2789 lines
102 KiB
Diff
2789 lines
102 KiB
Diff
--- _tmp/ccsrd.md 2025-05-07 08:09:55.487368660 -0500
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+++ _tmp/ccsrd.new.md 2025-05-07 08:10:13.717470916 -0500
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@@ -150,7 +150,7 @@
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### GLOSSARY
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Game master (GM): The player who doesn't run a character, but instead guides the flow of the story and runs all the
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-### NPCs.
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+NPCs.
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Nonplayer character (NPC): Characters run by the GM. Think of them as the minor characters in the story, or the villains
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or opponents. This includes any kind of creature as well as people.
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@@ -268,7 +268,7 @@
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stats are Might, Speed, and Intellect. They are broad categories that cover many different but related aspects of a
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character.
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-### MIGHT
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+#### MIGHT
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Might defines how strong and durable your character is. The concepts of strength, endurance, constitution, hardiness,
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and physical prowess are all folded into this one stat. Might isn't relative to size; instead, it's an absolute
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@@ -282,7 +282,7 @@
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(Might could be thought of as Might/Health because it governs how strong you are and how much physical punishment you
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can take.)
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-### SPEED
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+#### SPEED
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Speed describes how fast and physically coordinated your character is. The stat embodies quickness, movement, dexterity,
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and reflexes. Speed governs such divergent actions as dodging attacks, sneaking around quietly, and throwing a ball
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@@ -291,7 +291,7 @@
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(Speed could be thought of as Speed/Agility because it governs your overall swiftness and reflexes.)
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-### INTELLECT
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+#### INTELLECT
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This stat determines how smart, knowledgeable, and likable your character is. It includes intelligence, wisdom,
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charisma, education, reasoning, wit, willpower, and charm. Intellect governs solving puzzles, remembering facts, telling
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@@ -309,7 +309,7 @@
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(Your stat Pools, as well as your Effort and Edge, are determined by the character type, descriptor, and focus that you
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choose. Within those guidelines, however, you have a lot of flexibility in how you develop your character.)
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-### POOL
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+#### POOL
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Your Pool is the most basic measurement of a stat. Comparing the Pools of two creatures will give you a general sense of
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which creature is superior in that stat. For example, a character who has a Might Pool of 16 is stronger (in a basic
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@@ -323,7 +323,7 @@
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recover lost points from a stat Pool, and some special abilities or cyphers might allow you to recover lost points
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quickly.
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-### EDGE
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+#### EDGE
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Although your Pool is the basic measurement of a stat, your Edge is also important. When something requires you to spend
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points from a stat Pool, your Edge for that stat reduces the cost. It also reduces the cost of applying Effort to a
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@@ -343,7 +343,7 @@
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better than a character who has a Might Edge of 0. The high Edge will let them reduce the cost of spending points from
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the Pool, which means they'll have more points available to spend on applying Effort.
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-### EFFORT
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+#### EFFORT
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When your character really needs to accomplish a task, you can apply Effort. For a beginning character, applying Effort
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requires spending 3 points from the stat Pool appropriate to the action. Thus, if your character tries to dodge an
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@@ -385,7 +385,7 @@
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Pool. When making ranged attacks, you may spend points only from your Speed Pool. This reflects that with melee you
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sometimes use brute force and sometimes use finesse, but with ranged attacks, it's always about careful targeting.)
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-### EFFORT AND DAMAGE
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+##### EFFORT AND DAMAGE
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Instead of applying Effort to ease your attack, you can apply Effort to increase the amount of damage you inflict with
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an attack. For each level of Effort you apply in this way, you inflict 3 additional points of damage. This works for any
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@@ -395,7 +395,7 @@
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ability, you inflict 2 additional points of damage instead of 3 points. However, the additional points are dealt to all
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targets in the area. Further, even if one or more of the targets resist the attack, they still take 1 point of damage.
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-### MULTIPLE USES OF EFFORT AND EDGE
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+##### MULTIPLE USES OF EFFORT AND EDGE
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If your Effort is 2 or higher, you can apply Effort to multiple aspects of a single action. For example, if you make an
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attack, you can apply Effort to your attack roll and apply Effort to increase the damage.
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@@ -409,7 +409,7 @@
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Intellect point to activate your mind blast and one level of Effort to ease the attack roll, you can use your Intellect
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Edge to reduce the cost of one of those things, not both.
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-### STAT EXAMPLES
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+#### STAT EXAMPLES
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A beginning character is fighting a giant rat. The PC stabs their spear at the rat, which is a level 2 creature and thus
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has a target number of 6. The character stands atop a boulder and strikes downward at the beast, and the GM rules that
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@@ -690,7 +690,7 @@
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(Player intrusions should be limited to no more than one per player per session.)
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-Defense Tasks
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+### Defense Tasks
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Defense tasks are when a player makes a roll to keep something undesirable from happening to their PC. The type of
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defense task matters when using Effort.
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@@ -761,7 +761,7 @@
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| 19 | You saved the lives of a family when their house burned down. They're indebted to you, and their neighbors regard you as a hero. |
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| 20 | Your old trainer still expects you to come back and clean up after their classes; when you do, they occasionally share interesting rumors. |
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-### WARRIOR PLAYER INTRUSIONS
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+#### WARRIOR PLAYER INTRUSIONS
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You can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM
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agrees.
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@@ -777,7 +777,7 @@
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Weapon Break: Your foe's weapon has a weak spot. In the course of the combat, it quickly becomes damaged and moves two
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steps down the object damage track.
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-### WARRIOR STAT POOLS
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+#### WARRIOR STAT POOLS
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|-----------|-------------------------|
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@@ -788,7 +788,7 @@
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You get 6 additional points to divide among your stat Pools however you wish.
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-### FIRST-TIER WARRIOR
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+#### FIRST-TIER WARRIOR
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First-tier warriors have the following abilities:
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@@ -831,7 +831,7 @@
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Trained Without Armor
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-### SECOND-TIER WARRIOR
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+#### SECOND-TIER WARRIOR
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Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace
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one of your lower-tier abilities with a different one from a lower tier.
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@@ -848,7 +848,7 @@
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Successive Attack
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-### THIRD-TIER WARRIOR
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+#### THIRD-TIER WARRIOR
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Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can
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replace one of your lower-tier abilities with a different one from a lower tier.
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@@ -877,7 +877,7 @@
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Vigilance
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-### FOURTH-TIER WARRIOR
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+#### FOURTH-TIER WARRIOR
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Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace
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one of your lower-tier abilities with a different one from a lower tier.
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@@ -900,7 +900,7 @@
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Tough As Nails
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-### FIFTH-TIER WARRIOR
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+#### FIFTH-TIER WARRIOR
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Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can
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replace one of your lower-tier abilities with a different one from a lower tier.
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@@ -925,7 +925,7 @@
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ensure that you have exactly the character you want. This is particularly true with abilities that grant skills, which
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can usually be taken multiple times.)
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-### SIXTH-TIER WARRIOR
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+#### SIXTH-TIER WARRIOR
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Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace
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one of your lower-tier abilities with a different one from a lower tier.
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@@ -944,7 +944,7 @@
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Boxed text:
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-### WARRIOR EXAMPLE
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+#### WARRIOR EXAMPLE
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Ray wants to create a Warrior character for a modern campaign. He decides that the character is an ex-military fellow
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who is fast and strong. He puts 3 of his additional points into his Might Pool and 3 into his Speed Pool; his stat Pools
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@@ -1018,7 +1018,7 @@
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and hidden devices, or a gadgeteer character with a "utility belt" full of oddments. Or a game like that might not have
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Adepts. That's okay too.)
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-### ADEPT PLAYER INTRUSIONS
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+#### ADEPT PLAYER INTRUSIONS
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When playing an Adept, you can spend 1 XP to use one of the following player intrusions, provided the situation is
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appropriate and the GM agrees.
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@@ -1033,7 +1033,7 @@
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function relevant to the situation. This is enough to buy you some time for a better solution, alleviate a complication
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that was interfering with your abilities, or just get you one more use out of a depleted cypher or artifact.
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-### ADEPT STAT POOLS
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+#### ADEPT STAT POOLS
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|-----------|---------------------|
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@@ -1074,7 +1074,7 @@
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| 19 | You know a local merchant very well. Since you give them so much business, they offer you discounts and special treatment. |
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| 20 | You belong to a secretive social club that gathers monthly to drink and talk. |
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-### FIRST-TIER ADEPT
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+#### FIRST-TIER ADEPT
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First-tier Adepts have the following abilities:
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@@ -1117,7 +1117,7 @@
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Ward
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-### SECOND-TIER ADEPT
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+#### SECOND-TIER ADEPT
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Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace
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one of your lower-tier abilities with a different one from a lower tier.
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@@ -1136,7 +1136,7 @@
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Stasis
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-### THIRD-TIER ADEPT
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+#### THIRD-TIER ADEPT
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Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace
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one of your lower-tier abilities with a different one from a lower tier.
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@@ -1155,7 +1155,7 @@
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Targeting Eye
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-### FOURTH-TIER ADEPT
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+#### FOURTH-TIER ADEPT
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Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace
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one of your lower-tier abilities with a different one from a lower tier.
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@@ -1180,7 +1180,7 @@
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Wormhole
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-### FIFTH-TIER ADEPT
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+#### FIFTH-TIER ADEPT
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Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace
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one of your lower-tier abilities with a different one from a lower tier.
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@@ -1203,7 +1203,7 @@
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True Senses
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-### SIXTH-TIER ADEPT
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+#### SIXTH-TIER ADEPT
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Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace
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one of your lower-tier abilities with a different one from a lower tier.
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@@ -1218,7 +1218,7 @@
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Usurp Cypher
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-### ADEPT EXAMPLE
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+#### ADEPT EXAMPLE
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Jen wants to create an Adept—a sorcerer for a fantasy campaign. She decides to be somewhat well rounded, so she puts 2
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of her additional points into each stat Pool, giving her a Might Pool of 9, a Speed Pool of 11, and an Intellect Pool of
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@@ -1283,7 +1283,7 @@
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Advanced Explorers: Higher-tier Explorers gain more skills, some combat abilities, and a number of abilities that allow
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them to deal with danger. In short, they become more and more well-rounded, able to deal with any challenge.
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-### EXPLORER PLAYER INTRUSIONS
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+#### EXPLORER PLAYER INTRUSIONS
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When playing an Explorer, you can spend 1 XP to use one of the following player intrusions, provided the situation is
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appropriate and the GM agrees.
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@@ -1296,7 +1296,7 @@
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Weak Strain: The poison or disease turns out not to be as debilitating or deadly as it first seemed, and inflicts only
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half the damage that it would have otherwise.
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-### EXPLORER STAT POOLS
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+#### EXPLORER STAT POOLS
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|-----------|-------------------------|
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@@ -1337,7 +1337,7 @@
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| 19 | Your sister owns a store and gives you a hefty discount. |
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| 20 | Your father is a high-ranking officer in the military with many connections. |
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-### FIRST-TIER EXPLORER
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+#### FIRST-TIER EXPLORER
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First-tier Explorers have the following abilities:
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@@ -1387,7 +1387,7 @@
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Trained Without Armor
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-### SECOND-TIER EXPLORER
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+#### SECOND-TIER EXPLORER
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Choose four of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace
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one of your lower-tier abilities with a different one from a lower tier.
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@@ -1420,7 +1420,7 @@
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Wreck
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-### THIRD-TIER EXPLORER
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+#### THIRD-TIER EXPLORER
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Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can
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replace one of your lower-tier abilities with a different one from a lower tier.
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@@ -1451,7 +1451,7 @@
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Wrest From Chance
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-### FOURTH-TIER EXPLORER
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+#### FOURTH-TIER EXPLORER
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Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace
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one of your lower-tier abilities with a different one from a lower tier.
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@@ -1470,7 +1470,7 @@
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Tough As Nails
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-### FIFTH-TIER EXPLORER
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+#### FIFTH-TIER EXPLORER
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Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can
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replace one of your lower-tier abilities with a different one from a lower tier.
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@@ -1495,7 +1495,7 @@
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Vigilant
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-### SIXTH-TIER EXPLORER
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+#### SIXTH-TIER EXPLORER
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Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can
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replace one of your lower-tier abilities with a different one from a lower tier.
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@@ -1516,7 +1516,7 @@
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Wild Vitality
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-### EXPLORER EXAMPLE
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+#### EXPLORER EXAMPLE
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Sam decides to create an Explorer character for a science fiction campaign. This character will be a hardy soul who
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explores alien worlds. They put 3 additional points into their Might Pool, 2 into their Speed Pool, and 1 into their
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@@ -1576,7 +1576,7 @@
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Advanced Speakers: Higher-tier speakers use their abilities to control and manipulate people as well as aid and nurture
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their friends. They can talk their way out of danger and even use their words as weapons.
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-### SPEAKER PLAYER INTRUSIONS
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+#### SPEAKER PLAYER INTRUSIONS
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When playing a Speaker, you can spend 1 XP to use one of the following player intrusions, provided the situation is
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appropriate and the GM agrees.
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@@ -1592,7 +1592,7 @@
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things seem strained, or provides you with a new insight for understanding the context of the situation if there's
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something you're failing to understand or grasp.
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-### SPEAKER STAT POOLS
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+#### SPEAKER STAT POOLS
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|-----------|---------------------|
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@@ -1633,7 +1633,7 @@
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| 19 | You are in a close romantic relationship with someone in local politics. |
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| 20 | Someone out there tries to pose as you, using your identity, often for nefarious ends. You've never met the culprit, but you'd certainly like to. |
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-### FIRST-TIER SPEAKER
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+#### FIRST-TIER SPEAKER
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First-tier speakers have the following abilities:
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@@ -1682,7 +1682,7 @@
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Understanding
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-### SECOND-TIER SPEAKER
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+#### SECOND-TIER SPEAKER
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Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace
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one of your lower-tier abilities with a different one from a lower tier.
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@@ -1709,7 +1709,7 @@
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Unexpected Betrayal
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-### THIRD-TIER SPEAKER
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+#### THIRD-TIER SPEAKER
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Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can
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replace one of your lower-tier abilities with a different one from a lower tier.
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@@ -1738,7 +1738,7 @@
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Telling
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-### FOURTH-TIER SPEAKER
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+#### FOURTH-TIER SPEAKER
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Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace
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one of your lower-tier abilities with a different one from a lower tier.
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@@ -1761,7 +1761,7 @@
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Suggestion
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-### FIFTH-TIER SPEAKER
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+#### FIFTH-TIER SPEAKER
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Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can
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replace one of your lower-tier abilities with a different one from a lower tier.
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@@ -1784,7 +1784,7 @@
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Stimulate
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-### SIXTH-TIER SPEAKER
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+#### SIXTH-TIER SPEAKER
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Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace
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one of your lower-tier abilities with a different one from a lower tier.
