community-cypher-system-ref.../patches/base/010-strip-terminal-whitespace.patch
Brian S. Stephan 3e8917eca7
update existing patch headers just to help with naming
just thinking it'd probably good to indicate the file pattern I use for
changes, which works better in tools (vim) if the filename ends in .md

Signed-off-by: Brian S. Stephan <bss@incorporeal.org>
2025-04-04 09:08:50 -05:00

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--- _tmp/ccsrd.md 2025-04-04 08:23:18.965451630 -0500
+++ _tmp/ccsrd.new.md 2025-04-04 08:23:59.926710274 -0500
@@ -715,7 +715,7 @@
setting in question, this might mean wielding a sword and shield in the gladiatorial arena, an AK-47 and a bandolier of
grenades in a savage firefight, or a blaster rifle and powered armor when exploring an alien planet.
-Individual Role: Warriors are physical,
+Individual Role: Warriors are physical,
action-oriented people. Theyre more likely to overcome a challenge using force than by other means, and they often take
the most straightforward path toward their goals.
@@ -2141,7 +2141,7 @@
TECHNOLOGY FLAVOR
-Characters with a flavor of technology typically are from science fiction or at least modern-day
+Characters with a flavor of technology typically are from science fiction or at least modern-day
settings (although anything is possible). They excel at using, dealing with, and building machines. An Explorer with
technology flavor might be a starship pilot, and a Speaker flavored with technology could be a techno-priest.
@@ -2359,7 +2359,7 @@
SKILLS AND KNOWLEDGE FLAVOR
This flavor is for characters in roles that call for more knowledge and more real-world application of talent. Its less
-flashy and dramatic than supernatural powers or the ability to hack apart multiple foes, but sometimes expertise or
+flashy and dramatic than supernatural powers or the ability to hack apart multiple foes, but sometimes expertise or
know-how is the real solution to a problem.
A Warrior flavored with skills and knowledge might be a military engineer. An Explorer flavored with skills and
@@ -2922,7 +2922,7 @@
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
adventure.
-1\. You suspect that you might gain a long-term
+1\. You suspect that you might gain a long-term
advantage from helping the other PCs and may be able to use that advantage against your enemies.
2\. By joining the PCs, you see an opportunity to grow your personal power and status at the expense of others.
@@ -4272,7 +4272,7 @@
Pick one other PC. That character has a habit that annoys you, but youre otherwise quite impressed with their
abilities.
-Pick one other PC. That character shows potential in appreciating your particular paradigm, fighting style, or other
+Pick one other PC. That character shows potential in appreciating your particular paradigm, fighting style, or other
focus-provided attribute. You would like to train them, but youre not necessarily qualified to teach (thats up to
you), and they might not be interested (thats up to them).
@@ -4298,9 +4298,9 @@
Pick one other PC. Long ago, the two of you were on opposite sides of a fight. You won, though you “cheated” in their
eyes (but from your perspective, alls fair in a fight). They may be ready for a rematch, though thats up to them.
-Pick one other PC. You are always trying
+Pick one other PC. You are always trying
to impress that character with your skill, wit, appearance, or bravado. Perhaps they are a rival, perhaps you need their
-respect, or perhaps youre romantically interested
+respect, or perhaps youre romantically interested
in them.
Pick one other PC. You fear that character is jealous of your abilities and worry that it might lead to problems.
@@ -6049,7 +6049,7 @@
GM Intrusions: Some secrets are too terrible to know.
-Separates Mind From Body
+Separates Mind From Body
You can project your mind out of your body to see faraway places and learn secrets that would otherwise remain hidden.
Tier 1: Third Eye
@@ -6461,7 +6461,7 @@
Tier 2: Destined for Greatness
-Tier 3: Overcome All Obstacles or
+Tier 3: Overcome All Obstacles or
Hard-Won Resilience
Tier 4: Center of Attention
@@ -6499,7 +6499,7 @@
Tier 2: Heads-Up Display
-Tier 3: Fusion Armor or Incredible
+Tier 3: Fusion Armor or Incredible
Health
Tier 4: Force Blast
@@ -6592,7 +6592,7 @@
Tier 5: Expert Skill
-Tier 6: Greater Enhanced Potential or
+Tier 6: Greater Enhanced Potential or
Hard-Won Resilience
GM Intrusions: Repairs sometimes fail. Wiring can be tricky to decipher and still carry an electrical charge. Some
@@ -6784,27 +6784,27 @@
FOCUS CATEGORIES
-Ally use
+Ally use
-Basic
+Basic
-Energy manipulation
+Energy manipulation
-Environment manipulation
+Environment manipulation
-Exploration
+Exploration
-Influence
+Influence
-Irregular
+Irregular
-Movement expertise
+Movement expertise
-Striker combat
+Striker combat
-Support
+Support
-Tank combat
+Tank combat
CHOOSING ABILITIES BY RELATIVE POWER
@@ -6835,7 +6835,7 @@
systems. And so on.
Often, the focus guidelines note this as a possibility. However, you have great leeway in deciding if a focus needs an
-additional ability, even if the guidelines for that tier dont indicate one. If you do add an ability, or there is a
+additional ability, even if the guidelines for that tier dont indicate one. If you do add an ability, or there is a
higher-power ability at a tier that normally shouldnt have it, it might mean that the choice given at the next tier, or
the previous tier, isnt quite as good. Balancing a focus is a bit of an art. Resist the urge to overpower the focus,
but dont underpower it, either.
@@ -7206,7 +7206,7 @@
Tier 1: Choose a low-tier ability that grants a basic use of an ability that alters the environment (or predicts it)
using the focuss theme. For instance, a gravity-affecting focus might provide an ability that makes a target lighter or
-heavier. An
+heavier. An
illusion-crafting focus might grant an ability that allows the creation of an image. An object-making focus might grant
a basic proficiency in creating a particular kind of object. A predictive focus might calculate outcomes and provide the
character with the benefits of that foreknowledge. And so on.
@@ -7254,12 +7254,12 @@
prioritized.
Exploration foci rely on a variety of methods, though training and expertise are the mainstays. Some methods require
-specific tools (such as a vehicle) to grant the benefits provided, while others might rely on the supernatural or
+specific tools (such as a vehicle) to grant the benefits provided, while others might rely on the supernatural or
super-science to learn new things and explore strange places from afar.
Connection: Choose four relevant connections from the Focus Connections list.
-Additional Equipment: Any object necessary to explore. For instance, starting maps and/or
+Additional Equipment: Any object necessary to explore. For instance, starting maps and/or
a compass would be basic equipment, while someone who uses psychic abilities might require a mirror or crystal sphere to
gaze into. Equipment might also include access to a vehicle required for exploration, as previously noted.
@@ -7418,7 +7418,7 @@
Connection: Choose four relevant connections from the Focus Connections list.
-Additional Equipment: Any object necessary to the focuss theme. For instance, a
+Additional Equipment: Any object necessary to the focuss theme. For instance, a
superhero-themed focus might grant a superhero costume.
Minor Effect Suggestions: The target is also dazed for one round, during which time all of its tasks are hindered.
@@ -7555,7 +7555,7 @@
One of the options should provide either an offensive or a defensive ability, opposite the ability provided at tier 4
(though high tier rather than mid tier).
-The other option should be something that further explores the use of the basic
+The other option should be something that further explores the use of the basic
movement ability. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability
related to the movement.
@@ -7634,7 +7634,7 @@
If the weapon style is being especially good at fighting a certain kind of foe, the ability should be a defense against
that kind of foe. Alternatively, the focus might offer another method for increasing damage within the chosen paradigm.
-Sometimes an additional low-power ability is appropriate at tier 2. If so, choose whichever
+Sometimes an additional low-power ability is appropriate at tier 2. If so, choose whichever
low-power ability wasnt gained at tier 1.
Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.
@@ -7809,8 +7809,8 @@
capabilities unlocked from a transformation (which might also come with additional offensive capabilities) or a simple
physical enhancement if defense is gained by skills or enhanced healing.
-The other option should provide an offensive
-capability, especially if creating a non-transformation
+The other option should provide an offensive
+capability, especially if creating a non-transformation
focus that doesnt already have offensive benefits. That capability could be an enhanced attack or provide some other
benefit useful in combat, such as quickly evading or (on the other end of the continuum) becoming immovable.
@@ -7842,7 +7842,7 @@
At any tier, a player can select one of the following abilities in place of the ability granted by the tier. Many of
these replacement abilities, particularly at the higher tiers, might involve body modification, integration with
-high-tech
+high-tech
devices, learning powerful magic spells, uncovering forbidden secrets, or something similar appropriate to the genre.
TIER 1
@@ -8100,7 +8100,7 @@
Legal Intern
-Masterful Armor
+Masterful Armor
Modification
Multiplicity
@@ -8575,7 +8575,7 @@
Deep Consideration
-Drawing on Lifes
+Drawing on Lifes
Experiences
Information Gathering
@@ -9079,7 +9079,7 @@
Living Light
-Masterful Armor
+Masterful Armor
Modification
Mental Projection
@@ -9325,7 +9325,7 @@
Lost in the Chaos
-Masterful Armor
+Masterful Armor
Modification
Mastery in Armor
@@ -10475,7 +10475,7 @@
you also use your Intellect Edge instead of your Speed Edge). Enabler.
All-Out Con (7 Intellect points): You put everything into it. You add three free levels of Effort to the next task you
-attempt. You cant use this ability again until after youve taken a
+attempt. You cant use this ability again until after youve taken a
ten-hour recovery action. Action.
