\n\t\t\t\t\t\t\t",
"disadvantages-label": "Disadvantages",
@@ -466,6 +467,7 @@
"shotgun-damage-resistance-multiplier-tooltip": "Damage Resistance Multiplier.",
"shotgun-notes-description": "\nEnter the stats of the shotgun, be sure to use half-damage range. The tool will calculate how \nclose you need to be with the shotgun, the RoF, close range damage, and DR multiplier.\nFor more information, see B409.\n\t\t\t\t\t\t",
"quick-inventory-label": "Quick Inventory",
+ "location-label": "Location",
"inventory-label": "Inventory",
"abbreviation-legality-class-label": "LC",
"legality-class-tooltip": "\n\t\t\t\t\t\t\t\tLegality Class B267.\n\t\t\t\t\t\t\t",
@@ -505,6 +507,7 @@
"class-label": "Class",
"spell-class-tooltip": "\n\t\t\t\t\t\t\t\t\t\tSpell class; Area, Blocking, Information, Melee, \n\t\t\t\t\t\t\t\t\t\tMissile, Regular, Regular (Jet), Resisted, Special\n\t\t\t\t\t\t\t\t\t",
"colleges-label": "College(s):",
+ "colleges-secondary-label": "Secondary College:",
"show-spell-modifier-notes-label": "Show Spell Modifier notes (see actual spell description)",
"latest-changes-updated-label": "Latest Changes: Updated",
"critical-roll-options-label": "Critical Roll Options",
@@ -547,6 +550,7 @@
"spell-options-label": "Spell Options (See B238, M10)",
"spell-options-table": "\n\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\tPenalty for each spell ON: \n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\tPenalty for each spell Concentrated On: \n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t
\n\t\t\t\t\t",
"abbreviation-show-rules-as-written-notes-label": "Show RAW Notes",
+ "abbreviation-show-rules-as-written-spell-notes-label": "Show Spell RAW Notes",
"abbreviation-show-rules-as-written-notes-tooltip": "\n\t\t\t\t\t\t\t\tShow Rules as Written Success/Fail notes\n\t\t\t\t\t\t\t",
"damage-dice-icon": "Damage Dice Icon",
"use-malfunction-label": "Use Malfunction",
@@ -588,5 +592,9 @@
"recoil-label": "Recoil",
"abbreviation-malfunction-label": "Malf",
"resisted-by-label": "Resisted by",
- "base-label": "BASE"
+ "base-label": "BASE",
+ "ranged-critical-miss-by-10-description": "Critical miss by 10 or more doesn't apply to ranged weapons. See B382",
+ "rolltemplate-malfunction-label": "Malfunction!",
+ "rolltemplate-verify-malfunction-description": "Verify! roll 3d6 again to verify the results. See HT79. ",
+ "rolltemplate-malfunction-description": "For effect, Roll 3d6 and see table on B407 or use custom table. \nNOTE: Malfunction has priority over a critical miss: if both would occur, only the malfunction takes place. Critical Misses, Basic Set, page 382."
}
diff --git a/GURPS/translations/cs.json b/GURPS/translations/cs.json
index ed227d4b22..3b043d4e25 100644
--- a/GURPS/translations/cs.json
+++ b/GURPS/translations/cs.json
@@ -267,6 +267,7 @@
"abbreviation-booke-reference-label": "Ref",
"book-reference-tooltip": "\n\t\t\t\t\t\t\t\tReference to book and page numbers. \n\t\t\t\t\t\t\t\tExamples: \n\t\t\t\t\t\t\t\tB238 = GURPS Basic, Page 238 \n\t\t\t\t\t\t\t\tPU2:126 = Power-Ups 2. Page 126 \n\t\t\t\t\t\t\t",
"show-notes-below-label": "Show notes below in roll template",
+ "show-skill-mod-notes-below-label": "Show Skill Modifier notes (refer to the actual skill description)",
"abbreviation-self-control-number-label": "SCN",
"self-control-number-tooltip": "\nSelf-control Number OR \nFrequency of Appearance \t\t\t\t\t\t\t\n
\n\t\n\t\t
15 or less
\n\t\t
12 or less
\n\t\t
9 or less
\n\t\t
6 or less
\n\t\n
\n\t\t\t\t\t\t\t",
"disadvantages-label": "Disadvantages",
@@ -466,6 +467,7 @@
"shotgun-damage-resistance-multiplier-tooltip": "Damage Resistance Multiplier.",
"shotgun-notes-description": "\nEnter the stats of the shotgun, be sure to use half-damage range. The tool will calculate how \nclose you need to be with the shotgun, the RoF, close range damage, and DR multiplier.\nFor more information, see B409.\n\t\t\t\t\t\t",
"quick-inventory-label": "Quick Inventory",
+ "location-label": "Location",
"inventory-label": "Inventory",
"abbreviation-legality-class-label": "LC",
"legality-class-tooltip": "\n\t\t\t\t\t\t\t\tLegality Class B267.\n\t\t\t\t\t\t\t",
@@ -505,6 +507,7 @@
"class-label": "Class",
"spell-class-tooltip": "\n\t\t\t\t\t\t\t\t\t\tSpell class; Area, Blocking, Information, Melee, \n\t\t\t\t\t\t\t\t\t\tMissile, Regular, Regular (Jet), Resisted, Special\n\t\t\t\t\t\t\t\t\t",
"colleges-label": "College(s):",
+ "colleges-secondary-label": "Secondary College:",
"show-spell-modifier-notes-label": "Show Spell Modifier notes (see actual spell description)",
"latest-changes-updated-label": "Latest Changes: Updated",
"critical-roll-options-label": "Critical Roll Options",
@@ -547,6 +550,7 @@
"spell-options-label": "Spell Options (See B238, M10)",
"spell-options-table": "\n\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\tPenalty for each spell ON: \n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\tPenalty for each spell Concentrated On: \n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t
\n\t\t\t\t\t",
"abbreviation-show-rules-as-written-notes-label": "Show RAW Notes",
+ "abbreviation-show-rules-as-written-spell-notes-label": "Show Spell RAW Notes",
"abbreviation-show-rules-as-written-notes-tooltip": "\n\t\t\t\t\t\t\t\tShow Rules as Written Success/Fail notes\n\t\t\t\t\t\t\t",
"damage-dice-icon": "Damage Dice Icon",
"use-malfunction-label": "Use Malfunction",
@@ -588,5 +592,9 @@
"recoil-label": "Recoil",
"abbreviation-malfunction-label": "Malf",
"resisted-by-label": "Resisted by",
- "base-label": "BASE"
+ "base-label": "BASE",
+ "ranged-critical-miss-by-10-description": "Critical miss by 10 or more doesn't apply to ranged weapons. See B382",
+ "rolltemplate-malfunction-label": "Malfunction!",
+ "rolltemplate-verify-malfunction-description": "Verify! roll 3d6 again to verify the results. See HT79. ",
+ "rolltemplate-malfunction-description": "For effect, Roll 3d6 and see table on B407 or use custom table. \nNOTE: Malfunction has priority over a critical miss: if both would occur, only the malfunction takes place. Critical Misses, Basic Set, page 382."