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@@ -1805,7 +1805,7 @@
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Word of Command
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-### SPEAKER EXAMPLE
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+#### SPEAKER EXAMPLE
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Mary wants to create a Speaker for a Lovecraftian horror campaign. She puts 3 of her additional stat points into her
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Intellect Pool and 3 into her Speed Pool; her stat Pools are now Might 8, Speed 12, and Intellect 14. As a first-tier
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@@ -1984,7 +1984,7 @@
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Wizard (transmuter): Controls Gravity, Focuses Mind Over Matter, Takes Animal Shape\*
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-### PREPARED VS. SPONTANEOUS SPELLCASTING
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+#### PREPARED VS. SPONTANEOUS SPELLCASTING
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Magical characters get their abilities (which might be spells, rituals, or something else) from their type and focus,
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and they can use these abilities as they see fit as long as they spend the required Pool points. This technically makes
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@@ -1997,7 +1997,7 @@
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The rules in this section are more advanced and always involve the GM. They can be used by the GM to tailor a type to
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better fit the genre or setting, or by a player and a GM to tweak a character to fit a concept.
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-### MODIFYING TYPE ASPECTS
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+#### MODIFYING TYPE ASPECTS
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The following aspects of the four character types can be modified at character creation. Other abilities should not be
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changed.
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@@ -2015,7 +2015,7 @@
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weapons. Any one of these weapon abilities can be sacrificed to gain training in a different skill of the player's
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choice.
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-### DRAWBACKS AND PENALTIES
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+#### DRAWBACKS AND PENALTIES
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In addition to other customization options, a player can choose to take drawbacks or penalties to gain further
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advantages.
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@@ -2067,7 +2067,7 @@
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thief, while a Warrior with stealth flavor might be an assassin. An Explorer with stealth flavor in a superhero setting
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might be a crimefighter who stalks the streets at night.
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-### FIRST-TIER STEALTH ABILITIES
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+#### FIRST-TIER STEALTH ABILITIES
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Danger Sense
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@@ -2079,7 +2079,7 @@
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Stealth Skills
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-### SECOND-TIER STEALTH ABILITIES
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+#### SECOND-TIER STEALTH ABILITIES
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Contortionist
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@@ -2091,7 +2091,7 @@
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Surprise Attack
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-### THIRD-TIER STEALTH ABILITIES
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+#### THIRD-TIER STEALTH ABILITIES
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|
Evanesce
|
|
|
|
@@ -2107,7 +2107,7 @@
|
|
|
|
Seize the Moment
|
|
|
|
-### FOURTH-TIER STEALTH ABILITIES
|
|
+#### FOURTH-TIER STEALTH ABILITIES
|
|
|
|
Ambusher
|
|
|
|
@@ -2119,7 +2119,7 @@
|
|
|
|
Tumbling Moves
|
|
|
|
-### FIFTH-TIER STEALTH ABILITIES
|
|
+#### FIFTH-TIER STEALTH ABILITIES
|
|
|
|
Assassin Strike
|
|
|
|
@@ -2129,7 +2129,7 @@
|
|
|
|
Uncanny Luck
|
|
|
|
-### SIXTH-TIER STEALTH ABILITIES
|
|
+#### SIXTH-TIER STEALTH ABILITIES
|
|
|
|
Exploit Advantage
|
|
|
|
@@ -2148,7 +2148,7 @@
|
|
Some of the less computer-oriented abilities might be appropriate for a steampunk character, while a modern-day
|
|
character could use some of the abilities that don't involve starships or ultratech.
|
|
|
|
-### FIRST-TIER TECHNOLOGY ABILITIES
|
|
+#### FIRST-TIER TECHNOLOGY ABILITIES
|
|
|
|
Datajack
|
|
|
|
@@ -2162,7 +2162,7 @@
|
|
|
|
Tinker
|
|
|
|
-### SECOND-TIER TECHNOLOGY ABILITIES
|
|
+#### SECOND-TIER TECHNOLOGY ABILITIES
|
|
|
|
Distant Interface
|
|
|
|
@@ -2178,7 +2178,7 @@
|
|
|
|
Tool Mastery
|
|
|
|
-### THIRD-TIER TECHNOLOGY ABILITIES
|
|
+#### THIRD-TIER TECHNOLOGY ABILITIES
|
|
|
|
Mechanical Telepathy
|
|
|
|
@@ -2190,7 +2190,7 @@
|
|
|
|
Spray
|
|
|
|
-### FOURTH-TIER TECHNOLOGY ABILITIES
|
|
+#### FOURTH-TIER TECHNOLOGY ABILITIES
|
|
|
|
Machine Bond
|
|
|
|
@@ -2202,7 +2202,7 @@
|
|
|
|
Serv-0 Spy
|
|
|
|
-### FIFTH-TIER TECHNOLOGY ABILITIES
|
|
+#### FIFTH-TIER TECHNOLOGY ABILITIES
|
|
|
|
Control Machine
|
|
|
|
@@ -2210,7 +2210,7 @@
|
|
|
|
Machine Companion
|
|
|
|
-### SIXTH-TIER TECHNOLOGY ABILITIES
|
|
+#### SIXTH-TIER TECHNOLOGY ABILITIES
|
|
|
|
Information Gathering
|
|
|
|
@@ -2226,7 +2226,7 @@
|
|
Although an Adept flavored with magic is still an Adept, you might find that swapping some of the type's basic abilities
|
|
with those given here tailors the character in desirable ways.
|
|
|
|
-### FIRST-TIER MAGIC ABILITIES
|
|
+#### FIRST-TIER MAGIC ABILITIES
|
|
|
|
Blessing of the Gods
|
|
|
|
@@ -2242,7 +2242,7 @@
|
|
|
|
Premonition
|
|
|
|
-### SECOND-TIER MAGIC ABILITIES
|
|
+#### SECOND-TIER MAGIC ABILITIES
|
|
|
|
Concussive Blast
|
|
|
|
@@ -2254,7 +2254,7 @@
|
|
|
|
Repair Flesh
|
|
|
|
-### THIRD-TIER MAGIC ABILITIES
|
|
+#### THIRD-TIER MAGIC ABILITIES
|
|
|
|
Distance Viewing
|
|
|
|
@@ -2266,7 +2266,7 @@
|
|
|
|
Summon Giant Spider
|
|
|
|
-### FOURTH-TIER MAGIC ABILITIES
|
|
+#### FOURTH-TIER MAGIC ABILITIES
|
|
|
|
Elemental Protection
|
|
|
|
@@ -2274,7 +2274,7 @@
|
|
|
|
Pry Open
|
|
|
|
-### FIFTH-TIER MAGIC ABILITIES
|
|
+#### FIFTH-TIER MAGIC ABILITIES
|
|
|
|
Create
|
|
|
|
@@ -2286,7 +2286,7 @@
|
|
|
|
True Senses
|
|
|
|
-### SIXTH-TIER MAGIC ABILITIES
|
|
+#### SIXTH-TIER MAGIC ABILITIES
|
|
|
|
Relocate
|
|
|
|
@@ -2302,7 +2302,7 @@
|
|
An Explorer with combat flavor in a historical game might be a pirate. An Adept flavored with combat in a science
|
|
fiction setting could be a veteran of a thousand psychic wars.
|
|
|
|
-### FIRST-TIER COMBAT ABILITIES
|
|
+#### FIRST-TIER COMBAT ABILITIES
|
|
|
|
Danger Sense
|
|
|
|
@@ -2310,7 +2310,7 @@
|
|
|
|
Practiced With Medium Weapons
|
|
|
|
-### SECOND-TIER COMBAT ABILITIES
|
|
+#### SECOND-TIER COMBAT ABILITIES
|
|
|
|
Bloodlust
|
|
|
|
@@ -2318,7 +2318,7 @@
|
|
|
|
Trained Without Armor
|
|
|
|
-### THIRD-TIER COMBAT ABILITIES
|
|
+#### THIRD-TIER COMBAT ABILITIES
|
|
|
|
Practiced With All Weapons
|
|
|
|
@@ -2328,7 +2328,7 @@
|
|
|
|
Successive Attack
|
|
|
|
-### FOURTH-TIER COMBAT ABILITIES
|
|
+#### FOURTH-TIER COMBAT ABILITIES
|
|
|
|
Capable Warrior
|
|
|
|
@@ -2340,7 +2340,7 @@
|
|
|
|
Spray
|
|
|
|
-### FIFTH-TIER COMBAT ABILITIES
|
|
+#### FIFTH-TIER COMBAT ABILITIES
|
|
|
|
Experienced Defender
|
|
|
|
@@ -2348,7 +2348,7 @@
|
|
|
|
Parry
|
|
|
|
-### SIXTH-TIER COMBAT ABILITIES
|
|
+#### SIXTH-TIER COMBAT ABILITIES
|
|
|
|
Greater Skill With Attacks
|
|
|
|
@@ -2365,7 +2365,7 @@
|
|
A Warrior flavored with skills and knowledge might be a military engineer. An Explorer flavored with skills and
|
|
knowledge could be a field scientist. A Speaker with this flavor might be a teacher.
|
|
|
|
-### FIRST-TIER SKILLS AND KNOWLEDGE ABILITIES
|
|
+#### FIRST-TIER SKILLS AND KNOWLEDGE ABILITIES
|
|
|
|
Interaction Skills
|
|
|
|
@@ -2377,7 +2377,7 @@
|
|
|
|
Travel Skills
|
|
|
|
-### SECOND-TIER SKILLS AND KNOWLEDGE ABILITIES
|
|
+#### SECOND-TIER SKILLS AND KNOWLEDGE ABILITIES
|
|
|
|
Extra Skill
|
|
|
|
@@ -2385,13 +2385,13 @@
|
|
|
|
Understanding
|
|
|
|
-### THIRD-TIER SKILLS ANDKNOWLEDGE ABILITIES
|
|
+#### THIRD-TIER SKILLS ANDKNOWLEDGE ABILITIES
|
|
|
|
Flex Skill
|
|
|
|
Improvise
|
|
|
|
-### FOURTH-TIER SKILLS AND KNOWLEDGE ABILITIES
|
|
+#### FOURTH-TIER SKILLS AND KNOWLEDGE ABILITIES
|
|
|
|
Multiple Skills
|
|
|
|
@@ -2399,13 +2399,13 @@
|
|
|
|
Task Specialization
|
|
|
|
-### FIFTH-TIER SKILLS AND KNOWLEDGE ABILITIES
|
|
+#### FIFTH-TIER SKILLS AND KNOWLEDGE ABILITIES
|
|
|
|
Practiced With Medium Weapons
|
|
|
|
Read the Signs
|
|
|
|
-### SIXTH-TIER SKILLS AND KNOWLEDGE ABILITIES
|
|
+#### SIXTH-TIER SKILLS AND KNOWLEDGE ABILITIES
|
|
|
|
Skill With Attacks
|
|
|
|
@@ -4451,7 +4451,7 @@
|
|
The full description for each focus ability listed in this section is found in the Abilities chapter, which has
|
|
descriptions for type, flavor, and focus abilities in a single vast catalog.
|
|
|
|
-Abides in Stone
|
|
+#### Abides in Stone
|
|
|
|
Your flesh is made of hard mineral, making you a hulking, difficult-to-harm humanoid.
|
|
|
|
@@ -4476,7 +4476,7 @@
|
|
GM Intrusions: Creatures of stone sometimes forget their own strength or weight. A walking statue can terrify common
|
|
folk.
|
|
|
|
-Absorbs Energy
|
|
+#### Absorbs Energy
|
|
|
|
You can harness kinetic energy and transform it into other kinds of energy.
|
|
|
|
@@ -4497,7 +4497,7 @@
|
|
GM Intrusions: Energy goes to ground in a destructive way. Some predators feed directly on energy. An unintended item is
|
|
drained of energy.
|
|
|
|
-Awakens Dreams
|
|
+#### Awakens Dreams
|
|
|
|
You can pull images from dreams and bring them to life in the waking world.
|
|
|
|
@@ -4518,7 +4518,7 @@
|
|
GM Intrusions: An unexpected sleepwalking episode puts the character into a dangerous situation. A nightmare breaks free
|
|
of a dream.
|
|
|
|
-Battles Robots
|
|
+#### Battles Robots
|
|
|
|
You excel in battling robots, automatons, and machine entities.
|
|
|
|
@@ -4540,7 +4540,7 @@
|
|
|
|
GM Intrusions: The robot explodes upon defeat. Other robots come after the character for revenge.
|
|
|
|
-Bears a Halo of Fire
|
|
+#### Bears a Halo of Fire
|
|
|
|
You can sheath your body in flames, which protects you and harms your foes.
|
|
|
|
@@ -4559,7 +4559,7 @@
|
|
GM Intrusions: Fire burns flammable material. Fire spreads out of control. Primitive creatures fear fire and often
|
|
attack what they fear.
|
|
|
|
-Blazes With Radiance
|
|
+#### Blazes With Radiance
|
|
|
|
You can create light, sculpt it, bend it away from you, or gather it to use as a weapon.
|
|
|
|
@@ -4579,7 +4579,7 @@
|
|
|
|
GM Intrusions: Allies are accidentally dazzled or blinded. Bright flashes draw guards.
|
|
|
|
-Brandishes an Exotic Shield
|
|
+#### Brandishes an Exotic Shield
|
|
|
|
You deploy an amazing shield of pure force that provides protection and some offensive options.
|
|
|
|
@@ -4599,7 +4599,7 @@
|
|
|
|
GM Intrusions: The shield is temporarily lost. A foe temporarily ends up with the shield.
|
|
|
|
-Builds Robots
|
|
+#### Builds Robots
|
|
|
|
Your robotic creations do as they are commanded.
|
|
|
|
@@ -4623,7 +4623,7 @@
|
|
|
|
GM Intrusions: The robot is hacked, gains a mind of its own, or unexpectedly detonates.
|
|
|
|
-Calculates the Incalculable
|
|
+#### Calculates the Incalculable
|
|
|
|
Awesome mathematical ability allows you to model the world in real time, giving you an edge over everyone.
|
|
|
|
@@ -4646,7 +4646,7 @@
|
|
GM Intrusions: Too many predicted results threaten to overwhelm and stun the character. A result points to imminent
|
|
disaster.
|
|
|
|
-Channels Divine Blessings
|
|
+#### Channels Divine Blessings
|
|
|
|
A devout follower of a divine being, you channel some of your deity's power to achieve wonders.
|
|
|
|
@@ -4664,7 +4664,7 @@
|
|
|
|
GM Intrusions: A demon investigates divine magic use. A rival cult has issues with the character's teachings.
|
|
|
|
-Commands Mental Powers
|
|
+#### Commands Mental Powers
|
|
|
|
You have honed the power of your mind to perform amazing psychic deeds.
|
|
|
|
@@ -4683,7 +4683,7 @@
|
|
GM Intrusions: Something glimpsed in the target's mind is horrifying. A feedback loop allows the target to read the
|
|
character's mind.
|
|
|
|
-Conducts Weird Science
|
|
+#### Conducts Weird Science
|
|
|
|
Your preternatural insight and ability make you a scientist capable of amazing feats.
