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✨ Added Abilities in C Category (#15)
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sigrunixia committed Jul 29, 2023
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13 changes: 13 additions & 0 deletions Compendium/Cypher/Abilities/C/Call-Dead-Spirit-cyr.md
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aliases: [Call Dead Spirit]
tags: [Cypher/Abilities/C, Cypher/Abilities/Action]
---

# Call Dead Spirit

**Points**: 6 Intellect Points
**Type**: Action

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 for up to a day (or less, if it accomplishes something important to it before then), after which it fades away and cannot return again.

The raised spirit remembers everything it knew in life and possesses most of its previous abilities (though not necessarily its equipment). In addition, it gains the ability to become insubstantial as an action for up to a minute at a time. The raised spirit is not beholden to you, and it does not need to stay near you to remain manifest.
11 changes: 11 additions & 0 deletions Compendium/Cypher/Abilities/C/Call-Otherworldly-Spirit.md
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aliases: [Call Otherworldly Spirit]
tags: [Cypher/Abilities/C, Cypher/Abilities/Action]
---

# Call Otherworldly Spirit

**Points**: 6 Intellect Points
**Type**: Action

You summon a spirit creature that manifests for up to a day (or less, if it accomplishes something important to it before then), after which it fades away and cannot be summoned again. The spirit is a creature of level 6 or lower, and it can be substantial or insubstantial as it wishes (using an action to change). The spirit is not beholden to you, and it does not need to stay near you to remain manifest.
11 changes: 11 additions & 0 deletions Compendium/Cypher/Abilities/C/Call-Swarm-cyr.md
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aliases: [Call Swarm]
tags: [Cypher/Abilities/C, Cypher/Abilities/Action]
---

# Call Swarm

**Points**: 4 Intellect Points
**Type**: Action

If you’re in a location where it’s possible for the creatures from your Influence Swarm ability to come, you call a swarm of them for one hour. During this hour, they do as you telepathically command as long as they are within long range. They can swarm about and hinder any or all opponents’ tasks. While the creatures are in long range, you can speak to them telepathically and perceive through their senses.
13 changes: 13 additions & 0 deletions Compendium/Cypher/Abilities/C/Call-Through-Time-cyr.md
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aliases: [Call Through Time]
tags: [Cypher/Abilities/C, Cypher/Abilities/Action]
---

# Call Through Time

**Points**: 6+ Intellect Points
**Type**: Action

You call a creature or person of up to level 3 from the recent past, and it appears next to you. You can choose a creature that you’ve previously encountered (even if it is now dead), or (no more than once per day) you can allow the GM to determine the creature randomly. If you call a random creature, it has a 10 percent chance of being a creature of up to level 5. The creature has no memory of anything before being called by you, though it can speak and has the general knowledge a creature of its type should possess. The time-shifted creature does your bidding for as long as you concentrate on it, but you must use your action each turn to direct it; otherwise, it returns to the past.

In addition to the normal options for using Effort, you can choose to use Effort to call a more powerful creature; each level of Effort used in this way increases the creature’s level by 1. For example, applying one level of Effort calls a specific creature of up to level 4 or a random creature with a 10 percent chance of being up to level 6.
11 changes: 11 additions & 0 deletions Compendium/Cypher/Abilities/C/Call-in-Favor-cyr.md
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aliases: [Call in Favor]
tags: [Cypher/Abilities/C, Cypher/Abilities/Action]
---

# Call in Favor

**Points**: 4 Intellect Points
**Type**: Action

A guard, doctor, technician, or hired thug in the employ of or allied with a foe is secretly your ally or owes you a favor. When you call in the favor, the target does what they can to help you out of a specific fix (unties you, slips you a knife, leaves a cell door unlocked) in a way that minimizes their risk of revealing their divided loyalties to their employer or other allies. This ability is a difficulty 3 Intellect task. Each additional time you use this ability, the task is hindered by an additional step. The difficulty returns to 3 after you rest for ten hours.
11 changes: 11 additions & 0 deletions Compendium/Cypher/Abilities/C/Call-the-Storm-cyr.md
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aliases: [Call the Storm]
tags: [Cypher/Abilities/C, Cypher/Abilities/Action]
---

