently sport strange marks on their flesh, oddly shaped wounds, gaps where teeth used to be, and strange or unknown metal lodged somewhere under the skin. @@ -74094,9 +74094,9 @@ - **Combat:** A grey carries a powerful ray emitter that can burn holes through solid steel. The grey can use the emitter to attack targets within long range. Against dangerous opponents, a grey can use an action to activate a personal shield that encapsulates it in a bubble of force. The shield gives it +3 to Armor, but while the shield is - active, the grey can\'t fire its ray emitter. + active, the grey can't fire its ray emitter. - Greys are scientists, but cautious ones. Leaving a trail of corpses as evidence of their existence isn\'t their + Greys are scientists, but cautious ones. Leaving a trail of corpses as evidence of their existence isn't their preferred mode of operation. For this reason, one grey in every group has a memory eraser. When this grey activates the device, each target other than a grey within short range must succeed on an Intellect defense roll or become stunned for one minute, taking no action (unless attacked, which snaps the victim out of the condition). When the @@ -74114,7 +74114,7 @@ (depletion roll of 1--2 on a 1d10). ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**GM Intrusion:** A grey\'s ray emitter suffers a terrible mishap and explodes. The device kills the grey and destroys +**GM Intrusion:** A grey's ray emitter suffers a terrible mishap and explodes. The device kills the grey and destroys its body completely. For the next day, creatures that come within a short distance of where the grey died take 4 points of [ambient damage](#ambient-damage) from the psychic radiation each round they remain there. ::: @@ -74123,7 +74123,7 @@ [(Cypher System Rulebook, page 374)]{.og-ref} -Guards keep the peace but don\'t usually show much initiative. Ultimately, they do as they\'re ordered by their +Guards keep the peace but don't usually show much initiative. Ultimately, they do as they\'re ordered by their superiors, regardless of legality. A guard might be a star trooper dressed in intimidating armor, a mall security guard, a beat police officer, or a mafia goon. @@ -74140,7 +74140,7 @@ - **Modifications:** Perception as level 3 - **Combat:** Guards are not often wily, but they understand strength in numbers. If two or more guards attack the - same target with at least one melee attack in the same round, the target\'s Speed defense roll against those attacks + same target with at least one melee attack in the same round, the target's Speed defense roll against those attacks is hindered. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} @@ -74151,13 +74151,13 @@ guard has been told to prevent? If so, the PC could have a difficult time. - **Use:** To the PCs, guards can be allies, obstacles, or both. Guards who serve the public good have their own - duties and aren\'t interested in doing the characters\' work for them. + duties and aren't interested in doing the characters\' work for them. - **Loot:** A guard has currency equivalent to an inexpensive item in addition to weapons, armor, and basic gear. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**GM Intrusion:** 1d6 local citizens intervene on the guard\'s behalf, calling for more guards or even fighting the -guard\'s foes. +**GM Intrusion:** 1d6 local citizens intervene on the guard's behalf, calling for more guards or even fighting the +guard's foes. ::: ##### Hag [6 (18)]{.float-end} [#](#npc-hag){.og-h-anchor aria-hidden="true"} {#npc-hag .og-tab} @@ -74203,7 +74203,7 @@ - *Scrying eye.* View any familiar location within 1 mile as if they were observing it directly. - *Sleep.* Make a creature fall asleep for one minute. Damage or loud noises will wake the creature. - Three or more allied hags form a coven, which allows them to use each other\'s magical abilities, and usually grants + Three or more allied hags form a coven, which allows them to use each other's magical abilities, and usually grants the coven (when working together) one or two additional abilities. - **Interaction:** Hags are evil, greedy, hateful, and cruel. They rarely do things for others unless they benefit in @@ -74242,12 +74242,12 @@ - **Combat:** Halflings are remarkably skilled with knives, clubs, slings, and small bows. They prefer not to fight larger creatures head on; instead they stay at range, plan ambushes to quickly overwhelm opponents, or team up with - a larger ally so they can attack a foe\'s back and legs. + a larger ally so they can attack a foe's back and legs. -- **Interaction:** Halflings enjoy the company of larger folks as long as they aren\'t mocked for their size. They\'re +- **Interaction:** Halflings enjoy the company of larger folks as long as they aren't mocked for their size. They\'re brave and determined when they need to be, though some might complain about wanting to go home. -- **Use:** A young halfling wants to have some adventures before settling down. The local thieves\' guild is said to +- **Use:** A young halfling wants to have some adventures before settling down. The local thieves' guild is said to employ halflings as lookouts and cutpurses, sometimes disguised as human children. - **Loot:** In addition to their weapons (and perhaps some light armor) and food, a halfling might have an interesting @@ -74259,7 +74259,7 @@ [(High Noon at Midnight, page 88)]{.og-ref} Hex gunners weave iron and lead with Hellish sorcery. Gifts from a demon gained during a crossroads deal, a hex -gunner\'s six shooters are demonic constructs that grant the equivalent of years of practice and occult study. Their +gunner's six shooters are demonic constructs that grant the equivalent of years of practice and occult study. Their bullets whisper in the chamber, smoking with necromancy, then scream with exultant, hellish fury when fired. Each round is imbued with fragments of souls from those the hex gunner has previously defeated in gunfights. @@ -74269,7 +74269,7 @@ eyes. ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** Create a hex gunner PC with the [Spits Fire and Lead](#focus-spits-fire-and-lead) focus! +**Editor's Notes ---** Create a hex gunner PC with the [Spits Fire and Lead](#focus-spits-fire-and-lead) focus! ::: - **Motive:** Reap souls for Hell @@ -74296,8 +74296,8 @@ - Soul of damned previous target possesses the new target once per day for one minute on a failed Intellect defense roll. Possessing spirit may work against target, or simply take off seeking some goal of their own. - - Wound leaks a horrific smell and discharge; target\'s pleasant interaction tasks are hindered by two steps. - - Target\'s GM intrusion range increases by 1 until bullet is removed. + - Wound leaks a horrific smell and discharge; target's pleasant interaction tasks are hindered by two steps. + - Target's GM intrusion range increases by 1 until bullet is removed. - *Grave Round.* If they shoot a corpse, the corpse rises as a zombie that serves the hex gunner for a day. During this period, the zombie can reveal secrets it knew in life to the hex gunner. @@ -74338,8 +74338,8 @@ time, steady their hand and breath, and hit with precision and force. - **When they ta**ke no action on a turn, their next attack inflicts twice the normal damage. Interaction: Many - huntsmen and woodcutters are motivated by a deep need to be loyal, but they\'re also soft of heart and have a strong - moral center. If they\'re tasked with something they deem unpalatable, they may forgo their promises and go rogue. + huntsmen and woodcutters are motivated by a deep need to be loyal, but they're also soft of heart and have a strong + moral center. If they're tasked with something they deem unpalatable, they may forgo their promises and go rogue. - **Use:** They are hunting the characters on the orders of a higher authority. They save the PCs from a dangerous foe, then ask for assistance for their own tasks. @@ -74385,14 +74385,14 @@ - **Combat:** A fire jotunn uses weapons appropriate to its size (which would be two-handed for a human but can be wielded one-handed by the giant), inflicting 6 points of damage plus another 3 points of ambient fire damage - conducted from the jotunn\'s body. Jotunns throw boulders up to very long range, inflicting 6 points of damage plus + conducted from the jotunn's body. Jotunns throw boulders up to very long range, inflicting 6 points of damage plus 3 points of fire damage. A jotunn can inflict 1 point of fire damage with a touch, and anyone touching it without protection against fire takes damage as if the jotunn had touched them. A slain fire jotunn and its equipment are too hot to safely touch for several minutes. - Fire jotunns are immune to fire damage, but take additional damage from cold (equal to the attack\'s normal damage, + Fire jotunns are immune to fire damage, but take additional damage from cold (equal to the attack's normal damage, up to a maximum of 5 additional points of cold damage). Fire jotunn leaders sometimes have magical powers, usually related to earth and fire. @@ -74407,7 +74407,7 @@ precious metals and decorated with gems. They may have cyphers, and a leader may carry an artifact. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**GM Intrusion:** The jotunn\'s attack inflicts a serious burn, making a limb useless for an hour or until healed. +**GM Intrusion:** The jotunn's attack inflicts a serious burn, making a limb useless for an hour or until healed. ::: ###### Jotunn, Frost [6 (18)]{.float-end} [#](#npc-jotunn-frost){.og-h-anchor aria-hidden="true"} {#npc-jotunn-frost .og-tab-sub} @@ -74434,14 +74434,14 @@ - **Combat:** A frost jotunn uses weapons appropriate to its size (which would be two-handed for a human but can be wielded one-handed by the giant), inflicting 6 points of damage plus another 3 points of ambient cold damage - conducted from the jotunn\'s body. Jotunns throw boulders or chunks of ice up to very long range, inflicting 6 + conducted from the jotunn's body. Jotunns throw boulders or chunks of ice up to very long range, inflicting 6 points of damage plus 3 points of cold damage. A jotunn can inflict 1 point of cold damage with a touch, and anyone touching it without protection against cold takes damage as if the jotunn had touched them. A slain frost jotunn and its equipment are too cold to safely touch for several minutes. - Frost jotunns are immune to cold damage, but take additional damage from fire (equal to the attack\'s normal damage, + Frost jotunns are immune to cold damage, but take additional damage from fire (equal to the attack's normal damage, up to a maximum of 5 additional points of fire damage). Frost jotunn leaders sometimes have magical powers, usually related to illusions and weather. @@ -74457,7 +74457,7 @@ precious materials and decorated with gems. They may have cyphers, and a leader may carry an artifact. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**GM Intrusion:** The jotunn\'s attack numbs one of the character\'s limbs, hindering all actions with it by two steps +**GM Intrusion:** The jotunn's attack numbs one of the character\'s limbs, hindering all actions with it by two steps until it is healed. ::: @@ -74481,15 +74481,15 @@ - **Modifications:** Defends as level 6 due to a gadget (or cypher); knowledge of advanced science as level 7 - **Combat:** Mad scientists are usually accompanied by security guards, robots, zombies, or some other appropriate - creature. A mad scientist can attempt to take command of an enemy\'s technological device (armor, a weapon, a + creature. A mad scientist can attempt to take command of an enemy's technological device (armor, a weapon, a cypher, a robot, and so on) within short range for up to one minute using a handheld device. Mad scientists usually have access to a long-range energy or high-velocity weapon that inflicts 7 points of damage. - They often carry manifest cyphers that increase Armor, confuse opponents\' senses, or transform themselves into a + They often carry manifest cyphers that increase Armor, confuse opponents' senses, or transform themselves into a form that eases all their actions by two steps. - **Interaction:** Mad scientists are narcissistic and love to monologue about their work. They negotiate but usually - are sociopathic and don\'t care about other people. Some are filled with self-loathing but too far gone to feel they + are sociopathic and don't care about other people. Some are filled with self-loathing but too far gone to feel they can change. - **Use:** Blackouts and strange noises have been traced to a location found to hold a secret lab where a scientist is @@ -74562,7 +74562,7 @@ or royal merperson usually has a cypher and might have an artifact. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**GM Intrusions:** The merfolk\'s weapon injects poison, inflicting 5 points of Speed damage if the character fails a +**GM Intrusions:** The merfolk's weapon injects poison, inflicting 5 points of Speed damage if the character fails a Might defense task. Another merperson or an allied aquatic creature arrives and joins the fight against the character. ::: @@ -74599,15 +74599,15 @@ - **Interaction:** Morlocks have a simple language of hoots, howls, and growls that communicate basic concepts like food, fire, danger, and cold. If enslaved by a more powerful creature, some of them can manage to learn a few words - in that creature\'s language. + in that creature's language. -- **Use:** Town elders warn that the drums and near-human howls on dark nights are signs of morlocks who\'ll steal +- **Use:** Town elders warn that the drums and near-human howls on dark nights are signs of morlocks who'll steal away foolish children. Stacked piles of stones are found in the forest, each surrounded by bare humanoid footprints. -- **Loot:** Morlocks don\'t value what they can\'t eat, but their lair may have a cypher or two from a recent victim. +- **Loot:** Morlocks don't value what they can\'t eat, but their lair may have a cypher or two from a recent victim. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**GM Intrusion:** An unnoticed morlock drags away an unconscious character or animal to be eaten once they\'re out of +**GM Intrusion:** An unnoticed morlock drags away an unconscious character or animal to be eaten once they're out of sight. ::: @@ -74623,8 +74623,8 @@ and they have webbed extremities with retractable claws. Depending on the setting, natathim are either human allies with the same (or even more advanced) tech, enemies with the -same or more advanced tech, or genetic anomalies treated like laboratory rats burning with genocidal fury at what\'s -been done to them. Alternatively, natathim could be discovered in Earth\'s deepest oceans, their origin mysterious, but +same or more advanced tech, or genetic anomalies treated like laboratory rats burning with genocidal fury at what's +been done to them. Alternatively, natathim could be discovered in Earth's deepest oceans, their origin mysterious, but able to interbreed with humans as a method for maintaining their line. - **Motive:** Just as with humans, natathim have many and varied motivations and drives. @@ -74643,7 +74643,7 @@ - **Modifications:** Swims as level 6 - **Combat:** Natathim attack with their retractable claws or, if available, technological weapons. Some have a - magnetoreception ability that allows them to see into frequencies other creatures can\'t, or even stranger abilities + magnetoreception ability that allows them to see into frequencies other creatures can't, or even stranger abilities to interact magnetically with their surroundings, though this is little understood. - **Interaction:** Natathim can be sympathetic to humans, partners in space exploration, or consider humans to be @@ -74655,7 +74655,7 @@ - **Loot:** Some natathim carry valuable items and equipment. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**GM Intrusion:** The natathim spontaneously magnetizes the character\'s possessions, which hold them helpless against +**GM Intrusion:** The natathim spontaneously magnetizes the character's possessions, which hold them helpless against the nearest wall or floor (if also metallic). The PC can take no actions other than attempt to escape. ::: @@ -74687,14 +74687,14 @@ Might defense roll or move down one step on [the damage track](#the-damage-track). This ability could be an innate power or come from an artifact. - A necromancer who isn\'t already accompanied by undead spirits or shambling, spirit-inhabited corpses under their + A necromancer who isn't already accompanied by undead spirits or shambling, spirit-inhabited corpses under their command can call up a spirit as an action. A necromancer can command up to five spirits (or newly allied undead, as described below) at a time. A necromancer can attempt to take command of a spirit or undead creature within short range. They automatically succeed against an unaligned undead target of level 4 or less. If a targeted spirit is already allied with or in service to a PC, the PC must succeed on an Intellect defense roll or lose control of the spirit to the - necromancer\'s will for one minute. + necromancer's will for one minute. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} @@ -74703,8 +74703,8 @@ ::: - **Interaction:** Necromancers are feared for their nonchalant attitudes toward life, especially the life of normal - people (such as peasants and city folk). They will negotiate but usually don\'t have the capacity to care about - another person\'s well-being; they\'re sociopathic. + people (such as peasants and city folk). They will negotiate but usually don't have the capacity to care about + another person's well-being; they\'re sociopathic. - **Use:** A character has died, and their allies must find a necromancer to help retrieve their spirit. Of course, the necromancer wants something in return for this aid---perhaps an artifact pilfered from whatever underworld or @@ -74713,7 +74713,7 @@ - **Loot:** Necromancers have one or two expensive items, a cypher, and possibly an artifact. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**GM Intrusion:** A bony hand erupts from the ground at the character\'s feet. On a failed Speed defense roll, they are +**GM Intrusion:** A bony hand erupts from the ground at the character's feet. On a failed Speed defense roll, they are held in place until they can succeed on a Might task to escape. Each round the character fails to escape, the hand squeezes them for 3 points of damage. ::: @@ -74756,7 +74756,7 @@ - *Resistance.* The noble knight is immune to effects that would influence their mind, charm them, or put them to sleep. -- **Interaction:** Flowery language and impeccable manners show a knight\'s noble background. Those who negotiate with +- **Interaction:** Flowery language and impeccable manners show a knight's noble background. Those who negotiate with one in good faith are likely to come away with something of value. However, sometimes a noble knight is corrupt and betrays trusts. @@ -74765,7 +74765,7 @@ - **Loot:** Noble knights carry weapons, heavy armor, and perhaps a cypher or even an artifact. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**GM Intrusion:** The character damaged by a noble knight\'s attack must succeed on a Might defense roll or be knocked +**GM Intrusion:** The character damaged by a noble knight's attack must succeed on a Might defense roll or be knocked off a mount, a bridge, or a cliff, or, if nothing suffices, they are knocked to the ground and out of immediate range of the knight. ::: @@ -74802,7 +74802,7 @@ item, a cypher, and possibly an artifact related to their power over spirits or demons. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**GM Intrusion:** A bony hand erupts from the ground at the character\'s feet. On a failed Speed defense roll, they are +**GM Intrusion:** A bony hand erupts from the ground at the character's feet. On a failed Speed defense roll, they are held in place until they succeed on a Might-based task to escape. Each round the character fails to escape, the hand squeezes for 3 points of damage. ::: @@ -74820,7 +74820,7 @@ the remains of recent meals, orcs have a mouthful of sharp, broken teeth that can develop into true fangs. Adults range in height from no larger than a human child to massive specimens larger than a strapping man. Whether big or small, nearly all orcs have stooped backs and crooked legs. The hue of their skin is hard to ascertain, because they are -covered by the sediment of years, not to mention the iron armor every orc constantly wears from the moment it\'s able to +covered by the sediment of years, not to mention the iron armor every orc constantly wears from the moment it's able to lift a weapon. - **Motive:** Make others more miserable than itself @@ -74839,7 +74839,7 @@ - **Modifications:** Speed defense as level 3 when carrying a shield; pleasant interactions as level 1 ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -Orcs live short, brutish lives. The few that survive for years do so because of some special advantage; they\'re +Orcs live short, brutish lives. The few that survive for years do so because of some special advantage; they're sneakier, stronger, tougher, or meaner than average. These have the following modifications, respectively: - Stealth tasks as level 5 @@ -74904,7 +74904,7 @@ Ogres rarely flee from a fight, and only a foe of overwhelming power can force them to surrender. - **Interaction:** Ogres are stupid and cruel. They speak whatever language is most common in the area in which they - live, but their vocabulary is extremely limited. They don\'t like conversation, even with their own kind. Reasoning + live, but their vocabulary is extremely limited. They don't like conversation, even with their own kind. Reasoning with them is difficult at best, but sometimes they can be fooled. - **Use:** A solitary ogre is an excellent encounter for a group of first-tier characters. A number of ogres, @@ -74915,13 +74915,13 @@ - **Loot:** Some ogres hoard gold or other valuables in their lairs, but they rarely have use for magic or cyphers. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**GM Intrusion:** The ogre\'s mighty blow (whether it strikes a foe or not) hits the ground or the wall, causing major +**GM Intrusion:** The ogre's mighty blow (whether it strikes a foe or not) hits the ground or the wall, causing major structural damage and a possible collapse, cave-in, or landslide. It might also expose a hidden underground cave or chamber. ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The words \"immediate\" and \"close\" can be used interchangeably to talk about +**Editor's Notes ---** The words \"immediate\" and \"close\" can be used interchangeably to talk about [distance](#rules-distance). ::: @@ -74955,7 +74955,7 @@ - **Interaction:** Paladins have big personalities and strongly believe in their purpose and goals. They have no tolerance for evil acts and are unwilling to look the other way when their allies want to bend the rules or take - advantage of a \"grey area.\" However, they are not fools and won\'t throw away their lives for nothing. + advantage of a \"grey area.\" However, they are not fools and won't throw away their lives for nothing. - **Use:** A paladin lays claim to a foe the characters are seeking or have captured. An old paladin is looking for one last villain to smite. @@ -74965,7 +74965,7 @@ ##### Pharrmaceutical Sorcerer [3 (9)]{.float-end} [#](#npc-pharmaceutical-sorcerer){.og-h-anchor aria-hidden="true"} {#npc-pharmaceutical-sorcerer .og-tab} -[(It\'s Only Magic, page 114)]{.og-ref} +[(It's Only Magic, page 114)]{.og-ref} A pharmaceutical sorcerer is an apothecary, doctor, dentist, magical healer, counselor, surgeon, and nutritionist all in one. They have devoted themselves to the art and science of healing, using a combination of methods to achieve @@ -74993,7 +74993,7 @@ A pharmaceutical sorcerer knows several spells, such as healing a touched creature for 4 health or Pool points, identifying diseases and afflictions, removing or ameliorating afflictions and chronic conditions for a day, or - making a patient feel relaxed and safe for a few hours. They\'re usually licensed and trained to perform minor + making a patient feel relaxed and safe for a few hours. They're usually licensed and trained to perform minor medical procedures such as administering vaccines, applying topical medicines, and splinting broken bones. A pharmaceutical sorcerer often has one or more assistants, protégés, or students who help with clients or other @@ -75016,8 +75016,8 @@ Rather than evolving naturally, posthumans advance via a directed jump, designed with smart tools and AI surgeons. With all the advances fantastic technology brings to their genetic upgrade, posthumans are beings whose basic capacities -radically exceed regular people. They can\'t really be considered human any longer; they\'ve transcended humanity, which -is why they\'re also sometimes called transhumans. They\'re often involved in large-scale projects, such as creating +radically exceed regular people. They can't really be considered human any longer; they\'ve transcended humanity, which +is why they're also sometimes called transhumans. They\'re often involved in large-scale projects, such as creating bigger-than-world habitats or spacecraft, or possibly even researching how they might ascend to some still-higher realm of consciousness or being. @@ -75067,7 +75067,7 @@ [(Cypher System Rulebook, page 348)]{.og-ref} -Fey nobility are as numberless as cottonwood seeds on the June breeze. But that doesn\'t mean each isn\'t unique, with a +Fey nobility are as numberless as cottonwood seeds on the June breeze. But that doesn't mean each isn\'t unique, with a quirky personality and a specific role to play in the mysterious Court of Summer. Demonstrating life, vigor, predation, growth, and competition, the princesses and princes of summer are beings of warmth and generosity, usually. But catch them during the change of the season, and they can be deadly adversaries just as easily. Fey nobles dress in costly @@ -75090,17 +75090,17 @@ - **Combat:** Most fey princesses and princes are armed with an elegant sword and possibly a bow carved of silverwood. Also, each knows one or more faerie spells. Faerie spells include the following. - - *Brilliant Smile.* Target must succeed on an Intellect defense task or do the fey creature\'s will for up to one + - *Brilliant Smile.* Target must succeed on an Intellect defense task or do the fey creature's will for up to one minute. - - *Golden Mead.* Allies who drink from the fey\'s flask gain an asset to all defense tasks for ten hours. - - *Night\'s Reward.* Target suffers 5 points of Intellect damage (ignores Armor) and must make an Intellect + - *Golden Mead.* Allies who drink from the fey's flask gain an asset to all defense tasks for ten hours. + - *Night's Reward.* Target suffers 5 points of Intellect damage (ignores Armor) and must make an Intellect defense roll or fall asleep for up to one minute. - *Summer Confidence.* Selected targets in short range have an asset on tasks related to resisting fear and acting boldly. - *Thorns.* Target suffers 5 points of Speed damage (ignores Armor) and must succeed on a Might defense task or lose their next turn entangled in rapidly grown thorny vines. - Princes and princesses of summer regain 2 points of health per round while their health is above 0 unless they\'ve + Princes and princesses of summer regain 2 points of health per round while their health is above 0 unless they've been damaged with a silvered or cold iron weapon. - **Interaction:** Most fey are willing to talk, and those of the Summer Court are especially eager to make deals. @@ -75123,7 +75123,7 @@ Ah, the Evil Queen. Ruler of the land, watcher in the mirror. Full of magic, utterly merciless, and sharp of tongue. Evil and wicked queens abound in fairy tales, from those who have no names and are remembered only for their evil deeds, to those whose names will never be forgotten: Queen Grimhilde, Maleficent, the Queen of Hearts, and the White Witch. -These queens seek power for power\'s sake, not caring what destruction lies in their wake. +These queens seek power for power's sake, not caring what destruction lies in their wake. Of course, not all queens are evil---just the ones you hear about most often. But they are all powerful in their own way, even if they are forced to hide it by their circumstances. While they too crave power, they seek it in order to @@ -75187,7 +75187,7 @@ - **Interaction:** Grimhilde is cunning and devious, always hatching plans against those who harm her, who threaten to overshadow her, or who have caught her eye in some way. -- **Use:** The characters enter an area that is under Grimhilde\'s power and must face her wrath. +- **Use:** The characters enter an area that is under Grimhilde's power and must face her wrath. - **Loot:** She has a [mirror mirror](#fairy-tale-artifact-mirror-mirror) artifact, as well as 1d6 cyphers (often poison). @@ -75196,8 +75196,8 @@ [(We Are All Mad Here, page 126)]{.og-ref} -The Red Queen has never once yelled \"Off with her head!\" In fact, she has never yelled. It\'s horrible manners, and -besides, when you know how to wield power, you don\'t need all that noise and chaos. You need only whisper and be still, +The Red Queen has never once yelled \"Off with her head!\" In fact, she has never yelled. It's horrible manners, and +besides, when you know how to wield power, you don't need all that noise and chaos. You need only whisper and be still, and everyone will politely fall quiet and listen. - **Environment:** Polite dinner parties and social gatherings @@ -75218,7 +75218,7 @@ The Snow Queen rules over the \"snow bees\"---snowflakes that look like bees. She keeps an ornate palace surrounded by gardens in the lands of permafrost, but she can be seen elsewhere in the world where snowflakes cluster. Most say she is -cold, and they would be right. She has been part of the snow for so long that it\'s possible she no longer remembers +cold, and they would be right. She has been part of the snow for so long that it's possible she no longer remembers warmth or kindness or love. - **Environment:** Anywhere there is snow, ice, or winter @@ -75229,7 +75229,7 @@ foes in long range, inflicting 2 points of damage; reindeer familiar inflicts 5 points of damage with her horns. - **Interaction:** The Snow Queen is not evil---she just has forgotten what it means to be human, with human needs and - human hearts (not that she was ever truly human, but that\'s a story for another time). She is willing to bargain if + human hearts (not that she was ever truly human, but that's a story for another time). She is willing to bargain if she understands what she gets out of it. - **Use:** The Snow Queen guards the entrance to a place the characters need to enter. @@ -75285,7 +75285,7 @@ Scholars might be librarians, sages, wise women, crones, experts, or soothsayers. Typically, scholars seek knowledge above all else, and many also are willing to share it with others (sometimes for a price, sometimes just for the joy of -sharing knowledge). A scholar\'s expertise might be general or specific---they may study the world at large or home in +sharing knowledge). A scholar's expertise might be general or specific---they may study the world at large or home in on a specific type of magic or fey being, for example. - **Motive:** Find answers, seek knowledge @@ -75300,12 +75300,12 @@ - **Modifications:** Intuition, persuasion, detecting falsehoods, and most knowledge tasks as level 4 -- **Combat:** Scholars prefer to avoid a fight. If they must fight, a scholar tries to deduce a foe\'s weaknesses (if - any) and exploit them in combat. Some scholars might have learned spells or abilities from those they\'ve studied. +- **Combat:** Scholars prefer to avoid a fight. If they must fight, a scholar tries to deduce a foe's weaknesses (if + any) and exploit them in combat. Some scholars might have learned spells or abilities from those they've studied. Others might be examining a useful cypher or artifact, and will use it on their attackers. -- **Interaction:** Most scholars are helpful and full of information (whether or not it\'s useful or true information - varies from scholar to scholar). What they don\'t know, they may be willing to learn or study, if given the proper +- **Interaction:** Most scholars are helpful and full of information (whether or not it's useful or true information + varies from scholar to scholar). What they don't know, they may be willing to learn or study, if given the proper tools and incentive. However, some scholars are secretive, hoarding their knowledge for their own personal uses. - **Use:** Scholars can be incredible allies, offering clues, hints, and information that can help the characters. @@ -75337,7 +75337,7 @@ - **Combat:** A secret agent always has a covert, unexpected backup weapon that they can use to make a surprise attack, such as a ring or glove with a hidden poisoned needle (dealing 5 points of Speed damage that ignore Armor), - a fake tooth filled with poison gas to blow in a victim\'s face (inducing sleep for ten minutes), or a ring with a + a fake tooth filled with poison gas to blow in a victim's face (inducing sleep for ten minutes), or a ring with a miniature gun. - **Interaction:** Secret agents are confident, masterful, and always give the impression of being one step ahead of @@ -75358,7 +75358,7 @@ [(Cypher System Rulebook, page 352)]{.og-ref} Elves who faded from the surface to escape the justice of their fey cousins for crimes uncounted are sometimes called -shadow elves, dark elves, or simply trow. It\'s widely assumed that shadow elves fled to new realms deep below the +shadow elves, dark elves, or simply trow. It's widely assumed that shadow elves fled to new realms deep below the ground, and indeed, the routes that lead to their true abodes are mostly subterranean and include many grand underground keeps. However, the heart of the shadow elf kingdom lies in the colorless dimension of Shadow itself, where all things exist as a dim reflection of the real world. @@ -75409,7 +75409,7 @@ the best opportunity for a betrayal presents itself. - **Use:** Shadow elves have overrun an outlying keep, and even in broad daylight, the castle is shrouded in darkness - and webs of shadow. The treasures said to lie in the keep\'s coffers may already be in the hands of the dark fey. + and webs of shadow. The treasures said to lie in the keep's coffers may already be in the hands of the dark fey. - **Loot:** A shadow elf carries currency equivalent to an expensive item, in addition to weapons, light armor, and a cypher or two. Shadow elf leaders may carry an artifact. @@ -75421,7 +75421,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** See also: [Elf](#npc-elf) +**Editor's Notes ---** See also: [Elf](#npc-elf) ::: ##### Storm Marine [4 (12)]{.float-end} [#](#npc-storm-marine){.og-h-anchor aria-hidden="true"} {#npc-storm-marine .og-tab} @@ -75457,7 +75457,7 @@ A storm marine can deploy two level 3 gun drones that fire energy rays at two different targets up to 800 m (2,600 feet) away, inflicting 6 points of damage. If the drones focus on a single target, a successful hit deals 9 points of damage and moves the target one step down [the damage track](#the-damage-track). The drones can attack only once - or twice before returning to their cradles in the storm marine\'s suit for several rounds to recharge. + or twice before returning to their cradles in the storm marine's suit for several rounds to recharge. - **Interaction:** A storm marine might negotiate, but getting one to act against their mission is difficult. @@ -75490,7 +75490,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** For more information on [power shifts](#optional-rule-power-shifts), see [Superpowered NPCs and +**Editor's Notes ---** For more information on [power shifts](#optional-rule-power-shifts), see [Superpowered NPCs and Power Shifts](#superpowered-npcs-and-power-shifts). ::: @@ -75505,7 +75505,7 @@ Before he was Anathema, he was Sameer Stokes, a bitter and spiteful coder working for a large software company. Having failed in relationships, promotions, and retaining friends, Sameer retreated online and learned that he had power when he bullied people. He delighted in causing emotional distress in others in forums and social media. In effect, he was a -troll. When the metamorphosis happened, he was turned into a troll for real. (Sameer doesn\'t recall the metamorphosis +troll. When the metamorphosis happened, he was turned into a troll for real. (Sameer doesn't recall the metamorphosis or the days before and immediately after his change, despite using therapy and drugs in an attempt to recover those memories.) @@ -75533,19 +75533,19 @@ per round. In any round in which he regains health, his attacks deal 3 additional points of damage (15 total), and he seems to visibly swell with muscle. -- **Interaction:** When Anathema is riled up during a fight, it\'s difficult to reason with him. However, he is +- **Interaction:** When Anathema is riled up during a fight, it's difficult to reason with him. However, he is willing to negotiate if someone offers him wealth or convinces him they have valuable secrets for breaking mental - blocks. Anathema doesn\'t know how he became the way he is, and he wants to recover his missing memories. + blocks. Anathema doesn't know how he became the way he is, and he wants to recover his missing memories. - **Use:** The rolling earthquake afflicting the city is actually Anathema fighting a group of newbie superheroes who - haven\'t figured out that engaging the red mountain will likely cause more deaths than leaving him alone. (The first + haven't figured out that engaging the red mountain will likely cause more deaths than leaving him alone. (The first rule of fighting Anathema is to lead or move him somewhere with a low population density.) -- **Loot:** Anathema doesn\'t normally carry wealth or other valuables. In his lair, Anathema typically has three to +- **Loot:** Anathema doesn't normally carry wealth or other valuables. In his lair, Anathema typically has three to five expensive items, 1d6 cyphers, and possibly an artifact. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**GM Intrusion:** Anathema\'s attack sends the character flying a long distance and potentially into dangerous terrain. +**GM Intrusion:** Anathema's attack sends the character flying a long distance and potentially into dangerous terrain. ::: ###### Doctor Dread [7 (21)]{.float-end} [#](#npc-supervillain-doctor-dread){.og-h-anchor aria-hidden="true"} {#npc-supervillain-doctor-dread .og-tab-sub} @@ -75557,9 +75557,9 @@ uses her abilities to extort money, influence, and technology from the rich and powerful, whether her victims are individuals, governments, corporations, or superheroes. -Alicia Coleridge is Doctor Dread\'s secret identity. Born into relative obscurity, she received a full scholarship to +Alicia Coleridge is Doctor Dread's secret identity. Born into relative obscurity, she received a full scholarship to the Russell Institute of Technology, where she studied the effects of radioactive substances on living tissue. In a -freak lab accident, Alicia\'s fiancé was slain, and Alicia was disfigured and driven slightly insane, so much so that +freak lab accident, Alicia's fiancé was slain, and Alicia was disfigured and driven slightly insane, so much so that she built the Doctor Dread armor. She plows the vast wealth she accumulates through terrorism into research into the rejuvenation of dead flesh. She hopes to one day bring back her dead love, whose body she keeps in suspended animation. @@ -75567,7 +75567,7 @@ ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -Dread\'s robot minion +Dread's robot minion : level 3; Armor 1; long-range laser attack inflicts 4 points of damage ::: @@ -75589,7 +75589,7 @@ - **Modifications:** Resists mental attacks and deception as level 8; understands, repairs, and crafts advanced technology as level 10 -- **Combat:** Doctor Dread\'s armor allows her to exist without outside air (or air pressure), food, or water for up +- **Combat:** Doctor Dread's armor allows her to exist without outside air (or air pressure), food, or water for up to ten days at a time. She can call on her robotic armor to accomplish a variety of tasks, including the following: - *Barricade.* Establish an immobile, two-dimensional field of transparent force 10 feet by 10 feet (3 m by 3 m) @@ -75599,14 +75599,14 @@ - *Fade.* Become invisible for one minute, or until she makes an attack - *Plasma Blast.* Long-range heat and electricity blast that inflicts 7 points of damage -- **Interaction:** Doctor Dread is slightly mad, but that\'s normally disguised by her amazing brilliance. She is an - egomaniac but will negotiate in return for a promise of wealth or biomedical lore she doesn\'t already know. +- **Interaction:** Doctor Dread is slightly mad, but that's normally disguised by her amazing brilliance. She is an + egomaniac but will negotiate in return for a promise of wealth or biomedical lore she doesn't already know. -- **Use:** The PCs are called to handle a hostage situation at a party in which many of the city\'s wealthy elite are +- **Use:** The PCs are called to handle a hostage situation at a party in which many of the city's wealthy elite are being held captive by Doctor Dread. She promises to let them go once sufficient wealth is paid into her offshore accounts. -- **Loot:** Most of Doctor Dread\'s considerable wealth is tied up in online accounts, two or three secret fortresses, +- **Loot:** Most of Doctor Dread's considerable wealth is tied up in online accounts, two or three secret fortresses, and cutting-edge biological research equipment. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} @@ -75620,14 +75620,14 @@ Not much is known about Magnetar other than its powerful ability to generate and control magnetic fields. Various research groups theorize that Magnetar is an alien, a sentient and self-improving robot, or even some kind of -manifestation of a fundamental force. Given Magnetar\'s vaguely humanoid shape, a few people even suggest that the +manifestation of a fundamental force. Given Magnetar's vaguely humanoid shape, a few people even suggest that the villain is actually a man with a mutant ability so powerful that it burned out all memories of his former self. In truth, Magnetar is the animate, sentient, and self-regulating nucleus of a neutron star that is able to rein in its immense electromagnetic signature. One of two such beings an advanced alien species created from a single magnetar (a type of neutron star with an extremely powerful magnetic field), Magnetar was sent on a mission of exploration. After millennia, it crashed on Earth and was damaged. Having lost most of its memory data, Magnetar knows that something was -taken from it (its twin), but it can\'t remember what. It has decided to blame the humans. +taken from it (its twin), but it can't remember what. It has decided to blame the humans. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} Assume that Magnetar has three [power shifts](#optional-rule-power-shifts) in its magnetic power and two in resilience. @@ -75649,25 +75649,25 @@ - **Modifications:** Speed defense as level 5 due to mass; tasks related to controlling and shaping metal through electromagnetic manipulation as level 11 -- **Combat:** Magnetar\'s fist packs a wallop, since it can selectively add mass to the punch. However, its most +- **Combat:** Magnetar's fist packs a wallop, since it can selectively add mass to the punch. However, its most potent ability is its level 11 control over all metal within very long range, which it uses to create anything it can imagine, including walls, attacks, pincers, and more. Magnetar can lift bridges, vehicles, and structures infused with rebar that it can see within its area of influence. When it throws such a large object as part of an attack, the target and everything within short range of the target takes 10 points of damage. - Magnetar\'s only weakness is psychic attacks, which is fortunate since reducing it to 0 health through an - old-fashioned beating could release an uncontrolled neutron star chunk on the Earth\'s surface. + Magnetar's only weakness is psychic attacks, which is fortunate since reducing it to 0 health through an + old-fashioned beating could release an uncontrolled neutron star chunk on the Earth's surface. - **Interaction:** Morose and gruff, Magnetar would rather be alone, but every so often, it goes on a rampage, hoping that a display will draw out whoever or whatever made it the way it is. Magnetar constantly feels the drag of - emotional loss, but it doesn\'t know why (it doesn\'t realize that the feeling comes from the loss of its twin). + emotional loss, but it doesn't know why (it doesn\'t realize that the feeling comes from the loss of its twin). -- **Use:** [Doctor Dread](#npc-supervillain-doctor-dread) has put a bounty on Magnetar\'s head because she wants to +- **Use:** [Doctor Dread](#npc-supervillain-doctor-dread) has put a bounty on Magnetar's head because she wants to study the advanced technology woven through its body. The bounty amount is outrageous, but then again, so is Magnetar. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**GM Intrusion:** On a failed Might defense roll, all of the character\'s loose metallic items (including weapons) are +**GM Intrusion:** On a failed Might defense roll, all of the character's loose metallic items (including weapons) are stripped from them and become stuck to a nearby metallic buttress. ::: @@ -75678,12 +75678,12 @@ Real name Alfred Webster, Mister Genocide has the unfortunate ability to synthesize deadly poison from his skin. His touch can kill, but if he wishes it, so can his spittle or even his breath. -Anyone who spends too much time in Mister Genocide\'s presence becomes ill, even if the villain isn\'t actively using +Anyone who spends too much time in Mister Genocide's presence becomes ill, even if the villain isn\'t actively using his power. Thus, his cronies usually wear gas masks and protective clothing. Mister Genocide has promoted himself to the head of the mob in the city where he resides and is always looking to expand his operations, sometimes at the expense of other criminals. -When victims are killed by Mister Genocide\'s poison, their skin and the whites of their eyes take on a bright green +When victims are killed by Mister Genocide's poison, their skin and the whites of their eyes take on a bright green hue, which increases the terror that normal people feel regarding him. Even superheroes have been brought down by his toxins. @@ -75764,7 +75764,7 @@ - **Motive:** Save the world -- **Environment:** Anywhere wrongs (to Wrath\'s way of thinking) must be righted +- **Environment:** Anywhere wrongs (to Wrath's way of thinking) must be righted - **Health:** 36 @@ -75788,7 +75788,7 @@ herself in the end. However, she is not one to betray her word. - **Use:** Wrath is making a bid to form a group of supervillains---all of whom will answer to her, of course---and it - seems that initial talks are going well. The only holdout is Mister Genocide, who feels threatened by Wrath\'s + seems that initial talks are going well. The only holdout is Mister Genocide, who feels threatened by Wrath's larger organization, and this tension has led to ongoing warfare in the streets as assassins battle mobsters. - **Loot:** In addition to weapons and armor, Wrath likely possesses the equivalent of five exorbitant items, 1d6 @@ -75804,7 +75804,7 @@ [(The Stars are Fire, page 137)]{.og-ref} Synthetic people have been called many things, including simply synths, androids, robot mimics, and, depending on how -they act, killer robots. Their origins are varied. In some cases, they\'re the result of corporate research into +they act, killer robots. Their origins are varied. In some cases, they're the result of corporate research into \"products\" that would serve humanity as assistants and companions, but later gained sentience. In other cases, synthetic people are the result of a state-sponsored program to develop war machines or automated assassins that looked like regular people. Another origin for synthetic people is through the design of awakened (and inimical) AIs as part of @@ -75832,20 +75832,20 @@ target and all other creatures within immediate range of the target must succeed on a Speed defense task or take 7 points of damage. - A synth can take a repair action and regain 10 points of health. A synthetic person at 0 health can\'t repair itself + A synth can take a repair action and regain 10 points of health. A synthetic person at 0 health can't repair itself thusly, but unless the creature is completely dismembered, one may spontaneously reanimate 1d10 hours later with 4 points of health. - **Interaction:** Synthetic people that pretend to be (or think that they are) human interact like normal people. But - an enraged one or one that\'s been programmed to kill is unreasoning and fights to the end. + an enraged one or one that's been programmed to kill is unreasoning and fights to the end. - **Use:** A group of refugees who need help turn out to include (or be entirely made up of) synthetic people. Whether or not any of them harbor programs that require that they kill humans is entirely up to the GM. -- **Loot:** One or two manifest cyphers could be salvaged from a synth\'s inactive form. +- **Loot:** One or two manifest cyphers could be salvaged from a synth's inactive form. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**GM Intrusion:** The character is blinded for one or two rounds after being struck by the synth\'s searing plasma ball. +**GM Intrusion:** The character is blinded for one or two rounds after being struck by the synth's searing plasma ball. ::: ##### Raider [3 (9)+]{.float-end} [#](#npc-raider){.og-h-anchor aria-hidden="true"} {#npc-raider .og-tab} @@ -75853,7 +75853,7 @@ [(Rust and Redemption, page 107)]{.og-ref} Stripped of humanity by brutal living conditions and their determination to survive no matter the cost, raiders still -look human. But beneath that veneer, they\'re feral. +look human. But beneath that veneer, they're feral. - **Motive:** Raid and kill for what they want @@ -75886,20 +75886,20 @@ - **Combat:** Using pikes, spears, or lances welded to the front of their bike, a fell rider typically makes ride-by attacks against foes from just outside short range. A fell rider is one with their bike, always moving to engage and - disengage. If knocked from their bike (possibly a minor effect), a fell rider\'s attacks and Speed defenses are + disengage. If knocked from their bike (possibly a minor effect), a fell rider's attacks and Speed defenses are hindered until they regain the seat as their action. Some riders use larger four-wheeled vehicles with open canopies instead of motorcycles. These fell riders have 2 Armor and can attempt a run-down attack on up to three targets that are next to each other and not in a vehicle, inflicting 8 points of damage. Struck targets that fail a Might defense roll descend one step on [the damage track](#the-damage-track). -- **Loot:** A fell rider\'s motorcycle, when repaired, is a useful vehicle with enough gas for miles of travel. +- **Loot:** A fell rider's motorcycle, when repaired, is a useful vehicle with enough gas for miles of travel. ###### Marauder [3 (9)]{.float-end} [#](#npc-raider-marauder){.og-h-anchor aria-hidden="true"} {#npc-raider-marauder .og-tab-sub} [(Rust and Redemption, page 107)]{.og-ref} Marauders are raiders who attack with stealth, wrapping themselves in light smothering clothes and targeting survivors -after midnight. By day, they act like regular people, part of a survivor community. That\'s pretense; when time allows, +after midnight. By day, they act like regular people, part of a survivor community. That's pretense; when time allows, they torture targets to death and take flesh trophies. - **Health:** 12 @@ -75912,7 +75912,7 @@ - **Combat:** Marauders use stealth and the night to position themselves before attacking, hoping to make their initial attack with surprise using bladed weapons. Whether they have surprise or not, if they attack before their - target\'s first action, their attacks are eased and inflict 6 points of damage. + target's first action, their attacks are eased and inflict 6 points of damage. Marauders often dose their bladed weapons with poison, so targets must also make a Might defense roll or take 2 points of Speed damage (ignores Armor) each round for three rounds. @@ -75957,7 +75957,7 @@ 2 **Fire thrower (level 7):** immediate-range weapon inflicts 7 points of damage on all targets within immediate range (depletion: 1 in 1d10) 3 **Release the beast:** Gives the command to \"release the beast\"; a melted loyal to warlord charges into the fight 4 **Force shield (level 5):** Static field blocks all incoming attacks against the warlord for one round (depletion: 1--2 in 1d10) - 5 **Power gauntlet:** Warlord\'s power gauntlet grabs foe and automatically deals damage from crushing until foe escapes + 5 **Power gauntlet:** Warlord's power gauntlet grabs foe and automatically deals damage from crushing until foe escapes 6 **Skystrike:** Calls in a \"skystrike\" from a battered wristband; a round later, a missile launched from a before-times satellite strikes nearby, inflicting 10 points of damage on all creatures within a short area who fail a Speed defense roll, and 2 points on those who succeed (depletion: automatic) : Unique Warlord Advantage @@ -76022,15 +76022,15 @@ [(We Are All Mad Here, page 139)]{.og-ref} -Robbers, thieves, highwaymen, robin hoods---whatever name you call them, they want what you have, and they\'re willing +Robbers, thieves, highwaymen, robin hoods---whatever name you call them, they want what you have, and they're willing to get it any way they can. Some robbers are honorable, stealing only from the rich or the evil. Others will take -anything that isn\'t nailed down or magically protected. +anything that isn't nailed down or magically protected. Robbers often travel in pairs or small groups of dedicated friends and fellow robbers. -- **Motive:** What\'s yours is mine +- **Motive:** What's yours is mine -- **Environment:** Anywhere there\'s something to be stolen +- **Environment:** Anywhere there's something to be stolen - **Health:** 12 @@ -76052,16 +76052,16 @@ - **Use:** Robbers happen upon the place where the characters have made camp, and ask to join them. A group of robbers arrives to steal a thing that the characters are just about to steal themselves. -- **Loot:** Depending on whether they\'ve just robbed someone or not, robbers may have anywhere from nothing (other +- **Loot:** Depending on whether they've just robbed someone or not, robbers may have anywhere from nothing (other than their weapons and clothing) up to the currency equivalent of a very expensive item. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**GM Intrusion:** The robber\'s arrow manages to hit two foes in a single attack, or the robber shoots two arrows at +**GM Intrusion:** The robber's arrow manages to hit two foes in a single attack, or the robber shoots two arrows at multiple foes. ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** In [We Are All Mad +**Editor's Notes ---** In [We Are All Mad Here](https://www.montecookgames.com/store/product/we-are-all-mad-here/){.og-icon .og-mcg}, this NPC is listed as *Thief/Robber*. It is identified by its unique name here to prevent confusion with the [Thief](#npc-thief). ::: @@ -76070,7 +76070,7 @@ [(Godforsaken, page 137)]{.og-ref} -A thief takes things that don\'t belong to them---preferably with their victim remaining unaware of the crime until the +A thief takes things that don't belong to them---preferably with their victim remaining unaware of the crime until the thief is safely away. Burglars and pickpockets are the most common sort, but ambitious thieves are known to plan elaborate heists to steal priceless items from prominent targets. @@ -76089,20 +76089,20 @@ - **Combat:** Thieves prefer small concealable weapons---knives, batons, and so on---so they can quickly make themselves look like an innocent bystander. Their goal is to escape, not kill, so they often rely on tricks like caltrops, spilled oil, and smoke pellets to distract or delay foes and give themselves an opportunity to get away. - They aren\'t above using poison, typically a sleep poison that knocks out a foe for ten minutes on a failed Might + They aren't above using poison, typically a sleep poison that knocks out a foe for ten minutes on a failed Might defense task. - **Interaction:** Thieves run a broad range of personalities---nervous, arrogant, quietly confident, sarcastic, and - more. They like to know the risks and rewards of what they\'ll be doing, and they don\'t like surprises. + more. They like to know the risks and rewards of what they'll be doing, and they don\'t like surprises. - **Use:** A cocky thief steals an item from a character and returns it to prove their skills are up to the task. A - gang of pickpockets targets a character\'s jewelry or cyphers. + gang of pickpockets targets a character's jewelry or cyphers. - **Loot:** Thieves usually carry light tools, a few small weapons, miscellaneous equipment for creating a distraction, and a cypher they plan to use or sell. ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** See also: [Robber](#npc-robber) +**Editor's Notes ---** See also: [Robber](#npc-robber) ::: ##### Thug [3 (9)]{.float-end} [#](#npc-thug){.og-h-anchor aria-hidden="true"} {#npc-thug .og-tab} @@ -76125,7 +76125,7 @@ - **Movement:** Short - **Combat:** Thugs prefer ambushes, making ranged attacks from hiding if possible. Sometimes they spoil the ambush to - issue an ultimatum before attacking: give us your valuables or you\'ll be sorry. + issue an ultimatum before attacking: give us your valuables or you'll be sorry. - **Interaction:** Thugs are interested in money and power, which means they almost always accept bribes. If faced with a real threat, thugs usually retreat. @@ -76144,10 +76144,10 @@ [(We Are All Mad Here, page 113)]{.og-ref} -Once an ordinary woodman of flesh and blood named Nick Chopper, the Tin Woodman\'s story is a sad one. His beloved axe -was enchanted by a wicked witch in order to keep him from his other true love (it\'s a long story, but suffice it to say +Once an ordinary woodman of flesh and blood named Nick Chopper, the Tin Woodman's story is a sad one. His beloved axe +was enchanted by a wicked witch in order to keep him from his other true love (it's a long story, but suffice it to say that witches who are wicked do wicked things). His beloved axe turned on Nick Chopper, taking off one limb after -another. A tinsmith kindly replaced Nick\'s missing body parts (except his heart) with tin prosthetics, but eventually +another. A tinsmith kindly replaced Nick's missing body parts (except his heart) with tin prosthetics, but eventually nothing was left of the original human and he became the Tin Woodman. Note that the Tin Woodman will never tell you this story himself, for he has no heart and seeks only revenge: revenge @@ -76187,7 +76187,7 @@ - **Loot:** Enchanted axe ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**GM Intrusion:** A character\'s weapon gets caught in the Tin Woodman\'s metal body, pulling the weapon out of their +**GM Intrusion:** A character's weapon gets caught in the Tin Woodman\'s metal body, pulling the weapon out of their hands. ::: @@ -76244,9 +76244,9 @@ [(Cypher System Rulebook, page 368)]{.og-ref}[(We Are All Mad Here, page 132)]{.og-ref} -Witches are complex beings of myriad personalities, desires, and abilities. Sometimes they\'re the stuff of nightmares, -with tales of their exploits keeping children safe in their beds during the darkest hours. Other times they\'re wise -helpers---at least for a little while, or possibly for a price. Often, they\'re a little of everything, taking on no end +Witches are complex beings of myriad personalities, desires, and abilities. Sometimes they're the stuff of nightmares, +with tales of their exploits keeping children safe in their beds during the darkest hours. Other times they're wise +helpers---at least for a little while, or possibly for a price. Often, they're a little of everything, taking on no end of roles throughout their lifetime. They may isolate themselves deep in the dark woods, falsify their way into a royal family, or reside in the middle of town, hiding their identity. Some witches have magical abilities that rival those of an [enchanter](#npc-enchanter). @@ -76255,7 +76255,7 @@ magic---and a willingness to use all of them when necessary. ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** This listing combines two identically named NPCs from the [Cypher System +**Editor's Notes ---** This listing combines two identically named NPCs from the [Cypher System Rulebook](https://www.montecookgames.com/store/product/cypher-system-rulebook-2/){.og-icon .og-mcg} and [We Are All Mad Here](https://www.montecookgames.com/store/product/we-are-all-mad-here/){.og-icon .og-mcg}. ::: @@ -76279,8 +76279,8 @@ victims succeed on an Intellect defense roll; each time they fail a roll, the next roll is hindered by one additional step. - *Familiar.* When attacked, a witch relies on the aid of their familiar to improve their Speed defense. The - familiar could be a large black cat, an owl, a big snake, or some other creature. Killing a witch\'s familiar is - so shocking to a witch that their attacks and Speed defense are hindered for a few days. It\'s also a way to + familiar could be a large black cat, an owl, a big snake, or some other creature. Killing a witch's familiar is + so shocking to a witch that their attacks and Speed defense are hindered for a few days. It's also a way to ensure that the witch never forgives their foe or grants mercy. - *Glamour.* Glamour is an illusion that the witch creates. It may let them look like someone else, appear to be a tree or a bird, or even make them invisible. Seeing through the glamour is a level 8 Intellect task. A failed @@ -76291,26 +76291,26 @@ - *Hexbolt.* A victim within long range is attacked with fire, cold, or psychic bolts, as the witch chooses. Psychic bolts deal 3 points of Intellect damage (ignores Armor). - *Imprison.* The witch creates a prison within long range and captures a foe inside it as a single action. The - prison might be physical (a tower, a cage, a trap, a binding around the body) or mental (they can\'t move, their + prison might be physical (a tower, a cage, a trap, a binding around the body) or mental (they can't move, their muscles are no longer under their control, they are afraid to move). Resisting being caught is a level 5 defense task (Might, Speed, or Intellect, depending on the type of imprisonment). If a character is caught, breaking free is a level 5 task (of the appropriate stat). - *Protect.* Places a confinement spell to keep someone from going in or out of a location, building, or room. Those who attempt to pass through the spell but fail take 3 points of Intellect damage and are knocked back. Once the spell activates, it disappears. - - *Revive.* This rare and costly ability allows a witch to bring someone back to life, as long as they haven\'t + - *Revive.* This rare and costly ability allows a witch to bring someone back to life, as long as they haven't been dead for more than a year. In order to accomplish this, the witch needs all or part of the body of the - dead, a beloved object of the dead\'s, and the willingness of someone else to take on a curse that results from + dead, a beloved object of the dead's, and the willingness of someone else to take on a curse that results from the magical working (roll on the Curse table to determine the resulting curse). Revive takes ten minutes to cast, and the character returns to life with 1 point in all of their Pools. - *Seduce.* Creatures within short range who fail an Intellect defense roll become enamored of the witch. - Resisting the witch\'s persuasion attempts is hindered by two steps until the victim succeeds on an Intellect - defense roll; each time they fail to resist the persuasion attempt, the witch\'s next persuasion attempt is + Resisting the witch's persuasion attempts is hindered by two steps until the victim succeeds on an Intellect + defense roll; each time they fail to resist the persuasion attempt, the witch's next persuasion attempt is eased by an additional step. - *Shrivel.* A victim within long range and up to two creatures next to the victim must succeed on a Might defense roll or take 3 points of Speed damage (ignores Armor). In each subsequent round, a victim who failed the previous roll must make another Might defense roll with the same outcome on failure. - - *Vitality.* The witch regains 11 points of health and gains +3 to Armor for one minute. Multiple uses don\'t + - *Vitality.* The witch regains 11 points of health and gains +3 to Armor for one minute. Multiple uses don't further improve Armor. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} @@ -76331,10 +76331,10 @@ depletion roll of 1 in 1d10). ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**GM Intrusions:** After a character succeeds on a defense roll against one of the witch\'s ongoing curse effects, the +**GM Intrusions:** After a character succeeds on a defense roll against one of the witch's ongoing curse effects, the witch immediately tosses a hexbolt at them. If the character is hit, the ongoing curse effect also continues. -The witch\'s familiar joins the fray, tripping up characters and hindering their actions. +The witch's familiar joins the fray, tripping up characters and hindering their actions. Something startles the witch and they cast a curse or spell as an automatic response. The witch pulls out an artifact or cypher and prepares to use it. @@ -76415,7 +76415,7 @@ garden to aid her magic. - **Use:** The characters need a concoction to heal someone, remove a curse, or help them get pregnant. The characters - accidentally trespass on Dame Gothel\'s space. + accidentally trespass on Dame Gothel's space. - **Loot:** Various plants, potions, and cyphers @@ -76424,19 +76424,19 @@ [(We Are All Mad Here, page 135)]{.og-ref} Living in the darkest depths of the sea, the Sea Witch is dangerous, wily, persuasive, and scheming. She is best known -for brewing up life options---for a price. If you want what she\'s got (and she\'s got everything), you bring her what -she wants. It might be your voice, your hair, or your firstborn. Or all three. Surely you won\'t miss them ... +for brewing up life options---for a price. If you want what she's got (and she\'s got everything), you bring her what +she wants. It might be your voice, your hair, or your firstborn. Or all three. Surely you won't miss them ... - **Modifications:** Persuasion, intimidation, coercion, and swimming as level 8 - **Combat:** She can use the following abilities: *charm*, *familiar* (water snakes), *glamour*, *imprison*, *protect*, *seduce*, and *shrivel*. -- **Interaction:** The Sea Witch will always make a bargain, take a bet, gamble all she\'s got on the downtrodden and - woe-be-gotten. Not because her heart is big, but because she makes sure that the house---that\'s her---always wins. +- **Interaction:** The Sea Witch will always make a bargain, take a bet, gamble all she's got on the downtrodden and + woe-be-gotten. Not because her heart is big, but because she makes sure that the house---that's her---always wins. - **Use:** The characters need a potion, a spell, a curse, or any other bit of magic, large or small, and the Sea - Witch will find a way to put it in their hands and let them walk away thinking they\'ve come out ahead. At least + Witch will find a way to put it in their hands and let them walk away thinking they've come out ahead. At least until she comes to collect. - **Loot:** A chest full of gifts and winnings from lovers, fawners, and those who should have known better, including @@ -76465,7 +76465,7 @@ - **Use:** The characters need to find galoshes of fortune and decide to steal a pair from the Wicked Witch of the West. Perhaps they need to make it through the land she presides over and must find a way to get her approval. -- **Loot:** Whatever shoes she\'s wearing (which are very likely an artifact). +- **Loot:** Whatever shoes she's wearing (which are very likely an artifact). ##### Wizard, Mighty [8 (24)]{.float-end} [#](#npc-wizard-mighty){.og-h-anchor aria-hidden="true"} {#npc-wizard-mighty .og-tab} @@ -76492,7 +76492,7 @@ spells of finding, and so on. A wizard also likely carries several cyphers useful in combat. - **Interaction:** Care should be taken when negotiating with wizards because they are subtle and quick to anger. Even - when negotiations succeed, a wizard\'s suggestions are usually cryptic and open to interpretation. A mighty wizard + when negotiations succeed, a wizard's suggestions are usually cryptic and open to interpretation. A mighty wizard might be convinced to teach a character how to cast a spell. - **Use:** A wizard is putting together a team to challenge a great foe, and the PCs fit the bill. @@ -76527,21 +76527,21 @@ - **Modifications:** Hunting, seeking, and sneaking as level 9 -- **Combat:** The Wolf \'s bite does 8 points of damage. Additionally, he has a variety of abilities that he may use. +- **Combat:** The Wolf 's bite does 8 points of damage. Additionally, he has a variety of abilities that he may use. - *What Big Ears You Have.* Can track and hear his prey up to a mile away. Tracking ignores all cloaking abilities, including magical ones. - *What Big Eyes You Have.* Mesmerizes his victims for two rounds, convincing them that he is a friend and that they should do what he suggests. - - *What Big Teeth You Have.* Swallows his victim whole, holding them in his belly. It\'s a level 8 Speed or Might + - *What Big Teeth You Have.* Swallows his victim whole, holding them in his belly. It's a level 8 Speed or Might defense task to avoid being eaten whole. Captured characters can attempt to cut themselves free, which requires three successful attacks. - *Huff and Puff.* Exhale creates a wind so strong it can knock over foes, trees, and even houses. Inflicts 6 points of damage to everything within long distance, and knocks most things prone. Once the Wolf uses this - ability, he can\'t use it again for three rounds. + ability, he can't use it again for three rounds. - **Interaction:** Despite his constant hunger and his gnawing need to swallow the world, the Wolf makes an - interesting ally (provided that he\'s well fed at the time) for he is smart and cunning, and has myriad tricks for + interesting ally (provided that he's well fed at the time) for he is smart and cunning, and has myriad tricks for moving through the world. - **Use:** The Big Bad Wolf is a great character to introduce into a [modern](#chapter-14-modern) [fairy @@ -76549,7 +76549,7 @@ ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} **GM Intrusions:** The Wolf makes a great leap, knocking down foes. The Wolf already has someone swallowed in his belly, -and that person calls for help from out of the Wolf\'s mouth. +and that person calls for help from out of the Wolf's mouth. ::: ##### Wraith (Homo vacuus) [4 (12)]{.float-end} [#](#npc-wraith-homo-vacuus){.og-h-anchor aria-hidden="true"} {#npc-wraith-homo-vacuus .og-tab} @@ -76580,7 +76580,7 @@ - **Combat:** Wraiths can unfold from their concealing shrouds and attack with radioactive limbs for 6 points of Speed damage from ionizing radiation (ignores most Armor), or if available, technological weapons. Some can direct ionizing radiation as long-distance attacks, though doing so costs the wraith 1 point of health. Wraiths are immune - to radiation, and attacks using radiation heal a wraith\'s lost health by the amount of damage the attack would have + to radiation, and attacks using radiation heal a wraith's lost health by the amount of damage the attack would have otherwise afflicted. Gravity of 1 G or greater hinders all wraith actions. - **Interaction:** Wraiths communicate by radio. They react to outsiders as dictated by their place in the setting. @@ -76643,7 +76643,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** There are even more [cyphers](og-dd.html#chapter-9-cyphers) in [Old Gus\' Daft +**Editor's Notes ---** There are even more [cyphers](og-dd.html#chapter-9-cyphers) in [Old Gus\' Daft Drafts](og-dd.html). ::: @@ -76653,7 +76653,7 @@ attacks, ease or hinder task rolls, or (in a more supernatural and extreme example) produce effects such as nullifying gravity or turning something invisible. -Most cyphers aren\'t physical objects---just something useful that happens right when you need it. They might be a burst +Most cyphers aren't physical objects---just something useful that happens right when you need it. They might be a burst of insight that allows a character to make a perfectly executed attack, a lucky guess when using a computer terminal, a coincidental distraction that gives you an advantage against an NPC, or a supernatural entity that makes things work out in your favor. In some games, cyphers come in the form of items, like magic potions or bits of alien technology. @@ -76661,25 +76661,25 @@ ::: {.alert .ps-4 .pb-0} Subtle Cyphers -: Cyphers that don\'t have a physical form are called [subtle cyphers](#subtle-cyphers). +: Cyphers that don't have a physical form are called [subtle cyphers](#subtle-cyphers). Manifest Cyphers : Cyphers that have a physical form are called [manifest cyphers](#manifest-cyphers). ::: Regardless of their [form](#manifest-cypher-forms), cyphers are single-use effects and are always consumed when used. -Unless a cypher\'s description says otherwise, it works only for the character who activates it. For example, a PC -can\'t use an enduring shield cypher on a friend. +Unless a cypher's description says otherwise, it works only for the character who activates it. For example, a PC +can't use an enduring shield cypher on a friend. Cyphers are a game mechanic designed for frequent discovery and use. PCs can have only a small number of cyphers at any -given time, and since they\'re always finding more, they\'re [encouraged to use +given time, and since they're always finding more, they\'re [encouraged to use them](#encouraging-players-to-use-cyphers) at a steady pace. In theory, the cyphers gained by the PCs are determined randomly. However, the GM can allow PCs to acquire or find them intentionally as well. Cyphers are gained with such regularity that the PCs should feel that they can use them freely. -There will always be more, and they\'ll have different benefits. This means that in gameplay, cyphers are less like gear -or treasure and more like character abilities that the players don\'t choose. This leads to fun game moments where a -player can say \"Well, I\'ve got an X that might help in this situation,\" and X is always different. X might be an +There will always be more, and they'll have different benefits. This means that in gameplay, cyphers are less like gear +or treasure and more like character abilities that the players don't choose. This leads to fun game moments where a +player can say \"Well, I've got an X that might help in this situation,\" and X is always different. X might be an intuitive understanding of the local computer network, a favor from the Faerie Court, an explosive device, a short-range teleporter, or a force field. It might be a powerful magnet or a prayer that will cure disease. It could be anything. Cyphers keep the game fresh and interesting. Over time, characters can learn how to safely carry more and more cyphers @@ -76691,10 +76691,10 @@ cyphers. ::: -Cyphers don\'t have to be used to make room for new ones. For subtle cyphers, a character can just use an +Cyphers don't have to be used to make room for new ones. For subtle cyphers, a character can just use an [action](#rules-actions) to \"lose\" the cypher, freeing up space to \"find\" one later (once a subtle cypher is -discarded this way, it is gone and can\'t be recovered). For manifest cyphers, it\'s perfectly acceptable for the PCs to -stash one elsewhere for later use; of course, that doesn\'t mean it will still be there when they return. +discarded this way, it is gone and can't be recovered). For manifest cyphers, it\'s perfectly acceptable for the PCs to +stash one elsewhere for later use; of course, that doesn't mean it will still be there when they return. ::: {.alert .ps-4 .pb-0} #### Why Cyphers? [#](#why-cyphers){.og-h-anchor aria-hidden="true"} {#why-cyphers .og-h-small} @@ -76715,8 +76715,8 @@ 1. \"Treasure,\" because character abilities make the game fun and exciting. In fact, in the early days of roleplaying, treasure (usually in the form of magic items found in dungeons) was really the only customization of characters that existed. One of the drives to go out and have adventures is so you can discover cool new things that help you when - you go on even more adventures. This is true in many RPGs, but in the Cypher System, it\'s built right into the - game\'s core. + you go on even more adventures. This is true in many RPGs, but in the Cypher System, it's built right into the + game's core. 2. Letting the GM have a hand in determining PC abilities makes the game move more smoothly. Some GMs prefer to roll cyphers randomly, but some do not. For example, giving the PCs a cypher that will allow them to teleport far away @@ -76724,7 +76724,7 @@ going, they can use cyphers to help guide the path. Alternatively, if the GM is open to it, they can give out cyphers that enable the characters to take a more proactive role (such as teleporting anywhere they want). Perhaps most important, they can do these things without worrying about the long-term ramifications of the ability. A device - that lets you teleport multiple times might really mess up the game over the long term. But once? That\'s just fun. + that lets you teleport multiple times might really mess up the game over the long term. But once? That's just fun. ::: ------------------------------------------------------------------------------------------------------------------------ @@ -76758,12 +76758,12 @@ interactions between magic or high technology. Here are a few different ways a GM might handle a PC exceeding their cypher limit: -- **Dampening:** All a PC\'s tasks are hindered by a number of steps equal to the number of cyphers they carry in +- **Dampening:** All a PC's tasks are hindered by a number of steps equal to the number of cyphers they carry in excess of their limit. For example, a PC with a cypher limit of 3 carrying 5 cyphers would have all their tasks hindered by two steps. - **Maintenance:** A PC gaining a cypher in excess of their limit must succeed on an [Intellect](#intellect) task. The - difficulty of the task is the number of cyphers in excess of the PC\'s limit they intend to bear, plus the level of + difficulty of the task is the number of cyphers in excess of the PC's limit they intend to bear, plus the level of the highest level cypher they intend to bear. For example, a tier 2 PC with a cypher limit of 2 attempting to gain a third level 4 cypher would need to succeed on a difficulty 5 Intellect task. On a failure, one of the cyphers is lost (determined randomly). @@ -76771,7 +76771,7 @@ Optionally, the GM might require the PC repeat the task the once each day, once each hour, or in addition to any other effects triggered by a [GM intrusion](#gm-intrusion). -- **Volatility:** The PC\'s [GM intrusion rate](#intrusion-through-player-rolls) is raised by 1 for each cypher they +- **Volatility:** The PC's [GM intrusion rate](#intrusion-through-player-rolls) is raised by 1 for each cypher they bear in excess of their limit. In addition to any other effects of the intrusion, the player loses one random cypher they bear. For example, a PC with a cypher limit of 2 who is bearing 4 cyphers would trigger a GM intrusion on a d20 roll of 1--3. Such GM intrusions cause one random cypher the PC bears to produce volatile effects: @@ -76779,8 +76779,8 @@ ::: table-responsive d6 Volatility Effects ------ -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - 1 **Detonation:** The cypher explodes, dealing damage equal to the exploding cypher\'s level to creatures within an immediate range. The GM chooses an appropriate type for the damage. The level of the explosion is equal to the cypher\'s level, and the [stat](#character-stats) used to [defend](#action-defend) against the explosion and type of damage are determined by the GM. Targets in the area take 1 point of damage even if they succeed their defense roll, and if the PC bearing the exploding cypher fails their defense roll, they also lose one additional random cypher they bear. - 2--3 **Unpredictability:** The cypher activates with unpredictable effects. The GM determines the modifications, which invert or distort one or more aspects of the cypher\'s effects, or produce effects of an entirely [random cypher](#choose-cyphers). + 1 **Detonation:** The cypher explodes, dealing damage equal to the exploding cypher's level to creatures within an immediate range. The GM chooses an appropriate type for the damage. The level of the explosion is equal to the cypher\'s level, and the [stat](#character-stats) used to [defend](#action-defend) against the explosion and type of damage are determined by the GM. Targets in the area take 1 point of damage even if they succeed their defense roll, and if the PC bearing the exploding cypher fails their defense roll, they also lose one additional random cypher they bear. + 2--3 **Unpredictability:** The cypher activates with unpredictable effects. The GM determines the modifications, which invert or distort one or more aspects of the cypher's effects, or produce effects of an entirely [random cypher](#choose-cyphers). 4--5 **Dissipation:** The cypher vanishes. 6 **Discharge:** The cypher activates randomly, affecting a random target within immediate distance of the PC or within range of the cypher (whichever distance is further). @@ -76789,7 +76789,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** For more specific effects of exceeding cypher limits, see [Exceeding Cypher +**Editor's Notes ---** For more specific effects of exceeding cypher limits, see [Exceeding Cypher Limits](#modern-magic-exceeding-cypher-limits) in [Chapter 14-A: Modern Magic](#chapter-14-a-modern-magic). ::: @@ -76800,26 +76800,26 @@ [(Cypher System Rulebook, page 378)]{.og-ref} Subtle (nonphysical) cyphers are a way to introduce cyphers into a game without overt \"powered stuff\"---no potions, -alien crystals, or anything of that nature. They\'re most useful, perhaps, in a modern or horror setting without obvious +alien crystals, or anything of that nature. They're most useful, perhaps, in a modern or horror setting without obvious fantasy elements. Subtle cyphers are more like the inherent abilities PCs have, adding boosts to [Edge](#edge), recovering points from [Pools](#pool), coming up with ideas, and so on. In general, these are commonplace, -non-supernatural effects---a subtle cypher wouldn\'t create a laser beam or allow a character to walk through a wall. -They don\'t break the fragile bubble of believability in genres where flashy powers and abilities don\'t make a lot of +non-supernatural effects---a subtle cypher wouldn't create a laser beam or allow a character to walk through a wall. +They don't break the fragile bubble of believability in genres where flashy powers and abilities don\'t make a lot of sense. Subtle cyphers are particularly nice in a genre where the PCs are supposed to be normal people. The cyphers can simply -be an expression of innate capabilities in characters that aren\'t always dependable. And in many ways, that\'s probably +be an expression of innate capabilities in characters that aren't always dependable. And in many ways, that\'s probably more realistic than an ability you can count on with certainty, because in real life, some days you can jump over a -fence, and some days you just can\'t. +fence, and some days you just can't. Concepts for subtle cyphers include the following: ::: {.alert .ps-4 .pb-0} -- **Good fortune:** Once in a while, things just go your way. You\'re in the right place at the right time. +- **Good fortune:** Once in a while, things just go your way. You're in the right place at the right time. -- **Inspirations:** Sometimes you get inspired to do something you\'ve never done before and might not be able to do +- **Inspirations:** Sometimes you get inspired to do something you've never done before and might not be able to do again. Call it adrenaline mixed with the right motivation, or just doing the right thing at the right place at the - right time. Who can really define it? Life\'s funny that way. + right time. Who can really define it? Life's funny that way. - **Alien concepts:** Complex and utterly inhuman memes enter our world and worm their way into and out of human consciousness. When this happens, it can cause mental distress and disorientation. It can also grant impossible @@ -76829,14 +76829,14 @@ one of the gods, and some of the faithful gain a divine blessing. Some people believe that praying to different gods gives you different blessings. -- **Earworms:** You know how some songs pop into your head and just won\'t leave? There\'s a power to those songs, and - the right people know how to harness it. Make the songs disturbing or reminiscent of evil chants, and you\'ve got a +- **Earworms:** You know how some songs pop into your head and just won't leave? There\'s a power to those songs, and + the right people know how to harness it. Make the songs disturbing or reminiscent of evil chants, and you've got a perfect cypher concept for a horror campaign. -- **Mysterious transmissions:** What\'s that buzzing? That mechanical chittering? Those numbers repeating over and +- **Mysterious transmissions:** What's that buzzing? That mechanical chittering? Those numbers repeating over and over? And why can only some people hear it? A few who are aware of the sounds have learned how to make use of them. -- **Supernatural powers:** Mental or mystical energies constantly shift and change, ebb and flow. But you\'ve figured +- **Supernatural powers:** Mental or mystical energies constantly shift and change, ebb and flow. But you've figured out how to attune your mind to them. There are no physical actions or paraphernalia required---just an inner conduit to the numinous. ::: @@ -76845,17 +76845,17 @@ [(Cypher System Rulebook, page 379)]{.og-ref} -Since subtle cyphers aren\'t physical objects, GMs will need to figure out when to give PCs new ones to replace the ones -they have used. The cyphers probably shouldn\'t be tied to actions entirely under the characters\' control---in other -words, they shouldn\'t come as a result of meditation or anything of that nature. Instead, the GM should choose +Since subtle cyphers aren't physical objects, GMs will need to figure out when to give PCs new ones to replace the ones +they have used. The cyphers probably shouldn't be tied to actions entirely under the characters\' control---in other +words, they shouldn't come as a result of meditation or anything of that nature. Instead, the GM should choose significant points in the story when new cyphers might simply come unbidden to the PCs. In the broader view, this is no -different than manifest cyphers placed as treasure in a creature\'s lair, a secret cache, or somewhere else for the +different than manifest cyphers placed as treasure in a creature's lair, a secret cache, or somewhere else for the characters to find. Either way, the GM is picking good spots to \"refill\" potentially used cypher-based abilities. Subtle cyphers are often found in groups of one to six (the GM can roll 1d6 to determine the number). The GM might randomly assign the cyphers to each PC who has space for more, or present a selection of cyphers to the group and allow the players to choose which ones they want for their characters. Characters should immediately know what their subtle -cyphers do. If a PC activates a healing subtle cypher when they think it\'s something to help pick a lock, that\'s a +cyphers do. If a PC activates a healing subtle cypher when they think it's something to help pick a lock, that\'s a waste of a useful character ability. PCs might be able to obtain subtle cyphers from NPCs or in unusual circumstances as gifts, boons, or blessings, even @@ -76875,13 +76875,13 @@ - **General cypher:** You ask the GM for a general subtle cypher, such as \"healing,\" \"movement,\" \"defense,\" or perhaps something as specific as \"flight.\" The GM gives you a cypher that meets that description and randomly - determines its level. If you don\'t have space for this cypher, you immediately lose one of your current cyphers + determines its level. If you don't have space for this cypher, you immediately lose one of your current cyphers (your choice) and the new cypher takes its place. - **Specific cypher:** You ask the GM for a specific subtle cypher (such as a [curative](#cypher-curative) or - [stim](#cypher-stim)) of a specific level. Make an Intellect roll with a difficulty equal to the cypher\'s level + [stim](#cypher-stim)) of a specific level. Make an Intellect roll with a difficulty equal to the cypher's level plus 1. If you have had this cypher before, the task is eased. If you fail the roll, you do not gain a cypher. If - you succeed, the GM gives you that subtle cypher at that level. If you don\'t have space for this new cypher, you + you succeed, the GM gives you that subtle cypher at that level. If you don't have space for this new cypher, you immediately lose one of your current cyphers (your choice) and the new cypher takes its place. Whether or not you succeed at the roll, the 1 XP is spent. @@ -76906,7 +76906,7 @@ to six (the GM can roll 1d6 to determine the number), usually because the characters are searching for them. They might be among the possessions of a fallen foe, hidden in a secret room, or scattered amid the wreckage of a crashed starship. The GM can prepare a list ahead of time of what successful searchers find. Sometimes this list is random, and sometimes -there is logic behind it. For example, a warlock\'s laboratory might contain four different magic potions that the PCs +there is logic behind it. For example, a warlock's laboratory might contain four different magic potions that the PCs can find. If the characters search for cyphers, the GM sets the [difficulty](#rules-task-difficulty) of the task. It is usually 3 @@ -76915,11 +76915,11 @@ Scavenging is not the only way to obtain manifest cyphers. They can also be given as gifts, traded with merchants, or sometimes purchased in a shop. -Unlike [subtle cyphers](#subtle-cyphers), characters don\'t automatically know what manifest cyphers do. Once the PCs +Unlike [subtle cyphers](#subtle-cyphers), characters don't automatically know what manifest cyphers do. Once the PCs find a manifest cypher, identifying it is a separate task, based on Intellect and modified by knowledge of the topic at hand. In a fantasy setting, that knowledge would probably be magic, but in a science fiction setting, it might be technology. The GM sets the difficulty of the task, but it is usually 1 or 2. Thus, even the smallest amount of -knowledge means that cypher identification is automatic. The process takes one to ten minutes. If the PCs can\'t +knowledge means that cypher identification is automatic. The process takes one to ten minutes. If the PCs can't identify a cypher, they can bring it to an expert for identification and perhaps trade, if desired. ::: {.alert .ps-4 .pb-0} @@ -76932,9 +76932,9 @@ manifest object. A bit of luck that helps you sneak (a subtle cypher) and a potion that helps you sneak (a manifest cypher) do the exact same thing for a character. One advantage of manifest cyphers is that characters can easily trade them to each other or sell them to NPCs. On the other hand, manifest cyphers can be dropped or stolen, and subtle -cyphers can\'t. +cyphers can't. -It\'s fine if the GM decides to include both kinds of cyphers in the same game. A horror game could begin with the PCs +It's fine if the GM decides to include both kinds of cyphers in the same game. A horror game could begin with the PCs as normal people with subtle cyphers, but as time goes on, they find one-use spells in occult tomes, weird potions, and bone dust that has strange powers. ::: @@ -76943,14 +76943,14 @@ [(Cypher System Rulebook, page 381)]{.og-ref} -None of the manifest cyphers in this chapter have a stated physical form. The entries don\'t tell you if something is a +None of the manifest cyphers in this chapter have a stated physical form. The entries don't tell you if something is a potion, a pill, or a device you hold in your hands because that sort of detail varies greatly from genre to genre. Are -they magic? Are they tech? Are they symbiotic creatures with programmed DNA? That\'s up to the GM. It\'s flavor, not -mechanics. It\'s as important or unimportant as the style of an NPC\'s hair or the color of the car the bad guys are -driving. In other words, it\'s the kind of thing that is important in a roleplaying game, but at the same time doesn\'t +they magic? Are they tech? Are they symbiotic creatures with programmed DNA? That's up to the GM. It\'s flavor, not +mechanics. It's as important or unimportant as the style of an NPC\'s hair or the color of the car the bad guys are +driving. In other words, it's the kind of thing that is important in a roleplaying game, but at the same time doesn\'t actually change anything (and RPGs have a lot of things like that, if you think about it). -A manifest cypher\'s physical form can be anything at all, but there are some obvious choices based on genre. The GM can +A manifest cypher's physical form can be anything at all, but there are some obvious choices based on genre. The GM can design a setting that uses just one type---for example, a magical world where all cyphers are potions made by faeries. Or they can use many types, perhaps mixing them from different genres. Some suggestions include the following. @@ -77005,7 +77005,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** For more on cypher forms, see [Fantasy Cypher Forms](#fantasy-cypher-forms) and [Fairy Tale +**Editor's Notes ---** For more on cypher forms, see [Fantasy Cypher Forms](#fantasy-cypher-forms) and [Fairy Tale Cypher Forms](#fairy-tale-cypher-forms). ::: @@ -77024,12 +77024,12 @@ might have. They are never treated as rapid-fire weapons. Identified [manifest cyphers](#manifest-cyphers) can be used automatically. Once a manifest cypher is activated, if it -has an ongoing effect, that effect applies only to the character who activated the cypher. A PC can\'t activate a cypher +has an ongoing effect, that effect applies only to the character who activated the cypher. A PC can't activate a cypher and then hand it to another character to reap the benefits. A character can attempt to use a manifest cypher that has not been identified; this is usually an Intellect task using -the cypher\'s level. Failure might mean that the PC can\'t figure out how to use the cypher or that they use it -incorrectly (GM\'s discretion). Of course, even if the PC activates the unidentified cypher, they have no idea what its +the cypher's level. Failure might mean that the PC can\'t figure out how to use the cypher or that they use it +incorrectly (GM's discretion). Of course, even if the PC activates the unidentified cypher, they have no idea what its effect will be. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} @@ -77041,41 +77041,41 @@ [(Cypher System Rulebook, page 380)]{.og-ref} -All cyphers have a level and an effect. The level sometimes determines an aspect of the cypher\'s power (how much damage +All cyphers have a level and an effect. The level sometimes determines an aspect of the cypher's power (how much damage it inflicts, for example) but otherwise it only determines the general efficacy, the way level works with any object. The Level entry for a cypher is usually a die roll, sometimes with a modifier, such as 1d6 or 1d6 + 4. The GM can roll -to determine the cypher\'s level, or can allow the player to roll when they receive the cypher. +to determine the cypher's level, or can allow the player to roll when they receive the cypher. ::: {.alert .ps-4 .pb-0} ###### Resolving Cypher Levels and Effects [#](#resolving-cypher-levels-and-effects){.og-h-anchor aria-hidden="true"} [(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} -Activating a cypher requires an [action](#rules-actions), unless the cypher\'s effects dictate otherwise---for example, +Activating a cypher requires an [action](#rules-actions), unless the cypher's effects dictate otherwise---for example, [Power Boost Cyphers](#power-boost-cyphers) are activated at the same time as the [ability](#choose-abilities) they affect. Many times when a character [uses a cypher](#using-cyphers), the effects take hold without the need for a task or a -roll. This isn\'t the case if you\'re using the cypher to [attack](#action-attack) a creature. Tasks related to using a +roll. This isn't the case if you\'re using the cypher to [attack](#action-attack) a creature. Tasks related to using a cypher---including attacking---are [Intellect](#intellect)-based unless the GM decides otherwise. For example, the GM might allow attacking with a [Detonation](#cypher-detonation) cypher as [Speed](#speed) task, because its form is not entirely unlike a thrown weapon. -A cypher with a level lower than the target\'s level doesn\'t mean it is ineffective. Using a level 4 [Detonation +A cypher with a level lower than the target's level doesn\'t mean it is ineffective. Using a level 4 [Detonation (Web)](#cypher-detonation-web) cypher against a level 6 [troll](#npc-troll) with several level 3 [wolf](#basic-creatures-and-npcs-for-a-fantasy-game) pets is a matter of succeeding on a single [area -attack](#special-situation-area-attacks) roll against each target\'s [level](#understanding-the-listings) (including any +attack](#special-situation-area-attacks) roll against each target's [level](#understanding-the-listings) (including any modifications). If the attack succeeds against all targets, the troll must use an action to break free from the webbing, -but succeeds since their level---6---is higher than the cypher\'s effect level---4. Since the wolves are only level 3, +but succeeds since their level---6---is higher than the cypher's effect level---4. Since the wolves are only level 3, they will struggle for longer---unless the troll frees them sooner, or if they [work together](#creating-challenging-encounters) to free themselves. The entire process could even longer if the GM treats removing webs like [attacking objects](#special-situation-attacking-objects) due to the object damage track. Sometimes, cyphers might resolve an encounter quickly---a good thing---but if the encounter would benefit from a little added drama, the troll freeing itself and all the wolves with a single action could be a good [GM -intrusion](#gm-intrusion). Doing this rewards the PC with [XP](#choose-xp) in exchange for nullifying the cypher\'s +intrusion](#gm-intrusion). Doing this rewards the PC with [XP](#choose-xp) in exchange for nullifying the cypher's effects early. A GM intrusion triggered by a roll could also cause the troll and its wolf pack to track the PCs down -later. GMs should be careful about how frequently and how quickly they countermand a PC\'s use of cypher---you don\'t +later. GMs should be careful about how frequently and how quickly they countermand a PC's use of cypher---you don\'t want to create a disincentive to using them. ::: @@ -77084,14 +77084,14 @@ [(Cypher System Rulebook, page 380)]{.og-ref} Cypher effects fall into two categories: normal and fantastic. Normal effects are things that could reasonably happen or -be explained in the normal physical world we\'re familiar with. Fantastic effects are things that can\'t. A normal +be explained in the normal physical world we're familiar with. Fantastic effects are things that can\'t. A normal person could hit a target 240 feet (73 m) away with a football, quickly get over a cold, run across a tightrope, or -multiply two two-digit numbers in their head. These tasks are difficult, but possible. A normal person can\'t throw an +multiply two two-digit numbers in their head. These tasks are difficult, but possible. A normal person can't throw an armored car, regrow a severed arm, create a robot out of thin air, or control gravity with their mind. These tasks are impossible according to the world as we know it. Cypher effects are either normal (possible) or fantastic (impossible according to the world as we know it). -Normal cypher effects should be available to PCs regardless of the genre of your game. It\'s perfectly reasonable for a +Normal cypher effects should be available to PCs regardless of the genre of your game. It's perfectly reasonable for a modern, fantasy, horror, science fiction, or superhero PC to have a cypher that gives them a one-use bonus on an attack or skill task, lets them take a quick breather to recover a few points in a [Pool](#pool), or helps them focus their will to avoid distractions or fatigue. @@ -77102,9 +77102,9 @@ long as the GM decides there is an appropriate story explanation for it. The zombie cypher might be a necromantic spell in a fantasy or superhero game, a code that activates a swarm of nanobots in a science fiction game, or a virus in a horror game. The rules categorize some cypher effects as fantastic to help the GM decide whether to exclude cyphers that -don\'t fit the game they\'re running. For example, it is appropriate for a GM running a zombie horror survival game set +don't fit the game they\'re running. For example, it is appropriate for a GM running a zombie horror survival game set in 1990s Georgia to allow the zombie-creating cypher but not a teleportation cypher, because creating a zombie is a -fantastic effect that fits the setting and teleportation isn\'t. +fantastic effect that fits the setting and teleportation isn't. Fantastic cyphers can be [subtle](#subtle-cyphers) or [manifest](#manifest-cyphers). @@ -77113,17 +77113,17 @@ [(Cypher System Rulebook, page 381)]{.og-ref} -If the GM and players are willing to stretch their imaginations a bit, it\'s possible to include some fantastic cypher +If the GM and players are willing to stretch their imaginations a bit, it's possible to include some fantastic cypher effects in a game where only normal cypher effects should exist, even if the PCs are only using subtle cyphers. The player using the cypher just needs to come up with a practical, realistic explanation for how the fantastic result -occurred (perhaps with a much shorter or reduced effect than what\'s described in the cypher text). +occurred (perhaps with a much shorter or reduced effect than what's described in the cypher text). For example, a PC with a [phase changer](#cypher-phase-changer) who is trapped in a prison cell could say that instead of physically phasing through the wall, using the cypher means they find a long-forgotten secret door connected to a narrow hallway leading to safety. A PC with a [fire detonation](#cypher-detonation-spawn) could say they notice a can of paint thinner in the room, kick it over, and throw a table lamp into the spill, creating a spark and a momentary burst -of harmful flames. A PC with a [monoblade](#cypher-monoblade) could say they spot structural flaws in an opponent\'s -armor, allowing them to attack for the rest of that combat in such a way that the foe\'s Armor doesn\'t count. +of harmful flames. A PC with a [monoblade](#cypher-monoblade) could say they spot structural flaws in an opponent's +armor, allowing them to attack for the rest of that combat in such a way that the foe's Armor doesn\'t count. These interpretations of fantastic cyphers in a non-fantastic setting require player ingenuity and GM willingness to embrace creative solutions (similar to players using [player intrusions](#choose-player-intrusions) to make a change in @@ -77137,7 +77137,7 @@ [(Cypher System Rulebook, page 384)]{.og-ref} -All cyphers in this section may be [manifest cyphers](#manifest-cyphers). It is the GM\'s discretion whether a +All cyphers in this section may be [manifest cyphers](#manifest-cyphers). It is the GM's discretion whether a particular cypher can be a [subtle cypher](#subtle-cyphers), and that decision usually depends on the setting. (The tables indicating subtle, manifest and fantastic cyphers are just suggestions for a typical campaign setting.) @@ -77356,7 +77356,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** Two variant [power boost cyphers](#power-boost-cyphers) aren\'t listed in this table: [efficacy +**Editor's Notes ---** Two variant [power boost cyphers](#power-boost-cyphers) aren\'t listed in this table: [efficacy boost (minor)](#cypher-efficacy-boost-minor) and [efficacy boost (major)](#cypher-efficacy-boost-major). ::: ::: @@ -77379,9 +77379,9 @@ - **Level:** 1d6 + 4 -- **Effect:** Begins a process of rejuvenation that removes years from the wearer\'s physiological age. Over the - course of the next seven days, the wearer sheds a number of years equal to three times the cypher\'s level. The - cypher doesn\'t regress physiological age past the age of twenty-three. +- **Effect:** Begins a process of rejuvenation that removes years from the wearer's physiological age. Over the + course of the next seven days, the wearer sheds a number of years equal to three times the cypher's level. The + cypher doesn't regress physiological age past the age of twenty-three. ###### Analeptic[]{.og-icon .og-cypher-subtle .ms-1 toggle="tooltip" title="Subtle Cypher"} [#](#cypher-analeptic){.og-h-anchor aria-hidden="true"} {#cypher-analeptic .og-h-h6-icon} @@ -77389,7 +77389,7 @@ - **Level:** 1d6 + 2 -- **Effect:** Restores a number of points equal to the cypher\'s level to the user\'s Speed Pool. +- **Effect:** Restores a number of points equal to the cypher's level to the user\'s Speed Pool. ###### Antivenom[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"} [#](#cypher-antivenom){.og-h-anchor aria-hidden="true"} {#cypher-antivenom .og-h-h6-icon} @@ -77397,8 +77397,8 @@ - **Level:** 1d6 + 2 -- **Effect:** Renders user immune to poisons of the cypher\'s level or lower for one hour per cypher level (and ends - any such ongoing effects, if any, already in the user\'s system). +- **Effect:** Renders user immune to poisons of the cypher's level or lower for one hour per cypher level (and ends + any such ongoing effects, if any, already in the user's system). ###### Armor Reinforcer[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"} [#](#cypher-armor-reinforcer){.og-h-anchor aria-hidden="true"} {#cypher-armor-reinforcer .og-h-h6-icon} @@ -77406,7 +77406,7 @@ - **Level:** 1d6 + 1 -- **Effect:** The user\'s Armor gains an enhancement for twenty-four hours. Roll a d6 to determine the result. +- **Effect:** The user's Armor gains an enhancement for twenty-four hours. Roll a d6 to determine the result. ::: table-responsive d6 Armor Reinforcer Enhancement @@ -77427,7 +77427,7 @@ - **Level:** 1d6 + 4 -- **Effect:** One unanchored item the user\'s size or smaller within long range (very long range if the cypher level +- **Effect:** One unanchored item the user's size or smaller within long range (very long range if the cypher level is 8 or higher) is drawn immediately to them. This takes one round. The item has no momentum when it arrives. ###### Banishing[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#cypher-banishing){.og-h-anchor aria-hidden="true"} {#cypher-banishing .og-h-h6-icon} @@ -77438,7 +77438,7 @@ - **Effect:** For the next day, each time the user strikes a solid creature or object, it generates a burst of energy that teleports the creature or object an immediate distance in a random direction (not up or down). The teleported - creature\'s actions (including defense) are hindered on its next turn (hindered by two steps if the cypher level is + creature's actions (including defense) are hindered on its next turn (hindered by two steps if the cypher level is 5 or higher). ###### Best Tool[]{.og-icon .og-cypher-subtle .ms-1 toggle="tooltip" title="Subtle Cypher"} [#](#cypher-best-tool){.og-h-anchor aria-hidden="true"} {#cypher-best-tool .og-h-h6-icon} @@ -77469,7 +77469,7 @@ - **Effect:** For the next day, each time the user is struck hard enough to take damage (but not more than once per round), they teleport an immediate distance in a random direction (not up or down). Since the user is prepared for - this effect and their foe is not, the user\'s defenses are eased for one round after they teleport. + this effect and their foe is not, the user's defenses are eased for one round after they teleport. ###### Burst of Speed[]{.og-icon .og-cypher-subtle .ms-1 toggle="tooltip" title="Subtle Cypher"} [#](#cypher-burst-of-speed){.og-h-anchor aria-hidden="true"} {#cypher-burst-of-speed .og-h-h6-icon} @@ -77587,7 +77587,7 @@ - **Effect:** For the next day, each time the user is struck hard enough to inflict damage (but no more than once per round), they teleport to a spot they desire within immediate range. Since they are prepared for this effect and - their foe is not, the user\'s defenses are eased for one round after they teleport. + their foe is not, the user's defenses are eased for one round after they teleport. ###### Curative[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Subtle Cypher"} [#](#cypher-curative){.og-h-anchor aria-hidden="true"} {#cypher-curative .og-h-h6-icon} @@ -77595,7 +77595,7 @@ - **Level:** 1d6 + 2 -- **Effect:** Restores a number of points equal to the cypher\'s level to the user\'s Might Pool. +- **Effect:** Restores a number of points equal to the cypher's level to the user\'s Might Pool. ###### Curse Bringer[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"} [#](#cypher-curse-bringer){.og-h-anchor aria-hidden="true"} {#cypher-curse-bringer .og-h-h6-icon} @@ -77603,7 +77603,7 @@ - **Level:** 1d6 + 1 -- **Effect:** The cypher can be activated when given to an individual who doesn\'t realize its significance. The next +- **Effect:** The cypher can be activated when given to an individual who doesn't realize its significance. The next time the victim attempts an important task when the cypher is in their possession, the task is hindered by three steps. @@ -77642,7 +77642,7 @@ - **Level:** 1d6 + 2 - **Effect:** Projects a small physical explosive up to a long distance away that explodes in an immediate radius, - inflicting damage equal to the cypher\'s level. Roll a d100 to determine the type of damage. + inflicting damage equal to the cypher's level. Roll a d100 to determine the type of damage. ::: table-responsive d100 Detonation Effects @@ -77669,7 +77669,7 @@ - **Level:** 1d6 + 1 - **Effect:** Projects a small physical explosive up to a long distance away that explodes and creates a momentary - teleportation gate. A random creature whose level is equal to or less than the cypher\'s level appears through the + teleportation gate. A random creature whose level is equal to or less than the cypher's level appears through the gate and attacks the closest target. After about one minute, the creature vanishes. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} @@ -77684,7 +77684,7 @@ - **Level:** 1d6 + 2 - **Effect:** Projects a small physical explosive up to a long distance away that bursts in an immediate radius, - draining moisture from everything within it. Living creatures take damage equal to the cypher\'s level. Water in the + draining moisture from everything within it. Living creatures take damage equal to the cypher's level. Water in the area is vaporized. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} @@ -77708,7 +77708,7 @@ - **Level:** 1d6 + 2 - **Effect:** Projects a small physical explosive up to a long distance away that bursts in an immediate radius, - inflicting damage equal to the cypher\'s level by increasing gravity tremendously for one second. All creatures in + inflicting damage equal to the cypher's level by increasing gravity tremendously for one second. All creatures in the area are crushed to the ground for one round and cannot take physical actions. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} @@ -77732,7 +77732,7 @@ - **Level:** 1d6 + 2 - **Effect:** Projects a small physical explosive up to a long distance away that explodes in a short-range radius, - inflicting damage equal to the cypher\'s level. Roll a d100 to determine the type of damage. + inflicting damage equal to the cypher's level. Roll a d100 to determine the type of damage. ::: table-responsive d100 Detonation (Massive) Effects @@ -77759,7 +77759,7 @@ - **Level:** 1d6 + 4 - **Effect:** Projects a small physical explosive up to a long distance away that explodes in an immediate radius, - releasing nanites that rearrange matter in random ways. Inflicts damage equal to the cypher\'s level. + releasing nanites that rearrange matter in random ways. Inflicts damage equal to the cypher's level. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} All damaging detonations inflict a minimum of 2 points of damage to those in the radius, regardless of attack or defense @@ -77773,7 +77773,7 @@ - **Level:** 1d6 + 2 - **Effect:** Projects a small physical explosive up to a long distance away that explodes in an immediate radius, - inflicting impact damage equal to the cypher\'s level. Also moves unattended objects out of the area if they weigh + inflicting impact damage equal to the cypher's level. Also moves unattended objects out of the area if they weigh less than 20 pounds (9 kg) per cypher level. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} @@ -77815,7 +77815,7 @@ - **Level:** 1d6 + 2 - **Effect:** Projects a small physical explosive up to a long distance away that bursts in an immediate radius, - blinding all within it for one minute and inflicting damage equal to the cypher\'s level. The burst spawns 1d6 + blinding all within it for one minute and inflicting damage equal to the cypher's level. The burst spawns 1d6 additional detonations; in the next round, each additional detonation flies to a random spot within short range and explodes in an immediate radius. Roll a d100 to determine the type of damage dealt by all detonations: @@ -77867,7 +77867,7 @@ - **Level:** 1d6 + 2 -- **Effect:** For the next ten minutes per cypher level, the user\'s features become almost identical to those of one +- **Effect:** For the next ten minutes per cypher level, the user's features become almost identical to those of one designated person they have previously interacted with, easing by two steps attempts to disguise the user as that person. Once designated, the user cannot shift the effect to look like another person, though they can remove the module to look like themselves again before the end of the duration. @@ -77879,8 +77879,8 @@ - **Level:** 1d6 - **Effect:** For the next day, each time the user strikes a solid creature or object, the attack generates a burst of - nanites that directly attack its organic cells. The target takes 1 additional point of damage. If the target\'s - level is less than the cypher\'s level, it loses its next action; otherwise its next action is hindered. + nanites that directly attack its organic cells. The target takes 1 additional point of damage. If the target's + level is less than the cypher's level, it loses its next action; otherwise its next action is hindered. ###### Eagleseye[]{.og-icon .og-cypher-subtle .ms-1 toggle="tooltip" title="Subtle Cypher"} [#](#cypher-eagleseye){.og-h-anchor aria-hidden="true"} {#cypher-eagleseye .og-h-h6-icon} @@ -77941,7 +77941,7 @@ - **Level:** 1d6 + 1 - **Effect:** The user can rummage around and produce from the cypher a desired piece of equipment (not an artifact) - whose level does not exceed the cypher\'s level. The piece of equipment persists for up to one day, unless its + whose level does not exceed the cypher's level. The piece of equipment persists for up to one day, unless its fundamental nature allows only a single use (such as with a grenade). ###### Farsight[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#cypher-farsight){.og-h-anchor aria-hidden="true"} {#cypher-farsight .og-h-h6-icon} @@ -77960,7 +77960,7 @@ - **Level:** 1d6 + 4 -- **Effect:** A nonliving object treated by this cypher has Armor against fire damage equal to the cypher\'s level for +- **Effect:** A nonliving object treated by this cypher has Armor against fire damage equal to the cypher's level for one day. ###### Flame-Retardant Wall[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#cypher-flame-retardant-wall){.og-h-anchor aria-hidden="true"} {#cypher-flame-retardant-wall .og-h-h6-icon} @@ -77979,7 +77979,7 @@ - **Level:** 1d6 + 3 - **Effect:** Creates an immobile cube composed of six planes of solid force, each 30 feet (9 m) to a side, for one - hour. The planes conform to the space available. (Although a force cube\'s walls are not gaseous permeable, there is + hour. The planes conform to the space available. (Although a force cube's walls are not gaseous permeable, there is likely enough air within for trapped creatures to breathe for the hour it lasts.) ###### Force Field[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#cypher-force-field){.og-h-anchor aria-hidden="true"} {#cypher-force-field .og-h-h6-icon} @@ -78029,7 +78029,7 @@ - **Level:** 1d6 + 2 - **Effect:** Creates a wall of supercooled air up to 30 feet by 30 feet by 1 foot (9 m by 9 m by 30 cm) that inflicts - damage equal to the cypher\'s level on anything that passes through it. The wall conforms to the space available. It + damage equal to the cypher's level on anything that passes through it. The wall conforms to the space available. It lasts for ten minutes. ###### Gas Bomb[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"} [#](#cypher-gas-bomb){.og-h-anchor aria-hidden="true"} {#cypher-gas-bomb .og-h-h6-icon} @@ -78045,16 +78045,16 @@ d100 Gas Bomb Effects -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ 01--10 **Thick smoke:** occludes sight while the cloud lasts. - 11--20 **Choking gas:** living creatures that breathe lose their actions to choking and coughing for a number of rounds equal to the cypher\'s level. - 21--50 **Poison gas:** living creatures that breathe suffer damage equal to the cypher\'s level. - 51--60 **Corrosive gas:** everything suffers damage equal to the cypher\'s level. - 61--65 **Hallucinogenic gas:** living creatures that breathe lose their actions to hallucinations and visions for a number of rounds equal to the cypher\'s level. - 66--70 **Nerve gas:** living creatures that breathe suffer Speed damage equal to the cypher\'s level. - 71--80 **Mind-numbing gas:** living creatures that breathe suffer Intellect damage equal to the cypher\'s level. - 81--83 **Fear gas:** living creatures that breathe and think flee in a random direction in fear (or are paralyzed with fear) for a number of rounds equal to the cypher\'s level. + 11--20 **Choking gas:** living creatures that breathe lose their actions to choking and coughing for a number of rounds equal to the cypher's level. + 21--50 **Poison gas:** living creatures that breathe suffer damage equal to the cypher's level. + 51--60 **Corrosive gas:** everything suffers damage equal to the cypher's level. + 61--65 **Hallucinogenic gas:** living creatures that breathe lose their actions to hallucinations and visions for a number of rounds equal to the cypher's level. + 66--70 **Nerve gas:** living creatures that breathe suffer Speed damage equal to the cypher's level. + 71--80 **Mind-numbing gas:** living creatures that breathe suffer Intellect damage equal to the cypher's level. + 81--83 **Fear gas:** living creatures that breathe and think flee in a random direction in fear (or are paralyzed with fear) for a number of rounds equal to the cypher's level. 84--86 **Amnesia gas:** living creatures that breathe and think permanently lose all memory of the last minute. - 87--96 **Sleep gas:** living creatures that breathe fall asleep for a number of rounds equal to the cypher\'s level or until awoken by a violent action or an extremely loud noise. - 97--00 **Rage gas:** living creatures that breathe and think make a melee attack on the nearest creature and continue to do so for a number of rounds equal to the cypher\'s level. + 87--96 **Sleep gas:** living creatures that breathe fall asleep for a number of rounds equal to the cypher's level or until awoken by a violent action or an extremely loud noise. + 97--00 **Rage gas:** living creatures that breathe and think make a melee attack on the nearest creature and continue to do so for a number of rounds equal to the cypher's level. : Gas Bomb Effects ::: @@ -78106,7 +78106,7 @@ 51--80 Bears a poisoned needle that inflicts 3 points of damage plus poison. 81--90 Explodes, inflicting 6 points of damage to all within immediate range. 91--95 Shocks for 4 points of electricity damage, and stuns for one round per cypher level. - 96--00 Covers target in sticky goo that immediately hardens, holding them fast until they break free with a Might action (difficulty equal to the cypher\'s level + 2). + 96--00 Covers target in sticky goo that immediately hardens, holding them fast until they break free with a Might action (difficulty equal to the cypher's level + 2). : Hunter/Seeker Effects ::: @@ -78135,7 +78135,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The words \"immediate\" and \"close\" can be used interchangeably to talk about +**Editor's Notes ---** The words \"immediate\" and \"close\" can be used interchangeably to talk about [distance](#rules-distance). ::: @@ -78146,7 +78146,7 @@ - **Level:** 1d6 + 2 - **Effect:** Creates a wall of extreme heat up to 30 feet by 30 feet by 1 foot (9 m by 9 m by 30 cm) that inflicts - damage equal to the cypher\'s level on anything that passes through it. The wall conforms to the space available. It + damage equal to the cypher's level on anything that passes through it. The wall conforms to the space available. It lasts for ten minutes. ###### Infiltrator[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"} [#](#cypher-infiltrator){.og-h-anchor aria-hidden="true"} {#cypher-infiltrator .og-h-h6-icon} @@ -78169,7 +78169,7 @@ - **Effect:** Over the course of one day, the user can activate the cypher a total number of times equal to its level. Each time, they can select a living creature within long range and learn the following about it: level, origin, - species, name, and possibly other facts (such as an individual\'s credit score, home address, phone number, and + species, name, and possibly other facts (such as an individual's credit score, home address, phone number, and related information). ###### Instant Servant[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#cypher-instant-servant){.og-h-anchor aria-hidden="true"} {#cypher-instant-servant .og-h-h6-icon} @@ -78179,12 +78179,12 @@ - **Level:** 1d6 - **Effect:** Small device expands into a humanoid automaton that is roughly 2 feet (60 cm) tall. Its level is equal - to the cypher\'s level, and it can understand the verbal commands of the character who activated it. Once the + to the cypher's level, and it can understand the verbal commands of the character who activated it. Once the servant is activated, commanding it is not an action. It can make attacks or perform actions as ordered to the best of its abilities, but it cannot speak. The automaton has short-range movement but never goes farther than long range from the character who activated it. - At the GM\'s discretion, the servant might have specialized knowledge, such as how to operate a particular device. + At the GM's discretion, the servant might have specialized knowledge, such as how to operate a particular device. Otherwise, it has no special knowledge. In any case, the servant is not artificially intelligent or capable of initiating action. It does only as commanded. @@ -78207,7 +78207,7 @@ - **Level:** 1d6 + 2 -- **Effect:** Adds 1 to the user\'s Intellect Edge for one hour (or 2 if the cypher is level 5 or higher). +- **Effect:** Adds 1 to the user's Intellect Edge for one hour (or 2 if the cypher is level 5 or higher). ###### Intelligence Enhancement[]{.og-icon .og-cypher-subtle .ms-1 toggle="tooltip" title="Subtle Cypher"} [#](#cypher-intelligence-enhancement){.og-h-anchor aria-hidden="true"} {#cypher-intelligence-enhancement .og-h-h6-icon} @@ -78215,7 +78215,7 @@ - **Level:** 1d6 -- **Effect:** All of the user\'s tasks involving intelligent deduction---such as playing chess, inferring a connection +- **Effect:** All of the user's tasks involving intelligent deduction---such as playing chess, inferring a connection between clues, solving a mathematical problem, finding a bug in computer code, and so on---are eased by two steps for one hour. In the subsequent hour, the strain hinders the same tasks by two steps. @@ -78299,7 +78299,7 @@ - **Level:** 1d6 + 2 - **Effect:** Creates a wall of electric bolts up to 30 feet by 30 feet by 1 foot (9 m by 9 m by 30 cm) that inflicts - damage equal to the cypher\'s level on anything that passes through it. The wall conforms to the space available. It + damage equal to the cypher's level on anything that passes through it. The wall conforms to the space available. It lasts for ten minutes. ###### Machine Control[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#cypher-machine-control){.og-h-anchor aria-hidden="true"} {#cypher-machine-control .og-h-h6-icon} @@ -78320,7 +78320,7 @@ - **Level:** 1d6 + 2 - **Effect:** The user throws this cypher at a target within short range, and it drills into the target for one round, - inflicting damage equal to the cypher\'s level. If the target is made of metal or wearing metal (such as armor), the + inflicting damage equal to the cypher's level. If the target is made of metal or wearing metal (such as armor), the attack is eased. ###### Magnetic Master[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#cypher-magnetic-master){.og-h-anchor aria-hidden="true"} {#cypher-magnetic-master .og-h-h6-icon} @@ -78331,7 +78331,7 @@ - **Effect:** Establishes a connection with one metal object within short range that a human could hold in one hand. The user can then move or manipulate the object anywhere within short range (each movement or manipulation is an - action). For example, they could wield a weapon or drag a helm affixed to a foe\'s head to and fro. The connection + action). For example, they could wield a weapon or drag a helm affixed to a foe's head to and fro. The connection lasts for ten rounds per cypher level. ###### Magnetic Shield[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#cypher-magnetic-shield){.og-h-anchor aria-hidden="true"} {#cypher-magnetic-shield .og-h-h6-icon} @@ -78352,7 +78352,7 @@ - **Effect:** Over the course of one day, the user can activate the cypher a total number of times equal to its level. Each time, they can affect an object they can see within long range that is not too heavy for them to affect physically. The effect must occur over the course of a round and could include closing or opening a door, keying in - a number on a keypad, transferring an object a short distance, wresting an object from another creature\'s grasp (on + a number on a keypad, transferring an object a short distance, wresting an object from another creature's grasp (on a successful Might-based roll), or pushing a creature an immediate distance. (A manipulation beam could be used to operate a computer at a distance, which would make some infiltration and hacking jobs easier.) @@ -78365,7 +78365,7 @@ - **Effect:** The user can target one nonliving object within long range that is their size or smaller of the cypher level or lower. The object is transferred directly to a random location at least 100 miles (160 km) away. If the GM feels it appropriate to the circumstances, only a portion of an object is transferred (a portion whose volume is no - more than the user\'s). + more than the user's). ###### Meditation Aid[]{.og-icon .og-cypher-subtle .ms-1 toggle="tooltip" title="Subtle Cypher"} [#](#cypher-meditation-aid){.og-h-anchor aria-hidden="true"} {#cypher-meditation-aid .og-h-h6-icon} @@ -78373,7 +78373,7 @@ - **Level:** 1d6 + 2 -- **Effect:** Restores a number of points equal to the cypher\'s level to the user\'s Intellect Pool. +- **Effect:** Restores a number of points equal to the cypher's level to the user\'s Intellect Pool. ###### Memory Switch[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#cypher-memory-switch){.og-h-anchor aria-hidden="true"} {#cypher-memory-switch .og-h-h6-icon} @@ -78409,7 +78409,7 @@ 81--88 Victims suffer partial amnesia. 89--94 Victims suffer total amnesia. 95--98 Victims lose all inhibitions, revealing secrets and performing surprising actions. - 99--00 Victims\' ethics are inverted. + 99--00 Victims' ethics are inverted. : Mental Scrambler Effects ::: @@ -78431,7 +78431,7 @@ - **Level:** 1d6 + 1 - **Effect:** Lets the user speak telepathically with creatures they can see within short range for up to one hour. - The user can\'t read a target\'s thoughts, except those that are specifically \"transmitted.\" + The user can't read a target\'s thoughts, except those that are specifically \"transmitted.\" ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} In some games, telepathy transcends normal language barriers (if the target has a mind that allows for telepathic @@ -78458,7 +78458,7 @@ - **Effect:** The user gains +5 to Armor against Intellect damage. ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The mind stabilizer cypher doesn\'t list a duration. As a simple solution, the GM could assign +**Editor's Notes ---** The mind stabilizer cypher doesn\'t list a duration. As a simple solution, the GM could assign this cypher a duration of one hour per cypher level. ::: @@ -78468,7 +78468,7 @@ - **Level:** 1d6 + 2 -- **Effect:** Produces a 6-inch (15 cm) blade that\'s the same level as the cypher. The blade cuts through any +- **Effect:** Produces a 6-inch (15 cm) blade that's the same level as the cypher. The blade cuts through any material of a level lower than its own. If used as a weapon, it is a light weapon that ignores Armor of a level lower than its own. The blade lasts for ten minutes. @@ -78481,11 +78481,11 @@ - **Effect:** The user gains a horn in the center of their forehead. The horn is deadly sharp and strong, and it spirals down to a solid base where it fuses with their flesh and bone. The user is specialized in making melee attacks with the horn, which is considered a medium weapon. The horn lasts for a number of hours equal to the - cypher\'s level. + cypher's level. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} Sometimes a monohorn cypher covers the user in a thin sheen of black hide-like material, which disguises their identity -but doesn\'t interfere with their senses. +but doesn't interfere with their senses. ::: ###### Motion Sensor[]{.og-icon .og-cypher-subtle .ms-1 toggle="tooltip" title="Subtle Cypher"} [#](#cypher-motion-sensor){.og-h-anchor aria-hidden="true"} {#cypher-motion-sensor .og-h-h6-icon} @@ -78538,7 +78538,7 @@ - **Level:** 1d6 + 1 -- **Effect:** The user can go without food and water for a number of days equal to the cypher\'s level without ill +- **Effect:** The user can go without food and water for a number of days equal to the cypher's level without ill effect. ###### Perfect Memory[]{.og-icon .og-cypher-subtle .ms-1 toggle="tooltip" title="Subtle Cypher"} [#](#cypher-perfect-memory){.og-h-anchor aria-hidden="true"} {#cypher-perfect-memory .og-h-h6-icon} @@ -78581,7 +78581,7 @@ physical attacks or be physically attacked. ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The phase changer cypher doesn\'t include a level formula. The 1d6 + 1 listed here is an +**Editor's Notes ---** The phase changer cypher doesn\'t include a level formula. The 1d6 + 1 listed here is an addition by the editor. ::: @@ -78674,8 +78674,8 @@ - **Level:** 1d6 + 2 -- **Effect:** The victim suffers Intellect damage equal to the cypher\'s level and cannot take actions for a number of - rounds equal to the cypher\'s level. +- **Effect:** The victim suffers Intellect damage equal to the cypher's level and cannot take actions for a number of + rounds equal to the cypher's level. ###### Psychic Communique[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#cypher-psychic-communique){.og-h-anchor aria-hidden="true"} {#cypher-psychic-communique .og-h-h6-icon} @@ -78693,7 +78693,7 @@ - **Level:** 1d6 + 4 - **Effect:** Delivers a powerful burst of radiation that disrupts the tissue of any creature touched, inflicting - damage equal to the cypher\'s level. + damage equal to the cypher's level. ###### Ray Emitter[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#cypher-ray-emitter){.og-h-anchor aria-hidden="true"} {#cypher-ray-emitter .og-h-h6-icon} @@ -78702,7 +78702,7 @@ - **Level:** 1d6 + 2 - **Effect:** Allows the user to project a ray of destructive energy up to very long range that inflicts damage equal - to the cypher\'s level. Roll a d100 to determine the type of energy. + to the cypher's level. Roll a d100 to determine the type of energy. ::: table-responsive d100 Ray Emitter Effects @@ -78729,7 +78729,7 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The [Science Fiction Artifact Weapons](#science-fiction-artifacts-weapons) presented in [Chapter +**Editor's Notes ---** The [Science Fiction Artifact Weapons](#science-fiction-artifacts-weapons) presented in [Chapter 15: Science Fiction](#chapter-15-science-fiction) also include some unique \"emitter\" options. ::: @@ -78767,8 +78767,8 @@ - **Level:** 1d6 + 2 - **Effect:** Allows the user to project a ray of destructive energy up to very long range that inflicts Intellect - damage equal to the cypher\'s level. Also, the victim cannot take actions for a number of rounds equal to the - cypher\'s level. + damage equal to the cypher's level. Also, the victim cannot take actions for a number of rounds equal to the + cypher's level. ###### Ray Emitter (Numbing)[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#cypher-ray-emitter-numbing){.og-h-anchor aria-hidden="true"} {#cypher-ray-emitter-numbing .og-h-h6-icon} @@ -78813,7 +78813,7 @@ - **Level:** 1d6 + 2 -- **Effect:** Restores a number of points equal to the cypher\'s level to one random stat Pool. +- **Effect:** Restores a number of points equal to the cypher's level to one random stat Pool. ::: table-responsive d100 Rejuvenator Effects @@ -78831,7 +78831,7 @@ - **Level:** 1d6 -- **Effect:** Allows the user to recall any one experience they\'ve ever had. The experience can be no longer than one +- **Effect:** Allows the user to recall any one experience they've ever had. The experience can be no longer than one minute per cypher level, but the recall is perfect, so (for example) if they saw someone dial a phone, they will remember the number. @@ -78861,7 +78861,7 @@ - **Level:** 1d6 + 1 -- **Effect:** For the next minute, the user\'s ranged weapon fires one additional time with ammo fabricated by the +- **Effect:** For the next minute, the user's ranged weapon fires one additional time with ammo fabricated by the cypher. The weapon wielder can aim the free shot at the same target, or at a different target next to the first one. ###### Repel[]{.og-icon .og-cypher-subtle .ms-1 toggle="tooltip" title="Subtle Cypher"} [#](#cypher-repel){.og-h-anchor aria-hidden="true"} {#cypher-repel .og-h-h6-icon} @@ -78901,7 +78901,7 @@ - **Level:** 1d6 -- **Effect:** For one week, the user\'s cells are coated with a protective veneer that resists damage (+1 to Armor, or +- **Effect:** For one week, the user's cells are coated with a protective veneer that resists damage (+1 to Armor, or +2 to Armor if the cypher is level 5 or higher) and eases Might defense rolls by two steps. However, healing is more difficult during this time; all [recovery rolls](#recovery-rolls) suffer a −1 penalty. @@ -78922,7 +78922,7 @@ - **Level:** 1d6 + 4 - **Effect:** Delivers a powerful burst of electricity that shocks any creature touched, inflicting damage equal to - the cypher\'s level. + the cypher's level. ###### Skill Boost[]{.og-icon .og-cypher-subtle .ms-1 toggle="tooltip" title="Subtle Cypher"} [#](#cypher-skill-boost){.og-h-anchor aria-hidden="true"} {#cypher-skill-boost .og-h-h6-icon} @@ -78930,8 +78930,8 @@ - **Level:** 1d6 -- **Effect:** Dramatically but temporarily alters the user\'s mind and body so they can ease one specific kind of - physical action by three steps. Once activated, this boost can be used a number of times equal to the cypher\'s +- **Effect:** Dramatically but temporarily alters the user's mind and body so they can ease one specific kind of + physical action by three steps. Once activated, this boost can be used a number of times equal to the cypher's level, but only within a twenty-four-hour period. The boost takes effect each time the action is performed. For example, a level 3 cypher boosts the first three times that action is attempted. Roll a d100 to determine the action. @@ -78964,9 +78964,9 @@ - **Level:** 1d6 + 2 - **Effect:** To activate the cypher, the user must succeed on a melee attack against a creature about the size of the - user and whose level does not exceed the cypher\'s level. The cypher bonds to the target, who immediately becomes - calm. The target awaits the user\'s commands and carries out all orders to the best of its ability. The target - remains so enslaved for a number of hours equal to the cypher\'s level minus the target\'s level. (If the result is + user and whose level does not exceed the cypher's level. The cypher bonds to the target, who immediately becomes + calm. The target awaits the user's commands and carries out all orders to the best of its ability. The target + remains so enslaved for a number of hours equal to the cypher's level minus the target\'s level. (If the result is 0, the target is enslaved for only one minute.) ###### Sleep Inducer[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"} [#](#cypher-sleep-inducer){.og-h-anchor aria-hidden="true"} {#cypher-sleep-inducer .og-h-h6-icon} @@ -78984,7 +78984,7 @@ - **Level:** 1d6 -- **Effect:** For the next hour per cypher level, the effective range of the user\'s ranged weapon increases by one +- **Effect:** For the next hour per cypher level, the effective range of the user's ranged weapon increases by one category (immediate to short, short to long, long to very long, very long to 1,000 feet \[300 m\]). A weapon with a range greater than very long has its range doubled. @@ -79028,7 +79028,7 @@ - **Effect:** When affixed to a device that affects a single target at range, that range is increased to 1 mile (1.5 km) with no penalties. Space is temporarily warped in terms of seeing and reaching the target. If direct line of - sight is important to the device\'s effect, it remains important. The spatial warp lasts 10 minutes per cypher + sight is important to the device's effect, it remains important. The spatial warp lasts 10 minutes per cypher level. ###### Speed Boost[]{.og-icon .og-cypher-subtle .ms-1 toggle="tooltip" title="Subtle Cypher"} [#](#cypher-speed-boost){.og-h-anchor aria-hidden="true"} {#cypher-speed-boost .og-h-h6-icon} @@ -79037,7 +79037,7 @@ - **Level:** 1d6 + 2 -- **Effect:** Adds 1 to the user\'s Speed Edge for one hour (adds 2 if the cypher is level 5 or higher). +- **Effect:** Adds 1 to the user's Speed Edge for one hour (adds 2 if the cypher is level 5 or higher). ###### Spy[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"} [#](#cypher-spy){.og-h-anchor aria-hidden="true"} {#cypher-spy .og-h-h6-icon} @@ -79050,7 +79050,7 @@ (15 m) away from it. It identifies basic layout, creatures, and major energy sources. Its movement is blocked by any physical or energy barrier. At the end of its mapping run, it returns to the user and reports. If it discovers a predefined target during its run (such as \"a creature of level 5 or higher,\" \"a locked door,\" \"a major energy - source,\" and so on), it detonates instead, dealing damage equal to the cypher\'s level (half electrical damage, + source,\" and so on), it detonates instead, dealing damage equal to the cypher's level (half electrical damage, half shrapnel damage) to all creatures and objects in short range. ###### Stasis Keeper[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#cypher-stasis-keeper){.og-h-anchor aria-hidden="true"} {#cypher-stasis-keeper .og-h-h6-icon} @@ -79059,7 +79059,7 @@ - **Level:** 1d6 -- **Effect:** Puts a subject into stasis for a number of days equal to the cypher\'s level, or until it is violently +- **Effect:** Puts a subject into stasis for a number of days equal to the cypher's level, or until it is violently disturbed. An object in stasis does not age and comes out of the stasis alive and in the same condition as it went in, with no memory of the period of inactivity. @@ -79069,7 +79069,7 @@ - **Level:** 1d6 -- **Effect:** Eases the user\'s next action taken by three steps. +- **Effect:** Eases the user's next action taken by three steps. ###### Strength Boost[]{.og-icon .og-cypher-subtle .ms-1 toggle="tooltip" title="Subtle Cypher"} [#](#cypher-strength-boost){.og-h-anchor aria-hidden="true"} {#cypher-strength-boost .og-h-h6-icon} @@ -79161,7 +79161,7 @@ - **Level:** 1d6 - **Effect:** For the next twenty-four hours, when the user is attacked, they move in rapid, seemingly random jumps, a - few inches to one side or the other. This is an asset that modifies the user\'s defense rolls by two steps (three + few inches to one side or the other. This is an asset that modifies the user's defense rolls by two steps (three steps if the cypher is level 6 or higher). ###### Time Dilation (Offensive)[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"}[]{.og-icon .og-cypher-fantastic .ms-1 toggle="tooltip" title="Fantastic Cypher"} [#](#cypher-time-dilation-offensive){.og-h-anchor aria-hidden="true"} {#cypher-time-dilation-offensive .og-h-h6-icon} @@ -79180,7 +79180,7 @@ - **Level:** 1d6 + 4 - **Effect:** For the next hour, the user regains 1 point lost to damage per round, up to a total number of points - equal to twice the cypher\'s level. As each point is regained, they choose which Pool to add it to. If all their + equal to twice the cypher's level. As each point is regained, they choose which Pool to add it to. If all their Pools are at maximum, the regeneration pauses until they take more damage, at which point it begins again (if any time remains in the hour) until the duration expires. @@ -79217,7 +79217,7 @@ - **Level:** 1d6 + 4 - **Effect:** Provides power to another device for up to a day. The device to be powered can be as simple as a light - source or as complex as a small starcraft, assuming the cypher\'s level is equal to the item\'s power requirements. + source or as complex as a small starcraft, assuming the cypher's level is equal to the item\'s power requirements. A desk lamp is a level 1 power requirement, a car engine is a level 5 power requirement, and a starship is a level 10 power requirement. @@ -79267,7 +79267,7 @@ - **Level:** 1d6 - **Effect:** Keeps the user warm and comfortable, even in the harshest cold temperatures, for twenty-four hours. - During this time, the user has Armor equal to the cypher\'s level that protects against cold damage. + During this time, the user has Armor equal to the cypher's level that protects against cold damage. ###### Water Adapter[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"} [#](#cypher-water-adapter){.og-h-anchor aria-hidden="true"} {#cypher-water-adapter .og-h-h6-icon} @@ -79286,7 +79286,7 @@ - **Level:** 1d6 + 2 -- **Effect:** Modifies a weapon\'s attack in a particular fashion for ten minutes per cypher level. Roll a d100 for +- **Effect:** Modifies a weapon's attack in a particular fashion for ten minutes per cypher level. Roll a d100 for the modification. ::: table-responsive @@ -79301,7 +79301,7 @@ 61--70 Deals bonus sonic damage equal to cypher level 71--80 Deals bonus psychic damage equal to cypher level 81--90 Knockback (on 18--20 on successful attack roll, target knocked back 30 feet \[9 m\]) - 91--95 Holding (on 18--20 on successful attack roll, target can\'t act on its next turn) + 91--95 Holding (on 18--20 on successful attack roll, target can't act on its next turn) 96--97 Eases attack by two steps 98 Banishing (on 18--20 on successful attack roll, target is sent to random location at least 100 miles \[160 km\] away) 99 Explodes, inflicting damage equal to cypher level to all within immediate range @@ -79341,11 +79341,11 @@ [(Cypher System Rulebook, page 401)]{.og-ref}[(Claim the Sky, page 157)]{.og-ref} -These cyphers increase, modify, or improve a character\'s existing powers. A burst boost cypher, for example, allows +These cyphers increase, modify, or improve a character's existing powers. A burst boost cypher, for example, allows someone with the [Bears a Halo of Fire](#focus-bears-a-halo-of-fire) focus to create a blast of fire in all directions, -one time. Imagine this as being a fire-using superhero\'s ability to \"go nova.\" +one time. Imagine this as being a fire-using superhero's ability to \"go nova.\" -Power boost cyphers affect one use of a character\'s abilities but do not require an action. Their use is part of the +Power boost cyphers affect one use of a character's abilities but do not require an action. Their use is part of the action that they affect. Power boost cyphers are a special type of cypher. In some Cypher System games, they may be inappropriate, and in others, @@ -79378,7 +79378,7 @@ - **Level:** 1d6 + 2 - **Effect:** This cypher boosts an ability that inflicts points of damage. The ability inflicts additional damage - equal to this cypher\'s level. + equal to this cypher's level. ###### Efficacy Boost[]{.og-icon .og-cypher-subtle .ms-1 toggle="tooltip" title="Subtle Cypher"}[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"} [#](#cypher-efficacy-boost){.og-h-anchor aria-hidden="true"} {#cypher-efficacy-boost .og-h-h6-icon} @@ -79440,9 +79440,9 @@ - **Level:** 1d6 + 2 -- **Effect:** This cypher eases the user\'s next difficult, formidable, or impossible [power +- **Effect:** This cypher eases the user's next difficult, formidable, or impossible [power stunt](#superhero-power-stunts) task by four steps (eased by five steps if the cypher is level 7 or higher). It has - no effect on power stunts that don\'t require a successful power stunt task. + no effect on power stunts that don't require a successful power stunt task. ###### Target Boost[]{.og-icon .og-cypher-subtle .ms-1 toggle="tooltip" title="Subtle Cypher"}[]{.og-icon .og-cypher-manifest .ms-1 toggle="tooltip" title="Manifest Cypher"} [#](#cypher-target-boost){.og-h-anchor aria-hidden="true"} {#cypher-target-boost .og-h-h6-icon} @@ -79499,11 +79499,11 @@ ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The [Cypher System +**Editor's Notes ---** The [Cypher System Rulebook](https://www.montecookgames.com/store/product/cypher-system-rulebook-2/){.og-icon .og-mcg} features a wealth of guidance on many subjects not included in the CSRD. A list of these sections is detailed in [Cypher System Rulebook --- -What\'s in the Book?](#cypher-system-rulebook-product). Editorial additions to this chapter attempt to make up for the -lack of this material, but there\'s nothing like the real McCoy---reading *Chapter 25: Running the Cypher System* in +What's in the Book?](#cypher-system-rulebook-product). Editorial additions to this chapter attempt to make up for the +lack of this material, but there's nothing like the real McCoy---reading *Chapter 25: Running the Cypher System* in full provides an excellent orientation to the overall design philosophy. ::: @@ -79528,13 +79528,13 @@ In rare instances, you could allow a PC to use a different stat for a task. For example, a character might try to break down a door by examining it closely for flaws and thus use Intellect rather than Might. This kind of change is a good -thing because it encourages player creativity. Just don\'t let it be abused by an exuberant or too-clever player. It\'s -well within your purview to decide that the door has no flaws, or to rule that the character\'s attempt will take half +thing because it encourages player creativity. Just don't let it be abused by an exuberant or too-clever player. It\'s +well within your purview to decide that the door has no flaws, or to rule that the character's attempt will take half an hour rather than [one round](#rules-encounters-rounds-and-initiative). In other words, using a stat that is not the obvious choice should be the exception, not the rule. ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** For more on tying actions to stats, see [Determining Task Stat](#rules-determining-task-stat). +**Editor's Notes ---** For more on tying actions to stats, see [Determining Task Stat](#rules-determining-task-stat). ::: ------------------------------------------------------------------------------------------------------------------------ @@ -79543,15 +79543,15 @@ [(Cypher System Rulebook, page 403)]{.og-ref} -The GM\'s most important overall tasks are setting the stage and guiding the story created by the group (not the one +The GM's most important overall tasks are setting the stage and guiding the story created by the group (not the one created by the GM ahead of time). But [setting difficulty](#rules-determining-task-difficulty) is the most important mechanical task the GM has in the game. Although there are suggestions throughout this chapter for various difficulty ratings for certain actions, there is no master list of the difficulty for every action a PC can take. Instead, the -Cypher System is designed with the \"teach a person to fish\" style of good game mastering in mind. (If you don\'t know -what that means, it comes from the old adage \"Give a person a fish and they\'ll eat for a day. Teach a person to fish -and they\'ll eat for a lifetime.\" The idea is not to give GMs a ton of rules to memorize or reference, but to teach -them how to make their own logical judgment calls.) Of course, most of the time, it\'s not a matter of [exact -precision](#false-precision). If you say the difficulty is 3 and it \"should\" have been 4, the world\'s not over. +Cypher System is designed with the \"teach a person to fish\" style of good game mastering in mind. (If you don't know +what that means, it comes from the old adage \"Give a person a fish and they'll eat for a day. Teach a person to fish +and they'll eat for a lifetime.\" The idea is not to give GMs a ton of rules to memorize or reference, but to teach +them how to make their own logical judgment calls.) Of course, most of the time, it's not a matter of [exact +precision](#false-precision). If you say the difficulty is 3 and it \"should\" have been 4, the world's not over. For the most part, it really is as simple as rating something on a scale of 1 to 10, 1 being incredibly easy and 10 being basically impossible. The guidelines in the Task Difficulty table should help put you in the right frame of mind @@ -79574,53 +79574,53 @@ 7 \(21\) --- Formidable Impossible without skills or great effort. 8 \(24\) −15% Heroic A task worthy of tales told for years afterward. 9 \(27\) −30% Immortal A task worthy of legends that last lifetimes. - 10 \(30\) −45% Impossible A task that normal humans couldn\'t consider (but one that doesn\'t break the laws of physics). + 10 \(30\) −45% Impossible A task that normal humans couldn't consider (but one that doesn\'t break the laws of physics). : Task Difficulty ::: For example, we make the distinction between something that most people can do and something that trained people can do. -In this case, \"normal\" means someone with absolutely no training, talent, or experience---imagine your ne\'er-do-well, -slightly overweight uncle trying a task he\'s never tried before. \"Trained\" means the person has some level of +In this case, \"normal\" means someone with absolutely no training, talent, or experience---imagine your ne'er-do-well, +slightly overweight uncle trying a task he's never tried before. \"Trained\" means the person has some level of instruction or experience but is not necessarily a professional. With that in mind, think about the act of balance. With enough focus, most people can walk across a narrow bridge (like -a fallen tree trunk). That suggests it is difficulty 2. However, walking across a narrow plank that\'s only 3 inches (8 -cm) wide? That\'s probably more like difficulty 3. Now consider walking across a tightrope. That\'s probably difficulty +a fallen tree trunk). That suggests it is difficulty 2. However, walking across a narrow plank that's only 3 inches (8 +cm) wide? That's probably more like difficulty 3. Now consider walking across a tightrope. That\'s probably difficulty 5---a normal person can manage that only with a great deal of luck. Someone with some training can give it a go, but -it\'s still hard. Of course, a professional acrobat can do it easily. Consider, however, that the professional acrobat +it's still hard. Of course, a professional acrobat can do it easily. Consider, however, that the professional acrobat is [specialized](#key-concepts) in the task, making it difficulty 3 for them. They probably are using [Effort](#effort) as well during their performance. -Let\'s try another task. This time, consider how hard it might be to remember the name of the previous leader of the +Let's try another task. This time, consider how hard it might be to remember the name of the previous leader of the village where the character lives. The difficulty might be 0 or 1, depending on how long ago they were the leader and -how well known they were. Let\'s say it was thirty years ago and they were only mildly memorable, so it\'s difficulty 1. -Most people remember them, and with a little bit of effort, anyone can come up with their name. Now let\'s consider the -name of the leader\'s daughter. That\'s much harder. Assuming the daughter wasn\'t famous in her own right, it\'s +how well known they were. Let's say it was thirty years ago and they were only mildly memorable, so it\'s difficulty 1. +Most people remember them, and with a little bit of effort, anyone can come up with their name. Now let's consider the +name of the leader's daughter. That\'s much harder. Assuming the daughter wasn\'t famous in her own right, it\'s probably difficulty 4. Even people who know a little about local history (that is to say, people who are trained in the -subject) might not be able to remember it. But what about the name of the pet dog owned by the daughter\'s spouse? -That\'s probably impossible. Who\'s going to remember the name of an obscure person\'s pet from thirty years ago? -Basically no one. However, it\'s not forbidden knowledge or a well-guarded secret, so it sounds like difficulty 7. -Difficulty 7 is the rating that means \"No one can do this, yet some people still do.