|
|
|
|
@@ -4708,7 +4708,7 @@
|
|
GM Intrusions: Creations get out of control. Side effects cannot always be predicted. Weird science terrifies people and
|
|
can draw the media. When a device created or modified by weird science is depleted, it detonates.
|
|
|
|
-Consorts With the Dead
|
|
+#### Consorts With the Dead
|
|
|
|
The dead answer your questions, and their reanimated corpses serve you.
|
|
|
|
@@ -4726,7 +4726,7 @@
|
|
|
|
GM Intrusions: The character's necromantic reputation precedes them. A corpse seeks revenge for being reanimated.
|
|
|
|
-Controls Beasts
|
|
+#### Controls Beasts
|
|
|
|
Your ability to communicate and lead beasts is uncanny.
|
|
|
|
@@ -4748,7 +4748,7 @@
|
|
|
|
GM Intrusions: The community is reluctant to welcome dangerous animals. Out-of-control beasts become a real hazard.
|
|
|
|
-Controls Gravity
|
|
+#### Controls Gravity
|
|
|
|
You can sway the attraction of gravity itself.
|
|
|
|
@@ -4769,7 +4769,7 @@
|
|
GM Intrusions: Onlookers react with unreasoning fear. A weird interaction sends an ally or object careening into the
|
|
sky.
|
|
|
|
-### COPIES SUPERPOWERS
|
|
+#### COPIES SUPERPOWERS
|
|
|
|
You can copy others' skills, abilities, and superpowers.
|
|
|
|
@@ -4791,7 +4791,7 @@
|
|
powers with it (like gaining superspeed without protection from air friction, or not being immune to the heat from your
|
|
own fire bolts).
|
|
|
|
-Crafts Illusions
|
|
+#### Crafts Illusions
|
|
|
|
You fashion images from light that are so perfect they seem real.
|
|
|
|
@@ -4809,7 +4809,7 @@
|
|
|
|
GM Intrusions: The illusion isn't believable. The illusion is pierced at just the wrong moment.
|
|
|
|
-Crafts Unique Objects
|
|
+#### Crafts Unique Objects
|
|
|
|
You're an inventor of strange and useful objects.
|
|
|
|
@@ -4834,7 +4834,7 @@
|
|
(Cyphersmith works only in a setting where the cyphers are physical objects. If this isn't the case, this ability should
|
|
probably be replaced with something akin to Weird Science Breakthrough from the Conducts Weird Science focus.)
|
|
|
|
-Dances With Dark Matter
|
|
+#### Dances With Dark Matter
|
|
|
|
You can manipulate shadow and "dark" matter.
|
|
|
|
@@ -4852,7 +4852,7 @@
|
|
|
|
GM Intrusions: Dark matter skulks away as if possessed by a mind of its own.
|
|
|
|
-Defends the Gate
|
|
+#### Defends the Gate
|
|
|
|
Everyone wants you on their side when it comes to a fight because nothing gets by you.
|
|
|
|
@@ -4872,7 +4872,7 @@
|
|
|
|
GM Intrusions: A strategically important structure collapses. The enemy attacks from an unexpected direction.
|
|
|
|
-Defends the Weak
|
|
+#### Defends the Weak
|
|
|
|
You stand up for the helpless, the weak, and the unprotected.
|
|
|
|
@@ -4894,7 +4894,7 @@
|
|
|
|
GM Intrusions: A character focused on protecting others may periodically leave themselves vulnerable to attacks.
|
|
|
|
-Descends From Nobility
|
|
+#### Descends From Nobility
|
|
|
|
A descendent of wealth and power, you carry a noble title and the abilities granted by a privileged upbringing.
|
|
|
|
@@ -4915,7 +4915,7 @@
|
|
GM Intrusions: Debts incurred by a family are owed by the character. A long-lost sibling seeks to disinherit rivals. An
|
|
assassin finds the character.
|
|
|
|
-Doesn't Do Much
|
|
+#### Doesn't Do Much
|
|
|
|
You're a slacker, but you know a little about a lot of things.
|
|
|
|
@@ -4936,7 +4936,7 @@
|
|
GM Intrusions: New situations are confounding and stressful. Past actions (or inactions) come back to haunt the
|
|
character.
|
|
|
|
-Drives Like A Maniac
|
|
+#### Drives Like A Maniac
|
|
|
|
Whether balancing on two wheels, jumping another vehicle, or driving head-on toward an oncoming enemy car, you don't
|
|
think about the risks when you're behind the wheel.
|
|
@@ -4964,7 +4964,7 @@
|
|
GM Intrusions: The engine develops a knock. The bridge on the road ahead is out. The windshield shatters. Someone
|
|
unexpectedly runs in front of the vehicle.
|
|
|
|
-Emerged From the Obelisk
|
|
+#### Emerged From the Obelisk
|
|
|
|
Your body, hard as crystal, gives you a suite of unique abilities, gained after an interaction with a floating
|
|
crystalline obelisk.
|
|
@@ -4983,7 +4983,7 @@
|
|
|
|
GM Intrusions: Cyphers and artifacts react unexpectedly in the character's hands.
|
|
|
|
-Employs Magnetism
|
|
+#### Employs Magnetism
|
|
|
|
You command metal and the power of magnetism.
|
|
|
|
@@ -5002,7 +5002,7 @@
|
|
GM Intrusions: The metal twists, bends, or produces shrapnel. A lapse in concentration might cause something to slip or
|
|
drop at just the wrong time.
|
|
|
|
-Entertains
|
|
+#### Entertains
|
|
|
|
You perform, mostly for the benefit of others.
|
|
|
|
@@ -5021,7 +5021,7 @@
|
|
GM Intrusions: The audience is annoyed or offended. Musical instruments break. Paints dry in their pots. The words to a
|
|
poem or song are forgotten.
|
|
|
|
-Exists in Two Places at Once
|
|
+#### Exists in Two Places at Once
|
|
|
|
You exist in two places at once.
|
|
|
|
@@ -5040,7 +5040,7 @@
|
|
GM Intrusions: Perceiving the world from two different places disorients the character, causing momentary vertigo,
|
|
nausea, or confusion.
|
|
|
|
-Exists Partially Out of Phase
|
|
+#### Exists Partially Out of Phase
|
|
|
|
A bit translucent, you're slightly out of phase and can move through solid objects.
|
|
|
|
@@ -5058,7 +5058,7 @@
|
|
|
|
GM Intrusions: The character is sent phasing into an unexpected dimension. The character becomes lost in a large solid.
|
|
|
|
-Explores Dark Places
|
|
+#### Explores Dark Places
|
|
|
|
You're the archetypal treasure hunter, scavenger, and finder of lost things.
|
|
|
|
@@ -5079,7 +5079,7 @@
|
|
GM Intrusions: Possessions fall out of pockets or bags in the dark; maps get lost; information gained fails to include
|
|
an important detail.
|
|
|
|
-Fights Dirty
|
|
+#### Fights Dirty
|
|
|
|
You'll do anything to win a fight: bite, scratch, kick, trick, and worse.
|
|
|
|
@@ -5103,7 +5103,7 @@
|
|
|
|
GM Intrusions: People look poorly upon those who cheat or fight without honor. Sometimes a dirty trick backfires.
|
|
|
|
-Fights With Panache
|
|
+#### Fights With Panache
|
|
|
|
You're a swashbuckling daredevil who fights with flamboyant style that's entertaining to watch.
|
|
|
|
@@ -5123,7 +5123,7 @@
|
|
|
|
GM Intrusions: The display comes off looking silly, clumsy, or unattractive.
|
|
|
|
-Flies Faster Than a Bullet
|
|
+#### Flies Faster Than a Bullet
|
|
|
|
You can fly, and you're superstrong, hard to hurt, and fast too. Is there anything you can't do?
|
|
|
|
@@ -5143,7 +5143,7 @@
|
|
|
|
GM Intrusions: A nemesis finds the character. A strange material is found to nullify the character's abilities.
|
|
|
|
-Focuses Mind Over Matter
|
|
+#### Focuses Mind Over Matter
|
|
|
|
You can telekinetically move objects with your mind without physically touching them.
|
|
|
|
@@ -5162,7 +5162,7 @@
|
|
GM Intrusions: One mental slip, and moving objects drop or fragile objects break. Sometimes the wrong item moves, falls,
|
|
or breaks.
|
|
|
|
-Fuses Flesh and Steel
|
|
+#### Fuses Flesh and Steel
|
|
|
|
Your body is part machine.
|
|
|
|
@@ -5180,7 +5180,7 @@
|
|
|
|
GM Intrusions: People in most societies are afraid of someone who is revealed to have mechanical parts.
|
|
|
|
-Fuses Mind and Machine
|
|
+#### Fuses Mind and Machine
|
|
|
|
Electronic aids implanted in your brain make you a mental powerhouse.
|
|
|
|
@@ -5203,7 +5203,7 @@
|
|
GM Intrusions: Machines malfunction and shut down. Powerful machine intelligences can take control of lesser thinking
|
|
machines. Some people don't trust a person who isn't fully organic.
|
|
|
|
-Grows to Towering Heights
|
|
+#### Grows to Towering Heights
|
|
|
|
For brief periods, you can grow larger and, with enough experience, to towering heights.
|
|
|
|
@@ -5226,7 +5226,7 @@
|
|
GM Intrusions: Rapid growth knocks over furnishings or smashes through ceilings or hanging lights. An enlarged character
|
|
breaks through the floor.
|
|
|
|
-### HAS A THOUSAND FACES
|
|
+#### HAS A THOUSAND FACES
|
|
|
|
You can change your appearance to look like anyone else.
|
|
|
|
@@ -5250,7 +5250,7 @@
|
|
|
|
GM Intrusions: Part of the disguise slips. An NPC thinks the disguised character is someone they know very well.
|
|
|
|
-Helps Their Friends
|
|
+#### Helps Their Friends
|
|
|
|
You love your friends and help them out of any difficulty, no matter what.
|
|
|
|
@@ -5275,7 +5275,7 @@
|
|
GM Intrusions: Others sometimes have ulterior motives. The law takes an undue interest. Even when everything goes right,
|
|
repercussions follow.
|
|
|
|
-Howls at the Moon
|
|
+#### Howls at the Moon
|
|
|
|
For brief periods, you become a fearsome and powerful creature with control issues.
|
|
|
|
@@ -5293,7 +5293,7 @@
|
|
|
|
GM Intrusions: The change happens in an uncontrolled fashion. People are terrified of monsters.
|
|
|
|
-Hunts
|
|
+#### Hunts
|
|
|
|
You are a stalking hunter who excels at bringing down your selected quarry.
|
|
|
|
@@ -5315,7 +5315,7 @@
|
|
|
|
GM Intrusions: The quarry notices the character. The quarry isn't as vulnerable as it seemed.
|
|
|
|
-### IGNORES PHYSICAL DISTANCE
|
|
+#### IGNORES PHYSICAL DISTANCE
|
|
|
|
You can teleport from one place to another by briefly passing through a parallel dimension.
|
|
|
|
@@ -5334,7 +5334,7 @@
|
|
GM Intrusions: A teleport goes awry, landing the character in a dangerous place. Inertia (such as from falling)
|
|
continues through the teleport, injuring the character.
|
|
|
|
-Infiltrates
|
|
+#### Infiltrates
|
|
|
|
Subtlety, guile, and stealth allow you to get in where others can't.
|
|
|
|
@@ -5357,7 +5357,7 @@
|
|
GM Intrusions: Spies are treated harshly when caught. Allies disavow infiltrators who get caught. Some secrets are
|
|
better left unknown.
|
|
|
|
-Interprets the Law
|
|
+#### Interprets the Law
|
|
|
|
You excel at winning others over to your views.
|
|
|
|
@@ -5378,7 +5378,7 @@
|
|
GM Intrusions: Onlookers react badly to a know-it-all. A distraction or interruption throws the character's argument off
|
|
the rails.
|
|
|
|
-Is Idolized by Millions
|
|
+#### Is Idolized by Millions
|
|
|
|
You're a celebrity and most people adore you.
|
|
|
|
@@ -5401,7 +5401,7 @@
|
|
GM Intrusions: Fans are endangered or hurt on your behalf. Someone in your entourage betrays you. Your show, tour,
|
|
contract, or other event is canceled. The media posts photos of you in an embarrassing situation.
|
|
|
|
-Is Licensed to Carry
|
|
+#### Is Licensed to Carry
|
|
|
|
You carry a gun and you know how to use it in a fight.
|
|
|
|
@@ -5425,7 +5425,7 @@
|
|
GM Intrusions: Misfire or jam! The attack fails and the action is lost, plus an additional action is needed to fix the
|
|
problem.
|
|
|
|
-Is Wanted by the Law
|
|
+#### Is Wanted by the Law
|
|
|
|
"WANTED, DEAD OR ALIVE" posters (or their equivalent) have appeared featuring your face. It's up to you whether it's a
|
|
mistake that snowballed out of control or you actually would kill someone just for looking at you.
|
|
@@ -5446,7 +5446,7 @@
|
|
|
|
GM Intrusions: Most people do not take well to discovering a wanted outlaw in their midst.
|
|
|
|
-Keeps a Magic Ally
|
|
+#### Keeps a Magic Ally
|
|
|
|
An allied magic creature bound to an object (such as a minor djinn in a lamp, or a ghost in a pipe) is your friend,
|
|
protector, and weapon.
|
|
@@ -5468,7 +5468,7 @@
|
|
GM Intrusions: The creature unexpectedly disappears into its bound object. The bound object cracks. The creature
|
|
disagrees and doesn't do as asked. The creature says it's leaving unless a task is performed for it.
|
|
|
|
-Leads
|
|
+#### Leads
|
|
|
|
Your natural leadership capability allows you to command others, including a loyal band of followers.
|
|
|
|
@@ -5490,7 +5490,7 @@
|
|
|
|
GM Intrusions: Followers fail, betray, lie, become corrupted, get kidnapped, or die.
|
|
|
|
-Learns Quickly
|
|
+#### Learns Quickly
|
|
|
|
You deal with bad situations as they arise, learning new lessons each time.
|
|
|
|
@@ -5514,7 +5514,7 @@
|
|
|
|
GM Intrusions: Accidents and mistakes are great teachers.
|
|
|
|
-Lives in the Wilderness
|
|
+#### Lives in the Wilderness
|
|
|
|
You can survive in badlands where others perish.
|
|
|
|
@@ -5537,7 +5537,7 @@
|
|
GM Intrusions: People in cities and towns sometimes disparage those who look (and smell) like they live in the wilds, as
|
|
if they were ignorant or barbaric.
|
|
|
|
-Looks for Trouble
|
|
+#### Looks for Trouble
|
|
|
|
You're a scrapper and love a good fight.
|
|
|
|
@@ -5560,7 +5560,7 @@
|
|
GM Intrusions: Weapons break or fly from even the strongest grip. Brawlers trip and fall. Even the battlefield can work
|
|
against you with things falling or collapsing.
