again there are some abilities to move, so taking a pause here to do that Signed-off-by: Brian S. Stephan <bss@incorporeal.org>
1445 lines
40 KiB
Diff
1445 lines
40 KiB
Diff
--- _tmp/ccsrd.md 2025-06-04 07:42:58.008590821 -0500
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+++ _tmp/ccsrd.new.md 2025-06-05 20:56:20.480349052 -0500
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@@ -39896,7 +39896,7 @@
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### OPTIONAL MODERN FANTASY RULES
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-### CANTRIPS
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+#### CANTRIPS
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Cantrips are simple, low-powered spells that almost anyone can learn. In a modern fantasy setting, cantrips can be as
|
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ubiquitous and unremarkable as twenty-first-century technology. Instead of using the flashlight function of a
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@@ -40222,7 +40222,7 @@
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way, learning a cantrip isn't automatic—it's more like passing a final exam. And there are ways for the character to
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"cram" for this test, including expending Effort, getting help, or using an appropriate asset.
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-### COVENS
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+#### COVENS
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Magic is a community affair, and magicians are more powerful in groups. A coven is a group of three or more magicians
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with similar goals and values, supporting each other and working together to hone their craft. Forming or joining a
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@@ -40249,13 +40249,13 @@
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> Spending XP to advance a character's rank in a coven does not count as one of the four character advancements needed
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> to reach a higher tier
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-Joining A Coven
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+##### Joining A Coven
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Joining an existing coven at rank 1 requires a vow and a ritual. Characters must commit to pursuing the coven's goals
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and living in accordance with its values. The ritual is a demonstration of dedication to the coven's purpose, and varies
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in difficulty accordingly. Characters receive their talisman once the ritual is complete.
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-Coven Talismans
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+##### Coven Talismans
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A coven talisman is a small item, such as a pendant or ring, that represents a character's affiliation with the coven.
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Every coven member may carry a slightly different talisman, but they should be clearly related. The Benevolent Bakers'
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@@ -40267,7 +40267,7 @@
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the coven, the talisman's appearance may change to reflect this. While these talismans don't require a depletion roll
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with each use, a character's coven talisman automatically depletes if they break from the coven.
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-Advancing Within A Coven
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+##### Advancing Within A Coven
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Advancing within a coven is a separate matter from advancing a character. In fact, coven advancement is more similar to
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a long-term benefit of spending XP. Coven advancement should occur after a character has learned, discovered, or
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@@ -40276,7 +40276,7 @@
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To advance within the coven, the player spends 3 XP. Characters may mark the occasion with a celebration or let it pass
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quietly
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-Breaking From A Coven
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+##### Breaking From A Coven
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If a character wishes to leave a coven, they relinquish their coven talisman and lose access to their coven abilities.
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But a character can also break from their coven by behaving in opposition to its values—such as if a Benevolent Baker
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@@ -40287,7 +40287,7 @@
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take their coven talisman to an epicenter and perform a ritual with a difficulty equal to their former coven rank. Upon
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completing the ritual, they regain that rank within the coven and can access spells accordingly.
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-Forming A New Coven
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+##### Forming A New Coven
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Creating a new coven simply requires a bit of discussion among the GM and players. Begin by deciding on the following:
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@@ -40303,7 +40303,7 @@
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- What does the initiation ritual (which exemplifies the coven's goals and values) consist of?
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-Selecting Coven Abilities
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+##### Selecting Coven Abilities
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Coven abilities are chosen by the GM and players. To start, they need to decide the rank 1 ability. They can determine
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the rank 2 ability when at least one character is ready to advance within the coven. In a longer campaign, selecting
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@@ -40323,14 +40323,14 @@
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ones. To return to the example of the Benevolent Bakers, no abilities in the Cypher System Rulebook specifically pertain
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to making food, but the bakers could modify an ability like Natural Crafter to suit their needs.
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-Magical Crafting Skills
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+#### Magical Crafting Skills
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Depending on the setting, a character learning how to craft magic items might become trained or specialized in a general
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"crafting magic items" skill, or need to have a specific skill for each kind of item they might craft, such as "brewing
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potions" or "crafting wands." The GM should decide if characters need a specific skill or if the general skill covers
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all sorts of crafted magic items.
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-### EXCEEDING CYPHER LIMITS
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+#### EXCEEDING CYPHER LIMITS
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Sometimes characters might want or need to carry more than their normal allotment of cyphers, and in a modern fantasy
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game it's fun to let the overlapping cypher auras (or whatever the cause) create odd side effects. Typically, a side
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@@ -40643,7 +40643,7 @@
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</tbody>
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</table>
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-### FAMILIARS
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+#### FAMILIARS
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In the most general sense, a familiar is a creature (usually in the form of a small animal) bonded to a magical person
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as a companion. However, a familiar's role, intelligence, relationship with their person, powers, and vulnerabilities
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@@ -40654,7 +40654,7 @@
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CONTENT WARNING: This section talks about the death of pets.
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-Standard Pet
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+##### Standard Pet
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The simplest sort of familiar is one that is a normal animal that has an emotional bond with a character, essentially
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the same role as a typical pet or comfort animal. The familiar has no special abilities, doesn't affect the character's
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@@ -40669,7 +40669,7 @@
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As a slightly more magical variant, choose either of these abilities, but instead of finding a replacement for the
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creature if it dies, the character can perform a magical ritual (taking 1d6 days) to return them to life.
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-Unusual Familiar
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+##### Unusual Familiar
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There's no reason a familiar has to resemble a common Earth animal such as a cat, frog, or hawk. If the setting is a
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world other than Earth, and it has its own animal species that don't exist on Earth (such as monkey-lizards,
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@@ -40686,7 +40686,7 @@
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their game statistics. For example, a flying skull familiar and a bat familiar probably have the same level, movement,
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and modifiers.
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-Magical Familiar
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+##### Magical Familiar
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This kind of familiar is more of a magical creature than a standard pet. Advantages compared to a standard pet are the
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familiar's ability to be physical or intangible, its telepathic connection to the character, and (unlike a standard pet
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@@ -40694,14 +40694,14 @@
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far away from you and they spend most of their time asleep and intangible instead of actively assisting you. For this
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type of familiar, a character should choose the Bound Magic Familiar ability.
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-Soulbound Familiar
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+##### Soulbound Familiar
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This is the most powerful and versatile kind of familiar. They have significant magical abilities, but this requires a
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bond between the character and familiar that makes them both vulnerable in certain ways.
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For this type of familiar, a character should choose the Soul Familiar ability.
