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@ -21,7 +21,7 @@ it, he seeks the leader of his group who abandoned the group with the book.
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### Abilities
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* **Erase Memories**
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* **Shatter**
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* **Far Step**
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* **Onslaught**
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* **Push**
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@ -125,12 +125,31 @@ character that hews a bit closer to the Forgotten Realms line, you can apply the
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You are an unstoppable force, once you get moving. You may be extraordinarily big for your kind, enhanced via magic or
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technology, or some kind of unnatural being, but you use your size and strength to solve problems.
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* Tier 1: Crushing Blow
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* Tier 2: Ignore the Pain
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* Tier 3: Blood Fever
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* Tier 4: Fury
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* Tier 5: Specialized Basher
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* Tier 6: Regenerate
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* Tier 1: **Crushing Blow**
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* Tier 2: **Ignore the Pain**
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* Tier 3: **Blood Fever**
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* Tier 4: **Fury**
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* Tier 5: **Specialized Basher**
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* Tier 6: **Regenerate**
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### Wields a Vast Magical Array
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> ***WARNING: DRAFT***
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You collect spells in a spellbook and focus on a breadth of magic at your disposal, though it comes with considerable
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cost and investment. Others focus on an particular style or school, you prefer flexibility.
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* Tier 1: **Spellcasting** --- you follow the Spellcasting optional rule even if it is not available to others in your game.
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You are considered a specialized spellcaster with a spellbook (or similar).
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* Tier 1: **Type Swap Option: Low Tier Ability** --- you may gain one ability of your choosing from the list of Low Tier
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abilities instead of one of the abilities normally granted by your type. You should work with your GM to find
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something appropriate (not unfun for others).
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* Tier 1: **Augment Cypher**
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* Tier 2: **Type Swap Option: Low Tier Ability**
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* Tier 2: **Enhanced Intellect Edge**
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* Tier 3: **Type Swap Option: Mid Tier Ability** --- as above
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* Tier 3: **Enhanced Intellect or Extra Recovery**
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## Abilities
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@ -17,11 +17,26 @@ options, easily adaptable to any setting.
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Custom content (descriptors, etc.) I've created for games in the Cypher system can be found at [this page of
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homebrew](homebrew). Additionally, I use the following house rules:
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* [Cypher Volatility](https://callmepartario.github.io/og-csrd/#optional-rule-exceeding-cypher-limits): The PC's GM
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intrusion rate is raised by 1 for each cypher over their limit, and they risk losing the cypher as well.
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* [Optional spellcasting uses pool points, not recovery rolls](homebrew#cost-of-optional-spellcasting)
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* [Recovery rolls can be applied in any
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order](https://callmepartario.github.io/og-csrd/#house-rule-making-recovery-rolls-in-any-order)
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* [Weapon properties](https://callmepartario.github.io/og-csrd/#optional-rule-weapon-properties)
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### General Advice
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Not quite homebrew or house rules (unless I'm misremembering a rule, anyway) but here is some uncategorized collected
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advice I have for players:
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* Skills are quietly very good in this system, because they're like a free level of effort. Get skills that are good for
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you, and don't forget that you can be skilled in your abilities (see: Character Advancement).
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* Since characters can potentially succeed at anything with enough luck and/or effort, approach problems in terms of "if
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I were to solve this, how would I use my character's skills to increase my chances of success as much as possible?"
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rather than waiting for a clear Jumping Problem to arise. A good jump might get you a better tactical position, or
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reach some gizmo that affects the battlefield, or leads you to a solution where you safely move the bomb to a
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different building before it blows.
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## Campaigns
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* [A Storm Invited](storm/)
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