\" It\'s not the stuff of legend, -but it\'s something you would assume people can\'t do. When you think there\'s no way you can get tickets for a sold-out -concert, but somehow your friend manages to score a couple anyway, that\'s difficulty 7. (See the next section for more +subject) might not be able to remember it. But what about the name of the pet dog owned by the daughter's spouse? +That's probably impossible. Who\'s going to remember the name of an obscure person\'s pet from thirty years ago? +Basically no one. However, it's not forbidden knowledge or a well-guarded secret, so it sounds like difficulty 7. +Difficulty 7 is the rating that means \"No one can do this, yet some people still do.\" It's not the stuff of legend, +but it's something you would assume people can\'t do. When you think there\'s no way you can get tickets for a sold-out +concert, but somehow your friend manages to score a couple anyway, that's difficulty 7. (See the next section for more on difficulties 7, 8, 9, and 10.) -If you\'re talking about a task, ideally the difficulty shouldn\'t be based on the character performing the task. Things -don\'t get inherently easier or harder depending on who is doing them. However, the truth is, the character does play +If you're talking about a task, ideally the difficulty shouldn\'t be based on the character performing the task. Things +don't get inherently easier or harder depending on who is doing them. However, the truth is, the character does play into it as a judgment call. If the task is breaking down a wooden door, an 8-foot-tall (2 m) automaton made of metal with nuclear-driven motors should be better at breaking it down than an average human would be, but the task rating -should be the same for both. Let\'s say that the automaton\'s nature effectively gives it two levels of training in such +should be the same for both. Let's say that the automaton\'s nature effectively gives it two levels of training in such tasks. Thus, if the door has a difficulty rating of 4, but the automaton is specialized and reduces the difficulty to 2, it has a target number of 6. The human has no such specialization, so the difficulty remains 4, and the person has a -target number of 12. However, when you set the difficulty of breaking down the door, don\'t try to take all those +target number of 12. However, when you set the difficulty of breaking down the door, don't try to take all those differences into account. The GM should consider only the human because the [Task Difficulty](#running-task-difficulty) -table is based on the ideal of a \"normal\" person, a \"trained\" person, and so on. It\'s humanocentric. +table is based on the ideal of a \"normal\" person, a \"trained\" person, and so on. It's humanocentric. Most characters probably are willing to use one or two levels of [Effort](#effort) on a task, and they might have an appropriate [skill](#modifying-the-difficulty-skills) or [asset](#modifying-the-difficulty) to decrease the difficulty by a step. That means that a difficulty 4 task will often be treated as difficulty 2 or even 1, and those are easy rolls -to make. Don\'t hesitate, then, to pull out higher-level difficulties. The PCs can rise to the challenge, especially if +to make. Don't hesitate, then, to pull out higher-level difficulties. The PCs can rise to the challenge, especially if they are experienced. ##### The Impossible Difficulties [#](#the-impossible-difficulties){.og-h-anchor aria-hidden="true"} @@ -79628,7 +79628,7 @@ [(Cypher System Rulebook, page 404)]{.og-ref} [Difficulties](#running-task-difficulty) 7, 8, 9, and 10 are all technically impossible. Their target numbers are 21, -24, 27, and 30, and you can\'t roll those numbers on a d20 no matter how many times you try. Consider, however, all the +24, 27, and 30, and you can't roll those numbers on a d20 no matter how many times you try. Consider, however, all the ways that a character can reduce difficulty. If someone spends a little [Effort](#effort) or has some [skill](#skills) or [help](#cooperative-actions), it brings difficulty 7 (target number 21) into the range of possibility---difficulty 6 (target number 18). Now consider that they have specialization, use a lot of Effort, and have help. That might bring the @@ -79636,14 +79636,14 @@ Effort, and one step from the asset of assistance). That practically impossible task just became routine. A fourth-tier character can and will do this---not every time, due to the cost, but perhaps once per game session. You have to be ready for that. A well-prepared, motivated sixth-tier character can do that even with a difficulty 10 task. Again, they -won\'t do it often (they\'d have to apply six levels of Effort, and even with an [Edge](#edge) of 6 that would cost 7 -points from their [Pool](#pool), and that\'s assuming they\'re specialized and have two levels of -[assets](#modifying-the-difficulty-assets)), but it can happen if they\'re really prepared for the task (being -specialized and maxed out in asset opportunities reduces the difficulty by four more steps). That\'s why sixth-tier +won't do it often (they\'d have to apply six levels of Effort, and even with an [Edge](#edge) of 6 that would cost 7 +points from their [Pool](#pool), and that's assuming they\'re specialized and have two levels of +[assets](#modifying-the-difficulty-assets)), but it can happen if they're really prepared for the task (being +specialized and maxed out in asset opportunities reduces the difficulty by four more steps). That's why sixth-tier characters are at the top of their field, so to speak. ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** Challenging PCs with [power shifts](#optional-rule-power-shifts) might require task difficulties +**Editor's Notes ---** Challenging PCs with [power shifts](#optional-rule-power-shifts) might require task difficulties as high as 15. See [Really Impossible Tasks](#really-impossible-tasks) for some examples. ::: @@ -79654,24 +79654,24 @@ One way to look at [difficulty](#running-task-difficulty) is that each step of difficulty is worth 3 on the die. That is to say, hinder the task by one step, and the target number rises by 3. Ease the task by one step, and the target number is lowered by 3. Those kinds of changes are big, meaty chunks. Difficulty, as a game mechanic, is not terribly precise. -It\'s measured in large portions. You never have a target number of 13 or 14, for example---it\'s always 3, 6, 9, 12, +It's measured in large portions. You never have a target number of 13 or 14, for example---it\'s always 3, 6, 9, 12, 15, and so on. (Technically, this is not true. If a character adds 1 to a d20 roll for some reason, it changes a target number of 15 to 14. But this is not worth much discussion.) Imprecision is good in this case. It would be false precision to say that one lock has a target number of 14 and another has a target number of 15. What false precision means in this context is that it would be a delusion to think we can be that exact. Can you really say that one lock is 5% easier to pick than another? And more important, even if you could, -is the difference worth noting? It\'s better to interact with the world in larger, more meaningful chunks than to try to +is the difference worth noting? It's better to interact with the world in larger, more meaningful chunks than to try to parse things so carefully. If we tried to rate everything on a scale of 1 to 30 (using target numbers and not -difficulty), we\'d start to get lost in the proverbial weeds coming up with a meaningful distinction between something +difficulty), we'd start to get lost in the proverbial weeds coming up with a meaningful distinction between something rated as an 8 and something rated as a 9 on that scale. ##### Routine Actions [#](#routine-actions){.og-h-anchor aria-hidden="true"} [(Cypher System Rulebook, page 406)]{.og-ref} -Don\'t hesitate to make [actions](#rules-actions) [routine](#running-task-difficulty). Don\'t call for die rolls when -they\'re not really needed. Sometimes GMs fall into the trap illustrated by this dialogue: +Don't hesitate to make [actions](#rules-actions) [routine](#running-task-difficulty). Don\'t call for die rolls when +they're not really needed. Sometimes GMs fall into the trap illustrated by this dialogue: ::: {.alert .ps-4 .pb-0} **GM:** What do you do? @@ -79681,23 +79681,23 @@ **GM:** Okay, give me a roll. ::: -That\'s not a good instinct---at least, not for the Cypher System. Players should roll when it\'s interesting or +That's not a good instinct---at least, not for the Cypher System. Players should roll when it\'s interesting or exciting. Otherwise, they should just do what they do. If the PCs tie a rope around something and use it to climb down into a pit, you could ask for tying rolls, climbing rolls, and so on, but why? Just to see if they roll terribly? So the -rope can come undone at the wrong time, or a character\'s hand can slip? Most of the time, that makes players feel -inadequate and isn\'t a lot of fun. A rope coming undone in the middle of an exciting chase scene or a battle can be a -great complication (and that\'s what GM intrusions are for). A rope coming undone in the middle of a simple \"getting +rope can come undone at the wrong time, or a character's hand can slip? Most of the time, that makes players feel +inadequate and isn't a lot of fun. A rope coming undone in the middle of an exciting chase scene or a battle can be a +great complication (and that's what GM intrusions are for). A rope coming undone in the middle of a simple \"getting from point A to point B\" scene only slows down gameplay. The real fun---the real story---is down in the pit. So get the PCs down there. There are a million exceptions to this guideline, of course. If creatures are throwing poisoned darts at the PCs while they climb, that might make things more interesting and require a roll. If the pit is filled with acid and the PCs must -climb halfway down, pull a lever, and come back up, that\'s a situation where you should set difficulty and perhaps have +climb halfway down, pull a lever, and come back up, that's a situation where you should set difficulty and perhaps have a roll. If a PC is near death, carrying a fragile item of great importance, or something similar, climbing down the rope is tense, and a roll might add to the excitement. The important difference is that these kinds of complications have real consequences. -On the flip side, don\'t be afraid to use [GM intrusion](#gm-intrusion) on routine actions if it makes things more +On the flip side, don't be afraid to use [GM intrusion](#gm-intrusion) on routine actions if it makes things more interesting. Walking up to the king in his audience chamber in the middle of a ceremony only to trip on a rug? That could have huge ramifications for the character and the story. @@ -79706,26 +79706,26 @@ [(Cypher System Rulebook, page 407)]{.og-ref} Rating things on a [scale of 1 to 10](#running-task-difficulty) is something that most people are very familiar with. -You can also look at it as rating an object or creature on a similar scale, if that\'s easier. In other words, if you -don\'t know how hard it would be to climb a particular cliff face, think of it as a creature the PCs have to fight. What +You can also look at it as rating an object or creature on a similar scale, if that's easier. In other words, if you +don't know how hard it would be to climb a particular cliff face, think of it as a creature the PCs have to fight. What level would the creature be? You could look in [Chapter 22: Creatures](#chapter-22-creatures) and say \"I think this wall should be about as difficult to deal with as a demon. A demon is level 5, so the task of climbing the wall will be -[difficulty](#running-task-difficulty) 5.\" That\'s a weird way to do it, perhaps, but it\'s fairly straightforward. And -if you\'re the kind of GM who thinks in terms of \"How tough will this fight be?\" then maybe rating tasks as creatures -or NPCs to fight isn\'t so strange after all. It\'s just another way to relate to them. The important thing is that -they\'re on the same scale. Similarly, if the PCs have to tackle a [knowledge +[difficulty](#running-task-difficulty) 5.\" That's a weird way to do it, perhaps, but it\'s fairly straightforward. And +if you're the kind of GM who thinks in terms of \"How tough will this fight be?\" then maybe rating tasks as creatures +or NPCs to fight isn't so strange after all. It\'s just another way to relate to them. The important thing is that +they're on the same scale. Similarly, if the PCs have to tackle a [knowledge task](#action-understanding-identifying-or-remembering)---say, trying to determine if they know where a caravan is -headed based on its tracks---you could rate the task in terms of an object. If you\'re used to rating doors or other +headed based on its tracks---you could rate the task in terms of an object. If you're used to rating doors or other objects that the PCs have broken through recently, the knowledge task is just a different kind of barrier to bust through. Everything in the Cypher System---characters, [creatures](#understanding-the-listings), [objects](#special-situation-attacking-objects), [tasks](#setting-difficulty-ratings), and so on---has a level. It might -be called a tier or a difficulty instead of a level, but ultimately it\'s a numerical rating system used to compare -things. Although you have to be careful about drawing too many correlations---a first-tier character isn\'t easily +be called a tier or a difficulty instead of a level, but ultimately it's a numerical rating system used to compare +things. Although you have to be careful about drawing too many correlations---a first-tier character isn't easily compared to a difficulty 1 wall or a level 1 animal---the principle is the same. Everything can be rated and roughly -compared to everything else in the world. (It works best to take PCs out of this equation. For example, you shouldn\'t -try to compare a PC\'s tier to a wall\'s level. Character tiers are mentioned here only for completeness.) +compared to everything else in the world. (It works best to take PCs out of this equation. For example, you shouldn't +try to compare a PC's tier to a wall\'s level. Character tiers are mentioned here only for completeness.) Last, if your mind leans toward statistics, you can look at [difficulty as a percentage chance](#running-task-difficulty). Every number on the d20 is a 5% increment. For example, you have a 5% chance of @@ -79733,11 +79733,11 @@ chance of success. (A d20 has nine numbers that are 12 or higher: 12, 13, 14, 15, 16, 17, 18, 19, and 20. And 9 × 5 equals 45.) -For some people, it\'s easier to think in terms of a percentage chance. A GM might think \"She has about a 30% chance to +For some people, it's easier to think in terms of a percentage chance. A GM might think \"She has about a 30% chance to know that fact about geography.\" Each number on a d20 is a 5% increment, and it takes six increments to equal 30%, so there are six numbers that mean the PC succeeds: 15, 16, 17, 18, 19, and 20. Thus, since the player has to roll 15 or -higher, that means the target number is 15. (And that means the task is level 5, but if you\'ve already determined the -target number, you likely don\'t care about the level.) +higher, that means the target number is 15. (And that means the task is level 5, but if you've already determined the +target number, you likely don't care about the level.) ::: {.alert .ps-4 .pb-0} ##### Advantages to This System [#](#advantages-to-this-system){.og-h-anchor aria-hidden="true"} {#advantages-to-this-system .og-h-small} @@ -79748,26 +79748,26 @@ arithmetic using a range of all numbers from 1 to 20. 2. You calculate a target number only once no matter how many times the PCs attempt the action. If you establish that - the target number is 12, it\'s 12 every time a PC tries that action. (On the other hand, if you had to add numbers - to your die roll, you\'d have to do it for every attempt.) Consider this fact in light of combat. Once a player + the target number is 12, it's 12 every time a PC tries that action. (On the other hand, if you had to add numbers + to your die roll, you'd have to do it for every attempt.) Consider this fact in light of combat. Once a player knows that they need to roll a 12 or higher to hit a foe, combat moves very quickly. -3. If a PC can reduce the difficulty of an action to 0, no roll is needed. This means that an Olympic gymnast doesn\'t +3. If a PC can reduce the difficulty of an action to 0, no roll is needed. This means that an Olympic gymnast doesn't roll a die to walk across a balance beam, but the average person does. The task is initially rated the same for - both, but the difficulty is reduced for the gymnast. There\'s no chance of failure. + both, but the difficulty is reduced for the gymnast. There's no chance of failure. -4. This is how everything in the game works, whether it\'s climbing a wall, sweet-talking a guard, or fighting a +4. This is how everything in the game works, whether it's climbing a wall, sweet-talking a guard, or fighting a bioengineered horror. -5. Perhaps most important, the system gives GMs the freedom to focus entirely on the flow of the game. The GM doesn\'t - use dice to determine what happens (unless you want to)---the players do. There aren\'t a lot of different rules for +5. Perhaps most important, the system gives GMs the freedom to focus entirely on the flow of the game. The GM doesn't + use dice to determine what happens (unless you want to)---the players do. There aren't a lot of different rules for different actions, so there is little to remember and very little to reference. The difficulty can be used as a - narrative tool, with the challenges always meeting the expected logic of the game. All the GM\'s mental space can be + narrative tool, with the challenges always meeting the expected logic of the game. All the GM's mental space can be devoted to guiding the story. ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** [The Difficulty Dial](#the-difficulty-dial) presented in [Chapter 11: Rules of the +**Editor's Notes ---** [The Difficulty Dial](#the-difficulty-dial) presented in [Chapter 11: Rules of the Game](#chapter-11-rules-of-the-game) provides a visual representation of difficulties, target numbers, and percentage chance of success. ::: @@ -79781,7 +79781,7 @@ ahead. Doing so lets them make informed decisions about whether or not to use [Effort](#effort) to ease a task. This table can be used when a GM wants to withhold exact difficulty, for example, in a situation perhaps the players -don\'t know what they are doing, or are not in the position to fully understand the circumstances---or witness the +don't know what they are doing, or are not in the position to fully understand the circumstances---or witness the results---of their attempted task. In such instances, the GM can provide a vague sense of how difficult the PC *believes* the task will be. @@ -79835,23 +79835,23 @@ Because [the player always rolls](#rules-the-player-always-rolls), it can be unclear how the GM should proceed if the PCs are unaware of important aspects of their situation. The GM can prompt a PC for a roll without telling them anything -about what it\'s for, but this might arouse unwanted suspicion. Instead, the GM can compare the PC\'s tier to the -[difficulty](#rules-task-difficulty) of the task, and add 1 for each of the PC\'s applicable +about what it's for, but this might arouse unwanted suspicion. Instead, the GM can compare the PC\'s tier to the +[difficulty](#rules-task-difficulty) of the task, and add 1 for each of the PC's applicable [skills](#modifying-the-difficulty-skills) and [assets](#modifying-the-difficulty-assets). Any ties are decided in the -PC\'s favor. +PC's favor. For example, a tier 3 PC is [specialized](#key-concepts) in tracking and has a[Beast Companion](#ability-beast-companion){.og-ability}---a faithful bloodhound, whose [modification](#followers) that -provides an asset to tracking tasks. This make\'s the PC\'s passive total 3 (tier) plus 2 (skills) plus 1 (asset) equals +provides an asset to tracking tasks. This make's the PC\'s passive total 3 (tier) plus 2 (skills) plus 1 (asset) equals 6. So, the PC would detect the presence of a dangerous level 6 creature before it pounced upon a fellow party member---as almost a passive [routine action](#routine-actions). -Passive difficulty provides the GM with a way to think about providing directly to PCs\' unique senses, knowledges, +Passive difficulty provides the GM with a way to think about providing directly to PCs' unique senses, knowledges, abilities, skills, and personal pasts---honoring of all the choices the player made whilst creating their character, and since the start of the game. The GM should strive to be generous with information---after all, information and answers are two very different things, and a well-informed party can make more compelling choices about what they do next. Events like ambushes, or a PC discovering they have been pickpocketed can easily be introduced via [GM -intrusion](#gm-intrusion), so it\'s best to describe the situation in a way that invites further action from the PCs +intrusion](#gm-intrusion), so it's best to describe the situation in a way that invites further action from the PCs rather than withhold critical information. ::: @@ -79922,41 +79922,41 @@ [(Cypher System Rulebook, page 408)]{.og-ref} -GM intrusion is the main mechanic that the GM uses to inject drama and additional excitement into the game. It\'s also a +GM intrusion is the main mechanic that the GM uses to inject drama and additional excitement into the game. It's also a handy tool for resolving issues that affect the PCs but do not involve them. GM intrusion is a way to facilitate what -goes on in the world outside the characters. Can the minotaur track the PCs\' movements through the maze? Will the +goes on in the world outside the characters. Can the minotaur track the PCs' movements through the maze? Will the fraying rope hold? Since the players roll all the dice, GM intrusion is used to determine if and when something happens. For example, if -the PCs are fighting a noble\'s guards, and you (the GM) know that there are more guards nearby, you don\'t need to roll +the PCs are fighting a noble's guards, and you (the GM) know that there are more guards nearby, you don\'t need to roll dice to determine if the other guards hear the scuffle and intervene (unless you want to). You just decide when it would be best for the story---which is probably when it would be worst for the characters. In a way, GM intrusion replaces the -GM\'s die rolling. +GM's die rolling. The mechanic is also one of the main ways that GMs award [experience points](#chapter-12-experience-points) to the PCs. This means that you use experience points as a narrative tool. Whenever it seems appropriate, you can introduce complications into the game that affect a specific player, but when you do so, you give that player 1 [XP](#choose-xp). The player can refuse the intrusion, but doing so costs them 1 XP. So by refusing an intrusion, the player does not get the experience point that the GM is offering, and they lose one that they already have. (This kind of refusal is likely -to happen very rarely in your game, if ever. And, obviously, a player can\'t refuse an intrusion if they have no XP to +to happen very rarely in your game, if ever. And, obviously, a player can't refuse an intrusion if they have no XP to spend.) -Here\'s how a GM intrusion might work in play. Say the PCs find a hidden console with some buttons. They learn the right -order in which to press the buttons, and a section of the floor disappears. As the GM, you don\'t ask the players -specifically where their characters are standing. Instead, you give a player 1 XP and say \"Unfortunately, you\'re +Here's how a GM intrusion might work in play. Say the PCs find a hidden console with some buttons. They learn the right +order in which to press the buttons, and a section of the floor disappears. As the GM, you don't ask the players +specifically where their characters are standing. Instead, you give a player 1 XP and say \"Unfortunately, you're standing directly over this new hole in the floor.\" If the player wanted, they could refuse the XP, spend one of their -own, and say \"I leap aside to safety.\" Most likely, though, they\'ll make the [defense roll](#action-defend) that you +own, and say \"I leap aside to safety.\" Most likely, though, they'll make the [defense roll](#action-defend) that you call for and let it play out. -There are two ways for the GM to handle this kind of intrusion. You could say \"You\'re standing in the wrong place, so -make a roll.\" (It\'s a [Speed](#speed) defense roll, of course.) Alternatively, you could say \"You\'re standing in the +There are two ways for the GM to handle this kind of intrusion. You could say \"You're standing in the wrong place, so +make a roll.\" (It's a [Speed](#speed) defense roll, of course.) Alternatively, you could say \"You\'re standing in the wrong place. The floor opens under your feet, and you fall down into the darkness.\" In the first example, the PC has a -chance to save themselves. In the second example, they don\'t. Both are viable options. The distinction is based on any +chance to save themselves. In the second example, they don't. Both are viable options. The distinction is based on any number of factors, including the situation, the characters involved, and the needs of the story. This might seem -arbitrary or even capricious, but you\'re the master of what the intrusion can and can\'t do. RPG mechanics need -consistency so players can make intelligent decisions based on how they understand the world to work. But they\'ll never -base their decisions on GM intrusions. They don\'t know when intrusions will happen or what form they will take. GM -intrusions are the unpredictable and strange twists of fate that affect a person\'s life every day. +arbitrary or even capricious, but you're the master of what the intrusion can and can\'t do. RPG mechanics need +consistency so players can make intelligent decisions based on how they understand the world to work. But they'll never +base their decisions on GM intrusions. They don't know when intrusions will happen or what form they will take. GM +intrusions are the unpredictable and strange twists of fate that affect a person's life every day. When player [modifications](#modifying-the-difficulty) (such as [skill](#modifying-the-difficulty-skills), [Effort](#modifying-the-difficulty-effort), and so on) determine that success is automatic, the GM can use GM intrusion @@ -79964,7 +79964,7 @@ 20, whichever is lower. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -Remember, any time you give a player 1 XP for a [GM intrusion](#gm-intrusion), you\'re actually giving them 2---one to +Remember, any time you give a player 1 XP for a [GM intrusion](#gm-intrusion), you're actually giving them 2---one to keep and one to give to another player. ::: @@ -79972,42 +79972,42 @@ [(Cypher System Rulebook, page 408)]{.og-ref} -A GM can use this narrative tool to steer things. That doesn\'t mean railroad the players or direct the action of the -game with a heavy hand. GM intrusion doesn\'t enable you to say \"You\'re all captured, so here\'s your 1 +A GM can use this narrative tool to steer things. That doesn't mean railroad the players or direct the action of the +game with a heavy hand. GM intrusion doesn't enable you to say \"You\'re all captured, so here\'s your 1 [XP](#choose-xp).\" Instead, the GM can direct things more subtly---gently, almost imperceptibly influencing events rather than forcing them. GM intrusion represents things going wrong. The bad guys planning well. Fortune not favoring the characters. -Consider this scenario: the GM plants an interesting adventure seed in a small village, but the PCs don\'t stay there +Consider this scenario: the GM plants an interesting adventure seed in a small village, but the PCs don't stay there long enough to find it. So just outside the village, the PCs run afoul of a vicious viper that bites one of them. The GM uses intrusion to say that the poison from the snake will make the character debilitated unless they get a large dose of -a specific antitoxin, which the group doesn\'t have. Of course, they aren\'t required to go back to the village where -the GM\'s interesting adventure can start, but it\'s likely that they will, looking for the antitoxin. +a specific antitoxin, which the group doesn't have. Of course, they aren\'t required to go back to the village where +the GM's interesting adventure can start, but it\'s likely that they will, looking for the antitoxin. Some players might find intrusion heavy-handed, but the XP softens the blow. And remember, they can refuse these narrative nudges. Intrusion is not meant to be a railroading tool---just a bit of a rudder. Not an inescapable track, but a nudge here and there. -What\'s more, the GM doesn\'t need to have a deliberate goal in mind. The complication you introduce could simply make +What's more, the GM doesn\'t need to have a deliberate goal in mind. The complication you introduce could simply make things more interesting. You might not know where it will take the story, just that it will make the story better. -This is wonderfully empowering to the GM---not in a \"Ha ha, now I\'ll trounce the PCs\" way, but in an \"I can control +This is wonderfully empowering to the GM---not in a \"Ha ha, now I'll trounce the PCs\" way, but in an \"I can control the narrative a little bit, steering it more toward the story I want to create rather than relying on the dice\" sort of way. Consider that old classic plot development in which the PCs get captured and must escape from the bad guys. In -heroic fiction, this is such a staple that it would almost seem strange if it didn\'t happen. But in many roleplaying -games, it\'s a nearly impossible turn of events---the PCs usually have too many ways to get out of the bad guy\'s -clutches before they\'re captured. The dice have to be wildly against them. It virtually never happens. With [GM +heroic fiction, this is such a staple that it would almost seem strange if it didn't happen. But in many roleplaying +games, it's a nearly impossible turn of events---the PCs usually have too many ways to get out of the bad guy\'s +clutches before they're captured. The dice have to be wildly against them. It virtually never happens. With [GM intrusion](#gm-intrusion), it could happen (again, in the context of the larger encounter, not as a single intrusion that results in the entire group of PCs being captured with little explanation or chance to react). -For example, let\'s say the PCs are surrounded by [orcs](#npc-orc). One character is badly injured---debilitated---and +For example, let's say the PCs are surrounded by [orcs](#npc-orc). One character is badly injured---debilitated---and the rest are hurt. Some of the orcs produce a large weighted net. Rather than asking for a lot of rolls and figuring the mechanics for escape, you use intrusion and say that the net goes over the PCs who are still on their feet. The rest of the orcs point spears menacingly. This is a pretty strong cue to the players that surrender is a good (and possibly the -only) option. Some players won\'t take the hint, however, so another use of intrusion might allow the orcs to hit one of +only) option. Some players won't take the hint, however, so another use of intrusion might allow the orcs to hit one of the trapped PCs on the head and render them unconscious while their friends struggle in the net. If the players still -don\'t surrender, it\'s probably best to play out the rest of the encounter without more GM intrusions---using more -would be heavy-handed by anyone\'s measure---although it\'s perfectly reasonable to rule that a character rendered +don't surrender, it\'s probably best to play out the rest of the encounter without more GM intrusions---using more +would be heavy-handed by anyone's measure---although it\'s perfectly reasonable to rule that a character rendered debilitated is knocked unconscious, since the orcs are trying to take the PCs alive. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} @@ -80021,27 +80021,27 @@ This mechanic offers a way for the GM to determine how things happen in the game without leaving it all to random chance. Bad guys trying to smash down the door to the room where the PCs are holed up? You could roll a bunch of dice, -compare the NPCs\' stats to the door\'s stats, and so on, or you could wait until the most interesting time, have the +compare the NPCs' stats to the door\'s stats, and so on, or you could wait until the most interesting time, have the bad guys break in, and award an experience point to the PC who tried their best to bar the door. The latter way is the -Cypher System way. Intrusion is a task resolution tool for the GM. In other words, you don\'t base things on stats but +Cypher System way. Intrusion is a task resolution tool for the GM. In other words, you don't base things on stats but on narrative choice. (Frankly, a lot of great GMs over the years---even in the very early days of the hobby---have run their games this way. Sometimes they rolled dice or pretended to roll dice, but they were really manipulating things.) This method frees the GM from worrying about mechanics and looking up stats and allows them to focus on the story. -This isn\'t cheating---it\'s the rules of the game. This rule simply replaces traditional dice rolling with good game +This isn't cheating---it\'s the rules of the game. This rule simply replaces traditional dice rolling with good game mastering, logic, and intelligent storytelling. When a PC is climbing a burning rope, and everyone knows that it will break at some point, the game has a mechanism to ensure that it breaks at just the right time. ::: {#random-gm-intrusions .alert .ps-4 .pb-0} - **Variant:** If you want more randomness in your game, or if you want your game to seem like more of a simulation, - assign a flat percentage chance for whatever you\'re trying to resolve. For example, each round, the [star + assign a flat percentage chance for whatever you're trying to resolve. For example, each round, the [star troopers](#npc-guard) have a 20% chance to blast through the door---or, if you want the risk to escalate, a cumulative 20% chance to blast through the door. By not using GM intrusion, this method robs the PCs of a few [XP](#choose-xp), but when they see you rolling dice, it might help with their immersion. Alternatively, you can pretend to roll dice but really use GM intrusion, though this method seriously robs the characters of XP. ::: -There\'s a better way. Announce your intrusion, but say that there\'s only a chance it will happen (state the percentage +There's a better way. Announce your intrusion, but say that there\'s only a chance it will happen (state the percentage chance), and then roll the dice in plain view of everyone. If the intrusion occurs, award the XP as normal. This is likely the best of both worlds. However, it takes the narrative power out of your hands and gives it to the dice. Perhaps this method is best used only occasionally. If nothing else, it injects some variety and certainly some drama. @@ -80060,7 +80060,7 @@ [(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} One of the keys to understanding GM intrusions is right there in the name---*intrusion*---even in response to a player -rolling a 1. As noted in many of the example GM intrusions below, these moments don\'t have to be rooted in a PC +rolling a 1. As noted in many of the example GM intrusions below, these moments don't have to be rooted in a PC failure, but instead can be something unexpected, undiscovered, and entirely external to the PC---something rooted in the world, situation, or opposition they are facing. It is an unfortunate fact that many players have had experience with games and GMs who respond to rolling a 1 by humiliating the PC, or preventing them from taking an action, but @@ -80069,7 +80069,7 @@ - If a PC is attempting to ask a prospective NPC romance out on a date and [rolls a 1](#intrusion-through-player-rolls), you could have them make a fool out of themself---spilling their drink on the - person, and completely ruining any chance to pursue that romance in the future. That\'s certainly an option, but it + person, and completely ruining any chance to pursue that romance in the future. That's certainly an option, but it might not be the best one. Instead, you could reveal that the object of their affection already has a significant other---a jealous one, or perhaps an overprotective parent or sibling. @@ -80078,41 +80078,41 @@ orcs on the other side. Whether they are triggered by a player rolling 1 or not, GM intrusions are there to help you be flexible: they can -create corrective measures for the game pacing\'s or direction, make an important statement, or reveal a complication +create corrective measures for the game pacing's or direction, make an important statement, or reveal a complication rooted in something the players overlooked, or bring something from the background of the story toward the center of it. -In the end, the best GM intrusions don\'t delay the action, but help move the story forward. +In the end, the best GM intrusions don't delay the action, but help move the story forward. ::: ##### Intrusion Through Player Rolls [#](#intrusion-through-player-rolls){.og-h-anchor aria-hidden="true"} [(Cypher System Rulebook, page 410)]{.og-ref} -When a PC [rolls a 1](#rules-special-rolls), handle the GM intrusion the same way that you\'d handle an intrusion you +When a PC [rolls a 1](#rules-special-rolls), handle the GM intrusion the same way that you'd handle an intrusion you initiated. The intrusion could mean the PC fumbles or botches whatever they were trying to do, but it could mean something else. Consider these alternatives: -- In combat, the PC\'s foe is not as hurt as they thought. Give the foe 5 extra points of health. +- In combat, the PC's foe is not as hurt as they thought. Give the foe 5 extra points of health. - In combat, the PC drops their guard, and the foe gets a free attack. -- In combat, reinforcements for the PC\'s foes show up. +- In combat, reinforcements for the PC's foes show up. - In combat (or any stressful situation), an ally decides to flee. -- In combat (or any stressful situation), an ally doesn\'t like the PCs as much as they thought. The ally steals from +- In combat (or any stressful situation), an ally doesn't like the PCs as much as they thought. The ally steals from them or betrays them. -- Out of combat, the PC\'s pack falls open, or the sole of their shoe tears open. +- Out of combat, the PC's pack falls open, or the sole of their shoe tears open. - Out of combat, it begins to rain heavily. - Out of combat, a surprise foe appears, and the scene turns into a combat. - In an interaction, the GM introduces a surprising motive for the NPC. For example, the PCs are trying to bribe an - official for information, and the official reveals that what they really want isn\'t money but for someone to rescue + official for information, and the official reveals that what they really want isn't money but for someone to rescue their kidnapped son. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} This might not be true of your players, but many players rarely, if ever, spend [XP](#choose-xp) to refuse an intrusion -from the GM, though they regularly use XP to avoid an intrusion that comes from a bad roll. And there\'s nothing wrong -with that. Some GMs might want to forbid using an XP to reroll a 1, but there\'s really no point---if you\'ve got an -idea for a good intrusion, you don\'t need to wait until a player rolls a 1 to use it. +from the GM, though they regularly use XP to avoid an intrusion that comes from a bad roll. And there's nothing wrong +with that. Some GMs might want to forbid using an XP to reroll a 1, but there's really no point---if you\'ve got an +idea for a good intrusion, you don't need to wait until a player rolls a 1 to use it. ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** Optional rules like [Horror Mode](#horror-rules-horror-mode) and other special effects can +**Editor's Notes ---** Optional rules like [Horror Mode](#horror-rules-horror-mode) and other special effects can increase the \"GM intrusion range\" or \"GM intrusion rate\", making intrusions through player rolls more likely. For example, if an effect increases the GM intrusion rate (or range) by 2, the effected PC triggers a GM intrusion on a roll of 1--3. @@ -80154,14 +80154,14 @@ they are more personal. ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** It\'s unclear how proposing a group intrusion works, or if the players can refuse one. Most +**Editor's Notes ---** It\'s unclear how proposing a group intrusion works, or if the players can refuse one. Most players will happily accept the XP reward for a group intrusion, but in the event a player wishes to refuse, here are a few possible arrangements: -- Group intrusons can\'t be refused. -- Refusing a group intrusion costs 1 XP from each PC. If a player refuses, their PC isn\'t affected by the intrusion. +- Group intrusons can't be refused. +- Refusing a group intrusion costs 1 XP from each PC. If a player refuses, their PC isn't affected by the intrusion. - Refusing a group intrusion costs 1 XP from each PC. All players must agree to the refusal, and each player must pay - their PC\'s cost. + their PC's cost. - Refusing a group intrusion costs 1 XP for each PC. Each player can contribute as much XP as they wish toward the cost. ::: @@ -80170,11 +80170,11 @@ [(Cypher System Rulebook, page 411)]{.og-ref} -It\'s not a good idea to use the same events as GM intrusions over and over (\"Dolmar dropped his sword again?\"). Below +It's not a good idea to use the same events as GM intrusions over and over (\"Dolmar dropped his sword again?\"). Below are a number of different intrusions you can use. ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** GM intrusions are an integral part of Cypher System design. Most [creatures](#choose-creatures) +**Editor's Notes ---** GM intrusions are an integral part of Cypher System design. Most [creatures](#choose-creatures) and [traps](#choose-fantasy-traps) include at least one GM intrusion. GM intrusions are a crucial source of [Experience Points (XP)](#experience-points-gm-intrusion)---so make them a part of your [session preparation](#session-preparation)! ::: @@ -80187,8 +80187,8 @@ - The floorboard beneath the PC gives way. - The boat lists to starboard at just the wrong moment. -- A gust of wind blows the papers out of the character\'s hand. -- The buckle of the PC\'s pack snaps at an inopportune time. +- A gust of wind blows the papers out of the character's hand. +- The buckle of the PC's pack snaps at an inopportune time. - The NPC that the characters need to speak with is home sick today. - A device (cypher or artifact) malfunctions or gives the user a jolt. @@ -80201,7 +80201,7 @@ - A poisonous snake darts out from the tall grass and attacks. - The box that holds the plans is trapped with a poison needle. -- The NPC that the PCs need to befriend doesn\'t speak their language. +- The NPC that the PCs need to befriend doesn't speak their language. - The NPC that the PCs try to bribe is allergic to the bottle of alcohol they offer. - The PCs find the book they need, but the pages are so brittle that if they open it, it might crumble. @@ -80210,26 +80210,26 @@ [(Cypher System Rulebook, page 411)]{.og-ref} GMs can use this type of intrusion as a resolution mechanic to determine NPC success or failure. Rather than rolling -dice to see how long it takes an NPC to rewire a damaged force field generator, it happens at a time of the GM\'s +dice to see how long it takes an NPC to rewire a damaged force field generator, it happens at a time of the GM's choosing---ideally when it would be most interesting. For example: - The goblin reinforcements finally get through the locked door. - The ropes of the old rope bridge finally snap. - The city guards show up. - The unstable ceiling collapses. -- The NPC who holds a dagger to a character\'s throat and says \"Don\'t move\" cuts the PC when they do, in fact, +- The NPC who holds a dagger to a character's throat and says \"Don\'t move\" cuts the PC when they do, in fact, move, putting them immediately at debilitated on [the damage track](#the-damage-track). ###### Opponent Luck or Skill [#](#gm-intrusion-opponent-luck-or-skill){.og-h-anchor aria-hidden="true"} {#gm-intrusion-opponent-luck-or-skill} [(Cypher System Rulebook, page 411)]{.og-ref} -The PCs aren\'t the only ones with surprising tricks up their sleeves. For example: +The PCs aren't the only ones with surprising tricks up their sleeves. For example: -- The PC\'s opponent uses a lightning-fast maneuver to dodge all attacks. -- The PC\'s opponent sees an opening and makes an additional, immediate attack. +- The PC's opponent uses a lightning-fast maneuver to dodge all attacks. +- The PC's opponent sees an opening and makes an additional, immediate attack. - The NPC commander rallies their troops, who all deal 2 additional points of damage for one round. -- The PC\'s opponent uses a cypher or similar device that produces just the right effect for the situation. +- The PC's opponent uses a cypher or similar device that produces just the right effect for the situation. - A bit of the wall collapses in the middle of the fight, preventing the characters from chasing the fleeing NPC. ###### Fumbles [#](#gm-intrusion-fumbles){.og-h-anchor aria-hidden="true"} {#gm-intrusion-fumbles} @@ -80250,17 +80250,17 @@ [(Cypher System Rulebook, page 411)]{.og-ref} -GM intrusion doesn\'t have to mean that a PC has failed. For example: +GM intrusion doesn't have to mean that a PC has failed. For example: -- The PC disables the explosive device before it goes off, but if someone doesn\'t remain and hold the detonator, it +- The PC disables the explosive device before it goes off, but if someone doesn't remain and hold the detonator, it will still explode. -- The PC creates the antidote, but it will turn the imbiber\'s flesh blue for the next few weeks. +- The PC creates the antidote, but it will turn the imbiber's flesh blue for the next few weeks. - The PC jumps across the pit but accidentally knocks loose some stones from the edge, making the jump harder for their friend right behind them. ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** If a PC fails a roll by only one difficulty step, the GM can offer a GM intrusion as a sort of -\"devil\'s bargain\". If accepted, the result of the roll becoms a \"success with consequences\". +**Editor's Notes ---** If a PC fails a roll by only one difficulty step, the GM can offer a GM intrusion as a sort of +\"devil's bargain\". If accepted, the result of the roll becoms a \"success with consequences\". ::: ------------------------------------------------------------------------------------------------------------------------ @@ -80289,7 +80289,7 @@ [(Cypher System Rulebook, page 412)]{.og-ref} Player intrusions give the players a small bit of narrative control over the world. However, the world still remains in -the GM\'s purview. You can always overrule a player intrusion, or suggest a way to massage it so that it fits better +the GM's purview. You can always overrule a player intrusion, or suggest a way to massage it so that it fits better into the setting. Still, because it is indeed narrative control, a player intrusion should always involve a small aspect of the world beyond the character. \"I punch my foe really hard\" is an expression of [Effort](#effort) or perhaps character ability. \"My foe slips and falls backward off the ledge\" is a player intrusion. @@ -80297,15 +80297,15 @@ Player intrusions should never be as big as [GM intrusions](#gm-intrusion). They should not end an encounter, only (perhaps) provide the PC with the means to more easily end an encounter. They should not have a wide-reaching or even necessarily a long-term effect on the setting. A way to consider this might be that player intrusions can affect a -single object (a floorboard snaps), feature (there\'s a hidden shallow spot in the stream to ford), or NPC (the vendor -is an old friend). But not more than that. A player intrusion can\'t affect a whole village or even a whole tavern in -that village. A rock can come loose, but a player intrusion can\'t create a landslide. +single object (a floorboard snaps), feature (there's a hidden shallow spot in the stream to ford), or NPC (the vendor +is an old friend). But not more than that. A player intrusion can't affect a whole village or even a whole tavern in +that village. A rock can come loose, but a player intrusion can't create a landslide. ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** [Chapter 5: Type](#chapter-5-type) provides a recommended limit of one [Player +**Editor's Notes ---** [Chapter 5: Type](#chapter-5-type) provides a recommended limit of one [Player Intrusion](#player-intrusion) per player per session. It can also be useful to conceptually anchor player intrusions in the genre at-hand. For example, if the PCs are executing a dangerous heist, a player intrusion could be realized as a -\"flashback\" to how the PC prepared for a difficult situation they\'ve just gotten themselves into. +\"flashback\" to how the PC prepared for a difficult situation they've just gotten themselves into. ::: ------------------------------------------------------------------------------------------------------------------------ @@ -80314,7 +80314,7 @@ [(Cypher System Rulebook, page 420)]{.og-ref} -You should think of [cyphers](#choose-cyphers) as character abilities, whether they\'re [subtle +You should think of [cyphers](#choose-cyphers) as character abilities, whether they're [subtle cyphers](#subtle-cyphers) or [manifest cyphers](#manifest-cyphers). This means that it is incumbent upon you to make sure that players always have plenty of cyphers to use. In the course of their travels, the PCs should find that cyphers are extremely common. And since the PCs are limited in the number of cyphers they can carry, they will use them @@ -80323,8 +80323,8 @@ Manifest cyphers can be found by scavenging through old ruins. They can be found in the corpses of magical or technological foes. They can be found among the possessions of intelligent fallen opponents or the lairs of unintelligent creatures, either amid the bones of former meals or as shiny decorations in a nest. They can be found in -villages, in the back of a merchant\'s cart that sells and scavenged parts. They are offered as rewards by people who -are grateful for the PCs\' help. +villages, in the back of a merchant's cart that sells and scavenged parts. They are offered as rewards by people who +are grateful for the PCs' help. Some adventures will offer more cyphers than others. Still, as a rule of thumb, in any given adventure, a character should use at least as many cyphers as they can carry. This means they should find that number of cyphers in that same @@ -80335,9 +80335,9 @@ emitter or defensive shield will be used, but a suspensor belt or phasing module will linger longer on their [character sheets](#og-cscs). -As with everything else in the game, it\'s intentionally very easy for the GM to create new cyphers. Just think of the +As with everything else in the game, it's intentionally very easy for the GM to create new cyphers. Just think of the effect and how to express it as a game advantage. Two kinds of cyphers exist when it comes to effect: those that allow -the user to do something better, and those that allow the user to do something they couldn\'t do otherwise. +the user to do something better, and those that allow the user to do something they couldn't do otherwise. The first group includes everything that reduces the difficulty of a task (including defense tasks). The second group includes things that grant new abilities, such as flight, a new means of attack, the ability to see into the past, or @@ -80346,9 +80346,9 @@ A few more important notes about devising new cyphers: - Cyphers should be single-use items. The PCs use them up and find new ones. -- Cyphers should be potent. A minor ability isn\'t worth the trouble. If an attack cypher isn\'t as good as a regular +- Cyphers should be potent. A minor ability isn't worth the trouble. If an attack cypher isn\'t as good as a regular weapon, why bother with it? -- Cyphers shouldn\'t have drawbacks. +- Cyphers shouldn't have drawbacks. - Cyphers should be temporary. Typically, a power is used once. Abilities or advantages that have a duration last from ten minutes to twenty-four hours (at most). - Manifest cyphers can take any form. Just make them appropriate to the genre. @@ -80356,17 +80356,17 @@ ::: row ::: {.col .col-md-6} ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -Cyphers teach GMs to design different kinds of scenarios---ones in which the whole adventure isn\'t wrecked if a player +Cyphers teach GMs to design different kinds of scenarios---ones in which the whole adventure isn't wrecked if a player has something that can solve a single problem (defeat a foe, read a mind, bypass a barrier, or whatever). There should always be more to the adventure than one linchpin encounter, obstacle, foe, or secret. -It\'s all right if players think of cyphers (especially manifest cyphers) as equipment or treasure. You should choose -points in the course of the story that are appropriate for awarding subtle cyphers, especially if the PCs aren\'t at +It's all right if players think of cyphers (especially manifest cyphers) as equipment or treasure. You should choose +points in the course of the story that are appropriate for awarding subtle cyphers, especially if the PCs aren't at their full capacity. ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** For more on distributing cyphers to players, see [Cypher Decks](#og-cd). +**Editor's Notes ---** For more on distributing cyphers to players, see [Cypher Decks](#og-cd). ::: ::: @@ -80402,11 +80402,11 @@ [(Cypher System Rulebook, page 421)]{.og-ref} In terms of the narrative, artifacts are a lot like [cyphers](#choose-cyphers), except that most are not one-use items. -Mechanically, they serve a very different purpose. It\'s assumed that characters are exploring with some cyphers at +Mechanically, they serve a very different purpose. It's assumed that characters are exploring with some cyphers at their disposal. Artifacts, however, are added abilities that make characters broader, deeper, and often more powerful. -They aren\'t assumed---they\'re extra. +They aren't assumed---they\'re extra. -The powers granted by artifacts are more like the abilities gained from a character\'s type or focus in that they change +The powers granted by artifacts are more like the abilities gained from a character's type or focus in that they change the way the PC is played overall. The difference between an artifact and a type or focus ability is that almost all artifacts are temporary. They last longer than cyphers do, but because they have a depletion roll, any use could be their last. @@ -80424,11 +80424,11 @@ ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} You may wish to forbid the use of [XP to reroll](#experience-points-immediate-benefits) artifact depletion rolls. -That\'s pretty reasonable. +That's pretty reasonable. ::: ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** For more on artifacts, see [Artifacts](#equipment-artifacts) in [Chapter 10: +**Editor's Notes ---** For more on artifacts, see [Artifacts](#equipment-artifacts) in [Chapter 10: Equipment](#chapter-10-equipment). ::: @@ -80439,26 +80439,26 @@ [(Cypher System Rulebook, page 421)]{.og-ref} Sometimes, the rules speak directly to character creativity. For example, players can make up their own -[skills](#skills). It\'s possible to have a skill called \"tightrope walking\" that grants a character a better chance +[skills](#skills). It's possible to have a skill called \"tightrope walking\" that grants a character a better chance to walk across a tightrope, and another skill called \"balance\" that gives a character a better chance to walk across a tightrope and perform other balance actions as well. This might seem unequal at first, but the point is to let players create precisely the characters they want. Should you let a character create a skill called \"doing things\" that makes them better at everything? Of course not. The GM is the final arbiter not only of logic but also of the spirit of the rules, and having one or two single skills that cover every contingency is clearly not in the spirit. -It\'s important that players play the character they want. This concept is supported not only with the open-ended skill +It's important that players play the character they want. This concept is supported not only with the open-ended skill system but also with the ability to get an experience point advance to tailor a character further. Likewise, the GM should be open to allowing a player to make small modifications to refine their character. In many cases, particularly -ones that don\'t involve [stat](#character-stats) [Pools](#pool), [Armor](#rules-armor), [damage](#rules-damage) +ones that don't involve [stat](#character-stats) [Pools](#pool), [Armor](#rules-armor), [damage](#rules-damage) inflicted, or the costs of [Effort](#effort) or [special abilities](#choose-abilities), the answer from the GM should probably be \"Sure, why not?\" If a PC ends up being really good at a particular [skill](#skills)---better than they -\"should\" be---what\'s the harm? If Dave can swim incredibly well, how does that hurt the game in terms of the play -experience or the story that develops? It doesn\'t. If Helen can pick practically any mundane lock she finds, why is -that a bad thing? In fact, it\'s probably good for the game---there\'s likely something interesting on the other sides +\"should\" be---what's the harm? If Dave can swim incredibly well, how does that hurt the game in terms of the play +experience or the story that develops? It doesn't. If Helen can pick practically any mundane lock she finds, why is +that a bad thing? In fact, it's probably good for the game---there\'s likely something interesting on the other sides of those doors. In a way, this is no different than adjudicating a not-so-straightforward solution to a challenge. Sometimes you have to -say \"No, that\'s not possible.\" But sometimes, if it makes sense, open yourself up to the possibility. +say \"No, that's not possible.\" But sometimes, if it makes sense, open yourself up to the possibility. ::: {.alert .ps-4 .pb-0} ##### Skill Categories [#](#skill-categories){.og-h-anchor aria-hidden="true"} @@ -80518,8 +80518,8 @@ [health](#understanding-the-listings) score rather than three [stat](#character-stats) [Pools](#pool). When an NPC reaches 0 health, they are down. Whether that means dead, unconscious, or incapacitated depends on the circumstances as dictated by you and the players. Much of this can be based on logic. If the NPC is cut in half with a giant axe, -they\'re probably dead. If they\'re mentally assaulted with a telepathic attack, they might be insane instead. If -they\'re hit over the head with a club, well, that\'s your call. +they're probably dead. If they\'re mentally assaulted with a telepathic attack, they might be insane instead. If +they're hit over the head with a club, well, that\'s your call. It depends on the intentions of those who are fighting the NPC, too. PCs who want to knock out a foe rather than kill them can simply state that as their intention and describe their actions differently---using the flat of the blade, so @@ -80531,9 +80531,9 @@ [(Cypher System Rulebook, page 425)]{.og-ref} -Whenever possible, [creatures](#chapter-22-creatures) should be handled like other [NPCs](#chapter-23-npcs). They don\'t +Whenever possible, [creatures](#chapter-22-creatures) should be handled like other [NPCs](#chapter-23-npcs). They don't follow the same rules as the player characters. If anything, they should have greater latitude in doing things that -don\'t fit the normal mold. A many-armed beast should be able to attack multiple foes. A charging rhino-like animal +don't fit the normal mold. A many-armed beast should be able to attack multiple foes. A charging rhino-like animal ought to be able to move a considerable distance and attack as part of a single [action](#rules-actions). Consider creature size very carefully. For those that are quick and hard to hit, hinder attacks against them. Large, @@ -80541,9 +80541,9 @@ ability to anything twice as large as a human. This means that if the creature strikes a foe, the target must make an immediate [Might](#might) [defense roll](#action-defend) or lose its next turn. -A creature\'s [level](#understanding-the-listings) is a general indicator of its toughness, combining aspects of power, +A creature's [level](#understanding-the-listings) is a general indicator of its toughness, combining aspects of power, defense, intelligence, speed, and more into one rating. In theory, a small creature with amazing powers or extremely -deadly venom could be high level, and a huge beast that isn\'t very bright and isn\'t much of a fighter could be low +deadly venom could be high level, and a huge beast that isn't very bright and isn\'t much of a fighter could be low level. But these examples go against type. Generally, smaller creatures have less health and are less terrifying in combat than larger ones. @@ -80609,7 +80609,7 @@ **Multiple Boosts:** If you need a really beefed up foe, you can boost a creature more than once. ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** This example template is based on Challenging Characters [(435)]{.og-ref} in the [Cypher System +**Editor's Notes ---** This example template is based on Challenging Characters [(435)]{.og-ref} in the [Cypher System Rulebook](https://www.montecookgames.com/store/product/cypher-system-rulebook-2/){.og-icon .og-mcg}, and provides a basic \"boost package\"---for example, turning a [goblin](#npc-goblin) into a more powerful \"hobgoblin\" variant. It also gives you an idea on how to start creating your own templates. @@ -80620,17 +80620,17 @@ [(Godforsaken, page 97)]{.og-ref} If you need a larger or tougher version of a creature, such as a dire wolf or a giant crocodile, you can just increase -the creature\'s [level (and all of its modifications)](#understanding-the-listings) by 1 or 2. If the creature has a -damage or health stat that isn\'t the default for its level, take that into account at the modified creature\'s new +the creature's [level (and all of its modifications)](#understanding-the-listings) by 1 or 2. If the creature has a +damage or health stat that isn't the default for its level, take that into account at the modified creature\'s new level. -A simple rule of thumb is to double a creature\'s size (length, width, and height) for every level it increases. +A simple rule of thumb is to double a creature's size (length, width, and height) for every level it increases. - **Stagger:** If the creature strikes a foe, the target must make an immediate [Might](#might) [defense roll](#action-defend) or lose their next turn. ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The difficulty to avoid a stagger is the level of the creature (unless any modifications change +**Editor's Notes ---** The difficulty to avoid a stagger is the level of the creature (unless any modifications change that). Repeatedly losing a turn will probably not be much fun for most players, so consider \"dazing\" the PCs, hindering their actions instead. ::: @@ -80641,30 +80641,30 @@ A blighted creature or NPC is touched by a [mutation](#mutations) and/or a contagion that makes them more dangerous than standard creatures of their type. It is scarred and twisted in some way, and possibly slightly bigger---or at least -wirier---than average, which explains why it\'s survived so long, even blighted. A blighted creature shows signs of +wirier---than average, which explains why it's survived so long, even blighted. A blighted creature shows signs of degradation---such as a bacterial, viral, or even mycological infection-tracing disturbing sores, scars, or encrustations across its skin or hide. The specifics are up to you. Many blighted creatures and people are hungry and hurt, acting rabidly. But an NPC could just as easily retain human sentiment despite their deteriorated condition. Apply the following stat adjustments to a blighted creature. -- Increase the creature\'s level by 1 and increase all its related stats by the appropriate amount (1 more point of +- Increase the creature's level by 1 and increase all its related stats by the appropriate amount (1 more point of average damage, 3 more points of health, and so on). -- The creature\'s perception tasks are hindered by two steps; whatever blights the creature is slowly blinding it. -- In bright light, the creature\'s tasks are hindered. (A blighted human could wear shades to nullify this hindrance; +- The creature's perception tasks are hindered by two steps; whatever blights the creature is slowly blinding it. +- In bright light, the creature's tasks are hindered. (A blighted human could wear shades to nullify this hindrance; other creatures might come up with similar tactics or stay in shadows when possible.) -- The creature\'s scratches, bites, spittle, or similar attacks contain a contagion known as \"the blight.\" +- The creature's scratches, bites, spittle, or similar attacks contain a contagion known as \"the blight.\" -**The Blight:** The creature is a contagion vector for the same agent that blights it, whether that\'s +**The Blight:** The creature is a contagion vector for the same agent that blights it, whether that's [radiation](#radiation-in-the-real-world), bacteria, a virus, mycological spores, or something stranger. Treat the -contagion as a disease with a level equal to the blighted creature\'s level. The affected creature\'s tasks are hindered +contagion as a disease with a level equal to the blighted creature's level. The affected creature\'s tasks are hindered by one additional step each day a [Might](#might) [defense roll](#action-defend) is failed. For each two steps a target is hindered, it also moves one step down [the damage track](#the-damage-track). When a target moves down the third step, either it dies (20% chance) or it survives but gains the Blighted template (80% chance). A blighted creature loses the hindrance described in this paragraph. ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The blighted template is perfect for a [post-apocalyptic](#chapter-19-post-apocalyptic) setting, +**Editor's Notes ---** The blighted template is perfect for a [post-apocalyptic](#chapter-19-post-apocalyptic) setting, but works just as well in a [fantasy](#choose-fantasy) setting. ::: @@ -80692,14 +80692,14 @@ In addition to [GM intrusion](#gm-intrusion), this rule provides the GM with a way to allow [NPCs](#chapter-23-npcs), [creatures](#chapter-22-creatures), or [followers](#followers) to use [Effort](#effort) just like PCs. An NPC using -Effort on an action temporarily increases their effective level. In [situations that don\'t involve +Effort on an action temporarily increases their effective level. In [situations that don't involve PCs](#a-closer-look-at-situation-that-dont-involve-pcs), Effort allows an NPC to rise to the occasion in a daring [combat between NPCs](#special-situation-combat-between-npcs), or to succeed at a particularly daunting task. However, because [the player always rolls](#rules-the-player-always-rolls), NPCs using Effort can affect the difficulty of the -PC\'s roll: +PC's roll: -- If an NPC uses a level of Effort to defend themselves, the PC\'s attack is hindered. -- If an NPC uses a level of Effort ease an attack or special ability, the PC\'s defense roll against it is hindered. +- If an NPC uses a level of Effort to defend themselves, the PC's attack is hindered. +- If an NPC uses a level of Effort ease an attack or special ability, the PC's defense roll against it is hindered. - If an NPC uses a level of Effort to increase damage and the PC fails their defense roll, the amount of damage inflicted is increased by 3---or by 2, if it was an [area attack](#special-situation-area-attacks). @@ -80713,13 +80713,13 @@ - **Effort from Health:** Some NPCs can spend 1 health point to use one level of Effort. This is a major expense to a level 2 NPC, but a not a big deal to a level 6 NPC. This option is easy to account for, since health is already - defined in the creature\'s listing. + defined in the creature's listing. - **Effort from Level:** Some NPCs can use one level Effort a number of times equal to their level. This is a little - trickier, requiring the GM to keep track of the NPC\'s available Effort. However, it might be a better method for + trickier, requiring the GM to keep track of the NPC's available Effort. However, it might be a better method for followers the PC accounts for. -- **Multiple Levels of Effort:** A few NPCs might be able to use multiple levels Effort. An NPC can\'t use a number of +- **Multiple Levels of Effort:** A few NPCs might be able to use multiple levels Effort. An NPC can't use a number of levels of Effort that exceeds their level, nor can they exceed the six-step limit for easing a task. - **Recovering Effort:** Persistent NPCs and followers should regain their ability to use of Effort, after a length of @@ -80732,7 +80732,7 @@ - **Berserker Clan:** The GM creates a tribe of raging level 3 [berserkers](#npc-berserker) with **Effort from Health**. Most of the berserkers can only spend one level of Effort at a time, but the GM allows the chieftain to spend up to three levels of Effort, spending 1 health point for each level of Effort she uses. This allows the - chieftain to threaten the party\'s heavily armored warrior with deadly accuracy and damage. The GM also assigns the + chieftain to threaten the party's heavily armored warrior with deadly accuracy and damage. The GM also assigns the chieftain additional health for her spend her Effort from. - **Werewolf Pack:** The GM creates a pack of level 4 [werewolves](#creature-werewolf) with **Effort from Level** and @@ -80744,7 +80744,7 @@ [(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} -It\'s a simple trick to use a [GM intrusion](#gm-intrusion) to change one creature into another---for example, a +It's a simple trick to use a [GM intrusion](#gm-intrusion) to change one creature into another---for example, a [Goblin](#npc-goblin) gaining drinking a potion that causes it to become an [Orc](#npc-orc) with the [Beefed Up](#template-beefed-up) template, or a dying [Child](npc-child) revealing its true form as host to a [Demon](#creature-demon), but you can also create a single, powerful creature made up of smaller parts, each with its @@ -80753,10 +80753,10 @@ For example, a kraken might have a number of specialized tentacles that need to be driven off individually. In another example, an ancient wyrm might use multiple creatures to represent its many heads, wings, claws, and tail. -Creatures with multiple parts don\'t typically die if one of their parts is reduced to 0 health, but that part can\'t +Creatures with multiple parts don't typically die if one of their parts is reduced to 0 health, but that part can\'t take actions or be used, for example, a wyrm whose wings are reduced to 0 health might not be able to fly. You could also design creatures with a well-defended but vulernable points that hinders Attack rolls, but if reduced to 0 health, -causes the creature\'s remaining parts to die. +causes the creature's remaining parts to die. ::: ------------------------------------------------------------------------------------------------------------------------ @@ -80768,7 +80768,7 @@ This section is based on *NPC Game Stats* [(422)]{.og-ref} and [Make a Cypher System Creature in Ten Minutes or Less](https://www.montecookgames.com/make-a-creature-in-10-minutes-or-less-2/){.og-icon .og-mcg} by Charles Ryan. -It doesn\'t take a lot of preparation to create a memorable creature or NPC. You don\'t have to follow all of the +It doesn't take a lot of preparation to create a memorable creature or NPC. You don\'t have to follow all of the following steps, but if you find yourself more time and energy, take the next step on the checklist: ::: {.alert .ps-4 .pb-0} @@ -80777,19 +80777,19 @@ - **Movement, Modifications and Interaction:** Decide what is most important about the NPC for your purposes. This might be defining its movement, tasks it is particularly skilled with, or weaknesses it might have with certain - tasks. Refer back to the creature\'s motive and refine how thinks and behaves---especially if the PCs might try to + tasks. Refer back to the creature's motive and refine how thinks and behaves---especially if the PCs might try to interact with it, and if it requires any signature combat tactics or special abilities. Describing for players what - the creature does is important---describing *how the NPC does it* is equally important. If it\'s supposed to be + the creature does is important---describing *how the NPC does it* is equally important. If it's supposed to be creepy, detail that creepiness. - **GM Intrusion:** Consider what might happens if a player triggers a [GM intrusion](#gm-intrusion), or create a - twist you\'d like to be able to propose in an encounter. + twist you'd like to be able to propose in an encounter. -- **Health:** A creature\'s health dictates how long it will survive in combat. A party of four tier 1--2 characters +- **Health:** A creature's health dictates how long it will survive in combat. A party of four tier 1--2 characters typically inflict 10 points of damage each round. Tier 3--4 characters typically inflict 16 points of damage, and tier 5--6 characters typically inflict 22 points per round. -- **Armor:** [Armor](#rules-armor) reduces how quickly an NPC\'s health is depleted. One point of Armor is typically +- **Armor:** [Armor](#rules-armor) reduces how quickly an NPC's health is depleted. One point of Armor is typically equivalent to adding 6--7 points of health. - **Damage Inflicted:** You can increase damage inflicted if necessary. Even low-level creatures inflict at least 2--3 @@ -80800,7 +80800,7 @@ track](#the-damage-track) without depleting their Pools. If employing such effects, decide on what conditions that alleviate them, for example, a successful [Might](#might) [defense roll](#action-defend) made each hour, a successful [healing](#action-healing) task against the level of a poison, or completing a ten-hour [recovery - roll](#recovery-rolls). These effects can certainly make an NPC more interesting, but don\'t overuse them. + roll](#recovery-rolls). These effects can certainly make an NPC more interesting, but don't overuse them. - **Use and Loot:** Describe at least one way the party might be likely to discover or encounter the creature. If the creature is likely to have any useful loot, such as a cypher, equipment, or part of its body, note that, too. @@ -80815,25 +80815,25 @@ In the Cypher System, there is no concept of a \"balanced encounter.\" There is no system for matching [creatures of a particular level](#choose-creatures) or tasks of a particular [difficulty](#running-task-difficulty) to characters of a particular tier. To some people, that might seem like a bad thing. But matching character builds to exacting challenges -is not part of this game. It\'s about story. So whatever you want to happen next in the story is a fine encounter as -long as it\'s fun. You\'re not denying the characters [XP](#choose-xp) if you make things too easy or too difficult, -because that\'s not how XP are earned. If things are too difficult for the PCs, they\'ll have to flee, come up with a +is not part of this game. It's about story. So whatever you want to happen next in the story is a fine encounter as +long as it's fun. You\'re not denying the characters [XP](#choose-xp) if you make things too easy or too difficult, +because that's not how XP are earned. If things are too difficult for the PCs, they\'ll have to flee, come up with a new strategy, or try something else entirely. The only thing you have to do to maintain \"balance\" is set difficulty within that encounter accurately and consistently. ::: {.alert .ps-4 .pb-0} -In a game like the Cypher System, if everyone\'s having fun, the game is balanced. Two things will unbalance the game in +In a game like the Cypher System, if everyone's having fun, the game is balanced. Two things will unbalance the game in this context. - One or more PCs are far more interesting than the others. Note that it says \"more interesting,\" not \"more - powerful.\" If my character can do all kinds of cool things but can\'t destroy robots as efficiently as yours does, + powerful.\" If my character can do all kinds of cool things but can't destroy robots as efficiently as yours does, I still might have a whole lot of fun. - The challenges the PCs face are routinely too easy or too difficult. ::: -The first issue should be handled by the character creation rules. If there\'s a problem, it might be that poor choices -were made or a player isn\'t taking full advantage of their options. If someone really doesn\'t enjoy playing their +The first issue should be handled by the character creation rules. If there's a problem, it might be that poor choices +were made or a player isn't taking full advantage of their options. If someone really doesn\'t enjoy playing their character, allow them to alter the PC or---perhaps better---create a new one. The second issue is trickier. As previously stated, there is no formula that states that N number of level X NPCs are a @@ -80850,20 +80850,20 @@ - A single level 9 or 10 opponent will win in a fight without breaking a sweat. But it depends on the situation at hand. If the PCs are already worn down from prior encounters, or if they have the -right cyphers, any of the expectations listed above can change. That\'s why there is no system for balancing encounters. +right cyphers, any of the expectations listed above can change. That's why there is no system for balancing encounters. Just keep in mind that beginning characters are pretty hardy and probably have some interesting resources, so you -aren\'t likely to wipe out the group by accident. Character death is unlikely unless the PCs have already been through a +aren't likely to wipe out the group by accident. Character death is unlikely unless the PCs have already been through a number of other encounters and are worn down. ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The list above probably assumes simple, unmodified opponents with a level and minimal +**Editor's Notes ---** The list above probably assumes simple, unmodified opponents with a level and minimal [modifications](#understanding-the-listings), as opposed to [creatures and NPCs with detailed statistics](#choose-creatures). For example, consider the enormous difference between a handful of generic soldiers (level 4; 12 health; 4 damage inflicted) versus a squadron of [storm marines](#npc-storm-marine) (level 4; 15 health; [Armor](#rules-armor) 4; attacks as level 5; 6 damage inflicted---not to mention the possibility of sending a PC directly down [the damage track](#the-damage-track)). -In general, it\'s best to aim a little low when designing challenges, but prepare a few [GM intrusions](#gm-intrusion) +In general, it's best to aim a little low when designing challenges, but prepare a few [GM intrusions](#gm-intrusion) you can use to kick things up a notch if the PCs are having too easy a time. ::: @@ -80898,16 +80898,16 @@ arc](#sample-character-arcs) like [Recover From a Wound (or Trauma)](#arc-recover-from-a-wound-or-trauma). - **Damaging Abilities or Equipment:** An attack temporarily hinders the use of, nullifies---or in rare instances, - completely destroys---a PC\'s [special ability](#choose-abilities), [cypher](#choose-cyphers), or + completely destroys---a PC's [special ability](#choose-abilities), [cypher](#choose-cyphers), or [artifact](#choose-artifacts). - **Enemies Working in Concert:** If four creatures work together, add +1 to the highest level creature, and +2 additional points of damage. A level 4 mafia cap with three level 3 triggermen could team up and attack as a level 5 - NPC, dealing 6 damage instead of 4. This is a useful way of pooling enemies who normally can\'t overcome a PC\'s + NPC, dealing 6 damage instead of 4. This is a useful way of pooling enemies who normally can't overcome a PC\'s [Armor](#rules-armor). - **Swarms of Creatures:** The GM can combine six to ten creatures and have them act as one creature that is two - levels higher and inflicts double the creature\'s normal damage. A group of thirty [berserkers](#npc-berserker) + levels higher and inflicts double the creature's normal damage. A group of thirty [berserkers](#npc-berserker) might be handled as three level 5 creatures with 30 Health each, inflicting 8 point of damage. - **Dangerous Environs:** Unstable terrain, [hazards](#damage-from-hazards), or extreme weather can all be realized @@ -80922,10 +80922,10 @@ [(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} This campaign design checklist guides you---the GM---in establishing the game setting, preparing players to create PCs -ahead of the first session. You don\'t have to perform every step on the list, and you don\'t have all the answers right -now. Oftentimes, discussing things with players will help you with answers you don\'t have, and in a longer campaign, +ahead of the first session. You don't have to perform every step on the list, and you don\'t have all the answers right +now. Oftentimes, discussing things with players will help you with answers you don't have, and in a longer campaign, you will almost certainly revise your answers as time goes on. You can use this process to fill out the official -Campaign Design Worksheet included in Monte Cook Games\' [Cypher System Character Portfolios and Character +Campaign Design Worksheet included in Monte Cook Games' [Cypher System Character Portfolios and Character Sheets](https://www.montecookgames.com/store/product/cypher-system-character-and-campaign-sheets/){.og-icon .og-mcg}. ##### Establishing Campaign Basics [#](#campaign-design-checklist-establishing-campaign-basics){.og-h-anchor aria-hidden="true"} {#campaign-design-checklist-establishing-campaign-basics .og-h-small} @@ -80968,18 +80968,18 @@ facilitate handing out cyphers, using them, and resolving what they do. - **Select Optional Rules:** Create a list of [optional rules](#choose-optional-rules) you want players to know about, - and where to find them. If players need to read the rules or character options, consider recommending [Old Gus\' - Unofficial Cypher System Player\'s Guide](og-cspg.html). + and where to find them. If players need to read the rules or character options, consider recommending [Old Gus' + Unofficial Cypher System Player's Guide](og-cspg.html). -- **Something\'s Still Missing!:** If you\'re adapting a setting to the Cypher System, there are often game mechanics - that don\'t seem like they quite fit in. Some things might be best harnessed as a Use for +- **Something's Still Missing!:** If you\'re adapting a setting to the Cypher System, there are often game mechanics + that don't seem like they quite fit in. Some things might be best harnessed as a Use for [XP](#choose-xp)---including new [character advancement](#character-advancement) options, or [player intrusions](#running-the-game-player-intrusions) that provide a vocabulary for the kinds of cool \"moves\" a player - can make on a limited basis that aren\'t addressed by [character creation](#character-sentence-generator). Don\'t - worry if you don\'t know how to do it all right now: if there are mechanics you aren\'t sure about, implement them - as [cyphers](#choose-cyphers) at first---this is a good test bed because cyphers can only be used once. Don\'t worry - too much about game mechanics when writing these, just use own plain language. After the cypher is used, if it\'s - something you\'d like to see more of, you can reintroduce the cypher, or refine it into an + can make on a limited basis that aren't addressed by [character creation](#character-sentence-generator). Don\'t + worry if you don't know how to do it all right now: if there are mechanics you aren\'t sure about, implement them + as [cyphers](#choose-cyphers) at first---this is a good test bed because cyphers can only be used once. Don't worry + too much about game mechanics when writing these, just use own plain language. After the cypher is used, if it's + something you'd like to see more of, you can reintroduce the cypher, or refine it into an [artifact](#choose-artifacts) (which deplete randomly). When the artifact depletes, you can always provide the PCs with a way (for example, spending 3 [XP](#choose-xp)) to recharge the artifact, or allow them to gain its effects permanently as a [special ability](#choose-abilities) with an appropriate [initial cost](#rules-initial-cost) for @@ -80989,7 +80989,7 @@ [(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} -- **Write the Pitch:** There\'s no wrong way to write a campaign pitch. You might write out your idea for the game in +- **Write the Pitch:** There's no wrong way to write a campaign pitch. You might write out your idea for the game in the style of a movie trailer, provide reference a list of influential media, or write a few paragraphs of relevant world history. Whatever you decide, be sure your pitch communicates any expectations you have for the kinds of people the PCs will portray, and what kinds of activities they game will center upon. Leave some room in the idea so @@ -80999,7 +80999,7 @@ Gaming](https://www.montecookgames.com/store/product/consent-in-gaming/){.og-icon .og-mcg} tool from Monte Cook Games, or other campaign safety tool of your choice with the players. -- **Take Notes:** Throughout this process, make note of questions to be answered later, and things you\'d like to +- **Take Notes:** Throughout this process, make note of questions to be answered later, and things you'd like to discuss with players, or anything else that excites you about the PCs the players create. ------------------------------------------------------------------------------------------------------------------------ @@ -81010,7 +81010,7 @@ This section is based on *Preparing for the Game Session* [(431)]{.og-ref}. -In the Cypher System, there aren\'t too many [rules](#this-is-how-you-play-the-cypher-system) you have to memorize to +In the Cypher System, there aren't too many [rules](#this-is-how-you-play-the-cypher-system) you have to memorize to run the game. Instead, the Cypher System is designed to allow the GM and players to allow the game to proceed without the need for a lot pre-planned content. Allowing the game to unfold on its own means anything the GM plans might not get used, or might get used differently than planned for. The GM should leave themself some room to be flexible, filling in @@ -81025,7 +81025,7 @@ [(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} -A list of names appropriate to the game\'s setting is useful for creating NPCs in the moment. Having a little extra room +A list of names appropriate to the game's setting is useful for creating NPCs in the moment. Having a little extra room on the list to add a level, a modification, and a quick note next to a name is a good way of recording which names have become NPCs, and who they are. A useful set of notes for an NPC might include their level, important [modifications](#understanding-the-listings), their motive (what they want), and means (how they intend to get it), or @@ -81051,13 +81051,13 @@ [(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} -A scenario summary sets up the general situation the PCs will be involved in, but doesn\'t assume anything what the +A scenario summary sets up the general situation the PCs will be involved in, but doesn't assume anything what the players will do about it---players will always do unexpected things. Knowing just a little bit about how things are connected will allow the players to interact with the scenario organically (as opposed to in an order and manner of your design). You might want to refer back to that list of names and come up with something on the fly. The PCs might investigate the situation on their own, or decide that there are -other things they\'d rather be doing than looking for missing shoes or people. +other things they'd rather be doing than looking for missing shoes or people. ::: {.alert .ps-4 .pb-0} ###### Example Scenario Summary: A Skeleton Stole My Shoes\! [#](#session-preparation-summary-example){.og-h-anchor aria-hidden="true"} {#session-preparation-summary-example} @@ -81072,20 +81072,20 @@ listen that a skeleton has stolen his favorite pair of shoes. Gus is eager to get the PCs to help him by retrieving them, and could be convinced to offer a reward for their safe return. -- **Lil\' Mama and Large Marge** *(tavern proprietors; level 2)* are hiding an infestation of rats---including two - [giant rats](#creature-giant-rat)---in the tavern\'s underground larder. +- **Lil' Mama and Large Marge** *(tavern proprietors; level 2)* are hiding an infestation of rats---including two + [giant rats](#creature-giant-rat)---in the tavern's underground larder. -- **Renengil** *(a skilled blacksmith; level 3)* hasn\'t heard from her cousin Herferlun in a week. Herferlun is the +- **Renengil** *(a skilled blacksmith; level 3)* hasn't heard from her cousin Herferlun in a week. Herferlun is the foreman at an iron mine in the nearby woods. In addition to dwindling supplies, she is worried about her cousin. She would investigate the matter herself, but is busy with her work. - **Hamish Wormworthy** *(an incompetent [Necromancer](#npc-necromancer); all tasks hindered)* has sent forth his [Skeleton](#creature-skeleton) minions to \"collect the souls of the living\", but his incompetence has them seeking - out the *soles* of the living instead---causing the skeletons to steal people\'s shoes instead of killing them. His + out the *soles* of the living instead---causing the skeletons to steal people's shoes instead of killing them. His cavernous lair is becoming increasingly littered with footwear. - **Dwarven miners** *(level 2)* are captured by Hamish, and are being turned into skeletons by the necromancer. - Renengil\'s cousin, Herferlun is among the survivors. + Renengil's cousin, Herferlun is among the survivors. ::: ##### A List of Ideas [#](#session-preparation-ideas){.og-h-anchor aria-hidden="true"} {#session-preparation-ideas .og-h-small} @@ -81095,18 +81095,18 @@ A list of ideas provides you with a box of toys you can interject into the game. They might provide useful tonal clues, a striking sensory description, or possible clues or side plots. It can also be a good idea prepare a few [GM intrusions](#gm-intrusion) for a session. Coming up with one GM intrusion each for important locations, creatures, NPCs, -situations, or the PCs\' character arcs can provide you with the vocabulary you need to be ready when a PC [rolls a +situations, or the PCs' character arcs can provide you with the vocabulary you need to be ready when a PC [rolls a 1](#intrusion-through-player-rolls), or to have something ready to propose that would be good for the story or game. -Additionally, Monte Cook Games\' [GM Intrusion +Additionally, Monte Cook Games' [GM Intrusion Deck](https://www.montecookgames.com/store/product/gm-intrusion-deck/){.og-icon .og-mcg} that includes a wealth of possible GM intrusions. For *A Skeleton Stole My Shoes!*, a list of ideas might include: -- Someone\'s food or drink in the tavern is served with a large, wiry hair in it. -- A [ravage bear](#creature-ravage-bear) caught in a hunter\'s trap is actually a fey being. +- Someone's food or drink in the tavern is served with a large, wiry hair in it. +- A [ravage bear](#creature-ravage-bear) caught in a hunter's trap is actually a fey being. - A [skeleton](#creature-skeleton) missing its skull stumbles through the woods. -- A ghostly green torchlight increases skeletons\' level by 1. +- A ghostly green torchlight increases skeletons' level by 1. - An [artifact](#choose-artifacts) of great power is rumored to be held in an ancient shrine to a fallen hero somewhere deep in the woods. @@ -81122,7 +81122,7 @@ - [Undead Ward](#fantasy-cypher-undead-ward) For more on session preparation, see [Exploration Tables](og-dd.html#chapter-12-exploration-tables) and [NPC -Tables](og-dd.html#chapter-13-npc-tables) in [Old Gus\' Daft Drafts](og-dd.html). +Tables](og-dd.html#chapter-13-npc-tables) in [Old Gus' Daft Drafts](og-dd.html). ------------------------------------------------------------------------------------------------------------------------ @@ -81132,26 +81132,26 @@ This section has been added by the editor based on Teaching The Rules [(426)]{.og-ref} [Cypher System Rulebook](https://www.montecookgames.com/store/product/cypher-system-rulebook-2/){.og-icon .og-mcg}. It explores some -collected advice on streamlining the process of teaching new players. It\'s generally a good idea to get players to read +collected advice on streamlining the process of teaching new players. It's generally a good idea to get players to read through [Chapter 3: How to Play the Cypher System](#chapter-3-how-to-play-the-cypher-system), the [Cypher System Reference Rules Primer](https://www.montecookgames.com/store/product/cypher-system-rules-primer/){.og-icon .og-mcg}. You -might also want to go over Monte Cook Games\' [Consent in +might also want to go over Monte Cook Games' [Consent in Gaming](https://www.montecookgames.com/store/product/consent-in-gaming/){.og-icon .og-mcg} checklist individually with each player. -Alternatively, [Old Gus\' Unofficial Cypher System Player\'s Guide (OG-CSPG)](og-cspg.html) contains everything players +Alternatively, [Old Gus' Unofficial Cypher System Player\'s Guide (OG-CSPG)](og-cspg.html) contains everything players need to know to play the game in a condensed format, including all character options presented in the CSRD. You can also download the [OG-CSPG in PDF](pdfs/cypher-og-cspg-old-gus-cypher-system-players-guide.pdf) for printable character -options. New players might also find [Old Gus\' Cypher System +options. New players might also find [Old Gus' Cypher System Quick-Reference](pdfs/cypher-og-csqr-old-gus-cypher-system-quick-reference.pdf) provides basic rules and game vocabulary at-a-glance. -It\'s common for players to take a little while to learn the Cypher System\'s vocabulary for game mechanics, especially -if they\'ve already played other games that have a different vocabulary. When you mention a game mechanic like [recovery +It's common for players to take a little while to learn the Cypher System\'s vocabulary for game mechanics, especially +if they've already played other games that have a different vocabulary. When you mention a game mechanic like [recovery rolls](#recovery-rolls) or [the damage track](#the-damage-track), take a moment to define those terms, and point out -where that information is located on the PC\'s [character sheets](#og-cscs). +where that information is located on the PC's [character sheets](#og-cscs). -It\'s also a good idea to let players know a little bit about what to expect about the game\'s genre and setting. The +It's also a good idea to let players know a little bit about what to expect about the game\'s genre and setting. The [Campaign Design Checklist](#campaign-design-checklist) can help you organize your thoughts and communicate them to players. This helps players know who their PC is, and a little bit about what kinds of stories to expect. @@ -81160,31 +81160,31 @@ [(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} When it comes to [rolling the die](#rules-rolling-the-die), players will learn the game faster if the GM calls for rolls -using a consistent approach. Remind players that any [action](#rules-actions) PC\'s take is [resolved the same +using a consistent approach. Remind players that any [action](#rules-actions) PC's take is [resolved the same way](#this-is-how-you-play-the-cypher-system). Here are a few steps you can take to smooth out calling for rolls and resolving them with players: - **Tie the Action to a Stat:** [determine which stat](#tying-actions-to-stats) is being tested: [Might](#might), - [Speed](#speed), or [Intellect](#intellect). If you\'re not sure which to use, ask the player *how* their PC is + [Speed](#speed), or [Intellect](#intellect). If you're not sure which to use, ask the player *how* their PC is doing what they are doing. - **Set the Difficulty:** Select a [task difficulty](#running-task-difficulty)---usually between 0--10, and decide if - any modifications are required---these might come from a creature\'s listed modifications, or external circumstances + any modifications are required---these might come from a creature's listed modifications, or external circumstances that might ease or hinder the task by one or more step (for example, a strong wind interfering with---or aiding---a - PC\'s jump across a wide chasm). + PC's jump across a wide chasm). -- **Inform the Player:** Tell the player which stat the task will test, and the difficulty---but don\'t mention the - target number yet. For clarity\'s sake, the less conversion between those two different number sets, the better. You +- **Inform the Player:** Tell the player which stat the task will test, and the difficulty---but don't mention the + target number yet. For clarity's sake, the less conversion between those two different number sets, the better. You can withhold or be [vague](#vague-difficulty) about difficulty if you like, but new players tend to benefit from knowing the difficulty until they get the hang of things. - **Modify the Difficulty:** Guide the player through [modifying the difficulty](#modifying-the-difficulty) using their [skills](#modifying-the-difficulty-skills), [assets](#modifying-the-difficulty-assets), and - [Effort](#modifying-the-difficulty-effort). It\'s good to set a few low difficulties players can modify all the way + [Effort](#modifying-the-difficulty-effort). It's good to set a few low difficulties players can modify all the way to 0, becoming a [routine action](#routine-actions), and succeed without a roll. If you are setting an impossible - difficulty---7 or higher---inform the player that the task can\'t succeed unless they modify the difficulty in their + difficulty---7 or higher---inform the player that the task can't succeed unless they modify the difficulty in their favor. You might need to remind them about applicable skills, any assets they possess, and to use Effort at first. - If another player wants to use their action to [help](#cooperative-actions), that\'s a good thing! + If another player wants to use their action to [help](#cooperative-actions), that's a good thing! - **Announce the Target Number:** Multiply the final difficulty by 3, inform the player of the target number, and prompt them to roll the die. @@ -81226,16 +81226,16 @@ result of a player rolling a 1 on the die. GMs should aim to offer at least one GM intrusion to each player every session. -- **Player Intrusions:** Some players who aren\'t used to having more narrative control might be reluctant to propose +- **Player Intrusions:** Some players who aren't used to having more narrative control might be reluctant to propose a [player intrusion](#choose-player-intrusions). If no one is using player intrusions, try proposing a few you think - they\'d like, or using the [Gaining Insight](#optional-rule-gaining-insight) optional rule. Devise a few proposed + they'd like, or using the [Gaining Insight](#optional-rule-gaining-insight) optional rule. Devise a few proposed player intrusions for each PC---you can make it something only they could---or would---think of. Once players see a - few examples, they\'ll be more prepared to start proposing their own intrusions. + few examples, they'll be more prepared to start proposing their own intrusions. - **Attendance:** Offering 1--2 consistent XP at the start of the session just for showing up makes it easier to spend some. -- **Character Arcs:** Reserve some time at the end of each session to discuss the PC\'s [character +- **Character Arcs:** Reserve some time at the end of each session to discuss the PC's [character arcs](#character-arcs), and assign a XP value for any steps completed. - **Equal Advancement:** If using [Equal Advancement](#equal-advancement), consider a house rule where any XP earned @@ -81255,7 +81255,7 @@ Another option is to ask the players to review their cyphers at the start of the session, and cause cyphers to \"expire\". This runs the risk of coming off as punitive, but it might also provide the motivation some players need to use their cyphers, search for new ones, or to use a [player intrusion](#running-the-game-player-intrusions) to [request -a subtle cypher](#player-intrusion-subtle-cypher), or to prevent a manifest cypher they\'d been saving for a specific +a subtle cypher](#player-intrusion-subtle-cypher), or to prevent a manifest cypher they'd been saving for a specific purpose from expiring. Using a [cypher deck](#og-cd) can speed up the distribution and resolution of cyphers without the need to write lengthy @@ -81277,19 +81277,19 @@ While the advice in this section will talk about some Cypher System specifics, the basic principles can be applied to playing what I call \"the game\"---regardless of the system or rules you use to play. \"The game\" in this case is -called *Make-Believe*. That\'s important: you want to *make the players want to believe* in the world and the setting, -and they want to *make you want to believe* in their PCs---even though we all know the story isn\'t real, the point is +called *Make-Believe*. That's important: you want to *make the players want to believe* in the world and the setting, +and they want to *make you want to believe* in their PCs---even though we all know the story isn't real, the point is to make is as believable---and furthermore, as meaningful---as possible. When we succeed at *Make-Believe*, and everyone is having a good time, the game is being \"won\", to the extent that it ever can be. The rules of any given game system are there to set up certain boundaries for our imagination. They determine what counts (in terms of maths), what is possible, and what is not---at least, at a baseline. In the Cypher System, there -only a few important mechanics that can\'t be easily changed. PC [stats](#character-stats), [Pool](#pool), -[Effort](#effort), and [XP](#choose-xp) are foundational to the Cypher System\'s mechanics, but you can change almost +only a few important mechanics that can't be easily changed. PC [stats](#character-stats), [Pool](#pool), +[Effort](#effort), and [XP](#choose-xp) are foundational to the Cypher System's mechanics, but you can change almost anything else---and maybe you should. Your [choices](#campaign-design-checklist) will help you define the exact [genre](#part-3-genres) of the game---at least at first. They determine what defines \"believable\" within *Make-Believe*. For example, in a fantasy setting, magic is perfectly believable. In a post-apocalyptic setting caused -by nuclear war, magic may not be very believable---but it could still be interesting. What\'s believable can also change +by nuclear war, magic may not be very believable---but it could still be interesting. What's believable can also change dramatically over the course of a story---many great stories are based around the very idea of discovering new aspects of existence, and the Cypher System is---at its core---[about discovery](#experience-points-gm-awards). @@ -81315,28 +81315,28 @@ gravity is common will be a lot less surprised if somethng \"falls up\" instead. Thinking about a few cornerstones of the setting can help you choose [optional rules](#choose-optional-rules), and make rulings during a session. - There\'s a world of difference between \"logical\", and what is \"realistic\". Settings where the PCs are mutated + There's a world of difference between \"logical\", and what is \"realistic\". Settings where the PCs are mutated gophers with kung-fu training battle interdimensional alien invaders are obviously not very realistic, but there is probably still some \"internal logic\" that governs the basics of how mutation works, and how a transdimensional gateway functions. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -\"Remember, it\'s your job to use the rules to simulate the world, even if the world is a fictional place with all kinds -of strangeness. You\'re not a slave to the rules---it\'s the other way around. If you come across a hole in the rules or -something that doesn\'t make sense, don\'t shrug your shoulders and say \"Well, that\'s what the rules say (or don\'t +\"Remember, it's your job to use the rules to simulate the world, even if the world is a fictional place with all kinds +of strangeness. You're not a slave to the rules---it\'s the other way around. If you come across a hole in the rules or +something that doesn't make sense, don\'t shrug your shoulders and say \"Well, that\'s what the rules say (or don\'t say).\" Fix it.\" ---[Cypher System Rulebook](https://www.montecookgames.com/store/product/cypher-system-rulebook-2/){.og-icon .og-mcg} [(413)]{.og-ref} ::: -- **Interesting:** Something is interesting if it\'s provocative, unexpected, or moves the story in a new direction. +- **Interesting:** Something is interesting if it's provocative, unexpected, or moves the story in a new direction. Interesting things can defy the usual logic of the story thus far, and open new pathways to discovery for the PCs. Interesting things keep the game from getting stale or feeling the same all the time. Interesting things can be dangerous, though---too many of them can start break logic down beyond repair, and scatter a game in too many different directions. - **Story-Based:** Something is story-based if it builds upon preceding events in the story. This means creating - believable responses and story outcomes to the PCs\' actions, and also their inaction---accounting for what PCs - *don\'t* do is just as important as what they have done. It can also be helpful to review the PC\'s [character + believable responses and story outcomes to the PCs' actions, and also their inaction---accounting for what PCs + *don't* do is just as important as what they have done. It can also be helpful to review the PC\'s [character arcs](#character-arcs)---they provide a wealth of story-based elements to draw from. Story-based elements can form a bridge between the logical and the interesting elements of meaningfulness. @@ -81349,13 +81349,13 @@ [(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} -Once you know what makes things believable within the setting, it\'s time to turn the players loose within it. PCs will +Once you know what makes things believable within the setting, it's time to turn the players loose within it. PCs will already bring a good amount of their own meaningfulness to the game---they are the main characters, after all. Who the players and PCs are: their personalities, [descriptors](#chapter-7-descriptor), [abilities](#choose-abilities), and [character arcs](#character-arcs) are certainly going to have an impact on the story. This will inevitably disturb some parts of the setting, and when this happens, you might occasionally feel a small clench forming in your posterior. This is normal. Take a deep breath. Let it out, and unclench your butt. The whole point of having players in the world is -precisely so that they can act upon it and bring some element of change to it. Otherwise, there\'s no story. There\'s +precisely so that they can act upon it and bring some element of change to it. Otherwise, there's no story. There\'s \"just a bunch of stuff that happens\". Before, during or after a session, players will tell you what is meaningful to them about the PCs, locations, creatures, @@ -81384,12 +81384,12 @@ meaning-making are a shared enterprise: [GM intrusions](#gm-intrusion) and [player intrusions](#choose-player-intrusions). Intrusions allow either party to grab a hold of the narrative for a moment. The difference between them is that players must pay 1 XP to avoid your GM intrusion, and they only gain XP if you provide -it. You can be generous here---after all, you have an infinite amount of XP to give. But don\'t underestimate the value -of give-and-take in *Make-Believe*. It\'s the original gameplay mechanic: rolling a ball back and forth, playing catch, +it. You can be generous here---after all, you have an infinite amount of XP to give. But don't underestimate the value +of give-and-take in *Make-Believe*. It's the original gameplay mechanic: rolling a ball back and forth, playing catch, and learning to share. Ensuring pool points and XP are flowing in and out of the PCs at an acceptable rate is one of the fundamental heartbeats of the Cypher System. -It\'s not wrong for players to refuse a player intrusion---sometimes you must. But if you\'re on the fence, consider +It's not wrong for players to refuse a player intrusion---sometimes you must. But if you\'re on the fence, consider throwing a little caution to the wind, and finding out what is on the other side of saying yes. Doing so can yield its own reward, and having some narrative responsibility taken off your shoulders can be very freeing, and allow you to be more playful. @@ -81399,36 +81399,36 @@ ::: {.alert .ps-4 .pb-0} - **Question Players:** Ask the players what features of adventures they enjoy---combat, exploration, social interaction, and puzzle-solving are common answers, but they may have other good ideas for features of gameplay you - haven\'t thought about. When the story reaches a natural stopping point, take some time to ask again. + haven't thought about. When the story reaches a natural stopping point, take some time to ask again. -- **Explore Relationships:** Involve the PCs\' personal lives, NPCs they know and care about, and address their +- **Explore Relationships:** Involve the PCs' personal lives, NPCs they know and care about, and address their [character arcs](#character-arcs) when you can. -- **Choices Matter:** Ensure the PCs\' choices and outcomes have a meaningful impact on the story. +- **Choices Matter:** Ensure the PCs' choices and outcomes have a meaningful impact on the story. - **Tonal Variance:** Tell more than one kind of story. If every session is a dungeon-dive to retrieve one of eight macguffins that ends in a dramatic monster battle, some players might love it. Some will get bored, seeing only slight variations on a theme. Try to vary the length of adventures. Some might take eight sessions, some three, and some might resolve in one. -- **Altering Scope:** Depth and meaning in a setting should be examined from several angles. It\'s a good idea to +- **Altering Scope:** Depth and meaning in a setting should be examined from several angles. It's a good idea to change your scope and stakes between adventures, too. Addressing some character arcs might be intimate and personal, some are epic and decisive. Avoid threatening the world or all of existence repeatedly, or dwelling on minutiae. - **Make Allowances:** Sometimes the best way to subvert player expectations is to let things proceed exactly as the PCs hoped they would. -- **Beginner\'s Mind:** Embrace a spirit of not-knowing: this goes both for the players and for GMs. It\'s not - important to have all the answers all the time. The ones you really need will reveal themselves in time, but it\'s - good to preserve a little mystery for another day. Don\'t overdo this, though---players need a good amount of +- **Beginner's Mind:** Embrace a spirit of not-knowing: this goes both for the players and for GMs. It\'s not + important to have all the answers all the time. The ones you really need will reveal themselves in time, but it's + good to preserve a little mystery for another day. Don't overdo this, though---players need a good amount of information to understand and develop good traction with a story. - **Full Being:** Invest each NPC with as much life as you can. They should have real feelings and desires---including - a will to survive. Not all of them will survive, and it\'s okay to feel sad when they don\'t. GMs are players too, + a will to survive. Not all of them will survive, and it's okay to feel sad when they don\'t. GMs are players too, so enjoy every NPC, creature, and gust of wind you become in the course of play. - **Reflect on Things:** When the time is right, revisit those mysteries and unconcluded stories from the past. As the - PCs\' stories move through time, ask yourself: \"What is going on everywhere else that matters?\" + PCs' stories move through time, ask yourself: \"What is going on everywhere else that matters?\" ::: ##### Making Rulings and Pacing the Game [#](#making-rulings-and-pacing){.og-h-anchor aria-hidden="true"} {#making-rulings-and-pacing .og-h-small} @@ -81436,21 +81436,21 @@ [(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} In many systems, the GM is given power---and responsibility---to choose ways or times the rules can be applied, bent, or -broken---that\'s still the case in the Cypher System. It\'s a good idea to be judicious about these powers. Here are +broken---that's still the case in the Cypher System. It\'s a good idea to be judicious about these powers. Here are some good ways to think about your role in making meaning during the game: ::: {.alert .ps-4 .pb-0} - **Maintain belief and make meaning:** As I mentioned previously, [meaningfulness is like gravity](#making-meaning), - and that gravity must be respected. It grounds the story, and helps define what\'s at stake in the story. - Contradicting yourself for arbitrary reasons will sabotage players\' belief in the story and in you, and this kind - of mistrust is corrosive to the game of *Make-Believe*. That isn\'t to say you have to be rigid and make the same + and that gravity must be respected. It grounds the story, and helps define what's at stake in the story. + Contradicting yourself for arbitrary reasons will sabotage players' belief in the story and in you, and this kind + of mistrust is corrosive to the game of *Make-Believe*. That isn't to say you have to be rigid and make the same rulings all the time---in fact, quite the opposite. Instead, try to make your rulings for the specific situation you are in based on what is meaningful about that specific situation. -- **Describe phenomena:** Without you, the PCs don\'t really have senses. You must provide their sight, sound, smell, +- **Describe phenomena:** Without you, the PCs don't really have senses. You must provide their sight, sound, smell, touch, taste, temperature, and humidity. To a certain extent also control what PCs know about the world, what they would immediately recognize, or might infer given their experiences. This is tricky---generally, you want to avoid - dictating what a player thinks, believes, or feels. You also don\'t want to produce a feeling of betrayal by lying + dictating what a player thinks, believes, or feels. You also don't want to produce a feeling of betrayal by lying to a player about the nature of their experiences. That kind of mistrust is corrosive to belief. You can avoid lying to players by describing not what things *are*, but what things *are like*. For example, if the party enters a dark cavern, you might tell the PCS that they notice an uptick in the humidity, a downtick in the temperature, and a @@ -81460,15 +81460,15 @@ them to make discoveries as a result of their own choices and actions. - **Call for fewer, more meaningful dice rolls:** When PCs are making relatively inconsequential actions---especially - those that are in their character\'s wheelhouse---into [routine actions](#routine-actions) that require no roll. - This requires you to know something about the PC and what\'s on their character sheet, but you will learn those + those that are in their character's wheelhouse---into [routine actions](#routine-actions) that require no roll. + This requires you to know something about the PC and what's on their character sheet, but you will learn those things in a longer-form game. Only call for a roll when the outcomes would be interesting. Allowing players to proceed confidently with their PC and abilities helps them take more bold or decisive actions rooted in their character, rather than second-guessing each course of action they might Take. - **Let players try things:** Do not fear player actions or dice! If players are being creative with their abilities, - that\'s a good thing---it means they\'ve decided they are meaningful. If you have an outcome you\'d like to see in - the game, don\'t call for a roll and then force it even if the outcome wasn\'t what you wanted. Don\'t call for roll + that's a good thing---it means they\'ve decided they are meaningful. If you have an outcome you\'d like to see in + the game, don't call for a roll and then force it even if the outcome wasn\'t what you wanted. Don\'t call for roll at all, and propose a [GM intrusion](#gm-intrusion) instead. - **Keep the story moving forward:** One trap GMs fall into too frequently is to assume that a failed roll results in @@ -81476,7 +81476,7 @@ this as a device too often, the game will slow down to a crawl. Creating meaningful consequences for the results of a roll is usually more interesting than \"nothing happens\", because it prompts the PCs to take additional action rather than wallow in any negative feelings that came from a \"bad roll\". If things have slowed down too much, - devise and propose a [GM intrusion](#gm-intrusion) that revitalizes the game\'s pace or direction. + devise and propose a [GM intrusion](#gm-intrusion) that revitalizes the game's pace or direction. - **Let encounters resolve:** Sometimes players will use a [cypher](#choose-cyphers) or [special ability](#choose-abilities) that causes an encounter to end too quickly for your taste. Take heart---even a foe who @@ -81484,7 +81484,7 @@ intrusion](#gm-intrusion). But it is wise to for the moment that doing this will be most meaningful in the story. - **Be a team player:** While you are usually playing the role of a creature or situation that is antagonistic to the - PCs, be sure you make some time to also be their head cheerleader---and a fellow player. Don\'t make yourself an + PCs, be sure you make some time to also be their head cheerleader---and a fellow player. Don't make yourself an adversary---celebrate their victories, and agonize in their defeats, too. When they have good ideas, tell them so! ::: @@ -81495,18 +81495,18 @@ In the Cypher System, who the players choose for their PCs to be defines the gameplay you can expect to see and find meaning in. For example, a PC with the [Drives Like a Maniac](#focus-drives-like-a-maniac) focus requires some kind of a [vehicle](#choose-vehicles)---maybe more than one. Driving a sports car is great---but so is driving a dump truck or an -interdimensional tunneler. But if there\'s nothing to drive, at all, a player has a right to wonder why you allowed them +interdimensional tunneler. But if there's nothing to drive, at all, a player has a right to wonder why you allowed them to choose this focus in the first place. A driver with nothing to drive is robbed of meaning, and the player of contributions that would bring meaning to the story. -In the Cypher System, Tier 1 PCs are broadly capable, and some can be incredibly specialized for certain tasks. A PCs\' +In the Cypher System, Tier 1 PCs are broadly capable, and some can be incredibly specialized for certain tasks. A PCs' [skills](#modifying-the-difficulty-skills), [assets](#modifying-the-difficulty-assets), and [Effort](#modifying-the-difficulty-effort) quite literally [make the impossible possible](#the-difficulty-dial). For -example, you\'ve told players to be prepared for tough combat challenges ahead. In response, a player creates a PC who +example, you've told players to be prepared for tough combat challenges ahead. In response, a player creates a PC who begins the game with 6 [Armor](#rules-armor): - +1 Armor from the [Tough](#descriptor-tough) descriptor; -- +1 Armor from the [Adept](#type-adept) type\'s[Ward](#ability-ward){.og-ability} ability, and a +- +1 Armor from the [Adept](#type-adept) type's[Ward](#ability-ward){.og-ability} ability, and a [shield](#equipment-armor-shields) as one of their pieces of equipment, granting them an [asset](#modifying-the-difficulty) on [Speed](#speed) [defense rolls](#action-defend); - +4 Armor from the [Stands Like a Bastion](#focus-stands-like-a-bastion) focus, gaining a set of [heavy @@ -81514,13 +81514,13 @@ additional bonus for wearing it from the[Experienced Defender](#ability-experienced-defender){.og-ability} ability. Obviously, this PC a defensive powerhouse against conventional attacks---their abilities will only grow as [character -advancement](#character-advancement) occurs. That\'s okay. A PC like this provides an interesting space for you to -create dynamic situations only they can withstand. It also creates space for complex encounters that can\'t be won by -fighting so much as endurance, or that require solutions that lean into other PCs\' unique talents---or -[cyphers](#choose-cyphers)---can create solutions for. The point is: if a character creates a specialist, don\'t be +advancement](#character-advancement) occurs. That's okay. A PC like this provides an interesting space for you to +create dynamic situations only they can withstand. It also creates space for complex encounters that can't be won by +fighting so much as endurance, or that require solutions that lean into other PCs' unique talents---or +[cyphers](#choose-cyphers)---can create solutions for. The point is: if a character creates a specialist, don't be afraid to let that specialization shine. There are many ways to challenge a PC---and you always have [GM intrusion](#gm-intrusion) at your disposal. In a Cypher System campaign, you will be required to create challenges based -on the PCs\' choices and [character arcs](#choose-character-arc). +on the PCs' choices and [character arcs](#choose-character-arc). Moreover, any specialist will have weak points---for example, a character like this needs both hands to [use Adept abilities and hold their shield](#first-tier-adept), and every PC is equally vulnerable to [GM @@ -81533,15 +81533,15 @@ [(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} -In the end, *Make-Believe* is about co-creation of the story. This means that your creativity---and the players\'---is -much more important than anyone\'s knowledge of \"the rules\". Players will sometimes come up with oblique solutions to -problems, and in the Cypher System, it\'s a generally good idea to evaluate those ideas: they are gifts that arrive with +In the end, *Make-Believe* is about co-creation of the story. This means that your creativity---and the players'---is +much more important than anyone's knowledge of \"the rules\". Players will sometimes come up with oblique solutions to +problems, and in the Cypher System, it's a generally good idea to evaluate those ideas: they are gifts that arrive with meaningfulness already baked in. -Lastly, meaningfulness isn\'t just about the game or the story. It\'s also about what you and the players share together +Lastly, meaningfulness isn't just about the game or the story. It\'s also about what you and the players share together as real people, so talk with the players. Talk with them before the game, during the game, and after the game. If -something is going well, talk about that! If something isn\'t going to well, talk about that, too. Be open, honest, and -listen carefully to feedback you receive, and try not to take it personally. Don\'t be afraid to tell other people what +something is going well, talk about that! If something isn't going to well, talk about that, too. Be open, honest, and +listen carefully to feedback you receive, and try not to take it personally. Don't be afraid to tell other people what your needs and expectations are. Do what you can to meet the needs and expectations of others. ------------------------------------------------------------------------------------------------------------------------ @@ -81550,10 +81550,10 @@ [(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} -In the Cypher System, discovering things isn\'t just for players. Thankfully, the game provides us some quick and easy -ways to try anything once, especially where the PCs are concerned. If you\'ve come up with the idea for an ability, or a +In the Cypher System, discovering things isn't just for players. Thankfully, the game provides us some quick and easy +ways to try anything once, especially where the PCs are concerned. If you've come up with the idea for an ability, or a player wants to try out a special customization for their PC, try it as a [cypher](#choose-cyphers) first! For example, -let\'s say a player wants to try out focus abilities beyond their current tier. You could create a cypher that lets them +let's say a player wants to try out focus abilities beyond their current tier. You could create a cypher that lets them do exactly that---for one day. ::: {.alert .ps-4 .pb-0} @@ -81567,9 +81567,9 @@ number of abilities you choose is equal to the cypher level. ::: -The cypher\'s effects can\'t last more than one session, but might give you a good basis on which to judge how -dangerous, delightful, or disruptive it might be. If you\'d like to continue playing with things, refine your cypher -into an artifact. If you\'re worried something is too powerful, you can also add balancing factors: +The cypher's effects can\'t last more than one session, but might give you a good basis on which to judge how +dangerous, delightful, or disruptive it might be. If you'd like to continue playing with things, refine your cypher +into an artifact. If you're worried something is too powerful, you can also add balancing factors: ::: {.alert .ps-4 .pb-0} ##### Well of Potential [#](#artifact-well-of-potential){.og-h-anchor aria-hidden="true"} {#artifact-well-of-potential .og-h-small .og-tab} @@ -81587,7 +81587,7 @@ - **Depletion:** 1 in 1d10 ::: -By the time the artifact depletes, you\'ll be in a better position to assign an [initial cost](#rules-initial-cost) for +By the time the artifact depletes, you'll be in a better position to assign an [initial cost](#rules-initial-cost) for it as a [special ability](#choose-abilities), or to decide if the PC can [revive](#optional-rule-reviving-artifacts) the artifact, or make its effects permanent by [spending XP](#choose-xp). @@ -81599,9 +81599,9 @@ Depending on how powerful an ability or artifact is, the GM might want to limit how frequently a PC can use it, or how often a target can be affected by it. Here are a few ideas for how to do that: -- You can\'t use this ability again until you make a [recovery roll](#recovery-rolls). -- You can\'t use this ability again after you make a one-hour or a ten-hour [recovery roll](#recovery-rolls). -- You can\'t use this ability again until after you make a ten-hour [recovery roll](#recovery-rolls). +- You can't use this ability again until you make a [recovery roll](#recovery-rolls). +- You can't use this ability again after you make a one-hour or a ten-hour [recovery roll](#recovery-rolls). +- You can't use this ability again until after you make a ten-hour [recovery roll](#recovery-rolls). - If a PC wishes to benefit from this ability again, they must pay 1 [XP]{.choose-xp}, or finish a ten-hour [recovery roll](#recovery-rolls). - Each time you use this ability again before you finish a ten-hour [recovery roll](#recovery-rolls), you must apply @@ -81614,11 +81614,11 @@ [(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} -Creating new character options is fun and easy. Just like any game, it\'s a good idea to take something and modify it +Creating new character options is fun and easy. Just like any game, it's a good idea to take something and modify it first, or at least read around for the closest comparison. [Chapter 9: Abilities](#chapter-9-abilities) is an invaluable tool for creating new character options. When selecting an -ability, it\'s a good idea to see how common it is. If an ability only exists in one [focus](#choose-focus), it might +ability, it's a good idea to see how common it is. If an ability only exists in one [focus](#choose-focus), it might not be a good idea to combine it with other such abilities, since they were never intended for a PC to have both. Be fearless, but use your judgement. @@ -81627,10 +81627,10 @@ [(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} The section on [Customizing Descriptors](#customizing-descriptors) provides some guidance and a few recipes for -descriptors. It\'s okay to be a little more adventurous, as descriptors like [Clumsy](#descriptor-clumsy), +descriptors. It's okay to be a little more adventurous, as descriptors like [Clumsy](#descriptor-clumsy), [Dishonorable](#descriptor-dishonorable), [Doomed](#descriptor-doomed). -If you\'re interested in the idea of [Species as Descriptor](#species-as-descriptor), the +If you're interested in the idea of [Species as Descriptor](#species-as-descriptor), the [Mutant](#post-apocalyptic-species-mutant) descriptor also provides recipes using the [mutations](#mutations) tables you can employ. @@ -81652,14 +81652,14 @@ costs](#optional-rule-modifying-abilities-using-initial-costs), allowing them to be more creative with how they apply their abilities. -Because of their limited ability choices, an [Adept](#type-adept) can\'t benefit as much choosing a [flavor](#choose) +Because of their limited ability choices, an [Adept](#type-adept) can't benefit as much choosing a [flavor](#choose) compared to an [Explorer](#type-explorer). ##### Creating New Flavors [#](#creating-new-character-options-flavors){.og-h-anchor aria-hidden="true"} {#creating-new-character-options-flavors .og-h-small} [(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} -Since [flavors](#choose-flavor) can be chosen by any PC, it\'s best if their abilities stick to the power grades +Since [flavors](#choose-flavor) can be chosen by any PC, it's best if their abilities stick to the power grades described in [Chapter 9: Abilities](#chapter-9-abilities). Be careful to preserve PC niches. For example, if a [type](#choose-type) or [focus](#choose-focus) assigns a unique ability at tier 3, it might be best if a flavor offers it at tier 4 instead. @@ -81718,24 +81718,24 @@ - **Ori**, a [Naive](#descriptor-naive) [Speaker](#type-speaker) who [Runs Away](#focus-runs-away) - An 8-year old child, and a powerful \"dreamer\" from the human world, Ori\'s character arc is [Undo a + An 8-year old child, and a powerful \"dreamer\" from the human world, Ori's character arc is [Undo a Wrong](#arc-undo-a-wrong), because he brought several of his nightmares into this world, where they are wreaking - havoc. As part of roleplaying a young child, Ori\'s player prefers exploration to combat, and almost never attacks a + havoc. As part of roleplaying a young child, Ori's player prefers exploration to combat, and almost never attacks a foe directly. - **Chert**, a [Tough](#descriptor-tough) [Warrior](#type-warrior) who [Abides in Stone](#focus-abides-in-stone) Eleven feet (3.4 m) tall and with a body of durable quartz, Chert took the [Aid a Friend](#arc-aid-a-friend) - character arc when joining Ori on his quest. Chert\'s player is frequently the life of the party, providing comic - relief with her trademark wholesome cluelessness. Chert\'s player also enjoys inflicting and taking damage in + character arc when joining Ori on his quest. Chert's player is frequently the life of the party, providing comic + relief with her trademark wholesome cluelessness. Chert's player also enjoys inflicting and taking damage in combat. - **Rena**, a [Mysterious](#descriptor-mysterious) [Explorer](#type-explorer) with [Magic Flavor](#flavor-magic) who [Masters Spells](#focus-masters-spells) As enigmatic as they are ambitious, Rena is a humanoid fox who has been less than forthcoming with their fellow - party members about their true motives. Rena\'s player enjoys solving puzzles, casting spells, and is eager to - increase their PC\'s sorcerous powers through the [Master a Skill](#arc-master-a-skill) arc. + party members about their true motives. Rena's player enjoys solving puzzles, casting spells, and is eager to + increase their PC's sorcerous powers through the [Master a Skill](#arc-master-a-skill) arc. ::: ------------------------------------------------------------------------------------------------------------------------ @@ -81744,65 +81744,65 @@ [(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} -- **GM:** [The other end of the portal\'s tears open with a bright blue light, and the three of you slide into an - enormous library. It sprawls away into at least eight different wings. It\'s dark, too---huge circular windows are +- **GM:** [The other end of the portal's tears open with a bright blue light, and the three of you slide into an + enormous library. It sprawls away into at least eight different wings. It's dark, too---huge circular windows are set high up along the walls, with thick, bolted brass frames around the edges. What light there is plays in ripples across the high wooden stacks and black marble floors. A shimmering school of a thousand dazzling silver mackerel rush past one of the windows---after they pass, you notice other---larger, darker---shapes in the water. There - doesn\'t seem to be anyone around.]{.d-table-cell .pt-1 .pb-1 .pr-3} + doesn't seem to be anyone around.]{.d-table-cell .pt-1 .pb-1 .pr-3} - **Rena:** [I want to stabilize this portal to give us more time to explore.]{.d-table-cell .pt-1 .pb-1 .pr-3} - **GM:** [Good thinking! Stabilizing this portal for an hour is a [difficulty](#how-to-play-task-difficulty) 4 - [Intellect](#intellect) task---this one is harder to keep open than the last one. It\'s already buckling in, like a + [Intellect](#intellect) task---this one is harder to keep open than the last one. It's already buckling in, like a soda can on the verge of being crushed.]{.d-table-cell .pt-1 .pb-1 .pr-3} -*(This isn\'t the first portal of this kind the party has been through. Left unattended, they can destabilize and close +*(This isn't the first portal of this kind the party has been through. Left unattended, they can destabilize and close without warning. Since the players are still new to the game, the GM usually tells them the difficulty of the roll ahead of them.)* -- **Rena:** [I\'m assuming my[Magic Training](#ability-magic-training){.og-ability} applies as a +- **Rena:** [I'm assuming my[Magic Training](#ability-magic-training){.og-ability} applies as a [skill](#modifying-the-difficulty-skills) like last time?]{.d-table-cell .pt-1 .pb-1 .pr-3} - **GM:** [Yeah, it does.]{.d-table-cell .pt-1 .pb-1 .pr-3} -- **Ori:** [I want to [help](#cooperative-actions), too. Ori takes Rena\'s loose hand and concentrates on the portal +- **Ori:** [I want to [help](#cooperative-actions), too. Ori takes Rena's loose hand and concentrates on the portal by remembering the beach we were on.]{.d-table-cell .pt-1 .pb-1 .pr-3} -- **Rena:** [Thanks. I\'m also going to use two levels of [Effort](#modifying-the-difficulty-effort). I have 2 - Intellect [Edge](#edge), so that will cost... 5 − 2 = 3 Intellect points from my [Pool](#pool), but with Ori\'s help - as an [asset](#modifying-the-difficulty-effort), I won\'t have to roll for this at all.]{.d-table-cell .pt-1 .pb-1 +- **Rena:** [Thanks. I'm also going to use two levels of [Effort](#modifying-the-difficulty-effort). I have 2 + Intellect [Edge](#edge), so that will cost... 5 − 2 = 3 Intellect points from my [Pool](#pool), but with Ori's help + as an [asset](#modifying-the-difficulty-effort), I won't have to roll for this at all.]{.d-table-cell .pt-1 .pb-1 .pr-3} -- **Ori:** [Worth it! If there\'s no one to help us find this book, we\'re going to have to find it on our +- **Ori:** [Worth it! If there's no one to help us find this book, we\'re going to have to find it on our own.]{.d-table-cell .pt-1 .pb-1 .pr-3} - **GM:** [Stabilizing the portal is going to take about a minute, but the two of you succeed. Chert, what are you - doing while they\'re busy with the portal?]{.d-table-cell .pt-1 .pb-1 .pr-3} -- **Chert:** [I want to take a quick nosy---not far, just want to see if anyone is hiding, and why it\'s so dark in - here. It was the middle of the day, wasn\'t it?]{.d-table-cell .pt-1 .pb-1 .pr-3} + doing while they're busy with the portal?]{.d-table-cell .pt-1 .pb-1 .pr-3} +- **Chert:** [I want to take a quick nosy---not far, just want to see if anyone is hiding, and why it's so dark in + here. It was the middle of the day, wasn't it?]{.d-table-cell .pt-1 .pb-1 .pr-3} - **GM:** [Yes, it was about midday when you headed into the portal. Checking the place out will also be an Intellect - task---no set difficulty here, let\'s just see what you discover.]{.d-table-cell .pt-1 .pb-1 .pr-3} -- **Chert:** [And I call out---\"Hell*oooo*? Is anybody here?\" I\'m just going to roll it straight... an + task---no set difficulty here, let's just see what you discover.]{.d-table-cell .pt-1 .pb-1 .pr-3} +- **Chert:** [And I call out---\"Hell*oooo*? Is anybody here?\" I'm just going to roll it straight... an 8!]{.d-table-cell .pt-1 .pb-1 .pr-3} - **GM:** [You look around, and realize you must be deep underwater. Large, menacing shadows of sea creatures - occasionally pass by the windows. There\'s always a slight creaking from the one wall or another, and occasional + occasionally pass by the windows. There's always a slight creaking from the one wall or another, and occasional droplets of seawater fall from the high ceiling above onto you. []{.d-block .mt-2} Your words are answered only by - your own voice echoing through the cavernous chamber, but you do happen upon a fancy card catalog. It\'s nearly + your own voice echoing through the cavernous chamber, but you do happen upon a fancy card catalog. It's nearly fifteen feet (5 m) tall, with drawers that have been meticulously engraved with all manner of seashells.]{.d-table-cell .pt-1 .pb-1 .pr-3} - **Ori:** [Oh, cool! I skip on over to where Chert is. I bet we can use that to find where the book is! What was it called again?]{.d-table-cell .pt-1 .pb-1 .pr-3} - **Rena:** [Hang on, let me check my notes ... it was \"1,001 Uses for Peas\", by Old Gus. *Yuck*, it sounds awful. Is there a reference or circulation desk?]{.d-table-cell .pt-1 .pb-1 .pr-3} -- **GM:** [Yeah, there\'s a large circular, official-looking desk a [short distance](#rules-distance) +- **GM:** [Yeah, there's a large circular, official-looking desk a [short distance](#rules-distance) away.]{.d-table-cell .pt-1 .pb-1 .pr-3} -- **Rena:** [I\'ll head over there.]{.d-table-cell .pt-1 .pb-1 .pr-3} +- **Rena:** [I'll head over there.]{.d-table-cell .pt-1 .pb-1 .pr-3} - **Chert:** [I lift Ori up so he can reach any drawers he needs to look through.]{.d-table-cell .pt-1 .pb-1 .pr-3} -- **GM:** [Ori, if you\'re looking through the drawers now, it\'s going to be a difficulty 4 Intellect roll to find +- **GM:** [Ori, if you're looking through the drawers now, it\'s going to be a difficulty 4 Intellect roll to find the book in the catalog.]{.d-table-cell .pt-1 .pb-1 .pr-3} -- **Ori:** [Okay, I\'ll use one level of Effort, so I pay 3 Intellect points and that makes the difficulty +- **Ori:** [Okay, I'll use one level of Effort, so I pay 3 Intellect points and that makes the difficulty 3.]{.d-table-cell .pt-1 .pb-1 .pr-3} - **GM:** [Cool, so roll a 9!]{.d-table-cell .pt-1 .pb-1 .pr-3} -- **Ori:** [... It\'s a 3. That\'s not great. I\'m going to [spend 1 XP](#spending-experience-points) to reroll. Oof, - it\'s a 6. This isn\'t my night for d20 rolls.]{.d-table-cell .pt-1 .pb-1 .pr-3} +- **Ori:** [... It's a 3. That\'s not great. I\'m going to [spend 1 XP](#spending-experience-points) to reroll. Oof, + it's a 6. This isn\'t my night for d20 rolls.]{.d-table-cell .pt-1 .pb-1 .pr-3} ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -The GM notices that Ori has a point---the PC\'s rolls have been a little middling lately, and decides the scene could -use a dash of the unexpected. Maybe the library isn\'t as uninhabited as it looks. +The GM notices that Ori has a point---the PC's rolls have been a little middling lately, and decides the scene could +use a dash of the unexpected. Maybe the library isn't as uninhabited as it looks. ::: - **GM:** [Hey, Ori, I have a [GM intrusion](#gm-intrusion) for you.]{.d-table-cell .pt-1 .pb-1 .pr-3} @@ -81815,20 +81815,20 @@ so the GM passes an XP chip each to Ori and Chert. ::: -- **GM:** [So, Ori, you\'re struggling with the card catalog---the cards are all out of order, or upside-down, and - it\'s just chaos in there. Just as you\'re just starting to make headway, the card catalog lurches, pulling you away - from Chert\'s grasp. You\'re now dangling precariously off one of the high drawers, and it is sliding out of its +- **GM:** [So, Ori, you're struggling with the card catalog---the cards are all out of order, or upside-down, and + it's just chaos in there. Just as you\'re just starting to make headway, the card catalog lurches, pulling you away + from Chert's grasp. You\'re now dangling precariously off one of the high drawers, and it is sliding out of its framing. What do you do?]{.d-table-cell .pt-1 .pb-1 .pr-3} - **Ori:** [Ori will try to use his weight to slide the drawer back in a little ways, and find a foothold somewhere where a drawer fell out. I still want to find out where the book is!]{.d-table-cell .pt-1 .pb-1 .pr-3} - **GM:** [Okay, give me a Might roll. The difficulty is 4.]{.d-table-cell .pt-1 .pb-1 .pr-3} -- **Ori:** [Does Ori\'s [skill](#modifying-the-difficulty-skills) with [climbing](#movement-climbing) count for +- **Ori:** [Does Ori's [skill](#modifying-the-difficulty-skills) with [climbing](#movement-climbing) count for this?]{.d-table-cell .pt-1 .pb-1 .pr-3} -- **GM:** [Sure, it\'s basically a very aggressive climbing wall right now---difficulty 3, so roll a 9.]{.d-table-cell +- **GM:** [Sure, it's basically a very aggressive climbing wall right now---difficulty 3, so roll a 9.]{.d-table-cell .pt-1 .pb-1 .pr-3} - **Ori:** [... 14. Ori hangs on for dear life, and I want to activate[Go Defensive](#ability-go-defensive){.og-ability}.]{.d-table-cell .pt-1 .pb-1 .pr-3} -- **Chert:** [Hang on, buddy! I\'ll save you from this ...]{.d-table-cell .pt-1 .pb-1 .pr-3} +- **Chert:** [Hang on, buddy! I'll save you from this ...]{.d-table-cell .pt-1 .pb-1 .pr-3} - **Rena:** [... Evil furniture!?]{.d-table-cell .pt-1 .pb-1 .pr-3} ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} @@ -81864,7 +81864,7 @@ ::: ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -The crabby hermit isn\'t difficult to hit, but it will be tough with only two combatants. Unless Chert and Rena decide +The crabby hermit isn't difficult to hit, but it will be tough with only two combatants. Unless Chert and Rena decide to expend a fair amount of [Effort](#modifying-the-difficulty-effort) to [damage](#rules-damage), the crab will probably be defeated by morale conditions rather than depletion of all of its health. The GM trusts Ori or Rena to come up with a plan, or to use one of their [cyphers](#choose-cyphers). @@ -81877,41 +81877,41 @@ [(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} - **GM:** [As the card catalog finishes rounding its turn, several drawers clatter to the floor, and legs emerge from - them. and you can make out Ori\'s dangling silhouette hanging off one side. A large wooden flap opens, and two - eyestalks protrude, followed by the two massive pincer claws---it\'s an enormous hermit crab, and it *does not look - happy*, so roll [initiative](#rules-encounters-rounds-and-initiative), everybody! That\'s a [Speed](#speed) task, - and the difficulty is 4---so you need to roll a 12, but Ori is hindered from being spun around---you\'re just a + them. and you can make out Ori's dangling silhouette hanging off one side. A large wooden flap opens, and two + eyestalks protrude, followed by the two massive pincer claws---it's an enormous hermit crab, and it *does not look + happy*, so roll [initiative](#rules-encounters-rounds-and-initiative), everybody! That's a [Speed](#speed) task, + and the difficulty is 4---so you need to roll a 12, but Ori is hindered from being spun around---you're just a little bit dizzy, so this is difficulty 5 for you---you need to roll a 15.]{.d-table-cell .pt-1 .pb-1 .pr-3} -- **Chert:** [I\'m going to put a level of [Effort](#modifying-the-difficulty-effort) in to lower that target number +- **Chert:** [I'm going to put a level of [Effort](#modifying-the-difficulty-effort) in to lower that target number to a 9, and I rolled ... a 10. Phew! Expensive, but worth it in this case.]{.d-table-cell .pt-1 .pb-1 .pr-3} - **Rena:** [I rolled a 13.]{.d-table-cell .pt-1 .pb-1 .pr-3} -- **Ori:** [Ori rolled a 13, too---doesn\'t beat a difficulty 5, though.]{.d-table-cell .pt-1 .pb-1 .pr-3} +- **Ori:** [Ori rolled a 13, too---doesn't beat a difficulty 5, though.]{.d-table-cell .pt-1 .pb-1 .pr-3} - **GM:** [Okay, Rena, Chert: the initiative is yours.]{.d-table-cell .pt-1 .pb-1 .pr-3} -- **Chert:** [I\'ll go first---I just want to get up in this thing\'s face, and try to [guard](#action-guarding) +- **Chert:** [I'll go first---I just want to get up in this thing\'s face, and try to [guard](#action-guarding) against it grabbing or attacking Ori.]{.d-table-cell .pt-1 .pb-1 .pr-3} - **Rena:** [I attack the crab with my bow. Is this thing level 4?]{.d-table-cell .pt-1 .pb-1 .pr-3} -- **GM:** [It\'s large, so it\'s only a difficulty 3 to hit it. The target number is 9.]{.d-table-cell .pt-1 .pb-1 +- **GM:** [It's large, so it\'s only a difficulty 3 to hit it. The target number is 9.]{.d-table-cell .pt-1 .pb-1 .pr-3} - **Rena:** [A 17! That hits, so I inflict 4 [damage](#rules-damage) for my longbow, +1 for the [special roll](#rules-special-rolls), for a total of 5 damage.]{.d-table-cell .pt-1 .pb-1 .pr-3} ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -Rena\'s longbow is a [medium weapon](#equipment-weapons)---The GM notes that Crabby Hermit takes only 3 damage due to +Rena's longbow is a [medium weapon](#equipment-weapons)---The GM notes that Crabby Hermit takes only 3 damage due to its [Armor](#rules-armor). ::: -- **GM:** [Your arrow sails across the still air of the library and sticks into the crab\'s thick armor plates, +- **GM:** [Your arrow sails across the still air of the library and sticks into the crab's thick armor plates, sending hairline fractures in all directions on one of its forelegs.]{.d-table-cell .pt-1 .pb-1 .pr-3} - **Rena:** [Did I do any damage?]{.d-table-cell .pt-1 .pb-1 .pr-3} -- **GM:** [You did, but this thing definitely has some Armor. And now it\'s the crab\'s turn: It rears up on its legs +- **GM:** [You did, but this thing definitely has some Armor. And now it's the crab\'s turn: It rears up on its legs and tries to grab Ori with one of its claws---It bellows out at you all: \"You are *way too loud!* Get out of my library!\"]{.d-table-cell .pt-1 .pb-1 .pr-3} -- **Chert:** [But I\'m guarding him!]{.d-table-cell .pt-1 .pb-1 .pr-3} +- **Chert:** [But I'm guarding him!]{.d-table-cell .pt-1 .pb-1 .pr-3} - **GM:** [Oh yeah---that will be an eased Speed task to prevent the attack. So, difficulty 3. Roll a 9.]{.d-table-cell .pt-1 .pb-1 .pr-3} -- **Chert:** [... Uh oh. It\'s a 1.]{.d-table-cell .pt-1 .pb-1 .pr-3} +- **Chert:** [... Uh oh. It's a 1.]{.d-table-cell .pt-1 .pb-1 .pr-3} - **Ori:** [Oh no ...]{.d-table-cell .pt-1 .pb-1 .pr-3} -- **Chert:** [Hey, if I can\'t guard against the attack, could I [take the attack](#cooperative-actions) instead as my +- **Chert:** [Hey, if I can't guard against the attack, could I [take the attack](#cooperative-actions) instead as my [GM intrusion](#gm-intrusion)?]{.d-table-cell .pt-1 .pb-1 .pr-3} ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} @@ -81919,10 +81919,10 @@ is definitely in keeping with the spirit of the game and her character. The GM decides to accept. ::: -- **GM:** [Well, it\'ll take your next [action](#rules-actions) to do that, and the crab is going to hit you harder, +- **GM:** [Well, it'll take your next [action](#rules-actions) to do that, and the crab is going to hit you harder, is that cool?]{.d-table-cell .pt-1 .pb-1 .pr-3} - **Chert:** [... I take the attack.]{.d-table-cell .pt-1 .pb-1 .pr-3} -- **GM:** [Okay, here\'s how that happens: You miscalculate---the crab wasn\'t reaching up for Ori, it was actually +- **GM:** [Okay, here's how that happens: You miscalculate---the crab wasn\'t reaching up for Ori, it was actually winding up a punch targeted at Chert, so you are surprised when its claw rushes toward your face. []{.d-block .mt-2}Rena, your fox ears hear a faint *sonic boom* as the punch lands, sending Chert flying 20 feet (6 m) across the room, crashing into the sea of abandoned tables and chairs. The sound of splintering wood echoes throughout the @@ -81933,51 +81933,51 @@ - **Rena:** [Yikes. You okay?]{.d-table-cell .pt-1 .pb-1 .pr-3} - **GM:** [You also gain 2 XP for your [Aid a Friend](#arc-aid-a-friend) character arc, Chert, for the full bodyguard treatment.]{.d-table-cell .pt-1 .pb-1 .pr-3} -- **Chert:** [Oh, I can take it for 2 [XP](#choose-xp)! Since I can\'t take an action this turn, I am just going to - twitch my left leg dramatically to let Rena and Ori know I\'m still alive. This crab\'s got nothing once I get back +- **Chert:** [Oh, I can take it for 2 [XP](#choose-xp)! Since I can't take an action this turn, I am just going to + twitch my left leg dramatically to let Rena and Ori know I'm still alive. This crab\'s got nothing once I get back up.]{.d-table-cell .pt-1 .pb-1 .pr-3} ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} For a tier 1 PC, Chert is a very specialized, with several sources of [Armor](#rules-armor): a set of stone [heavy armor](#equipment-armor) she wears provides +3 Armor, +1 from her [Tough](#descriptor-tough) descriptor, and +1 from -her[Golem Body](#ability-golem-body){.og-ability}. As a result of all of this, Chert doesn\'t put [Effort](#effort) into +her[Golem Body](#ability-golem-body){.og-ability}. As a result of all of this, Chert doesn't put [Effort](#effort) into [Speed](#speed) rolls, especially [defense rolls](#action-defend)---this kind of durability is just part of being a big rock monster. ::: -- **GM:** [With its other claw, the hermit crab---or maybe it\'s a mantis shrimp now?---launches a heavy wooden - armchair in your direction, Rena. That\'s a Speed roll, difficulty 4 to avoid.]{.d-table-cell .pt-1 .pb-1 .pr-3} -- **Rena:** [I\'m still behind the circulation desk, aren\'t I? Can I use that as +- **GM:** [With its other claw, the hermit crab---or maybe it's a mantis shrimp now?---launches a heavy wooden + armchair in your direction, Rena. That's a Speed roll, difficulty 4 to avoid.]{.d-table-cell .pt-1 .pb-1 .pr-3} +- **Rena:** [I'm still behind the circulation desk, aren\'t I? Can I use that as [cover](#attack-modifiers-cover)?]{.d-table-cell .pt-1 .pb-1 .pr-3} -- **GM:** [Yeah, that\'ll ease the difficulty from 4 to 3---roll me a 9.]{.d-table-cell .pt-1 .pb-1 .pr-3} -- **Rena:** [... 14! I\'ll take it.]{.d-table-cell .pt-1 .pb-1 .pr-3} -- **GM:** [Okay, the chair sails safely overhead! It\'s your turn again. Chert still recovering from that +- **GM:** [Yeah, that'll ease the difficulty from 4 to 3---roll me a 9.]{.d-table-cell .pt-1 .pb-1 .pr-3} +- **Rena:** [... 14! I'll take it.]{.d-table-cell .pt-1 .pb-1 .pr-3} +- **GM:** [Okay, the chair sails safely overhead! It's your turn again. Chert still recovering from that haymaker---kelpmaker? Either way, Ori and Rena have an action to choose.]{.d-table-cell .pt-1 .pb-1 .pr-3} -- **Ori:** [Ori is still just hanging on and digging through the drawers that haven\'t fallen out. I want to use +- **Ori:** [Ori is still just hanging on and digging through the drawers that haven't fallen out. I want to use my[Understanding](#ability-understanding){.og-ability} ability on it so I can find the book!]{.d-table-cell .pt-1 .pb-1 .pr-3} - **GM:** [Ori is just rifling through the cards up there, got it.]{.d-table-cell .pt-1 .pb-1 .pr-3} -- **Rena:** [Okay, I have an idea. I\'m going to activate a [cypher](#choose-cyphers): my [Darning +- **Rena:** [Okay, I have an idea. I'm going to activate a [cypher](#choose-cyphers): my [Darning Needle](#fairy-tale-cypher-darning-needle), and I rush this thing.]{.d-table-cell .pt-1 .pb-1 .pr-3} -- **GM:** [You\'re a [short distance](#rules-distance) away, so it\'ll be a difficulty 4 [Speed](#speed) task to [move - and still have time to attack](#action-move) the crab---and it\'s still a difficulty 3 to hit. Also, [using a +- **GM:** [You're a [short distance](#rules-distance) away, so it\'ll be a difficulty 4 [Speed](#speed) task to [move + and still have time to attack](#action-move) the crab---and it's still a difficulty 3 to hit. Also, [using a cypher](#using-cyphers) is normally an [Intellect](#intellect) roll, but since this requires a [melee attack](#action-attack), you must use either [Might](#might) or Speed for the task.]{.d-table-cell .pt-1 .pb-1 .pr-3} -- **Rena:** [I\'m going to use a level of [Effort](#modifying-the-difficulty) ... 