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-Modifying A Familiar
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+##### Modifying A Familiar
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The following character abilities can be used to improve your familiar or the connection you have with it. (Although
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most of the ability descriptions refer to the Beast Companion ability, they have the same effect on a familiar as on a
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@@ -40715,7 +40715,7 @@
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Tier 6: As If One Creature
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-### REVIVING ARTIFACTS
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+#### REVIVING ARTIFACTS
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While all artifacts have a depletion stat, in some settings artifacts may be "revived" after they deplete. Usually doing
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this has some kind of high cost, whether that be money, time, work, or the like. Depending on the setting, a character
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@@ -40730,11 +40730,9 @@
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depletion number is equal to or higher than the highest number the die can roll (like 1–6 on a d6), change the
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artifact's depletion to "automatic."
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-### OPTIONAL MODERN MAGIC FLAVOR
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-
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-### MODERN MAGIC FLAVORS
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+#### MODERN MAGIC FLAVORS
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-Charms and Figments Flavor
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+##### Charms and Figments Flavor
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Creating illusions and affecting minds are sometimes considered "soft" magical disciplines (as opposed to "hard"
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disciplines that manipulate energy or physical matter). It's common for a character with an interest in one to learn a
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@@ -40798,7 +40796,7 @@
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Terrifying Image
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-Cozy Magic Flavor
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+##### Cozy Magic Flavor
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Sometimes a sorcerer isn't interested in combat magic and secret of the universe. Sometimes "cozy magic" is enough:
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bonding with a group of close friends, having a nice house, and providing support and comfort in times of need.
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@@ -40853,7 +40851,7 @@
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Telepathic Network
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-Divination Flavor
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+##### Divination Flavor
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Knowledge is power! Characters with the divination flavor are familiar with using magic to learn information, see into
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hidden places, and discover secrets.
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@@ -40908,7 +40906,7 @@
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See Through Time
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-Modern Magic Flavor
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+##### Modern Magic Flavor
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Characters who live in a modern world with magic and technology often know a bit about mixing the two of them together.
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These characters usually pick up a few useful spells (such as disrupting hostile magic or disabling a mugger's pistol)
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@@ -40973,7 +40971,7 @@
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Trust to Luck
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||
|
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-Protection Flavor
|
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+##### Protection Flavor
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Characters with the protection flavor use magic to defend against hostile environments, hazardous substances, dangerous
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creatures, and intrusive mental powers.
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@@ -41024,14 +41022,14 @@
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Untouchable
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||
|
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-### MODERN FANTASY EQUIPMENT
|
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+#### MODERN FANTASY EQUIPMENT
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|
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In a modern fantasy setting, the following items (and anything else appropriate to a modern Earthlike world) are usually
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available. As with most physical things, a character can spend more for a higher-quality version of an item, such as an
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expensive altar cloth instead of a moderately priced one. Some of these price categories are higher than for a typical
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real-world item because items used with magic usually require higher quality or specific materials.
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-Inexpensive Items
|
||
+##### Inexpensive Items
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| Item | Notes |
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|------------------------|-------------------------------------------------------|
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@@ -41054,7 +41052,7 @@
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| Smudging stick | For cleansing an area and warding off negative energy |
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| Tea | |
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||
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||
-Moderately Priced Items
|
||
+##### Moderately Priced Items
|
||
|
||
| Item | Notes |
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||
|-------------------------|-------------------------------------------------------|
|
||
@@ -41085,7 +41083,7 @@
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||
| Vintage clothing | |
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||
| Wand | |
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||
|
||
-Expensive Items
|
||
+##### Expensive Items
|
||
|
||
| Item | Notes |
|
||
|-------------------------------|--------------------------------------|
|
||
@@ -41100,14 +41098,14 @@
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hindered without them, such as using a crystal ball for a scrying spell, an athame for a protection spell, or a spirit
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||
board for a ritual to talk to a dead person.
|
||
|
||
-### MODERN FANTASY CRAFTING MATERIALS
|
||
+#### MODERN FANTASY CRAFTING MATERIALS
|
||
|
||
An inferior example of a crafting ingredient counts as one price category lower. A superior example counts as one or
|
||
more price categories higher.
|
||
|
||
Often, a material with sentimental value to the magician is worth one price category more than its default value.
|
||
|
||
-Inexpensive Materials
|
||
+##### Inexpensive Materials
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||
|
||
• Base metals (copper, aluminum, iron, and so on)
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|
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@@ -41287,7 +41285,7 @@
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|
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• Wood from a wine cask
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|
||
-Very Expensive Materials
|
||
+##### Very Expensive Materials
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||
|
||
• Air from a person's last breath
|
||
|
||
@@ -41301,11 +41299,11 @@
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|
||
• Gemstone (diamond, opal, ruby, sapphire)
|
||
|
||
-Exorbitant Materials
|
||
+##### Exorbitant Materials
|
||
|
||
• Wood from an ancient tree
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||
|
||
-### MODERN MAGIC CYPHERS
|
||
+#### MODERN MAGIC CYPHERS
|
||
|
||
The Cypher System Rulebook assumes that subtle cyphers are the default, but depending on the nature of magic in the
|
||
modern fantasy setting, some or all cyphers might be physical objects (manifest cyphers) with magical powers. This
|
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@@ -41315,15 +41313,15 @@
|
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extra magical tricks. Third, it probably means that fantastic cyphers become the norm because magic easily allows for
|
||
fantastic effects.
|
||
|
||
-Manifest Cypher Forms
|
||
+##### Manifest Cypher Forms
|
||
|
||
The form a manifest cypher takes— such as a potion or scroll—doesn't affect its abilities at all. A potion that eases
|
||
the user's next task by three steps is functionally identical to a magical scroll that does the same thing. The only
|
||
difference is the look and feel (campaign flavor) in the story.
|
||
|
||
-Example Modern Fantasy Cyphers
|
||
+##### Example Modern Fantasy Cyphers
|
||
|
||
-Random Cyphers
|
||
+###### Random Cyphers
|
||
|
||
| D00 | Cypher |
|
||
|-------|-------------------------|
|
||
@@ -41397,7 +41395,7 @@
|
||
| 99 | Wrecking balls |
|
||
| 00 | You're safe now |
|
||
|
||
-### APPS AS CYPHERS
|
||
+###### APPS AS CYPHERS
|
||
|
||
Apps are a great cypher option for modern, urban settings. The character will need a working device, such as a cell
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phone or a cloud storage artifact, to buy, download, or otherwise gain apps. However, in most cases the device doesn't
|
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@@ -41410,7 +41408,7 @@
|
||
require clandestine trades, electronic thievery, or some other means of securing the app. In other settings, an app
|
||
might be something you download into a modified body part or integrated piece of hardware.