}
diff --git a/GURPS/translations/da.json b/GURPS/translations/da.json
index ed227d4b22..3b043d4e25 100644
--- a/GURPS/translations/da.json
+++ b/GURPS/translations/da.json
@@ -267,6 +267,7 @@
"abbreviation-booke-reference-label": "Ref",
"book-reference-tooltip": "\n\t\t\t\t\t\t\t\tReference to book and page numbers. \n\t\t\t\t\t\t\t\tExamples: \n\t\t\t\t\t\t\t\tB238 = GURPS Basic, Page 238 \n\t\t\t\t\t\t\t\tPU2:126 = Power-Ups 2. Page 126 \n\t\t\t\t\t\t\t",
"show-notes-below-label": "Show notes below in roll template",
+ "show-skill-mod-notes-below-label": "Show Skill Modifier notes (refer to the actual skill description)",
"abbreviation-self-control-number-label": "SCN",
"self-control-number-tooltip": "\nSelf-control Number OR \nFrequency of Appearance \t\t\t\t\t\t\t\n
\n\t\n\t\t
15 or less
\n\t\t
12 or less
\n\t\t
9 or less
\n\t\t
6 or less
\n\t\n
\n\t\t\t\t\t\t\t",
"disadvantages-label": "Disadvantages",
@@ -466,6 +467,7 @@
"shotgun-damage-resistance-multiplier-tooltip": "Damage Resistance Multiplier.",
"shotgun-notes-description": "\nEnter the stats of the shotgun, be sure to use half-damage range. The tool will calculate how \nclose you need to be with the shotgun, the RoF, close range damage, and DR multiplier.\nFor more information, see B409.\n\t\t\t\t\t\t",
"quick-inventory-label": "Quick Inventory",
+ "location-label": "Location",
"inventory-label": "Inventory",
"abbreviation-legality-class-label": "LC",
"legality-class-tooltip": "\n\t\t\t\t\t\t\t\tLegality Class B267.\n\t\t\t\t\t\t\t",
@@ -505,6 +507,7 @@
"class-label": "Class",
"spell-class-tooltip": "\n\t\t\t\t\t\t\t\t\t\tSpell class; Area, Blocking, Information, Melee, \n\t\t\t\t\t\t\t\t\t\tMissile, Regular, Regular (Jet), Resisted, Special\n\t\t\t\t\t\t\t\t\t",
"colleges-label": "College(s):",
+ "colleges-secondary-label": "Secondary College:",
"show-spell-modifier-notes-label": "Show Spell Modifier notes (see actual spell description)",
"latest-changes-updated-label": "Latest Changes: Updated",
"critical-roll-options-label": "Critical Roll Options",
@@ -547,6 +550,7 @@
"spell-options-label": "Spell Options (See B238, M10)",
"spell-options-table": "\n\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\tPenalty for each spell ON: \n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\tPenalty for each spell Concentrated On: \n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t
\n\t\t\t\t\t",
"abbreviation-show-rules-as-written-notes-label": "Show RAW Notes",
+ "abbreviation-show-rules-as-written-spell-notes-label": "Show Spell RAW Notes",
"abbreviation-show-rules-as-written-notes-tooltip": "\n\t\t\t\t\t\t\t\tShow Rules as Written Success/Fail notes\n\t\t\t\t\t\t\t",
"damage-dice-icon": "Damage Dice Icon",
"use-malfunction-label": "Use Malfunction",
@@ -588,5 +592,9 @@
"recoil-label": "Recoil",
"abbreviation-malfunction-label": "Malf",
"resisted-by-label": "Resisted by",
- "base-label": "BASE"
+ "base-label": "BASE",
+ "ranged-critical-miss-by-10-description": "Critical miss by 10 or more doesn't apply to ranged weapons. See B382",
+ "rolltemplate-malfunction-label": "Malfunction!",
+ "rolltemplate-verify-malfunction-description": "Verify! roll 3d6 again to verify the results. See HT79. ",
+ "rolltemplate-malfunction-description": "For effect, Roll 3d6 and see table on B407 or use custom table. \nNOTE: Malfunction has priority over a critical miss: if both would occur, only the malfunction takes place. Critical Misses, Basic Set, page 382."
}
diff --git a/GURPS/translations/de.json b/GURPS/translations/de.json
index ed227d4b22..3b043d4e25 100644
--- a/GURPS/translations/de.json
+++ b/GURPS/translations/de.json
@@ -267,6 +267,7 @@
"abbreviation-booke-reference-label": "Ref",
"book-reference-tooltip": "\n\t\t\t\t\t\t\t\tReference to book and page numbers. \n\t\t\t\t\t\t\t\tExamples: \n\t\t\t\t\t\t\t\tB238 = GURPS Basic, Page 238 \n\t\t\t\t\t\t\t\tPU2:126 = Power-Ups 2. Page 126 \n\t\t\t\t\t\t\t",
"show-notes-below-label": "Show notes below in roll template",
+ "show-skill-mod-notes-below-label": "Show Skill Modifier notes (refer to the actual skill description)",
"abbreviation-self-control-number-label": "SCN",
"self-control-number-tooltip": "\nSelf-control Number OR \nFrequency of Appearance \t\t\t\t\t\t\t\n
\n\t\n\t\t
15 or less
\n\t\t
12 or less
\n\t\t
9 or less
\n\t\t
6 or less
\n\t\n
\n\t\t\t\t\t\t\t",
"disadvantages-label": "Disadvantages",
@@ -466,6 +467,7 @@
"shotgun-damage-resistance-multiplier-tooltip": "Damage Resistance Multiplier.",
"shotgun-notes-description": "\nEnter the stats of the shotgun, be sure to use half-damage range. The tool will calculate how \nclose you need to be with the shotgun, the RoF, close range damage, and DR multiplier.\nFor more information, see B409.\n\t\t\t\t\t\t",
"quick-inventory-label": "Quick Inventory",
+ "location-label": "Location",
"inventory-label": "Inventory",
"abbreviation-legality-class-label": "LC",
"legality-class-tooltip": "\n\t\t\t\t\t\t\t\tLegality Class B267.\n\t\t\t\t\t\t\t",
@@ -505,6 +507,7 @@
"class-label": "Class",
"spell-class-tooltip": "\n\t\t\t\t\t\t\t\t\t\tSpell class; Area, Blocking, Information, Melee, \n\t\t\t\t\t\t\t\t\t\tMissile, Regular, Regular (Jet), Resisted, Special\n\t\t\t\t\t\t\t\t\t",
"colleges-label": "College(s):",
+ "colleges-secondary-label": "Secondary College:",
"show-spell-modifier-notes-label": "Show Spell Modifier notes (see actual spell description)",
"latest-changes-updated-label": "Latest Changes: Updated",
"critical-roll-options-label": "Critical Roll Options",
@@ -547,6 +550,7 @@
"spell-options-label": "Spell Options (See B238, M10)",
"spell-options-table": "\n\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\tPenalty for each spell ON: \n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\tPenalty for each spell Concentrated On: \n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t
\n\t\t\t\t\t",
"abbreviation-show-rules-as-written-notes-label": "Show RAW Notes",
+ "abbreviation-show-rules-as-written-spell-notes-label": "Show Spell RAW Notes",
"abbreviation-show-rules-as-written-notes-tooltip": "\n\t\t\t\t\t\t\t\tShow Rules as Written Success/Fail notes\n\t\t\t\t\t\t\t",
"damage-dice-icon": "Damage Dice Icon",
"use-malfunction-label": "Use Malfunction",
@@ -588,5 +592,9 @@
"recoil-label": "Recoil",
"abbreviation-malfunction-label": "Malf",
"resisted-by-label": "Resisted by",
- "base-label": "BASE"
+ "base-label": "BASE",
+ "ranged-critical-miss-by-10-description": "Critical miss by 10 or more doesn't apply to ranged weapons. See B382",
+ "rolltemplate-malfunction-label": "Malfunction!",
+ "rolltemplate-verify-malfunction-description": "Verify! roll 3d6 again to verify the results. See HT79. ",
+ "rolltemplate-malfunction-description": "For effect, Roll 3d6 and see table on B407 or use custom table. \nNOTE: Malfunction has priority over a critical miss: if both would occur, only the malfunction takes place. Critical Misses, Basic Set, page 382."
