Jon-Davis / Cypher-System-JSON-DB

A machine readable document of the Cypher System Reference Document
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Various Updates #12

Closed davebytemfg closed 1 year ago

davebytemfg commented 1 year ago

Some Notes:

Good updates! Awesome getting the forms in the cyphers and now I need to play with the artifacts some more.

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<       "description": "You have a knack for surprising people-- performing impossible athletic feats, sneaking up on someone who's alert, or instantly reacting to an ambush. You like to make use of these talents to enhance (or rehabilitate) your reputation as a hero prone to spectacular rescues, defeating foes way above your league, and arriving just in time to save the day. Ironically,",
---
>       "description": "You have a knack for surprising people-- performing impossible athletic feats, sneaking up on someone who's alert, or instantly reacting to an ambush. You like to make use of these talents to enhance (or rehabilitate) your reputation as a hero prone to spectacular rescues, defeating foes way above your league, and arriving just in time to save the day. Ironically, in your normal daily life, you're a little awkward and overlooked.",
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<           "name": "Not Medicines",
---
>           "name": "Mechanics, Not Medicines",
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<           "name": "",
---
>           "name": "Dragonbreath (3 Might points)",
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<           "name": "Not Words",
---
>           "name": "Actions, Not Words",
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<       "description": "You can make most recovery rolls faster than normal. You can make yourone-action recovery roll as part of another action or when it isn't your turn, your ten-minute recovery roll takes you only one action, and your one-hour recovery roll takes you only ten minutes (your ten-hour rest is unchanged). If you make a recovery roll when it isn't your turn, until the end of your next turn all of your tasks are hindered. Enabler.",
---
>       "description": "You can make most recovery rolls faster than normal. You can make your one-action recovery roll as part of another action or when it isn't your turn, your ten-minute recovery roll takes you only one action, and your one-hour recovery roll takes you only ten minutes (your ten-hour rest is unchanged). If you make a recovery roll when it isn't your turn, until the end of your next turn all of your tasks are hindered. Enabler.",
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<       "name": "ECAPITATIVE LONGEVITY",
---
>       "name": "DECAPITATIVE LONGEVITY",
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<       "effect": "To activate this cypher, you must open the bottle, add a few fresh drops of your blood (inflicting 1 point of Might damage to you), stopper it again, and leave it alone for one day. When the bottle is next unstoppered, a hand-sized creature called a homunculus crawls out; it vaguely resembles you and serves you for one day per cypher level before dissolving into useless goo. Each time you give it an order, you must make an Intellect defense roll against it; if you fail, it becomes free to ignore your commands (but might pretend to be obedient so it can plot against you). Homunculus: level 2; alchemy, all defenses, and stealth as level 3",
---
>       "effect": "To activate this cypher, you must open the bottle, add a few fresh drops of your blood (inflicting 1 point of Might damage to you), stopper it again, and leave it alone for one day. When the bottle is next unstoppered, a hand-sized creature called a homunculus crawls out; it vaguely resembles you and serves you for one day per cypher level before dissolving into useless goo. Each time you give it an order, you must make an Intellect defense roll against it; if you fail, it becomes free to ignore your commands (but might pretend to be obedient so it can plot against you). Homunculus: level 2; alchemy, all defenses, and stealth as level 3.",
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<       "effect": "Reveals whether a targeted creature is human or some sort of inhuman impostor (such as an alien, demon, doppelganger, simulacrum, or vampire) if the cypher's level is greater than the creature's disguise level. If the cypher's level exceeds the impostor's level by 4 or more, it also marks the impostor for the next several hours so people can recognize it by this mark. The specific nature of a humanity tester depends on the setting and what sort of creatures are common. In a world with multiple kinds of creatures that pretend to be human, the tester might recognize all fakes or detect only one specific kind of fake",
---
>       "effect": "Reveals whether a targeted creature is human or some sort of inhuman impostor (such as an alien, demon, doppelganger, simulacrum, or vampire) if the cypher's level is greater than the creature's disguise level. If the cypher's level exceeds the impostor's level by 4 or more, it also marks the impostor for the next several hours so people can recognize it by this mark. The specific nature of a humanity tester depends on the setting and what sort of creatures are common. In a world with multiple kinds of creatures that pretend to be human, the tester might recognize all fakes or detect only one specific kind of fake.",