|
||
|
||
-Absolute Power
|
||
+###### Absolute Power
|
||
|
||
Level: 1d6 + 4
|
||
|
||
@@ -41421,7 +41419,7 @@
|
||
phone is a level 1 power requirement, a boat engine is a level 5 power requirement, and a jet airplane is a level 10
|
||
power requirement.
|
||
|
||
-Algomancy
|
||
+###### Algomancy
|
||
|
||
Level: 1d6 + 3
|
||
|
||
@@ -41433,7 +41431,7 @@
|
||
They gain an asset on initiative tasks and all defense rolls. In addition, they can warn their friends of what's coming,
|
||
and ease their friends' next action.
|
||
|
||
-Ambiance
|
||
+###### Ambiance
|
||
|
||
Level: 1d6 + 1
|
||
|
||
@@ -41443,7 +41441,7 @@
|
||
minutes per cypher level. This includes adjusting non-adjustable lights, lighting or blowing out candles, soundproofing,
|
||
starting or stopping music through any available medium, starting a fire, and so on.
|
||
|
||
-Anywhere Web
|
||
+###### Anywhere Web
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -41455,7 +41453,7 @@
|
||
immediate range can also see and hear what you are seeing and hearing (but cannot interact with it). This works even in
|
||
places where there is no internet connectivity and lasts for ten minutes per cypher level.
|
||
|
||
-Below the Law
|
||
+###### Below the Law
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -41466,7 +41464,7 @@
|
||
tasks involving illegal or unsanctioned activities are eased, including stealing, sneaking, getting away, escaping
|
||
bonds, and so on. The effect lasts for ten minutes per cypher level.
|
||
|
||
-Best Gift
|
||
+###### Best Gift
|
||
|
||
Level: 1d6
|
||
|
||
@@ -41476,7 +41474,7 @@
|
||
in their hand. Inside the box is a small, thoughtful gift (whose value does not exceed a moderately priced item) that
|
||
the recipient will truly love.
|
||
|
||
-Beverage Bestie
|
||
+###### Beverage Bestie
|
||
|
||
Level: 1d6
|
||
|
||
@@ -41486,7 +41484,7 @@
|
||
their bedside at the exact moment they are ready for it. The user doesn't need to know their chosen person's favorite
|
||
beverage, their location, or when they will wish for it—the magic takes care of it.
|
||
|
||
-Borrowed Familiar
|
||
+###### Borrowed Familiar
|
||
|
||
Level: 1d6
|
||
|
||
@@ -41497,7 +41495,7 @@
|
||
becomes the user's temporary familiar, providing an asset to all magic-related actions (including defense actions). The
|
||
creature cannot be harmed, but at the end of its time, it fades away.
|
||
|
||
-Brain Overclock
|
||
+###### Brain Overclock
|
||
|
||
Level: 1d6 + 3
|
||
|
||
@@ -41517,7 +41515,7 @@
|
||
| 5 | Restores Intellect Pool to full |
|
||
| 6 | Become trained in two noncombat Intellect skills for one hour |
|
||
|
||
-Burn Your Bridges
|
||
+###### Burn Your Bridges
|
||
|
||
Level: 1d6
|
||
|
||
@@ -41528,7 +41526,7 @@
|
||
or establishing a false trail. Anyone attempting to follow or track them for one day per cypher level finds their
|
||
actions hindered by two steps.
|
||
|
||
-Burner Phone
|
||
+###### Burner Phone
|
||
|
||
Level: 1d6
|
||
|
||
@@ -41543,7 +41541,7 @@
|
||
mobile phone that has been broken and its chip removed). The user of the cypher can end it early as an action by
|
||
speaking a command word or physically breaking it.
|
||
|
||
-Cloak of the Crafter
|
||
+###### Cloak of the Crafter
|
||
|
||
Level: 1d6
|
||
|
||
@@ -41554,7 +41552,7 @@
|
||
level higher than it normally would be. In addition, the user can find up to two ingredients they need (up to the level
|
||
of the cypher) in the pockets of the cloak.
|
||
|
||
-Dancing on Air
|
||
+###### Dancing on Air
|
||
|
||
Level: 1d6 + 1
|
||
|
||
@@ -41565,7 +41563,7 @@
|
||
substance below them would not normally hold them, such as water or thin ice. The effect lasts for ten minutes per
|
||
cypher level.
|
||
|
||
-Dumpster Fire
|
||
+###### Dumpster Fire
|
||
|
||
Level: 1d6 + 3
|
||
|
||
@@ -41576,7 +41574,7 @@
|
||
takes against those creatures (including combat) are eased by one step, and any positive actions they take for those
|
||
creatures (such as attempting to inspire them) are hindered by one step.
|
||
|
||
-Duplicity Window
|
||
+###### Duplicity Window
|
||
|
||
Level: 1d6 + 1
|
||
|
||
@@ -41588,7 +41586,7 @@
|
||
level is equal to the cypher level and fools the vision of living creatures as well as that of magical and electronic
|
||
eyes. The effect lasts for ten minutes per cypher level.
|
||
|
||
-Exceptional Engine
|
||
+###### Exceptional Engine
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -41598,7 +41596,7 @@
|
||
exceptionally well for the next ten minutes per cypher level, easing all tasks involved with operating it. For example,
|
||
a car handles better, a hacking program works faster, an elevator door closes before a pursuer can get on, and so on.
|
||
|
||
-Extrovert Shield
|
||
+###### Extrovert Shield
|
||
|
||
Level: 1d6 + 1
|
||
|
||
@@ -41609,7 +41607,7 @@
|
||
a mental attack, the being absorbs that damage (up to the cypher level) and reflects it back onto the attacker; the user
|
||
makes an Intellect-based attack roll for this reflected damage. After that, the being disappears.
|
||
|
||
-Fade to Black
|
||
+###### Fade to Black
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -41620,7 +41618,7 @@
|
||
user can make magical attacks but not physical ones. They take no physical damage. However, any successful magical
|
||
attacks against them inflict +1 point of damage.
|
||
|
||
-Faraday Ward
|
||
+###### Faraday Ward
|
||
|
||
Level: 1d6 + 3
|
||
|
||
@@ -41630,7 +41628,7 @@
|
||
electromagnetic surveillance, and similar observation whose level is equal to or less than the cypher's for ten minutes
|
||
per cypher level.