10. I run over there! I\'ll use +- **Rena:** [I'm going to use a level of [Effort](#modifying-the-difficulty) ... 10. I run over there! I\'ll use Might for my attack roll ... oh, a 20!]{.d-table-cell .pt-1 .pb-1 .pr-3} - **Ori:** [Awesome---wait, what does that cypher do?]{.d-table-cell .pt-1 .pb-1 .pr-3} -- **GM:** [Oh, wow! So, your 4 damage just barely gets through this thing\'s armor, but it\'s enough to deal some - damage---and you see it start to shrink down from to the [Darning Needle](#fairy-tale-cypher-darning-needle)\'s +- **GM:** [Oh, wow! So, your 4 damage just barely gets through this thing's armor, but it\'s enough to deal some + damage---and you see it start to shrink down from to the [Darning Needle](#fairy-tale-cypher-darning-needle)'s magic. Do you want the extra +4 damage, or to choose a [major effect](#special-rolls-major-effect)?]{.d-table-cell .pt-1 .pb-1 .pr-3} - **Rena:** [Can I shrink the crab even more as a major effect? I want this thing to be *puny*.]{.d-table-cell .pt-1 .pb-1 .pr-3} -- **GM:** [Ha ha, okay, let\'s say it\'s about Ori\'s size now. The wood flap on the card catalog swings shut, and the - whole card catalog settles down onto the floor. It\'s a much smoother ride for Ori, who is still riding on top of +- **GM:** [Ha ha, okay, let's say it\'s about Ori\'s size now. The wood flap on the card catalog swings shut, and the + whole card catalog settles down onto the floor. It's a much smoother ride for Ori, who is still riding on top of the card catalogue.]{.d-table-cell .pt-1 .pb-1 .pr-3} - **Chert:** [Whoa, cool.]{.d-table-cell .pt-1 .pb-1 .pr-3} -- **GM:** [Okay. It\'s technically the crab\'s turn, but I\'m going to say it spends its turn hiding in the card +- **GM:** [Okay. It's technically the crab\'s turn, but I\'m going to say it spends its turn hiding in the card catalog. It appears the immediate threat of combat has faded.]{.d-table-cell .pt-1 .pb-1 .pr-3} - **Chert:** [Nice, can I take a turn now?]{.d-table-cell .pt-1 .pb-1 .pr-3} - **GM:** [Yeah, Chert you stand back up and clear your head. What do you do?]{.d-table-cell .pt-1 .pb-1 .pr-3} @@ -81990,35 +81990,35 @@ - **Chert:** [I march back over there and I want to pull this crab or shrimp or whatever he is out of this card catalog.]{.d-table-cell .pt-1 .pb-1 .pr-3} -- **GM:** [Okay. It doesn\'t say that the [Darning Needle](#fairy-tale-cypher-darning-needle)\'s shrinking hinders the - target\'s Might tasks, but I\'m going to ease this for you by two steps anyway in honor of the extra shrinkage from - Rena\'s natural 20. So, it\'ll only be a difficulty 3 to yank this thing out of its home.]{.d-table-cell .pt-1 .pb-1 +- **GM:** [Okay. It doesn't say that the [Darning Needle](#fairy-tale-cypher-darning-needle)\'s shrinking hinders the + target's Might tasks, but I\'m going to ease this for you by two steps anyway in honor of the extra shrinkage from + Rena's natural 20. So, it\'ll only be a difficulty 3 to yank this thing out of its home.]{.d-table-cell .pt-1 .pb-1 .pr-3} - **Chert:** [I have +3 Might Edge, so that pays for one level of [Effort](#modifying-the-difficulty-effort) ... I rolled an 8, so I succeed.]{.d-table-cell .pt-1 .pb-1 .pr-3} ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -Again, Chert\'s unique PC pays off here---She has 1 [Might](#might) [Edge](#edge) from being a [Warrior](#type-warrior), +Again, Chert's unique PC pays off here---She has 1 [Might](#might) [Edge](#edge) from being a [Warrior](#type-warrior), +1 from[Golem Body](#ability-golem-body){.og-ability}, and +1 from a [character advancement](#character-advancement) she -purchased, and she isn\'t even Tier 2 yet. +purchased, and she isn't even Tier 2 yet. ::: -- **GM:** [The crab is wriggling in a vain attempt to get free. It\'s shrieking \"You can\'t do this to +- **GM:** [The crab is wriggling in a vain attempt to get free. It's shrieking \"You can\'t do this to me!\"]{.d-table-cell .pt-1 .pb-1 .pr-3} -- **Chert:** [Can I propose a [player intrusion](#running-the-game-player-intrusions)? Is it possible there\'s a door, +- **Chert:** [Can I propose a [player intrusion](#running-the-game-player-intrusions)? Is it possible there's a door, airlock, or tube I could toss it out of?]{.d-table-cell .pt-1 .pb-1 .pr-3} - **GM:** [Sure, tell us how you show it the door, and give me that XP.]{.d-table-cell .pt-1 .pb-1 .pr-3} -- **Chert:** [I just open the main doors---and there\'s probably a wall of ocean water there that doesn\'t rush in at +- **Chert:** [I just open the main doors---and there's probably a wall of ocean water there that doesn\'t rush in at all---and I say \"Hit the road, Jack!\", and boot the crab out the door. The water just stays like a wall at the door, and I calmly just close the door again, and dust off my hands.]{.d-table-cell .pt-1 .pb-1 .pr-3} - **Rena:** [Ha! I love it.]{.d-table-cell .pt-1 .pb-1 .pr-3} - **Ori:** [Good riddance!]{.d-table-cell .pt-1 .pb-1 .pr-3} - **GM:** [Ori, if you want to try one last time to find the book in the cart catalog, you do have to apply a level of - [Effort](#modifying-the-difficulty-effort) because you\'re [retrying a task](#rules-retrying-a-task-after-failure), + [Effort](#modifying-the-difficulty-effort) because you're [retrying a task](#rules-retrying-a-task-after-failure), but you also have that [asset](#modifying-the-difficulty-assets) from - using[Understanding](#ability-understanding){.og-ability}. With both of those in play, it\'s going to be a + using[Understanding](#ability-understanding){.og-ability}. With both of those in play, it's going to be a difficulty 2 Intellect task, so you only need to roll a 6 this time.]{.d-table-cell .pt-1 .pb-1 .pr-3} -- **Ori:** [... 10, but that\'s a success! Ori proudly shows the index card to his friends, but I think it\'s time Ori +- **Ori:** [... 10, but that's a success! Ori proudly shows the index card to his friends, but I think it\'s time Ori uses his one-action [recovery roll](#recovery-rolls) ... I recover 3 Pool points.]{.d-table-cell .pt-1 .pb-1 .pr-3} - **Rena:** [Yeah, me too ... I recover 6 points.]{.d-table-cell .pt-1 .pb-1 .pr-3} - **Chert:** [We should search this card catalog, see if the crab left anything behind, but I need a little bit longer @@ -82026,33 +82026,33 @@ roll](#recovery-rolls), right?]{.d-table-cell .pt-1 .pb-1 .pr-3} - **GM:** [Oh, yeah, you have plenty of time. What are Ori and Rena doing while Chert is resting?]{.d-table-cell .pt-1 .pb-1 .pr-3} -- **Ori:** [Let\'s go get the book!]{.d-table-cell .pt-1 .pb-1 .pr-3} -- **Rena:** [I\'ll help look and make sure nothing else jumps out at us. If it does, we run right back here, okay? We +- **Ori:** [Let's go get the book!]{.d-table-cell .pt-1 .pb-1 .pr-3} +- **Rena:** [I'll help look and make sure nothing else jumps out at us. If it does, we run right back here, okay? We can search the card catalog when we get back, I guess.]{.d-table-cell .pt-1 .pb-1 .pr-3} -- **GM:** [With both of you looking, the index card, and a better understanding of the library\'s filing system, I\'m +- **GM:** [With both of you looking, the index card, and a better understanding of the library's filing system, I\'m going to say you find the book on a high shelf. Ori, you have to climb a pretty precarious-looking wooden ladder to - get to it, and it\'s a cartoonishly large and heavy tome, but there it is---\"1,001 Uses for Peas\". It has long, + get to it, and it's a cartoonishly large and heavy tome, but there it is---\"1,001 Uses for Peas\". It has long, heavy, leather binding straps on it.]{.d-table-cell .pt-1 .pb-1 .pr-3} - **Ori:** [We did it! Can I wear the book like a big backpack using those straps?]{.d-table-cell .pt-1 .pb-1 .pr-3} - **GM:** [Sure, why not?]{.d-table-cell .pt-1 .pb-1 .pr-3} -- **Chert:** [Okay let\'s search that secret compartment in the card catalog!]{.d-table-cell .pt-1 .pb-1 .pr-3} -- **Ori:** [I\'ll climb in there and start looking around.]{.d-table-cell .pt-1 .pb-1 .pr-3} +- **Chert:** [Okay let's search that secret compartment in the card catalog!]{.d-table-cell .pt-1 .pb-1 .pr-3} +- **Ori:** [I'll climb in there and start looking around.]{.d-table-cell .pt-1 .pb-1 .pr-3} - **GM:** [Okay, the two of you return with your prize to where Chert is finishing her rest. Searching that will be a difficulty 3 Intellect task.]{.d-table-cell .pt-1 .pb-1 .pr-3} - **Ori:** [... a 16!]{.d-table-cell .pt-1 .pb-1 .pr-3} - **GM:** [Nice. Each of you gains 1 [XP](#choose-xp) for discovering that the library was not abandoned, for dealing with the crabby hermit, and for locating the book in the card catalogue, and here are the three cyphers Ori finds. - There\'s no [identification roll](#manifest-cyphers) needed for these, as they are all labeled with + There's no [identification roll](#manifest-cyphers) needed for these, as they are all labeled with trustworthy-looking, tidy handwriting.]{.d-table-cell .pt-1 .pb-1 .pr-3} ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -The GM hands out three cards from a [cypher deck](#og-cd), and collects Rena\'s expended [Darning +The GM hands out three cards from a [cypher deck](#og-cd), and collects Rena's expended [Darning Needle](#fairy-tale-cypher-darning-needle) cypher card. ::: - **Rena:** [Ooh, I finally have enough XP to increase my [Pools](#pool) and [advance](#character-advancement) to Tier 2!]{.d-table-cell .pt-1 .pb-1 .pr-3} -- **GM:** [Cool, let\'s take a short break while you distribute those new cyphers among yourselves, and we\'ll give +- **GM:** [Cool, let's take a short break while you distribute those new cyphers among yourselves, and we\'ll give Rena a few minutes to choose four new abilities from their [Explorer](#type-explorer) type or [Magic Flavor](#flavor-magic)!]{.d-table-cell .pt-1 .pb-1 .pr-3} @@ -82083,16 +82083,16 @@ Cypher Shorts is a supplement for the Cypher System. -There are some key concepts to a Cypher Short that you\'ll want to keep in mind if you\'re playing, running, or creating +There are some key concepts to a Cypher Short that you'll want to keep in mind if you\'re playing, running, or creating one for yourself. They include: - Very simple characters that are immediately involved in the situation. No long expository lead-ins, no \"meet in a tavern\" scenes. -- Characters have clear objectives, and there\'s no thought to [character advancement](#character-advancement). This - is a one-shot game, and we aren\'t concerned about what came before or what comes after. +- Characters have clear objectives, and there's no thought to [character advancement](#character-advancement). This + is a one-shot game, and we aren't concerned about what came before or what comes after. - There is less of a plot than there is a situation. Plot implies a linear direction: \"This happens, then this, then - this.\" Cypher Shorts are meant to be framed more like: \"You\'re involved in this situation, so what do you do?\" -- Just as players should use improvisation to react to and deal with situations they didn\'t know were coming, the GM + this.\" Cypher Shorts are meant to be framed more like: \"You're involved in this situation, so what do you do?\" +- Just as players should use improvisation to react to and deal with situations they didn't know were coming, the GM should be ready to do the same. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} @@ -82109,15 +82109,15 @@ help players move quickly, without spending a lot of time deciding between this focus and that one. The following character creation guidelines are very broad, designed to work with any genre or situation. In a specific -Cypher Short, it\'s likely that only the type choices will be detailed, using the information here as a starting point. -Descriptors and foci are general enough that they\'ll work with almost any scenario. Sometimes, though, a Cypher Short +Cypher Short, it's likely that only the type choices will be detailed, using the information here as a starting point. +Descriptors and foci are general enough that they'll work with almost any scenario. Sometimes, though, a Cypher Short might require adjustments to suit the situation. Just like in the standard system, characters end up with a [sentence](#character-descriptor-type-and-focus) to describe themselves: \"I am a \[blank\] \[blank\] who \[blanks\].\" All players start with a score of 9 in their stat [Pools](#pool), with 6 points to divide among them as they wish. They have an [Edge](#edge) of 1 in a stat of their choosing. [Recovery rolls](#recovery-rolls) are 1d6 + 1, and characters have an [Effort](#effort) of 1. (Otherwise, -don\'t worry about tier.) +don't worry about tier.) All characters start with 1 [XP](#choose-xp). @@ -82146,7 +82146,7 @@ [(Cypher Shorts, page 3)]{.og-ref} This is the role the character will have in the story. Types will likely change from genre to genre, particularly the -type names. So in this section, we\'ll talk about them in terms of the general role the character will have in the +type names. So in this section, we'll talk about them in terms of the general role the character will have in the story, not what players will write on their [character sheet](#og-cscs) (although a few example suggestions are provided). @@ -82166,7 +82166,7 @@ - Add +2 to [recovery rolls](#recovery-rolls) ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The Performing Physical Actions type is is derived from the [Warrior](#type-explorer), and is +**Editor's Notes ---** The Performing Physical Actions type is is derived from the [Warrior](#type-explorer), and is practiced with light, medium and heavy weapons. Treat them as if they have the [Practiced in Armor](#ability-practiced-in-armor){.og-ability} and [Mastery in Armor](#ability-mastery-in-armor){.og-ability} abilities. @@ -82185,7 +82185,7 @@ - Add +2 to [recovery rolls](#recovery-rolls) ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The Sneaking type is derived from the [Explorer](#type-explorer), so it is probably practiced +**Editor's Notes ---** The Sneaking type is derived from the [Explorer](#type-explorer), so it is probably practiced with light and medium weapons, with an inability with heavy weapons. ::: @@ -82203,7 +82203,7 @@ - Add +2 to [recovery rolls](#recovery-rolls) ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The Searching and Discovering type is also derived from the [Explorer](#type-explorer), so it is +**Editor's Notes ---** The Searching and Discovering type is also derived from the [Explorer](#type-explorer), so it is probably practiced with light and medium weapons, with an inability with heavy weapons. ::: ::: @@ -82223,7 +82223,7 @@ - Add +2 to [recovery rolls](#recovery-rolls) ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The Talking type is derived from the [Speaker](#type-speaker), so it is probably practiced with +**Editor's Notes ---** The Talking type is derived from the [Speaker](#type-speaker), so it is probably practiced with light weapons, with an inability with medium and heavy weapons. ::: @@ -82231,7 +82231,7 @@ [(Cypher Shorts, page 4)]{.og-ref} -This type isn\'t suited to all scenarios, obviously---it depends on the genre. This character might be called a Psychic, +This type isn't suited to all scenarios, obviously---it depends on the genre. This character might be called a Psychic, a Wizard, a Superhero, or a Mutant (just to name a few), depending on the situation. The player and GM will have to briefly work out the specifics together. Choose two of the following abilities: @@ -82241,13 +82241,13 @@ - Possess one defensive power (force field, metal skin, super speed, and so on) that either grants you +3 [Armor](#rules-armor) or eases [defensive tasks](#action-defend). - Possess one miscellaneous power (moving things with your mind, flight, creating a duplicate of yourself, and so on). - Costs 3 stat points (probably [Intellect](#intellect)). You\'ll have to come up with some reasonable parameters. You + Costs 3 stat points (probably [Intellect](#intellect)). You'll have to come up with some reasonable parameters. You can choose this option twice. - Have two [power shifts](#optional-rule-power-shifts). - Have another [power shift](#optional-rule-power-shifts). ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** The Wielding Supernatural Powers type is derived from the [Adept](#type-adept), so it is +**Editor's Notes ---** The Wielding Supernatural Powers type is derived from the [Adept](#type-adept), so it is probably practiced with light weapons, with an inability with medium and heavy weapons. You can still create a capable fighter by combining this type with the Fights or Uses Powers foci. ::: @@ -82261,32 +82261,32 @@ A focus determines the actions a character might often take in the story. ::: {.alert .ps-4 .pb-0} -- **Fights:** You\'re a fighter. All of your [attacks](#action-attack) are eased, and you add +1 to your +- **Fights:** You're a fighter. All of your [attacks](#action-attack) are eased, and you add +1 to your [damage](#rules-damage). - **Plans:** You think things through. You are trained in [defense rolls](#action-defend), and you can choose two other noncombat skills in which you are trained. -- **Helps:** You help other characters. You can use an [action](#rules-actions) to ease everyone else\'s action if - they\'re within [short range](#rules-distance) (costs 2 [Intellect](#intellect) points). This can represent - comforting, giving advice, or physically enabling them, depending on the character and the situation. You\'re +- **Helps:** You help other characters. You can use an [action](#rules-actions) to ease everyone else's action if + they're within [short range](#rules-distance) (costs 2 [Intellect](#intellect) points). This can represent + comforting, giving advice, or physically enabling them, depending on the character and the situation. You're trained in first aid. -- **Provides Information:** You\'re very knowledgeable. You are trained in three knowledge-based skills (history, +- **Provides Information:** You're very knowledgeable. You are trained in three knowledge-based skills (history, biology, geography, and so on). You can ask the GM a question that has a pretty simple answer and get that answer (costs 3 [Intellect](#intellect) points). -- **Provides Comedy Relief:** You\'re funny. You can use an [action](#rules-actions) to allow everyone to recover 2 - points to their [Pools](#pool) in between each [recovery action](#recovery-rolls) you take. You\'re also trained in +- **Provides Comedy Relief:** You're funny. You can use an [action](#rules-actions) to allow everyone to recover 2 + points to their [Pools](#pool) in between each [recovery action](#recovery-rolls) you take. You're also trained in [Speed](#speed) [defense](#action-defend) and stealth. -- **Works With Tools (or Machines):** You\'re trained in the use of two different skills involving tools and machines. +- **Works With Tools (or Machines):** You're trained in the use of two different skills involving tools and machines. You can modify an existing machine or device to do something other than its original function (costs 2 [Intellect](#intellect) points). -- **Uses Powers:** This focus won\'t fit every genre. You can choose one of the abilities listed under the [Wielding - Supernatural Powers](#cypher-shorts-types-supernatural) type. (Note: if that is already your type, you can\'t select - an ability you\'ve already chosen, with the exception of miscellaneous powers.) +- **Uses Powers:** This focus won't fit every genre. You can choose one of the abilities listed under the [Wielding + Supernatural Powers](#cypher-shorts-types-supernatural) type. (Note: if that is already your type, you can't select + an ability you've already chosen, with the exception of miscellaneous powers.) ::: ------------------------------------------------------------------------------------------------------------------------ @@ -82308,7 +82308,7 @@ [(Cypher Shorts, page 7)]{.og-ref} This section is a list of possible encounters that might happen in the scenario, depending on what the characters do, -where they go, and so on. Cypher Shorts don\'t rely on a keyed map or a detailed outline of a plot. Think of these as +where they go, and so on. Cypher Shorts don't rely on a keyed map or a detailed outline of a plot. Think of these as the possible scenes of your movie. More than likely, the group will have time for only five or six encounters in one session, so feel free to pick and choose the ones that best fit the way the game seems to be going. @@ -82327,8 +82327,8 @@ scenario. Remember that GM intrusions are the only way for players to earn [Experience Points (XP)](#choose-xp) in the scenario, -so they\'re really important. At the same time, they will probably spend any XP they get. So there might be more calls -for rerolls using [XP](#choose-xp) in a Cypher Short adventure than you\'re used to in a standard Cypher System game. +so they're really important. At the same time, they will probably spend any XP they get. So there might be more calls +for rerolls using [XP](#choose-xp) in a Cypher Short adventure than you're used to in a standard Cypher System game. ::: ##### The Conclusion [#](#cypher-shorts-the-conclusion){.og-h-anchor aria-hidden="true"} {#cypher-shorts-the-conclusion .og-h-h5-icon} @@ -82337,8 +82337,8 @@ Ideally, as with a movie, the end of a Cypher Short session comes to a nice story conclusion (though not every ending needs to be a happy one). Hopefully, the main situation has been resolved one way or another, and the implications of -what probably happens next for the characters and the setting are self-evident. But with a Cypher Short, we don\'t worry -too much about what happens next. It\'s a one-shot scenario. +what probably happens next for the characters and the setting are self-evident. But with a Cypher Short, we don't worry +too much about what happens next. It's a one-shot scenario. ------------------------------------------------------------------------------------------------------------------------ @@ -82356,7 +82356,7 @@ [(Cypher Shorts, page 8)]{.og-ref} -**The Premise:** The characters work in a tall skyscraper. Suddenly, there\'s an explosion, and the fire alarms start +**The Premise:** The characters work in a tall skyscraper. Suddenly, there's an explosion, and the fire alarms start ringing! ------------------------------------------------------------------------------------------------------------------------ @@ -82368,24 +82368,24 @@ The characters should be relatively mundane people. No supernatural powers. Cypher Short character suggestions include: - **Office Worker:** This is probably someone with the [Sneaking](#cypher-shorts-types-sneaking) type. The player - should figure out the character\'s name, a very short personality brief, what company they work for, and what their + should figure out the character's name, a very short personality brief, what company they work for, and what their job is: data entry, customer service, accounts manager, and so on. - **Middle Manager:** This is probably someone with the [Searching And Discovering](#cypher-shorts-types-searching) - type. The player should figure out the character\'s name, a very short personality brief, and what company they work + type. The player should figure out the character's name, a very short personality brief, and what company they work for. - **Salesperson:** The [Talking](#cypher-shorts-types-talking) type would work well for this character. The player - should figure out the character\'s name, a very short personality brief, and what company they work for. + should figure out the character's name, a very short personality brief, and what company they work for. - **Custodial Worker:** This could be a [Performing Physical Actions](#cypher-shorts-types-physical) character, or possibly a [Searching And Discovering](#cypher-shorts-types-searching) character. The player should figure out the - character\'s name and a very short personality brief. They have keys to most of the doors of the building and know + character's name and a very short personality brief. They have keys to most of the doors of the building and know the layout well. They might also have something like a mop and wheeled bucket, or a cart with various cleaning supplies, if the player wishes. - **Security Guard:** This is probably someone with the [Performing Physical Actions](#cypher-shorts-types-physical) - type. The player should figure out the character\'s name and a very short personality brief. They have a weapon (a + type. The player should figure out the character's name and a very short personality brief. They have a weapon (a [nightstick](#contemporary-melee-weapon-nightstick), a taser, or perhaps a handgun), and keys to most of the doors in the building. They know the layout well. @@ -82402,8 +82402,8 @@ [(Cypher Shorts, page 8)]{.og-ref} -The characters all work in a tall skyscraper that houses many different businesses in a large city. They don\'t -necessarily work together or even know each other. But they\'re all in a large lobby on the twenty-fifth floor, in front +The characters all work in a tall skyscraper that houses many different businesses in a large city. They don't +necessarily work together or even know each other. But they're all in a large lobby on the twenty-fifth floor, in front of a bank of four elevators, waiting for one to arrive. (A custodial worker probably is cleaning nearby rather than waiting for the elevator.) Suddenly, they hear an explosion, and the floor shudders and shakes. The fire alarms start ringing, and the power goes out, followed quickly by emergency lighting switching on, giving the area dim light. @@ -82412,7 +82412,7 @@ know that the safest thing to do is stay put, at least until the location of the fire is known (going down into smoke and flames is how many people die in high-rise fires). -What the PCs don\'t know (yet) is that a terrorist has planted a number of bombs in the building. One of them went off +What the PCs don't know (yet) is that a terrorist has planted a number of bombs in the building. One of them went off prematurely on the tenth floor. There are more bombs, designed to bring the entire structure down. And because the bomb exploded early, the bomber is still in the building. @@ -82425,7 +82425,7 @@ - It will take about ten minutes for first responders to arrive. They will take positions around the base of the building, and, after determining that the fire is on floor 10, will evacuate floors below that and set up on floor 8. This will likely take ten to fifteen minutes. During this time, authorities will attempt to contact anyone - on floors above 10 and tell them to stay put, so office phones and some cell phones will start ringing. It\'s very + on floors above 10 and tell them to stay put, so office phones and some cell phones will start ringing. It's very likely that more bombs will go off at this time, with rescue workers recalled for safety. - Emergency services will be jammed with calls. - The elevator cabs all descend to the ground floor and no longer function. @@ -82440,17 +82440,17 @@ [(Cypher Shorts, page 8)]{.og-ref} - **Staying Put:** People from higher floors start coming down, alone or in small groups. Some of them claim to have - information. Some of it is true and some isn\'t. Things they might try to say include: + information. Some of it is true and some isn't. Things they might try to say include: ::: table-responsive d6 NPC Dialogue ---- --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- 1 A gas main broke, and not only is there a fire danger, but the building is also filling with gas. [*(This is false.)*]{.d-block .mt-2} - 2 This is a terror attack! We have to get out of here at any cost! [*(This is true, although this NPC has no evidence or details, and the hysterical panic they feel probably doesn\'t help.)*]{.d-block .mt-2} + 2 This is a terror attack! We have to get out of here at any cost! [*(This is true, although this NPC has no evidence or details, and the hysterical panic they feel probably doesn't help.)*]{.d-block .mt-2} 3 Something crashed into the building! [*(This is false.)*]{.d-block .mt-2} - 4 Terrorists are in the building, killing and kidnapping people. [*(This is false, for the most part. There\'s just one bomber, and he\'s trying to sneak out.)*]{.d-block .mt-2} + 4 Terrorists are in the building, killing and kidnapping people. [*(This is false, for the most part. There's just one bomber, and he\'s trying to sneak out.)*]{.d-block .mt-2} 5 Rescue teams are on their way up. [*(This is false.)*]{.d-block .mt-2} - 6 Rescue teams are landing evacuation helicopters on the roof. [*(This is false. It might be a tactic they try eventually, but it\'s not happening yet.)*]{.d-block .mt-2} + 6 Rescue teams are landing evacuation helicopters on the roof. [*(This is false. It might be a tactic they try eventually, but it's not happening yet.)*]{.d-block .mt-2} : Trapped in Flames NPC Dialogue ::: @@ -82460,17 +82460,17 @@ ::: - **Checking cell phones:** PCs can reach their loved ones at first, although this provides no real information. If - they\'re able to get through to emergency services, they are told that emergency responders are on their way and to - stay put. It\'s too soon to get much information from the internet, although a few minutes after it happens, there + they're able to get through to emergency services, they are told that emergency responders are on their way and to + stay put. It's too soon to get much information from the internet, although a few minutes after it happens, there are reports of an explosion in the building on either floor 10 or floor 12. Building Wi-Fi is down. Data and phone - usage becomes spotty about five minutes after the explosion and can\'t be relied upon. + usage becomes spotty about five minutes after the explosion and can't be relied upon. -- **Going Up a Stairwell to the Roof:** There is a pregnant person on the stairway who can\'t be moved. Helping them +- **Going Up a Stairwell to the Roof:** There is a pregnant person on the stairway who can't be moved. Helping them deliver the baby safely is a difficulty 3 Intellect-based task and will take about twenty minutes. - **Reaching the Roof:** There are a few other people on the roof, but no rescue workers. Eventually, a small helicopter flies overhead, and if the bomber is not visibly present, it will circle but not land. This is the - terrorist\'s accomplice in a small two-person helicopter. The pilot is level 3 and has body armor (+2 Armor), a + terrorist's accomplice in a small two-person helicopter. The pilot is level 3 and has body armor (+2 Armor), a handgun, and a knife. If the bomber is present, the helicopter will land very briefly to try to rescue him. - **Going Down a Stairwell:** The PCs hear cries for help as they pass by a floor. If they investigate, they find an @@ -82478,9 +82478,9 @@ to rescue them. They are level 2 and their leg is quite injured. - **Going Further Down the Stairwell:** Three people stand in the stairwell and tell the PCs to go back up. They say - it\'s not safe to try to evacuate, and the PCs should go back up to higher floors. They won\'t take no for an + it's not safe to try to evacuate, and the PCs should go back up to higher floors. They won\'t take no for an answer. They will argue with the characters, and trying to win that argument is a difficulty 7 task. They will use - force to back up their point---they won\'t try to harm the PCs, but they will try to physically block the + force to back up their point---they won't try to harm the PCs, but they will try to physically block the characters. Getting past them is a difficulty 5 task. Individually, they are each level 3. - **Going Even Further Down the Stairwell:** Smoke! The stairwell is quickly becoming a chimney, even before the PCs @@ -82505,9 +82505,9 @@ [(Cypher Shorts, page 9)]{.og-ref} -- **Explosion:** First and foremost, the GM\'s best tools in this scenario are the subsequent explosions from more +- **Explosion:** First and foremost, the GM's best tools in this scenario are the subsequent explosions from more bombs. The bomber has planted many bombs throughout the building, and they can go off any time, any place. This - isn\'t just one [GM intrusion](#gm-intrusion), but several, and they come in two varieties: + isn't just one [GM intrusion](#gm-intrusion), but several, and they come in two varieties: - **Close explosion:** One or more PCs are threatened by falling debris (difficulty 5). Speed defense rolls are required; otherwise, victims suffer 6 points of damage and are trapped and need to work to get free. @@ -82516,10 +82516,10 @@ those who succeed suffer 3 points of damage. Plus, there are smoke and fire dangers in the immediate area, as described in the \"Going Even Further Down the Stairwell\" encounter. Wherever the PCs are currently, that place is not safe. More debris will fall, floors will collapse, and fire and smoke will spread. If the PCs are on the roof, - this might mean there\'s a risk of being blown off! + this might mean there's a risk of being blown off! - **The Terrorist:** The PCs spot the bomber setting another bomb. He is a level 5 NPC with body armor (+2 Armor), a - handgun, and a knife. He\'ll fight, but mostly he just wants to get away. A GM Intrusion allowing him to get away + handgun, and a knife. He'll fight, but mostly he just wants to get away. A GM Intrusion allowing him to get away from aggressive PCs means they can encounter him again somewhere else. Eventually, he tries to get to the roof and signal his ally in the helicopter to pick him up. Failing that, he ditches his gear and tries to get out with the rest of the victims when the firefighters arrive. @@ -82531,12 +82531,12 @@ [(Cypher Shorts, page 9)]{.og-ref} -Ultimately, the PCs very likely just want to get to safety. When they do, the scenario is pretty much over. They\'re +Ultimately, the PCs very likely just want to get to safety. When they do, the scenario is pretty much over. They're wrapped in blankets by firefighters and loaded into ambulances. If they stopped or apprehended the bomber, the authorities will want to talk to them, and they will be hailed as heroes in the press. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -It\'s not hard to imagine how you could modify this scenario slightly for the [science +It's not hard to imagine how you could modify this scenario slightly for the [science fiction](#chapter-15-science-fiction) genre using a space station rather than a skyscraper. You could also have one of the PCs be an undercover FBI agent on the lookout for the terrorist, or even an undercover foreign agent working for the terrorist. @@ -82550,13 +82550,13 @@ [(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} -##### [My descriptor or type says I have an inability, but an ability says I\'m trained or practiced---which is it?](#faq-practiced){.collapsed bs-toggle="collapse" role="button" aria-expanded="false" aria-controls="faq-practiced"} {#my-descriptor-or-type-says-i-have-an-inability-but-an-ability-says-im-trained-or-practicedwhich-is-it .og-tab .pb-2 .pt-2 .og-h-faq} +##### [My descriptor or type says I have an inability, but an ability says I'm trained or practiced---which is it?](#faq-practiced){.collapsed bs-toggle="collapse" role="button" aria-expanded="false" aria-controls="faq-practiced"} {#my-descriptor-or-type-says-i-have-an-inability-but-an-ability-says-im-trained-or-practicedwhich-is-it .og-tab .pb-2 .pt-2 .og-h-faq} ::: {#faq-practiced .collapse} -You\'re practiced. +You're practiced. **Trained:** If you have an [inability](#key-concepts) and become trained in the task, the training and the inability -cancel each other out and you become practiced. Sometimes inabilities and training come in groups, so it\'s important to +cancel each other out and you become practiced. Sometimes inabilities and training come in groups, so it's important to account for each kind of task separately. For example, if you choose the [Calm](#descriptor-calm) descriptor, you have an inability with climbing, running, jumping, and swimming tasks. If you gain the [Movement Skills](#ability-movement-skills){.og-ability} ability, your inabilities in climbing and jumping are canceled out, but @@ -82564,18 +82564,18 @@ source---[character advancement](#character-advancement)---you can continue to improve your [skill](#skills) and go on to become trained or specialized. -**Practiced:** Special abilities that make you practiced with a task also cancel out an inability, but they aren\'t used -to become trained. It\'s pretty common for [foci](#choose-focus) themed around use of a [weapon](#equipment-weapons) to -assign these kinds abilities at tier 1, ensuring a PC won\'t start the game hindered with their signature +**Practiced:** Special abilities that make you practiced with a task also cancel out an inability, but they aren't used +to become trained. It's pretty common for [foci](#choose-focus) themed around use of a [weapon](#equipment-weapons) to +assign these kinds abilities at tier 1, ensuring a PC won't start the game hindered with their signature [attacks](#action-attack). For example, if you are an [Adept](#type-adept) who [Conjures Bullets](#focus-conjures-bullets), your [Practiced with Guns](#ability-practiced-with-guns){.og-ability} ability allows -you to use medium and heavy weapons without being hindered by the inability Adepts have with them---but only if they\'re +you to use medium and heavy weapons without being hindered by the inability Adepts have with them---but only if they're guns. Abilities like this prepare you to benefit from abilities at higher tiers---like [Trained Guncasting](#ability-trained-guncasting){.og-ability}---because your initial inabilities are already cancelled out. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} Inability disclaimers on [types](#choose-type) like these are just reiterating the definition of inability in the [Key -Concepts](#key-concepts). You\'re not hindered twice: +Concepts](#key-concepts). You're not hindered twice: **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. @@ -82587,16 +82587,16 @@ ::: {#faq-focus .collapse} ::: row ::: {.col .col-md-6} -If you\'re a player, you might find character options easier to read in the format [Old Gus\' Unofficial Cypher System -Player\'s Guide](og-cspg.html) provides. Let\'s take a look at the [special abilities](#choose-abilities) from an +If you're a player, you might find character options easier to read in the format [Old Gus\' Unofficial Cypher System +Player's Guide](og-cspg.html) provides. Let\'s take a look at the [special abilities](#choose-abilities) from an example [focus](#choose-focus)---[Helps their Friends](#focus-helps-their-friends). -- **Type Swap Option:** You don\'t get a [type swap option](#focus-choosing-foci) automatically, but you can choose it - instead of one ability from your [type](#choose-type). Most foci don\'t have type swap options. In this example, if +- **Type Swap Option:** You don't get a [type swap option](#focus-choosing-foci) automatically, but you can choose it + instead of one ability from your [type](#choose-type). Most foci don't have type swap options. In this example, if you are a [first-tier explorer](#first-tier-explorer), you can choose [Advice From a Friend](#ability-advice-from-a-friend){.og-ability} as one of your four explorer abilities. -- **Multiple Abilities:** It\'s common for a focus to assign more than one ability for a tier. In this example, you +- **Multiple Abilities:** It's common for a focus to assign more than one ability for a tier. In this example, you gain both [Friendly Help](#ability-friendly-help){.og-ability} and [Courageous](#ability-courageous){.og-ability} at tier 1. Notice how each ability you gain is listed on its own line. @@ -82610,7 +82610,7 @@ Attacks](#ability-skill-with-attacks){.og-ability}. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -You can gain a focus ability you didn\'t choose as a [character advancement](#character-advancement). +You can gain a focus ability you didn't choose as a [character advancement](#character-advancement). ::: ::: @@ -82628,7 +82628,7 @@ - Tier 2: [Weather the Vicissitudes](#ability-weather-the-vicissitudes) [(197)]{.og-ref} - Tier 3: [Buddy System](#ability-buddy-system) [(116)]{.og-ref} or [Skill With Attacks](#ability-skill-with-attacks) [(183)]{.og-ref} -- Tier 4: [In Harm\'s Way](#ability-in-harms-way) [(152)]{.og-ref} +- Tier 4: [In Harm's Way](#ability-in-harms-way) [(152)]{.og-ref} - Tier 4: [Enhanced Physique](#ability-enhanced-physique) [(135)]{.og-ref} - Tier 5: [Inspire Action](#ability-inspire-action) [(154)]{.og-ref} - Tier 6: [Deep Consideration](#ability-deep-consideration) [(126)]{.og-ref} or [Skill With @@ -82637,7 +82637,7 @@ ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} A few foci have unique ways of assigning abilities---for example, the [Inks Spells on Skin](#focus-inks-spells-on-skin) -focus\' Readying Spell Tattoos feature, or [Turns Decay to Growth](#focus-turns-decay-to-growth) focus\' tier 4 ability +focus' Readying Spell Tattoos feature, or [Turns Decay to Growth](#focus-turns-decay-to-growth) focus\' tier 4 ability being dependent on the ability choice you made at tier 3. ::: ::: @@ -82656,7 +82656,7 @@ more [damage](#rules-damage) before descending on [the damage track](#the-damage-track). - **Edge:** Your [Edge](#edge) \"cuts the cost\" of an actions that require you to spend [Pool](#pool) points. While - Edge doesn\'t directly make tasks easier, it does make you more *efficient* when doing them, \"taking the edge off\" + Edge doesn't directly make tasks easier, it does make you more *efficient* when doing them, \"taking the edge off\" of the cost of performing them. For example, if you have 1 Might Edge, that can pay for the cost of using [Bash](#ability-bash){.og-ability}. If you have 3 Might Edge, that can pay for 1 level of [Effort](#effort) on any [Might](#might) task without paying any points from your Might Pool. Always [total all @@ -82675,13 +82675,13 @@ ::: ::: -##### [Why don\'t I have \"hit points\"?](#faq-hit-points){.collapsed bs-toggle="collapse" role="button" aria-expanded="false" aria-controls="faq-hit-points"} {#why-dont-i-have-hit-points .og-tab .pb-2 .pt-2 .og-h-faq} +##### [Why don't I have \"hit points\"?](#faq-hit-points){.collapsed bs-toggle="collapse" role="button" aria-expanded="false" aria-controls="faq-hit-points"} {#why-dont-i-have-hit-points .og-tab .pb-2 .pt-2 .og-h-faq} ::: {#faq-hit-points .collapse} -You do---*kind of*. It\'s common for new players to think of their [Pools](#pool) as their \"hit points (HP)\", but +You do---*kind of*. It's common for new players to think of their [Pools](#pool) as their \"hit points (HP)\", but Pools are more like \"stamina\" or \"potential\". The real \"hit points\" in the Cypher System are [the damage track](#the-damage-track). You have three: **Hale** (3 HP), **Impaired** (2 HP), **Debilitated** (1 HP)--- after that, -you\'re **Dead**. +you're **Dead**. Powerful effects or creatures that deal [special damage](#special-damage) can move you down the damage track without touching your Pools at all, so spend your points while you can! @@ -82689,14 +82689,14 @@ ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} Special abilities like [Ignore the Pain](#ability-ignore-the-pain){.og-ability}, [Fight On](#ability-fight-on){.og-ability}, and [Miraculous Health](#ability-miraculous-health){.og-ability} increase -resilience against the damage track\'s effects. +resilience against the damage track's effects. ::: ::: ##### [How do armor and shields work?](#faq-armor){.collapsed bs-toggle="collapse" role="button" aria-expanded="false" aria-controls="faq-armor"} {#how-do-armor-and-shields-work .og-tab .pb-2 .pt-2 .og-h-faq} ::: {#faq-armor .collapse} -The OG-CSRD\'s section on [armor](#equipment-armor) provides additional clarity on special abilities related to [using +The OG-CSRD's section on [armor](#equipment-armor) provides additional clarity on special abilities related to [using armor](#equipment-using-armor), [Speed Effort costs](#equipment-armor-speed-effort-cost-per-level-of-effort-used) (also referred to as \"encumbrance\"), [special armor](#equipment-armor-special-armor), and [shields](#equipment-armor-shields). @@ -82717,12 +82717,12 @@ ::: {#faq-task-stat .collapse} In general, the GM [determines the task stat](#rules-determining-task-stat). -- **Taking Action:** Be proactive---don\'t just describe what you want to do with your [action](#choose-rules), but - also how you do it, and the result you\'re hoping to see. Your description might mention one of your - [skills](#choose-skills), or something you\'d like to use as an [asset](#modifying-the-difficulty-assets)---this - information can help the GM figure out what you\'re after. +- **Taking Action:** Be proactive---don't just describe what you want to do with your [action](#choose-rules), but + also how you do it, and the result you're hoping to see. Your description might mention one of your + [skills](#choose-skills), or something you'd like to use as an [asset](#modifying-the-difficulty-assets)---this + information can help the GM figure out what you're after. -- **Attacks:** If you\'re making a melee [attack](#action-attack), you can use [Might](#might) or [Speed](#speed). +- **Attacks:** If you're making a melee [attack](#action-attack), you can use [Might](#might) or [Speed](#speed). Ranged [attacks](#action-attack) with weapons are almost always Speed tasks. - **Activating a Special Ability:** If a [special ability](#choose-abilities) costs [Pool](#pool) points to @@ -82732,7 +82732,7 @@ Even [touching an unwilling PC](#special-situation-combat-between-pcs) with [Healing Touch](#ability-healing-touch){.og-ability} requires a successful melee attack. -- **Defending Yourself:** If you\'re attacked or otherwise have to defend yourelf, your skill with +- **Defending Yourself:** If you're attacked or otherwise have to defend yourelf, your skill with [defense](#action-defend) will be tested. Dodging attacks and escaping danger---the most common type of defense---are [Speed](#speed) tasks. @@ -82740,8 +82740,8 @@ logic suggests otherwise. For example, throwing an explosive might be [Speed](#speed) tasks, because the device is physical and not really technical, but using a [ray emitter](#cypher-ray-emitter) is an Intellect task. -- **Using Effort:** If you use [Effort](#effort), the points are usually spent from the task stat\'s [Pool](#pool). - This can be tricky if you\'re making a touch-based [attack](#action-attack) with a [special +- **Using Effort:** If you use [Effort](#effort), the points are usually spent from the task stat's [Pool](#pool). + This can be tricky if you're making a touch-based [attack](#action-attack) with a [special ability](#choose-abilities) like [Frost Touch](#ability-frost-touch){.og-ability}. In these cases, the GM might require you to use [Speed](#speed) points to pay for Effort you use to ease the attack, and [Intellect](#intellect) points Effort to increase damage. @@ -82749,7 +82749,7 @@ - **Enablers and Actions with Multiple Tasks:** Sometimes, you might need to pay additional points from a different [Pool](#pool) during the same action---for example, using an [special ability](#choose-abilities) that is an enabler. [Total up the points](#actions-with-multiple-tasks) you spent from Pool for your action, and then subtract - each stat\'s [Edge](#edge) from the total. + each stat's [Edge](#edge) from the total. ::: ##### [Why are there two different numbers for difficulty (0--10) and target number (0--30)?](#faq-rolling){.collapsed bs-toggle="collapse" role="button" aria-expanded="false" aria-controls="faq-rolling"} {#why-are-there-two-different-numbers-for-difficulty-010-and-target-number-030 .og-tab .pb-2 .pt-2 .og-h-faq} @@ -82764,18 +82764,18 @@ Effects](#ability-increased-effects){.og-ability} can increase frequency of special roll outcomes, and optional rules like [Horror Mode](#horror-rules-horror-mode) can alter the [GM intrusion](#gm-intrusion) rate. -When resolving tasks with new players, it\'s best to tell them the difficulty. Use only the difficulty number until the +When resolving tasks with new players, it's best to tell them the difficulty. Use only the difficulty number until the player is finished modifying it with [skills](#modifying-the-difficulty-skills), [assets](#modifying-the-difficulty-assets), and [Effort](#modifying-the-difficulty-effort). Once all difficulty modifications are completed, multiply the difficulty by 3 to get the target number and [roll the -die](#rules-rolling-the-die). Avoid going back and forth between the number types, you\'ll only get yourself---or +die](#rules-rolling-the-die). Avoid going back and forth between the number types, you'll only get yourself---or other---confused. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -[The Difficulty Dial](#the-difficulty-dial) presented on [Old Gus\' Cypher System Quick-Reference](#og-csqr) displays +[The Difficulty Dial](#the-difficulty-dial) presented on [Old Gus' Cypher System Quick-Reference](#og-csqr) displays difficulties, target numbers, and percentage chance to succeed with a d20 roll. -It\'s also possible to change the d20 roll to something else, as described under [Task and Fate Dice +It's also possible to change the d20 roll to something else, as described under [Task and Fate Dice Resolution](#optional-rule-task-and-fate-dice-resolution). ::: ::: @@ -82789,26 +82789,26 @@ In the Cypher System, the decisions players make through [character creation](#character-sentence-generator) should be the foundation of how gameplay itself works. After all, players made those choices to the exclusion of other options, -and the game recommends no two PCs share the same focus, ensuring each has a niche in the group\'s dynamic. Any ability +and the game recommends no two PCs share the same focus, ensuring each has a niche in the group's dynamic. Any ability a PC gains from their [type](#choose-type) or [focus](#choose-focus), and pays [Pool](#pool) points to activate should probably be more effective, and work in a greater variety of situations than what a character without that ability can do at no cost. -Remember, the GM\'s job is to set properties of the task, including difficulty---including any external easing or -hindering---and also possibly an [initial cost](#rules-initial-cost). It\'s perfectly reasonable to make tasks more -difficult for PCs who don\'t have these kinds of abilities, or to ease tasks (or assign assets) for PCs using these -kinds of abilities. If an ability just isn\'t working in the game, the GM should work with the player to exchange it for +Remember, the GM's job is to set properties of the task, including difficulty---including any external easing or +hindering---and also possibly an [initial cost](#rules-initial-cost). It's perfectly reasonable to make tasks more +difficult for PCs who don't have these kinds of abilities, or to ease tasks (or assign assets) for PCs using these +kinds of abilities. If an ability just isn't working in the game, the GM should work with the player to exchange it for one with a similar [power grade](#ability-categories-and-relative-power). ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -It\'s helpful to know that there are abilities in the game that allow PCs to bypass tasks recommended by [Chapter 11: +It's helpful to know that there are abilities in the game that allow PCs to bypass tasks recommended by [Chapter 11: Rules of the Game](#chapter-11-rules-of-the-game). For example, a PC attempting to [move](#action-move) a short distance and then take another action must first succeed on a difficulty 4 Speed task. However, if the PC has the [Fleet of -Foot](#ability-fleet-of-foot){.og-ability} ability, they can pay the ability\'s 1 Speed point cost to bypass the roll. +Foot](#ability-fleet-of-foot){.og-ability} ability, they can pay the ability's 1 Speed point cost to bypass the roll. In this way, many abilities serve as an established [initial cost](#rules-initial-cost) for performing a specific kind -task in the PC\'s wheelhouse. +task in the PC's wheelhouse. -It\'s also a question of the concept and genre of the game. For example, in a game where all the PCs are spies, [Spin +It's also a question of the concept and genre of the game. For example, in a game where all the PCs are spies, [Spin Identity](#ability-spin-identity){.og-ability} might be a given. In a game where only *one* PC is a useful spy, this ability becomes part of a niche worth protecting. ::: @@ -82823,12 +82823,12 @@ usually an [Intellect](#intellect)-based action, but there are exceptions---for example, if the cypher is used in the same way as a weapon, like a [monoblade](#cypher-monoblade). -- **Routine Tasks:** The GM might decide whatever you\'re doing is a [routine action](#routine-actions)---succeeding +- **Routine Tasks:** The GM might decide whatever you're doing is a [routine action](#routine-actions)---succeeding without a roll. -- **Attacks:** If you\'re targeting an unwilling creature, an object, or effect with a level that would resist your - attempt, that\'s an [attack](#action-attack). Attacking usually prompts a task roll with a difficulty based on the - target\'s [level and modifications](#understanding-the-listings), but also any [attack modifiers or special +- **Attacks:** If you're targeting an unwilling creature, an object, or effect with a level that would resist your + attempt, that's an [attack](#action-attack). Attacking usually prompts a task roll with a difficulty based on the + target's [level and modifications](#understanding-the-listings), but also any [attack modifiers or special situations](#attack-modifiers-and-special-situations) the GM determines to be relevant. ::: @@ -82838,8 +82838,8 @@ Everything (except PCs) in the game has a level, which help determine important aspects of them. For example, levels affect: -- An [adhesion](#cypher-adhesion) cypher\'s duration -- An [attractor](#cypher-attractor) cypher\'s range +- An [adhesion](#cypher-adhesion) cypher's duration +- An [attractor](#cypher-attractor) cypher's range - The number of Might points restored by a [curative](#cypher-curative) cypher - The amount of additional fire damage inflicted by a [flametongue weapon](#fantasy-artifact-dragontongue-weapon) artifact @@ -82848,12 +82848,12 @@ - The amount of time required to [craft, build, and repair](#crafting-building-and-repairing) an object The GM uses levels to compare anything in the game to anything else. For example, a level 8 disease like [radiation -sickness](#disease-radiation-sickness) can\'t be alleviated by a level 4 [catholicon](#cypher-catholicon) cypher. +sickness](#disease-radiation-sickness) can't be alleviated by a level 4 [catholicon](#cypher-catholicon) cypher. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -Even if a cypher can\'t immediately solve the issue like removing a disease, the GM might allow you to use it as an +Even if a cypher can't immediately solve the issue like removing a disease, the GM might allow you to use it as an [asset](#modifying-the-difficulty-assets) toward a related task (for example, preparing medicine, or making a [defense -roll](#action-defend) against the disease\'s effect). +roll](#action-defend) against the disease's effect). ::: ::: @@ -82864,15 +82864,15 @@ ##### [How are NPC interactions with other NPCs or the environment resolved?](#faq-npcs){.collapsed bs-toggle="collapse" role="button" aria-expanded="false" aria-controls="faq-npcs"} {#how-are-npc-interactions-with-other-npcs-or-the-environment-resolved .og-tab .pb-2 .pt-2 .og-h-faq} ::: {#faq-npcs .collapse} -The basics of NPC interactions are detailed in [A Closer Look at Situations that Don\'t Involve +The basics of NPC interactions are detailed in [A Closer Look at Situations that Don't Involve PCs](#a-closer-look-at-situation-that-dont-involve-pcs) and [Special Situation: Combat Between NPCs](#special-situation-combat-between-npcs). If an NPC is a [follower](#followers)---and maybe even if they -aren\'t---the GM might request a player make a roll for the NPC\'s actions. +aren't---the GM might request a player make a roll for the NPC\'s actions. -When resolving interactions, the GM should take a creature\'s [modifications](#understanding-the-listings) into account. +When resolving interactions, the GM should take a creature's [modifications](#understanding-the-listings) into account. For example, a level 4 [giant snake](#creature-giant-snake) attacking a level 3 [faerie](#creature-faerie) would succeed if you were only to consult compare creature level. However, a faerie has a modification for Speed defense as level -5---so the faerie avoids the snake\'s deadly bite attack. +5---so the faerie avoids the snake's deadly bite attack. Creature modifications can be applied to rolls by adding (or subtracting) 3 for each level of modification (+3 for one level higher, −3 for one level lower, +6 for two levels higher, −6 for two levels lower, and so on). For example, the @@ -82880,7 +82880,7 @@ result. The most important thing is to do what [make sense](#making-meaning) in the setting and story. For example, a standard -level 2 hound dog probably can\'t pick a level 2 lock---unless the setting includes cartoon logic or a certain amount of +level 2 hound dog probably can't pick a level 2 lock---unless the setting includes cartoon logic or a certain amount of whimsy. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} @@ -82892,7 +82892,7 @@ ##### [Why do creatures have modifications in Might, Speed, or Intellect defense?](#faq-creature-defense){.collapsed bs-toggle="collapse" role="button" aria-expanded="false" aria-controls="faq-creature-defense"} {#why-do-creatures-have-modifications-in-might-speed-or-intellect-defense .og-tab .pb-2 .pt-2 .og-h-faq} ::: {#faq-creature-defense .collapse} -A creature\'s defense modifications aren\'t related to [defense rolls](#action-defend), because [the player always +A creature's defense modifications aren\'t related to [defense rolls](#action-defend), because [the player always rolls](#rules-the-player-always-rolls). Instead, creature defenses modify the difficulty of the [attack](#action-attack) a PC makes against them. @@ -82913,17 +82913,17 @@ [weapons](#equipment-weapons) and other conventional [attacks](#action-attack) that can be avoided or dodged. Speed defense modifications are common for creatures much smaller or larger than a PC, or that are exceptionally fast and nimble---or slow and clumsy. For example, a [thundering behemoth](#creature-thundering-behemoth) is a level 7 - creature, but its Speed defense is only level 3---simulating the creature\'s enormous size. Hitting it isn\'t - terribly difficult, but getting through its considerable Health and [Armor](#rules-armor) while avoiding it\'s + creature, but its Speed defense is only level 3---simulating the creature's enormous size. Hitting it isn\'t + terribly difficult, but getting through its considerable Health and [Armor](#rules-armor) while avoiding it's powerful attacks definitely is. -- **Intellect:** [Intellect](#speed) defense is used against anything that would invade or influence a creature\'s +- **Intellect:** [Intellect](#speed) defense is used against anything that would invade or influence a creature's mind or deal Intellect damage, including abilities like [Mind Reading](#ability-mind-reading){.og-ability}, [Erase Memories](#ability-erase-memories){.og-ability}, [Onslaught](#ability-onslaught){.og-ability} (if using the mindslice option), and [Terrifying Presence](#ability-terrifying-presence){.og-ability}. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -It\'s important a creature\'s modifications allow it to behave naturally in the setting. If you\'re not sure what kind +It's important a creature\'s modifications allow it to behave naturally in the setting. If you\'re not sure what kind of defense applies, ask yourself: If the situation were reversed and the creature was doing this to the PC instead, what kind of task roll would be appropriate? ::: @@ -82941,21 +82941,21 @@ ::: {#faq-pvp .collapse} If a PC does something that would be considered an [attack](#action-attack) on another PC, consult [Special Situation: Combat Between PCs](#special-situation-combat-between-pcs). Remember that anything someone does to someone else that the -target doesn\'t want to succeed is an attack---even [Healing Touch](#ability-healing-touch){.og-ability}. +target doesn't want to succeed is an attack---even [Healing Touch](#ability-healing-touch){.og-ability}. PCs make a contested d20 roll, adding +3 to their result for each [modification](#modifying-the-difficulty) in their favor that eases the task (including skills, assets, or Effort), and −3 for each modification that hinders it. ::: -##### [What if there\'s no rule for the situation the PCs are in?](#faq-rules-none){.collapsed bs-toggle="collapse" role="button" aria-expanded="false" aria-controls="faq-rules-none"} {#what-if-theres-no-rule-for-the-situation-the-pcs-are-in .og-tab .pb-2 .pt-2 .og-h-faq} +##### [What if there's no rule for the situation the PCs are in?](#faq-rules-none){.collapsed bs-toggle="collapse" role="button" aria-expanded="false" aria-controls="faq-rules-none"} {#what-if-theres-no-rule-for-the-situation-the-pcs-are-in .og-tab .pb-2 .pt-2 .og-h-faq} ::: {#faq-rules-none .collapse} -Be brave and make rulings---it will be okay! If you aren\'t sure how to proceed, refer back to the Cypher System\'s -[core resolution mechanic](#this-is-how-you-play-the-cypher-system). If what happening doesn\'t directly involve the PCs +Be brave and make rulings---it will be okay! If you aren't sure how to proceed, refer back to the Cypher System\'s +[core resolution mechanic](#this-is-how-you-play-the-cypher-system). If what happening doesn't directly involve the PCs or their actions, use your best judgement. If the PCs are involved---or invested in the outcome---ask yourself: - Should this just be a [routine action](#routine-actions)? -- What\'s reasonable and believable, given what\'s been established in the story, the genre, setting, and general tone +- What's reasonable and believable, given what\'s been established in the story, the genre, setting, and general tone of the game? - What would be interesting? - How [involved or invested](#a-closer-look-at-situation-that-dont-involve-pcs) are the PCs in the situation and its @@ -82971,14 +82971,14 @@ ##### [How do I get started GMing the Cypher System?](#faq-getting-started){.collapsed bs-toggle="collapse" role="button" aria-expanded="false" aria-controls="faq-cyphers"} {#how-do-i-get-started-gming-the-cypher-system .og-tab .pb-2 .pt-2 .og-h-faq} ::: {#faq-getting-started .collapse} -- **Cypher Shorts:** If you\'re a first-time GM or have first-time players, try the simplified [Cypher +- **Cypher Shorts:** If you're a first-time GM or have first-time players, try the simplified [Cypher Shorts](#cypher-shorts) rules and [Adventure: Trapped in Flames](#trapped-in-flames). - **Cypher System Rules Primer:** The free [Cypher System Rules Primer](https://www.montecookgames.com/store/product/cypher-system-rules-primer/){.og-icon .og-mcg} includes an adventure: *A Disturbance at Bridge House*. -- **Purchase Setting Material:** [What\'s in the Book?](#choose-products) includes a list of campaign setting material +- **Purchase Setting Material:** [What's in the Book?](#choose-products) includes a list of campaign setting material compatible with the Cypher System and the adventures contained in each book. Additional adventure material is for sale from [Cypher System Reference Rules Primer](https://www.montecookgames.com/store/product/cypher-system-rules-primer/){.og-icon .og-mcg} and on @@ -82990,12 +82990,12 @@ - **Session Preparation:** Some ideas for [Session Preparation](#session-preparation) are also provided. ::: -##### [Cyphers don\'t seem to \"work\" for my game---what should I do?](#faq-cyphers){.collapsed bs-toggle="collapse" role="button" aria-expanded="false" aria-controls="faq-cyphers"} {#cyphers-dont-seem-to-work-for-my-gamewhat-should-i-do .og-tab .pb-2 .pt-2 .og-h-faq} +##### [Cyphers don't seem to \"work\" for my game---what should I do?](#faq-cyphers){.collapsed bs-toggle="collapse" role="button" aria-expanded="false" aria-controls="faq-cyphers"} {#cyphers-dont-seem-to-work-for-my-gamewhat-should-i-do .og-tab .pb-2 .pt-2 .og-h-faq} ::: {#faq-cyphers .collapse} -It\'s a good idea to take some time and think about what kind of abilities, events, and other \"moves\" you\'d like to -see PCs perform in the course of the game---especially things you wouldn\'t want to see all the time, just occasionally. -That\'s what cyphers provide: a valuable way of keeping the game feeling fresh and ensuring PCs frequently have a new +It's a good idea to take some time and think about what kind of abilities, events, and other \"moves\" you\'d like to +see PCs perform in the course of the game---especially things you wouldn't want to see all the time, just occasionally. +That's what cyphers provide: a valuable way of keeping the game feeling fresh and ensuring PCs frequently have a new strategy to apply to their situation. - **Minimal Cyphers:** If all those [cyphers](#choose-cyphers) feel like *just too much*, you can start with just some @@ -83007,7 +83007,7 @@ one or two steps, and can be activated as part of the same action as the task roll, similar to how [power boost cyphers](#power-boost-cypher-table) work. -- **Names Have Power:** If you\'re using manifest cyphers, make sure they have an appropriate +- **Names Have Power:** If you're using manifest cyphers, make sure they have an appropriate [form](#manifest-cypher-forms). It can also be a good idea to give your cyphers a name that is appropriate to the genre and setting of the game---the more specific the name, the better. For example, a [Catholicon](#cypher-catholicon) cypher cures any disease of the cypher level or lower. Depending on the setting or @@ -83015,14 +83015,14 @@ pill (science fiction). - **Cypher Distribution:** [Cypher Decks](#og-cd) speed up randomizing and distributing cyphers at the table. If - you\'re playing online, [Cypher System by mrkwnzl](https://foundryvtt.com/packages/cyphersystem) for [Foundry + you're playing online, [Cypher System by mrkwnzl](https://foundryvtt.com/packages/cyphersystem) for [Foundry VTT](https://foundryvtt.com/) includes an optional [Cypher SRD - Compendium](https://foundryvtt.com/packages/cyphersystem-compendium/) module with all the CSRD\'s cyphers included, + Compendium](https://foundryvtt.com/packages/cyphersystem-compendium/) module with all the CSRD's cyphers included, and the [Cypher System Community Content](https://foundryvtt.com/packages/cyphersystem-community-module) module includes macros to roll a random cypher, or caches of cyphers. ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -[Old Gus\' Daft Drafts](og-dd.html) includes [new subtle cyphers](og-dd.html#chapter-9-cyphers) perfect for pulp +[Old Gus' Daft Drafts](og-dd.html) includes [new subtle cyphers](og-dd.html#chapter-9-cyphers) perfect for pulp adventure with few supernatural elements. ::: ::: @@ -83030,11 +83030,11 @@ ##### [How do I convert creatures from other systems to the Cypher System?](#faq-creatures-use){.collapsed bs-toggle="collapse" role="button" aria-expanded="false" aria-controls="faq-creatures-use"} {#how-do-i-convert-creatures-from-other-systems-to-the-cypher-system .og-tab .pb-2 .pt-2 .og-h-faq} ::: {#faq-creatures-use .collapse} -There\'s no wrong way to do things when it comes to [creatures](#choose-creatures), but it\'s worth thinking through +There's no wrong way to do things when it comes to [creatures](#choose-creatures), but it\'s worth thinking through your approach. [Creating creatures and NPCs](#creating-creatures-and-npcs) can be as simple as [assigning it a level and a few modifications](#understanding-the-listings). You can even decide on these as you go. -In the Cypher System, the most memorable best NPCs aren\'t just bags of health that the players whack into nothingness. +In the Cypher System, the most memorable best NPCs aren't just bags of health that the players whack into nothingness. Detailed creatures like the [fire elemental](#creature-elemental-fire), [giant](#creature-giant), and [skeleton](#creature-skeleton) provide a good look at how a classic fantasy monster can create memorable story moments, and drive the plot of an entire session---not just one encounter or combat. @@ -83063,7 +83063,7 @@ setting and story at hand. For a complete list of optional rules in the OG-CSRD, see [Optional Rules](#choose-optional-rules). Many more optional -rules and systems can be found in the products listed in [What\'s in the Book?](#choose-products). +rules and systems can be found in the products listed in [What's in the Book?](#choose-products). ::: ------------------------------------------------------------------------------------------------------------------------ @@ -83092,7 +83092,7 @@ Related Sections - [PDFs and Tools](#choose-pdfs) [(OG-CSRD)]{.og-ref .og-ref-og} -- [What\'s In the Book?](#choose-products) [(OG-CSRD)]{.og-ref .og-ref-og} +- [What's In the Book?](#choose-products) [(OG-CSRD)]{.og-ref .og-ref-og} ::: ------------------------------------------------------------------------------------------------------------------------ @@ -83160,7 +83160,7 @@ - [Traps](#choose-fantasy-traps) - [Type](#choose-type) - [Vehicles](#choose-vehicles) -- [What\'s In The Book?](#choose-products) +- [What's In The Book?](#choose-products) ::: ------------------------------------------------------------------------------------------------------------------------ @@ -83372,26 +83372,26 @@ - [Foci, Psionic](#psionic-foci) [(OG-CSRD)]{.og-ref .og-ref-og} - [Foci, Science Fiction](#science-fiction-foci) [(OG-CSRD)]{.og-ref .og-ref-og} - [Foci, Superhero](#superhero-foci) [(OG-CSRD)]{.og-ref .og-ref-og} -- [Old Gus\' Daft Drafts](og-dd.html) [(OG-DD)]{.og-ref .og-ref-og} -- [Old Gus\' Unofficial Cypher System Player\'s Guide](#og-cspg) [(OG-CSPG)]{.og-ref} +- [Old Gus' Daft Drafts](og-dd.html) [(OG-DD)]{.og-ref .og-ref-og} +- [Old Gus' Unofficial Cypher System Player\'s Guide](#og-cspg) [(OG-CSPG)]{.og-ref} - [Online Character Sheets](#character-sheets-virtual-tabletops) [(OG-DD)]{.og-ref .og-ref-og} - [Session Preparation](#session-preparation) [(OG-CSRD)]{.og-ref .og-ref-og} - [Sidekick Character Sheet](#pdf-sidekick) [(OG-CSRD)]{.og-ref .og-ref-og} -- [What\'s In The Book?](#choose-products) [(OG-CSRD)]{.og-ref .og-ref-og} +- [What's In The Book?](#choose-products) [(OG-CSRD)]{.og-ref .og-ref-og} ------------------------------------------------------------------------------------------------------------------------ -### [Product Index:]{.og-chap} What\'s in the Book? {#whats-in-the-book} +### [Product Index:]{.og-chap} What's in the Book? {#whats-in-the-book} ::: {.alert .ps-4 .pb-0} -#### What\'s in the Book? [#](#choose-products){.og-h-anchor aria-hidden="true"} {#choose-products} +#### What's in the Book? [#](#choose-products){.og-h-anchor aria-hidden="true"} {#choose-products} [(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} ::: row ::: col-md-8 -Each product\'s contents are divided into two categories: **Optional Rules** (player-facing) and **Running the Game** -(GM-facing). Creatures and NPCs across products are available from Monte Cook Games\' [Cypher System Creature +Each product's contents are divided into two categories: **Optional Rules** (player-facing) and **Running the Game** +(GM-facing). Creatures and NPCs across products are available from Monte Cook Games' [Cypher System Creature Index](https://www.montecookgames.com/cypher-system-creature-search/){.og-icon .og-mcg}. Links to related indices of additional character options in each product are also provided. @@ -83417,14 +83417,14 @@ - [Gods of the Fall](#gods-of-the-fall-product) - [High Noon at Midnight](#high-noon-at-midnight-product) - [Harrow: The Blighted Plane](#harrow-the-blighted-plane-product)† -- [It\'s Only Magic](#its-only-magic-product) +- [It's Only Magic](#its-only-magic-product) - [The Magnus Archives](#magnus-archives-product)† - [Mystery Flesh Pit National Park](#mystery-flesh-pit-product)† - [Neon Rain](#neon-rain-product) - [Numenera Discovery](#numenera-discovery-product)† - [Numenera Destiny](#numenera-destiny-product) - [Old Gods of Appalachia](#old-gods-of-appalachia-product)† -- [Old Gus\' Daft Drafts](#og-dd-product) +- [Old Gus' Daft Drafts](#og-dd-product) - [The Origin](#the-origin-product) - [Path of the Planebreaker](#path-of-the-planebreaker-product) - [Predation](#predation-product) @@ -83446,7 +83446,7 @@ - [Additional Flavors](#additional-flavors) [(OG-CSRD)]{.og-ref .og-ref-og} ::: -##### Cypher System Bestiary --- What\'s in the Book?[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/cypher-system-bestiary/){aria-label="Purchase Cypher System Bestiary"} [#](#cypher-system-bestiary-product){.og-h-anchor aria-hidden="true"} {#cypher-system-bestiary-product .og-h-small .og-h-small-icon .og-border} +##### Cypher System Bestiary --- What's in the Book?[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/cypher-system-bestiary/){aria-label="Purchase Cypher System Bestiary"} [#](#cypher-system-bestiary-product){.og-h-anchor aria-hidden="true"} {#cypher-system-bestiary-product .og-h-small .og-h-small-icon .og-border} *Mystify, frighten, and challenge your PCs with this stunningly illustrated collection that gives you an almost infinite array of encounters. Dozens and dozens of inspiring creatures familiar and new are detailed within these pages, along @@ -83598,7 +83598,7 @@ - Sarsan [(CSB, 193)]{.og-ref} - Ghost Riders [(CSB, 194)]{.og-ref} -##### Cypher System Rulebook --- What\'s in the Book?[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/cypher-system-rulebook-2/){aria-label="Purchase Cypher System Rulebook"} [#](#cypher-system-rulebook-product){.og-h-anchor aria-hidden="true"} {#cypher-system-rulebook-product .og-h-small .og-h-small-icon .og-border} +##### Cypher System Rulebook --- What's in the Book?[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/cypher-system-rulebook-2/){aria-label="Purchase Cypher System Rulebook"} [#](#cypher-system-rulebook-product){.og-h-anchor aria-hidden="true"} {#cypher-system-rulebook-product .og-h-small .og-h-small-icon .og-border} *Any character, any campaign. If you can imagine it, the Cypher System makes it easy!* @@ -83658,7 +83658,7 @@ - Character Death [(436)]{.og-ref} - [An Example of Play](#an-example-of-play) [(439)]{.og-ref} -##### Claim the Sky --- What\'s in the Book?[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/claim-the-sky/){aria-label="Purchase Claim the Sky"} [#](#claim-the-sky-product){.og-h-anchor aria-hidden="true"} {#claim-the-sky-product .og-h-small .og-h-small-icon .og-border} +##### Claim the Sky --- What's in the Book?[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/claim-the-sky/){aria-label="Purchase Claim the Sky"} [#](#claim-the-sky-product){.og-h-anchor aria-hidden="true"} {#claim-the-sky-product .og-h-small .og-h-small-icon .og-border} *When things are at their worst, heroes rise!* @@ -83681,7 +83681,7 @@ - Adventure: Beneath a Red Sun [(CTS, 214)]{.og-ref} - Adventure: Talons of Doom [(CTS, 207)]{.og-ref} -##### Cypher Foundation --- What\'s in the Book?[[]{.og-icon .og-shop .ms-1 toggle="tooltip" title="Purchase from Third Party"}](https://www.drivethrurpg.com/product/408130/){aria-label="Purchase Claim the Sky"} [#](#cypher-foundation-product){.og-h-anchor aria-hidden="true"} {#cypher-foundation-product .og-h-small .og-h-small-icon .og-border} +##### Cypher Foundation --- What's in the Book?[[]{.og-icon .og-shop .ms-1 toggle="tooltip" title="Purchase from Third Party"}](https://www.drivethrurpg.com/product/408130/){aria-label="Purchase Claim the Sky"} [#](#cypher-foundation-product){.og-h-anchor aria-hidden="true"} {#cypher-foundation-product .og-h-small .og-h-small-icon .og-border} *Managing a village. Living in a fortress. Building a steampunk buddy. Upgrading your vehicle. A more streamlined way to deal with consumables. Cypher Foundation has rules to easily manage, build, upgrade, and repair just about anything.* @@ -83697,7 +83697,7 @@ - Foundation [(CF, 11)]{.og-ref} - Cycles [(CF, 13)]{.og-ref} -##### First Responders --- What\'s in the Book?[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/first-responders/){aria-label="Purchase First Responders"} [#](#first-responders-product){.og-h-anchor aria-hidden="true"} {#first-responders-product .og-h-small .og-h-small-icon .og-border} +##### First Responders --- What's in the Book?[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/first-responders/){aria-label="Purchase First Responders"} [#](#first-responders-product){.og-h-anchor aria-hidden="true"} {#first-responders-product .og-h-small .og-h-small-icon .og-border} *Floods. Pandemics. Earthquakes and other crises that put lives and communities at risk. These are monsters of a different sort---and they call for a different kind of hero.* @@ -83739,10 +83739,10 @@ Foci](#first-responders-foci)* ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** *First Responders* PCs advance up to tier 3. [(FR, 16)]{.og-ref} +**Editor's Notes ---** *First Responders* PCs advance up to tier 3. [(FR, 16)]{.og-ref} ::: -##### Godforsaken --- What\'s in the Book?[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/godforsaken/){aria-label="Purchase Godforsaken"} [#](#godforsaken-product){.og-h-anchor aria-hidden="true"} {#godforsaken-product .og-h-small .og-h-small-icon .og-border} +##### Godforsaken --- What's in the Book?[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/godforsaken/){aria-label="Purchase Godforsaken"} [#](#godforsaken-product){.og-h-anchor aria-hidden="true"} {#godforsaken-product .og-h-small .og-h-small-icon .og-border} *Dragons. Magic wands. Singing swords and flying carpets. And above all---heroes!* @@ -83772,9 +83772,9 @@ *See also: [Godforsaken --- Descriptors](#gods-of-the-fall-descriptors)* -##### Gods of the Fall --- What\'s in the Book?[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/gods-of-the-fall/){aria-label="Purchase Gods of the Fall"} [#](#gods-of-the-fall-product){.og-h-anchor aria-hidden="true"} {#gods-of-the-fall-product .og-h-small .og-h-small-icon .og-border} +##### Gods of the Fall --- What's in the Book?[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/gods-of-the-fall/){aria-label="Purchase Gods of the Fall"} [#](#gods-of-the-fall-product){.og-h-anchor aria-hidden="true"} {#gods-of-the-fall-product .og-h-small .og-h-small-icon .og-border} -*The Gods are eead---now it\'s your turn.* +*The Gods are eead---now it's your turn.* Optional Rules @@ -83811,7 +83811,7 @@ *See also: [Gods of the Fall --- Descriptors](#high-noon-at-midnight-descriptors), [Gods of the Fall --- Types](#high-noon-at-midnight-types), and [Gods of the Fall --- Foci](#high-noon-at-midnight-foci)* -##### Harrow: The Blighted Plane --- What\'s in the Book?[[]{.og-icon .og-shop .ms-1 toggle="tooltip" title="Purchase from Third Party"}](https://undergroundoracle.com/pages/harrow-the-blighted-plane){aria-label="Purchase Harrow: The Blighted Plane"} [#](#harrow-the-blighted-plane-product){.og-h-anchor aria-hidden="true"} {#harrow-the-blighted-plane-product .og-h-small .og-h-small-icon .og-border} +##### Harrow: The Blighted Plane --- What's in the Book?[[]{.og-icon .og-shop .ms-1 toggle="tooltip" title="Purchase from Third Party"}](https://undergroundoracle.com/pages/harrow-the-blighted-plane){aria-label="Purchase Harrow: The Blighted Plane"} [#](#harrow-the-blighted-plane-product){.og-h-anchor aria-hidden="true"} {#harrow-the-blighted-plane-product .og-h-small .og-h-small-icon .og-border} *The world of Harrow exists where the genres of high fantasy and post-apocalypse meet---with a healthy dose of crystalpunk aesthetics thrown in for fun and good measure.* @@ -83857,7 +83857,7 @@ Foci](#harrow-the-blighted-plane-foci)* ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** *Harrow: The Blighted Plane* has its own rules for the setting, including: +**Editor's Notes ---** *Harrow: The Blighted Plane* has its own rules for the setting, including: - PCs choose a species and descriptor, as described in [Variant Rule: Two Descriptors](#variant-rule-two-descriptors). [(HBP, 11)]{.og-ref} @@ -83866,7 +83866,7 @@ 196)]{.og-ref} ::: -##### High Noon at Midnight --- What\'s in the Book?[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/high-noon-at-midnight/){aria-label="Purchase High Noon at Midnight"} [#](#high-noon-at-midnight-product){.og-h-anchor aria-hidden="true"} {#high-noon-at-midnight-product .og-h-small .og-h-small-icon .og-border} +##### High Noon at Midnight --- What's in the Book?[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/high-noon-at-midnight/){aria-label="Purchase High Noon at Midnight"} [#](#high-noon-at-midnight-product){.og-h-anchor aria-hidden="true"} {#high-noon-at-midnight-product .og-h-small .og-h-small-icon .og-border} *Explore dusty dimensions where fortunes are decided, one cursed bullet at a time.* @@ -83911,7 +83911,7 @@ - Cypher Short: Dead Vengeance [(HNAM, 220)]{.og-ref} - Cypher Short: Gunsmoke Express [(HNAM, 222)]{.og-ref} -##### It\'s Only Magic --- What\'s in the Book?[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/its-only-magic/){aria-label="Purchase It's Only Magic"} [#](#its-only-magic-product){.og-h-anchor aria-hidden="true"} {#its-only-magic-product .og-h-small .og-h-small-icon .og-border} +##### It's Only Magic --- What\'s in the Book?[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/its-only-magic/){aria-label="Purchase It's Only Magic"} [#](#its-only-magic-product){.og-h-anchor aria-hidden="true"} {#its-only-magic-product .og-h-small .og-h-small-icon .og-border} *From cozy witchcore to chilling supernatural threats...* @@ -83930,7 +83930,7 @@ - Adventure: In the Tower of Time [(IOM, 217)]{.og-ref} - Adventure: Too Many Zorps [(IOM, 231)]{.og-ref} -##### The Magnus Archives --- What\'s in the Book?[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/the-magnus-archives-roleplaying-game/){aria-label="Purchase The Magnus Archives"} [#](#magnus-archives-product){.og-h-anchor aria-hidden="true"} {#magnus-archives-product .og-h-small .og-h-small-icon .og-border} +##### The Magnus Archives --- What's in the Book?[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/the-magnus-archives-roleplaying-game/){aria-label="Purchase The Magnus Archives"} [#](#magnus-archives-product){.og-h-anchor aria-hidden="true"} {#magnus-archives-product .og-h-small .og-h-small-icon .og-border} *Deep within the archives of the Magnus Institute, dark things are stirring...* @@ -83977,7 +83977,7 @@ Types](#magnus-archives-types), and [The Magnus Archives --- Foci](#magnus-archives-foci)* ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** *The Magnus Archives* has its own rules for the setting, including: +**Editor's Notes ---** *The Magnus Archives* has its own rules for the setting, including: - PCs can [customize their descriptor](#customizing-descriptors) by choosing one additional [skill](#skills) in exchange for an appropriate [inability](#key-concepts) [(TMA, 18)]{.og-ref} @@ -83989,7 +83989,7 @@ 12)]{.og-ref}[(TMA, 132)]{.og-ref} ::: -##### Mystery Flesh Pit National Park --- What\'s in the Book?[[]{.og-icon .og-shop .ms-1 toggle="tooltip" title="Purchase from Third Party"}](https://www.drivethrurpg.com/en/product/498633/mystery-flesh-pit-national-park-the-rpg){aria-label="Purchase Mystery Flesh Pit National Park"} [#](#mystery-flesh-pit-product){.og-h-anchor aria-hidden="true"} {#mystery-flesh-pit-product .og-h-small .og-h-small-icon .og-border} +##### Mystery Flesh Pit National Park --- What's in the Book?[[]{.og-icon .og-shop .ms-1 toggle="tooltip" title="Purchase from Third Party"}](https://www.drivethrurpg.com/en/product/498633/mystery-flesh-pit-national-park-the-rpg){aria-label="Purchase Mystery Flesh Pit National Park"} [#](#mystery-flesh-pit-product){.og-h-anchor aria-hidden="true"} {#mystery-flesh-pit-product .og-h-small .og-h-small-icon .og-border} *Cosmic horror meets bureaucratic satire!* @@ -84030,7 +84030,7 @@ Flavors](#mystery-flesh-pit-flavors), and [Mystery Flesh Pit National Park --- Foci](#mystery-flesh-pit-foci)* ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** *Mystery Flesh Pit National Park* has its own rules for the setting, including: +**Editor's Notes ---** *Mystery Flesh Pit National Park* has its own rules for the setting, including: - PC types begin at tier 1 with 6 fewer [Pool](#pool) points. [(MFPNP, 113)]{.og-ref} - [XP](#choose-xp) is awarded at the end of each session. Purchasing a [character advancement](#character-advancement) @@ -84041,7 +84041,7 @@ triggered a [GM intrusion](#gm-intrusion). [(MFPNP, 15)]{.og-ref}[(MFPNP, 113)]{.og-ref} ::: -##### Neon Rain --- What\'s in the Book?[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/neon-rain/){aria-label="Purchase Neon Rain"} [#](#neon-rain-product){.og-h-anchor aria-hidden="true"} {#neon-rain-product .og-h-small .og-h-small-icon .og-border} +##### Neon Rain --- What's in the Book?[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/neon-rain/){aria-label="Purchase Neon Rain"} [#](#neon-rain-product){.og-h-anchor aria-hidden="true"} {#neon-rain-product .og-h-small .og-h-small-icon .og-border} *Dance on the edge of what it means to be human in a world of gritty streets and slick technology.* @@ -84053,7 +84053,7 @@ Running the Game - Introduction [(NR, 4)]{.og-ref} -- Player\'s Overview [(NR, 6)]{.og-ref} +- Player's Overview [(NR, 6)]{.og-ref} - Player Intrusions [(NR, 40)]{.og-ref} - Equipment [(NR, 43)]{.og-ref} - Vehicles [(NR, 71)]{.og-ref} @@ -84070,7 +84070,7 @@ *See also: [Neon Rain --- Descriptors](#neon-rain-descriptors), [Neon Rain --- Types](#neon-rain-types), and [Neon Rain --- Foci](#neon-rain-foci)* -##### Numenera Discovery --- What\'s in the Book?[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/numenera-discovery/){aria-label="Purchase Numenera Discovery"} [#](#numenera-discovery-product){.og-h-anchor aria-hidden="true"} {#numenera-discovery-product .og-h-small .og-h-small-icon .og-border} +##### Numenera Discovery --- What's in the Book?[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/numenera-discovery/){aria-label="Purchase Numenera Discovery"} [#](#numenera-discovery-product){.og-h-anchor aria-hidden="true"} {#numenera-discovery-product .og-h-small .og-h-small-icon .og-border} *Those who can uncover and master the numenera can unlock the powers and abilities of the ancients, and perhaps bring new light to a struggling world.* @@ -84111,7 +84111,7 @@ Types](#numenera-discovery-types), and [Numenera Discovery --- Foci](#numenera-discovery-foci)* ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** *Numenera* has its own rules for the setting, including: +**Editor's Notes ---** *Numenera* has its own rules for the setting, including: - *Numenera Discovery* (2019) uses [Lower Speed Effort Costs for Wearing Armor](#optional-rule-lower-speed-effort-costs-for-wearing-armor). [(NDIS, 95)]{.og-ref} @@ -84120,7 +84120,7 @@ 98)]{.og-ref} ::: -##### Numenera Destiny --- What\'s in the Book?[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/numenera-destiny/){aria-label="Purchase Numenera Destiny"} [#](#numenera-destiny-product){.og-h-anchor aria-hidden="true"} {#numenera-destiny-product .og-h-small .og-h-small-icon .og-border} +##### Numenera Destiny --- What's in the Book?[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/numenera-destiny/){aria-label="Purchase Numenera Destiny"} [#](#numenera-destiny-product){.og-h-anchor aria-hidden="true"} {#numenera-destiny-product .og-h-small .og-h-small-icon .og-border} *Create centers of learning or trade. Innovate, build, and protect.* @@ -84149,7 +84149,7 @@ - Setting: Communities of Destiny [(NDES, 194)]{.og-ref} - Umdera --- Follows the Dream Titans [(NDES, 196)]{.og-ref} - Enthait --- Moon Meld You [(NDES, 203)]{.og-ref} -- Rachid --- Hears the Catholith\'s Whispers [(NDES, 210)]{.og-ref} +- Rachid --- Hears the Catholith's Whispers [(NDES, 210)]{.og-ref} - Taracal --- Sails the Sea of Secrets [(NDES, 217)]{.og-ref} - Delend --- Under the Changing Moon [(NDES, 225)]{.og-ref} - Starter Communities [(NDES, 230)]{.og-ref} @@ -84169,7 +84169,7 @@ *See also: [Numenera Destiny --- Descriptors](#numenera-destiny-descriptors), [Numenera Destiny --- Types](#numenera-destiny-types), and [Numenera Destiny --- Foci](#numenera-destiny-foci)* -##### Old Gods of Appalachia --- What\'s in the Book?[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/old-gods-of-appalachia-roleplaying-game/){aria-label="Purchase Predation"} [#](#old-gods-of-appalachia-product){.og-h-anchor aria-hidden="true"} {#old-gods-of-appalachia-product .og-h-small .og-h-small-icon .og-border} +##### Old Gods of Appalachia --- What's in the Book?[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/old-gods-of-appalachia-roleplaying-game/){aria-label="Purchase Predation"} [#](#old-gods-of-appalachia-product){.og-h-anchor aria-hidden="true"} {#old-gods-of-appalachia-product .og-h-small .og-h-small-icon .og-border} *In the mountains of Central Appalachia, blood runs as deep as these hollers and just as dark. Since before our kind wandered into these hills, hearts of unknowable hunger and madness have slumbered beneath them.* @@ -84187,20 +84187,20 @@ - Haints, Spirits, and Other Revenants [(OGOA, 344)]{.og-ref} - Consent Checklist [(OGOA,411 )]{.og-ref} - Character Sheet [(OGOA, 415)]{.og-ref} -- Adventure: The Luthier\'s Folly [(OGOA, 390)]{.og-ref} +- Adventure: The Luthier's Folly [(OGOA, 390)]{.og-ref} - Adventure: What Paths May Choose [(OGOA, 402)]{.og-ref} *See also: [Old Gods of Appalachia --- Descriptors](#old-gods-of-appalachia-descriptors), [Old Gods of Appalachia --- Types](#old-gods-of-appalachia-types), and [Old Gods of Appalachia --- Foci](#old-gods-of-appalachia-foci)* ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** *Old Gods of Appalachia* has its own rules for the setting, including: +**Editor's Notes ---** *Old Gods of Appalachia* has its own rules for the setting, including: - [Lower Speed Effort Costs for Wearing Armor](#optional-rule-lower-speed-effort-costs-for-wearing-armor) [(OGOA, 124)]{.og-ref} ::: -##### Old Gus\' Daft Drafts --- What\'s in the Book?[[]{.og-icon .og-csrd-read .ms-1 toggle="tooltip" title="Read Online"}](og-dd.html){aria-label="Read Online"} [#](#og-dd-product){.og-h-anchor aria-hidden="true"} {#og-dd-product .og-h-small .og-h-small-icon .og-border} +##### Old Gus' Daft Drafts --- What\'s in the Book?[[]{.og-icon .og-csrd-read .ms-1 toggle="tooltip" title="Read Online"}](og-dd.html){aria-label="Read Online"} [#](#og-dd-product){.og-h-anchor aria-hidden="true"} {#og-dd-product .og-h-small .og-h-small-icon .og-border} *A collection of free, online options for your best game ever!* @@ -84223,10 +84223,10 @@ - [NPC Tables](og-dd.html#chapter-13-npc-tables) [(OG-DD)]{.og-ref .og-ref-og} - [Oddity Generator](og-dd.html#oddity-generator) [(OG-DD)]{.og-ref .og-ref-og} -*See also: [Old Gus\' Daft Drafts --- Descriptors](#og-dd-descriptors), [Old Gus\' Draft Drafts --- Foci](#og-dd-foci), -and [Old Gus\' Draft Drafts --- Flavors](#og-dd-flavors)* +*See also: [Old Gus' Daft Drafts --- Descriptors](#og-dd-descriptors), [Old Gus\' Draft Drafts --- Foci](#og-dd-foci), +and [Old Gus' Draft Drafts --- Flavors](#og-dd-flavors)* -##### The Origin --- What\'s in the Book?[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/the-origin/){aria-label="Purchase The Origin"} [#](#the-origin-product){.og-h-anchor aria-hidden="true"} {#the-origin-product .og-h-small .og-h-small-icon .og-border} +##### The Origin --- What's in the Book?[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/the-origin/){aria-label="Purchase The Origin"} [#](#the-origin-product){.og-h-anchor aria-hidden="true"} {#the-origin-product .og-h-small .og-h-small-icon .og-border} *Master perilous new powers in a world that is dangerously askew!* @@ -84252,7 +84252,7 @@ - Adventure: Appeal of Distress [(ORIG, 140)]{.og-ref} - Adventure: Threshold to Apocalypse [(ORIG, 145)]{.og-ref} -##### Path of the Planebreaker --- What\'s in the Book?[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/path-of-the-planebreaker/){aria-label="Purchase Path of the Planebreaker"} [#](#path-of-the-planebreaker-product){.og-h-anchor aria-hidden="true"} {#path-of-the-planebreaker-product .og-h-small .og-h-small-icon .og-border} +##### Path of the Planebreaker --- What's in the Book?[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/path-of-the-planebreaker/){aria-label="Purchase Path of the Planebreaker"} [#](#path-of-the-planebreaker-product){.og-h-anchor aria-hidden="true"} {#path-of-the-planebreaker-product .og-h-small .og-h-small-icon .og-border} *Unlock the mysteries of the planes!* @@ -84279,7 +84279,7 @@ - Tomb of Tomorrow [(POTP, 99)]{.og-ref} - Tyrant of War [(POTP, 105)]{.og-ref} - Unithon, the Geometrical [(POTP, 112)]{.og-ref} -- Uraian\'s Stair [(POTP, 116)]{.og-ref} +- Uraian's Stair [(POTP, 116)]{.og-ref} - Wreck of the Unimaginable [(POTP, 120)]{.og-ref} - Zarth of the Five Towers [(POTP, 125)]{.og-ref} - Additional Planar Locations [(POTP, 130)]{.og-ref} @@ -84289,13 +84289,13 @@ - Random Planar Landscapes [(POTP, 227)]{.og-ref} - Sea of Uncertainty Salvage [(POTP, 232)]{.og-ref} - Glossary [(POTP, 236)]{.og-ref} -- Adventure: Tyrant\'s Key [(POTP, 198)]{.og-ref} +- Adventure: Tyrant's Key [(POTP, 198)]{.og-ref} - Adventure: Sword, Sphere, and Cube [(POTP, 213)]{.og-ref} *See also: [Path of the Planebreaker --- Descriptors](#path-of-the-planebreaker-descriptors) and [Path of the Planebreaker --- Foci](#path-of-the-planebreaker-foci)* -##### Predation --- What\'s in the Book?[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/predation/){aria-label="Purchase Predation"} [#](#predation-product){.og-h-anchor aria-hidden="true"} {#predation-product .og-h-small .og-h-small-icon .og-border} +##### Predation --- What's in the Book?[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/predation/){aria-label="Purchase Predation"} [#](#predation-product){.og-h-anchor aria-hidden="true"} {#predation-product .og-h-small .og-h-small-icon .og-border} *A little sci-fi. A little post-apocalypse. A whole lot of dinosaurs.* @@ -84329,7 +84329,7 @@ *See also: [Predation --- Descriptors](#predation-descriptors), [Predation --- Types](#predation-types), and [Predation --- Foci](#predation-foci)* -##### Rust and Redemption --- What\'s in the Book?[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/rust-and-redemption/){aria-label="Purchase Rust and Redemption"} [#](#rust-and-redemption-product){.og-h-anchor aria-hidden="true"} {#rust-and-redemption-product .og-h-small .og-h-small-icon .og-border} +##### Rust and Redemption --- What's in the Book?[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/rust-and-redemption/){aria-label="Purchase Rust and Redemption"} [#](#rust-and-redemption-product){.og-h-anchor aria-hidden="true"} {#rust-and-redemption-product .og-h-small .og-h-small-icon .og-border} *The world is in ruins. Now what?* @@ -84358,7 +84358,7 @@ - Adventure: Bitter Seeds [(RR, 185)]{.og-ref} - Adventure: Safe Zone [(RR, 203)]{.og-ref} -##### Shotguns & Sorcery --- What\'s in the Book?[[]{.og-icon .og-shop .ms-1 toggle="tooltip" title="Purchase from Third Party"}](https://www.drivethrurpg.com/product/314247/Shotguns--Sorcery-The-Roleplaying-Game){aria-label="Purchase Shotguns & Sorcery"} [#](#shotguns-and-sorcery-product){.og-h-anchor aria-hidden="true"} {#shotguns-and-sorcery-product .og-h-small .og-h-small-icon .og-border} +##### Shotguns & Sorcery --- What's in the Book?[[]{.og-icon .og-shop .ms-1 toggle="tooltip" title="Purchase from Third Party"}](https://www.drivethrurpg.com/product/314247/Shotguns--Sorcery-The-Roleplaying-Game){aria-label="Purchase Shotguns & Sorcery"} [#](#shotguns-and-sorcery-product){.og-h-anchor aria-hidden="true"} {#shotguns-and-sorcery-product .og-h-small .og-h-small-icon .og-border} *Welcome to Dragon City, a grim, gritty metropolis ruled over by the Dragon Emperor, with legions of zombies scratching at the city walls by night.* @@ -84381,7 +84381,7 @@ *See also: [Shotguns & Sorcery --- Descriptors](#shotguns-and-sorcery-descriptors), [Shotguns & Sorcery --- Types](#shotguns-and-sorcery-types), and [Shotguns & Sorcery --- Foci](#shotguns-and-sorcery-foci)* -##### The Stars are Fire --- What\'s in the Book?[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/the-stars-are-fire/){aria-label="Purchase The Stars are Fire"} [#](#the-stars-are-fire-product){.og-h-anchor aria-hidden="true"} {#the-stars-are-fire-product .og-h-small .og-h-small-icon .og-border} +##### The Stars are Fire --- What's in the Book?[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/the-stars-are-fire/){aria-label="Purchase The Stars are Fire"} [#](#the-stars-are-fire-product){.og-h-anchor aria-hidden="true"} {#the-stars-are-fire-product .og-h-small .og-h-small-icon .og-border} *Galaxy-spanning space opera. Near-future hard sci-fi. And everything in between.* @@ -84408,7 +84408,7 @@ *See also: [The Stars are Fire --- Descriptors](#the-stars-are-fire-descriptors)* -##### Stay Alive! --- What\'s in the Book?[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/stay-alive/){aria-label="Purchase Stay Alive!"} [#](#stay-alive-product){.og-h-anchor aria-hidden="true"} {#stay-alive-product .og-h-small .og-h-small-icon .og-border} +##### Stay Alive! --- What's in the Book?[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/stay-alive/){aria-label="Purchase Stay Alive!"} [#](#stay-alive-product){.og-h-anchor aria-hidden="true"} {#stay-alive-product .og-h-small .og-h-small-icon .og-border} *A good scare makes for a great game.* @@ -84442,7 +84442,7 @@ - Adventure: Gang War [(SA, 204)]{.og-ref} - Adventure: The Hunted [(SA, 215)]{.og-ref} -##### The Strange --- What\'s in the Book?[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/the-strange-corebook/){aria-label="Purchase The Strange"} [#](#the-strange-corebook-product){.og-h-anchor aria-hidden="true"} {#the-strange-corebook-product .og-h-small .og-h-small-icon .og-border} +##### The Strange --- What's in the Book?[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/the-strange-corebook/){aria-label="Purchase The Strange"} [#](#the-strange-corebook-product){.og-h-anchor aria-hidden="true"} {#the-strange-corebook-product .og-h-small .og-h-small-icon .og-border} *Limited pocket dimensions with their own laws of reality are connected to Earth---a dangerous, chaotic network called the Strange.* @@ -84480,13 +84480,13 @@ Types](#the-strange-corebook-types), and [The Strange --- Foci](#the-strange-corebook-foci)* ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** *The Strange* has its own rules for the setting, including: +**Editor's Notes ---** *The Strange* has its own rules for the setting, including: - [Alternative Armor Encumbrance](#optional-rule-alternative-armor-encumbrance) [(TS, 86)]{.og-ref} - [Object Level, Health, and Armor](#optional-rule-object-level-health-and-armor) [(TS, 113)]{.og-ref} ::: -##### Unmasked --- What\'s in the Book?[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/unmasked/){aria-label="Purchase Unmasked"} [#](#unmasked-product){.og-h-anchor aria-hidden="true"} {#unmasked-product .og-h-small .og-h-small-icon .og-border} +##### Unmasked --- What's in the Book?[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/unmasked/){aria-label="Purchase Unmasked"} [#](#unmasked-product){.og-h-anchor aria-hidden="true"} {#unmasked-product .og-h-small .og-h-small-icon .og-border} *Superpowers and horror in a dark eighties.* @@ -84529,7 +84529,7 @@ *See also: [Unmasked --- Descriptors](#unmasked-descriptors), [Unmasked --- Types](#unmasked-types), and [Unmasked --- Foci](#unmasked-foci)* -##### VURT --- What\'s in the Book?[[]{.og-icon .og-shop .ms-1 toggle="tooltip" title="Purchase from Third Party"}](http://www.ravendeskgames.com/vurt-the-tabletop-roleplaying-game){aria-label="Purchase VURT"} [#](#vurt-product){.og-h-anchor aria-hidden="true"} {#vurt-product .og-h-small .og-h-small-icon .og-border} +##### VURT --- What's in the Book?[[]{.og-icon .og-shop .ms-1 toggle="tooltip" title="Purchase from Third Party"}](http://www.ravendeskgames.com/vurt-the-tabletop-roleplaying-game){aria-label="Purchase VURT"} [#](#vurt-product){.og-h-anchor aria-hidden="true"} {#vurt-product .og-h-small .og-h-small-icon .og-border} *Amid the glass-strewn streets of the lethal and anarchic Manchester England of the near future, players ingest slender VURT feathers to travel to parallel worlds as vivid, unique, and unpredictable as our wildest dreams.* @@ -84563,7 +84563,7 @@ *See also: [VURT --- Descriptors](#vurt-descriptors), [VURT --- Types](#vurt-types), and [VURT --- Foci](#vurt-foci)* ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor\'s Notes ---** *VURT* has its own rules for the setting, including: +**Editor's Notes ---** *VURT* has its own rules for the setting, including: - [Lethal Weapons](#optional-rule-lethal-weapons) (with the *Effective Armor* optional rule) [(VURT, 99)]{.og-ref}[(VURT, 101)]{.og-ref} @@ -84571,9 +84571,9 @@ 139)]{.og-ref} ::: -##### We Are All Mad Here --- What\'s in the Book?[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/we-are-all-mad-here/){aria-label="Purchase We Are All Mad Here"} [#](#we-are-all-mad-here-product){.og-h-anchor aria-hidden="true"} {#we-are-all-mad-here-product .og-h-small .og-h-small-icon .og-border} +##### We Are All Mad Here --- What's in the Book?[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/we-are-all-mad-here/){aria-label="Purchase We Are All Mad Here"} [#](#we-are-all-mad-here-product){.og-h-anchor aria-hidden="true"} {#we-are-all-mad-here-product .og-h-small .og-h-small-icon .og-border} -*\"You must be mad,\" said the Cat, \"or you wouldn\'t have come here.\"* +*\"You must be mad,\" said the Cat, \"or you wouldn't have come here.\"* Running the Game @@ -84592,12 +84592,12 @@ - Story Index [(WAAMH, 220)]{.og-ref} - Fairy Tale Game Consent Checklist [(WAAMH, 224)]{.og-ref} - Cypher Short: The Apple-Pip Witch [(WAAMH, 142)]{.og-ref} -- Cypher Short: I\'ll Gnaw Your Bones [(WAAMH, 144)]{.og-ref} +- Cypher Short: I'll Gnaw Your Bones [(WAAMH, 144)]{.og-ref} - Adventure: Between Worlds [(WAAMH, 146)]{.og-ref} - Adventure: What the Moon Dreamt [(WAAMH, 203)]{.og-ref} - Adventure: The Prince Who Would Seek Death [(WAAMH, 210)]{.og-ref} -##### The Weird --- What\'s in the Book?[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/the-weird/){aria-label="Purchase The Weird"} [#](#weird-product){.og-h-anchor aria-hidden="true"} {#weird-product .og-h-small .og-h-small-icon .og-border} +##### The Weird --- What's in the Book?[[]{.og-icon .og-mcg .ms-1 toggle="tooltip" title="Purchase from MCG"}](https://www.montecookgames.com/store/product/the-weird/){aria-label="Purchase The Weird"} [#](#weird-product){.og-h-anchor aria-hidden="true"} {#weird-product .og-h-small .og-h-small-icon .og-border} *Thousands and thousands of amazing ideas---for any game. For every game!*