community-cypher-system-ref.../patches/de-ogcsrd/003-remove-supernatural-spellcasting-limits.patch
Brian S. Stephan ed7b0a1696
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 17:23:11 -05:00

180 lines
11 KiB
Diff

--- _tmp/ccsrd.md 2025-07-20 10:06:13.570823356 -0500
+++ _tmp/ccsrd.new.md 2025-07-20 18:37:57.758088035 -0500
@@ -31935,8 +31935,7 @@
Using Cyphers as Spells
: When using this type of familiar, it's worth considering the optional [Spellcasting](#optional-rule-spellcasting)
- rules, including [Assigning Different Limits for Supernatural Abilities](#spellcasting-limits)---especially the
- spells as cyphers and artifacts option.
+ rules.
Spellbound Sidekicks as a Gateway to Another World
: The sidekick might gain [Traverse the Worlds](#ability-traverse-the-worlds){.og-ability} [(194)]{.og-ref} as a
@@ -35533,10 +35532,6 @@
- [Prepared vs. Spontaneous](#spellcasting-prepared-vs-spontaneous-spellcasting) [(260)]{.og-ref}[(GF, 23)]{.og-ref}
- [Ritual Magic](#ritual-magic) [(GF, 56)]{.og-ref}
-Optional Rules
-
-- [Assigning Different Limits for Supernatural Abilities](#spellcasting-limits) [(OG-CSRD)]{.og-ref .og-ref-og}
-
Related Sections
- [Cantrips](#cantrips) [(IOM, 82)]{.og-ref}
@@ -35662,115 +35657,6 @@
titled *Wizards and the Optional Spellcasting Rule*.
:::
-::: {.alert .ps-4 .pb-0}
-##### Assigning Different Limits for Supernatural Abilities [#](#spellcasting-limits){.og-h-anchor aria-hidden="true"} {#spellcasting-limits}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-There are many other ways the GM can place limits on supernatural abilities---for example,
-[spellcasting](#optional-rule-spellcasting) or [psionics](#optional-rule-psionics)---that don't affect the PCs\'
-[recovery rolls](#recovery-rolls). Here are a few possible arrangements:
-
-- **Cyphers and Artifacts:** [Creating new cyphers and artifacts](#creating-cyphers-artifacts-and-abilities) that
- replicate the effects of [abilities](#choose-abilities) is a good way to try out adding new abilities to PCs. If
- they are [subtle cyphers](#subtle-cyphers), the PCs can [pay 1 XP](#discovering-subtle-cyphers-requesting) to
- request the cypher, and use the ability again. If it's a [manifest cypher](#manifest-cyphers) or
- [artifact](#choose-artifacts), the PC focuses the supernatural ability through it. If the artifact depletes, the PCs
- might find a way to [revive it](#optional-rule-reviving-artifacts). PCs might also be able to
- [craft](#crafting-magic-items) or repair these artifacts.
-
-- **Acquiring Supernatural Abilities and Joining Covens:** Another simple solution is to allow PCs to purchase new
- supernatural [abilities](#choose-abilities) for 4 [XP](#choose-xp), and pay for their use just as they would any
- other---using their stat [Pool](#pool) points (as described in [More Powerful Psionics](#more-powerful-psionics)).
- PCs using abilities in this way might learn them from a [coven](#covens)---which might take the form of a magic
- university, a secret society of like-minded wizards, or a psionic cult.
-
-- **Tier-Based Limits:** The GM might determine PCs can learn (and
- [prepare](#spellcasting-prepared-vs-spontaneous-spellcasting), if necessary) a number of supernatural
- [abilities](#choose-abilities) based on their Tier, for example:
-
-::: table-responsive
- PC Tier Supernatural Abilities Known Supernatural Abilities Prepared
- --------- ------------------------------ ---------------------------------
- Tier 1 3 3
- Tier 2 6 4
- Tier 3 9 5
- Tier 4 12 6
- Tier 5 15 7
- Tier 6 18 8
-
- : Supernatural Abilities Known and Prepared by Tier
-:::
-
-- **Daily Limits:** Supernatural [abilities](#choose-abilities) might be limited to one, two, or three uses each day.
- If a low-tier PC uses a high-tier ability, they might need up to 1d6 days to be able to cast it again.
-
-- **Depletion:** Each time a supernatural [ability](#choose-abilities) (or only certain abilities) are activated, the
- player rolls for an assigned depletion, similar to an [artifact](#choose-artifacts). For example, an ability with a
- depletion of 1 in 1d10 has a 10% chance of depleting, 1 in 1d20 has a 5% chance of depleting, and so on. The GM
- might also assign the depletion a recharge rate or method---usually either the next day at dawn, or the completion
- of a one-hour or ten-hour [recovery roll](#recovery-rolls), but other arrangements might also be interesting, for
- example, recharging at a specific location with a well of available power. In some cases, memorizing supernatural
- abilities might require a successful Intellect tasks, or performing [ritual magic](#ritual-magic) in order to invoke
- the ability later. Consider the two following arrangements:
-
- - *Universal Depletion.* A PC with supernatural abilities begins with a depletion of 10 in 1d20, and can pay 3
- [XP](#choose-xp) as a [long-term benefit](#experience-points-long-term-benefits) to lower their depletion rating
- by 1, to a minimum of 1. Once depleted, the PC can't cast use their supernatural abilities until after their
- next ten-hour [recovery roll](#recovery-rolls).