|
||
|
||
-Fey Collar
|
||
+###### Fey Collar
|
||
|
||
Level: 1d6 + 3
|
||
|
||
@@ -41641,7 +41639,7 @@
|
||
Intellect-based roll against the cypher level; otherwise that attempt is blocked. The collar lasts for ten minutes per
|
||
cypher level and then disintegrates.
|
||
|
||
-Ghost Tag
|
||
+###### Ghost Tag
|
||
|
||
Level: 1d6
|
||
|
||
@@ -41651,7 +41649,7 @@
|
||
spoken message up to twenty words long and is invisible except to the creature the user designates. That creature can
|
||
touch the tag and hear the entirety of the message.
|
||
|
||
-Girl Moss
|
||
+###### Girl Moss
|
||
|
||
Level: 1d6
|
||
|
||
@@ -41662,7 +41660,7 @@
|
||
sneaking, and remaining undetected (even by magic). Entering into combat or interacting with another creature in any way
|
||
breaks the effect.
|
||
|
||
-Got Your Back
|
||
+###### Got Your Back
|
||
|
||
Level: 1d6
|
||
|
||
@@ -41671,7 +41669,7 @@
|
||
Effect: The cypher turns bright blue in the presence of any type of drug, poison, or other detrimental or dangerous
|
||
substance whose level is equal to or less than the cypher level. The effect lasts for one day.
|
||
|
||
-Gravity Denied
|
||
+###### Gravity Denied
|
||
|
||
Level: 1d6
|
||
|
||
@@ -41682,7 +41680,7 @@
|
||
this ability, "down" for them is either the surface they are walking on or the normal orientation of gravity (their
|
||
choice).
|
||
|
||
-Great Hair Day
|
||
+###### Great Hair Day
|
||
|
||
Level: 1d6
|
||
|
||
@@ -41691,7 +41689,7 @@
|
||
Effect: When activated, the cypher makes the user's hair look like it did on their best hair day ever. For the next 24
|
||
hours, they have an asset in all confidence-based actions, social and otherwise.
|
||
|
||
-Growwell
|
||
+###### Growwell
|
||
|
||
Level: 1d6
|
||
|
||
@@ -41700,7 +41698,7 @@
|
||
Effect: Causes a garden to sprout in any immediate area. The garden is self-sustaining and doesn't need soil, sun, or
|
||
water. It includes flowers, vegetables, and herbs, and lasts for a number of months equal to the cypher level.
|
||
|
||
-Handwave
|
||
+###### Handwave
|
||
|
||
Level: 1d6 + 4
|
||
|
||
@@ -41708,7 +41706,7 @@
|
||
|
||
Effect: When the user places this cypher upon their hand as an action, they can take three actions on their next turn.
|
||
|
||
-Hashtag
|
||
+###### Hashtag
|
||
|
||
Level: 1d6
|
||
|
||
@@ -41724,7 +41722,7 @@
|
||
create a sound or sensation around the chosen word rather than a glow, or the glow might be visible in their mind's eye
|
||
instead.
|
||
|
||
-Here All Along
|
||
+###### Here All Along
|
||
|
||
Level: 1d6 + 4
|
||
|
||
@@ -41734,7 +41732,7 @@
|
||
includes social media accounts, a personal or business website, photos and videos, friends, and so on. The information
|
||
stays on the internet forever.
|
||
|
||
-Instant Automobile
|
||
+###### Instant Automobile
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -41751,7 +41749,7 @@
|
||
> be tracked like any registered vehicle. Likewise, an instant motorcycle cypher creates a functional but not
|
||
> particularly "sexy" motorbike.
|
||
|
||
-Instant Delivery
|
||
+###### Instant Delivery
|
||
|
||
Level: 1d6 + 3
|
||
|
||
@@ -41763,7 +41761,7 @@
|
||
their location. Within a round of having left the user, the package will arrive within a short distance of the
|
||
recipient.
|
||
|
||
-Instant Motorcycle
|
||
+###### Instant Motorcycle
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -41774,7 +41772,7 @@
|
||
asset on all tasks relating to its movement, and at cypher level 7 and higher, the motorcycle can move a short distance
|
||
each round under its own power. The motorcycle lasts for a day, after which it vanishes.
|
||
|
||
-Lie To Me
|
||
+###### Lie To Me
|
||
|
||
Level: 1d6 + 4
|
||
|
||
@@ -41783,7 +41781,7 @@
|
||
Effect: Once activated and worn, allows the user to see through all deceptions, mirages, and illusions (up to the level
|
||
of the cypher) for a day. Also provides the user with an asset on lying, cheating, illusions, and other deception tasks.
|
||
|
||
-Light 'Em Up
|
||
+###### Light 'Em Up
|
||
|
||
Level: 1d6 + 4
|
||
|
||
@@ -41793,7 +41791,7 @@
|
||
beam stretches a short range and inflicts damage equal to the cypher level. It affects even creatures (such as ghosts
|
||
and vampires) that normally can't be harmed by mundane weapons. Once activated, the weapon is active for ten minutes.
|
||
|
||
-Lucky Charm
|
||
+###### Lucky Charm
|
||
|
||
Level: 1d6
|
||
|
||
@@ -41804,7 +41802,7 @@
|
||
appearing just where the user needs it, or the traffic lights changing to green just as the user arrives. Effectively,
|
||
using this cypher grants the player a player intrusion without having to spend 1 XP.
|
||
|
||
-Magic Aura Tracker
|
||
+###### Magic Aura Tracker
|
||
|
||
Level: 1d6
|
||
|
||
@@ -41815,7 +41813,7 @@
|
||
to display power levels for individual kinds of magic (fire, necromancy, illusion) separately from the standard
|
||
readings. This lasts for five hours per cypher level.
|
||
|
||
-Mental Load Alleviator
|
||
+###### Mental Load Alleviator
|
||
|
||
Level: 1d6 + 4
|
||
|
||
@@ -41825,7 +41823,7 @@
|
||
the calendar, project management, working on spells, and decision making. During this time, the user gains +1 to their
|
||
Intellect Edge and +5 to their Intellect Pool (+7 to their Intellect Pool if the cypher is level 9 or higher).
|
||
|
||
-Merciful Memory
|
||
+###### Merciful Memory
|
||
|
||
Level: 1d6
|
||
|
||
@@ -41836,7 +41834,7 @@
|
||
altered, it remains that way for a day. During that time, the target gains +5 to their Intellect Pool and all tasks
|
||
involving the memory (such as talking to the person the memory's about) are eased.
|
||
|
||
-Next You
|
||
+###### Next You
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -41846,7 +41844,7 @@
|
||
include hair color and style, clothing, jewelry, makeup, gender, height, and so on. After one round, the changes they've
|
||
made to the avatar are made to their own body. The effect lasts for one hour per cypher level.