Alleviate (3 Intellect points): You attempt to cancel or cure one malady (such as disease or poison) in one creature.
@@ -10789,7 +10789,7 @@
intimidating, wading rivers, and so on. Enabler. 
Bigger Beast Form: When you use Beast Form, your beast form grows bigger than before, during which time you achieve a
-height of 12 feet (4 m).
+height of 12 feet (4 m).
Being so large, your beast form gains the following additional bonuses: +1 to Armor, +5 to your Might Pool, and you are
trained in using your fists as heavy weapons (if you werent already). However, your Speed defense tasks are hindered.
While bigger, you also gain an asset to tasks that are easier for a larger creature to perform, like climbing,
@@ -10994,7 +10994,7 @@
Burst of Escape (5 Speed points): You can take two separate actions this round, as long as one of them is to hide or to
move in a direction that is not toward a foe. Enabler.
-Bypass Barrier (6+ Intellect points): You get past a door, force field, or other barrier up to 3 feet (1 m)
+Bypass Barrier (6+ Intellect points): You get past a door, force field, or other barrier up to 3 feet (1 m)
thick that is blocking your way. Depending on the barrier, this might involve finding a weak spot you can push through,
pressing the right button by luck, just breaking through, or even weirder explanations like touching a thin place
between dimensions or an unexpected interaction with your equipment. The difficulty of the task is the level of the
@@ -11082,7 +11082,7 @@
increase your gun damage. Each level of Effort adds 3 points of damage to a successful attack, and if you spend a turn
lining up your shot, each level of Effort instead adds 5 points of damage to a successful attack. Enabler.
-Cast Illusion: You can increase the range at which you create and maintain your
+Cast Illusion: You can increase the range at which you create and maintain your
immediate-range illusions (such as from Minor Illusion) to anywhere within short range that you can perceive. Enabler.
Castigate (4 Intellect points): You intimidate any opponent within long range who understands speech (even if it is not
@@ -11154,7 +11154,7 @@
Colossal: When you use Enlarge, you can choose to grow up to a base height of 60 feet (18 m). When you do, you add 5
more temporary points to your Might Pool (plus any from Gargantuan and Bigger), and you deal an additional 2 points of
damage with melee attacks (plus any from your Huge ability). For each level of Effort you apply to increase your height
-further, your total height increases by 10 feet
+further, your total height increases by 10 feet
(3 m), and you add 1 more point to your Might Pool. Thus, the first time you use Enlarge after a ten-hour recovery roll,
if you apply two levels of Effort, your base height is 80 feet (24 m), and you add a total of 17 temporary points to
your Might Pool. Enabler.
@@ -11692,7 +11692,7 @@
rolls until the effect wears off. Action to initiate.
Diver: You can safely dive into water from heights of up to 100 feet (30 m), and you can withstand pressure when in
-water as deep as
+water as deep as
100 feet. Enabler.
Divert Attacks (4 Speed points): For one minute, you automatically deflect or dodge any ranged projectile attacks.
@@ -11923,7 +11923,7 @@
Action.
Endurance: Any duration dealing with physical actions is either doubled or halved, whichever is better for you. For
-example, if the typical person can hold their breath for thirty seconds, you can
+example, if the typical person can hold their breath for thirty seconds, you can
hold it for one minute. If the typical person can march for four hours without stopping, you can do so for eight hours.
In terms of harmful effects, if a poison paralyzes its victims for one minute, you are paralyzed for thirty seconds. The
minimum duration is always one round. Enabler.
@@ -12106,7 +12106,7 @@
choose an area, everything in the area (except you) takes 1 point of damage per point in your Siphon Pool (or half that
if your attack fails against them). This drains your Siphon Pool to 0 points. Action.
-Extra Recovery: You gain an additional
+Extra Recovery: You gain an additional
one-action recovery each day. Enabler.
Extra Skill: You are trained in one skill of your choice (other than attacks or defense) in which you are not already
@@ -12356,7 +12356,7 @@
hindered. Enabler.
Force Blast: You figure out how to project blasts of pure force from the gauntlets of the power armor from your Powered
-Armor ability. This allows you to fire a blast of force that inflicts 5 points of damage with a range of 200 feet
+Armor ability. This allows you to fire a blast of force that inflicts 5 points of damage with a range of 200 feet
(60 m). Action.
Force Field (3 Intellect points): You create an invisible energy barrier around a creature or object you choose within
@@ -12621,7 +12621,7 @@
Group Friendship (4 Intellect points): You convince a sentient creature to regard you (and up to ten creatures that you
designate within immediate distance of you) positively, as they would a potential friend. Action.
-Guide Bolt (4+ Intellect points): When you make
+Guide Bolt (4+ Intellect points): When you make
an attack with a metallic bolt or metal-tipped arrow on a target within short range, you can improve the attacks aim
and velocity, which grants an asset to the attack and inflicts an additional 2 points of damage. If you apply a level of
Effort, you grant the same benefits to a ranged attack made by an ally within immediate range. In any case, you can use
@@ -12851,7 +12851,7 @@
should do otherwise). Action.
Improved Command Spirit: When you use your Command Spirit ability, you can command a spirit or animate undead creature
-of up to level 7.
+of up to level 7.
Enabler.
Improved Companion: Your companion (such as a controlled beast) or follower increases to level 4. As a level 4 creature,
@@ -13271,7 +13271,7 @@
Lock (2+ Intellect points): A door, gate, chest, drawer, locket, or other object that can be closed within long range
snaps shut and is magically locked (level 3 effect) for one hour. If an object or creature is physically holding the
-target object open, you must also succeed on an
+target object open, you must also succeed on an
Intellect-based attack. For each level of Effort you apply, the quality of the magical lock increases by one level.
Action to initiate.
@@ -13349,7 +13349,7 @@
Moment, the attack or task is eased. Enabler.
Major Illusion (3 Intellect points): You create a complex scene of images within immediate range. The entire scene must
-fit within a
+fit within a
100-foot (30 m) cube. The images can move, but they cant leave the area defined by the cube. The illusion includes
sound and smell. It lasts for ten minutes and changes as you direct (no concentration is needed). If you move beyond
immediate range of the cube, the illusion vanishes. Action to create.
@@ -13498,17 +13498,17 @@
again with the benefit of an asset, you need to study and plan again. Enabler.
Microgravity Adept: You ignore all the ill effects of low gravity and no gravity on movement; you are trained in
-low-gravity maneuvers and
+low-gravity maneuvers and
zero-gravity maneuvers. (You might still be subject to negative biological effects of long-term exposure, if any.)
Enabler.
Microgravity Avoidance: By taking advantage of microgravity conditions, you gain an asset to Speed defense tasks while
-in zero-gravity or
+in zero-gravity or
low-gravity conditions. Enabler.
Mind Control (6+ Intellect points): You control the actions of another creature you touch. This effect lasts for one
minute. The target must be level 2 or lower. Once you have established control, you maintain mental contact with the
-target and sense what it senses. You can allow it to act freely or override its control on a
+target and sense what it senses. You can allow it to act freely or override its control on a
case-by-case basis. In addition to the normal options for using Effort, you can choose to use Effort to increase the
maximum level of the target or increase the duration by one minute. Thus, to control the mind of a level 5 target (three
levels above the normal limit) or control a target for four minutes (three minutes above the normal duration), you must
@@ -13536,7 +13536,7 @@
6 points to your Intellect Pool. Action.
Minor Illusion (1 Intellect point): You create a single image of a creature or object within immediate range. The image
-must fit within a 10-foot (3 m)
+must fit within a 10-foot (3 m)
cube. The image can move (for example, you could make the illusion of a person walk or attack), but it cant leave the
area defined by the cube. The illusion includes sound but not smell. It lasts for ten minutes, but if you want to change
the original illusion significantly—such as making a creature appear to be wounded—you must concentrate on it again
@@ -14166,8 +14166,8 @@
(usually no more than three before the spirit fades).
First, you must summon a spirit. If it is a spirit of the dead, you must have personally known the creature, have an
-object that was owned by
-the creature, or touch the physical remains
+object that was owned by
+the creature, or touch the physical remains
of the creature. For other spirits, you must know the spirits full name or have a great deal of an element (such as
fire or earth) that the spirit is associated with.
@@ -14234,7 +14234,7 @@
reaction time for about a minute. During that period, all Speed tasks (including Speed defense rolls) are eased. In
addition, the target can take one extra action at any time before the abilitys duration expires. Action.
-Rapid Recovery: You can make most recovery rolls faster than normal. You can make your
+Rapid Recovery: You can make most recovery rolls faster than normal. You can make your
one-action recovery roll as part of another action or when it isnt your turn, your ten-minute recovery roll takes you
only one action, and your one-hour recovery roll takes you only ten minutes (your ten-hour rest is unchanged). If you
make a recovery roll when it isnt your turn, until the end of your next turn all of your tasks are hindered. Enabler.
@@ -14341,7 +14341,7 @@
Resilience: You have 1 point of Armor against any kind of physical damage, even physical damage that normally ignores
Armor. Enabler.
-Resilient Duplicate: Increase the health of
+Resilient Duplicate: Increase the health of
any duplicate you create (such as with Duplicate) by 5. Enabler.
Resilient Ice Armor: The sheen of ice you generate using your Ice Armor ability gives you an additional +1 to Armor.
@@ -15691,7 +15691,7 @@
at about 20 miles (32 km) per hour and are not affected by terrain. Action to initiate.
