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