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
44 lines
2.8 KiB
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44 lines
2.8 KiB
Diff
--- _tmp/ccsrd.md 2025-07-21 10:37:29.946241108 -0500
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+++ _tmp/ccsrd.new.md 2025-07-21 10:57:59.224995107 -0500
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@@ -76607,7 +76607,6 @@
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Optional Rules
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- [Effort for NPCs](#optional-rule-effort-for-npcs) [(OG-CSRD)]{.og-ref .og-ref-og}
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-- [Creatures with Multiple Parts](#optional-rule-creatures-with-multiple-parts) [(OG-CSRD)]{.og-ref .og-ref-og}
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Related Sections
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@@ -76768,24 +76767,6 @@
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**Multiple Levels of Effort**. Each werewolf might use their four levels of Effort differently: one level of Effort
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four times, two levels of Effort twice, or four levels of Effort just once (or some other combination). The point is
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that where, when, and how each werewolf uses their Effort becomes a source of drama within the story.
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-
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-##### Optional Rule: Creatures with Multiple Parts [#](#optional-rule-creatures-with-multiple-parts){.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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-It's a simple trick to use a [GM intrusion](#gm-intrusion) to change one creature into another---for example, a
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-[Goblin](#npc-goblin) gaining drinking a potion that causes it to become an [Orc](#npc-orc) with the [Beefed
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-Up](#template-beefed-up) template, or a dying [Child](npc-child) revealing its true form as host to a
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-[Demon](#creature-demon), but you can also create a single, powerful creature made up of smaller parts, each with its
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-own [modifications](#understanding-the-listing) and capable of performing an [action](#rules-taking-action) each round.
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-
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-For example, a kraken might have a number of specialized tentacles that need to be driven off individually. In another
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-example, an ancient wyrm might use multiple creatures to represent its many heads, wings, claws, and tail.
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-
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-Creatures with multiple parts don't typically die if one of their parts is reduced to 0 health, but that part can\'t
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-take actions or be used, for example, a wyrm whose wings are reduced to 0 health might not be able to fly. You could
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-also design creatures with a well-defended but vulernable points that hinders Attack rolls, but if reduced to 0 health,
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-causes the creature's remaining parts to die.
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:::
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------------------------------------------------------------------------------------------------------------------------
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@@ -78655,7 +78636,6 @@
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##### Modifying the Game [#](#choose-optional-rules-modifying-the-game){.og-h-anchor aria-hidden="true"} {#choose-optional-rules-modifying-the-game .og-h-small}
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-- [Creatures with Multiple Parts](#optional-rule-creatures-with-multiple-parts) [(OG-CSRD)]{.og-ref .og-ref-og}
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- [Curses](#weird-west-curses) [(HNAM, 60)]{.og-ref}
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- [Damage Dice](#optional-rule-damage-dice) [(OG-CSRD)]{.og-ref .og-ref-og}
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- [Damage to Pool Maximums](#optional-rule-damage-to-pool-maximums) [(OG-CSRD)]{.og-ref .og-ref-og}
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