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
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--- _tmp/ccsrd.md 2025-07-20 10:06:13.570823356 -0500
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+++ _tmp/ccsrd.new.md 2025-07-20 18:37:57.758088035 -0500
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@@ -31935,8 +31935,7 @@
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Using Cyphers as Spells
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: When using this type of familiar, it's worth considering the optional [Spellcasting](#optional-rule-spellcasting)
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- rules, including [Assigning Different Limits for Supernatural Abilities](#spellcasting-limits)---especially the
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- spells as cyphers and artifacts option.
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+ rules.
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Spellbound Sidekicks as a Gateway to Another World
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: The sidekick might gain [Traverse the Worlds](#ability-traverse-the-worlds){.og-ability} [(194)]{.og-ref} as a
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@@ -35533,10 +35532,6 @@
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- [Prepared vs. Spontaneous](#spellcasting-prepared-vs-spontaneous-spellcasting) [(260)]{.og-ref}[(GF, 23)]{.og-ref}
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- [Ritual Magic](#ritual-magic) [(GF, 56)]{.og-ref}
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-Optional Rules
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-
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-- [Assigning Different Limits for Supernatural Abilities](#spellcasting-limits) [(OG-CSRD)]{.og-ref .og-ref-og}
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-
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Related Sections
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- [Cantrips](#cantrips) [(IOM, 82)]{.og-ref}
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@@ -35662,115 +35657,6 @@
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titled *Wizards and the Optional Spellcasting Rule*.
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:::
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-::: {.alert .ps-4 .pb-0}
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-##### Assigning Different Limits for Supernatural Abilities [#](#spellcasting-limits){.og-h-anchor aria-hidden="true"} {#spellcasting-limits}
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-
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-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
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-
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-There are many other ways the GM can place limits on supernatural abilities---for example,
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-[spellcasting](#optional-rule-spellcasting) or [psionics](#optional-rule-psionics)---that don't affect the PCs\'
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-[recovery rolls](#recovery-rolls). Here are a few possible arrangements:
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-
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-- **Cyphers and Artifacts:** [Creating new cyphers and artifacts](#creating-cyphers-artifacts-and-abilities) that
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- replicate the effects of [abilities](#choose-abilities) is a good way to try out adding new abilities to PCs. If
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- they are [subtle cyphers](#subtle-cyphers), the PCs can [pay 1 XP](#discovering-subtle-cyphers-requesting) to
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- request the cypher, and use the ability again. If it's a [manifest cypher](#manifest-cyphers) or
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- [artifact](#choose-artifacts), the PC focuses the supernatural ability through it. If the artifact depletes, the PCs
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- might find a way to [revive it](#optional-rule-reviving-artifacts). PCs might also be able to
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- [craft](#crafting-magic-items) or repair these artifacts.
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-
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-- **Acquiring Supernatural Abilities and Joining Covens:** Another simple solution is to allow PCs to purchase new
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- supernatural [abilities](#choose-abilities) for 4 [XP](#choose-xp), and pay for their use just as they would any
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- other---using their stat [Pool](#pool) points (as described in [More Powerful Psionics](#more-powerful-psionics)).
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- PCs using abilities in this way might learn them from a [coven](#covens)---which might take the form of a magic
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- university, a secret society of like-minded wizards, or a psionic cult.
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-
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-- **Tier-Based Limits:** The GM might determine PCs can learn (and
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- [prepare](#spellcasting-prepared-vs-spontaneous-spellcasting), if necessary) a number of supernatural
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- [abilities](#choose-abilities) based on their Tier, for example:
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-
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-::: table-responsive
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- PC Tier Supernatural Abilities Known Supernatural Abilities Prepared
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- --------- ------------------------------ ---------------------------------
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- Tier 1 3 3
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- Tier 2 6 4
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- Tier 3 9 5
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- Tier 4 12 6
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- Tier 5 15 7
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- Tier 6 18 8
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-
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- : Supernatural Abilities Known and Prepared by Tier
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-:::
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-
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-- **Daily Limits:** Supernatural [abilities](#choose-abilities) might be limited to one, two, or three uses each day.
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- If a low-tier PC uses a high-tier ability, they might need up to 1d6 days to be able to cast it again.
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-
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-- **Depletion:** Each time a supernatural [ability](#choose-abilities) (or only certain abilities) are activated, the
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- player rolls for an assigned depletion, similar to an [artifact](#choose-artifacts). For example, an ability with a
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- depletion of 1 in 1d10 has a 10% chance of depleting, 1 in 1d20 has a 5% chance of depleting, and so on. The GM
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- might also assign the depletion a recharge rate or method---usually either the next day at dawn, or the completion
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- of a one-hour or ten-hour [recovery roll](#recovery-rolls), but other arrangements might also be interesting, for
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- example, recharging at a specific location with a well of available power. In some cases, memorizing supernatural
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- abilities might require a successful Intellect tasks, or performing [ritual magic](#ritual-magic) in order to invoke
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- the ability later. Consider the two following arrangements:
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-
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- - *Universal Depletion.* A PC with supernatural abilities begins with a depletion of 10 in 1d20, and can pay 3
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- [XP](#choose-xp) as a [long-term benefit](#experience-points-long-term-benefits) to lower their depletion rating
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- by 1, to a minimum of 1. Once depleted, the PC can't cast use their supernatural abilities until after their
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- next ten-hour [recovery roll](#recovery-rolls).
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-
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- - *Individual Depletion.* Each supernatural ability has its own depletion rating. Low-tier spells are usually 1 in
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- 1d10, mid-tier spells are usually 3 in 1d10, and high-tier spells are usually 5 in 1d10.