Wings of Fire (4 Intellect points): While your Shroud of Flame is active, you can spread wings of fire and can levitate,
-moving at a rate of up to 20 feet (6 m) per round in any direction for one minute. You can also take one other
+moving at a rate of up to 20 feet (6 m) per round in any direction for one minute. You can also take one other
non-movement action on your turn. Action.
Wing Weapons: You can use your wings to make melee attacks (even when flying), leaving your hands and feet free. Your
@@ -16369,7 +16369,7 @@
| Travelers outfit | 2 gp |
| Wizards outfit | 5 gp |
-ANIMALS AND GEAR DESCRIPTIONS
+ANIMALS AND GEAR DESCRIPTIONS
Draft horse: A strong horse able to carry or pull heavy loads. 
Guard dog: A dog specially trained to guard. Better suited for watching or patrolling an area against thieves and
@@ -16793,7 +16793,7 @@
of one step) to use the next time they attempt a similar action. When nothing else seems appropriate, the GM can simply
grant the PC an additional action on their turn that same round.
-In combat, the easiest and most straightforward
+In combat, the easiest and most straightforward
major effect is dealing 4 additional points of damage with an attack. The following are other common major effects for
combat.
@@ -16847,7 +16847,7 @@
Immediate distance from a character is within reach or within a few steps; if a character stands in a small room,
everything in the room is within immediate distance. At most, immediate distance is 10 feet (3 m). Immediate distance is
-sometimes referred to as close, or even
+sometimes referred to as close, or even
point-blank, particularly when referring to ranges.
(The words “immediate” and “close” can be used interchangeably to talk about distance. If a creature or object is within
@@ -17326,7 +17326,7 @@
If all of a PCs stat Pools are above 0 and the character has taken special damage that moved them down the damage
track, they can use a recovery roll to move up one step on the damage track instead of recovering points. For example, a
-character who is debilitated from a hit with a
+character who is debilitated from a hit with a
cell-disrupting biotech device can rest and move up to impaired rather than recover points in a Pool.
Special Damage
@@ -17523,7 +17523,7 @@
roll, adding any appropriate modifiers. If the attacking PC has a skill, ability, asset, or other effect that would ease
the attack if it were made against an NPC, the character adds 3 to the roll for each step reduction (+3 for one step, +6
for two steps, and so on). If the attackers final result is higher, the attack hits. If the defenders result is
-higher,
+higher,
the attack misses. Damage is resolved normally. The GM mediates all special effects.
SPECIAL SITUATION: AREA ATTACKS
@@ -17550,7 +17550,7 @@
SPECIAL SITUATION: ATTACKING OBJECTS
Attacking an object is rarely a matter of hitting it. Sure, you can hit the broad side of a barn, but can you damage it?
-Attacking inanimate objects with a melee weapon is a Might action. Objects have
+Attacking inanimate objects with a melee weapon is a Might action. Objects have
levels and thus target numbers. Objects have a damage track that works like the damage track for PCs.
Intact is the default state for an object.
@@ -17636,20 +17636,20 @@
Difficult Terrain: Difficult terrain is an area filled with challenging obstacles—water up to waist height, a very steep
slope, an especially narrow ledge, slippery ice, a foot or more of snow, a space so small that one must crawl through
-it, and so on. Difficult terrain hinders move rolls and halves movement on a
+it, and so on. Difficult terrain hinders move rolls and halves movement on a
round-by-round basis. This means that a short move is about 25 feet (8 m), and a long move is about 50 feet (15 m).
-Difficult terrain reduces
+Difficult terrain reduces
long-term movement to a third of its normal rate.
-Water: Deep water, in which a character is mostly or entirely submerged, hinders move rolls
+Water: Deep water, in which a character is mostly or entirely submerged, hinders move rolls
and reduces round-by-round and long-term movement to one quarter its normal rate. This means that a short move is about
-12 feet(4 m),
+12 feet(4 m),
and a long move is about 25 feet (7.5 m). Characters trained in swimming halve their movement only while in deep water.
Low Gravity: Movement in low gravity is easier but not much faster. All move rolls are eased.
High Gravity: In an environment of high gravity, treat all moving characters as if they were in difficult terrain.
-Characters trained in
+Characters trained in
high-gravity maneuvering negate this penalty. High gravity reduces long-term movement to a third of its normal rate.
Zero Gravity: In an environment without gravity, characters cannot move normally. Instead, they must push off from a
@@ -18285,7 +18285,7 @@
Roles: Things other characters can do to participate and help. 
-Side Effects: Negative consequences for failed rolls or GM intrusions.
+Side Effects: Negative consequences for failed rolls or GM intrusions.
Reagents: Resources that can help success. 
Pool: What kind of Pool points the ritual costs. 
@@ -19612,7 +19612,7 @@
The general idea is that most characters will spend half their XP on tier advancement and long-term benefits, and the
rest on immediate benefits and short- and medium-term benefits (which are used during gameplay). Some groups might
-decide that XP earned during a game is to be spent on immediate and short- and
+decide that XP earned during a game is to be spent on immediate and short- and
medium-term benefits (gameplay uses), and XP awarded between sessions for discoveries is to be spent on character
advancement (long-term uses).
@@ -19636,7 +19636,7 @@
reward of 2 XP. If a character fails the climax, they very likely ignore the resolution.
Resolution: This is the wrap-up or denouement. Its a time for the character to reflect on what happened, tie up any
-loose ends, and figure out what happens next. When things are more or less resolved, the character earns a
+loose ends, and figure out what happens next. When things are more or less resolved, the character earns a
1 XP reward.
Within the arc, most of the time a part is probably optional, depending on the situation—although its hard to envision
@@ -21485,7 +21485,7 @@
larger multi-vehicle fight. When they do, each step difference in tech rating between two opposed vehicles increases the
effective level of the higher-rated vehicle by two steps.
-VEHICLE COORDINATION
+VEHICLE COORDINATION
If two vehicles coordinate their attack against an enemy vehicle, the attack is eased. If three or more vehicles
coordinate, the attack is eased by two steps. 
@@ -22056,7 +22056,7 @@
Activity Level of Ultras: Different settings can make use of ancient ultras in different ways, including not having any
at all.
-KARDASHEV SCALE
+KARDASHEV SCALE
Even in the realm of hard science fiction, the fantastic can sometimes creep in, at least as a hypothesis. For instance,
despite the lack of theoretical foundation for the technologies that would be required to achieve it, many scientists
accept that the Kardashev Scale is broadly true. A Type I civilization is even more advanced than ours in the 21st
@@ -22368,7 +22368,7 @@
Loot: Sometimes a godmind provides powerful artifacts to aid those who petition them for aid, assuming the need is dire.
-GM Intrusion: The godmind rewinds time a few seconds and sidesteps whatever negative effect would have otherwise
+GM Intrusion: The godmind rewinds time a few seconds and sidesteps whatever negative effect would have otherwise
inconvenienced it.
HUNGRY HAZE
@@ -22621,7 +22621,7 @@
Loot: Some natathim carry valuable items and equipment.
-GM Intrusion: The natathim spontaneously magnetizes the
+GM Intrusion: The natathim spontaneously magnetizes the
characters possessions, which hold them helpless against the nearest wall or floor (if also metallic). The PC can take
no actions other than attempt to escape.
@@ -24588,7 +24588,7 @@
ROBOTS & AI
-CONTEMPORARY
+CONTEMPORARY
Electronic assistant 
level 2 (6) 
@@ -24699,7 +24699,7 @@
installed on a spacecraft is immensely helpful, as it can oversee many basic functions. A shipmind usually accomplishes
tasks at the level of the ship in which it is installed.
-FANTASTIC
+FANTASTIC
Synth 
level 3 (9) 
@@ -24756,7 +24756,7 @@
happiness. Characters that never engage in recreation become gradually more unhappy and troubled, and eventually find
interaction tasks and most Intellect tasks hindered unexpectedly.
-CONTEMPORARY
+CONTEMPORARY
Book 
level 2 (6) 
@@ -24860,7 +24860,7 @@
Caliber varies by specific firearm, used in most contemporary ranged weapons
-ADVANCED/FANTASTIC
+ADVANCED/FANTASTIC
Energy pack (50 shots) 
level 1 (3)
@@ -25089,7 +25089,7 @@
Handheld device that fires attached probe at target within 9 m (30 feet); medium weapon (4 points of electrical damage
and on a failed Might defense roll, target is stunned for 1 round, losing their next action).
-ADVANCED
+ADVANCED
Grenade, sonic 
level 4 (12) 
@@ -25265,7 +25265,7 @@
weapon (10 damage, both hands), very long range. This rapid-fire weapon can operate in conjunction with Spray or Arc
Spray abilities. It ignores 2 points of Armor value (except from force fields).
-BLASTER WEAPONS
+BLASTER WEAPONS
Optional Blaster Rule as the Default: The advantage that blaster weapons have over other projectile and coherent light
weapons is their ability to penetrate targets, which renders Armor less effective. This optional rule is presented as
the default rule in The Stars Are Fire to demonstrate their superior tech level even over advanced tech weapons.
@@ -25540,7 +25540,7 @@
Also note that unless a particular listing is already indicated as a luxury or sport version, most vehicles can be
obtained in a luxury or sports package, either at the next price category up, or at double the indicated price.
-CUSTOMIZING VEHICLES
+CUSTOMIZING VEHICLES
Assuming the facilities are available, characters can pay for the customization of their vehicle to add a weapon system,
add even more weapon systems, add superior weapon systems, or some other significant option. In most cases, the cost for
such an upgrade is very expensive to exorbitant.
