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