}
diff --git a/GURPS/translations/el.json b/GURPS/translations/el.json
index ed227d4b22..3b043d4e25 100644
--- a/GURPS/translations/el.json
+++ b/GURPS/translations/el.json
@@ -267,6 +267,7 @@
"abbreviation-booke-reference-label": "Ref",
"book-reference-tooltip": "\n\t\t\t\t\t\t\t\tReference to book and page numbers. \n\t\t\t\t\t\t\t\tExamples: \n\t\t\t\t\t\t\t\tB238 = GURPS Basic, Page 238 \n\t\t\t\t\t\t\t\tPU2:126 = Power-Ups 2. Page 126 \n\t\t\t\t\t\t\t",
"show-notes-below-label": "Show notes below in roll template",
+ "show-skill-mod-notes-below-label": "Show Skill Modifier notes (refer to the actual skill description)",
"abbreviation-self-control-number-label": "SCN",
"self-control-number-tooltip": "\nSelf-control Number OR \nFrequency of Appearance \t\t\t\t\t\t\t\n
\n\t\n\t\t
15 or less
\n\t\t
12 or less
\n\t\t
9 or less
\n\t\t
6 or less
\n\t\n
\n\t\t\t\t\t\t\t",
"disadvantages-label": "Disadvantages",
@@ -466,6 +467,7 @@
"shotgun-damage-resistance-multiplier-tooltip": "Damage Resistance Multiplier.",
"shotgun-notes-description": "\nEnter the stats of the shotgun, be sure to use half-damage range. The tool will calculate how \nclose you need to be with the shotgun, the RoF, close range damage, and DR multiplier.\nFor more information, see B409.\n\t\t\t\t\t\t",
"quick-inventory-label": "Quick Inventory",
+ "location-label": "Location",
"inventory-label": "Inventory",
"abbreviation-legality-class-label": "LC",
"legality-class-tooltip": "\n\t\t\t\t\t\t\t\tLegality Class B267.\n\t\t\t\t\t\t\t",
@@ -505,6 +507,7 @@
"class-label": "Class",
"spell-class-tooltip": "\n\t\t\t\t\t\t\t\t\t\tSpell class; Area, Blocking, Information, Melee, \n\t\t\t\t\t\t\t\t\t\tMissile, Regular, Regular (Jet), Resisted, Special\n\t\t\t\t\t\t\t\t\t",
"colleges-label": "College(s):",
+ "colleges-secondary-label": "Secondary College:",
"show-spell-modifier-notes-label": "Show Spell Modifier notes (see actual spell description)",
"latest-changes-updated-label": "Latest Changes: Updated",
"critical-roll-options-label": "Critical Roll Options",
@@ -547,6 +550,7 @@
"spell-options-label": "Spell Options (See B238, M10)",
"spell-options-table": "\n\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\tPenalty for each spell ON: \n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\tPenalty for each spell Concentrated On: \n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t
\n\t\t\t\t\t",
"abbreviation-show-rules-as-written-notes-label": "Show RAW Notes",
+ "abbreviation-show-rules-as-written-spell-notes-label": "Show Spell RAW Notes",
"abbreviation-show-rules-as-written-notes-tooltip": "\n\t\t\t\t\t\t\t\tShow Rules as Written Success/Fail notes\n\t\t\t\t\t\t\t",
"damage-dice-icon": "Damage Dice Icon",
"use-malfunction-label": "Use Malfunction",
@@ -588,5 +592,9 @@
"recoil-label": "Recoil",
"abbreviation-malfunction-label": "Malf",
"resisted-by-label": "Resisted by",
- "base-label": "BASE"
+ "base-label": "BASE",
+ "ranged-critical-miss-by-10-description": "Critical miss by 10 or more doesn't apply to ranged weapons. See B382",
+ "rolltemplate-malfunction-label": "Malfunction!",
+ "rolltemplate-verify-malfunction-description": "Verify! roll 3d6 again to verify the results. See HT79. ",
+ "rolltemplate-malfunction-description": "For effect, Roll 3d6 and see table on B407 or use custom table. \nNOTE: Malfunction has priority over a critical miss: if both would occur, only the malfunction takes place. Critical Misses, Basic Set, page 382."
}
diff --git a/GURPS/translations/en.json b/GURPS/translations/en.json
index ed227d4b22..3b043d4e25 100644
--- a/GURPS/translations/en.json
+++ b/GURPS/translations/en.json
@@ -267,6 +267,7 @@
"abbreviation-booke-reference-label": "Ref",
"book-reference-tooltip": "\n\t\t\t\t\t\t\t\tReference to book and page numbers. \n\t\t\t\t\t\t\t\tExamples: \n\t\t\t\t\t\t\t\tB238 = GURPS Basic, Page 238 \n\t\t\t\t\t\t\t\tPU2:126 = Power-Ups 2. Page 126 \n\t\t\t\t\t\t\t",
"show-notes-below-label": "Show notes below in roll template",
+ "show-skill-mod-notes-below-label": "Show Skill Modifier notes (refer to the actual skill description)",
"abbreviation-self-control-number-label": "SCN",
"self-control-number-tooltip": "\nSelf-control Number OR \nFrequency of Appearance \t\t\t\t\t\t\t\n
\n\t\n\t\t
15 or less
\n\t\t
12 or less
\n\t\t
9 or less
\n\t\t
6 or less
\n\t\n
\n\t\t\t\t\t\t\t",
"disadvantages-label": "Disadvantages",
@@ -466,6 +467,7 @@
"shotgun-damage-resistance-multiplier-tooltip": "Damage Resistance Multiplier.",
"shotgun-notes-description": "\nEnter the stats of the shotgun, be sure to use half-damage range. The tool will calculate how \nclose you need to be with the shotgun, the RoF, close range damage, and DR multiplier.\nFor more information, see B409.\n\t\t\t\t\t\t",
"quick-inventory-label": "Quick Inventory",
+ "location-label": "Location",
"inventory-label": "Inventory",
"abbreviation-legality-class-label": "LC",
"legality-class-tooltip": "\n\t\t\t\t\t\t\t\tLegality Class B267.\n\t\t\t\t\t\t\t",
@@ -505,6 +507,7 @@
"class-label": "Class",
"spell-class-tooltip": "\n\t\t\t\t\t\t\t\t\t\tSpell class; Area, Blocking, Information, Melee, \n\t\t\t\t\t\t\t\t\t\tMissile, Regular, Regular (Jet), Resisted, Special\n\t\t\t\t\t\t\t\t\t",
"colleges-label": "College(s):",
+ "colleges-secondary-label": "Secondary College:",
"show-spell-modifier-notes-label": "Show Spell Modifier notes (see actual spell description)",
"latest-changes-updated-label": "Latest Changes: Updated",
"critical-roll-options-label": "Critical Roll Options",
@@ -547,6 +550,7 @@
"spell-options-label": "Spell Options (See B238, M10)",
"spell-options-table": "\n\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\tPenalty for each spell ON: \n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\tPenalty for each spell Concentrated On: \n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t
\n\t\t\t\t\t",
"abbreviation-show-rules-as-written-notes-label": "Show RAW Notes",
+ "abbreviation-show-rules-as-written-spell-notes-label": "Show Spell RAW Notes",
"abbreviation-show-rules-as-written-notes-tooltip": "\n\t\t\t\t\t\t\t\tShow Rules as Written Success/Fail notes\n\t\t\t\t\t\t\t",
"damage-dice-icon": "Damage Dice Icon",
"use-malfunction-label": "Use Malfunction",
@@ -588,5 +592,9 @@
"recoil-label": "Recoil",
"abbreviation-malfunction-label": "Malf",
"resisted-by-label": "Resisted by",
- "base-label": "BASE"
+ "base-label": "BASE",
+ "ranged-critical-miss-by-10-description": "Critical miss by 10 or more doesn't apply to ranged weapons. See B382",
+ "rolltemplate-malfunction-label": "Malfunction!",
+ "rolltemplate-verify-malfunction-description": "Verify! roll 3d6 again to verify the results. See HT79. ",
+ "rolltemplate-malfunction-description": "For effect, Roll 3d6 and see table on B407 or use custom table. \nNOTE: Malfunction has priority over a critical miss: if both would occur, only the malfunction takes place. Critical Misses, Basic Set, page 382."