|
|
|
|
-Loves the Void
|
|
+#### Loves the Void
|
|
|
|
When it's just you, your spacesuit, and the panorama of stars wheeling out forever and always, you are at peace.
|
|
|
|
@@ -5587,7 +5587,7 @@
|
|
GM Intrusions: Spacesuits develop glitches. Air refill cartridges sometimes misreport capacity. Micrometeorites are
|
|
common in space.
|
|
|
|
-Masters Defense
|
|
+#### Masters Defense
|
|
|
|
You use protective equipment and practiced techniques to avoid becoming hurt in a fight.
|
|
|
|
@@ -5609,7 +5609,7 @@
|
|
|
|
GM Intrusions: Shields break when hit, as do weapons used to parry. Armor straps break.
|
|
|
|
-Masters Spells
|
|
+#### Masters Spells
|
|
|
|
By specializing in spellcasting and keeping a spellbook, you can quickly cast spells of arcing lightning, rolling fire,
|
|
creeping shadow, and summoning.
|
|
@@ -5629,7 +5629,7 @@
|
|
GM Intrusions: The spell goes wrong. The summoned creature turns on the caster. A rival spellcaster is drawn to the
|
|
magic use.
|
|
|
|
-Masters the Swarm
|
|
+#### Masters the Swarm
|
|
|
|
Insects. Rats. Bats. Even birds. You master one type of small creature that obeys you.
|
|
|
|
@@ -5648,7 +5648,7 @@
|
|
GM Intrusions: A command is misunderstood. Control is erratic or is lost. Bites and stings are not uncommon for masters
|
|
of the swarm.
|
|
|
|
-Masters Weaponry
|
|
+#### Masters Weaponry
|
|
|
|
You are a master user of a particular type of weapon, be it a sword, whip, dagger, gun, or something else.
|
|
|
|
@@ -5670,7 +5670,7 @@
|
|
|
|
GM Intrusions: Weapons break. Weapons can be stolen. Weapons can be dropped or forced out of your hand.
|
|
|
|
-Metes Out Justice
|
|
+#### Metes Out Justice
|
|
|
|
You right wrongs, protect the innocent, and punish the guilty.
|
|
|
|
@@ -5695,7 +5695,7 @@
|
|
GM Intrusions: Guilt or innocence can be complicated. Some people resent the presumption of a self-appointed judge.
|
|
Passing judgment makes enemies.
|
|
|
|
-Moves Like a Cat
|
|
+#### Moves Like a Cat
|
|
|
|
Lithe, flexible, and graceful, you move quickly and smoothly, and never seem to be where danger is.
|
|
|
|
@@ -5720,7 +5720,7 @@
|
|
GM Intrusions: Even a cat can be clumsy. A jump isn't quite as easy as it looks. An escape move is so overzealous that
|
|
it sends the character right into harm's way.
|
|
|
|
-Moves Like the Wind
|
|
+#### Moves Like the Wind
|
|
|
|
You can move so fast that you become a blur.
|
|
|
|
@@ -5741,7 +5741,7 @@
|
|
GM Intrusions: Surfaces can be slick or offer hidden obstacles. The movement of other creatures can be unpredictable,
|
|
and the character might run into them.
|
|
|
|
-Murders
|
|
+#### Murders
|
|
|
|
You're an assassin, whether by trade, by inclination, or because it was that or be killed yourself. (Someone who Murders
|
|
might have additional equipment, including three doses of a level 2 blade poison that inflicts 5 points of damage.)
|
|
@@ -5764,7 +5764,7 @@
|
|
|
|
GM Intrusions: Most people do not react well to a professional killer.
|
|
|
|
-Needs No Weapon
|
|
+#### Needs No Weapon
|
|
|
|
Powerful punches, kicks, elbows, knees, and full body movements are all the weapons you need.
|
|
|
|
@@ -5787,7 +5787,7 @@
|
|
GM Intrusions: Striking certain foes hurts you as much as it hurts them. Opponents with weapons have greater reach.
|
|
Complicated martial arts moves can knock you off balance.
|
|
|
|
-Never Says Die
|
|
+#### Never Says Die
|
|
|
|
You never quit, can shrug off a beating, and always come back for more.
|
|
|
|
@@ -5807,7 +5807,7 @@
|
|
|
|
GM Intrusions: Sometimes, it's equipment or weapons that give out.
|
|
|
|
-Operates Undercover
|
|
+#### Operates Undercover
|
|
|
|
Under the guise of someone else, you seek to find answers the powerful do not want divulged.
|
|
|
|
@@ -5827,7 +5827,7 @@
|
|
|
|
GM Intrusions: Bad luck can ruin the best plans. Disguises fail. Allies are revealed to be agents, too.
|
|
|
|
-Performs Feats of Strength
|
|
+#### Performs Feats of Strength
|
|
|
|
A muscled prodigy, you can haul incredible weight, hurl your body through the air, and punch through doors.
|
|
|
|
@@ -5847,7 +5847,7 @@
|
|
|
|
GM Intrusions: It's easy to break delicate things or hurt someone accidentally.
|
|
|
|
-Pilots Starcraft
|
|
+#### Pilots Starcraft
|
|
|
|
You're a crack starship pilot.
|
|
|
|
@@ -5875,7 +5875,7 @@
|
|
|
|
GM Intrusions: Starcraft get lost, break down, and are attacked in space. An alien stowaway is found.
|
|
|
|
-Plays Too Many Games
|
|
+#### Plays Too Many Games
|
|
|
|
Lessons, reflexes, and strategies you've learned by playing too many games have applications in the real world, where
|
|
people who don't play enough toil and live their dreary lives.
|
|
@@ -5901,7 +5901,7 @@
|
|
GM Intrusions: Missed attacks strike the wrong target. Equipment breaks. Sometimes people react negatively to someone
|
|
who has lived most of their life in imaginary game worlds.
|
|
|
|
-Rages
|
|
+#### Rages
|
|
|
|
When you go berserk, everyone fears you.
|
|
|
|
@@ -5921,7 +5921,7 @@
|
|
|
|
GM Intrusions: It's easy for a berserker to lose control and attack friend as well as foe.
|
|
|
|
-Rides the Lightning
|
|
+#### Rides the Lightning
|
|
|
|
You create and discharge electrical power.
|
|
|
|
@@ -5941,7 +5941,7 @@
|
|
|
|
GM Intrusions: Targets other than those intended are shocked. Objects explode.
|
|
|
|
-Runs Away
|
|
+#### Runs Away
|
|
|
|
Your first instinct is to run from danger, and you've gotten very good at it.
|
|
|
|
@@ -5964,7 +5964,7 @@
|
|
GM Intrusions: Quick movements sometimes lead to dropped items, slipping on uneven ground, or going the wrong way by
|
|
accident.
|
|
|
|
-Sailed Beneath the Jolly Roger
|
|
+#### Sailed Beneath the Jolly Roger
|
|
|
|
You sailed with a crew of dread pirates, but you've decided to end your days as a pirate and join some other cause. The
|
|
question is, will your past let you go so easily?
|
|
@@ -5990,7 +5990,7 @@
|
|
GM Intrusions: The dangers of the high seas are many, including severe storms and disease. Other pirates sometimes get
|
|
ahead through betrayal. A pirate tracks down former sailing mates to find hidden treasure.
|
|
|
|
-Scavenges
|
|
+#### Scavenges
|
|
|
|
When not running and hiding, you sift the ruins of civilization for useful remnants to ensure your survival.
|
|
|
|
@@ -6011,7 +6011,7 @@
|
|
GM Intrusions: An item made with recycled junk breaks. Someone shows up claiming that the useful item or piece of junk
|
|
scavenged belongs to them. A recycled cypher explodes.
|
|
|
|
-### SCULPTS HARD LIGHT
|
|
+#### SCULPTS HARD LIGHT
|
|
|
|
You create physical objects out of hard light that you can use for offense and defense.
|
|
|
|
@@ -6031,7 +6031,7 @@
|
|
|
|
GM Intrusions: A hard light object disappears early. A hard light object cannot affect a certain creature or color.
|
|
|
|
-Sees Beyond
|
|
+#### Sees Beyond
|
|
|
|
You have a psychic sense that allows you to see what others cannot.
|
|
|
|
@@ -6049,7 +6049,7 @@
|
|
|
|
GM Intrusions: Some secrets are too terrible to know.
|
|
|
|
-Separates Mind From Body
|
|
+#### Separates Mind From Body
|
|
You can project your mind out of your body to see faraway places and learn secrets that would otherwise remain hidden.
|
|
|
|
Tier 1: Third Eye
|
|
@@ -6069,7 +6069,7 @@
|
|
GM Intrusions: Reuniting mind and body can sometimes be disorienting and require a character to spend a few moments to
|
|
get their bearings.
|
|
|
|
-Shepherds the Community
|
|
+#### Shepherds the Community
|
|
|
|
You keep the place where you live safe from all danger.
|
|
|
|
@@ -6089,7 +6089,7 @@
|
|
|
|
GM Intrusions: People in the community misunderstand the character's motives. Rivals try to oust the character.
|
|
|
|
-Shepherds Spirits
|
|
+#### Shepherds Spirits
|
|
|
|
Wandering souls, nature spirits, and elemental beings aid and support you.
|
|
|
|
@@ -6110,7 +6110,7 @@
|
|
|
|
GM Intrusions: Some people don't trust those who deal with spirits. The dead sometimes don't want shepherding.
|
|
|
|
-Shreds the Walls of the World
|
|
+#### Shreds the Walls of the World
|
|
|
|
Speed plus phasing gives you a unique ability to evade danger and simultaneously inflict damage.
|
|
|
|
@@ -6130,7 +6130,7 @@
|
|
|
|
GM Intrusions: Moving so quickly while sprinting sometimes leads to stumbles on unexpected, exotic obstacles.
|
|
|
|
-### SHRINKS TO MINUTE SIZE
|
|
+#### SHRINKS TO MINUTE SIZE
|
|
|
|
You can shrink down to the size of a bug and, with enough experience, even smaller.
|
|
|
|
@@ -6156,7 +6156,7 @@
|
|
A character who Shrinks to Minute Size who chooses to learn abilities like Enlarge will never be quite as big as one who
|
|
Grows to Towering Heights, but they can enjoy the advantages of being big or small as needed.
|
|
|
|
-Siphons Power
|
|
+#### Siphons Power
|
|
|
|
You suck power out of machines and creatures alike in order to empower yourself.
|
|
|
|
@@ -6178,7 +6178,7 @@
|
|
GM Intrusions: Drained power also transmits something unwanted—compulsions, afflictions, or alien thoughts. Siphoned
|
|
power can overload the character, causing feedback.
|
|
|
|
-Slays Monsters
|
|
+#### Slays Monsters
|
|
|
|
You kill monsters.
|
|
|
|
@@ -6206,7 +6206,7 @@
|
|
GM Intrusions: The monster laid a trap or set an ambush. The monster has previously undisclosed abilities. The monster's
|
|
mother vows revenge.
|
|
|
|
-### SOARS ON AMAZING WINGS
|
|
+#### SOARS ON AMAZING WINGS
|
|
|
|
Many superheroes can fly, and some even have wings. You can use your wings for movement, attacks, and defense.
|
|
|
|
@@ -6227,7 +6227,7 @@
|
|
GM Intrusions: A wing gets hurt or restrained, causing the character to fall. Flying high makes the character an obvious
|
|
target for an unexpected foe.
|
|
|
|
-Solves Mysteries
|
|
+#### Solves Mysteries
|
|
|
|
You're a master of deduction, using evidence to find the answer.
|
|
|
|
@@ -6247,7 +6247,7 @@
|
|
|
|
GM Intrusions: Evidence disappears, red herrings confuse, and witnesses lie. Initial research can be faulty.
|
|
|
|
-Speaks for the Land
|
|
+#### Speaks for the Land
|
|
|
|
Your spiritual connection to nature and the environment grants you mystical abilities.
|
|
|
|
@@ -6268,7 +6268,7 @@
|
|
GM Intrusions: An injured natural (but dangerous) creature is discovered. Someone's poaching wildlife for their skins,
|
|
leaving the carcasses to rot. A tree falls in the forest, one of the last elder trees.
|
|
|
|
-Stands Like a Bastion
|
|
+#### Stands Like a Bastion
|
|
|
|
Your armor, along with your size, strength, incredible training, or machine enhancement, makes you difficult to move or
|
|
hurt.
|
|
@@ -6296,7 +6296,7 @@
|
|
|
|
GM Intrusions: Armor is damaged. Small foes conspire in ingenious ways.
|
|
|
|
-### STRETCHES
|
|
+#### STRETCHES
|
|
|
|
Your body is elastic and rubbery, able to stretch to great lengths and compress when struck.
|
|
|
|
@@ -6319,7 +6319,7 @@
|
|
GM Intrusions: An attack or effect interferes with the character's elasticity. A stretched limb becomes overstressed and
|
|
weak.
|
|
|
|
-### TAKES ANIMAL SHAPE
|
|
+#### TAKES ANIMAL SHAPE
|
|
|
|
You can transform yourself into an animal.
|
|
|
|
@@ -6342,7 +6342,7 @@
|
|
|
|
Greater Beast Form applies to using Animal Shape.
|
|
|
|
-Talks to Machines
|
|
+#### Talks to Machines
|
|
|
|
You use your organic brain like a computer, interfacing "wirelessly" with any electronic device. You can control and
|
|
influence them in ways that others can't.
|
|
@@ -6367,7 +6367,7 @@
|
|
|
|
GM Intrusions: The machine malfunctions or acts unpredictably.
|
|
|
|
-Throws With Deadly Accuracy
|
|
+#### Throws With Deadly Accuracy
|
|
|
|
Everything that leaves your hand goes exactly where you'd like it to go and at the range and speed to make the perfect
|
|
impact.
|
|
@@ -6388,7 +6388,7 @@
|
|
|
|
GM Intrusions: Missed attacks strike the wrong target. Ricochets can be dangerous. Improvised weapons break.
|
|
|
|
-Thunders
|
|
+#### Thunders
|
|
|
|
You emit destructive sound and manipulate soundscapes.
|
|
|
|
@@ -6408,7 +6408,7 @@
|
|
|
|
GM Intrusions: Loud noises attract attention.
|
|
|
|
-### TOUCHES THE SKY
|
|
+#### TOUCHES THE SKY
|
|
|
|
You can summon storms or break them apart.
|
|
|
|
@@ -6427,7 +6427,7 @@
|
|
GM Intrusions: An ally is accidentally struck by a fork of lightning. An unexpected grounding effect inflicts damage.
|
|
The weather is seeded by a much smaller effect, and a storm grows out of control.
|
|
|
|
-Travels Through Time
|
|
+#### Travels Through Time
|
|
|
|
You can see through time, try to reach through it, and eventually even travel through it.
|
|
|
|
@@ -6450,7 +6450,7 @@
|
|
|
|
GM Intrusions: Paradoxes are created. Others remember past events differently.
