it's just really weird to have it there in a hyperlinked doc Signed-off-by: Brian S. Stephan <bss@incorporeal.org>
55 lines
3.4 KiB
Diff
55 lines
3.4 KiB
Diff
--- _tmp/ccsrd.md 2025-05-06 16:25:47.446640235 -0500
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+++ _tmp/ccsrd.new.md 2025-05-06 16:35:29.392868897 -0500
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@@ -671,25 +671,6 @@
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Finally, more fundamental options for further customization are provided at the end of this chapter.
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-### PLAYER INTRUSION
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-
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-A player intrusion is the player choosing to alter something in the campaign, making things easier for a player
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-character. Conceptually, it is the reverse of a GM intrusion: instead of the GM giving the player XP and introducing an
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-unexpected complication for a character, the player spends 1 XP and presents a solution to a problem or complication.
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-What a player intrusion can do usually introduces a change to the world or current circumstances rather than directly
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-changing the character. For instance, an intrusion indicating that the cypher just used still has an additional use
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-would be appropriate, but an intrusion that heals the character would not. If a player has no XP to spend, they can't
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-use a player intrusion.
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-
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-A few player intrusion examples are provided under each type. That said, not every player intrusion listed there is
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-appropriate for all situations. The GM may allow players to come up with other player intrusion suggestions, but the GM
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-is the final arbiter of whether the suggested intrusion is appropriate for the character's type and suitable for the
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-situation. If the GM refuses the intrusion, the player doesn't spend the 1 XP, and the intrusion doesn't occur.
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-
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-Using an intrusion does not require a character to use an action to trigger it. A player intrusion just happens.
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-
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-(Player intrusions should be limited to no more than one per player per session.)
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-
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### WARRIOR
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Fantasy/Fairy tale: Warrior, fighter, swordsman, knight, barbarian, soldier, myrmidon, valkyrie
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@@ -15946,6 +15927,25 @@
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succeed on an action, logic still suggests that some actions are very difficult and taxing, particularly for some PCs
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more than others.
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+### PLAYER INTRUSION
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+
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+A player intrusion is the player choosing to alter something in the campaign, making things easier for a player
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+character. Conceptually, it is the reverse of a GM intrusion: instead of the GM giving the player XP and introducing an
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+unexpected complication for a character, the player spends 1 XP and presents a solution to a problem or complication.
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+What a player intrusion can do usually introduces a change to the world or current circumstances rather than directly
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+changing the character. For instance, an intrusion indicating that the cypher just used still has an additional use
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+would be appropriate, but an intrusion that heals the character would not. If a player has no XP to spend, they can't
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+use a player intrusion.
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+
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+A few player intrusion examples are provided under each type. That said, not every player intrusion listed there is
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+appropriate for all situations. The GM may allow players to come up with other player intrusion suggestions, but the GM
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+is the final arbiter of whether the suggested intrusion is appropriate for the character's type and suitable for the
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+situation. If the GM refuses the intrusion, the player doesn't spend the 1 XP, and the intrusion doesn't occur.
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+
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+Using an intrusion does not require a character to use an action to trigger it. A player intrusion just happens.
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+
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+(Player intrusions should be limited to no more than one per player per session.)
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+
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### DISTANCE
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Distance is simplified into four basic categories: immediate, short, long, and very long.
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