}
diff --git a/GURPS/translations/es.json b/GURPS/translations/es.json
index ed227d4b22..3b043d4e25 100644
--- a/GURPS/translations/es.json
+++ b/GURPS/translations/es.json
@@ -267,6 +267,7 @@
"abbreviation-booke-reference-label": "Ref",
"book-reference-tooltip": "\n\t\t\t\t\t\t\t\tReference to book and page numbers. \n\t\t\t\t\t\t\t\tExamples: \n\t\t\t\t\t\t\t\tB238 = GURPS Basic, Page 238 \n\t\t\t\t\t\t\t\tPU2:126 = Power-Ups 2. Page 126 \n\t\t\t\t\t\t\t",
"show-notes-below-label": "Show notes below in roll template",
+ "show-skill-mod-notes-below-label": "Show Skill Modifier notes (refer to the actual skill description)",
"abbreviation-self-control-number-label": "SCN",
"self-control-number-tooltip": "\nSelf-control Number OR \nFrequency of Appearance \t\t\t\t\t\t\t\n
\n\t\n\t\t
15 or less
\n\t\t
12 or less
\n\t\t
9 or less
\n\t\t
6 or less
\n\t\n
\n\t\t\t\t\t\t\t",
"disadvantages-label": "Disadvantages",
@@ -466,6 +467,7 @@
"shotgun-damage-resistance-multiplier-tooltip": "Damage Resistance Multiplier.",
"shotgun-notes-description": "\nEnter the stats of the shotgun, be sure to use half-damage range. The tool will calculate how \nclose you need to be with the shotgun, the RoF, close range damage, and DR multiplier.\nFor more information, see B409.\n\t\t\t\t\t\t",
"quick-inventory-label": "Quick Inventory",
+ "location-label": "Location",
"inventory-label": "Inventory",
"abbreviation-legality-class-label": "LC",
"legality-class-tooltip": "\n\t\t\t\t\t\t\t\tLegality Class B267.\n\t\t\t\t\t\t\t",
@@ -505,6 +507,7 @@
"class-label": "Class",
"spell-class-tooltip": "\n\t\t\t\t\t\t\t\t\t\tSpell class; Area, Blocking, Information, Melee, \n\t\t\t\t\t\t\t\t\t\tMissile, Regular, Regular (Jet), Resisted, Special\n\t\t\t\t\t\t\t\t\t",
"colleges-label": "College(s):",
+ "colleges-secondary-label": "Secondary College:",
"show-spell-modifier-notes-label": "Show Spell Modifier notes (see actual spell description)",
"latest-changes-updated-label": "Latest Changes: Updated",
"critical-roll-options-label": "Critical Roll Options",
@@ -547,6 +550,7 @@
"spell-options-label": "Spell Options (See B238, M10)",
"spell-options-table": "\n\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\tPenalty for each spell ON: \n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\tPenalty for each spell Concentrated On: \n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t
\n\t\t\t\t\t",
"abbreviation-show-rules-as-written-notes-label": "Show RAW Notes",
+ "abbreviation-show-rules-as-written-spell-notes-label": "Show Spell RAW Notes",
"abbreviation-show-rules-as-written-notes-tooltip": "\n\t\t\t\t\t\t\t\tShow Rules as Written Success/Fail notes\n\t\t\t\t\t\t\t",
"damage-dice-icon": "Damage Dice Icon",
"use-malfunction-label": "Use Malfunction",
@@ -588,5 +592,9 @@
"recoil-label": "Recoil",
"abbreviation-malfunction-label": "Malf",
"resisted-by-label": "Resisted by",
- "base-label": "BASE"
+ "base-label": "BASE",
+ "ranged-critical-miss-by-10-description": "Critical miss by 10 or more doesn't apply to ranged weapons. See B382",
+ "rolltemplate-malfunction-label": "Malfunction!",
+ "rolltemplate-verify-malfunction-description": "Verify! roll 3d6 again to verify the results. See HT79. ",
+ "rolltemplate-malfunction-description": "For effect, Roll 3d6 and see table on B407 or use custom table. \nNOTE: Malfunction has priority over a critical miss: if both would occur, only the malfunction takes place. Critical Misses, Basic Set, page 382."
}
diff --git a/GURPS/translations/fr.json b/GURPS/translations/fr.json
index ed227d4b22..3b043d4e25 100644
--- a/GURPS/translations/fr.json
+++ b/GURPS/translations/fr.json
@@ -267,6 +267,7 @@
"abbreviation-booke-reference-label": "Ref",
"book-reference-tooltip": "\n\t\t\t\t\t\t\t\tReference to book and page numbers. \n\t\t\t\t\t\t\t\tExamples: \n\t\t\t\t\t\t\t\tB238 = GURPS Basic, Page 238 \n\t\t\t\t\t\t\t\tPU2:126 = Power-Ups 2. Page 126 \n\t\t\t\t\t\t\t",
"show-notes-below-label": "Show notes below in roll template",
+ "show-skill-mod-notes-below-label": "Show Skill Modifier notes (refer to the actual skill description)",
"abbreviation-self-control-number-label": "SCN",
"self-control-number-tooltip": "\nSelf-control Number OR \nFrequency of Appearance \t\t\t\t\t\t\t\n
\n\t\n\t\t
15 or less
\n\t\t
12 or less
\n\t\t
9 or less
\n\t\t
6 or less
\n\t\n
\n\t\t\t\t\t\t\t",
"disadvantages-label": "Disadvantages",
@@ -466,6 +467,7 @@
"shotgun-damage-resistance-multiplier-tooltip": "Damage Resistance Multiplier.",
"shotgun-notes-description": "\nEnter the stats of the shotgun, be sure to use half-damage range. The tool will calculate how \nclose you need to be with the shotgun, the RoF, close range damage, and DR multiplier.\nFor more information, see B409.\n\t\t\t\t\t\t",
"quick-inventory-label": "Quick Inventory",
+ "location-label": "Location",
"inventory-label": "Inventory",
"abbreviation-legality-class-label": "LC",
"legality-class-tooltip": "\n\t\t\t\t\t\t\t\tLegality Class B267.\n\t\t\t\t\t\t\t",
@@ -505,6 +507,7 @@
"class-label": "Class",
"spell-class-tooltip": "\n\t\t\t\t\t\t\t\t\t\tSpell class; Area, Blocking, Information, Melee, \n\t\t\t\t\t\t\t\t\t\tMissile, Regular, Regular (Jet), Resisted, Special\n\t\t\t\t\t\t\t\t\t",
"colleges-label": "College(s):",
+ "colleges-secondary-label": "Secondary College:",
"show-spell-modifier-notes-label": "Show Spell Modifier notes (see actual spell description)",
"latest-changes-updated-label": "Latest Changes: Updated",
"critical-roll-options-label": "Critical Roll Options",
@@ -547,6 +550,7 @@
"spell-options-label": "Spell Options (See B238, M10)",
"spell-options-table": "\n\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\tPenalty for each spell ON: \n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\tPenalty for each spell Concentrated On: \n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t
\n\t\t\t\t\t",
"abbreviation-show-rules-as-written-notes-label": "Show RAW Notes",
+ "abbreviation-show-rules-as-written-spell-notes-label": "Show Spell RAW Notes",
"abbreviation-show-rules-as-written-notes-tooltip": "\n\t\t\t\t\t\t\t\tShow Rules as Written Success/Fail notes\n\t\t\t\t\t\t\t",
"damage-dice-icon": "Damage Dice Icon",
"use-malfunction-label": "Use Malfunction",
@@ -588,5 +592,9 @@
"recoil-label": "Recoil",
"abbreviation-malfunction-label": "Malf",
"resisted-by-label": "Resisted by",
- "base-label": "BASE"
+ "base-label": "BASE",
+ "ranged-critical-miss-by-10-description": "Critical miss by 10 or more doesn't apply to ranged weapons. See B382",
+ "rolltemplate-malfunction-label": "Malfunction!",
+ "rolltemplate-verify-malfunction-description": "Verify! roll 3d6 again to verify the results. See HT79. ",
+ "rolltemplate-malfunction-description": "For effect, Roll 3d6 and see table on B407 or use custom table. \nNOTE: Malfunction has priority over a critical miss: if both would occur, only the malfunction takes place. Critical Misses, Basic Set, page 382."