|
|
|
|
-Was Foretold
|
|
+#### Was Foretold
|
|
|
|
You are the "chosen one," and prophecy, prediction, prognostication, or some other method of determination expects great
|
|
things of you one day.
|
|
@@ -6473,7 +6473,7 @@
|
|
GM Intrusions: An enemy described in prophecy appears. Unbelievers threaten to ruin the moment. The character gains a
|
|
reputation in outside circles as a fraud.
|
|
|
|
-Wears a Sheen of Ice
|
|
+#### Wears a Sheen of Ice
|
|
|
|
You command the wintery power of cold and ice.
|
|
|
|
@@ -6491,7 +6491,7 @@
|
|
|
|
GM Intrusions: Ice makes surfaces slippery. Extreme cold causes objects to crack and break.
|
|
|
|
-Wears Power Armor
|
|
+#### Wears Power Armor
|
|
|
|
Tier 1: Powered Armor
|
|
|
|
@@ -6511,7 +6511,7 @@
|
|
GM Intrusions: The armor won't come off. The armor acts under its own power. The armor suffers a momentary power loss.
|
|
NPCs are scared by the power armor.
|
|
|
|
-### WIELDS AN ENCHANTED WEAPON
|
|
+#### WIELDS AN ENCHANTED WEAPON
|
|
|
|
You have a weapon with strange abilities, and your knowledge of its powers has allowed you to create a unique style of
|
|
combat with it.
|
|
@@ -6535,7 +6535,7 @@
|
|
GM Intrusions: A weapon breaks or is dropped. The character loses their connection to the weapon until they use an
|
|
action to reestablish the attunement. The weapon's energy discharges in an unexpected way.
|
|
|
|
-### WIELDS INVISIBLE FORCE
|
|
+#### WIELDS INVISIBLE FORCE
|
|
|
|
You bend light and manipulate beams of force for offense and defense.
|
|
|
|
@@ -6556,7 +6556,7 @@
|
|
GM Intrusions: Invisibility partially fades, revealing the character's presence. A force field is pierced by an unusual
|
|
or unexpected attack.
|
|
|
|
-Wields Two Weapons at Once
|
|
+#### Wields Two Weapons at Once
|
|
|
|
You bear steel with both hands, ready to take on any foe.
|
|
|
|
@@ -6576,7 +6576,7 @@
|
|
|
|
GM Intrusions: A blade snaps in two or a weapon flies loose from its bearer's grip.
|
|
|
|
-Works for a Living
|
|
+#### Works for a Living
|
|
|
|
You take great satisfaction in a job well done, whether it's coding, building houses, or mining asteroids.
|
|
|
|
@@ -6598,7 +6598,7 @@
|
|
GM Intrusions: Repairs sometimes fail. Wiring can be tricky to decipher and still carry an electrical charge. Some
|
|
people are rude to those who work for a living.
|
|
|
|
-Works Miracles
|
|
+#### Works Miracles
|
|
|
|
You can heal others with a touch, alter time to help others, and are generally beloved by everyone.
|
|
|
|
@@ -6617,7 +6617,7 @@
|
|
GM Intrusions: Attempts to heal might cause harm instead. A community or individual needs a healer so desperately that
|
|
they hold one against their will.
|
|
|
|
-Works the Back Alleys
|
|
+#### Works the Back Alleys
|
|
|
|
You make your way unseen, stealing from the wealthy to achieve your ends.
|
|
|
|
@@ -6635,7 +6635,7 @@
|
|
|
|
GM Intrusions: Thieves are thrown in jail. Powerful enemies are made.
|
|
|
|
-Works the System
|
|
+#### Works the System
|
|
|
|
You can exploit flaws in artificial systems, including but not limited to computer code.
|
|
|
|
@@ -6655,7 +6655,7 @@
|
|
|
|
GM Intrusions: Contacts sometimes have ulterior motives. Devices sometimes have failsafes or even traps.
|
|
|
|
-Would Rather Be Reading
|
|
+#### Would Rather Be Reading
|
|
|
|
Books are your friends. What's more important than knowledge? Nothing.
|
|
|
|
@@ -6677,7 +6677,7 @@
|
|
|
|
GM Intrusions: Books burn, get wet, or get lost. Computers break or lose power. Glasses break.
|
|
|
|
-TakeS ANiMAL SHAPE
|
|
+#### TakeS ANiMAL SHAPE
|
|
|
|
A shapechanger who can take the form of various animals.
|
|
|
|
@@ -6698,7 +6698,7 @@
|
|
GM Intrusions: The character unexpectedly changes form. An NPC is frightened by or aggressive toward the shapeshifter.
|
|
The transformation takes longer than expected.
|
|
|
|
-### USES WILD MAGIC
|
|
+#### USES WILD MAGIC
|
|
|
|
spellcaster who learns a variety of spells instead of focusing on just one kind of magic.
|
|
|
|
@@ -6720,7 +6720,7 @@
|
|
Spellcasting attracts the attentionof a powerful creature or potential rival.The cypher spell being cast is replacedwith
|
|
that of a random cypher.
|
|
|
|
-### WALKS THE WILD WOODS
|
|
+#### WALKS THE WILD WOODS
|
|
|
|
An adherent of nature magic who draws on the power and strength of trees.
|
|
|
|
@@ -6741,7 +6741,7 @@
|
|
GM Intrusions: A wooden charactercatches fire. A wild swing from a treebranch hits or trips an ally. Some treeshave evil
|
|
hearts and hate all walkingthings.
|
|
|
|
-### WEILDS AN ENCHANTED WEAPON
|
|
+#### WEILDS AN ENCHANTED WEAPON
|
|
|
|
One who channels magic through or from a weapon to create a unique fighting style.
|
|
|
|
@@ -6782,7 +6782,7 @@
|
|
<img src="media/image1.png" style="width:1.69167in;height:2.16667in"
|
|
alt="A white rectangular object with a blue border Description automatically generated" />
|
|
|
|
-### FOCUS CATEGORIES
|
|
+#### FOCUS CATEGORIES
|
|
|
|
Ally use
|
|
|
|
@@ -6806,7 +6806,7 @@
|
|
|
|
Tank combat
|
|
|
|
-### CHOOSING ABILITIES BY RELATIVE POWER
|
|
+#### CHOOSING ABILITIES BY RELATIVE POWER
|
|
|
|
The ability selection guidelines invite you to choose an ability from one of three ranges: low tier, mid tier, and high
|
|
tier. These ranges correspond with the power "grades" given for every ability. These abilities are further sorted into
|
|
@@ -6823,7 +6823,7 @@
|
|
available at tier 1 or 2, or a high-tier ability is made available at tier 3 or 4, the higher cost will be a balancing
|
|
factor.
|
|
|
|
-### BALANCING ABILITIES
|
|
+#### BALANCING ABILITIES
|
|
|
|
The guidelines within each category go a long way toward ensuring that the focus you build will be balanced. Sometimes
|
|
it might be appropriate to grant a low-power ability along with a regular ability at a given tier, depending on the
|
|
@@ -6840,7 +6840,7 @@
|
|
the previous tier, isn't quite as good. Balancing a focus is a bit of an art. Resist the urge to overpower the focus,
|
|
but don't underpower it, either.
|
|
|
|
-### ABILITY GUIDELINES ARE NOT PERSCRIPTIVE
|
|
+#### ABILITY GUIDELINES ARE NOT PERSCRIPTIVE
|
|
|
|
Each focus category provides a guideline for what kind of ability you should select at every tier. But don't regard the
|
|
guidelines as something that you can't vary. They're not prescriptive; they're just a place to start. You might want to
|
|
@@ -6852,14 +6852,14 @@
|
|
the tier 5 guideline for energy manipulation calls for. Making the change is probably especially valid if you call your
|
|
new focus something like Channels the Ninth Circle.
|
|
|
|
-### ABILITY SWAP
|
|
+#### ABILITY SWAP
|
|
|
|
If you're creating a focus and you think it should provide a suite of abilities at first tier that would mechanically
|
|
overload it, you have the option to add one as a "swap" ability. Doing so is as easy as allowing a character to swap out
|
|
one of their type abilities for an indicated low-tier focus ability. The ability is gained instead of one of the
|
|
abilities normally granted by the character's type.
|
|
|
|
-### CONCEPT AND CATEGORY
|
|
+#### CONCEPT AND CATEGORY
|
|
|
|
Choosing to create a focus that uses a particular concept—say, creating illusions—doesn't lock you into creating a focus
|
|
within a particular category—in this case, environment manipulation. A focus can be constructed in a variety of ways
|
|
@@ -6897,7 +6897,7 @@
|
|
refers to or modifies a lower-tier ability, also include that lower-tier ability in your type or focus as a selection a
|
|
PC can make at a lower tier.
|
|
|
|
-### CREATING BRAND-NEW ABILITIES
|
|
+#### CREATING BRAND-NEW ABILITIES
|
|
|
|
You can go further than reskinning and create one or more brand-new abilities. When doing this, try to find something as
|
|
close as possible to the effect you want, then use it as a template. In any case, deciding how much an ability should
|
|
@@ -6912,7 +6912,7 @@
|
|
|
|
As a good rule of thumb, a typical ability should cost points equal to its tier.
|
|
|
|
-### CHOOSE GM INTRUSIONS
|
|
+#### CHOOSE GM INTRUSIONS
|
|
|
|
Think about the kinds of things that might surprise, alarm, or go catastrophically wrong for someone with the new focus
|
|
being created, and assign it as a GM intrusion for that focus. Of course, this often is done on the fly during the game.
|
|
@@ -6921,7 +6921,7 @@
|
|
|
|
### FOCUS CATEGORIES
|
|
|
|
-### ALLY USE
|
|
+#### ALLY USE
|
|
|
|
Foci that prioritize providing NPC followers to the character are ally use foci. The followers give aid to the PC in a
|
|
variety of ways, but at base they usually provide an asset to the character's actions.
|
|
@@ -7008,7 +7008,7 @@
|
|
For instance, someone who gains followers through high charisma and training might gain an ability to learn otherwise
|
|
impossible-to-glean information.
|
|
|
|
-### BASIC
|
|
+#### BASIC
|
|
|
|
Foci that rely mostly on providing skill training, assets to tasks, and bumps to stat Pools and Edge in order to improve
|
|
a character fall within the basic category. An overarching theme is also included, as with most of the other categories,
|
|
@@ -7082,7 +7082,7 @@
|
|
the realm of the fantastic. For instance, an ability that allows a character to take two actions instead of one would be
|
|
reasonable. Granting additional training, assets, or Edge would also be fine.
|
|
|
|
-### ENERGY MANIPULATION
|
|
+#### ENERGY MANIPULATION
|
|
|
|
Energy manipulation foci offer abilities that can call fire, electricity, force, magnetism, or nonstandard forms of
|
|
energy such as cold, stone, or something stranger like "void" or "shadow." These abilities usually give a character a
|
|
@@ -7156,7 +7156,7 @@
|
|
abilities, such as fashioning a fiery follower (if using fire), teleporting a great distance as a blast of lightning (if
|
|
using electricity), creating solid objects out of the energy, and so on.
|
|
|
|
-### ENVIRONMENT MANIPULATION
|
|
+#### ENVIRONMENT MANIPULATION
|
|
|
|
Foci that allow a character to move objects, affect gravity, create objects (or illusions of objects), and so on are
|
|
environment manipulation foci. Given that, in many cases, energy is used as part of this process, this category and
|
|
@@ -7246,7 +7246,7 @@
|
|
the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the kind of
|
|
manipulation offered, or a different way of using that ability to unlock an as-yet-unexplored facet of the ability.
|
|
|
|
-### EXPLORATION
|
|
+#### EXPLORATION
|
|
|
|
Foci that allow a character to gather information, survive in unfamiliar environments, and find their way to new
|
|
locations or track down particular creatures and foes are exploration foci. Surviving in unfamiliar environments
|
|
@@ -7323,7 +7323,7 @@
|
|
The other option should be something that benefits the character, either an offensive or defensive ability, or yet
|
|
another ability that further broadens their capacity to explore in the focus's chosen realm.
|
|
|
|
-### INFLUENCE
|
|
+#### INFLUENCE
|
|
|
|
Foci that prioritize authority and influence—whether that's to make people or machines do as commanded, to help others,
|
|
or to rise to some other prestigious and significant position—fall within the influence category.
|
|
@@ -7406,7 +7406,7 @@
|
|
If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the kind of
|
|
influence used, or a different way of using that ability to unlock an as-yet-unexplored facet of the ability.
|
|
|
|
-### IRREGULAR
|
|
+#### IRREGULAR
|
|
|
|
Most foci have a basic theme, a "character story" that logically leads to a series of related abilities. However,
|
|
certain foci themes are so wide that they don't fit into any other category except an irregular one of their own.
|
|
@@ -7477,7 +7477,7 @@
|
|
tier 6 option. For instance, if the first option provided some kind of attack, this one might be an interaction,
|
|
information-gathering, or healing ability, depending on the focus's overarching theme.
|
|
|
|
-### MOVEMENT EXPERTISE
|
|
+#### MOVEMENT EXPERTISE
|
|
|
|
Foci that prioritize novel forms of movement—in order to excel in combat, escape situations most others can't, move with
|
|
stealth for purposes of theft or escape, or move into locations normally inaccessible—fall within the movement expertise
|
|
@@ -7559,7 +7559,7 @@
|
|
movement ability. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability
|
|
related to the movement.
|
|
|
|
-### STRIKER COMBAT
|
|
+#### STRIKER COMBAT
|
|
|
|
Striker combat foci prioritize dealing damage in battle over other concerns. Foci in this category offer defensive
|
|
abilities as well, but they emphasize abilities that provide ways to spike damage to heights that other foci normally
|
|
@@ -7664,7 +7664,7 @@
|
|
with guidance for using Effort to increase the level of the target), or to select yet another foe, make another attack,
|
|
or get away in order to fight another day.
|
|
|
|
-### SUPPORT
|
|
+#### SUPPORT
|
|
|
|
Foci that allow a character to help others succeed, defend others, heal others who are hurt, and so on are support foci.
|
|
Of course, most foci abilities are often used in aid of others, but support foci (such as Siphons Power) prioritize
|
|
@@ -7738,7 +7738,7 @@
|
|
The other option could provide an alternative ultimate method of helping another; many foci in this category do.
|
|
However, an option that provides high-tier offense or defense is also completely reasonable.
|
|
|
|
-### TANK COMBAT
|
|
+#### TANK COMBAT
|
|
|
|
Foci that prioritize being able to take a lot of punishment and soak up excess damage from foes fall within the tank
|
|
combat category. These foci provide offensive abilities too, as well as additional abilities related to the particular
|
|
@@ -7845,13 +7845,13 @@
|
|
high-tech
|
|
devices, learning powerful magic spells, uncovering forbidden secrets, or something similar appropriate to the genre.
