Brian S. Stephan 281a0acbe1
remove a lot of the OG extra content and similar references
these are things that are not included in the core commons version
because they're homebrew, because they are a lot of writing/creativity
that I don't feel comfortable stealing/distributing, or so on. most of
Old Gus's and the community's content is removed in order to have a
near-CSRD state

what remains is the rules clarifications, errata, splicing together some
information from secondary sources (like the Starter Set or from game
authors on Twitter), and organizational assists

things removed includes ideas that I like, but either plan to write my
own way in the future, or again I just don't feel comfortable copying
verbatim, especially if, for instance, I have my own process and don't
need to advocate for a different one

stuff that's likely to get folded into my core is arbitrarily numbered
300s instead of 000s
2025-07-23 11:17:49 -05:00

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--- _tmp/ccsrd.md 2025-07-21 17:24:14.775829267 -0500
+++ _tmp/ccsrd.new.md 2025-07-21 17:27:48.485151559 -0500
@@ -46,7 +46,6 @@
- [Part 5: Back Matter](#part-5-back-matter){.og-csrd-link-white}
- [[Cypher Shorts]{.text-uppercase}](#cypher-shorts)
- [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)
@@ -116,8 +115,8 @@
- Clarify presentation of key mechanics
- 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
+A list of subsantial [Editorial Additions](#choose-editorial-additions),
+[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
@@ -191,7 +190,6 @@
Related Sections
-- [Frequently Asked Questions](#faq) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Key Concepts](#key-concepts) [(207)]{.og-ref}
- [Rules of the Game](#choose-rules) [(206)]{.og-ref}
:::
@@ -27374,7 +27372,6 @@
Related Sections
- [Followers and Factions](#chapter-11-a-followers-and-factions) [(233)]{.og-ref}
-- [Frequently Asked Questions](#faq) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Optional Rules](#choose-optional-rules) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Running the Cypher System](#choose-running-the-cypher-system) [(402)]{.og-ref}
:::
@@ -74725,7 +74722,6 @@
Related Sections
- [Creatures and NPCs](#choose-creatures) [(312)]{.og-ref}
-- [Frequently Asked Questions](#faq) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Optional Rules](#choose-optional-rules) [(OG-CSRD)]{.og-ref .og-ref-og}
:::
@@ -76331,491 +76327,6 @@
------------------------------------------------------------------------------------------------------------------------
-### [Troubleshooting]{.og-chap} Frequently Asked Questions {#faq}
-
-#### Player Characters [#](#faq-pcs){.og-h-anchor aria-hidden="true"} {#faq-pcs .og-h-small}
-
-[(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}
-
-::: {#faq-practiced .collapse}
-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
-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
-your inabilities in running and swimming remain. If you become trained in climbing or jumping from another
-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
-[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
-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:
-
-**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.
-:::
-:::
-
-##### [Which focus abilities do I get and when?](#faq-focus){.collapsed bs-toggle="collapse" role="button" aria-expanded="false" aria-controls="faq-focus"} {#which-focus-abilities-do-i-get-and-when .og-tab .pb-2 .pt-2 .og-h-faq}
-
-::: {#faq-focus .collapse}
-::: row
-::: {.col .col-md-6}
-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
- 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
- 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.
-
-- **Tier Advancement:** Each time you advance to the next tier through [character
- advancement](#character-advancement), your gain new abilities from your focus. In this example, when you reach tier
- 2, you gain [Weather the Vicissitudes](#ability-weather-the-vicissitudes){.og-ability}.
-
-- **Ability Choices:** When two abilities are listed with \"or\", you choose one of those abilities. Almost every
- focus assigns an ability choice at tiers 3 and 6. In this example, when you reach tier 3, you choose to gain either
- [Buddy System](#ability-buddy-system){.og-ability} or [Skill With
- 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).
-:::
-:::
-
-::: {.col .col-md-6}
-::: {.alert .ps-4 .pb-0}
-###### Helps Their Friends [#](#faq-focus-helps-their-friends){.og-h-anchor aria-hidden="true"} {#faq-focus-helps-their-friends}
-
-[(Cypher System Rulebook, page 69)]{.og-ref}
-
-You love your friends and help them out of any difficulty, no matter what.