}
diff --git a/GURPS/translations/he.json b/GURPS/translations/he.json
index ed227d4b22..3b043d4e25 100644
--- a/GURPS/translations/he.json
+++ b/GURPS/translations/he.json
@@ -267,6 +267,7 @@
"abbreviation-booke-reference-label": "Ref",
"book-reference-tooltip": "\n\t\t\t\t\t\t\t\tReference to book and page numbers. \n\t\t\t\t\t\t\t\tExamples: \n\t\t\t\t\t\t\t\tB238 = GURPS Basic, Page 238 \n\t\t\t\t\t\t\t\tPU2:126 = Power-Ups 2. Page 126 \n\t\t\t\t\t\t\t",
"show-notes-below-label": "Show notes below in roll template",
+ "show-skill-mod-notes-below-label": "Show Skill Modifier notes (refer to the actual skill description)",
"abbreviation-self-control-number-label": "SCN",
"self-control-number-tooltip": "\nSelf-control Number OR \nFrequency of Appearance \t\t\t\t\t\t\t\n
\n\t\n\t\t
15 or less
\n\t\t
12 or less
\n\t\t
9 or less
\n\t\t
6 or less
\n\t\n
\n\t\t\t\t\t\t\t",
"disadvantages-label": "Disadvantages",
@@ -466,6 +467,7 @@
"shotgun-damage-resistance-multiplier-tooltip": "Damage Resistance Multiplier.",
"shotgun-notes-description": "\nEnter the stats of the shotgun, be sure to use half-damage range. The tool will calculate how \nclose you need to be with the shotgun, the RoF, close range damage, and DR multiplier.\nFor more information, see B409.\n\t\t\t\t\t\t",
"quick-inventory-label": "Quick Inventory",
+ "location-label": "Location",
"inventory-label": "Inventory",
"abbreviation-legality-class-label": "LC",
"legality-class-tooltip": "\n\t\t\t\t\t\t\t\tLegality Class B267.\n\t\t\t\t\t\t\t",
@@ -505,6 +507,7 @@
"class-label": "Class",
"spell-class-tooltip": "\n\t\t\t\t\t\t\t\t\t\tSpell class; Area, Blocking, Information, Melee, \n\t\t\t\t\t\t\t\t\t\tMissile, Regular, Regular (Jet), Resisted, Special\n\t\t\t\t\t\t\t\t\t",
"colleges-label": "College(s):",
+ "colleges-secondary-label": "Secondary College:",
"show-spell-modifier-notes-label": "Show Spell Modifier notes (see actual spell description)",
"latest-changes-updated-label": "Latest Changes: Updated",
"critical-roll-options-label": "Critical Roll Options",
@@ -547,6 +550,7 @@
"spell-options-label": "Spell Options (See B238, M10)",
"spell-options-table": "\n\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\tPenalty for each spell ON: \n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\tPenalty for each spell Concentrated On: \n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t
\n\t\t\t\t\t",
"abbreviation-show-rules-as-written-notes-label": "Show RAW Notes",
+ "abbreviation-show-rules-as-written-spell-notes-label": "Show Spell RAW Notes",
"abbreviation-show-rules-as-written-notes-tooltip": "\n\t\t\t\t\t\t\t\tShow Rules as Written Success/Fail notes\n\t\t\t\t\t\t\t",
"damage-dice-icon": "Damage Dice Icon",
"use-malfunction-label": "Use Malfunction",
@@ -588,5 +592,9 @@
"recoil-label": "Recoil",
"abbreviation-malfunction-label": "Malf",
"resisted-by-label": "Resisted by",
- "base-label": "BASE"
+ "base-label": "BASE",
+ "ranged-critical-miss-by-10-description": "Critical miss by 10 or more doesn't apply to ranged weapons. See B382",
+ "rolltemplate-malfunction-label": "Malfunction!",
+ "rolltemplate-verify-malfunction-description": "Verify! roll 3d6 again to verify the results. See HT79. ",
+ "rolltemplate-malfunction-description": "For effect, Roll 3d6 and see table on B407 or use custom table. \nNOTE: Malfunction has priority over a critical miss: if both would occur, only the malfunction takes place. Critical Misses, Basic Set, page 382."
}
diff --git a/GURPS/translations/it.json b/GURPS/translations/it.json
index ed227d4b22..3b043d4e25 100644
--- a/GURPS/translations/it.json
+++ b/GURPS/translations/it.json
@@ -267,6 +267,7 @@
"abbreviation-booke-reference-label": "Ref",
"book-reference-tooltip": "\n\t\t\t\t\t\t\t\tReference to book and page numbers. \n\t\t\t\t\t\t\t\tExamples: \n\t\t\t\t\t\t\t\tB238 = GURPS Basic, Page 238 \n\t\t\t\t\t\t\t\tPU2:126 = Power-Ups 2. Page 126 \n\t\t\t\t\t\t\t",
"show-notes-below-label": "Show notes below in roll template",
+ "show-skill-mod-notes-below-label": "Show Skill Modifier notes (refer to the actual skill description)",
"abbreviation-self-control-number-label": "SCN",
"self-control-number-tooltip": "\nSelf-control Number OR \nFrequency of Appearance \t\t\t\t\t\t\t\n
\n\t\n\t\t
15 or less
\n\t\t
12 or less
\n\t\t
9 or less
\n\t\t
6 or less
\n\t\n
\n\t\t\t\t\t\t\t",
"disadvantages-label": "Disadvantages",
@@ -466,6 +467,7 @@
"shotgun-damage-resistance-multiplier-tooltip": "Damage Resistance Multiplier.",
"shotgun-notes-description": "\nEnter the stats of the shotgun, be sure to use half-damage range. The tool will calculate how \nclose you need to be with the shotgun, the RoF, close range damage, and DR multiplier.\nFor more information, see B409.\n\t\t\t\t\t\t",
"quick-inventory-label": "Quick Inventory",
+ "location-label": "Location",
"inventory-label": "Inventory",
"abbreviation-legality-class-label": "LC",
"legality-class-tooltip": "\n\t\t\t\t\t\t\t\tLegality Class B267.\n\t\t\t\t\t\t\t",
@@ -505,6 +507,7 @@
"class-label": "Class",
"spell-class-tooltip": "\n\t\t\t\t\t\t\t\t\t\tSpell class; Area, Blocking, Information, Melee, \n\t\t\t\t\t\t\t\t\t\tMissile, Regular, Regular (Jet), Resisted, Special\n\t\t\t\t\t\t\t\t\t",
"colleges-label": "College(s):",
+ "colleges-secondary-label": "Secondary College:",
"show-spell-modifier-notes-label": "Show Spell Modifier notes (see actual spell description)",
"latest-changes-updated-label": "Latest Changes: Updated",
"critical-roll-options-label": "Critical Roll Options",
@@ -547,6 +550,7 @@
"spell-options-label": "Spell Options (See B238, M10)",
"spell-options-table": "\n\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\tPenalty for each spell ON: \n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\tPenalty for each spell Concentrated On: \n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t
\n\t\t\t\t\t",
"abbreviation-show-rules-as-written-notes-label": "Show RAW Notes",
+ "abbreviation-show-rules-as-written-spell-notes-label": "Show Spell RAW Notes",
"abbreviation-show-rules-as-written-notes-tooltip": "\n\t\t\t\t\t\t\t\tShow Rules as Written Success/Fail notes\n\t\t\t\t\t\t\t",
"damage-dice-icon": "Damage Dice Icon",
"use-malfunction-label": "Use Malfunction",
@@ -588,5 +592,9 @@
"recoil-label": "Recoil",
"abbreviation-malfunction-label": "Malf",
"resisted-by-label": "Resisted by",
- "base-label": "BASE"
+ "base-label": "BASE",
+ "ranged-critical-miss-by-10-description": "Critical miss by 10 or more doesn't apply to ranged weapons. See B382",
+ "rolltemplate-malfunction-label": "Malfunction!",
+ "rolltemplate-verify-malfunction-description": "Verify! roll 3d6 again to verify the results. See HT79. ",
+ "rolltemplate-malfunction-description": "For effect, Roll 3d6 and see table on B407 or use custom table. \nNOTE: Malfunction has priority over a critical miss: if both would occur, only the malfunction takes place. Critical Misses, Basic Set, page 382."
