these are things that are not included in the core commons version because they're homebrew, because they are a lot of writing/creativity that I don't feel comfortable stealing/distributing, or so on. most of Old Gus's and the community's content is removed in order to have a near-CSRD state what remains is the rules clarifications, errata, splicing together some information from secondary sources (like the Starter Set or from game authors on Twitter), and organizational assists things removed 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 stuff that's likely to get folded into my core is arbitrarily numbered 300s instead of 000s
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--- _tmp/ccsrd.md 2025-07-23 10:04:34.878948461 -0500
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+++ _tmp/ccsrd.new.md 2025-07-23 10:19:01.108420178 -0500
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@@ -37623,11 +37623,6 @@
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ones are harmful or dangerous. Optionally, you can increase the threat by adding +20 to the d100 roll for every
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additional cypher the character is over their limit (+20 for two over, +40 for three over, and so on).
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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 effects of exceeding cypher limits, see [Exceeding Cypher
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-Limits](#optional-rule-exceeding-cypher-limits) in [Chapter 24: Cyphers](#chapter-24-cyphers).
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-:::
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-
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###### Side Effects of Exceeding Cypher Limits [#](#modern-magic-side-effects-of-exceeding-cypher-limits){.og-h-anchor aria-hidden="true"} {#modern-magic-side-effects-of-exceeding-cypher-limits}
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[(It's Only Magic, page 92)]{.og-ref}
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@@ -70957,7 +70952,6 @@
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Optonal Rules
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-- [Exceeding Cypher Limits](#optional-rule-exceeding-cypher-limits) [(OG-CSRD)]{.og-ref .og-ref-og}
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- [Normal and Fantastic Effects](#normal-and-fantastic-effects) [(380)]{.og-ref}
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- [Manifest Cyphers Duplicating Subtle Cyphers](#manifest-cyphers-duplicating-subtle-cyphers) [(380)]{.og-ref}
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- [Requesting Subtle Cyphers](#discovering-subtle-cyphers-requesting) [(379)]{.og-ref}
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@@ -71060,56 +71054,6 @@
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equal to their maximum (depending on the genre of the campaign, [subtle cyphers](#subtle-cyphers) may be more or less
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likely to vanish this way). These vanished cyphers are not recoverable.
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-::: {.alert .ps-4 .pb-0}
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-##### Optional Rule: Exceeding Cypher Limits [#](#optional-rule-exceeding-cypher-limits){.og-h-anchor aria-hidden="true"} {#optional-rule-exceeding-cypher-limits .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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-PCs increase the their cypher limit through a suite of [special abilities](#choose-abilities) they gain access from
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-their [type](#choose-type) at certain tiers---[Expert Cypher Use](#ability-expert-cypher-use){.og-ability},[Adroit
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-Cypher Use](#ability-adroit-cypher-use){.og-ability}, and[Master Cypher Use](#ability-master-cypher-use){.og-ability}.
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-There are also a number of [abilities related to cyphers](#abilities-category-cyphers-and-artifacts), for example:
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-
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-- [Extra Use](#ability-extra-use){.og-ability} allows for the possibility of holding onto a cypher after using it.
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-- Tier 6 [Adepts](#type-adept) can choose the [Usurp Cypher](#ability-usurp-cypher){.og-ability} ability to make a
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- cypher a permanent part of their repertoire.
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-- The [Uses Wild Magic](#focus-uses-wild-magic) focus allows a PC to bear additional [subtle
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- cyphers](#subtle-cyphers).
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-
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-In some settings, there might be an explanation for the [cypher limit](#cypher-limits), for example, unstable
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-interactions between magic or high technology. Here are a few different ways a GM might handle a PC exceeding their
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-cypher limit:
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-
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-- **Dampening:** All a PC's tasks are hindered by a number of steps equal to the number of cyphers they carry in
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- excess of their limit. For example, a PC with a cypher limit of 3 carrying 5 cyphers would have all their tasks
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- hindered by two steps.
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-
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-- **Maintenance:** A PC gaining a cypher in excess of their limit must succeed on an [Intellect](#intellect) task. The
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- difficulty of the task is the number of cyphers in excess of the PC's limit they intend to bear, plus the level of
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- the highest level cypher they intend to bear. For example, a tier 2 PC with a cypher limit of 2 attempting to gain a
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- third level 4 cypher would need to succeed on a difficulty 5 Intellect task. On a failure, one of the cyphers is
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- lost (determined randomly).
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-
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- Optionally, the GM might require the PC repeat the task the once each day, once each hour, or in addition to any
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- other effects triggered by a [GM intrusion](#gm-intrusion).
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-
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-- **Volatility:** The PC's [GM intrusion rate](#intrusion-through-player-rolls) is raised by 1 for each cypher they
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- bear in excess of their limit. In addition to any other effects of the intrusion, the player loses one random cypher
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- they bear. For example, a PC with a cypher limit of 2 who is bearing 4 cyphers would trigger a GM intrusion on a d20
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- roll of 1--3. Such GM intrusions cause one random cypher the PC bears to produce volatile effects:
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-
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-::: table-responsive
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- d6 Volatility Effects
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- ------ --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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- 1 **Detonation:** The cypher explodes, dealing damage equal to the exploding cypher's level to creatures within an immediate range. The GM chooses an appropriate type for the damage. The level of the explosion is equal to the cypher\'s level, and the [stat](#character-stats) used to [defend](#action-defend) against the explosion and type of damage are determined by the GM. Targets in the area take 1 point of damage even if they succeed their defense roll, and if the PC bearing the exploding cypher fails their defense roll, they also lose one additional random cypher they bear.
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- 2--3 **Unpredictability:** The cypher activates with unpredictable effects. The GM determines the modifications, which invert or distort one or more aspects of the cypher's effects, or produce effects of an entirely [random cypher](#choose-cyphers).
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- 4--5 **Dissipation:** The cypher vanishes.
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- 6 **Discharge:** The cypher activates randomly, affecting a random target within immediate distance of the PC or within range of the cypher (whichever distance is further).
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-
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- : Cypher Volatility
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-:::
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-:::
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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 specific effects of exceeding cypher limits, see [Exceeding Cypher
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Limits](#modern-magic-exceeding-cypher-limits) in [Chapter 14-A: Modern Magic](#chapter-14-a-modern-magic).
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@@ -75419,7 +75363,6 @@
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- [Advanced and Alien Tech](#advanced-and-alien-tech) [(RR, 73)]{.og-ref}
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- [Crafting Magic Items](#crafting-magic-items) [(GF, 49)]{.og-ref}[(IOM, 90)]{.og-ref}
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-- [Exceeding Cypher Limits](#optional-rule-exceeding-cypher-limits) [(OG-CSRD)]{.og-ref .og-ref-og}
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- [Exceeding Cypher Limits (Modern Fantasy)](#modern-magic-exceeding-cypher-limits) [(IOM, 92)]{.og-ref}
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- [Equipment Maintenance](#equipment-maintenance) [(RR, 74)]{.og-ref}
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- [Faster Crafting in a High-Tech Setting](#superhero-faster-crafting-in-a-high-tech-setting) [(CTS, 65)]{.og-ref}
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