-
-- Type Swap Option: [Advice From a Friend](#ability-advice-from-a-friend) [(109)]{.og-ref}
-- Tier 1: [Friendly Help](#ability-friendly-help) [(143)]{.og-ref}
-- Tier 1: [Courageous](#ability-courageous) [(122)]{.og-ref}
-- 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: [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
- Defense](#ability-skill-with-defense) [(183)]{.og-ref}
-:::
-
-::: {.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
-being dependent on the ability choice you made at tier 3.
-:::
-:::
-:::
-:::
-
-##### [How does increasing Pools, Edge, and Effort make me more powerful?](#faq-stats){.collapsed bs-toggle="collapse" role="button" aria-expanded="false" aria-controls="faq-stats"} {#how-does-increasing-pools-edge-and-effort-make-me-more-powerful .og-tab .pb-2 .pt-2 .og-h-faq}
-
-::: {#faq-stats .collapse}
-When you spend 4 [XP](#choose-xp) on a [character advancement](#character-advancement), you can be strategic about which
-advancements you choose.
-
-- **Pools:** Your [Might](#might), [Speed](#speed), and [Intellect](#intellect) [Pools](#pool) points measure the
- depth of a \"well of potential\" you can draw from. Pool points are used to pay for [special
- abilities](#choose-abilities) and using [Effort](#effort). Additionally, increasing your Pools allows you to sustain
- 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\"
- 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
- costs](#effort-costs-and-edge-reductions) for the action, then subtract your Edge from that total. For example, if
- you used [Bash](#ability-bash){.og-ability} (1 Might point) *and* used one level of Effort (3 Might points), the
- total cost is 4 Might points, so subtracting your 3 Might Edge reduces the cost you pay to 1 Might point.
-
-- **Effort:** Your [Effort](#effort) score determines how much raw power you can push out in a single action, either
- easing the [difficulty](#rules-task-difficulty) of a task, or increasing the amount of [damage](#rules-damage) you
- inflict with a successful [attack](#action-attack). Using a lot Effort can tire you out quickly. Effort only really
- benefits you on tasks where you use it and succeed. At higher tiers, you might want to choose other options for
- [character advancement](#character-advancement) instead of increasing your Effort score.
-
-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
-Some abilities grant you a [free level of Effort](#modifying-the-difficulty-effort) on relevant tasks.
-:::
-:::
-
-##### [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
-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**.
-
-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!
-
-::: {.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.
-:::
-:::
-
-##### [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
-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).
-:::
-
-#### Playing the Game [#](#faq-gameplay){.og-h-anchor aria-hidden="true"} {#faq-gameplay .og-h-small}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-##### [How do I know if a task is a Might, Speed, or Intellect roll?](#faq-task-stat){.collapsed bs-toggle="collapse" role="button" aria-expanded="false" aria-controls="faq-task-stat"} {#how-do-i-know-if-a-task-is-a-might-speed-or-intellect-roll .og-tab .pb-2 .pt-2 .og-h-faq}
-
-::: {#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.
-
-- **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
- [activate](#action-activate-a-special-ability), the task it prompts is usually of the same type. For example, [Hurl
- Flame](#ability-hurl-flame){.og-ability} costs 2 Intellect points, so its attacks are [Intellect](#intellect) based.
- However, if a special ability requires you to touch a target, the [attack](#action-attack) is melee attack instead.
- 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
- [defense](#action-defend) will be tested. Dodging attacks and escaping danger---the most common type of
- defense---are [Speed](#speed) tasks.
-
-- **Using a Cypher:** [Using a cypher](#using-cyphers) is [Intellect](#intellect) based unless described otherwise or
- 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
- 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.
-
-- **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.
-:::
-
-##### [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}
-
-::: {#faq-rolling .collapse}
-[Difficulty](#rules-task-difficulty) on a scale of 0--10 is easy to understand. Target numbers are three times the
-difficulty, which means a difficulty of 7 or higher requires [modifying the difficulty](#modifying-the-difficulty) down
-to possible result when [rolling the die](#rules-rolling-the-die).