@@ -25657,7 +25657,7 @@
pack as an action, and is built up by packaged nanobots, virtual particles, or hard light to create the selected cycle,
which can be ridden normally. A PC can re-package the deployed cycle to its original easily toted form as an action.
-CARS
+CARS
Buying a car at the bottom of its price range usually means the car isnt top quality. Such vehicles have a depletion of
1 in 1d100 (check per day used)
@@ -25765,7 +25765,7 @@
moons or in polluted or poisonous atmospheres; moves a long distance each round on paved and broken surfaces or an
average of 64 km/h (40 mph) during long-distance travel.
-FANTASTIC
+FANTASTIC
Car, flying 
level 5 (15) 
@@ -25835,7 +25835,7 @@
Gatling-style cannons. Flies a very long distance each round using jets or an average of over 1,125 km/h (700 mph)
during extended trips.
-ADVANCED
+ADVANCED
Cloud surfing board 
level 1 (3) 
@@ -25895,7 +25895,7 @@
purpose to support a team of individuals. Moves a short distance each round or an average of 160 km/h (100 mph) during
extended travel (half or double that depending on air conditions).
-FANTASTIC
+FANTASTIC
Hoverboard 
level 2 (6) 
@@ -26029,7 +26029,7 @@
a long distance underwater each round or up to 75 km/h (47 mph). Requires a trained crew and central coordination to
operate. 
-Warship, destroyer
+Warship, destroyer
level 4 (12) 
Priceless 
@@ -26040,7 +26040,7 @@
each round or up to 64 km/h (40 mph) on calm water (half movement rates in choppy water). Requires a trained crew and
central coordination to operate.
-ADVANCED
+ADVANCED
Sub, waterglide 
level 4 (12) 
@@ -26338,13 +26338,13 @@
accelerates at 50 or more Gs towards its target, but at the extended distances in which many space battles occur, it may
still take several rounds for a torpedo to finally home in on and strike (or ultimately miss) its target.
-SPACECRAFT
+SPACECRAFT
Advanced spacecraft have advanced propulsion technologies, allowing them to move between planets within a single solar
system, with transit times between planets varying from days to weeks (or more, if using a less efficient drive). Most
advanced spacecraft cant land on a planets surface unless noted, requiring some secondary craft or means to transfer
crew and cargo.
-ADVANCED
+ADVANCED
Wafercraft, exploration 
level 1 (3) 
@@ -26593,13 +26593,13 @@
weapon systems. Ten of these are superior weapons. Combined weapon fire can deal significant damage to a planetary
surface, possibly destroying it. Includes bays for six squadrons of thirty dagger fighter starships.
-STELLAR GATE
+STELLAR GATE
Stellar gates open wormholes between two fixed points at different locations without crossing the space between. The
complexity of building a stellar gate is so extreme that such technology is often ascribed to found portals and networks
dating back to mysterious ancient ultras or by post-singularity AIs. As might be expected, gates have a fantastic tech
rating, no matter how small.
-FANTASTIC
+FANTASTIC
Gate, planetary 
level 3 (9) 
@@ -26656,7 +26656,7 @@
As planetary gate, but connects gate structures that lie in alternate dimensions.
-SPACE-TIME VEHICLES
+SPACE-TIME VEHICLES
Space-time vehicles allow for movement between different points in both space and time. Such vehicles are vanishingly
rare, and timelines in which they are active tend to eventually snuff themselves out due to accidental paradox events,
limiting their availability even further. As with stellar gates, space-time vehicles are so complex that its likely
@@ -26763,7 +26763,7 @@
High Gravity: Its hard to make effective attacks when the pull of gravity is very strong. Attacks (and all physical
actions) made in high gravity are hindered. Ranges in high gravity are reduced by one category (very-long-range weapons
-reach only to long range, long-range weapons reach only to short range, and
+reach only to long range, long-range weapons reach only to short range, and
short-range weapons reach only to immediate range). Characters trained in high-gravity maneuvering ignore the change in
difficulty but not the range decreases.
@@ -26851,8 +26851,8 @@
ambient intelligence. You might even have been an organic creature whose mind was uploaded into a machine.
Your body, of course, is also a machine. Most people refer to you as a robot or an android, although you know neither
-term describes you very
-well, as you are as free-willed and free-thinking
+term describes you very
+well, as you are as free-willed and free-thinking
as they are.
You gain the following characteristics:
@@ -27054,7 +27054,7 @@
Form: Vial or syringe of red fluid
-Effect: Strips someone of all superpowers (including abilities granted by magic, psionics,
+Effect: Strips someone of all superpowers (including abilities granted by magic, psionics,
mutation, or science) for twenty-four hours. The target retains only skills and abilities that are mundane, as agreed by
the GM and player.
@@ -27067,7 +27067,7 @@
Form: Multifaceted purple stone the size of a fist
Effect: Created in the dawning of the universe, this artifact grants the wielder the ability to not only fully restore
-all their stat Pools, but also increase each Pool temporarily by 10 points. These extra points fade after
+all their stat Pools, but also increase each Pool temporarily by 10 points. These extra points fade after
twenty-four hours if not used.
Depletion: 13 in 1d10
@@ -27119,7 +27119,7 @@
In some cases, you might need to tinker with the aesthetics of the abilities described in the character options to make
them fit your character. 
-POWER SOURCE
+POWER SOURCE
As youre figuring out what type, descriptor, focus, and power shifts you want for
your character, think about how you got your powers. Are you a mutant, born with special abilities? Do you have a
@@ -27274,7 +27274,7 @@
SUPERHERO CHARACTER OPTIONS 
-DESCRIPTORS
+DESCRIPTORS
This section presents new descriptors meant specifically for a superhero game.
AMAZING
@@ -27456,7 +27456,7 @@
If the superhero setting has a specific gene or genes responsible for mutant superpowers, Uncanny characters have that
gene (perhaps even multiple copies) and can sense others who have it
-POWER SHIFTS
+POWER SHIFTS
Power shifts are an optional rule in the Cypher System Rulebook that represent many of the exceptional things that
superheroes can do, like throwing cars, blasting through brick walls, leaping onto speeding trains, and cobbling
together interdimensional gateway devices in a few hours.
@@ -27534,13 +27534,13 @@
your nemesis supervillain underestimates you based on your old limitations. So unless the GM wants every superhero PC to
start with one top-tier ability, give yourself room to grow and use prodigy only to get a mid-tier ability.
-GAINING MORE POWER SHIFTS
+GAINING MORE POWER SHIFTS
Some GMs will want to allow PCs to increase their power shifts. Having a character spend 10 XP to do so would probably
be appropriate. Other GMs will want to run superhero games 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 games
start.
-POWER STUNTS
+POWER STUNTS
A power stunt is pushing a superpower beyond its normal limits or using it to do something it normally cant do.
Examples:
@@ -27674,7 +27674,7 @@
abilities to the Feats of Strength table to determine the comparable difficulty of the task, and modify the characters
roll to succeed.
-FEATS OF SPEED
+FEATS OF SPEED
A character can move a short distance (50 feet \[15 m\]) as their entire action as a routine task (difficulty 0, no roll
needed). This is basically a jog or a hustle, faster than a walk
@@ -27715,7 +27715,7 @@
(base difficulty 15, eased by 5 × 2 steps), which seems more appropriate for a character strong enough to lift a car
over their head.
-POWERFUL CREATURES
+POWERFUL CREATURES
Superheroes dont just stop bank robbers and fight supervillains—sometimes they face giant robots, alien space monsters,
or so-called gods. GMs can use the following examples to estimate the level and challenges for such threats.
@@ -27779,7 +27779,7 @@
the appearance of a spacesuit or full-body mechanized armor might take eight to twenty hours of work, depending on the
extent of the changes.
-FASTER CRAFTING IN A HIGH-TECH SETTING
+FASTER CRAFTING IN A HIGH-TECH SETTING
In some superhero campaigns, crafting technology is so advanced that objects are designed virtually, with holograms, or
with a mind-machine interface, and they are constructed by advanced 3D printers or clouds of nanobots. Under these
conditions, the GM should ease
@@ -29117,7 +29117,7 @@
| 5 | Causes two or more cyphers to react with each other, destroying them and inflicting damage equal to the level of the more powerful cypher |
| 6 | Steals the character away to their fey realm |
-CYPHERS
+CYPHERS
Cyphers are one-use abilities that characters gain over the course of play. They have powers that can heal, do damage,
ease or hinder tasks, or produce interesting and unusual effects. In a fairy tale setting, they often appear as a simple
object, such as a poisoned apple or a matchbook. They can also be something intangible, such as three wishes or a magic
@@ -33210,7 +33210,7 @@
and automatic or simple bonuses (like Combat Prowess and Fleet of Foot) but one or zero abilities that have durations or
require special actions (like Anecdote and Muscles of Iron).
-DEAD ALL ALONG
+DEAD ALL ALONG
A handful of people are forced to stick together under unusual circumstances—theyre survivors of a shipwreck,
quarantined to avoid an outbreak of a deadly disease, waiting for a riot to leave their neighborhood, or locked away
from an approaching zombie horde. They hear strange noises, glimpse shadowy figures, and find that things move about or
@@ -33436,7 +33436,7 @@
by 1. If their Intellect Pool is ever reduced to 0 again, they go insane and replace their current descriptor with the
Mad descriptor.