|
||
|
||
-No Take Backs
|
||
+###### No Take Backs
|
||
|
||
Level: 1d6
|
||
|
||
@@ -41857,7 +41855,7 @@
|
||
from the next attack of that type. When the user would next take damage from the same type of attack, the bubble absorbs
|
||
all of it and then pops.
|
||
|
||
-Pickpocket
|
||
+###### Pickpocket
|
||
|
||
Level: 1d6 + 1
|
||
|
||
@@ -41868,7 +41866,7 @@
|
||
the cypher's. In addition to the items the target has in their pocket, the user gains a random cypher (of a level equal
|
||
to or less than the level of the pickpocket cypher).
|
||
|
||
-Pocket Protector
|
||
+###### Pocket Protector
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -41878,7 +41876,7 @@
|
||
to protect them from all damage. Unlike a standard cypher, this protective effect occurs without the user's action to
|
||
activate it. Once used to protect against one attack chosen by the user, the cypher turns to dust.
|
||
|
||
-Portal Stone
|
||
+###### Portal Stone
|
||
|
||
Level: 1d6
|
||
|
||
@@ -41888,7 +41886,7 @@
|
||
undiscoverable location, such as another dimension or world (depending on the setting). The item can only be retrieved
|
||
by holding the portal stone and whispering the name of the object.
|
||
|
||
-Power Device
|
||
+###### Power Device
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -41898,7 +41896,7 @@
|
||
powered, charged, or fueled. If the cypher is used on an automobile, for example, the gas tank is full. If used on a
|
||
flashlight, the battery is fully charged.
|
||
|
||
-Power House
|
||
+###### Power House
|
||
|
||
Level: 1d6
|
||
|
||
@@ -41908,7 +41906,7 @@
|
||
the structure is about 20 feet by 20 feet by 10 feet (6 m by 6 m by 3.5 m). It lasts for 24 hours, at which point it and
|
||
all nonliving things inside it disintegrate.
|
||
|
||
-Presto Change-O
|
||
+###### Presto Change-O
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -41920,7 +41918,7 @@
|
||
traverse the same type of terrain as the original (the user can change a canoe into a speedboat, for example, but not
|
||
into a plane or a race car).
|
||
|
||
-Puzzle Box
|
||
+###### Puzzle Box
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -41931,7 +41929,7 @@
|
||
any actions. They cannot be harmed in any way and they do not experience time moving forward. The creature stays inside
|
||
permanently, unless they are released by magic or until the user chooses to let them out.
|
||
|
||
-Quick Pic
|
||
+###### Quick Pic
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -41941,7 +41939,7 @@
|
||
the next 24 hours. By touching an appropriate device, they can download the image, print it out, or digitally alter it.
|
||
At the end of 24 hours, all versions of the image, including the one in their head, disappear.
|
||
|
||
-Quick Pickup
|
||
+###### Quick Pickup
|
||
|
||
Level: 1d6
|
||
|
||
@@ -41951,7 +41949,7 @@
|
||
This could be a rideshare, a city bike, a horse, a canoe, a friend with a car, a helicopter, or something else, as the
|
||
GM determines.
|
||
|
||
-Real Fake
|
||
+###### Real Fake
|
||
|
||
Level: 1d6
|
||
|
||
@@ -41961,7 +41959,7 @@
|
||
instantly transforms into a perfect copy of that ID, including photos, watermarks, and any other identifying or
|
||
verifying features. The duplicate lasts for a number of days equal to the cypher level.
|
||
|
||
-Repair Module
|
||
+###### Repair Module
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -41972,7 +41970,7 @@
|
||
any knowledge of the machine or what's wrong with it, but they must be able to touch the machine and continue to do so
|
||
for the length of the repair. The repair takes one minute per level of the machine.
|
||
|
||
-Safe Space
|
||
+###### Safe Space
|
||
|
||
Level: 1d6 + 3
|
||
|
||
@@ -41986,7 +41984,7 @@
|
||
of points equal to the cypher level, distributing them as they see fit among their Pools. When they return, it's as
|
||
though they never went away and no time has passed. They can remain in the space for up to one hour per cypher level.
|
||
|
||
-Screen Control
|
||
+###### Screen Control
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -41996,7 +41994,7 @@
|
||
whatever the user wishes for up to one minute per cypher level. The display can be pictures, text, or meaningless shapes
|
||
and colors.
|
||
|
||
-Social Battery
|
||
+###### Social Battery
|
||
|
||
Level: 1d6
|
||
|
||
@@ -42005,7 +42003,7 @@
|
||
Effect: Allows you to recharge your social battery, providing you with an asset on all positive social interactions,
|
||
including persuasion, charm, flirtation, and succor. The effect lasts for ten minutes per cypher level.
|
||
|
||
-Soul Saver
|
||
+###### Soul Saver
|
||
|
||
Level: 1d6 + 1
|
||
|
||
@@ -42017,7 +42015,7 @@
|
||
Pool is healed to full in some way during this time, they return to life permanently, but with a 3-point reduction in
|
||
their maximum health or Might Pool.
|
||
|
||
-Stay Down
|
||
+###### Stay Down
|
||
|
||
Level: 1d6
|
||
|
||
@@ -42027,7 +42025,7 @@
|
||
single foe within long range, inflicting 3 points of damage, knocking them prone, and stunning them for a number of
|
||
rounds equal to the cypher level.
|
||
|
||
-Take Me There
|
||
+###### Take Me There
|
||
|
||
Level: 1d6
|
||
|
||
@@ -42038,7 +42036,7 @@
|
||
is hidden, they must make an Intellect roll against its level to see if they succeed (the cypher provides an asset). The
|
||
thread lasts for one day per cypher level or until they reach their destination, whichever is sooner.
|
||
|
||
-Talk to Me
|
||
+###### Talk to Me
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -42049,7 +42047,7 @@
|
||
equal to the cypher level and get true answers. The questions must pertain to something the creature would know, such as
|
||
something they saw or heard in the area, something they felt, or who made them.
|
||
|
||
-Teleportation Block
|
||
+###### Teleportation Block
|
||
|
||
Level: 1d6 + 4
|
||
|
||
@@ -42061,7 +42059,7 @@
|
||
out. Player characters using such abilities must succeed at an Intellect-based task with a difficulty equal to the
|
||
cypher level in order to enter or leave the area. The block lasts for one day per cypher level.
|
||
|
||
-Through the Window
|
||
+###### Through the Window
|
||
|
||
Level: 1d6
|
||
|
||
@@ -42073,7 +42071,7 @@
|
||
wink to change their vision back to their current location, then wink again to return to the window. The effect lasts
|
||
for ten minutes per cypher level or until they choose to end it.