}
diff --git a/GURPS/translations/ja.json b/GURPS/translations/ja.json
index ed227d4b22..3b043d4e25 100644
--- a/GURPS/translations/ja.json
+++ b/GURPS/translations/ja.json
@@ -267,6 +267,7 @@
"abbreviation-booke-reference-label": "Ref",
"book-reference-tooltip": "\n\t\t\t\t\t\t\t\tReference to book and page numbers. \n\t\t\t\t\t\t\t\tExamples: \n\t\t\t\t\t\t\t\tB238 = GURPS Basic, Page 238 \n\t\t\t\t\t\t\t\tPU2:126 = Power-Ups 2. Page 126 \n\t\t\t\t\t\t\t",
"show-notes-below-label": "Show notes below in roll template",
+ "show-skill-mod-notes-below-label": "Show Skill Modifier notes (refer to the actual skill description)",
"abbreviation-self-control-number-label": "SCN",
"self-control-number-tooltip": "\nSelf-control Number OR \nFrequency of Appearance \t\t\t\t\t\t\t\n
\n\t\n\t\t
15 or less
\n\t\t
12 or less
\n\t\t
9 or less
\n\t\t
6 or less
\n\t\n
\n\t\t\t\t\t\t\t",
"disadvantages-label": "Disadvantages",
@@ -466,6 +467,7 @@
"shotgun-damage-resistance-multiplier-tooltip": "Damage Resistance Multiplier.",
"shotgun-notes-description": "\nEnter the stats of the shotgun, be sure to use half-damage range. The tool will calculate how \nclose you need to be with the shotgun, the RoF, close range damage, and DR multiplier.\nFor more information, see B409.\n\t\t\t\t\t\t",
"quick-inventory-label": "Quick Inventory",
+ "location-label": "Location",
"inventory-label": "Inventory",
"abbreviation-legality-class-label": "LC",
"legality-class-tooltip": "\n\t\t\t\t\t\t\t\tLegality Class B267.\n\t\t\t\t\t\t\t",
@@ -505,6 +507,7 @@
"class-label": "Class",
"spell-class-tooltip": "\n\t\t\t\t\t\t\t\t\t\tSpell class; Area, Blocking, Information, Melee, \n\t\t\t\t\t\t\t\t\t\tMissile, Regular, Regular (Jet), Resisted, Special\n\t\t\t\t\t\t\t\t\t",
"colleges-label": "College(s):",
+ "colleges-secondary-label": "Secondary College:",
"show-spell-modifier-notes-label": "Show Spell Modifier notes (see actual spell description)",
"latest-changes-updated-label": "Latest Changes: Updated",
"critical-roll-options-label": "Critical Roll Options",
@@ -547,6 +550,7 @@
"spell-options-label": "Spell Options (See B238, M10)",
"spell-options-table": "\n\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\tPenalty for each spell ON: \n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\tPenalty for each spell Concentrated On: \n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t
\n\t\t\t\t\t",
"abbreviation-show-rules-as-written-notes-label": "Show RAW Notes",
+ "abbreviation-show-rules-as-written-spell-notes-label": "Show Spell RAW Notes",
"abbreviation-show-rules-as-written-notes-tooltip": "\n\t\t\t\t\t\t\t\tShow Rules as Written Success/Fail notes\n\t\t\t\t\t\t\t",
"damage-dice-icon": "Damage Dice Icon",
"use-malfunction-label": "Use Malfunction",
@@ -588,5 +592,9 @@
"recoil-label": "Recoil",
"abbreviation-malfunction-label": "Malf",
"resisted-by-label": "Resisted by",
- "base-label": "BASE"
+ "base-label": "BASE",
+ "ranged-critical-miss-by-10-description": "Critical miss by 10 or more doesn't apply to ranged weapons. See B382",
+ "rolltemplate-malfunction-label": "Malfunction!",
+ "rolltemplate-verify-malfunction-description": "Verify! roll 3d6 again to verify the results. See HT79. ",
+ "rolltemplate-malfunction-description": "For effect, Roll 3d6 and see table on B407 or use custom table. \nNOTE: Malfunction has priority over a critical miss: if both would occur, only the malfunction takes place. Critical Misses, Basic Set, page 382."
}
diff --git a/GURPS/translations/ko.json b/GURPS/translations/ko.json
index ed227d4b22..3b043d4e25 100644
--- a/GURPS/translations/ko.json
+++ b/GURPS/translations/ko.json
@@ -267,6 +267,7 @@
"abbreviation-booke-reference-label": "Ref",
"book-reference-tooltip": "\n\t\t\t\t\t\t\t\tReference to book and page numbers. \n\t\t\t\t\t\t\t\tExamples: \n\t\t\t\t\t\t\t\tB238 = GURPS Basic, Page 238 \n\t\t\t\t\t\t\t\tPU2:126 = Power-Ups 2. Page 126 \n\t\t\t\t\t\t\t",
"show-notes-below-label": "Show notes below in roll template",
+ "show-skill-mod-notes-below-label": "Show Skill Modifier notes (refer to the actual skill description)",
"abbreviation-self-control-number-label": "SCN",
"self-control-number-tooltip": "\nSelf-control Number OR \nFrequency of Appearance \t\t\t\t\t\t\t\n
\n\t\n\t\t
15 or less
\n\t\t
12 or less
\n\t\t
9 or less
\n\t\t
6 or less
\n\t\n
\n\t\t\t\t\t\t\t",
"disadvantages-label": "Disadvantages",
@@ -466,6 +467,7 @@
"shotgun-damage-resistance-multiplier-tooltip": "Damage Resistance Multiplier.",
"shotgun-notes-description": "\nEnter the stats of the shotgun, be sure to use half-damage range. The tool will calculate how \nclose you need to be with the shotgun, the RoF, close range damage, and DR multiplier.\nFor more information, see B409.\n\t\t\t\t\t\t",
"quick-inventory-label": "Quick Inventory",
+ "location-label": "Location",
"inventory-label": "Inventory",
"abbreviation-legality-class-label": "LC",
"legality-class-tooltip": "\n\t\t\t\t\t\t\t\tLegality Class B267.\n\t\t\t\t\t\t\t",
@@ -505,6 +507,7 @@
"class-label": "Class",
"spell-class-tooltip": "\n\t\t\t\t\t\t\t\t\t\tSpell class; Area, Blocking, Information, Melee, \n\t\t\t\t\t\t\t\t\t\tMissile, Regular, Regular (Jet), Resisted, Special\n\t\t\t\t\t\t\t\t\t",
"colleges-label": "College(s):",
+ "colleges-secondary-label": "Secondary College:",
"show-spell-modifier-notes-label": "Show Spell Modifier notes (see actual spell description)",
"latest-changes-updated-label": "Latest Changes: Updated",
"critical-roll-options-label": "Critical Roll Options",
@@ -547,6 +550,7 @@
"spell-options-label": "Spell Options (See B238, M10)",
"spell-options-table": "\n\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\tPenalty for each spell ON: \n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\tPenalty for each spell Concentrated On: \n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t
\n\t\t\t\t\t",
"abbreviation-show-rules-as-written-notes-label": "Show RAW Notes",
+ "abbreviation-show-rules-as-written-spell-notes-label": "Show Spell RAW Notes",
"abbreviation-show-rules-as-written-notes-tooltip": "\n\t\t\t\t\t\t\t\tShow Rules as Written Success/Fail notes\n\t\t\t\t\t\t\t",
"damage-dice-icon": "Damage Dice Icon",
"use-malfunction-label": "Use Malfunction",
@@ -588,5 +592,9 @@
"recoil-label": "Recoil",
"abbreviation-malfunction-label": "Malf",
"resisted-by-label": "Resisted by",
- "base-label": "BASE"
+ "base-label": "BASE",
+ "ranged-critical-miss-by-10-description": "Critical miss by 10 or more doesn't apply to ranged weapons. See B382",
+ "rolltemplate-malfunction-label": "Malfunction!",
+ "rolltemplate-verify-malfunction-description": "Verify! roll 3d6 again to verify the results. See HT79. ",
+ "rolltemplate-malfunction-description": "For effect, Roll 3d6 and see table on B407 or use custom table. \nNOTE: Malfunction has priority over a critical miss: if both would occur, only the malfunction takes place. Critical Misses, Basic Set, page 382."