-PERILOUS VENTURE
+PERILOUS VENTURE
Sometimes the PCs need to perform a ritual or other complex action that takes several rounds or minutes, and if they
make mistakes along the way its a setback instead of an outright failure. For example, they might need to read a
banishing spell out of an old book, mix and heat the chemicals for a zombie cure, or draw a magic circle around a
@@ -33480,7 +33480,7 @@
blood or vitality, Speed representing energy, and Intellect representing will or sanity. Other physical or mental tolls
could also require points from Pools. Multiple PCs involved in the ritual could collectively contribute to this cost.
-POOR CHOICES
+POOR CHOICES
Sometimes people in horror do dumb things. They wander off alone to investigate a weird noise. They abandon their
friends and try to escape in a rusty old car. They have sex in a spooky barn. These things usually put them in danger
and sometimes get them gruesomely killed. Using the Poor Choices module means the GM can use intrusions to make the
@@ -35175,7 +35175,7 @@
require the PC to succeed at specific tasks (with appropriate rolls). For example, writing a love poem will require an
Intellect-based task, while helping to retrieve a loved ones cat from a tree might require a Speed-based task.
-Second, the player must make an Intellect-based
+Second, the player must make an Intellect-based
roll with the desired level of relationship as the difficulty (modified as the GM sees fit).
A relationship can be improved only one level at a time, and the GM and the player should work out an appropriate time
@@ -35653,7 +35653,7 @@
The genre of fairy tales is a wide one, crossing into almost every culture and encompassing everything from early oral
stories passed down from generation to generation to the more modern literary fairy tale. What makes something a fairy
tale? While theres a great deal of discussion around that question, most have a number of things in common: a series
-of
+of
far-fetched events; fantastical beings such as talking animals, elves, goblins, mermaids, witches, and dragons; and
objects that have magical elements.
@@ -35780,7 +35780,7 @@
Merchant: level 2, haggling as level 3
-Noble: level 2, pleasant social interaction as
+Noble: level 2, pleasant social interaction as
level 4
Rat: level 1
@@ -36745,7 +36745,7 @@
whereupon the demons immaterial form disappears into the target.
The first round in which a character is possessed, they can act normally. In the second and all subsequent rounds, the
-possessing demon can control the actions of the host, but the
+possessing demon can control the actions of the host, but the
character can attempt an Intellect defense roll to resist each suggested action. Successful resistance means that the
character does nothing for one round. In other rounds, the character can act as they choose. A possessing demons
actions are limited to attempts to control its host and leaving the host.
@@ -36853,7 +36853,7 @@
Some devils carry tridents. The weapon inflicts 5 points of damage, and the target must either move to a position within
an immediate distance chosen by the devil or take 2 additional points of damage from being impaled (a total of 7 points
-of damage). Impaled foes automatically take 5 points of damage each round until they use an action to pull
+of damage). Impaled foes automatically take 5 points of damage each round until they use an action to pull
themselves free.
Interaction: Evil, cruel, and malevolent, devils are more than happy to talk, especially to those already caught and
@@ -37058,7 +37058,7 @@
Movement: Long when flying 
-Modifications: Stealth as level 6
+Modifications: Stealth as level 6
Combat: Air elementals slice foes up to a short distance away with blades of fierce wind, or use blasts of air to throw
small objects. Once every other round, an air elemental can turn into a tornado-like vortex that inflicts 4 points of
damage to all creatures within immediate range. In this form, the elemental gains +1 to Armor and an additional +2 to
@@ -37196,14 +37196,14 @@
Modifications: Speed defense as level 4; perception and ability to detect falsehoods as level 8
-Combat: An enthraller usually relies on dominated minions to make physical attacks on its behalf. An enthraller can
+Combat: An enthraller usually relies on dominated minions to make physical attacks on its behalf. An enthraller can
make a psychic attack on a creature within short range. On a failed Intellect defense roll, the target acts as the
enthraller mentally commands on its next action. If the same target is affected by this dominating attack a second time
within a minute, the enthrallers mental control lasts for one minute.
Alternatively, as its action, an enthraller can emit a psychic burst that can target up to three creatures in short
range. On a failed Intellect defense roll, a victim suffers 4 points of Intellect damage (ignores Armor) and is unable
-to
+to
take actions on their subsequent turn. If the victim is attacked while so stunned, their defense rolls are hindered by
two steps.
@@ -37336,7 +37336,7 @@
larger on the inside and might hold a handful of shiny coins or a cypher.
GM intrusion: Another faerie appears, and if the character fails a Speed defense roll, it flies off with their weapon or
-another
+another
important possession.
FALLEN ANGEL 5 (15)
@@ -37369,7 +37369,7 @@
On the rare occasion that a fallen angel is within immediate range of another of its kind, both regain 1 point of health
per round.
-By day, a fallen angel cannot project
+By day, a fallen angel cannot project
long-range attacks and has no visible wings with which to make melee attacks, though it may carry a melee weapon.
Interaction: By day, fallen angels are not automatically hostile, and they can be negotiated and reasoned with. They can
@@ -37383,7 +37383,7 @@
Loot: Fallen angels collect cyphers and usually have a few.
GM intrusion: A fallen angels successful attack causes the characters cypher to detonate (if a grenade) or otherwise
-activate in a
+activate in a
less-than-ideal fashion.
FUSION HOUND 3 (9)
@@ -37462,10 +37462,10 @@
are marked by expressions of horror and hair that has turned white.
A ghost can move through solid objects of up to level 7 at will, although it can choose to pick up and manipulate
-objects if it focuses on them. Ghosts can also go into a state of apparent
+objects if it focuses on them. Ghosts can also go into a state of apparent
non-existence for hours or days at a time.
-Interaction: Some ghosts are talkative, some dont know theyre dead, some want help for a task
+Interaction: Some ghosts are talkative, some dont know theyre dead, some want help for a task
they failed to accomplish in life, and some only rage against the living and want to bring those who yet breathe into
the same colorless existence they endure.
@@ -37843,8 +37843,8 @@
return, usually in odd places, and always bearing physical markings that suggest they were subjected to invasive
procedures. To protect others from a similar fate, the PCs must catch the abductors in the act.
-Loot: A grey has one or two cyphers and might have a memory
-eraser that works as described under Combat (depletion roll
+Loot: A grey has one or two cyphers and might have a memory
+eraser that works as described under Combat (depletion roll
of 12 on a 1d10).
GM intrusion: A greys ray emitter suffers a terrible mishap and explodes. The device kills the grey and destroys its
@@ -38212,7 +38212,7 @@
Use: After seeing the devastation caused by a kaiju, the PCs might decide (or be asked) to find a way to stop a
projected future appearance by the same creature.
-GM intrusion:
+GM intrusion:
The character gains the direct attention of the kaiju. If the kaiju attacks the character, They are awarded 5 XP, only 1
of which they have to give to a friend.
@@ -38476,8 +38476,8 @@
defense rolls are eased.
In addition, one in four soldiers carries a back-mounted device that hurls bombs at long range with deadly accuracy.
-They explode in immediate range for
-4 points of damage. Each device holds 1d6
+They explode in immediate range for
+4 points of damage. Each device holds 1d6
such bombs.
A mechanical soldier that has lost its original weaponry scavenges whatever is available.
@@ -38485,7 +38485,7 @@
Certain frequencies of sound confuse these clockwork soldiers, hindering all their actions by two steps, and other
frequencies prevent them from acting at all for 1d6 + 1 rounds.
-Interaction: On their own, mechanical
+Interaction: On their own, mechanical
soldiers act on prior orders. Otherwise, they listen to and obey their creator—and only their creator.
Use: An enterprising bandit has captured and repurposed a number of mechanical soldiers, probably using sound. These
@@ -38557,7 +38557,7 @@
These extraterrestrial creatures are known as the Fungi from Yuggoth or the Abominable Ones. They are a bizarre amalgam
of insect and fungal entity, with many limbs and wings that can carry them aloft. They sometimes enslave humans to work
-for them in strange factories, mines, or other
+for them in strange factories, mines, or other
labor-intensive capacities.
Motive: Knowledge and power
@@ -39062,8 +39062,8 @@
Modifications: Speed defense as level 5 due to size and immobility; deception and disguise (puppeteering corpses to act
in a lifelike manner) as level 7
-Combat: Some of the red reeds surrounding a puppet tree end in a hard,
-sharp crystal spike. When a living creature comes within short
+Combat: Some of the red reeds surrounding a puppet tree end in a hard,
+sharp crystal spike. When a living creature comes within short
range of the tree, the reeds rise behind the target and try to skewer them through the head or neck with the spike. If a
target is killed by these attacks, the puppet tree controls the body as a corpse puppet, using it to enact its plans.
Over time these humanoids rot and are overgrown by the biology of the plant, losing utility for the tree. Most trees
@@ -39234,7 +39234,7 @@
and leaping. Attacks made against affected targets are eased. 
Feral Overture: An ally within short range is infused with magic, and one attack it makes on its next turn is eased; if
-it hits, it inflicts +3 damage.
+it hits, it inflicts +3 damage.
Tune of the Clouded Mind: A foe within short range who fails an Intellect defense task spends its next turn attacking
one of its allies. 
@@ -39743,7 +39743,7 @@
VAT REJECT 3 (9)
-Vat rejects come into being when clone vats meant to produce clone soldiers or similar
+Vat rejects come into being when clone vats meant to produce clone soldiers or similar
mass-produced entities are corrupted. How the carefully controlled process becomes compromised varies, but possibilities
include yeast contamination, sunspot activity, nanovirus evolution, or purposeful meddling with control parameters.
Unskilled operators experimenting with derelict cloning equipment can also produce a vat of rejects.
