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
68 lines
3.1 KiB
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68 lines
3.1 KiB
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--- _tmp/ccsrd.md 2025-07-21 09:59:16.271731389 -0500
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+++ _tmp/ccsrd.new.md 2025-07-21 10:07:36.718893375 -0500
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@@ -26887,7 +26887,6 @@
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Optional Rules
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-- [Lethal Weapons](#optional-rule-lethal-weapons) [(OG-CSRD)]{.og-ref .og-ref-og}
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- [Reviving Artifacts](#optional-rule-reviving-artifacts) [(IOM, 95)]{.og-ref}
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- [Weapon Properties](#optional-rule-weapon-properties) [(OG-CSRD)]{.og-ref .og-ref-og}
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@@ -27158,39 +27157,6 @@
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:::
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::: {.alert .ps-4 .pb-0}
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-###### Optional Rule: Lethal Weapons [#](#optional-rule-lethal-weapons){.og-h-anchor aria-hidden="true"}
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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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-The GM can use this optional rule to make weapon combat a central---and lethal---feature of the game by doubling the
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-base [damage](#rules-damage) of successful weapon [attacks](#action-attack).
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-
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-- **Light Weapons:** Attacks with light weapons aren't eased, unless it is a special weapon (determined by the GM).
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-
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-::: table-responsive
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- Weapon Attack Damage Cost
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- ----------------- -------- ----------- -------------------
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- Unarmed strike Eased 2 points ---
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- Light --- 4 points Moderately-priced
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- Light (special) Eased 4 points Expensive
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- Medium --- 8 points Expensive
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- Heavy --- 12 points Very expensive
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-
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- : Lethal Weapons
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-:::
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-
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-When using this optional rule, the GM might want to consider additional modifications to the game appropriate to the
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-setting, including:
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-
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-- **Effective Armor:** The [Armor](#rules-armor) bonus from wearing [physical armor](#equipment-using-armor) is
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- doubled.
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-
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-- **Lethal Abilities:** Damage inflicted by [special abilities](#choose-abilities) and [creatures and
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- NPCs](#choose-creatures) are doubled.
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-
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-- **Martial Supremacy:** PCs can't choose type abilities that deal damage---unless they require the use of a weapon,
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- for example, those from [mundane foci](#mundane-foci).
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-
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###### Optional Rule: Weapon Properties [#](#optional-rule-weapon-properties){.og-h-anchor aria-hidden="true"}
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[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
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@@ -78800,7 +78766,6 @@
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- [Equipment Maintenance](#equipment-maintenance) [(RR, 74)]{.og-ref}
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- [Faster Crafting in a High-Tech Setting](#superhero-faster-crafting-in-a-high-tech-setting) [(CTS, 65)]{.og-ref}
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- [I Have That!](#optional-rule-i-have-that) [(WAAMH, 70)]{.og-ref}
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-- [Lethal Weapons](#optional-rule-lethal-weapons) [(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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- [Normal Cyphers Duplicating Fantastic Effects](#optional-rule-normal-cyphers-duplicating-fantastic-effects)
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[(381)]{.og-ref}
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@@ -80077,7 +80042,7 @@
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::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
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**Editor's Notes ---** *VURT* has its own rules for the setting, including:
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-- [Lethal Weapons](#optional-rule-lethal-weapons) (with the *Effective Armor* optional rule) [(VURT,
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+- Lethal Weapons (with the *Effective Armor* optional rule) [(VURT,
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99)]{.og-ref}[(VURT, 101)]{.og-ref}
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- Lower Speed Effort Costs for Wearing Armor [(VURT,
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139)]{.og-ref}
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