From 1265c63c3bae2850d38720afd86802157be4d071 Mon Sep 17 00:00:00 2001 From: squeakypancakes Date: Fri, 29 Nov 2024 20:07:17 -0500 Subject: [PATCH] Change format to be description first and numbers last unless it is dependant on MoS --- C2 Characters.md | 187 ++++++++++++++++++++++++----------------------- C4 Action.md | 69 +++++++++-------- 2 files changed, 129 insertions(+), 127 deletions(-) diff --git a/C2 Characters.md b/C2 Characters.md index edf97de..68cce82 100644 --- a/C2 Characters.md +++ b/C2 Characters.md @@ -586,14 +586,19 @@ The character has a well trained and emotionally bonded pet, steed, or companion. These companion stay by their caretaker's side instead of wondering off and doing their own thing. -Cost | Description -:--: | --- -1 | Small such as a house cat -2 | Medium such as a dog -4 | Large such as a bear -+1 | Untrainable -+2 | Basic training -+4 | Advanced training +Total up the cost from the following table based on the Size and Training of +the companion. + +Description | Cost +--- | :---: +**Size** | +Small such as a house cat | 1 +Medium such as a dog | 2 +Large such as a bear | 4 +**Training** | +Untrainable | 1 +Basic training | 2 +Advanced training | 4 #### Animal Kinship **Cost:** 3TP @@ -640,15 +645,15 @@ they want in return. The character well known, they may be an artist, athlete, or political figure. Disposition of NPCs are likely to be higher based on the NPCs values. -Rank | Description -:---: | --- -1 | Stand out in local community -2 | Known throughout your town/city -3 | Known provincially -4 | Known nationally -5 | Famous in multiple countries -6 | Well know on multiple continents -7 | World famous +Description | Cost +--- | :---: +Stand out in local community | 1 +Known throughout your town/city | 2 +Known provincially | 3 +Known nationally | 4 +Famous in multiple countries | 5 +Well know on multiple continents | 6 +World famous | 7 #### Fast **Cost:** 2/Rank, max of 4 ranks @@ -684,16 +689,16 @@ Inheritance is treated as an additional wealth rating. Because it is outside of the character's income using Inheritance doesn't accrue debt but lowers the Inheritance rating permanently. -Rank | Value -:---: | --- -1 | Hundreds -2 | Thousands -3 | 10 Thousands -4 | 100 Thousands -5 | Millions -6 | 10 Millions -7 | 100 Millions -8 | Billions +Value | Rank +--- | :---: +Hundreds | 1 +Thousands | 2 +10 Thousands | 3 +100 Thousands | 4 +Millions | 5 +10 Millions | 6 +100 Millions | 7 +Billions | 8 #### Language **Cost:** 1TP/Language @@ -708,13 +713,13 @@ The character has access to additional resources, and equipment. The downside of this perk is having to obey a strict hierarchy. -Rank | Military Rank -:---: | :---: -1 | Enlisted -2 | Non-Comissioned Officer -3 | Junior Commissioned Officer -4 | Senior Commissioned Officer -5 | Flag Commissioned Officer +Military Rank | Rank +--- | :---: +Enlisted | 1 +Non-Comissioned Officer | 2 +Junior Commissioned Officer | 3 +Senior Commissioned Officer | 4 +Flag Commissioned Officer | 5 #### Perfect Pitch **Cost:** 2TP @@ -742,17 +747,17 @@ The character is more resistant than normal to radiation poisoning. They gain a The character has a place that is unattached to their identity, or has some kind of security, making it a ideal place to hide out if needed. -Cost | Example -:---: | ---- -2 | Small, such as basement apartment -3 | Average Size, Family home -4 | Large, Mansion -+1 | Location -+1 | Luxury -+1 | Secret Exit -+1 | Security System -+1 | Weapon cache -+1 | Work Equipment +Example | Cost +--- | :---: +Small, such as basement apartment | 2 +Average Size, Family home | 3 +Large, Mansion | 4 +Location | +1 +Luxury | +1 +Secret Exit | +1 +Security System | +1 +Weapon cache | +1 +Work Equipment | +1 #### Sense of Direction **Cost:** 1TP @@ -790,19 +795,17 @@ adjust all other thresholds accordingly. The character has access to money in a market economy. This can be cash on hand or how good an investment a bank thinks they are, its also a recurring income. -Rank | Credit -:---: | --- -10 | 100 Billions -9 | 10 Billions -8 | Billions -7 | 100 Millions -6 | 10 Millions -5 | Millions -4 | 100 thousands -3 | 10 thousands -2 | Thousands -1 | Hundreds -0 | Poverty +Value | Rank +--- | :---: +Poverty | 0 +Hundreds | 1 +Thousands | 2 +10 Thousands | 3 +100 Thousands | 4 +Millions | 5 +10 Millions | 6 +100 Millions | 7 +Billions | 8 ### Psi descriptions Psi abilities give a character access to special abilities that most people @@ -1052,27 +1055,27 @@ appropriate device to assist them. Characters who are blind or deaf long term develop coping techniques that allow them to participate. -Cost | Effect -:---: | --- -1 | -1 to Perception tests with sense, unless using an aiding device -2 | -1 to Perception tests with sense -2 | Character cant perform actions that require sense, but it is curable -8 | Character cant perform actions that require sense +Effect | Refund +--- | :---: +-1 to Perception tests with sense, unless using an aiding device | 1 +-1 to Perception tests with sense | 2 +Character cant perform actions that require sense, but it is curable | 2 +Character cant perform actions that require sense | 8 #### Infamous **Refund:** 1-7TP The character has a bad reputation, whether