@@ -39988,7 +39988,7 @@
take some other action described by their new master. The curse lasts for one minute, or until the victims succeed on an
Intellect defense roll; each time they fail a roll, the next roll is hindered by one additional step.
-*Hexbolt:* A victim within long range is attacked with fire, cold, or psychic
+*Hexbolt:* A victim within long range is attacked with fire, cold, or psychic
bolts, as the witch chooses. Psychic bolts deal 3 points of Intellect damage (ignores Armor).
*Shrivel:* A victim within long range and up to two creatures next to the victim must succeed on a Might defense roll or
@@ -39998,8 +39998,8 @@
*Vitality:* The witch regains 11 points of health and gains +3 to Armor for one minute. Multiple uses dont further
improve Armor.
-Interaction: Most witches are deceptive and conniving,
-though a few work against the stereotype. All witches are willing to negotiate, though the devious ones usually do
+Interaction: Most witches are deceptive and conniving,
+though a few work against the stereotype. All witches are willing to negotiate, though the devious ones usually do
so in bad faith.
Use: The PCs need an old book to continue their investigation. Word is that the old woman who lives on the edge of the
@@ -40188,7 +40188,7 @@
Once every other round, an adult can fly at least a short distance to build terrifying velocity and then make a flying
attack with its mandibles, dealing 12 points of damage. Defenses against this attack are hindered.
-An egg host requires the attention of someone skilled in medicine (and a successful difficulty 7
+An egg host requires the attention of someone skilled in medicine (and a successful difficulty 7
Intellect-based roll) to sterilize all the eggs in the victims blood before they hatch twenty or more hours after being
deposited, which kills the host and releases 1d6 juvenile xenoparasites. Juveniles are level 2 creatures, but they
attack the species of the host they were hatched from as if level 4. After just a few days of feeding, they grow to full
@@ -40198,7 +40198,7 @@
abandoned spacecraft and desolate moons for millennia in extended hibernation, only to become active again when
vibrations alert them to potential new food sources.
-Interaction: These creatures are built to consume,
+Interaction: These creatures are built to consume,
not negotiate.
Use: Xenoparasites are tough aliens. A colony of them would be a challenge even for PCs normally accustomed to stiff
@@ -40231,7 +40231,7 @@
Modifications: Speed defense as level 2
-Combat: Zombies never turn away from a conflict.
+Combat: Zombies never turn away from a conflict.
They fight on, no matter the odds, usually attacking by biting, but sometimes by tearing with hands made into claws by
the erosion of skin over their finger bones.
@@ -40240,15 +40240,15 @@
Zombies are hard to finish off. If an attack would reduce a zombies health to 0, it does so only if the number rolled
in the attack was an even number; otherwise, the zombie is reduced to 1 point of health instead. This might result in a
-dismembered, gruesomely damaged zombie
-that is still moving. Zombies can see in the dark
+dismembered, gruesomely damaged zombie
+that is still moving. Zombies can see in the dark
at short range.
“Fresh” zombies are vulnerable to electricity. The first time a zombie takes 5 or more points of damage from an
electrical attack, it falls limp and unmoving. Assuming nothing interferes with the process, the zombie arises minutes
or hours later without the vulnerability.
-Some zombies are infectious. Their bites spread a
+Some zombies are infectious. Their bites spread a
level 8 disease that moves a victim down one step on the damage track each day a Might defense roll is failed. Victims
killed by the disease later animate as zombies.
@@ -40354,7 +40354,7 @@
Combat: Doctor Dreads armor allows her to exist without outside air (or air pressure), food, or water for up to ten
days at a time. She can call on her robotic armor to accomplish a variety of tasks, including the following:
-*Barricade:* Establish an immobile, two-dimensional field
+*Barricade:* Establish an immobile, two-dimensional field
of transparent force 10 feet by 10 feet (3 m by 3 m) for ten minutes
*Energy Cloak:* Create an energy field that gives her +5 to Armor against heat, cold, or magnetism (one at a time,
@@ -40413,7 +40413,7 @@
it can see within its area of influence. When it throws such a large object as part of an attack, the target and
everything within short range of the target takes 10 points of damage.
-Magnetars only weakness is psychic attacks, which is fortunate since reducing it to 0 health through an
+Magnetars only weakness is psychic attacks, which is fortunate since reducing it to 0 health through an
old-fashioned beating could release an uncontrolled neutron star chunk on the Earths surface.
Interaction: Morose and gruff, Magnetar would rather be alone, but every so often, it goes on a rampage, hoping that a
@@ -40465,7 +40465,7 @@
Every other round, Mister Genocide can make a level 7 poison attack that can affect up to ten victims within short range
as a single action. Those who fail a Might defense roll take 7 points of Speed damage (ignores Armor) and spend a round
-helpless as they cough and gag. The inhalant poison does not continue to inflict damage
+helpless as they cough and gag. The inhalant poison does not continue to inflict damage
each round.
Mister Genocide is immune to most venoms, toxins, and poisons.
@@ -40733,7 +40733,7 @@
occur in a place and time of the detectives choosing, preferably in the presence of their allies. A detective can
deduce weaknesses of their enemies (if any) and exploit them in combat.
-Interaction: Some detectives are insufferable
+Interaction: Some detectives are insufferable
know-it-alls. Others have learned that humility is also a useful tool for getting answers from people.
Use: To the PCs, detectives can be obstacles (a detective is on their trail), allies (a detective helps them assemble
@@ -41171,9 +41171,9 @@
existed. One of the drives to go out and have adventures is so you can discover cool new things that help you when you
go on even more adventures. This is true in many RPGs, but in the Cypher System, its built right into the games core.
-2\. Letting the GM have a hand in determining PC abilities makes the game move more smoothly. Some GMs prefer
+2\. Letting the GM have a hand in determining PC abilities makes the game move more smoothly. Some GMs prefer
to roll cyphers randomly, but some do not. For example, giving the PCs a cypher that will allow them to teleport far
-away might be a secret adventure seed placed by a
+away might be a secret adventure seed placed by a
forward-thinking GM. Because the GM has an idea of where the story is going, they can use cyphers to help guide the
path. Alternatively, if the GM is open to it, they can give out cyphers that enable the characters to take a more
proactive role (such as teleporting anywhere they want). Perhaps most important, they can do these things without
@@ -41270,7 +41270,7 @@
opposite—cyphers are physical objects (manifest cyphers) with magical powers, which the heroes find as treasure, gifts,
or rewards for their adventures and exploits. 
-MIXING SUBTLE AND MANIFEST CYPHERS
+MIXING SUBTLE AND MANIFEST CYPHERS
Theres no reason why a fantasy campaign cant use manifest cyphers and subtle cyphers. In this setup, manifest cyphers
are the tangible objects found in treasure hoards, and subtle cyphers represent good fortune, the blessings of the gods,
and other coincidences that benefit the characters. 
@@ -41899,7 +41899,7 @@
Effect: Begins a process of rejuvenation that removes years from the wearers physiological age. Over the course of the
next seven days, the wearer sheds a number of years equal to three times the cyphers level. The cypher doesnt regress
-physiological age past the age of
+physiological age past the age of
twenty-three.
ANALEPTIC
@@ -42159,7 +42159,7 @@
Level: 1d6 + 2
-Effect: Projects a small physical explosive up to a long distance away that explodes in a
+Effect: Projects a small physical explosive up to a long distance away that explodes in a
short-range radius, inflicting damage equal to the cyphers level. Roll a d100 to determine the type of damage.
| | |
@@ -42337,9 +42337,9 @@
Level: 1d6
-Effect: For the next day, the user is surrounded
-by a powerful force field, granting them +1
-to Armor (+2 to Armor if the cypher level is
+Effect: For the next day, the user is surrounded
+by a powerful force field, granting them +1
+to Armor (+2 to Armor if the cypher level is
5 or higher).
(Some force walls, shields, and cubes are transparent. Others are translucent. A few are opaque.)
@@ -42423,7 +42423,7 @@
Effect: With long-range movement, this intelligent missile tracks and attacks a specified target (target must be within
sight when selected). If it misses, it continues to attack one additional time per cypher level until it hits. For
-example, a level 4
+example, a level 4
hunter/seeker will attack a maximum of five times. Roll a d100 to determine the type of attack.
| | |
@@ -42887,7 +42887,7 @@
Level: 1d6 + 2
-Effect: Allows the user to project a one-time,
+Effect: Allows the user to project a one-time,
one-way telepathic message of up to ten words per cypher level, with an unlimited range, to anyone they know.
RADIATION SPIKE
@@ -43216,7 +43216,7 @@
Level: 1d6 + 2
-Effect: For one hour, the device enables
+Effect: For one hour, the device enables
long-range mental communication with anyone the user can see.
TELEPORTER (BOUNDER)
@@ -43302,13 +43302,13 @@
Level: 1d6 + 4
-Effect: Provides power to another device for
-up to a day. The device to be powered
-can be as simple as a light source or as
-complex as a small starcraft, assuming the
-cyphers level is equal to the items power
-requirements. A desk lamp is a level 1
-power requirement, a car engine is a level
+Effect: Provides power to another device for
+up to a day. The device to be powered
+can be as simple as a light source or as
+complex as a small starcraft, assuming the
+cyphers level is equal to the items power
+requirements. A desk lamp is a level 1
+power requirement, a car engine is a level
5 power requirement, and a starship is a level 10 power requirement.