|
||
|
||
-Time Ticket
|
||
+###### Time Ticket
|
||
|
||
Level: 1d6 + 3
|
||
|
||
@@ -42085,7 +42083,7 @@
|
||
how the user gets there— they may still sit in traffic forever or get stuck in the security line.) Their traveling
|
||
companions, if any, enjoy the same benefit as long as they stick with the user.
|
||
|
||
-Tunnel Traverser
|
||
+###### Tunnel Traverser
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -42097,7 +42095,7 @@
|
||
least 1 foot (30 cm) in diameter and must not be blocked by rocks, doors, and so on. The effect lasts for ten minutes
|
||
per cypher level.
|
||
|
||
-What the Doctor Ordered
|
||
+###### What the Doctor Ordered
|
||
|
||
Level: 1d6 + 1
|
||
|
||
@@ -42106,7 +42104,7 @@
|
||
Effect: Restores a number of points equal to the cypher level to the user's choice of Pools. In addition, the user adds
|
||
+3 to their next recovery roll.
|
||
|
||
-Who's Looking
|
||
+###### Who's Looking
|
||
|
||
Level: 1d6 + 3
|
||
|
||
@@ -42116,7 +42114,7 @@
|
||
tracked by something of the cypher level or less. This includes people, devices, security systems, cameras, spells, and
|
||
so on.
|
||
|
||
-Wire Wraith
|
||
+###### Wire Wraith
|
||
|
||
Level: 1d6
|
||
|
||
@@ -42127,7 +42125,7 @@
|
||
While the construct persists, the user can use it to slip through small areas, carry an electrical current, or attack
|
||
foes. It lasts for a number of rounds equal to the cypher level.
|
||
|
||
-Wrecking Balls
|
||
+###### Wrecking Balls
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -42137,7 +42135,7 @@
|
||
then slams into targets within long range chosen by the user. The impact of each ball does 2 points of ambient damage
|
||
(ignores Armor). If the same foe is hit by two or more balls, they are also knocked prone for one round.
|
||
|
||
-You're Safe Now
|
||
+###### You're Safe Now
|
||
|
||
Level: 1d6 + 3
|
||
|
||
@@ -42147,9 +42145,9 @@
|
||
damage, such as from falling off a roof or being electrocuted by a power line, the cypher absorbs all of the damage (up
|
||
to the cypher level).
|
||
|
||
-Software Cyphers
|
||
+##### Software Cyphers
|
||
|
||
-EasyMagic.App
|
||
+###### EasyMagic.App
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -42161,7 +42159,7 @@
|
||
When the cypher is activated, the user attracts the attention of a malevolent internet d@emon, who slides into their
|
||
internet-connected devices and starts draining their magic. The d@emon remains even after the cypher's duration expires.
|
||
|
||
-Malware Cyphers
|
||
+###### Malware Cyphers
|
||
|
||
EasyMagic.app has a beneficial effect, but also a serious drawback—it attracts a hostile creature to prey upon the
|
||
user's magic. The cypher is significantly better than a typical Edge-augmenting cypher like an Intellect booster
|
||
@@ -42181,7 +42179,7 @@
|
||
|
||
Other common malware cypher names are WarlockAntivirus, SpellManager, HexCleaner, TomeBot, and ScryBlocker.
|
||
|
||
-### MODERN MAGIC ARTIFACTS
|
||
+#### MODERN MAGIC ARTIFACTS
|
||
|
||
If cyphers are the expendable magic that is ever-present in fantasy, artifacts are the more durable magic items that can
|
||
be used over and over again—tomes of weird magic, magical vehicles, and so on. Unlike cyphers, there is no limit to how
|
||
@@ -42237,9 +42235,9 @@
|
||
| 99 | Wonder onesie |
|
||
| 00 | Your mama's biker jacket |
|
||
|
||
-Example Modern Fantasy Artifacts
|
||
+##### Example Modern Fantasy Artifacts
|
||
|
||
-Accessories Sold Separately
|
||
+###### Accessories Sold Separately
|
||
|
||
Level: 1d6
|
||
|
||
@@ -42277,7 +42275,7 @@
|
||
| 19 | Guitar |
|
||
| 20 | Inflatable couch |
|
||
|
||
-Ask Me Anything
|
||
+###### Ask Me Anything
|
||
|
||
Level: 1d6 + 1
|
||
|
||
@@ -42290,7 +42288,7 @@
|
||
|
||
Depletion: 1 in 1d20
|
||
|
||
-Atheneum of the Mind Card
|
||
+###### Atheneum of the Mind Card
|
||
|
||
Level: 1d6
|
||
|
||
@@ -42305,7 +42303,7 @@
|
||
|
||
Depletion: 1 in 1d00
|
||
|
||
-Attempted Murder
|
||
+###### Attempted Murder
|
||
|
||
Level: 1d6 + 4
|
||
|
||
@@ -42316,7 +42314,7 @@
|
||
|
||
Depletion: 1 in 1d6 (when the artifact depletes, the tattoo flies away and disappears)
|
||
|
||
-Battery of the Vanquished
|
||
+###### Battery of the Vanquished
|
||
|
||
Level: 1d6 + 4
|
||
|
||
@@ -42329,7 +42327,7 @@
|
||
|
||
Depletion: 1 in 1d6
|
||
|
||
-Blade of the Roses
|
||
+###### Blade of the Roses
|
||
|
||
> Level: 1d6 + 2
|
||
>
|
||
@@ -42343,7 +42341,7 @@
|
||
|
||
Depletion: 1 in 1d00 (check each first successful attack)
|
||
|
||
-Book of the Baker
|
||
+###### Book of the Baker
|
||
|
||
> Level: 1d6
|
||
>
|
||
@@ -42354,7 +42352,7 @@
|
||
|
||
Depletion: 1 in 1d20
|
||
|
||
-Breakaway Bag
|
||
+###### Breakaway Bag
|
||
|
||
> Level: 1d6 + 4
|
||
>
|
||
@@ -42368,7 +42366,7 @@
|
||
|
||
Depletion: 1 in 1d20 (roll each time a magic item is added)
|
||
|
||
-Busy Box
|
||
+###### Busy Box
|
||
|
||
Level: 1d6
|
||
|
||
@@ -42382,7 +42380,7 @@
|
||
|
||
Depletion: 1 in 1d20
|
||
|
||
-Cats Hide Their Paws
|
||
+###### Cats Hide Their Paws