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<       "name": "ORRUPTED CANOPIC JAR",
---
>       "name": "CORRUPTED CANOPIC JAR",
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<       "effect": "This mysterious spellbook is said to contain knowledge of hundreds of spells-perhaps even all spells. Each set of facing pages includes the magical runes for one spell and a description of the spell and how to use it. When a character first opens the book, the GM randomly determines what type of spell is shown by rolling on the following table, then rolling on the indicated table in the Cypher System Reference Document: d6 Cypher Type 1-2 Roll on the Manifest Cypher table 3-5 Roll on the Fantastic Cypher table 6 Roll on the Subtle Cypher table  The bearer can cast the spell on the page as if it were a cypher with a level equal to the book's level. This doesn't remove the spell from the page (it can be cast again and again), but it does require a depletion roll.  As part of another action, the bearer can turn the page to find a new spell, but only forward, never backward. It is said that turning to the last page makes the book vanish and appear somewhere else in the world.  The artifact always remembers the last page it was turned to. Opening the book always presents that page. Attempting to copy, remove, or destroy a page only makes the book turn to a later page on its own.",
<       "options": []
---
>       "effect": "This mysterious spellbook is said to contain knowledge of hundreds of spells-perhaps even all spells. Each set of facing pages includes the magical runes for one spell and a description of the spell and how to use it. When a character first opens the book, the GM randomly determines what type of spell is shown by rolling on the following table, then rolling on the indicated table in the Cypher System Reference Document. The bearer can cast the spell on the page as if it were a cypher with a level equal to the book's level. This doesn't remove the spell from the page (it can be cast again and again), but it does require a depletion roll.  As part of another action, the bearer can turn the page to find a new spell, but only forward, never backward. It is said that turning to the last page makes the book vanish and appear somewhere else in the world.  The artifact always remembers the last page it was turned to. Opening the book always presents that page. Attempting to copy, remove, or destroy a page only makes the book turn to a later page on its own.",
>       "options": [
>         {
>           "start": 1,
>           "end": 2,
>           "entry": "Roll on the Manifest Cypher table"
>         },
>         {
>           "start": 3,
>           "end": 5,
>           "entry": "Roll on the Fantastic Cypher table"
>         },
>         {
>           "start": 6,
>           "end": 6,
>           "entry": "Roll on the Subtle Cypher table"
>         }
>       ]
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<       "effect": "The user holding the orb imagines what they want to happen (similar to using a magical wish), and it happens, within limits. The level of the effect granted is no greater than the level of the orb, as determined by the GM, who can modify the effect accordingly. (The larger the desired effect, the more likely the GM will limit it.) Activating the omni orb automatically moves the character using it one step down the damage track. A benchmark for setting an omni orb's limits is to compare it to a cypher of the orb's level--if there is a cypher that can do what the PC wants, and that cypher is equal to or less than the orb's level, it works. For example, if a team of superheroes tries to use a level 5 orb to teleport to their base 100 miles away, the GM can look at the list of cyphers and see that a teleporter (traveler) cypher can transport one character up to 100 miles per cypher level, so transporting a group of PCs 100 miles is probably within the orb's power",
---
>       "effect": "The user holding the orb imagines what they want to happen (similar to using a magical wish), and it happens, within limits. The level of the effect granted is no greater than the level of the orb, as determined by the GM, who can modify the effect accordingly. (The larger the desired effect, the more likely the GM will limit it.) Activating the omni orb automatically moves the character using it one step down the damage track. A benchmark for setting an omni orb's limits is to compare it to a cypher of the orb's level--if there is a cypher that can do what the PC wants, and that cypher is equal to or less than the orb's level, it works. For example, if a team of superheroes tries to use a level 5 orb to teleport to their base 100 miles away, the GM can look at the list of cyphers and see that a teleporter (traveler) cypher can transport one character up to 100 miles per cypher level, so transporting a group of PCs 100 miles is probably within the orb's power.",
Jon-Davis commented 1 year ago

Thanks alot! I added the option table for BOOK OF ALL SPELLS and the remaining ones were easy fixes. Looks like it will be a great creator!