VANISHER
@@ -43324,7 +43324,7 @@
Level: 1d6
-Effect: Changes the appearance of one
+Effect: Changes the appearance of one
human-sized creature, providing an asset to disguise tasks (easing them by two steps if the cypher is level 5 or
higher). The change takes ten minutes to apply and lasts for twenty-four hours.
@@ -43591,7 +43591,7 @@
of Effort, and have help. That might bring the difficulty down to 1 or even 0 (reducing it by two steps from training
and specialization, three or four steps from Effort, and one step from the asset of assistance). That practically
impossible task just became routine. A fourth-tier character can and will do this—not every time, due to the cost, but
-perhaps once per game session. You have to be ready for that. A well-prepared, motivated
+perhaps once per game session. You have to be ready for that. A well-prepared, motivated
sixth-tier character can do that even with a difficulty 10 task. Again, they wont do it often (theyd have to apply six
levels of Effort, and even with an Edge of 6 that would cost 7 points from their Pool, and thats assuming theyre
specialized and have two levels of assets), but it can happen if theyre really prepared for the task (being specialized
@@ -43691,7 +43691,7 @@
roll a die to walk across a balance beam, but the average person does. The task is initially rated the same for both,
but the difficulty is reduced for the gymnast. Theres no chance of failure.
-4\. This is how everything in the game works, whether its climbing a wall,
+4\. This is how everything in the game works, whether its climbing a wall,
sweet-talking a guard, or fighting a bioengineered horror.
5\. Perhaps most important, the system gives GMs the freedom to focus entirely on the flow of the game. The GM doesnt
@@ -44595,7 +44595,7 @@
shapes. After that, if anything the idol doesnt recognize (and is larger than a mouse) comes within long range, it
spits a small ball of fire at the target. The fire inflicts damage equal to the artifact level. The idol can attack up
to ten times per round, but it never attacks the same target more than once per round. It remains on watch for
-twenty-four hours or until it has made one hundred attacks, whichever comes first.
+twenty-four hours or until it has made one hundred attacks, whichever comes first.
Depletion: Automatic
HAND OF GLORY 
@@ -44912,7 +44912,7 @@
Snake Form. Staff transforms into a venomous snake whose level is equal to the artifact level. The snake has a bite
attack that inflicts 6 points of damage, plus 3 additional points of Speed damage (ignores Armor) for three rounds on a
failed Might defense roll. The snake obeys the wielders verbal commands, but it cant do anything a regular snake
-couldnt do.
+couldnt do.
Water From Stone. Produces approximately 10 gallons (38 liters) of pure water within immediate range, as if from a
natural spring in the ground. 
@@ -46893,7 +46893,7 @@
Effect: As noted under Too Cold, Too Hot, Starvation, and Dehydration hereafter.
-EXPOSURE
+EXPOSURE
The human body can withstand temperatures that are too cold for it or too hot for it for a brief period before
degrading.
@@ -49118,7 +49118,7 @@
details or the precise location. You and the GM should work together to determine the substance: water, iron, plastic,
granite, wood, flesh, salt, and so on. You do not need to concentrate to sense the material.
-D100 HARMFUL MUTATIONS
+D100 HARMFUL MUTATIONS
Unless noted otherwise, the following mutations are visible and obvious. They offer no benefits, only drawbacks.
0110 Deformed leg: All movement tasks are hindered.
@@ -49264,7 +49264,7 @@
subtraction) in one attack, you can restore 1 point to one of your Pools, up to its maximum. You can feed off any
creature in this way, whether friend or foe. You never regain more than 1 point per round. Enabler.
-D100 DISTINCTIVE MUTATIONS
+D100 DISTINCTIVE MUTATIONS
The following mutations involve dramatic physical changes to the characters appearance. People who have these mutations
are always recognized as mutants. Using some of these mutations costs stat Pool points. Some are actions.
@@ -50116,7 +50116,7 @@
OPTIONAL RULES FOR SUPERHEROs
-Power Shifts
+Power Shifts
Power shifts are an optional rule in the Cypher System Rulebook that represent many of the exceptional things that
superheroes can do, like throwing cars, blasting through brick walls, leaping onto speeding trains, and cobbling
together interdimensional gateway devices in a few hours.
@@ -50194,13 +50194,13 @@
your nemesis supervillain underestimates you based on your old limitations. So unless the GM wants every superhero PC to
start with one top-tier ability, give yourself room to grow and use prodigy only to get a mid-tier ability.
-GAINING MORE POWER SHIFTS
+GAINING MORE POWER SHIFTS
Some GMs will want to allow PCs to increase their power shifts. Having a character spend 10 XP to do so would probably
be appropriate. Other GMs will want to run superhero games 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 games
start.
-POWER STUNTS
+POWER STUNTS
A power stunt is pushing a superpower beyond its normal limits or using it to do something it normally cant do.
Examples:
@@ -50334,7 +50334,7 @@
abilities to the Feats of Strength table to determine the comparable difficulty of the task, and modify the characters
roll to succeed.
-FEATS OF SPEED
+FEATS OF SPEED
A character can move a short distance (50 feet \[15 m\]) as their entire action as a routine task (difficulty 0, no roll
needed). This is basically a jog or a hustle, faster than a walk
@@ -50417,7 +50417,7 @@
the appearance of a spacesuit or full-body mechanized armor might take eight to twenty hours of work, depending on the
extent of the changes.
-FASTER CRAFTING IN A HIGH-TECH SETTING
+FASTER CRAFTING IN A HIGH-TECH SETTING
In some superhero campaigns, crafting technology is so advanced that objects are designed virtually, with holograms, or
with a mind-machine interface, and they are constructed by advanced 3D printers or clouds of nanobots. Under these
conditions, the GM should ease
@@ -50497,7 +50497,7 @@
and automatic or simple bonuses (like Combat Prowess and Fleet of Foot) but one or zero abilities that have durations or
require special actions (like Anecdote and Muscles of Iron).
-DEAD ALL ALONG
+DEAD ALL ALONG
A handful of people are forced to stick together under unusual circumstances—theyre survivors of a shipwreck,
quarantined to avoid an outbreak of a deadly disease, waiting for a riot to leave their neighborhood, or locked away
from an approaching zombie horde. They hear strange noises, glimpse shadowy figures, and find that things move about or
@@ -50723,7 +50723,7 @@
by 1. If their Intellect Pool is ever reduced to 0 again, they go insane and replace their current descriptor with the
Mad descriptor.
-PERILOUS VENTURE
+PERILOUS VENTURE
Sometimes the PCs need to perform a ritual or other complex action that takes several rounds or minutes, and if they
make mistakes along the way its a setback instead of an outright failure. For example, they might need to read a
banishing spell out of an old book, mix and heat the chemicals for a zombie cure, or draw a magic circle around a
@@ -50767,7 +50767,7 @@
blood or vitality, Speed representing energy, and Intellect representing will or sanity. Other physical or mental tolls
could also require points from Pools. Multiple PCs involved in the ritual could collectively contribute to this cost.
-POOR CHOICES
+POOR CHOICES
Sometimes people in horror do dumb things. They wander off alone to investigate a weird noise. They abandon their
friends and try to escape in a rusty old car. They have sex in a spooky barn. These things usually put them in danger
and sometimes get them gruesomely killed. Using the Poor Choices module means the GM can use intrusions to make the
@@ -51827,7 +51827,7 @@
larger multi-vehicle fight. When they do, each step difference in tech rating between two opposed vehicles increases the
effective level of the higher-rated vehicle by two steps.
-VEHICLE COORDINATION
+VEHICLE COORDINATION
If two vehicles coordinate their attack against an enemy vehicle, the attack is eased. If three or more vehicles
coordinate, the attack is eased by two steps. 
@@ -52474,7 +52474,7 @@
Activity Level of Ultras: Different settings can make use of ancient ultras in different ways, including not having any
at all.
-KARDASHEV SCALE
+KARDASHEV SCALE
Even in the realm of hard science fiction, the fantastic can sometimes creep in, at least as a hypothesis. For instance,
despite the lack of theoretical foundation for the technologies that would be required to achieve it, many scientists
accept that the Kardashev Scale is broadly true. A Type I civilization is even more advanced than ours in the 21st
@@ -52541,7 +52541,7 @@
Also note that unless a particular listing is already indicated as a luxury or sport version, most vehicles can be
obtained in a luxury or sports package, either at the next price category up, or at double the indicated price.
-CUSTOMIZING VEHICLES
+CUSTOMIZING VEHICLES
Assuming the facilities are available, characters can pay for the customization of their vehicle to add a weapon system,
add even more weapon systems, add superior weapon systems, or some other significant option. In most cases, the cost for
such an upgrade is very expensive to exorbitant.
@@ -52658,7 +52658,7 @@
pack as an action, and is built up by packaged nanobots, virtual particles, or hard light to create the selected cycle,
which can be ridden normally. A PC can re-package the deployed cycle to its original easily toted form as an action.
-CARS
+CARS
Buying a car at the bottom of its price range usually means the car isnt top quality. Such vehicles have a depletion of
1 in 1d100 (check per day used)
@@ -52766,7 +52766,7 @@
moons or in polluted or poisonous atmospheres; moves a long distance each round on paved and broken surfaces or an
average of 64 km/h (40 mph) during long-distance travel.
-FANTASTIC
+FANTASTIC
Car, flying 
level 5 (15) 
@@ -52836,7 +52836,7 @@
Gatling-style cannons. Flies a very long distance each round using jets or an average of over 1,125 km/h (700 mph)
during extended trips.
