--- _tmp/ccsrd.md 2025-07-20 18:41:58.609599838 -0500 +++ _tmp/ccsrd.new.md 2025-07-20 18:47:45.337776059 -0500 @@ -31736,7 +31736,7 @@ Other Dragon Advancements : Powerful dragons are innate [spellcasters](#optional-rule-spellcasting) (gaining spells through [Signature Ability](#ability-sidekick-signature-ability){.og-ability}), or naturally gaining [gain power shifts at certain - tiers](#optional-rule-power-shifts-in-other-genres). + tiers](#optional-rule-power-shifts). ::: ::: ::: @@ -32263,7 +32263,7 @@ ::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} In some settings, symbiotes might also gain [gain power shifts at certain -tiers](#optional-rule-power-shifts-in-other-genres), which they either retain on their own, or impart to a host when +tiers](#optional-rule-power-shifts), which they either retain on their own, or impart to a host when merged (determined by the GM). ::: ::: @@ -35708,7 +35708,7 @@ ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} **Editor's Notes ---** If your goal is to create a kind of \"cultivation\" fantasy, or to emphasize schools and -teachers, see [Power Shifts in Other Genres](#optional-rule-power-shifts-in-other-genres) and [Covens](#covens). +teachers, see [Covens](#covens). ::: ------------------------------------------------------------------------------------------------------------------------ @@ -48742,8 +48742,7 @@ an interesting choice for a horror game. - If a PCs is---or becomes---a powerful supernatural being, for example, a vampire, werewolf, or demon, the GM might - assign them a number of [power shifts](#optional-rule-power-shifts), as described under [Power Shifts in Other - Genres](#optional-rule-power-shifts-in-other-genres). + assign them a number of [power shifts](#optional-rule-power-shifts). - A ghost PC might use the [Ghost](#modern-magic-descriptor-ghost) descriptor in [Chapter 14: Modern Magic](#chapter-14-a-modern-magic). @@ -51265,7 +51264,6 @@ [(OG-CSRD)]{.og-ref .og-ref-og} - [Modifying High-Tech Devices](#superhero-modifying-high-tech-devices) [(CTS, 64)]{.og-ref} - [Power Shifts](#optional-rule-power-shifts) [(292)]{.og-ref}[(CTS, 57)]{.og-ref} -- [Power Shifts in Other Genres](#optional-rule-power-shifts-in-other-genres) [(OG-CSRD)]{.og-ref .og-ref-og} - [Power Stunts](#superhero-power-stunts) [(CTS, 58)]{.og-ref} - [Really Impossible Tasks](#really-impossible-tasks) [(293)]{.og-ref}[(CTS, 61)]{.og-ref} @@ -52053,44 +52051,6 @@ with PCs of greater or lesser power (cosmic-level heroes or street-level heroes, perhaps). In such cases, the GM should grant the PCs more or fewer power shifts at the game's start. -::: {.alert .ps-4 .pb-0} -##### Power Shifts in Other Genres [#](#optional-rule-power-shifts-in-other-genres){.og-h-anchor aria-hidden="true"} {#optional-rule-power-shifts-in-other-genres} - -[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} - -[Power shifts](#optional-rule-power-shifts) and [power stunts](#superhero-power-stunts) are a staple of the superhero -genre, but the GM might use them in other genres, like a [fantasy](#chapter-13-fantasy) game where with apotheosis or -cultivation themes, or a [modern](#chapter-14-modern) setting where vampires with amazing powers prowl the streets, or -any setting where the GM wants to encourage creative use of PC abilities. If you enjoy this rules module, consider -purchasing [Claim the Sky](https://www.montecookgames.com/store/product/claim-the-sky/){.og-icon .og-mcg}, [Gods of the -Fall](https://www.montecookgames.com/store/product/gods-of-the-fall/){.og-icon .og-mcg}, [Stay -Alive!](https://www.montecookgames.com/store/product/stay-alive/){.og-icon .og-mcg}, or -[Unmasked](https://www.montecookgames.com/store/product/unmasked/){.og-icon .og-mcg}. - -The GM decides which power shifts are available, and how they are gained. Once assigned, power shifts don't change -unless something dramatic happens, like the culmination of a [character arc](#character-arcs). A PC can't put more than -three shifts into the same category without approval from the GM. Here are a few possible arrangements: - -- **Superheroes:** At tier 1, you have five [power shifts](#optional-rule-power-shifts). You can purchase more power - shifts with 10 [XP](#spending-experience-points). - -- **Teen Supers:** At tier 1, you have three [power shifts](#optional-rule-power-shifts). At tiers 2 and 4, you gain a - power shift, which you can apply to one [type](#chapter-5-type) or [focus](#chapter-8-focus) ability. If the ability - inflicts damage, choose to dedicate the power shift to easing the [attack](#action-attack) task, or increasing - damage inflicted by 3. - -- **Potent Bloodlines:** At tier 1, you have three [power shifts](#optional-rule-power-shifts). At tiers 2, 4, and 6, - you gain another power shift. - -- **Mastery:** You can gain a [power shift](#optional-rule-power-shifts) by completing an appropriate [character - arc](#choose-character-arc). You can't gain a number of power shifts greater than your tier. - -- **XP Purchase:** You can spend 10 [XP](#spending-experience-points) to gain one power shift, up to a number equal to - your tier. - -- **Beyond Tier 6:** You can gain [power shifts](#optional-rule-power-shifts) as described under [Advancing Beyond - Tier 6](#optional-rule-advancing-beyond-tier-6). - ##### Optional Rule: Gaining Superpowers After Character Creation [#](#optional-rule-power-shifts-after-character-creation){.og-h-anchor aria-hidden="true"} {#optional-rule-power-shifts-after-character-creation} [(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} @@ -52115,8 +52075,8 @@ - *Fantastic Transformations.* The PC assumes a completely different identity when their superpowers are active. - **GM-Assigned or Player-Chosen Power Shifts:** The GM assigns the PC a number of [power - shifts](#optional-rule-power-shifts), as described under [Power Shifts in Other - Genres](#optional-rule-power-shifts-in-other-genres). The GM might also decide how some or all of the PC's power + shifts](#optional-rule-power-shifts). + The GM might also decide how some or all of the PC's power shifts are assigned, allow the player to choose what to do with their power shifts, or leave matters up to a roll of the die. @@ -81960,7 +81920,6 @@ - [Object Level, Health, and Armor](#optional-rule-object-level-health-and-armor) [(OG-CSRD)]{.og-ref .og-ref-og} - [Playing Poker](#weird-west-playing-poker) [(HNAM, 54)]{.og-ref} - [Post-Apocalyptic Rules](#choose-post-apocalyptic) [(RR, 61)]{.og-ref} -- [Power Shifts in Other Genres](#optional-rule-power-shifts-in-other-genres) [(OG-CSRD)]{.og-ref .og-ref-og} - [Relationship Levels](#optional-rule-relationship-levels) [(288)]{.og-ref} - [Radiation in the Real World](#radiation-in-the-real-world) [(RR, 63)]{.og-ref} - [Random GM Intrusions](#random-gm-intrusions) [(409)]{.og-ref} @@ -83130,7 +83089,7 @@ - Skills [(UM, 15)]{.og-ref} - Creating the Teen [(UM, 24)]{.og-ref} - Creating the Mask Form [(UM, 32)]{.og-ref} -- [Mask-Form Power Shifts](#optional-rule-power-shifts-in-other-genres) [(UM, 62)]{.og-ref} +- Mask-Form Power Shifts [(UM, 62)]{.og-ref} - [NPC Prodigies and Power Shifts](#superpowered-npcs-and-power-shifts) [(UM, 64)]{.og-ref} - Comic Book Feel: Once-Per-Session Bonus Power Shift [(UM, 164)]{.og-ref} - Comic Book Feel: Bullets are an Annoyance [(UM, 164)]{.og-ref}