-
- - *Individual Depletion.* Each supernatural ability has its own depletion rating. Low-tier spells are usually 1 in
- 1d10, mid-tier spells are usually 3 in 1d10, and high-tier spells are usually 5 in 1d10.
-
-- **Stress:** If the game uses the optional [Stress](#horror-rules-stress) module, see [Stress and the
- Supernatural](#horror-rules-stress-supernatural) and [Ability Category: Stress](#horror-rules-stress-abilities).
-
-- **Backlash and Corruption:** Here's an old idea: Using a supernatural ability costs nothing---however, each time
- the PC casts a spell, their [GM intrusion](#gm-intrusion) rate is raised by 1 until they finish a ten-hour [recovery
- roll](#recovery-rolls). Additionally, triggering a GM intrusion on a task prompted by using supernatural abilities
- might corrupt the caster. The PC rolls a 1d20 on the following table:
-
-::: table-responsive
- d20 Backlash Effects
- -------- -------------------------------------------------------------------------
- 1 The PC is lost to corruption, and betrays their allies.
- 2 The PC gains one random [harmful mutation](#harmful-mutations).
- 3 The PC permanently loses 1 [Might](#might) point.
- 4 The PC permanently loses 1 [Speed](#speed) point.
- 5 The PC permanently loses 1 [Intellect](#intellect) point.
- 6--10 The PC descends two steps on [the damage track](#the-damage-track).
- 11--16 The PC descends one step on [the damage track](#the-damage-track).
- 17--19 The PC gains one random [cosmetic mutation](#cosmetic-mutations).
- 20 The PC gains one random [distinctive mutation](#distinctive-mutations).
-
- : Backlash and Corruption
-:::
-
-- **Supernatural Stat Pool:** This option is a more extreme measure that will have profound effects on the game: PCs
- with supernatural abilities gain a new stat [Pool](#pool)---Magic, Mana, Essence, Psi---whatever makes sense for the
- setting. Whatever the name, the new stat's Pool begins with 8 points, and has an [Edge](#edge) of 0. Regardless of
- the Pool the special ability's cost is usually paid from, it is paid from the new Pool\'s points instead, and tasks
- it prompts are related to that stat instead of the ability's usual [Might](#might), [Speed](#speed), or
- [Intellect](#intellect). PCs can use the Increasing Capabilities [character advancement](#character-advancement) to
- assign additional points to their new stat Pool, and Moving Toward Perfection to increase the new stat's Edge.
- Reducing the new stat Pool to 0 points probably doesn't send the PC down [the damage
- track](#the-damage-track)---but that's up to the GM. In some settings, becoming a supernatural PC might bind your
- fate to the world in new ways.
-
-- **Enablers and Durations:** If a supernatural [ability](#choose-abilities) is an Enabler, it's unclear how long its
- effects should last after activation. For example, if a player learns [Ward](#ability-ward){.og-ability} as a
- supernatural ability and uses a [recovery roll](#recovery-rolls) to activate it, how long does the PC benefit from
- the [Armor](#rules-armor) bonus it provides? Ultimately, the GM must decide what's appropriate. The GM should
- consider the following options (and might assign different supernatural abilities different durations):
-
- - *Preparation Counts.* The enabler ability is always active so long as the ability is prepared.
-
- - *Duration Assignment.* The enabler ability is active for ten minutes, one hour, one day, or until the PC makes a
- ten-hour recovery roll.
-
- - *Minimum Concentration.* The ability remains active until the PC makes a recovery roll.
-:::
-
------------------------------------------------------------------------------------------------------------------------
#### Mystical Martial Arts [#](#mystical-martial-arts){.og-h-anchor aria-hidden="true"}
@@ -44273,7 +44159,6 @@
Related Sections
-- [Assigning Different Limits for Supernatural Abilities](#spellcasting-limits) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Stress](#horror-rules-stress) [(OG-CSRD)]{.og-ref .og-ref-og}
:::
@@ -44372,11 +44257,6 @@
lots of time); instead, the user simply pays their [Pool](#pool) costs to use them.
:::
-::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
-**Editor's Notes ---** The optional rules for [Assigning Different Limits for Supernatural
-Abilities](#spellcasting-limits) also apply to psi abilities.
-:::
-
------------------------------------------------------------------------------------------------------------------------
#### Optional Rule: Posthuman Upgrades [#](#optional-rule-posthuman-upgrades){.og-h-anchor aria-hidden="true"}
@@ -50018,11 +49898,6 @@
: Stress Fuels Supernatural Abilities
:::
-::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
-**Editor's Notes ---** For more on supernatural abilities, see [Assigning Different Limits for Supernatural
-Abilities](#spellcasting-limits).
-:::
-
::: {.alert .ps-4 .pb-0}
###### Ability Category: Stress [#](#horror-rules-stress-abilities){.og-h-anchor aria-hidden="true"} {#horror-rules-stress-abilities}
@@ -82068,7 +81943,6 @@
##### Customizing PCs and Abilities [#](#choose-optional-rules-characters){.og-h-anchor aria-hidden="true"} {#choose-optional-rules-characters .og-h-small}
-- [Assigning Different Limits for Supernatural Abilities](#spellcasting-limits) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Cantrips](#cantrips) [(IOM, 82)]{.og-ref}
- [Covens](#covens) [(IOM, 88)]{.og-ref}
- [Creating Cyphers, Artifacts, and Abilities](#creating-cyphers-artifacts-and-abilities) [(OG-CSRD)]{.og-ref