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>
1707 lines
83 KiB
Diff
1707 lines
83 KiB
Diff
--- _tmp/ccsrd.md 2025-04-04 08:23:18.965451630 -0500
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+++ _tmp/ccsrd.new.md 2025-04-04 08:23:59.926710274 -0500
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@@ -715,7 +715,7 @@
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setting in question, this might mean wielding a sword and shield in the gladiatorial arena, an AK-47 and a bandolier of
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grenades in a savage firefight, or a blaster rifle and powered armor when exploring an alien planet.
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-Individual Role: Warriors are physical,
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+Individual Role: Warriors are physical,
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action-oriented people. They’re more likely to overcome a challenge using force than by other means, and they often take
|
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the most straightforward path toward their goals.
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@@ -2141,7 +2141,7 @@
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TECHNOLOGY FLAVOR
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-Characters with a flavor of technology typically are from science fiction or at least modern-day
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+Characters with a flavor of technology typically are from science fiction or at least modern-day
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settings (although anything is possible). They excel at using, dealing with, and building machines. An Explorer with
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technology flavor might be a starship pilot, and a Speaker flavored with technology could be a techno-priest.
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@@ -2359,7 +2359,7 @@
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SKILLS AND KNOWLEDGE FLAVOR
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This flavor is for characters in roles that call for more knowledge and more real-world application of talent. It’s less
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-flashy and dramatic than supernatural powers or the ability to hack apart multiple foes, but sometimes expertise or
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+flashy and dramatic than supernatural powers or the ability to hack apart multiple foes, but sometimes expertise or
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know-how is the real solution to a problem.
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A Warrior flavored with skills and knowledge might be a military engineer. An Explorer flavored with skills and
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@@ -2922,7 +2922,7 @@
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Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
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adventure.
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-1\. You suspect that you might gain a long-term
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+1\. You suspect that you might gain a long-term
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advantage from helping the other PCs and may be able to use that advantage against your enemies.
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2\. By joining the PCs, you see an opportunity to grow your personal power and status at the expense of others.
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@@ -4272,7 +4272,7 @@
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Pick one other PC. That character has a habit that annoys you, but you’re otherwise quite impressed with their
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abilities.
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-Pick one other PC. That character shows potential in appreciating your particular paradigm, fighting style, or other
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+Pick one other PC. That character shows potential in appreciating your particular paradigm, fighting style, or other
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focus-provided attribute. You would like to train them, but you’re not necessarily qualified to teach (that’s up to
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you), and they might not be interested (that’s up to them).
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@@ -4298,9 +4298,9 @@
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Pick one other PC. Long ago, the two of you were on opposite sides of a fight. You won, though you “cheated” in their
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eyes (but from your perspective, all’s fair in a fight). They may be ready for a rematch, though that’s up to them.
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-Pick one other PC. You are always trying
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+Pick one other PC. You are always trying
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to impress that character with your skill, wit, appearance, or bravado. Perhaps they are a rival, perhaps you need their
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-respect, or perhaps you’re romantically interested
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+respect, or perhaps you’re romantically interested
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in them.
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Pick one other PC. You fear that character is jealous of your abilities and worry that it might lead to problems.
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@@ -6049,7 +6049,7 @@
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GM Intrusions: Some secrets are too terrible to know.
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-Separates Mind From Body
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+Separates Mind From Body
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You can project your mind out of your body to see faraway places and learn secrets that would otherwise remain hidden.
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Tier 1: Third Eye
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@@ -6461,7 +6461,7 @@
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Tier 2: Destined for Greatness
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-Tier 3: Overcome All Obstacles or
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+Tier 3: Overcome All Obstacles or
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Hard-Won Resilience
|
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|
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Tier 4: Center of Attention
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@@ -6499,7 +6499,7 @@
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Tier 2: Heads-Up Display
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||
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-Tier 3: Fusion Armor or Incredible
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+Tier 3: Fusion Armor or Incredible
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Health
|
||
|
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Tier 4: Force Blast
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||
@@ -6592,7 +6592,7 @@
|
||
|
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Tier 5: Expert Skill
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|
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-Tier 6: Greater Enhanced Potential or
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+Tier 6: Greater Enhanced Potential or
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||
Hard-Won Resilience
|
||
|
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GM Intrusions: Repairs sometimes fail. Wiring can be tricky to decipher and still carry an electrical charge. Some
|
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@@ -6784,27 +6784,27 @@
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FOCUS CATEGORIES
|
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-Ally use
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+Ally use
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-Basic
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+Basic
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-Energy manipulation
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+Energy manipulation
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-Environment manipulation
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+Environment manipulation
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-Exploration
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+Exploration
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-Influence
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+Influence
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-Irregular
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+Irregular
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-Movement expertise
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+Movement expertise
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-Striker combat
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+Striker combat
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-Support
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+Support
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-Tank combat
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+Tank combat
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CHOOSING ABILITIES BY RELATIVE POWER
|
||
|
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@@ -6835,7 +6835,7 @@
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systems. And so on.