}
diff --git a/GURPS/translations/nl.json b/GURPS/translations/nl.json
index ed227d4b22..3b043d4e25 100644
--- a/GURPS/translations/nl.json
+++ b/GURPS/translations/nl.json
@@ -267,6 +267,7 @@
"abbreviation-booke-reference-label": "Ref",
"book-reference-tooltip": "\n\t\t\t\t\t\t\t\tReference to book and page numbers. \n\t\t\t\t\t\t\t\tExamples: \n\t\t\t\t\t\t\t\tB238 = GURPS Basic, Page 238 \n\t\t\t\t\t\t\t\tPU2:126 = Power-Ups 2. Page 126 \n\t\t\t\t\t\t\t",
"show-notes-below-label": "Show notes below in roll template",
+ "show-skill-mod-notes-below-label": "Show Skill Modifier notes (refer to the actual skill description)",
"abbreviation-self-control-number-label": "SCN",
"self-control-number-tooltip": "\nSelf-control Number OR \nFrequency of Appearance \t\t\t\t\t\t\t\n
\n\t\n\t\t
15 or less
\n\t\t
12 or less
\n\t\t
9 or less
\n\t\t
6 or less
\n\t\n
\n\t\t\t\t\t\t\t",
"disadvantages-label": "Disadvantages",
@@ -466,6 +467,7 @@
"shotgun-damage-resistance-multiplier-tooltip": "Damage Resistance Multiplier.",
"shotgun-notes-description": "\nEnter the stats of the shotgun, be sure to use half-damage range. The tool will calculate how \nclose you need to be with the shotgun, the RoF, close range damage, and DR multiplier.\nFor more information, see B409.\n\t\t\t\t\t\t",
"quick-inventory-label": "Quick Inventory",
+ "location-label": "Location",
"inventory-label": "Inventory",
"abbreviation-legality-class-label": "LC",
"legality-class-tooltip": "\n\t\t\t\t\t\t\t\tLegality Class B267.\n\t\t\t\t\t\t\t",
@@ -505,6 +507,7 @@
"class-label": "Class",
"spell-class-tooltip": "\n\t\t\t\t\t\t\t\t\t\tSpell class; Area, Blocking, Information, Melee, \n\t\t\t\t\t\t\t\t\t\tMissile, Regular, Regular (Jet), Resisted, Special\n\t\t\t\t\t\t\t\t\t",
"colleges-label": "College(s):",
+ "colleges-secondary-label": "Secondary College:",
"show-spell-modifier-notes-label": "Show Spell Modifier notes (see actual spell description)",
"latest-changes-updated-label": "Latest Changes: Updated",
"critical-roll-options-label": "Critical Roll Options",
@@ -547,6 +550,7 @@
"spell-options-label": "Spell Options (See B238, M10)",
"spell-options-table": "\n\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\tPenalty for each spell ON: \n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\tPenalty for each spell Concentrated On: \n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t
\n\t\t\t\t\t",
"abbreviation-show-rules-as-written-notes-label": "Show RAW Notes",
+ "abbreviation-show-rules-as-written-spell-notes-label": "Show Spell RAW Notes",
"abbreviation-show-rules-as-written-notes-tooltip": "\n\t\t\t\t\t\t\t\tShow Rules as Written Success/Fail notes\n\t\t\t\t\t\t\t",
"damage-dice-icon": "Damage Dice Icon",
"use-malfunction-label": "Use Malfunction",
@@ -588,5 +592,9 @@
"recoil-label": "Recoil",
"abbreviation-malfunction-label": "Malf",
"resisted-by-label": "Resisted by",
- "base-label": "BASE"
+ "base-label": "BASE",
+ "ranged-critical-miss-by-10-description": "Critical miss by 10 or more doesn't apply to ranged weapons. See B382",
+ "rolltemplate-malfunction-label": "Malfunction!",
+ "rolltemplate-verify-malfunction-description": "Verify! roll 3d6 again to verify the results. See HT79. ",
+ "rolltemplate-malfunction-description": "For effect, Roll 3d6 and see table on B407 or use custom table. \nNOTE: Malfunction has priority over a critical miss: if both would occur, only the malfunction takes place. Critical Misses, Basic Set, page 382."
}
diff --git a/GURPS/translations/pl.json b/GURPS/translations/pl.json
index ed227d4b22..3b043d4e25 100644
--- a/GURPS/translations/pl.json
+++ b/GURPS/translations/pl.json
@@ -267,6 +267,7 @@
"abbreviation-booke-reference-label": "Ref",
"book-reference-tooltip": "\n\t\t\t\t\t\t\t\tReference to book and page numbers. \n\t\t\t\t\t\t\t\tExamples: \n\t\t\t\t\t\t\t\tB238 = GURPS Basic, Page 238 \n\t\t\t\t\t\t\t\tPU2:126 = Power-Ups 2. Page 126 \n\t\t\t\t\t\t\t",
"show-notes-below-label": "Show notes below in roll template",
+ "show-skill-mod-notes-below-label": "Show Skill Modifier notes (refer to the actual skill description)",
"abbreviation-self-control-number-label": "SCN",
"self-control-number-tooltip": "\nSelf-control Number OR \nFrequency of Appearance \t\t\t\t\t\t\t\n
\n\t\n\t\t
15 or less
\n\t\t
12 or less
\n\t\t
9 or less
\n\t\t
6 or less
\n\t\n
\n\t\t\t\t\t\t\t",
"disadvantages-label": "Disadvantages",
@@ -466,6 +467,7 @@
"shotgun-damage-resistance-multiplier-tooltip": "Damage Resistance Multiplier.",
"shotgun-notes-description": "\nEnter the stats of the shotgun, be sure to use half-damage range. The tool will calculate how \nclose you need to be with the shotgun, the RoF, close range damage, and DR multiplier.\nFor more information, see B409.\n\t\t\t\t\t\t",
"quick-inventory-label": "Quick Inventory",
+ "location-label": "Location",
"inventory-label": "Inventory",
"abbreviation-legality-class-label": "LC",
"legality-class-tooltip": "\n\t\t\t\t\t\t\t\tLegality Class B267.\n\t\t\t\t\t\t\t",
@@ -505,6 +507,7 @@
"class-label": "Class",
"spell-class-tooltip": "\n\t\t\t\t\t\t\t\t\t\tSpell class; Area, Blocking, Information, Melee, \n\t\t\t\t\t\t\t\t\t\tMissile, Regular, Regular (Jet), Resisted, Special\n\t\t\t\t\t\t\t\t\t",
"colleges-label": "College(s):",
+ "colleges-secondary-label": "Secondary College:",
"show-spell-modifier-notes-label": "Show Spell Modifier notes (see actual spell description)",
"latest-changes-updated-label": "Latest Changes: Updated",
"critical-roll-options-label": "Critical Roll Options",
@@ -547,6 +550,7 @@
"spell-options-label": "Spell Options (See B238, M10)",
"spell-options-table": "\n\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\tPenalty for each spell ON: \n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\tPenalty for each spell Concentrated On: \n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t
\n\t\t\t\t\t",
"abbreviation-show-rules-as-written-notes-label": "Show RAW Notes",
+ "abbreviation-show-rules-as-written-spell-notes-label": "Show Spell RAW Notes",
"abbreviation-show-rules-as-written-notes-tooltip": "\n\t\t\t\t\t\t\t\tShow Rules as Written Success/Fail notes\n\t\t\t\t\t\t\t",
"damage-dice-icon": "Damage Dice Icon",
"use-malfunction-label": "Use Malfunction",
@@ -588,5 +592,9 @@
"recoil-label": "Recoil",
"abbreviation-malfunction-label": "Malf",
"resisted-by-label": "Resisted by",
- "base-label": "BASE"
+ "base-label": "BASE",
+ "ranged-critical-miss-by-10-description": "Critical miss by 10 or more doesn't apply to ranged weapons. See B382",
+ "rolltemplate-malfunction-label": "Malfunction!",
+ "rolltemplate-verify-malfunction-description": "Verify! roll 3d6 again to verify the results. See HT79. ",
+ "rolltemplate-malfunction-description": "For effect, Roll 3d6 and see table on B407 or use custom table. \nNOTE: Malfunction has priority over a critical miss: if both would occur, only the malfunction takes place. Critical Misses, Basic Set, page 382."