# Call the Storm

**Points**: 7+ Intellect Points
**Type**: Action

If you are outside or in a location that has a ceiling at least 300 feet (90 m) above the floor, you summon a boiling layer of lightning-lit, rumbling clouds up to 1,500 feet (460 m) in diameter for ten minutes. During daylight hours, natural illumination beneath the storm is reduced to dim light. While the storm rages, you can use an action to send a lightning bolt from the cloud to attack a target you can see directly, inflicting 4 points of damage (you can spend Effort normally on each individual lightning bolt attack). Three actions to initiate; action to call down a lightning strike.
11 changes: 11 additions & 0 deletions Compendium/Cypher/Abilities/C/Calm-Stranger-cyr.md
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aliases: [Calm Stranger]
tags: [Cypher/Abilities/C, Cypher/Abilities/Action]
---

# Calm Stranger

**Points**: 2+ Intellect Points
**Type**: Action

You can cause one intelligent creature to remain calm as you speak. The creature doesn’t need to speak your language, but it must be able to see you. It remains calm as long as you focus all your attention on it and it is not attacked or otherwise threatened. In addition to the normal options for using Effort, you can choose to use Effort to calm additional creatures allied with your initial target, one additional creature per level of Effort applied.
11 changes: 11 additions & 0 deletions Compendium/Cypher/Abilities/C/Calm-cyr.md
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aliases: [Calm]
tags: [Cypher/Abilities/C, Cypher/Abilities/Action]
---

# Calm

**Points**: 3 Intellect Points
**Type**: Action

Through jokes, song, or other art, you prevent a living foe from attacking anyone or anything for one round.
8 changes: 8 additions & 0 deletions Compendium/Cypher/Abilities/C/Capable-Warrior-cyr.md
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aliases: [Capable Warrior]
tags: [Cypher/Abilities/C, Cypher/Abilities/Enabler]
---

# Capable Warrior

Your attacks deal 1 additional point of damage.
10 changes: 10 additions & 0 deletions Compendium/Cypher/Abilities/C/Captivate-or-Inspire-cyr.md
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aliases: [Captivate or Inspire]
tags: [Cypher/Abilities/C, Cypher/Abilities/Action]
---

# Captivate or Inspire

**Type**: Action

You can use this ability in one of two ways. Either your words keep the attention of all NPCs that hear them for as long as you speak, or your words inspire all NPCs that hear them to function as if they were one level higher for the next hour. In either case, you choose which NPCs are affected. If anyone in the crowd is attacked while you’re trying to speak to them, you lose the crowd’s attention.
10 changes: 10 additions & 0 deletions Compendium/Cypher/Abilities/C/Captivate-with-Starshine-cyr.md
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aliases: [Captivate With Starshine]
tags: [Cypher/Abilities/C, Cypher/Abilities/Action]
---

# Captivate With Starshine

**Type**: Action

For as long as you speak, you keep the attention of all level 2 or lower NPCs who can hear you. If you also have the Enthrall ability, you can similarly captivate all level 3 NPCs.
8 changes: 8 additions & 0 deletions Compendium/Cypher/Abilities/C/Car-Surfer-cyr.md
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aliases: [Car Surfer]
tags: [Cypher/Abilities/C, Cypher/Abilities/Enabler]
---

# Car Surfer

You can stand or move about on a moving vehicle (such as on the hood, on the roof, in the open door well, etc.) with a reasonable expectation of not falling off. Unless the vehicle veers sharply, stops suddenly, or otherwise engages in extreme maneuvers, standing or moving about on a moving vehicle is a routine task for you. If the vehicle engages in extreme maneuvers like those described, any tasks to remain on the vehicle’s surface are eased.
8 changes: 8 additions & 0 deletions Compendium/Cypher/Abilities/C/Careful-Aim-cyr.md
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aliases: [Careful Aim]
tags: [Cypher/Abilities/C, Cypher/Abilities/Enabler]
---