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-
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-- **Stress:** If the game uses the optional [Stress](#horror-rules-stress) module, see [Stress and the
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- Supernatural](#horror-rules-stress-supernatural) and [Ability Category: Stress](#horror-rules-stress-abilities).
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-
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-- **Backlash and Corruption:** Here's an old idea: Using a supernatural ability costs nothing---however, each time
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- the PC casts a spell, their [GM intrusion](#gm-intrusion) rate is raised by 1 until they finish a ten-hour [recovery
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- roll](#recovery-rolls). Additionally, triggering a GM intrusion on a task prompted by using supernatural abilities
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- might corrupt the caster. The PC rolls a 1d20 on the following table:
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-
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-::: table-responsive
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- d20 Backlash Effects
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- -------- -------------------------------------------------------------------------
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- 1 The PC is lost to corruption, and betrays their allies.
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- 2 The PC gains one random [harmful mutation](#harmful-mutations).
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- 3 The PC permanently loses 1 [Might](#might) point.
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- 4 The PC permanently loses 1 [Speed](#speed) point.
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- 5 The PC permanently loses 1 [Intellect](#intellect) point.
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- 6--10 The PC descends two steps on [the damage track](#the-damage-track).
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- 11--16 The PC descends one step on [the damage track](#the-damage-track).
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- 17--19 The PC gains one random [cosmetic mutation](#cosmetic-mutations).
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- 20 The PC gains one random [distinctive mutation](#distinctive-mutations).
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-
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- : Backlash and Corruption
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-:::
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-
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-- **Supernatural Stat Pool:** This option is a more extreme measure that will have profound effects on the game: PCs
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- with supernatural abilities gain a new stat [Pool](#pool)---Magic, Mana, Essence, Psi---whatever makes sense for the
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- setting. Whatever the name, the new stat's Pool begins with 8 points, and has an [Edge](#edge) of 0. Regardless of
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- the Pool the special ability's cost is usually paid from, it is paid from the new Pool\'s points instead, and tasks
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- it prompts are related to that stat instead of the ability's usual [Might](#might), [Speed](#speed), or
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- [Intellect](#intellect). PCs can use the Increasing Capabilities [character advancement](#character-advancement) to
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- assign additional points to their new stat Pool, and Moving Toward Perfection to increase the new stat's Edge.
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- Reducing the new stat Pool to 0 points probably doesn't send the PC down [the damage
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- track](#the-damage-track)---but that's up to the GM. In some settings, becoming a supernatural PC might bind your
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- fate to the world in new ways.
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-
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-- **Enablers and Durations:** If a supernatural [ability](#choose-abilities) is an Enabler, it's unclear how long its
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- effects should last after activation. For example, if a player learns [Ward](#ability-ward){.og-ability} as a
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- supernatural ability and uses a [recovery roll](#recovery-rolls) to activate it, how long does the PC benefit from
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- the [Armor](#rules-armor) bonus it provides? Ultimately, the GM must decide what's appropriate. The GM should
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- consider the following options (and might assign different supernatural abilities different durations):
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-
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- - *Preparation Counts.* The enabler ability is always active so long as the ability is prepared.
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-
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- - *Duration Assignment.* The enabler ability is active for ten minutes, one hour, one day, or until the PC makes a
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- ten-hour recovery roll.
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-
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- - *Minimum Concentration.* The ability remains active until the PC makes a recovery roll.
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-:::
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-
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------------------------------------------------------------------------------------------------------------------------
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#### Mystical Martial Arts [#](#mystical-martial-arts){.og-h-anchor aria-hidden="true"}
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@@ -44273,7 +44159,6 @@
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Related Sections
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-- [Assigning Different Limits for Supernatural Abilities](#spellcasting-limits) [(OG-CSRD)]{.og-ref .og-ref-og}
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- [Stress](#horror-rules-stress) [(OG-CSRD)]{.og-ref .og-ref-og}
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:::
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@@ -44372,11 +44257,6 @@
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lots of time); instead, the user simply pays their [Pool](#pool) costs to use them.
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:::
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-::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
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-**Editor's Notes ---** The optional rules for [Assigning Different Limits for Supernatural
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-Abilities](#spellcasting-limits) also apply to psi abilities.
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-:::
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-
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------------------------------------------------------------------------------------------------------------------------
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#### Optional Rule: Posthuman Upgrades [#](#optional-rule-posthuman-upgrades){.og-h-anchor aria-hidden="true"}
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@@ -50018,11 +49898,6 @@
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: Stress Fuels Supernatural Abilities
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:::
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-::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
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-**Editor's Notes ---** For more on supernatural abilities, see [Assigning Different Limits for Supernatural
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-Abilities](#spellcasting-limits).
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-:::
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-
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::: {.alert .ps-4 .pb-0}
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###### Ability Category: Stress [#](#horror-rules-stress-abilities){.og-h-anchor aria-hidden="true"} {#horror-rules-stress-abilities}
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@@ -82068,7 +81943,6 @@
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##### Customizing PCs and Abilities [#](#choose-optional-rules-characters){.og-h-anchor aria-hidden="true"} {#choose-optional-rules-characters .og-h-small}
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-- [Assigning Different Limits for Supernatural Abilities](#spellcasting-limits) [(OG-CSRD)]{.og-ref .og-ref-og}
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- [Cantrips](#cantrips) [(IOM, 82)]{.og-ref}
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- [Covens](#covens) [(IOM, 88)]{.og-ref}
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- [Creating Cyphers, Artifacts, and Abilities](#creating-cyphers-artifacts-and-abilities) [(OG-CSRD)]{.og-ref
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