they deserve it or not. Disposition of NPCs are likely to be lower based on the NPCs values. -Rank | Description -:---: | --- -1 | Stand out in local community -2 | Known throughout your town/city -3 | Known provincially -4 | Known nationally -5 | Infamous in multiple countries -6 | Well know on multiple continents -7 | World infamous +Description | Refund +--- | :---: +Stand out in local community | 1 +Known throughout your town/city | 2 +Known provincially | 3 +Known nationally | 4 +Famous in multiple countries | 5 +Well know on multiple continents | 6 +World famous | 7 #### Lofty Goal **Refund:** 3TP @@ -1088,21 +1091,21 @@ goal (such as letting a bad guy go free to help a friend). The character has some illness or medical condition that needs to be treated regularly. -Total up the cost from the following table based on the Frequency and Severity -of the symptoms. +Total up the refund from the following table based on the Frequency and +Severity of the symptoms. -Refund | Description -:---: | --- - | **Frequency** -0 | Specific circumstance or environment -1 | Few times a month -2 | Few times a week -3 | Daily - | **Severity** -1 | -1 to actions -2 | Flesh wound -3 | Deep wound -4 | Death +Description | Refund +--- | :---: +**Frequency** | +Specific circumstance or environment | 0 +Few times a month | 1 +Few times a week | 2 +Daily | 3 +**Severity** | +-1 to actions | 1 +Flesh wound | 2 +Deep wound | 3 +Death | 4 #### Mistaken Identity **Refund:** 2TP @@ -1121,11 +1124,11 @@ it. The cost depends on how strong the Nemesis is. The character is has something they need to do on the regular. The cost is based on how hard and often it must be done. -Cost | Example -:---: | --- -1 | Easily finished or monthly -2 | Moderate difficulty, or once every week or 2 -3 | Difficult or dangerous task, Multiple times a week +Example | Refund +--- | :---: +Easily finished or monthly | 1 +Moderate difficulty, or once every week or 2 | 2 +Difficult or dangerous task, Multiple times a week | 3 #### Secret **Refund:** 2-3TP diff --git a/C4 Action.md b/C4 Action.md index 4d5c2e1..1bba3d2 100644 --- a/C4 Action.md +++ b/C4 Action.md @@ -160,12 +160,12 @@ Sometimes characters need to do an extended action and there isn't enough time. Characters can take a penality to the test to reduce the time required for an extended action. -Mod | Time required -:---: | --- --1 | 1/2 --2 | 1/4 --3 | 1/8 --4 | 1/16 +Time required | Mod +--- | :---: +1/2 | -1 +1/4 | -2 +1/8 | -3 +1/16 | -4 ## Movement Each turn characters can take various movement based actions. The movement can @@ -226,11 +226,11 @@ this happens both parties make another *Athletics + Body* test, the winner adds their MoS to their speed. Fumbles causes a crash, and the character looses a round recovering. -TN | Obstacle +Obstacle | TN --- | --- -2 | Low fence -4 | Bench, garbage bins -6 | Tall fence +Low fence | 2 +Bench, garbage bins | 4 +Tall fence | 6 ### Falls Whenever a character falls they take damage equal to 1 for ever 3 meters @@ -256,12 +256,12 @@ To jump, a character must make an *Athletics + Body* test, and the defensive modifier of the character’s current movement. The horizontal distance jumped is MoS x 0.75 meters. Vertical distance is MoS x 0.25 in meters. -TN | Surface -:---: | --- -3 | Standard -6 | Rough -10 | Slippery -14 | Climbing +Surface | TN +--- | :---: +Standard | 3 +Rough | 6 +Slippery | 10 +Climbing | 14 ## Social Actions Characters can attempt to persuade NPCs into doing something they want. They @@ -594,11 +594,11 @@ day, with medical aid the character dies on a 1, without aid they die on a 1 or Fire automatically deals 2 dice x DV damage from a full round of exposure, less than a full round the DV is halved, and on a fumble the DV is also halved. -DV | Source -:---: | --- -0 | Lighter, Match -1 | Campfire, Torch, Flare -2 | Bonfire, Chemical fire, Inferno +Source | DV +--- | :---: +Lighter, Match | 0 +Campfire, Torch, Flare | 1 +Bonfire, Chemical fire, Inferno | 2 On a deep wound the character is incapacitated for 1d6 rounds as they thrash about in agony. @@ -612,14 +612,14 @@ the same MoS. Electricity will deal 2 dice x DV from a full round of exposure, less than a full round the DV is halved, and on a fumbled the DV is also halved. -DV | Source -:---: | --- -1 | Wall outlet -2 | Power lines -4 | Power mains -5 | Small lightning strike -10 | Large lightning strike -20 | Hydroelectric dam generator +Source | DV +--- | :---: +Wall outlet | 1 +Power lines | 2 +Power mains | 4 +Small lightning strike | 5 +Large lightning strike | 10 +Hydroelectric dam generator | 20 Characters who receive a flesh wound are locally paralyzed as their muscles clench up uncontrollability from contact. Characters who receive a deep wound @@ -686,12 +686,11 @@ after 1 day | 1/hour Protection is measured in a Radiation Shielding Factor. This number effectively divides the amount of radiation a character receives. -RSF | Source -:---: | --- -1.5 | Unprotected vehicle -15 | Typical house -40 | Public Fallout shelter - +Source | RSF +--- | :---: +Unprotected vehicle | 1.5 +Typical house | 15 +Public Fallout shelter | 40 ## Magick Magicians have the ability to cause change in the world, where this comes from