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -42393,7 +42391,7 @@
|
||
|
||
Depletion: 1 in 1d00 (check each day)
|
||
|
||
-Cloud Storage
|
||
+###### Cloud Storage
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -42404,7 +42402,7 @@
|
||
|
||
Depletion: 1 in 1d20 (check each time an app is added)
|
||
|
||
-Cloud Thief
|
||
+###### Cloud Thief
|
||
|
||
> Level: 1d6
|
||
>
|
||
@@ -42417,7 +42415,7 @@
|
||
|
||
Depletion: 1 in 1d20
|
||
|
||
-Color Cannon
|
||
+###### Color Cannon
|
||
|
||
> Level: 1d6
|
||
>
|
||
@@ -42438,7 +42436,7 @@
|
||
|
||
Depletion: 1 in 1d20
|
||
|
||
-Combat Glasses
|
||
+###### Combat Glasses
|
||
|
||
> Level: 1d6 + 2
|
||
>
|
||
@@ -42451,7 +42449,7 @@
|
||
|
||
Depletion: 1 in 1d6 (check after each foe)
|
||
|
||
-Crow Friend
|
||
+###### Crow Friend
|
||
|
||
Level: 1d6 + 4
|
||
|
||
@@ -42464,7 +42462,7 @@
|
||
|
||
Depletion: 1 in 1d00 (roll each time the crows arrive)
|
||
|
||
-Crown of the High King
|
||
+###### Crown of the High King
|
||
|
||
Level: 1d6 + 3
|
||
|
||
@@ -42476,7 +42474,7 @@
|
||
|
||
Depletion: 1 in 1d00 (roll each day)
|
||
|
||
-Dragon Pen
|
||
+###### Dragon Pen
|
||
|
||
> Level: 1d6 + 2
|
||
>
|
||
@@ -42493,7 +42491,7 @@
|
||
|
||
Depletion: 1 in 1d10
|
||
|
||
-Eau de Blood of Monsters
|
||
+###### Eau de Blood of Monsters
|
||
|
||
> Level: 1d6 + 4
|
||
>
|
||
@@ -42511,7 +42509,7 @@
|
||
|
||
Depletion: 1 in 1d20
|
||
|
||
-Ecosensitive Fridge Magnets
|
||
+###### Ecosensitive Fridge Magnets
|
||
|
||
Level: 1d6
|
||
|
||
@@ -42525,7 +42523,7 @@
|
||
Depletion: 1 in 1d20 (check each day of use); depletion means one of the magnets is lost forever but the remainder
|
||
continue to function
|
||
|
||
-Flying Carpet
|
||
+###### Flying Carpet
|
||
|
||
Level: 1d6 + 1
|
||
|
||
@@ -42536,7 +42534,9 @@
|
||
|
||
Depletion: 1 in 1d20
|
||
|
||
-Gift from the Fairy Queen Level: 1d6 + 2
|
||
+###### Gift from the Fairy Queen
|
||
+
|
||
+Level: 1d6 + 2
|
||
|
||
Form: Glass eye that shines with a beautiful inner light
|
||
|
||
@@ -42546,7 +42546,7 @@
|
||
|
||
Depletion: —
|
||
|
||
-Goodest Gargoyle
|
||
+###### Goodest Gargoyle
|
||
|
||
> Level: 1d6 + 2
|
||
>
|
||
@@ -42558,7 +42558,9 @@
|
||
|
||
Depletion: 1 in 1d20
|
||
|
||
-Harrowing Blade Level: 1d6 + 1
|
||
+###### Harrowing Blade
|
||
+
|
||
+Level: 1d6 + 1
|
||
|
||
Form: Long black blade with a carved stone handle
|
||
|
||
@@ -42568,7 +42570,7 @@
|
||
|
||
Depletion: —
|
||
|
||
-History's Fickle Hands
|
||
+###### History's Fickle Hands
|
||
|
||
> Level: 1d6
|
||
>
|
||
@@ -42581,7 +42583,7 @@
|
||
|
||
Depletion: 1 in 1d6
|
||
|
||
-Keys of Close to You
|
||
+###### Keys of Close to You
|
||
|
||
Level: 1d6 + 4
|
||
|
||
@@ -42594,7 +42596,7 @@
|
||
|
||
Depletion: 1 in 1d20 (check each teleportation)
|
||
|
||
-Living Copycat
|
||
+###### Living Copycat
|
||
|
||
Level: 1d6
|
||
|
||
@@ -42607,7 +42609,7 @@
|
||
|
||
Depletion: 1 in 1d20
|
||
|
||
-Magician's Protective Amulet
|
||
+###### Magician's Protective Amulet
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -42617,7 +42619,7 @@
|
||
|
||
Depletion: 1 in 1d20 (check each spell attack)
|
||
|
||
-Malware Genie
|
||
+###### Malware Genie
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -42631,7 +42633,7 @@
|
||
|
||
Depletion: 1 in 1d6
|
||
|
||
-Meatboy
|
||
+###### Meatboy
|
||
|
||
Level: 1d6
|
||
|
||
@@ -42643,7 +42645,7 @@
|
||
|
||
Depletion: 1 in 1d20
|
||
|
||
-My Friend Lockness
|
||
+###### My Friend Lockness
|
||
|
||
Level: 1d6 + 3
|
||
|
||
@@ -42656,7 +42658,7 @@
|
||
|
||
Depletion: 1 in 1d00
|
||
|
||
-Pearls of Your Grandmother, the Witch
|
||
+###### Pearls of Your Grandmother, the Witch
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -42667,7 +42669,7 @@
|
||
|
||
Depletion: —
|
||
|
||
-Poor Magician's Lunchbox
|
||
+###### Poor Magician's Lunchbox
|
||
|
||
Level: 1d6
|
||
|
||
@@ -42679,7 +42681,7 @@
|
||
|
||
Depletion: 1 in 1d10
|
||
|
||
-Rainbow Suspenders
|
||
+###### Rainbow Suspenders
|
||
|
||
Level: 1d6
|
||
|
||
@@ -42690,7 +42692,7 @@
|
||
|
||
Depletion: 1 in 1d20 (roll each interaction); still wearable as regular suspenders after depletion
|
||
|
||
-Ring of Reflected Bullets
|
||
+###### Ring of Reflected Bullets
|
||
|
||
Level: 1d6
|
||
|
||
@@ -42703,7 +42705,7 @@
|
||
|
||
Depletion: 1 in 1d20
|
||
|
||
-Scarf of Love and Death
|
||
+###### Scarf of Love and Death
|
||
|
||
> Level: 1d6
|
||
>
|
||
@@ -42720,7 +42722,7 @@
|
||
|
||
Depletion: 1 in 1d20 (roll each activation)
|
||
|
||
-Song of the Siren
|
||
+###### Song of the Siren
|
||
|
||
> Level: 1d6 + 3
|
||
>
|
||
@@ -42732,7 +42734,7 @@
|
||
|
||
Depletion: 1 in 1d6
|
||
|
||
-Speed Readers
|
||
+###### Speed Readers
|
||
|
||
> Level: 1d6
|
||
>
|
||
@@ -42748,7 +42750,7 @@
|
||
|
||
Depletion: 1 in 1d20
|
||
|
||
-Tattoo of the Tiger
|
||
+###### Tattoo of the Tiger
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -42767,7 +42769,7 @@
|
||
> character kills someone with a still-usable tattoo, they can press their skin to the tattoo and it will appear on
|
||
> their body.
