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 19:29:10.639416198 -0500
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+++ _tmp/ccsrd.new.md 2025-07-20 19:28:47.212268559 -0500
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@@ -51220,8 +51220,6 @@
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Optional Rules
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-- [Gaining Superpowers After Character Creation](#optional-rule-power-shifts-after-character-creation)
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- [(OG-CSRD)]{.og-ref .og-ref-og}
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- [Modifying High-Tech Devices](#superhero-modifying-high-tech-devices) [(CTS, 64)]{.og-ref}
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- [Power Shifts](#optional-rule-power-shifts) [(292)]{.og-ref}[(CTS, 57)]{.og-ref}
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- [Power Stunts](#superhero-power-stunts) [(CTS, 58)]{.og-ref}
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@@ -52011,49 +52009,6 @@
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with PCs of greater or lesser power (cosmic-level heroes or street-level heroes, perhaps). In such cases, the GM should
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grant the PCs more or fewer power shifts at the game's start.
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-##### 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}
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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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-Gaining superpowers can be part of any campaign with fantastic elements. It can be permanent, or temporary. In fact,
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-it's not necessary for every PC in the group to have anywhere near the same number of [power
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-shifts](#optional-rule-power-shifts). If a PC gains superpowers in the course of the story, the GM can use these rules.
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-If you enjoy this rules module, consider purchasing [The
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-Origin](https://www.montecookgames.com/store/product/the-origin/){.og-icon .og-mcg}.
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-
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-- **Super-Focus:** If a [modern](#chapter-14-modern) PC with a [mundane focus](#mundane-foci) gains superpowers, the
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- nature of their new powers can be realized by choosing a \"super-focus\" in one of the following ways:
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-
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- - *Become Super.* The PC makes their existing focus \"super\". The GM should allow them choose at least one
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- low-tier [ability](#choose-abilities) from [Chapter 9: Abilities](#chapter-9-abilities) to help complete their
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- superpower package.
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-
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- - *Second Focus.* The PC gains a second super-[focus](#choose-focus). Any [power
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- shifts](#optional-rule-power-shifts) gained can't be applied to their first focus, and when they advance to a
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- new tier, only the second super-focus provides new abilities to the PC.
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-
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- - *Fantastic Transformations.* The PC assumes a completely different identity when their superpowers are active.
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-
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-- **GM-Assigned or Player-Chosen Power Shifts:** The GM assigns the PC a number of [power
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- shifts](#optional-rule-power-shifts).
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- The GM might also decide how some or all of the PC's power
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- shifts are assigned, allow the player to choose what to do with their power shifts, or leave matters up to a roll of
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- the die.
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-
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-- **Mastering New Powers:** Learning to use superpowers can be tricky. Until PCs complete a [character
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- arc](#choose-character-arc) like [Learn](#arc-learn), the GM might assign the PC an inability when using their
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- fledgling powers, or raise the [GM intrusion](#gm-intrusion) rate for the PC. GM intrusions might take the form of
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- accidental or uncontrollable manifestation of superpowers.
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-
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-- **Other Changes:** Gaining powers might cause other dramatic changes in a PC. Most begin a new [character
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- arc](#choose-character-arc), but some might change their [descriptor](#choose-descriptor), [type](#choose-type), or
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- gain a [flavor](#choose-flavor).
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-
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-- **Supers Gain an XP Advance:** To set increase the baseline between PCs with and without superpowers even further,
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- use the optional [starting at tier 0](#optional-rule-starting-at-tier-0) rules for normal PCs, and use the optional
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- [XP Advance](#optional-rule-xp-advance) or [starting just past tier 1](#starting-just-past-tier-1) rules for
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- superpowered PCs.
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-
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------------------------------------------------------------------------------------------------------------------------
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#### Power Stunts [#](#superhero-power-stunts){.og-h-anchor aria-hidden="true"} {#superhero-power-stunts}
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@@ -81773,8 +81728,6 @@
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- [Drawbacks and Penalties](#drawbacks-and-penalties) [(33)]{.og-ref}
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- [Familiars](#familiars) [(IOM, 94)]{.og-ref}
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- [Flavor](#chapter-6-flavor) [(34)]{.og-ref}
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-- [Gaining Superpowers After Character Creation](#optional-rule-power-shifts-after-character-creation)
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- [(OG-CSRD)]{.og-ref .og-ref-og}
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- [Handling PCs as Children](#optional-rule-handling-pcs-as-children) [(266)]{.og-ref}
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- [Hands of Fate](#weird-west-hands-of-fate) [(HNAM, 57)]{.og-ref}
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- [Mutations](#choose-mutations) [(RR, 75)]{.og-ref}
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@@ -82782,11 +82735,9 @@
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Optional Rules
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-- [Second Focus](#optional-rule-power-shifts-after-character-creation) [(ORIG, 10)]{.og-ref}
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-- [Dynamic or Static Power Shift Selection](#optional-rule-power-shifts-after-character-creation) [(ORIG,
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- 14)]{.og-ref}
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-- [Flameout Mode: Intrusions for Inexperienced Power Use](#optional-rule-power-shifts-after-character-creation)
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- [(ORIG, 17)]{.og-ref}
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+- Second Focus [(ORIG, 10)]{.og-ref}
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+- Dynamic or Static Power Shift Selection [(ORIG, 14)]{.og-ref}
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+- Flameout Mode: Intrusions for Inexperienced Power Use [(ORIG, 17)]{.og-ref}
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Running the Game
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