-
-Additionally, [special rolls](#rules-special-rolls) on the d20 mean that tasks, extra damage, and major and minor
-effects are all resolved with a single die roll. Special abilities like [Increased
-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
-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
-other---confused.
-:::
-
-##### [This ability seems like a task anyone could attempt---what gives?](#faq-abilities-redundant){.collapsed bs-toggle="collapse" role="button" aria-expanded="false" aria-controls="faq-abilities-redundant"} {#this-ability-seems-like-a-task-anyone-could-attemptwhat-gives .og-tab .pb-2 .pt-2 .og-h-faq}
-
-::: {#faq-abilities-redundant .collapse}
-Some abilities seem to function more like \"plays\" than \"spells\", or are something any PC might try to do. For
-example, [Spin Identity](#ability-spin-identity){.og-ability} and [Fast Talk](#ability-fast-talk){.og-ability} are just
-extensions of [interacting with a creature](#action-interacting-with-creatures).
-
-In the Cypher System, the decisions players make through character creation 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
-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
-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:
-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.
-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.
-
-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.
-:::
-:::
-
-##### [Does using this ability, cypher, or artifact just succeed---no roll?](#faq-attacks){.collapsed bs-toggle="collapse" role="button" aria-expanded="false" aria-controls="faq-attacks"} {#does-using-this-ability-cypher-or-artifact-just-succeedno-roll .og-tab .pb-2 .pt-2 .og-h-faq}
-
-::: {#faq-attacks .collapse}
-Maybe---it depends.
-
-- **Tasks:** The GM might assign a task with an appropriate [difficulty](#rules-task-difficulty). Using a Cypher is
- 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
- 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
- situations](#attack-modifiers-and-special-situations) the GM determines to be relevant.
-:::
-
-##### [What are cypher, artifact, object, and effect levels for?](#faq-levels){.collapsed bs-toggle="collapse" role="button" aria-expanded="false" aria-controls="faq-levels"} {#what-are-cypher-artifact-object-and-effect-levels-for .og-tab .pb-2 .pt-2 .og-h-faq}
-
-::: {#faq-levels .collapse}
-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
-- 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
-- The resolution of ongoing effects, as described under [Cypher Levels and Effects](#cypher-levels-and-effects)
-- The difficulty of [damaging an object](#special-situation-attacking-objects)
-- 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.
-
-::: {.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
-[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).
-:::
-:::
-
-#### Running the Game [#](#faq-running){.og-h-anchor aria-hidden="true"} {#faq-running .og-h-small}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-##### [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
-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.
-
-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.
-
-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
-[faerie](#creature-faerie) is level 3, and its Speed defense is level 5, so if a player rolls for it, it adds +6 to the
-result.
-
-The most important thing is to do what make sense 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
-whimsy.
-
-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
-Offering a [GM intrusion](#gm-intrusion) is a good way to reward the player for putting up with you changing the usual
-rules for how things get resolved.
-:::
-:::
-
-##### [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
-rolls](#rules-the-player-always-rolls). Instead, creature defenses modify the difficulty of the [attack](#action-attack)
-a PC makes against them.
-
-::: table-responsive
- NPC Task PC Task
- ---------- ----------
- Hindered Eased
- --- ---
- Eased Hindered
-
- : NPC modifications and PC task difficulty
-:::
-
-- **Might:** Creatures with a higher [Might](#might) defense are harder to poison, grapple, restrain, daze, or stun.
- For example, NPCs like the [Paladin](#npc-paladin) have a modification for Might defense.
-
-- **Speed:** [Speed](#speed) defense is the most common, and is used for defending against
- [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
- powerful attacks definitely is.
-
-- **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
-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?
-:::
-:::
-
-##### [How do I resolve a \"PVP\" scenario?](#faq-pvp){.collapsed bs-toggle="collapse" role="button" aria-expanded="false" aria-controls="faq-pvp"} {#how-do-i-resolve-a-pvp-scenario .og-tab .pb-2 .pt-2 .og-h-faq}
-
-::: {#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}.