|
|
|
|
-### TIER 1
|
|
+#### TIER 1
|
|
|
|
Combat Prowess
|
|
|
|
Enhanced Potential
|
|
|
|
-### TIER 2
|
|
+#### TIER 2
|
|
|
|
Lower-tier ability: choose any tier 1 replacement ability, above.
|
|
|
|
@@ -7861,7 +7861,7 @@
|
|
|
|
Skill With Attacks
|
|
|
|
-### TIER 3
|
|
+#### TIER 3
|
|
|
|
Lower-tier ability: choose any tier 1 or 2 replacement ability, above.
|
|
|
|
@@ -7869,7 +7869,7 @@
|
|
|
|
Fusion Armor
|
|
|
|
-### TIER 4
|
|
+#### TIER 4
|
|
|
|
Lower-tier ability: choose any tier 1, 2, or 3 replacement ability, above.
|
|
|
|
@@ -7877,7 +7877,7 @@
|
|
|
|
Built-in Weaponry
|
|
|
|
-### TIER 5
|
|
+#### TIER 5
|
|
|
|
Lower-tier ability: choose any tier 1, 2, 3, or 4 replacement ability, above.
|
|
|
|
@@ -7885,7 +7885,7 @@
|
|
|
|
Defensive Field
|
|
|
|
-### TIER 6
|
|
+#### TIER 6
|
|
|
|
Lower-tier ability: choose any tier 1, 2, 3, 4, or 5 replacement ability, above.
|
|
|
|
@@ -7934,7 +7934,7 @@
|
|
the same thing. That said, if you're creating a support-centric focus, many of the abilities in the support ability
|
|
category would be appropriate choices.
|
|
|
|
-### ATTACK SKILL
|
|
+#### ATTACK SKILL
|
|
|
|
Gives you training or specialization in a specific physical attack (like swords or unarmed combat), a category of
|
|
physical attacks (light bladed, heavy bashing, and so on), or another physical skill primarily used to inflict harm
|
|
@@ -7992,7 +7992,7 @@
|
|
|
|
Specialized Basher
|
|
|
|
-### COMPANION
|
|
+#### COMPANION
|
|
|
|
Gives you a follower, modifies a follower, or gives you an additional benefit when interacting with or near your
|
|
follower. This category includes humanoid followers, beast companions, and temporary companions like summoned swarms,
|
|
@@ -8117,7 +8117,7 @@
|
|
|
|
True Necromancy
|
|
|
|
-### CONTROL
|
|
+#### CONTROL
|
|
|
|
Controls or influences minds in ways outside of what could be done with conventional intimidation and persuasion, such
|
|
as using psychic mind control, fear gas, and so on.
|
|
@@ -8196,7 +8196,7 @@
|
|
|
|
Word of Command
|
|
|
|
-### CRAFT
|
|
+#### CRAFT
|
|
|
|
Creates useful physical things, such as mundane tools (hammers, crowbars), limited-use devices (manifest cyphers,
|
|
artifacts), or independent beings (robots, elementals, zombies). Includes blueprints, plans, and effects that aid or
|
|
@@ -8254,7 +8254,7 @@
|
|
|
|
Reshape
|
|
|
|
-### CURE
|
|
+#### CURE
|
|
|
|
Cures damage, adds or improves recovery rolls, or negates, cures, suspends, or otherwise gives immunity to a harmful
|
|
effect or condition, such as poison, disease, mental attacks, moving down on the damage track, or dying.
|
|
@@ -8399,7 +8399,7 @@
|
|
|
|
Vigilant
|
|
|
|
-### ENVIRONMENT
|
|
+#### ENVIRONMENT
|
|
|
|
Manipulates the environment or things in the environment, such as with telekinesis, weather control, gravity control,
|
|
illusions, and so on.
|
|
@@ -8494,7 +8494,7 @@
|
|
|
|
The Wild Is on Your Side
|
|
|
|
-### INFORMATION
|
|
+#### INFORMATION
|
|
|
|
Gives the ability to learn information about something, whether chosen by the GM like Scan, by asking a question and the
|
|
GM giving the answer, or by learning a language.
|
|
@@ -8588,7 +8588,7 @@
|
|
|
|
Telepathic Network
|
|
|
|
-### META
|
|
+#### META
|
|
|
|
Modifies an existing ability or character trait's effects or parameters, such as increasing range or, damage, easing the
|
|
difficulty, giving you additional noncombat actions each turn, rerolling a failed attempt, or treating a number on the
|
|
@@ -8994,7 +8994,7 @@
|
|
|
|
Winter Gauntlets
|
|
|
|
-### MOVEMENT
|
|
+#### MOVEMENT
|
|
|
|
Increases your movement (such as increasing your basic movement speed from short to long) or adds a new type of movement
|
|
(such as flight, wallcrawling, phasing, or teleporting).
|
|
@@ -9098,7 +9098,7 @@
|
|
|
|
Windwracked Traveler
|
|
|
|
-### PROTECTION
|
|
+#### PROTECTION
|
|
|
|
Gives training or specialization in one or more types of combat defenses (Might, Speed, or Intellect), provides or
|
|
increases Armor, or otherwise helps prevent damage.
|
|
@@ -9356,7 +9356,7 @@
|
|
|
|
Wear It Well
|
|
|
|
-### SENSES
|
|
+#### SENSES
|
|
|
|
Enhances your senses (seeing in the dark, seeing underwater or through mist, sensing danger, finding optimal places to
|
|
stand in combat, and so on), but doesn't provide direct answers to questions like an information ability does.
|
|
@@ -9435,7 +9435,7 @@
|
|
|
|
True Senses
|
|
|
|
-### SOCIAL
|
|
+#### SOCIAL
|
|
|
|
Gives you an indirect social benefit, such as providing a useful contact in a city or letting you take advantage of your
|
|
social status.
|
|
@@ -9480,7 +9480,7 @@
|
|
|
|
Group Friendship
|
|
|
|
-### SPECIAL ATTACK
|
|
+#### SPECIAL ATTACK
|
|
|
|
Gives the ability to make a special melee or ranged attack (weapon, energy blast, psychic, and so on). The attack might
|
|
do damage, have a special effect (disarm, hinder, move the target, and so on), or both. This also includes abilities
|
|
@@ -9838,7 +9838,7 @@
|
|
|
|
Word of Death
|
|
|
|
-### SUPPORT
|
|
+#### SUPPORT
|
|
|
|
Gives some sort of benefit to an ally rather than yourself, such as an extra action or an asset on their roll.
|
|
|
|
@@ -9948,7 +9948,7 @@
|
|
|
|
Work the Friendship
|
|
|
|
-### TASK
|
|
+#### TASK
|
|
|
|
Gives training, specialization, or an asset in one or more noncombat skills (climbing, healing, computers, initiative,
|
|
and so on).
|
|
@@ -10321,7 +10321,7 @@
|
|
|
|
Using the Environment
|
|
|
|
-### TRANSFORM
|
|
+#### TRANSFORM
|
|
|
|
A significant change that temporarily enhances you, such as growing bigger, turning into a werewolf, and so on. Also
|
|
includes apparent transformations like disguises and invisibility.
|
|
@@ -10388,7 +10388,7 @@
|
|
|
|
Wild Camouflage
|
|
|
|
-Abilities—A
|
|
+### Abilities --- A
|
|
|
|
A Smile and a Word: When you use Effort on any action involving interactions—even those having to do with calming
|
|
animals or communicating with someone or something whose language you do not speak—you gain a free level of Effort on
|
|
@@ -10696,7 +10696,7 @@
|
|
ten minutes, you are aware of all living things within long range (including their general position), and by
|
|
concentrating (another action), you can attempt to learn the general health and power level of any one of them. Action.
|
|
|
|
-Abilities—B
|
|
+### Abilities --- B
|
|
|
|
Babel: After hearing a language spoken for a few minutes, you can speak it and make yourself understood. If you continue
|
|
to use the language to interact with native speakers, your skills improve rapidly, to the point where you might be
|
|
@@ -11003,7 +11003,7 @@
|
|
addition to the normal options for using Effort, you can choose to use Effort to increase the maximum thickness of the
|
|
barrier, each level adding 3 feet (1 m). Action.
|
|
|
|
-Abilities—C
|
|
+### Abilities --- C
|
|
|
|
Call Dead Spirit (6 Intellect points): At your touch, the remains of a creature dead no longer than seven days appears
|
|
as a manifest (and apparently physical) spirit, whose level is the same as it had in life. The raised spirit persists
|
|
@@ -11389,7 +11389,7 @@
|
|
type that you had in the past. The GM and player should collaborate to ensure that the transformation is logical—for
|
|
example, you probably can't transform a pill into a helmet. Enabler.
|
|
|
|
-Abilities—D
|
|
+### Abilities --- D
|
|
|
|
Damage Dealer: You inflict an additional 3 points of damage with your chosen weapon. Enabler.
|
|
|
|
@@ -11840,7 +11840,7 @@
|
|
disintegrate a portion of an object (the total volume of which is smaller than you) rather than the entire thing.
|
|
Action.
|
|
|
|
-Abilities—E
|
|
+### Abilities --- E
|
|
|
|
Earthquake (7 Might points): You direct your destructive resonance into the ground and trigger an earthquake centered on
|
|
a spot you can see within very long range. The ground within short range of that spot heaves and shakes for five
|
|
@@ -12133,7 +12133,7 @@
|
|
Eyes Adjusted: You can see in extremely dim light as though it were bright light. You can see in total darkness as if it
|
|
were extremely dim light. Enabler.
|
|
|
|
-Abilities—F
|
|
+### Abilities --- F
|
|
|
|
Face Morph (2+ Intellect points): You alter your features and coloration for one hour, hiding your identity or
|
|
impersonating someone. This affects only your face, not the rest of your body. You can't perfectly duplicate someone
|
|
@@ -12434,7 +12434,7 @@
|
|
blessings of an angel protect you, or something similar happens. These changes give you +1 to Armor even when you're not
|
|
wearing physical armor. Enabler.
|
|
|
|
-Abilities—G
|
|
+### Abilities --- G
|
|
|
|
Gain Unusual Companion: You gain a special specimen as a constant companion. It is level 4, probably the size of a small
|
|
dog, and follows your telepathic commands. You and the GM must work out the details of your creature, and you'll
|
|
@@ -12632,7 +12632,7 @@
|
|
|
|
Gunner: You inflict 1 additional point of damage with guns. Enabler.
|
|
|
|
-Abilities—H
|
|
+### Abilities --- H
|
|
|
|
Hack the Impossible (3 Intellect points): You can persuade robots, machines, and computers to do your bidding. You can
|
|
discover an encrypted password, break through security on a website, briefly turn off a machine such as a surveillance
|
|
@@ -12754,7 +12754,7 @@
|
|
Hurl Flame (2 Intellect points): While your Shroud of Flame is active, you can reach into your halo and hurl a handful
|
|
of fire at a target. This is a ranged attack with short range that deals 4 points of fire damage. Action.
|
|
|
|
-Abilities—I
|
|
+### Abilities --- I
|
|
|
|
Ice Armor (1 Intellect point): When you wish it, your body is covered in a sheen of ice for ten minutes that gives you
|
|
+1 to Armor. While the sheen is active, you feel no discomfort from normal cold temperatures and have an additional +2
|
|
@@ -13100,7 +13100,7 @@
|
|
For each additional level of Effort applied, you can pick up a slightly larger object, allowing you to affect one
|
|
additional target within short range as long as it is next to the prior target. Action.
|
|
|
|
-Abilities—J
|
|
+### Abilities --- J
|
|
|
|
Jaunt (5+ Intellect points): You instantaneously teleport yourself to any location within long distance that you can
|
|
see. In addition to the normal options for using Effort, you can choose to use Effort to increase the distance you can
|
|
@@ -13131,7 +13131,7 @@
|
|
|
|
Just a Bit Mad: You are trained in Intellect defense tasks. Enabler.
|
|
|
|
-Abilities—K
|
|
+### Abilities --- K
|
|
|
|
Knock Out (5+ Might points): You make a melee attack that inflicts no damage. Instead, if the attack hits, make a second
|
|
Might-based roll. If successful, a foe of level 3 or lower is knocked unconscious for one minute. For each level of
|
|
@@ -13163,7 +13163,7 @@
|
|
as history, geography, archeology, and so on. You can select this ability multiple times. Each time you select it, you
|
|
must choose two different skills. Enabler.
|
|
|
|
-Abilities—L
|
|
+### Abilities --- L
|
|
|
|
Lab Analysis (3 Intellect points): You analyze the scene of a crime, the site of a mysterious incident, or a series of
|
|
unexplained phenomena, and maybe learn a surprising amount of information about the perpetrators, the participants, or
|
|
@@ -13282,7 +13282,7 @@
|
|
Lunge (2 Might points): This ability requires you to extend yourself for a powerful stab or smash. The awkward lunge
|
|
hinders the attack roll. If your attack is successful, it inflicts 4 additional points of damage. Action.
|
|
|
|
-Abilities—M
|
|
+### Abilities --- M
|
|
|
|
Machine Affinity: You are trained in tasks involving electrical machines. Enabler.
|
|
|
|
@@ -13698,7 +13698,7 @@
|
|
attempt are eased. If you already have this ability from another source, the effect of this ability lasts for one hour
|
|
instead of ten minutes. Enabler.
|
|
|
|
-Abilities—N
|
|
+### Abilities --- N
|
|
|
|
Natural Charisma: You are trained in all social interactions, whether they involve charm, learning a person's secrets,
|
|
or intimidating others. Enabler.
|
|
@@ -13778,7 +13778,7 @@
|
|
Nullify Sound (3 Might points): You pulse perfectly misaligned sounds within short range to create a zone of absolute
|
|
quiet up to an immediate distance across for one minute. All sound is canceled in the zone. Action to initiate.
|
|
|
|
-Abilities—O
|
|
+### Abilities --- O
|
|
|
|
Object Bond (3 Intellect points): When you manifest the magic ally from your Bound Magic Creature ability, it can move
|
|
up to 300 feet (90 m) from you before being returned to its bound object. Also, it can remain manifest for an extended
|
|
@@ -13883,7 +13883,7 @@
|
|
or visibility. Further, you inflict 1 additional point of damage with the attack. You can remain on overwatch as long as
|
|
you wish, within reason. Action.
|
|
|
|
-Abilities—P
|
|
+### Abilities --- P
|
|
|
|
Parry (5 Speed points): You can deflect incoming attacks quickly. When you activate this ability, for the next ten
|
|
rounds you ease all Speed defense rolls. Enabler.
|
|
@@ -14156,7 +14156,7 @@
|
|
|
|
Push on Through (2 Might points): You ignore the effects of terrain while moving for one hour. Enabler.