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||
|
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Often, the focus guidelines note this as a possibility. However, you have great leeway in deciding if a focus needs an
|
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-additional ability, even if the guidelines for that tier don’t indicate one. If you do add an ability, or there is a
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+additional ability, even if the guidelines for that tier don’t indicate one. If you do add an ability, or there is a
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higher-power ability at a tier that normally shouldn’t have it, it might mean that the choice given at the next tier, or
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the previous tier, isn’t quite as good. Balancing a focus is a bit of an art. Resist the urge to overpower the focus,
|
||
but don’t underpower it, either.
|
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@@ -7206,7 +7206,7 @@
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Tier 1: Choose a low-tier ability that grants a basic use of an ability that alters the environment (or predicts it)
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using the focus’s theme. For instance, a gravity-affecting focus might provide an ability that makes a target lighter or
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-heavier. An
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+heavier. An
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illusion-crafting focus might grant an ability that allows the creation of an image. An object-making focus might grant
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a basic proficiency in creating a particular kind of object. A predictive focus might calculate outcomes and provide the
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character with the benefits of that foreknowledge. And so on.
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@@ -7254,12 +7254,12 @@
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prioritized.
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Exploration foci rely on a variety of methods, though training and expertise are the mainstays. Some methods require
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-specific tools (such as a vehicle) to grant the benefits provided, while others might rely on the supernatural or
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+specific tools (such as a vehicle) to grant the benefits provided, while others might rely on the supernatural or
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super-science to learn new things and explore strange places from afar.
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Connection: Choose four relevant connections from the Focus Connections list.
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-Additional Equipment: Any object necessary to explore. For instance, starting maps and/or
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+Additional Equipment: Any object necessary to explore. For instance, starting maps and/or
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a compass would be basic equipment, while someone who uses psychic abilities might require a mirror or crystal sphere to
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gaze into. Equipment might also include access to a vehicle required for exploration, as previously noted.
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||
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@@ -7418,7 +7418,7 @@
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Connection: Choose four relevant connections from the Focus Connections list.
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||
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-Additional Equipment: Any object necessary to the focus’s theme. For instance, a
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+Additional Equipment: Any object necessary to the focus’s theme. For instance, a
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superhero-themed focus might grant a superhero costume.
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||
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Minor Effect Suggestions: The target is also dazed for one round, during which time all of its tasks are hindered.
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||
@@ -7555,7 +7555,7 @@
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One of the options should provide either an offensive or a defensive ability, opposite the ability provided at tier 4
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||
(though high tier rather than mid tier).
|
||
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-The other option should be something that further explores the use of the basic
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+The other option should be something that further explores the use of the basic
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movement ability. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability
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related to the movement.
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||
|
||
@@ -7634,7 +7634,7 @@
|
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If the weapon style is being especially good at fighting a certain kind of foe, the ability should be a defense against
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||
that kind of foe. Alternatively, the focus might offer another method for increasing damage within the chosen paradigm.
|
||
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-Sometimes an additional low-power ability is appropriate at tier 2. If so, choose whichever
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+Sometimes an additional low-power ability is appropriate at tier 2. If so, choose whichever
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||
low-power ability wasn’t gained at tier 1.