# Careful Aim

You are trained in attacks with all weapons that you throw.
8 changes: 8 additions & 0 deletions Compendium/Cypher/Abilities/C/Careful-Shot-cyr.md
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aliases: [Careful Shot]
tags: [Cypher/Abilities/C, Cypher/Abilities/Enabler]
---

# Careful Shot

You can spend points from either your Speed Pool or your Intellect Pool to apply levels of Effort to increase your gun damage. Each level of Effort adds 3 points of damage to a successful attack, and if you spend a turn lining up your shot, each level of Effort instead adds 5 points of damage to a successful attack.
8 changes: 8 additions & 0 deletions Compendium/Cypher/Abilities/C/Cast-Illusion-cyr.md
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aliases: [Cast Illusion]
tags: [Cypher/Abilities/C, Cypher/Abilities/Enabler]
---

# Cast Illusion

You can increase the range at which you create and maintain your immediate-range illusions (such as from Minor Illusion) to anywhere within short range that you can perceive.
11 changes: 11 additions & 0 deletions Compendium/Cypher/Abilities/C/Castigate-cyr.md
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aliases: [Castigate]
tags: [Cypher/Abilities/C, Cypher/Abilities/Action]
---

# Castigate

**Points**: 4 Intellect Points
**Type**: Action

You intimidate any opponent within long range who understands speech (even if it is not your language) so much that they lose their next action and all the rest of their actions are hindered for one minute. Each additional time you attempt this ability against the same target, you must apply one more level of Effort than you applied on the previous attempt.
8 changes: 8 additions & 0 deletions Compendium/Cypher/Abilities/C/Celebrity-Talent-cyr.md
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aliases: [Celebrity Talent]
tags: [Cypher/Abilities/C, Cypher/Abilities/Enabler]
---

# Celebrity Talent

You are trained in two of the following areas: writing, journalism, a particular style of art, a particular sport, chess, science communication, acting, news presentation, or some related noncombat skill that led to your celebrity.
11 changes: 11 additions & 0 deletions Compendium/Cypher/Abilities/C/Center-of-Attention-cyr.md
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aliases: [Center of Attention]
tags: [Cypher/Abilities/C, Cypher/Abilities/Action]
---

# Center of Attention

**Points**: 5 Intellect Points
**Type**: Action

A literal (or metaphorical, depending on the genre) beam of pure radiance descends from on high and spotlights you. All creatures you choose within immediate range fall to their knees and lose their next action. Affected targets cannot defend themselves and are treated as helpless.
13 changes: 13 additions & 0 deletions Compendium/Cypher/Abilities/C/Chamber-of-Dreams-cyr.md
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aliases: [Chamber of Dreams]
tags: [Cypher/Abilities/C, Cypher/Abilities/Action]
---

# Chamber of Dreams

**Points**: 8 Intellect Points
**Type**: Action

You and your allies can step into a chamber of dreams, decorated as you wish, that contains a number of doors. The doors correspond with other locations that you have visited or know reasonably well. Stepping through one of the doors delivers you to the desired location. This is a difficulty 2 Intellect-based task (which could be modified upward by the GM if the location is warded).

Action to step into chamber of dreams; action to move through a door in the chamber.
14 changes: 14 additions & 0 deletions Compendium/Cypher/Abilities/C/Change-the-Paradigm-cyr.md
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---
aliases:
- Change the Paradigm
tags:
- Cypher/Abilities/C
- Cypher/Abilities/Action-Initiate
---

# Change the Paradigm

**Points**: 6+ Intellect Points
**Type**: Action

You sway the worldview of a creature you spend at least one round speaking to, as long as it can understand you. The creature changes its mind on a significant belief, which could include something as straightforward as helping you instead of trying to kill you, or it could be something more esoteric. This effect lasts for at least ten minutes, but it can last longer if the creature wasn’t previously your foe. During this time, the creature takes actions in accordance with the wisdom you have imparted to it. The target must be level 2 or lower. In addition to the normal options for using Effort, you can choose to use Effort to increase the maximum level of the target by one for each level of Effort applied.
11 changes: 11 additions & 0 deletions Compendium/Cypher/Abilities/C/Charge-cyr.md
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aliases: [Charge]
tags: [Cypher/Abilities/C, Cypher/Abilities/Action]
---