|
|
|
|
-Abilities—Q
|
|
+### Abilities --- Q
|
|
|
|
Quarry (2 Intellect points): Choose a quarry (a single individual creature that you can see). You are trained in all
|
|
tasks involving following, understanding, interacting with, or fighting that creature. You can have only one quarry at a
|
|
@@ -14218,7 +14218,7 @@
|
|
Quicker Than Most: Experience has honed your reaction times, because those who act first gain the advantage in most
|
|
situations. You're trained in tasks related to initiative, seeing underlying patterns, and solving puzzles. Enabler.
|
|
|
|
-Abilities—R
|
|
+### Abilities --- R
|
|
|
|
Rally to Me (2 Intellect points): You cry out, blow a battle horn, or otherwise signal to everyone within very long
|
|
range that you require aid. All allied creatures who respond by moving to within an immediate distance of you within the
|
|
@@ -14489,7 +14489,7 @@
|
|
|
|
Runner: Your standard movement increases from short to long. Enabler.
|
|
|
|
-Abilities—S
|
|
+### Abilities --- S
|
|
|
|
Safe Fall: You reduce the damage from a fall by 5 points. Enabler.
|
|
|
|
@@ -15061,7 +15061,7 @@
|
|
Swipe (1 Speed point): This is a quick, agile melee attack. Your attack inflicts 1 less point of damage than normal but
|
|
dazes your target for one round, during which time all tasks it performs are hindered. Action.
|
|
|
|
-Abilities—T
|
|
+### Abilities --- T
|
|
|
|
Take Command (3 Intellect points): You issue a specific command to another character. If that character chooses to
|
|
listen, any attack they attempt on their next turn is eased, and a hit deals 3 additional points of damage. If your
|
|
@@ -15424,7 +15424,7 @@
|
|
Two Things at Once (6 Intellect points): The ultimate test: you divide your attention and take two separate actions this
|
|
round. Enabler.
|
|
|
|
-Abilities—U
|
|
+### Abilities --- U
|
|
|
|
Ultra Enhancement: You gain +1 to Armor and +5 to each of your three stat Pools. Enabler.
|
|
|
|
@@ -15495,7 +15495,7 @@
|
|
or you can wait and make the choice later. However, once you usurp a cypher's power, you cannot later switch to a
|
|
different cypher—the usurping ability works only once. Action to initiate.
|
|
|
|
-Abilities—V
|
|
+### Abilities --- V
|
|
|
|
Vacuum Skilled: You are trained in two of the following skills: vacuum welding, algae farming, ecosystem design, circuit
|
|
design, spacecraft maintenance and repair, or some similar skill related to traveling and colonizing planets, moons, and
|
|
@@ -15533,7 +15533,7 @@
|
|
Void Wings (3 Intellect points): Swirling ribbons of weird matter grasp you and lift you up, allowing you to fly for one
|
|
round as quickly as you can move. Enabler.
|
|
|
|
-Abilities—W
|
|
+### Abilities --- W
|
|
|
|
Walk Through Walls (2 Intellect points): You can slowly pass through physical barriers at a rate of 1 inch (2.5 cm) per
|
|
round (minimum of one round to pass through any barrier). You can't act (other than moving) or perceive anything until
|
|
@@ -15745,13 +15745,13 @@
|
|
intrusion—unless you roll a second 1—and might succeed on your task. Once you use this ability, it is not available
|
|
again until after you make a ten-hour recovery roll. Enabler.
|
|
|
|
-Abilities—Y
|
|
+### Abilities --- Y
|
|
|
|
You Studied: To be able to put two and two together to reach a deduction, you have to know a few things. You are trained
|
|
in two areas of knowledge of your choosing (as long as they are not physical actions or combat related) or specialized
|
|
in one area. Enabler.
|
|
|
|
-Abilities—Z
|
|
+### Abilities --- Z
|
|
|
|
Zero Dark Eyes: Some people's eyes are degraded by constantly playing games. And maybe that'll happen to you, but not
|
|
yet. You're still young and instead of degrading, your vision is actually better thanks to all your practice. You can
|
|
@@ -15863,7 +15863,7 @@
|
|
about paying rent or how much dinner will cost. On the other hand, in a grittier superhero game, maybe that's exactly
|
|
what they worry about.)
|
|
|
|
-### USING THE PRICE CATEGORIES
|
|
+#### USING THE PRICE CATEGORIES
|
|
|
|
Regardless of how precise you want to be with prices and currency, you can use the price categories in a variety of
|
|
ways.
|
|
@@ -15903,7 +15903,7 @@
|
|
Genre chapter offers more specific details on the kinds of armor available in a given setting. Keep in mind that in many
|
|
genres, it's quite odd, at best, to run around in armor tougher than a leather jacket.
|
|
|
|
-### USING ARMOR
|
|
+#### USING ARMOR
|
|
|
|
Anyone can wear any armor, but it can be taxing. Wearing armor increases the cost of using a level of Effort when
|
|
attempting a Speed-based action. So if you're wearing light armor and want to use two levels of Effort on a Speed-based
|
|
@@ -15938,7 +15938,7 @@
|
|
</tbody>
|
|
</table>
|
|
|
|
-### FANTASY ARMOR DESCRIPTIONS
|
|
+#### FANTASY ARMOR DESCRIPTIONS
|
|
|
|
You can wear only one kind of armor at a time (wearing more than one only gives the Armor from the best one and the
|
|
Speed Effort cost of the worst one).
|
|
@@ -16050,7 +16050,7 @@
|
|
available in a given setting. Keep in mind that in many genres, it's not acceptable to run around carrying dangerous
|
|
weapons.
|
|
|
|
-### FANTASY WEAPONS DESCRIPTIONS
|
|
+#### FANTASY WEAPONS DESCRIPTIONS
|
|
|
|
Battleaxe: A wooden pole with a blade on one end.
|
|
|
|
@@ -16183,7 +16183,7 @@
|
|
Explosives like grenades can be thrown a short distance. Otherwise, another launcher weapon is needed to project them a
|
|
long distance (or farther).
|
|
|
|
-Adventuring equipment DESCRIPTIONS
|
|
+### Adventuring equipment DESCRIPTIONS
|
|
|
|
Acid: A flask of strong acid. Can be thrown up to short range, inflicting acid damage as a light weapon (ignores Armor).
|
|
If poured carefully, it can damage or destroy a small item or areas made of stone or metal.
|
|
@@ -16299,7 +16299,7 @@
|
|
| Torch | 1 cp |
|
|
| Waterskin | 2 sp |
|
|
|
|
-Miscellaneous Items and Services
|
|
+### Miscellaneous Items and Services
|
|
|
|
Although the types of items for sale vary greatly based on the setting, a few things are always present, like food,
|
|
lodging, and clothing. However, these goods and services can span the price categories. For example, you can get an
|
|
@@ -16583,7 +16583,7 @@
|
|
character's other abilities affect the roll. For example, an Adept may have an ability that makes them better at
|
|
Intellect rolls, and a Warrior may have an ability that makes them better at Speed rolls.
|
|
|
|
-### DETERMINING TASK DIFFICULTY
|
|
+#### DETERMINING TASK DIFFICULTY
|
|
|
|
The most frequent thing a GM does during the game—and probably the most important thing—is set a task's difficulty. To
|
|
make the job easier, use the Task Difficulty table, which associates a difficulty rating with a descriptive name, a
|
|
@@ -16634,7 +16634,7 @@
|
|
(By using skills, assets, and Effort, a character can ease a task by a maximum of ten steps: one or two steps from
|
|
skills, one or two steps from assets, and one to six steps from Effort.)
|
|
|
|
-### SKILLS
|
|
+#### SKILLS
|
|
|
|
Characters may be skilled at performing a specific task. A skill can vary from character to character. For example, one
|
|
character might be skilled at lying, another might be skilled at trickery, and a third might be skilled in all
|
|
@@ -16643,7 +16643,7 @@
|
|
eases the task by two steps instead of one. Skills can never decrease a task by more than two steps—any more than two
|
|
steps from being trained and specialized don't count.
|
|
|
|
-### ASSETS
|
|
+#### ASSETS
|
|
|
|
An asset is anything that helps a character with a task, such as having a really good crowbar when trying to force open
|
|
a door or being in a rainstorm when trying to put out a fire. Appropriate assets vary from task to task. The perfect awl
|
|
@@ -16654,7 +16654,7 @@
|
|
reduce the difficulty by no more than two steps, regardless of the situation. Thus, no task's difficulty will ever be
|
|
reduced by more than four steps without using Effort.)
|
|
|
|
-### EFFORT
|
|
+#### EFFORT
|
|
|
|
A player can apply Effort to ease a task. To do this, the player spends points from the stat Pool that's most
|
|
appropriate to the task. For example, applying Effort to push a heavy rock off a cliff requires a player to spend points
|
|
@@ -16672,7 +16672,7 @@
|
|
level of Effort to a task). In effect, you're getting one more level of Effort than what you paid for. This free level
|
|
of Effort can exceed the Effort limit for your character, but not the six-step limit for easing a task.
|
|
|
|
-### ROLLING THE DIE
|
|
+#### ROLLING THE DIE
|
|
|
|
To determine success or failure, a player rolls a die (always a d20). If they roll the target number or higher, they
|
|
succeed. Most of the time, that's the end of it—nothing else needs to be done. Rarely, a character might apply a small
|
|
@@ -16729,7 +16729,7 @@
|
|
action, the point cost for the action decreases to 0, meaning the character regains those points as if they had not
|
|
spent them at all.
|
|
|
|
-### GM INTRUSION
|
|
+#### GM INTRUSION
|
|
|
|
GM intrusion is explained in more detail in the Running the Cypher System chapter, but essentially it means that
|
|
something occurs to complicate the character's life. The character hasn't necessarily fumbled or done anything wrong
|
|
@@ -16742,7 +16742,7 @@
|
|
(For complete details about GM intrusion and how to use it to best effect in the game, see the Running the Cypher System
|
|
chapter.)
|
|
|
|
-### MINOR EFFECT
|
|
+#### MINOR EFFECT
|
|
|
|
A minor effect happens when a player rolls a natural 19. Most of the time, a minor effect is slightly beneficial to the
|
|
PC, but not overwhelming.
|
|
@@ -16781,7 +16781,7 @@
|
|
effect is very unlikely, such as pushing a 50-ton battle automaton off a cliff. If the player just wants to deal 3
|
|
additional points of damage as the minor effect, no extra roll is needed.
|
|
|
|
-### MAJOR EFFECT
|
|
+#### MAJOR EFFECT
|
|
|
|
A major effect happens when a player rolls a natural 20. Most of the time, a major effect is quite beneficial to the
|
|
character. A climber gets up the steep slope in half the time. A jumper lands with such panache that those nearby are
|
|
@@ -16881,7 +16881,7 @@
|
|
|
|
Boxed text:
|
|
|
|
-### OTHER DISTANCES
|
|
+#### OTHER DISTANCES
|
|
|
|
In rare cases where distances beyond very long are needed, real-world distances are best (1 mile, 100 kilometers, and so
|
|
on). However, the following shorthand distances can be useful in some settings:
|
|
@@ -16910,7 +16910,7 @@
|
|
|
|
Boxed text:
|
|
|
|
-### TIMEKEEPING
|
|
+TIMEKEEPING
|
|
|
|
| | |
|
|
|-----------------------------------------------------------------|-----------------------------------------------|
|
|
@@ -17059,7 +17059,7 @@
|
|
Common elements that affect the difficulty of a combat task are cover, range, and darkness. The rules for these and
|
|
other modifiers are explained in the Attack Modifiers and Special Situations section of this chapter.
|
|
|
|
-Damage
|
|
+#### Damage
|
|
|
|
When an attack strikes a character, it usually means the character takes damage.
|
|
|
|
@@ -17082,7 +17082,7 @@
|
|
attacker to increase the damage. For example, a PC can apply Effort to deal 3 additional points of damage, and rolling a
|
|
natural 17 on the attack roll deals 1 additional point of damage.
|
|
|
|
-Armor
|
|
+#### Armor
|
|
|
|
Pieces of equipment and special abilities protect a character from damage by giving them Armor. Each time a character
|
|
takes damage, subtract their Armor value from the damage before reducing their stat Pool or health. For example, if a
|
|
@@ -17111,20 +17111,20 @@
|
|
sturdy, fire-resistant material might normally give its wearer +1 to Armor but count as +3 to Armor against fire
|
|
attacks. An artifact worn as a helmet might grant +2 to Armor only against mental attacks.
|
|
|
|
-Ambient Damage
|
|
+#### Ambient Damage
|
|
|
|
Some kinds of damage aren't direct attacks against a creature, but they indirectly affect everything in the area. Most
|
|
of these are environmental effects such as winter cold, high temperatures, or background radiation. Damage from these
|
|
kinds of sources is called ambient damage. Physical armor usually doesn't protect against ambient damage, though a
|
|
well-insulated suit of armor can protect against cold weather.
|
|
|
|
-Damage From Hazards
|
|
+#### Damage From Hazards
|
|
|
|
Attacks aren't the only way to inflict damage on a character. Experiences such as falling from a great height, being
|
|
burned in a fire, and spending time in severe weather also deal damage. Although no list of potential hazards could be
|
|
comprehensive, the Damage From Hazards table includes common examples.
|
|
|
|
-### DAMAGE FROM HAZARDS
|
|
+##### DAMAGE FROM HAZARDS
|
|
|
|
| | | |
|
|
|---------------|---------------------------------------------------|---------------------------------------|
|
|
@@ -17142,12 +17142,12 @@
|
|
| Huge crush | 6 points | Roof collapse; cave-in |
|
|
| Collision | 6 points | Large, fast object strikes character |
|
|
|
|
-### SPACE HAZARDS
|
|
+###### SPACE HAZARDS
|
|
|
|
A few specific hazards that you can include as part of an encounter involving a spacecraft follow. These hazards are
|
|
more site specific than the general threats presented in Chapter 5: Conflicts of the Future.
|
|
|
|
-### GRAVITY WELL
|
|
+###### GRAVITY WELL
|
|
|
|
All bodies in space produce a gravitational field, though usually only things the size of a small moon or larger pose a
|
|
hazard to unprepared (and sometimes even to prepared) spacecraft. The larger the body, the "deeper" and wider the
|
|
@@ -17163,7 +17163,7 @@
|
|
Captured: An unexpected encounter with a gravity well can also capture a spacecraft in the gravity well's orbit, forcing
|
|
the craft to expend additional power to get free (power it may or may not have)
|
|
|
|
-### BLACK HOLE
|
|
+###### BLACK HOLE
|
|
|
|
Black holes are just extreme gravity wells. All the dangers associated with a gravity well also apply to black holes. A
|
|
couple of additional hazards are also associated with black holes, notably tidal destruction ("spaghettification"), time
|
|
@@ -17187,7 +17187,7 @@
|
|
from the universe of its origin. At least, it's lost assuming no intervention from a fantastic tech-rated
|
|
post-singularity AI or ancient ultra.