|
||
|
||
-Tattoo of Tomorrow's Edge
|
||
+###### Tattoo of Tomorrow's Edge
|
||
|
||
Level: 1d6 + 3
|
||
|
||
@@ -42778,7 +42780,7 @@
|
||
|
||
Depletion: 1 in 1d6
|
||
|
||
-Tattoo of True Shot
|
||
+###### Tattoo of True Shot
|
||
|
||
Level: 1d6
|
||
|
||
@@ -42789,7 +42791,7 @@
|
||
|
||
Depletion: 1 in 1d10
|
||
|
||
-Time is a Circle
|
||
+###### Time is a Circle
|
||
|
||
> Level: 1d6 + 4
|
||
>
|
||
@@ -42803,7 +42805,7 @@
|
||
|
||
Depletion: 1 in 1d6 (roll each use)
|
||
|
||
-Umbrella of No-Touch
|
||
+###### Umbrella of No-Touch
|
||
|
||
> Level: 1d6 + 3
|
||
>
|
||
@@ -42815,7 +42817,7 @@
|
||
|
||
Depletion: 1 in 1d20 (roll each use); works as a regular umbrella after depletion
|
||
|
||
-Vanity of the Vanities
|
||
+###### Vanity of the Vanities
|
||
|
||
> Level: 1d6
|
||
>
|
||
@@ -42828,7 +42830,9 @@
|
||
Depletion: 1 in 1d00 (check each hour of extra time granted to the user); after depletion, its magic stops working but
|
||
it continues to function as a normal mirror
|
||
|
||
-Witch Wand Level: 1d6
|
||
+###### Witch Wand
|
||
+
|
||
+Level: 1d6
|
||
|
||
Form: Wooden wand of exceptional quality
|
||
|
||
@@ -42836,7 +42840,7 @@
|
||
|
||
Depletion: —
|
||
|
||
-Witch's Broom
|
||
+###### Witch's Broom
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -42851,7 +42855,7 @@
|
||
|
||
Depletion: 1 in 1d20
|
||
|
||
-Wonder Onesie
|
||
+###### Wonder Onesie
|
||
|
||
Level: 1d6 + 4
|
||
|
||
@@ -42865,7 +42869,7 @@
|
||
Depletion: — (At any time, the GM can rule that the onesie has resisted enough Intellect attacks to deplete that
|
||
ability, after which it still functions as armor.)
|
||
|
||
-Your Mama's Biker Jacket
|
||
+###### Your Mama's Biker Jacket
|
||
|
||
Level: 1d6 + 4
|
||
|
||
@@ -42909,9 +42913,9 @@
|
||
</tbody>
|
||
</table>
|
||
|
||
-### MODERN MAGIC CHARACTER OPTIONS
|
||
+#### MODERN MAGIC CHARACTER OPTIONS
|
||
|
||
-### DESCRIPTORS
|
||
+##### DESCRIPTORS
|
||
|
||
Most of these descriptors are for characters who are or become significantly nonhuman
|
||
|
||
@@ -42923,7 +42927,7 @@
|
||
|
||
It's Only Magic Descriptors: Chimera, Dragon, Ghost, Hunter, Nix, Sylph, Unmagical
|
||
|
||
-Chimera
|
||
+###### Chimera
|
||
|
||
You have a blend of animal attributes; you may be a well-known mythological creature,
|
||
|
||
@@ -42977,7 +42981,7 @@
|
||
|
||
Frenzy
|
||
|
||
-Dragon
|
||
+###### Dragon
|
||
|
||
You can shift at will between a dragon and humanoid form; you may choose to spend more time in one form or the other. In
|
||
your dragon form you're about 10 feet (3.5 m) long with four legs, leathery wings, and a serpentlike tail. You're drawn
|
||
@@ -43035,7 +43039,7 @@
|
||
|
||
Training in Spitting Flames
|
||
|
||
-Ghost
|
||
+###### Ghost
|
||
|
||
Unfortunately, you're dead. But hey, it's not all bad! Your spirit has remained in the mortal world. You can still walk
|
||
among the living, but you no longer need pesky things like food or sleep. It's up to you how long you've been dead,
|
||
@@ -43086,7 +43090,7 @@
|
||
|
||
Walk Through Walls
|
||
|
||
-Hunter
|
||
+###### Hunter
|
||
|
||
You once rode with the Wild Hunt: an immortal cavalry who traversed the skies in secret each night, gathering the souls
|
||
of those who died in battle and carrying them to the beyond. These days, the Wild Hunt has downsized and your nights are
|
||
@@ -43123,7 +43127,7 @@
|
||
|
||
4\. You're searching for the horse you remember riding—a massive undead stallion with flaming hooves.
|
||
|
||
-Nix
|
||
+###### Nix
|
||
|
||
You're a shapeshifting water spirit. You can walk on two legs and breathe air, but when you're submerged, you gain a
|
||
tail, fins, and gills. You probably live near flowing water, with no preference for salinity or temperature; you also
|
||
@@ -43177,7 +43181,7 @@
|
||
|
||
Wilderness Life
|
||
|
||
-Sylph
|
||
+###### Sylph
|
||
|
||
You're an air spirit, with the gift of wingless flight and hawklike eyes. You're happiest when you have an aerial view;
|
||
you lean more toward strategy than action, calling the shots from an unmatched vantage point. Your sensitivity to air
|
||
@@ -43225,7 +43229,7 @@
|
||
|
||
Shock
|
||
|
||
-Unmagical
|
||
+###### Unmagical
|
||
|
||
You're not good at using magic. In fact, it's clear that you're inherently unmagical—magic is as confusing, difficult,
|
||
and awkward for you as learning lava spells would be for a frost giant. It's not that you don't believe in magic (though
|