# Charge

**Points**: 1+ Intellect Points
**Type**: Action

You can charge an artifact or other device (except a cypher) so that it can be used once. The cost is 1 Intellect point plus 1 point per level of the device.
11 changes: 11 additions & 0 deletions Compendium/Cypher/Abilities/C/Charging-Horde-cyr.md
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aliases: [Charging Horde]
tags: [Cypher/Abilities/C, Cypher/Abilities/Action]
---

# Charging Horde

**Points**: 7 Might Points
**Type**: Action

You and two or more of your followers next to you can act like a single creature to make a charge attack. When you do, all of you move up to a short distance, during which time you can attack anything that comes within immediate range along your path with an asset to the attack. Targets that take damage take an additional 3 points and are knocked prone.
14 changes: 14 additions & 0 deletions Compendium/Cypher/Abilities/C/Charm-Machine-cyr.md
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---
aliases:
- Charm Machine
tags:
- Cypher/Abilities/C
- Cypher/Abilities/Action-Initiate
---

# Charm Machine

**Points**: 2 Intellect Points
**Type**: Action

You convince an unintelligent machine to “like” you. A machine that likes you is 50 percent less likely to function if said function would cause you harm. Thus, if a foe attempts to detonate a bomb near you controlled by a detonator that likes you, there is a 50 percent chance that it won’t explode.
11 changes: 11 additions & 0 deletions Compendium/Cypher/Abilities/C/Cloak-of-Oppurtinity-cyr.md
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---
aliases: [Cloak of Opportunity]
tags: [Cypher/Abilities/C, Cypher/Abilities/Action-Initiate]
---

# Cloak of Opportunity

**Points**: 5 Intellect Points
**Type**: Action

You set small objects from the environment (rocks, broken items, clumps of dirt, and so on) swirling about you for up to ten minutes, which grants you +2 Armor.
8 changes: 8 additions & 0 deletions Compendium/Cypher/Abilities/C/Closed-Mind-cyr.md
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---
aliases: [Closed Mind]
tags: [Cypher/Abilities/C, Cypher/Abilities/Enabler]
---

# Closed Mind

You are trained in Intellect defense tasks and have +2 Armor against damage that selectively targets your Intellect Pool (which normally ignores Armor).
11 changes: 11 additions & 0 deletions Compendium/Cypher/Abilities/C/Cloud-Personal-Memories-cyr.md
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aliases: [Cloud Personal Memories]
tags: [Cypher/Abilities/C, Cypher/Abilities/Action-Initiate]
---

# Cloud Personal Memories

**Points**: 3 Intellect Points
**Type**: Action

If you interact with or study a target for at least a round, you gain a sense of how its mind works, which you can use against it in the most blunt fashion possible. You can attempt to confuse it and make it forget what’s just happened. On a success, you erase up to the last five minutes of its memory.
11 changes: 11 additions & 0 deletions Compendium/Cypher/Abilities/C/Coaxing-Power-cyr.md
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---
aliases: [Coaxing Power]
tags: [Cypher/Abilities/C, Cypher/Abilities/Action-Initiate]
---

# Coaxing Power

**Points**: 2 Intellect Points
**Type**: Action

You boost the power or function of a machine so that it operates at one level higher than normal for one hour.
8 changes: 8 additions & 0 deletions Compendium/Cypher/Abilities/C/Cognizant-Offense-cyr.md
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aliases: [Cognizant Offense]
tags: [Cypher/Abilities/C, Cypher/Abilities/Enabler]
---

# Cognizant Offense

During combat, your brain shifts into a sort of battle mode where all potential attacks you could make are plotted on vector graphs in your mind’s eye, which always provides the best option. Your attacks are eased.
11 changes: 11 additions & 0 deletions Compendium/Cypher/Abilities/C/Cold-Burst-Cyr.md
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aliases: [Cold Burst]
tags: [Cypher/Abilities/C, Cypher/Abilities/Action-Initiate]
---