|
|
|
|
-### RADIATION BELT/SOLAR FLARE
|
|
+###### RADIATION BELT/SOLAR FLARE
|
|
|
|
Radiation belts of intensely charged particles trapped by magnetic fields around some planets and moons can surge,
|
|
causing radiation exposure. An unexpected solar flare, or the drive plume of a massive spacecraft, can cause the same
|
|
@@ -17201,7 +17201,7 @@
|
|
single period of radiation exposure, they suffer acute radiation sickness, a level 8 disease that drops them one step on
|
|
the damage track for each day they fail a Might defense roll until they expire.
|
|
|
|
-### ASTEROID/DEBRIS FIELD
|
|
+###### ASTEROID/DEBRIS FIELD
|
|
|
|
Movies often depict asteroid belts as densely packed fields of tumbling rock that ships must constantly swerve through
|
|
to avoid a collision. Such locations are not easy to find in the solar system. But such situations can occur in
|
|
@@ -17218,7 +17218,7 @@
|
|
spacecraft on an asteroid or big piece of debris is a challenging (difficulty 5) piloting task to match the asteroid's
|
|
spin, then slide into the cramped space.
|
|
|
|
-The Effects of Taking Damage
|
|
+#### The Effects of Taking Damage
|
|
|
|
When an NPC reaches 0 health, it is either dead or (if the attacker wishes) incapacitated, meaning unconscious or beaten
|
|
into submission.
|
|
@@ -17257,7 +17257,7 @@
|
|
However, the GM or the player has the option to suggest an appropriate alternate effect—the NPC suffers a penalty, moves
|
|
more slowly, is stunned, and so on.)
|
|
|
|
-The Damage Track
|
|
+#### The Damage Track
|
|
|
|
As noted above, the damage track has four states: hale, impaired, debilitated, and dead.
|
|
|
|
@@ -17282,7 +17282,7 @@
|
|
(The damage track allows you to know how far from death you are. If you're hale, you're three steps from death. If
|
|
you're impaired, you're two steps from death. If you're debilitated, you are only one small step from death's door.)
|
|
|
|
-Recovering Points in a Pool
|
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+#### Recovering Points in a Pool
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After losing or spending points in a Pool, you recover those points by resting. You can't increase a Pool past its
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maximum by resting—just back to its normal level. Any extra points gained go away with no effect. The amount of points
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@@ -17319,7 +17319,7 @@
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| Third recovery roll | One hour |
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| Fourth recovery roll | Ten hours |
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-Restoring the Damage Track
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+#### Restoring the Damage Track
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Using points from a recovery roll to raise a stat Pool from 0 to 1 or higher also automatically moves the character up
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one step on the damage track.
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@@ -17329,7 +17329,7 @@
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character who is debilitated from a hit with a
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cell-disrupting biotech device can rest and move up to impaired rather than recover points in a Pool.
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-Special Damage
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+#### Special Damage
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In the course of playing the game, characters face all manner of threats and dangers that can harm them in a variety of
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ways, only some of which are easily represented by points of damage.
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@@ -17359,7 +17359,7 @@
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effect must be handled on a case-by-case basis. The GM adjudicates how the character is affected and how the condition
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can be alleviated (if possible).
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-NPCs and Special Damage
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+#### NPCs and Special Damage
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The GM always has final say over what special damage will affect an NPC. Human NPCs usually react like characters, but
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nonhuman creatures might react very differently. For example, a tiny bit of venom is unlikely to hurt a gigantic dragon,
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@@ -17369,7 +17369,7 @@
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usually renders it unconscious or dead. Alternatively, the GM could apply the debilitated condition to the NPC, with the
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same effect as it would have on a PC.
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-### ATTACK MODIFIERS AND SPECIAL SITUATIONS
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+#### ATTACK MODIFIERS AND SPECIAL SITUATIONS
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In combat situations, many modifiers might come into play. Although the GM is at liberty to assess whatever modifiers
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they think are appropriate to the situation (that's their role in the game), the following suggestions and guidelines
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@@ -17385,7 +17385,7 @@
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long" ranges let the GM quickly make a judgment call and keep things moving. Basically, the idea is: your target is
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right there, your target is close, your target is pretty far away, or your target is extremely far away.)
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-Cover
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+##### Cover
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If a character is behind cover so that a significant portion of their body is behind something sturdy, attacks against
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the character are hindered.
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@@ -17395,7 +17395,7 @@
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shoots the screen with a rifle that can penetrate the wood, the character can be attacked. However, because the attacker
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can't see the character clearly, this still counts as cover (attacks against the character are hindered).
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-Position
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+##### Position
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Sometimes where a character stands gives them an advantage or a disadvantage.
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@@ -17404,7 +17404,7 @@
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Higher Ground: In either ranged or melee combat, attacks by an opponent on higher ground are eased.
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-Surprise
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+##### Surprise
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When a target isn't aware of an incoming attack, the attacker has an advantage. A ranged sniper in a hidden position, an
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invisible assailant, or the first salvo in a successful ambush are all eased by two steps. For the attacker to gain this
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@@ -17412,7 +17412,7 @@
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If the defender isn't sure of the attacker's location but is still on guard, the attacks are eased by only one step.
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-Range
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+##### Range
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In melee, you can attack a foe who is adjacent to you (next to you) or within reach (immediate range). If you enter into
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melee with one or more foes, usually you can attack most or all of the combatants, meaning they are next to you, within
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@@ -17440,7 +17440,7 @@
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attacks to exceed their maximum range. For example, in perfect conditions, a good archer can hit a large target with a
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bow and arrow at 500 feet (150 m), much farther than a bow's typical long range.)
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-Illumination
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+##### Illumination
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What characters can see (and how well they can see) plays a huge factor in combat.
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@@ -17462,7 +17462,7 @@
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the GM uses GM intrusion. Attackers trained in low-light spotting ease the task. Attackers specialized in low-light
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spotting ease the task by two steps.
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-Visibility
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+##### Visibility
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Similar to illumination, factors that obscure vision affect combat.
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@@ -17476,7 +17476,7 @@
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attacks against such targets are hindered by four steps. Otherwise, attacks against an invisible creature fail without
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the need for a roll unless the player spends 1 XP to "make a lucky shot" or the GM uses GM intrusion.
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-Water
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+##### Water
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Being in shallow water can make it hard to move, but it doesn't affect combat. Being in deep water can make things
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difficult, and being underwater entirely can seem as different as being on another world.
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@@ -17494,7 +17494,7 @@
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category; very-long-range weapons work only to long range, long-range weapons work only to short range, and short-range
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weapons work only to immediate range.
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-Moving Targets
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+##### Moving Targets
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Moving targets are harder to hit, and moving attackers have a difficult time as well.
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@@ -17509,7 +17509,7 @@
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difficult. Such attacks are hindered. Characters trained in balancing or sailing would ignore penalties for being on a
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ship.
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-### SPECIAL SITUATION: COMBAT BETWEEN NPCs
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+#### SPECIAL SITUATION: COMBAT BETWEEN NPCs
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When an NPC ally of the PCs attacks another NPC, the GM can designate a player to roll and handle it like a PC
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attacking. Often, the choice is obvious. For example, a character who has a trained attack animal should roll when their
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@@ -17517,7 +17517,7 @@
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NPCs cannot apply Effort. Of course, it's perfectly fitting (and easier) to have the NPC ally use the cooperative action
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rules to aid a PC instead of making direct attacks, or to compare the levels of the two NPCs (higher wins).
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-### SPECIAL SITUATION: COMBAT BETWEEN PCs
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+#### SPECIAL SITUATION: COMBAT BETWEEN PCs
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When one PC attacks another PC, the attacking character makes an attack roll, and the other character makes a defense
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roll, adding any appropriate modifiers. If the attacking PC has a skill, ability, asset, or other effect that would ease
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@@ -17526,7 +17526,7 @@
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higher,
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the attack misses. Damage is resolved normally. The GM mediates all special effects.
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-### SPECIAL SITUATION: AREA ATTACKS
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+#### SPECIAL SITUATION: AREA ATTACKS
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Sometimes, an attack or effect affects an area rather than a single target. For example, a grenade or a landslide can
|
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potentially harm or affect everyone in the area.
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@@ -17547,7 +17547,7 @@
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caught flat-footed by the sudden detonation of one of their knives, but the leader ducks and is shielded from the blast.
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Despite the leader's quick moves, the blast is so intense that a few bits of metal slice them.
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-### SPECIAL SITUATION: ATTACKING OBJECTS
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+#### SPECIAL SITUATION: ATTACKING OBJECTS
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Attacking an object is rarely a matter of hitting it. Sure, you can hit the broad side of a barn, but can you damage it?
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Attacking inanimate objects with a melee weapon is a Might action. Objects have
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@@ -17733,7 +17733,7 @@
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in a story. And like real people, they can try anything they can think of. (Succeeding is another matter entirely.) The
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task difficulty system provides GMs with the tools they need to adjudicate anything the players come up with.)
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-### CLIMBING
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+#### CLIMBING
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When a character climbs, the GM sets a difficulty based on the surface being climbed. Climbing is like moving through
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difficult terrain: the move roll is hindered and the movement is half speed. Unusual circumstances, such as climbing
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@@ -17752,7 +17752,7 @@
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| 8 | Smooth, horizontal surface (climber is upside down) |
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| 10 | Glass wall or similar surface |
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-### COOPERATIVE ACTIONS
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+#### COOPERATIVE ACTIONS
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There are many ways multiple characters can work together. None of these options, however, can be used at the same time
|
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by the same characters.
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@@ -17788,7 +17788,7 @@
|
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nearby comrade. The attack automatically succeeds against the sacrificial character, and it deals 1 additional point of
|
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damage. A character cannot willingly take more than one attack each round in this way.
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-### CRAFTING, BUILDING, AND REPAIRING
|
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+#### CRAFTING, BUILDING, AND REPAIRING
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|
|
Crafting is a tricky topic in the Cypher System because the same rules that govern building a spear also cover repairing
|
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a machine that can take you into hyperspace. Normally, the level of the item determines the difficulty of creating or
|
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@@ -17896,7 +17896,7 @@
|
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| 9 | Technological item (something from beyond Earth) | Many years |
|
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| 10 | Technological item (something from beyond Earth) | Many years |
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-### GUARDING
|
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+#### GUARDING
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|
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In a combat situation, a character can stand guard as their action. They do not make attacks, but all their defense
|
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tasks are eased. Further, if an NPC tries to get by them or take an action that they are guarding against, the character
|
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@@ -17908,21 +17908,21 @@
|
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Diana. If a PC wants to attack Diana, the PC first must succeed at a difficulty 4 Speed task to get past the guard. If
|
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the PC succeeds, they can make their attack normally.
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|
|
-### HEALING
|
|
+#### HEALING
|
|
|
|
You can administer aid through bandaging and other succor, attempting to heal each patient once per day. This healing
|
|
restores points to a stat Pool of your choice. Decide how many points you want to heal, and then make an Intellect
|
|
action with a difficulty equal to that number. For example, if you want to heal someone for 3 points, that's a
|
|
difficulty 3 task with a target number of 9.
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|
|
-### INTERACTING WITH CREATURES
|
|
+#### INTERACTING WITH CREATURES
|
|
|
|
The level of the creature determines the target number, just as with combat. Thus, bribing a guard works much like
|
|
punching them or affecting them with an ability. This is true of persuading someone, intimidating someone, calming a
|
|
wild beast, or anything of the kind. Interaction is an Intellect task. Interacting usually requires a common language or
|
|
some other way to communicate. Learning new languages is the same as learning a new skill.
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|
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-### JUMPING
|
|
+#### JUMPING
|
|
|
|
Decide how far you want to jump, and that sets the difficulty of your Might roll. For a standing jump, subtract 4 from
|
|
the distance in feet to determine the difficulty of the jump. For example, jumping 10 feet (3 m) has a difficulty of 6.
|
|
@@ -17940,14 +17940,14 @@
|
|
(There's nothing wrong with the GM simply assigning a difficulty level to a jump without worrying about the precise
|
|
distance. The rules here are just so everyone has some guidelines.)
|
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|
|
-### LOOKING OR LISTENING
|
|
+#### LOOKING OR LISTENING
|
|
|
|
Generally, the GM will describe any sight or sound that's not purposefully difficult to detect. But if you want to look
|
|
for a hidden enemy, search for a secret panel, or listen for someone sneaking up on you, make an Intellect roll. If it's
|
|
a creature, its level determines the difficulty of your roll. If it's something else, the GM determines the difficulty
|
|
of your roll.
|
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|
|
-### MOVING A HEAVY OBJECT
|
|
+#### MOVING A HEAVY OBJECT
|
|
|
|
You can push or pull something very heavy and move it an immediate distance as your action.
|
|
|
|
@@ -17956,7 +17956,7 @@
|
|
400 pounds (180 kg) is difficulty 8. If you can ease the task to 0, you can move a heavy object up to a short distance
|
|
as your action.
|
|
|
|
-### OPERATING OR DISABLING A DEVICE, OR PICKING A LOCK
|
|
+#### OPERATING OR DISABLING A DEVICE, OR PICKING A LOCK
|
|
|
|
As with figuring out a device, the level of the device usually determines the difficulty of the Intellect roll. Unless a
|
|
device is very complex, the GM will often rule that once you figure it out, no roll is needed to operate it except under
|
|
@@ -17968,7 +17968,7 @@
|
|
destroy it probably should make a Might roll to smash it rather than a Speed or Intellect roll requiring patience and
|
|
know-how.)
|
|
|
|
-### RIDING OR PILOTING
|
|
+#### RIDING OR PILOTING
|
|
|
|
If you're riding an animal that's trained to be a mount, or driving or piloting a vehicle, you don't need to make a roll
|
|
to do something routine such as going from point A to point B (just as you wouldn't need to make a roll to walk there).
|
|
@@ -17989,19 +17989,19 @@
|
|
| 5 | Coaxing a mount to move or jump twice as fast or far as normal for one round |
|
|
| 5 | Making a long jump with a vehicle not intended to go airborne (like a car) and remaining in control |
|
|
|
|
-### SNEAKING
|
|
+#### SNEAKING
|
|
|
|
The difficulty of sneaking by a creature is determined by its level. Sneaking is a Speed roll. Moving at half speed
|
|
eases the sneaking task. Appropriate camouflage or other gear may count as an asset and ease the task, as will dim
|
|
lighting conditions and having plenty of things to hide behind.
|
|
|
|
-### SWIMMING
|
|
+#### SWIMMING
|
|
|
|
If you're simply swimming from one place to another, such as across a calm river or lake, use the standard movement
|
|
rules, noting the fact that your character is in deep water. However, sometimes, special circumstances require a Might
|
|
roll to make progress while swimming, such as when trying to avoid a current or being dragged into a whirlpool.
|
|
|
|
-### UNDERSTANDING, IDENTIFYING, OR REMEMBERING
|
|
+#### UNDERSTANDING, IDENTIFYING, OR REMEMBERING
|
|
|
|
When characters try to identify or figure out how to use a device, the level of the device determines the difficulty.
|
|
For a bit of knowledge, the GM determines the difficulty.
|