|
||
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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 @@
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||
capabilities unlocked from a transformation (which might also come with additional offensive capabilities) or a simple
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||
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
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||
+The other option should provide an offensive
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+capability, especially if creating a non-transformation
|
||
focus that doesn’t 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 @@
|
||
|
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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
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-high-tech
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+high-tech
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||
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
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||
+Masterful Armor
|
||
Modification
|
||
|
||
Multiplicity
|
||
@@ -8575,7 +8575,7 @@
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||
|
||
Deep Consideration
|
||
|
||
-Drawing on Life’s
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||
+Drawing on Life’s
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||
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 can’t use this ability again until after you’ve taken a
|
||
+attempt. You can’t use this ability again until after you’ve 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 weren’t 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 attack’s 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 can’t 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 can’t 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 spirit’s 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 ability’s 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 isn’t 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 isn’t 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 @@
|
||
| Traveler’s outfit | 2 gp |
|
||
| Wizard’s 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 PC’s 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 attacker’s final result is higher, the attack hits. If the defender’s 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. It’s 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 it’s 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
|
||
character’s 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 isn’t 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 can’t land on a planet’s 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 it’s likely
|
||
@@ -26763,7 +26763,7 @@
|
||
|
||
High Gravity: It’s 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: 1–3 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 you’re 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 game’s
|
||
start.
|
||
|
||
-POWER STUNTS
|
||
+POWER STUNTS
|
||
A power stunt is pushing a superpower beyond its normal limits or using it to do something it normally can’t do.
|
||
Examples:
|
||
|
||
@@ -27674,7 +27674,7 @@
|
||
abilities to the Feats of Strength table to determine the comparable difficulty of the task, and modify the character’s
|
||
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 don’t 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—they’re 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 it’s 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 one’s 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 there’s 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 demon’s 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 demon’s
|
||
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 enthraller’s 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 angel’s successful attack causes the character’s 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 don’t know they’re dead, some want help for a task
|
||
+Interaction: Some ghosts are talkative, some don’t know they’re 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 1–2 on a 1d10).
|
||
|
||
GM intrusion: A grey’s 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 don’t 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 victim’s 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 zombie’s 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 Dread’s 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.
|
||
|
||
-Magnetar’s only weakness is psychic attacks, which is fortunate since reducing it to 0 health through an
|
||
+Magnetar’s 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 Earth’s 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 detective’s 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, it’s built right into the game’s 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
|
||
There’s no reason why a fantasy campaign can’t 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 wearer’s physiological age. Over the course of the
|
||
next seven days, the wearer sheds a number of years equal to three times the cypher’s level. The cypher doesn’t 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 cypher’s 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
|
||
-cypher’s level is equal to the item’s 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
|
||
+cypher’s level is equal to the item’s 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 won’t do it often (they’d have to apply six
|
||
levels of Effort, and even with an Edge of 6 that would cost 7 points from their Pool, and that’s assuming they’re
|
||
specialized and have two levels of assets), but it can happen if they’re 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. There’s no chance of failure.
|
||
|
||
-4\. This is how everything in the game works, whether it’s climbing a wall,
|
||
+4\. This is how everything in the game works, whether it’s 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 doesn’t
|
||
@@ -44595,7 +44595,7 @@
|
||
shapes. After that, if anything the idol doesn’t 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 wielder’s verbal commands, but it can’t do anything a regular snake
|
||
-couldn’t do.
|
||
+couldn’t 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.
|
||
|
||
01–10 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 character’s 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 game’s
|
||
start.
|
||
|
||
-POWER STUNTS
|
||
+POWER STUNTS
|
||
A power stunt is pushing a superpower beyond its normal limits or using it to do something it normally can’t do.
|
||
Examples:
|
||
|
||
@@ -50334,7 +50334,7 @@
|
||
abilities to the Feats of Strength table to determine the comparable difficulty of the task, and modify the character’s
|
||
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—they’re 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 it’s 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 isn’t 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 can’t land on a planet’s 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 it’s 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 you’re 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
|
||
There’s no reason why a fantasy campaign can’t 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 doesn’t 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 wielder’s verbal commands, but it can’t do anything a regular snake
|
||
-couldn’t do.
|
||
+couldn’t 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 game’s 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 @@
|
||
shouldn’t 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
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Grenade, sonic
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level 4 (12)
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@@ -76604,7 +76604,7 @@
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weapon (10 damage, both hands), very long range. This rapid-fire weapon can operate in conjunction with Spray or Arc
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Spray abilities. It ignores 2 points of Armor value (except from force fields).
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-BLASTER WEAPONS
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+BLASTER WEAPONS
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Optional Blaster Rule as the Default: The advantage that blaster weapons have over other projectile and coherent light
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weapons is their ability to penetrate targets, which renders Armor less effective. This optional rule is presented as
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the default rule in The Stars Are Fire to demonstrate their superior tech level even over advanced tech weapons.
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