-ADVANCED
+ADVANCED
Cloud surfing board 
level 1 (3) 
@@ -52896,7 +52896,7 @@
purpose to support a team of individuals. Moves a short distance each round or an average of 160 km/h (100 mph) during
extended travel (half or double that depending on air conditions).
-FANTASTIC
+FANTASTIC
Hoverboard 
level 2 (6) 
@@ -53030,7 +53030,7 @@
a long distance underwater each round or up to 75 km/h (47 mph). Requires a trained crew and central coordination to
operate. 
-Warship, destroyer
+Warship, destroyer
level 4 (12) 
Priceless 
@@ -53041,7 +53041,7 @@
each round or up to 64 km/h (40 mph) on calm water (half movement rates in choppy water). Requires a trained crew and
central coordination to operate.
-ADVANCED
+ADVANCED
Sub, waterglide 
level 4 (12) 
@@ -53339,13 +53339,13 @@
accelerates at 50 or more Gs towards its target, but at the extended distances in which many space battles occur, it may
still take several rounds for a torpedo to finally home in on and strike (or ultimately miss) its target.
-SPACECRAFT
+SPACECRAFT
Advanced spacecraft have advanced propulsion technologies, allowing them to move between planets within a single solar
system, with transit times between planets varying from days to weeks (or more, if using a less efficient drive). Most
advanced spacecraft cant land on a planets surface unless noted, requiring some secondary craft or means to transfer
crew and cargo.
-ADVANCED
+ADVANCED
Wafercraft, exploration 
level 1 (3) 
@@ -53594,13 +53594,13 @@
weapon systems. Ten of these are superior weapons. Combined weapon fire can deal significant damage to a planetary
surface, possibly destroying it. Includes bays for six squadrons of thirty dagger fighter starships.
-STELLAR GATE
+STELLAR GATE
Stellar gates open wormholes between two fixed points at different locations without crossing the space between. The
complexity of building a stellar gate is so extreme that such technology is often ascribed to found portals and networks
dating back to mysterious ancient ultras or by post-singularity AIs. As might be expected, gates have a fantastic tech
rating, no matter how small.
-FANTASTIC
+FANTASTIC
Gate, planetary 
level 3 (9) 
@@ -53657,7 +53657,7 @@
As planetary gate, but connects gate structures that lie in alternate dimensions.
-SPACE-TIME VEHICLES
+SPACE-TIME VEHICLES
Space-time vehicles allow for movement between different points in both space and time. Such vehicles are vanishingly
rare, and timelines in which they are active tend to eventually snuff themselves out due to accidental paradox events,
limiting their availability even further. As with stellar gates, space-time vehicles are so complex that its likely
@@ -53874,7 +53874,7 @@
Roles: Things other characters can do to participate and help. 
-Side Effects: Negative consequences for failed rolls or GM intrusions.
+Side Effects: Negative consequences for failed rolls or GM intrusions.
Reagents: Resources that can help success. 
Pool: What kind of Pool points the ritual costs. 
@@ -56180,7 +56180,7 @@
SUPERHERO CHARACTER OPTIONS 
-DESCRIPTORS
+DESCRIPTORS
This section presents new descriptors meant specifically for a superhero game.
AMAZING
@@ -57105,7 +57105,7 @@
> In some cases, you might need to tinker with the aesthetics of the abilities described in the character options to
> make them fit your character. 
-POWER SOURCE
+POWER SOURCE
As youre figuring out what type, descriptor, focus, and power shifts you want for
your character, think about how you got your powers. Are you a mutant, born with special abilities? Do you have a
@@ -58571,7 +58571,7 @@
Ability Choice: Choose either Master Machine or See the Future as your tier 6 ability.
-Master Machine
+Master Machine
See the Future
Merges Mind With Machine is a focus designed for use with the Radio Quiet setting.
@@ -61686,7 +61686,7 @@
Movement: Long when flying 
-Modifications: Stealth as level 6
+Modifications: Stealth as level 6
Combat: Air elementals slice foes up to a short distance away with blades of fierce wind, or use blasts of air to throw
small objects. Once every other round, an air elemental can turn into a tornado-like vortex that inflicts 4 points of
damage to all creatures within immediate range. In this form, the elemental gains +1 to Armor and an additional +2 to
@@ -62595,7 +62595,7 @@
> and leaping. Attacks made against affected targets are eased. 
>
> Feral Overture: An ally within short range is infused with magic, and one attack it makes on its next turn is eased;
-> if it hits, it inflicts +3 damage.
+> if it hits, it inflicts +3 damage.
> Tune of the Clouded Mind: A foe within short range who fails an Intellect defense task spends its next turn attacking
> one of its allies. 
@@ -68098,7 +68098,7 @@
opposite—cyphers are physical objects (manifest cyphers) with magical powers, which the heroes find as treasure, gifts,
or rewards for their adventures and exploits. 
-MIXING SUBTLE AND MANIFEST CYPHERS
+MIXING SUBTLE AND MANIFEST CYPHERS
Theres no reason why a fantasy campaign cant use manifest cyphers and subtle cyphers. In this setup, manifest cyphers
are the tangible objects found in treasure hoards, and subtle cyphers represent good fortune, the blessings of the gods,
and other coincidences that benefit the characters. 
@@ -68547,7 +68547,7 @@
| 9-14 | Reanimator |
| 15-20 | Revenant serum |
-A SELECTION OF HORROR CYPHERS
+A SELECTION OF HORROR CYPHERS
ANATHEMA SIREN
Level: 1d6 + 2
@@ -68982,7 +68982,7 @@
| 5 | Causes two or more cyphers to react with each other, destroying them and inflicting damage equal to the level of the more powerful cypher |
| 6 | Steals the character away to their fey realm |
-CYPHERS
+CYPHERS
Cyphers are one-use abilities that characters gain over the course of play. They have powers that can heal, do damage,
ease or hinder tasks, or produce interesting and unusual effects. In a fairy tale setting, they often appear as a simple
object, such as a poisoned apple or a matchbook. They can also be something intangible, such as three wishes or a magic
@@ -71581,7 +71581,7 @@
shapes. After that, if anything the idol doesnt recognize (and is larger than a mouse) comes within long range, it
spits a small ball of fire at the target. The fire inflicts damage equal to the artifact level. The idol can attack up
to ten times per round, but it never attacks the same target more than once per round. It remains on watch for
-twenty-four hours or until it has made one hundred attacks, whichever comes first.
+twenty-four hours or until it has made one hundred attacks, whichever comes first.
Depletion: Automatic
HAND OF GLORY 
@@ -71898,7 +71898,7 @@
Snake Form. Staff transforms into a venomous snake whose level is equal to the artifact level. The snake has a bite
attack that inflicts 6 points of damage, plus 3 additional points of Speed damage (ignores Armor) for three rounds on a
failed Might defense roll. The snake obeys the wielders verbal commands, but it cant do anything a regular snake
-couldnt do.
+couldnt do.
Water From Stone. Produces approximately 10 gallons (38 liters) of pure water within immediate range, as if from a
natural spring in the ground. 
@@ -72244,7 +72244,7 @@
> The Bad Penny module is a handy GM tool when a horror artifact is important to the games plot.
-LOVECRAFTIAN ARTIFACTS
+LOVECRAFTIAN ARTIFACTS
The stories of the mythos often feature strange books or devices (which might be magical or of
exotic scientific manufacture) that are connected to the plot and often reference or have links to each other. Even if
@@ -73514,7 +73514,7 @@
shouldnt cost the characters much, or maybe not anything at all. And if the players take too much advantage of this
leeway, the GM always has the option to use an intrusion to complicate an encounter.
-FANTASY EQUIPMENT
+FANTASY EQUIPMENT
MEDIEVAL FANTASY EQUIPMENT
| Category | GP Value |
@@ -75927,7 +75927,7 @@
ROBOTS & AI
-CONTEMPORARY
+CONTEMPORARY
Electronic assistant 
level 2 (6) 
@@ -76038,7 +76038,7 @@
installed on a spacecraft is immensely helpful, as it can oversee many basic functions. A shipmind usually accomplishes
tasks at the level of the ship in which it is installed.
-FANTASTIC
+FANTASTIC
Synth 
level 3 (9) 
@@ -76095,7 +76095,7 @@
happiness. Characters that never engage in recreation become gradually more unhappy and troubled, and eventually find
interaction tasks and most Intellect tasks hindered unexpectedly.
-CONTEMPORARY
+CONTEMPORARY
Book 
level 2 (6) 
@@ -76199,7 +76199,7 @@
Caliber varies by specific firearm, used in most contemporary ranged weapons
-ADVANCED/FANTASTIC
+ADVANCED/FANTASTIC
Energy pack (50 shots) 
level 1 (3)
@@ -76428,7 +76428,7 @@
Handheld device that fires attached probe at target within 9 m (30 feet); medium weapon (4 points of electrical damage
and on a failed Might defense roll, target is stunned for 1 round, losing their next action).
-ADVANCED
+ADVANCED
Grenade, sonic 
level 4 (12) 
@@ -76604,7 +76604,7 @@
weapon (10 damage, both hands), very long range. This rapid-fire weapon can operate in conjunction with Spray or Arc
Spray abilities. It ignores 2 points of Armor value (except from force fields).
-BLASTER WEAPONS
+BLASTER WEAPONS
Optional Blaster Rule as the Default: The advantage that blaster weapons have over other projectile and coherent light
weapons is their ability to penetrate targets, which renders Armor less effective. This optional rule is presented as
the default rule in The Stars Are Fire to demonstrate their superior tech level even over advanced tech weapons.