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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54 lines
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--- _tmp/ccsrd.md 2025-07-21 13:54:22.194091695 -0500
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+++ _tmp/ccsrd.new.md 2025-07-21 13:55:00.810339053 -0500
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@@ -27420,7 +27420,6 @@
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- [Making Recovery Rolls in Any Order](#optional-rule-making-recovery-rolls-in-any-order) [(OG-CSRD)]{.og-ref
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.og-ref-og}
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-- [Trading Damage for Effect](#optional-rule-trading-damage-for-effect) [(OG-CSRD)]{.og-ref .og-ref-og}
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- [Ultimate Damage](#optional-rule-ultimate-damage) [(OG-CSRD)]{.og-ref .og-ref-og}
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Related Sections
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@@ -27934,34 +27933,6 @@
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As with minor effects, usually the GM just has the desired major effect occur, but sometimes the GM might require an
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extra roll if the major effect is unusual or unlikely.
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-##### Optional Rule: Trading Damage for Effect [#](#optional-rule-trading-damage-for-effect){.og-h-anchor aria-hidden="true"} {#optional-rule-trading-damage-for-effect .og-h-small}
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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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-This section is based on *Trading Damage for Effect* in the 2015 Cypher System Rulebook [(224)]{.og-ref}.
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-
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-A PC can trade [damage](#rules-damage) inflicted from a single attack for an effect. When trading damage, consult the
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-following table, and add target's level. For example, a \"called shot\"---striking a specific body part of a [level 4
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-creature](#understanding-the-listings)---requires a trade of 6 points of damage (2 for the effect, plus 4 for the
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-creature's level). The attack must inflict at least 1 damage after making the trade or the effect doesn\'t take hold.
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-
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-::: table-responsive
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- Damage [Traded]{.d-block} Effect Applied
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- --------------------------- --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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- 1 **Distract:** For one round, all of the foe's tasks are hindered.
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- 2 **Strike a specific body part:** The attacker strikes a specific spot on the defender's body. The GM rules what special effect, if any, results. For example, hitting a creature\'s tentacle that is wrapped around an ally might make it easier for the ally to escape. Hitting a foe in the eye might blind it for one round. Hitting a creature in its one vulnerable spot might ignore [Armor](#rules-armor).
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- 3 **Knock back:** The foe is knocked or forced back a few feet. Most of the time, this doesn't matter much, but if the fight takes place on a ledge or next to a pit of lava, the effect can be significant.
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- 3 **Move past:** The character can move a short distance at the end of the attack. This effect is useful to get past a foe guarding a door, for example.
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- 3 **Damage object:** Instead of striking the foe, the attack strikes what the foe is holding. If the attack hits, the character makes a Might roll with a difficulty equal to the object's level. On a success, the object moves one or more steps down the [object damage track](#special-situation-attacking-objects).
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- 4 **Knock down:** The foe is knocked prone. It can get up on its turn.
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- 7 **Disarm:** The foe drops one object that it is holding.
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- 7 **Impair:** For the rest of the combat, all tasks the foe attempts are hindered.
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- 8 **Stun:** The foe loses its next action.
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-
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- : Trading Damage for Effect
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-:::
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-:::
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-
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------------------------------------------------------------------------------------------------------------------------
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#### Retrying a Task after Failure [#](#rules-retrying-a-task-after-failure){.og-h-anchor aria-hidden="true"} {#rules-retrying-a-task-after-failure}
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@@ -77870,7 +77841,6 @@
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- [Showdown](#weird-west-showdown-optional-rule) [(HNAM, 59)]{.og-ref}
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- [Starvation](#starvation) [(RR, 63)]{.og-ref}
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- [Survival](#weird-west-curses) [(HNAM, 62)]{.og-ref}
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-- [Trading Damage for Effect](#optional-rule-trading-damage-for-effect) [(OG-CSRD)]{.og-ref .og-ref-og}
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- [Ultimate Damage](#optional-rule-ultimate-damage) [(OG-CSRD)]{.og-ref .og-ref-og}
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- [Using Other Pools to Pay Cost Remainders](#optional-rule-using-other-pools-to-pay-cost-remainders)
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[(OG-CSRD)]{.og-ref .og-ref-og}
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