community-cypher-system-ref.../patches/de-ogcsrd/029-remove-lethal-weapons.patch
Brian S. Stephan 1d0d489ad2
remove a lot of the OG extra content and similar references
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
2025-07-21 21:04:46 -05:00

68 lines
3.1 KiB
Diff

--- _tmp/ccsrd.md 2025-07-21 09:59:16.271731389 -0500
+++ _tmp/ccsrd.new.md 2025-07-21 10:07:36.718893375 -0500
@@ -26887,7 +26887,6 @@
Optional Rules
-- [Lethal Weapons](#optional-rule-lethal-weapons) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Reviving Artifacts](#optional-rule-reviving-artifacts) [(IOM, 95)]{.og-ref}
- [Weapon Properties](#optional-rule-weapon-properties) [(OG-CSRD)]{.og-ref .og-ref-og}
@@ -27158,39 +27157,6 @@
:::
::: {.alert .ps-4 .pb-0}
-###### Optional Rule: Lethal Weapons [#](#optional-rule-lethal-weapons){.og-h-anchor aria-hidden="true"}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-The GM can use this optional rule to make weapon combat a central---and lethal---feature of the game by doubling the
-base [damage](#rules-damage) of successful weapon [attacks](#action-attack).
-
-- **Light Weapons:** Attacks with light weapons aren't eased, unless it is a special weapon (determined by the GM).
-
-::: table-responsive
- Weapon Attack Damage Cost
- ----------------- -------- ----------- -------------------
- Unarmed strike Eased 2 points ---
- Light --- 4 points Moderately-priced
- Light (special) Eased 4 points Expensive
- Medium --- 8 points Expensive
- Heavy --- 12 points Very expensive
-
- : Lethal Weapons
-:::
-
-When using this optional rule, the GM might want to consider additional modifications to the game appropriate to the
-setting, including:
-
-- **Effective Armor:** The [Armor](#rules-armor) bonus from wearing [physical armor](#equipment-using-armor) is
- doubled.
-
-- **Lethal Abilities:** Damage inflicted by [special abilities](#choose-abilities) and [creatures and
- NPCs](#choose-creatures) are doubled.
-
-- **Martial Supremacy:** PCs can't choose type abilities that deal damage---unless they require the use of a weapon,
- for example, those from [mundane foci](#mundane-foci).
-
###### Optional Rule: Weapon Properties [#](#optional-rule-weapon-properties){.og-h-anchor aria-hidden="true"}
[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
@@ -78800,7 +78766,6 @@
- [Equipment Maintenance](#equipment-maintenance) [(RR, 74)]{.og-ref}
- [Faster Crafting in a High-Tech Setting](#superhero-faster-crafting-in-a-high-tech-setting) [(CTS, 65)]{.og-ref}
- [I Have That!](#optional-rule-i-have-that) [(WAAMH, 70)]{.og-ref}
-- [Lethal Weapons](#optional-rule-lethal-weapons) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Modifying High-Tech Devices](#superhero-modifying-high-tech-devices) [(CTS, 64)]{.og-ref}
- [Normal Cyphers Duplicating Fantastic Effects](#optional-rule-normal-cyphers-duplicating-fantastic-effects)
[(381)]{.og-ref}
@@ -80077,7 +80042,7 @@
::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
**Editor's Notes ---** *VURT* has its own rules for the setting, including:
-- [Lethal Weapons](#optional-rule-lethal-weapons) (with the *Effective Armor* optional rule) [(VURT,
+- Lethal Weapons (with the *Effective Armor* optional rule) [(VURT,
99)]{.og-ref}[(VURT, 101)]{.og-ref}
- Lower Speed Effort Costs for Wearing Armor [(VURT,
139)]{.og-ref}