# Cold Burst

**Points**: 5+ Intellect Points
**Type**: Action

You emit a burst of cold in all directions, up to short range. All within the burst (except you) take 5 points of damage. If you apply Effort to increase the damage rather than to ease the task, you deal 2 additional points of damage per level of Effort (instead of 3 points); targets in the area take 1 point of damage even if you fail the attack roll.
8 changes: 8 additions & 0 deletions Compendium/Cypher/Abilities/C/Colossal-cyr.md
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aliases: [Colossal]
tags: [Cypher/Abilities/C, Cypher/Abilities/Enabler]
---

# Colossal

When you use Enlarge, you can choose to grow up to a base height of 60 feet (18 m). When you do, you add 5 more temporary points to your Might Pool (plus any from Gargantuan and Bigger), and you deal an additional 2 points of damage with melee attacks (plus any from your Huge ability). For each level of Effort you apply to increase your height further, your total height increases by 10 feet (3 m), and you add 1 more point to your Might Pool. Thus, the first time you use Enlarge after a ten-hour recovery roll, if you apply two levels of Effort, your base height is 80 feet (24 m), and you add a total of 17 temporary points to your Might Pool.
8 changes: 8 additions & 0 deletions Compendium/Cypher/Abilities/C/Combat-Challenge-cyr.md
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aliases: [Combat Challenge]
tags: [Cypher/Abilities/C, Cypher/Abilities/Enabler]
---

# Combat Challenge

All attempted tasks that draw an attack to yourself (and away from someone else) are eased by two steps.
8 changes: 8 additions & 0 deletions Compendium/Cypher/Abilities/C/Combat-Prowess-cyr.md
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aliases: [Combat Prowess]
tags: [Cypher/Abilities/C, Cypher/Abilities/Enabler]
---

# Combat Prowess

You add +1 damage to one type of weapon attack of your choice: melee weapon attacks or ranged weapon attacks.
11 changes: 11 additions & 0 deletions Compendium/Cypher/Abilities/C/Command-Machine-cyr.md
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---
aliases: [Command Machine]
tags: [Cypher/Abilities/C, Cypher/Abilities/Action-Initiate]
---

# Command Machine

**Points**: 4 Intellect Points
**Type**: Action

If you’ve charmed an unintelligent machine or have spoken telepathically with an intelligent machine, you can attempt to command it to take one action within its capabilities on its next turn. (If you use this ability to command an intelligent machine, it likely becomes hostile to you afterward.)
11 changes: 11 additions & 0 deletions Compendium/Cypher/Abilities/C/Command-Metal-cyr.md
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---
aliases: [Command Metal]
tags: [Cypher/Abilities/C, Cypher/Abilities/Action-Initiate]
---

# Command Metal

**Points**: 5 Intellect Points
**Type**: Action

You reshape a metallic item as you desire. The item must be within sight and within short range, and its mass can be no greater than your own. You can affect multiple items at once as long as their combined mass falls within these limits. You can fuse multiple items together. You can use this power to destroy a metal object (as the Destroy Metal ability), or you can craft it into another desired shape (crudely, unless you have the proper crafting skills). You can then move the new object anywhere within range. For example, you could take a few metal shields, fuse them together, and use the resulting shape to block a doorway. You can use this ability to make an attack—causing a foe’s armor to constrict, rendering a metal item into shards that you fling across the battlefield, and so on—against one target within short range. Regardless of the form of the attack, it is an Intellect action that deals 7 points of damage.
11 changes: 11 additions & 0 deletions Compendium/Cypher/Abilities/C/Command-Spirit-cyr.md
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---
aliases: [Command Spirit]
tags: [Cypher/Abilities/C, Cypher/Abilities/Action-Initiate]
---

# Command Spirit

**Points**: 3 Intellect Points
**Type**: Action

You can command a spirit or animated dead creature of up to level 5 within short range. If you are successful, the target cannot attack you for one minute, during which time it follows your verbal commands if it can hear and understand you.
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