-
-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}
-
-::: {#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
-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
- 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
- outcome? Should someone roll?
-- Is there an outcome you would prefer? Maybe a [GM intrusion](#gm-intrusion) is in order.
-- Is there an outcome a player prefers? Maybe a [player intrusion](#choose-player-intrusions) is in order.
-:::
-
-#### Prepping the Game [#](#faq-prepping){.og-h-anchor aria-hidden="true"} {#faq-prepping .og-h-small}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-##### [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
- 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
- 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
- storefronts like [DriveThruRPG](https://www.drivethrurpg.com/en/browse?ruleSystem=45193-cypher-system).
-:::
-
-##### [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
-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
- [subtle cyphers](#subtle-cypher-table) and [power boost cyphers](#power-boost-cypher-table) for a while. You can
- always add [more cyphers](#choose-cyphers) later.
-
-- **Reflective Cyphers:** You can make up appropriate cyphers up as the PCs explore the world. For example, if a PC
- spends time at the library studying, you could provide them with a subtle cypher that eases any knowledge task by
- 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
- [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
- level of the cypher, it might be a \"Panacea Herb\" (fantasy), a \"Theriac Potion\" (fairy tale), or a \"KÜR-ALL\"
- pill (science fiction).
-:::
-
-##### [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
-your approach. 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.
-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.
-
-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
-A creature can do any interesting thing the GM desires through [GM intrusion](#gm-intrusion)---just be reasonable.
-:::
-:::
-
-##### [What if the PCs find challenges and encounters too easy?](#faq-challenge){.collapsed bs-toggle="collapse" role="button" aria-expanded="false" aria-controls="faq-challenge"} {#what-if-the-pcs-find-challenges-and-encounters-too-easy .og-tab .pb-2 .pt-2 .og-h-faq}
-
-::: {#faq-challenge .collapse}
-In addition to the strategies listed in Handling Players and PCs and Creating Challenging
-Encounters, dial up the challenge with [GM intrusions](#gm-intrusion) with [Horror
-Mode](#horror-rules-horror-mode) optional rule.
-
-The optional [Fragility](#horror-rules-fragility) or [Ironman](#horror-rules-ironman)
-rules are also an excellent way of making a game feel a bit more dangerous at the baseline.
-:::
-
-##### [What optional rules or house rules are there?](#faq-rules-optional){.collapsed bs-toggle="collapse" role="button" aria-expanded="false" aria-controls="faq-rules-optional"} {#what-optional-rules-or-house-rules-are-there .og-tab .pb-2 .pt-2 .og-h-faq}
-
-::: {#faq-rules-optional .collapse}
-The [Cypher System Rulebook](https://www.montecookgames.com/store/product/cypher-system-rulebook-2/){.og-icon .og-mcg}
-and other material that informs the CSRD contains a wealth of optional rules you can use to customize your game for the
-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).
-:::
-
-------------------------------------------------------------------------------------------------------------------------
-
### [OG-CSRD]{.og-chap} Index {#index}
::: {.alert .ps-4 .pb-0 .og-alert}
@@ -76833,7 +76344,6 @@
Editorial Additions
-- [Frequently Asked Questions](#faq) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Rule Clarifications](#choose-rule-clarifications) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Running the Game](#choose-edrule-running-the-game) [(OG-CSRD)]{.og-ref .og-ref-og}
@@ -77015,7 +76525,6 @@
- [Actions with Multiple Tasks](#actions-with-multiple-tasks) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Area Attacks, Effort, and Damage](#area-attacks-effort-and-damage) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Effort Costs and Edge Reductions](#effort-costs-and-edge-reductions) [(OG-CSRD)]{.og-ref .og-ref-og}
-- [Frequently Asked Questions](#faq) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Followers vs. Temporary Companions](#followers-vs-temporary-companions) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Resolving Cypher Levels and Effects](#resolving-cypher-levels-and-effects) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Skill Training](#skill-training) [(OG-CSRD)]{.og-ref .og-ref-og}