}
diff --git a/GURPS/translations/pt.json b/GURPS/translations/pt.json
index ed227d4b22..3b043d4e25 100644
--- a/GURPS/translations/pt.json
+++ b/GURPS/translations/pt.json
@@ -267,6 +267,7 @@
"abbreviation-booke-reference-label": "Ref",
"book-reference-tooltip": "\n\t\t\t\t\t\t\t\tReference to book and page numbers. \n\t\t\t\t\t\t\t\tExamples: \n\t\t\t\t\t\t\t\tB238 = GURPS Basic, Page 238 \n\t\t\t\t\t\t\t\tPU2:126 = Power-Ups 2. Page 126 \n\t\t\t\t\t\t\t",
"show-notes-below-label": "Show notes below in roll template",
+ "show-skill-mod-notes-below-label": "Show Skill Modifier notes (refer to the actual skill description)",
"abbreviation-self-control-number-label": "SCN",
"self-control-number-tooltip": "\nSelf-control Number OR \nFrequency of Appearance \t\t\t\t\t\t\t\n
\n\t\n\t\t
15 or less
\n\t\t
12 or less
\n\t\t
9 or less
\n\t\t
6 or less
\n\t\n
\n\t\t\t\t\t\t\t",
"disadvantages-label": "Disadvantages",
@@ -466,6 +467,7 @@
"shotgun-damage-resistance-multiplier-tooltip": "Damage Resistance Multiplier.",
"shotgun-notes-description": "\nEnter the stats of the shotgun, be sure to use half-damage range. The tool will calculate how \nclose you need to be with the shotgun, the RoF, close range damage, and DR multiplier.\nFor more information, see B409.\n\t\t\t\t\t\t",
"quick-inventory-label": "Quick Inventory",
+ "location-label": "Location",
"inventory-label": "Inventory",
"abbreviation-legality-class-label": "LC",
"legality-class-tooltip": "\n\t\t\t\t\t\t\t\tLegality Class B267.\n\t\t\t\t\t\t\t",
@@ -505,6 +507,7 @@
"class-label": "Class",
"spell-class-tooltip": "\n\t\t\t\t\t\t\t\t\t\tSpell class; Area, Blocking, Information, Melee, \n\t\t\t\t\t\t\t\t\t\tMissile, Regular, Regular (Jet), Resisted, Special\n\t\t\t\t\t\t\t\t\t",
"colleges-label": "College(s):",
+ "colleges-secondary-label": "Secondary College:",
"show-spell-modifier-notes-label": "Show Spell Modifier notes (see actual spell description)",
"latest-changes-updated-label": "Latest Changes: Updated",
"critical-roll-options-label": "Critical Roll Options",
@@ -547,6 +550,7 @@
"spell-options-label": "Spell Options (See B238, M10)",
"spell-options-table": "\n\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\tPenalty for each spell ON: \n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\tPenalty for each spell Concentrated On: \n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t
\n\t\t\t\t\t",
"abbreviation-show-rules-as-written-notes-label": "Show RAW Notes",
+ "abbreviation-show-rules-as-written-spell-notes-label": "Show Spell RAW Notes",
"abbreviation-show-rules-as-written-notes-tooltip": "\n\t\t\t\t\t\t\t\tShow Rules as Written Success/Fail notes\n\t\t\t\t\t\t\t",
"damage-dice-icon": "Damage Dice Icon",
"use-malfunction-label": "Use Malfunction",
@@ -588,5 +592,9 @@
"recoil-label": "Recoil",
"abbreviation-malfunction-label": "Malf",
"resisted-by-label": "Resisted by",
- "base-label": "BASE"
+ "base-label": "BASE",
+ "ranged-critical-miss-by-10-description": "Critical miss by 10 or more doesn't apply to ranged weapons. See B382",
+ "rolltemplate-malfunction-label": "Malfunction!",
+ "rolltemplate-verify-malfunction-description": "Verify! roll 3d6 again to verify the results. See HT79. ",
+ "rolltemplate-malfunction-description": "For effect, Roll 3d6 and see table on B407 or use custom table. \nNOTE: Malfunction has priority over a critical miss: if both would occur, only the malfunction takes place. Critical Misses, Basic Set, page 382."
}
diff --git a/GURPS/translations/ru.json b/GURPS/translations/ru.json
index ed227d4b22..3b043d4e25 100644
--- a/GURPS/translations/ru.json
+++ b/GURPS/translations/ru.json
@@ -267,6 +267,7 @@
"abbreviation-booke-reference-label": "Ref",
"book-reference-tooltip": "\n\t\t\t\t\t\t\t\tReference to book and page numbers. \n\t\t\t\t\t\t\t\tExamples: \n\t\t\t\t\t\t\t\tB238 = GURPS Basic, Page 238 \n\t\t\t\t\t\t\t\tPU2:126 = Power-Ups 2. Page 126 \n\t\t\t\t\t\t\t",
"show-notes-below-label": "Show notes below in roll template",
+ "show-skill-mod-notes-below-label": "Show Skill Modifier notes (refer to the actual skill description)",
"abbreviation-self-control-number-label": "SCN",
"self-control-number-tooltip": "\nSelf-control Number OR \nFrequency of Appearance \t\t\t\t\t\t\t\n
\n\t\n\t\t
15 or less
\n\t\t
12 or less
\n\t\t
9 or less
\n\t\t
6 or less
\n\t\n
\n\t\t\t\t\t\t\t",
"disadvantages-label": "Disadvantages",
@@ -466,6 +467,7 @@
"shotgun-damage-resistance-multiplier-tooltip": "Damage Resistance Multiplier.",
"shotgun-notes-description": "\nEnter the stats of the shotgun, be sure to use half-damage range. The tool will calculate how \nclose you need to be with the shotgun, the RoF, close range damage, and DR multiplier.\nFor more information, see B409.\n\t\t\t\t\t\t",
"quick-inventory-label": "Quick Inventory",
+ "location-label": "Location",
"inventory-label": "Inventory",
"abbreviation-legality-class-label": "LC",
"legality-class-tooltip": "\n\t\t\t\t\t\t\t\tLegality Class B267.\n\t\t\t\t\t\t\t",
@@ -505,6 +507,7 @@
"class-label": "Class",
"spell-class-tooltip": "\n\t\t\t\t\t\t\t\t\t\tSpell class; Area, Blocking, Information, Melee, \n\t\t\t\t\t\t\t\t\t\tMissile, Regular, Regular (Jet), Resisted, Special\n\t\t\t\t\t\t\t\t\t",
"colleges-label": "College(s):",
+ "colleges-secondary-label": "Secondary College:",
"show-spell-modifier-notes-label": "Show Spell Modifier notes (see actual spell description)",
"latest-changes-updated-label": "Latest Changes: Updated",
"critical-roll-options-label": "Critical Roll Options",
@@ -547,6 +550,7 @@
"spell-options-label": "Spell Options (See B238, M10)",
"spell-options-table": "\n\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\tPenalty for each spell ON: \n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\tPenalty for each spell Concentrated On: \n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t
\n\t\t\t\t\t",
"abbreviation-show-rules-as-written-notes-label": "Show RAW Notes",
+ "abbreviation-show-rules-as-written-spell-notes-label": "Show Spell RAW Notes",
"abbreviation-show-rules-as-written-notes-tooltip": "\n\t\t\t\t\t\t\t\tShow Rules as Written Success/Fail notes\n\t\t\t\t\t\t\t",
"damage-dice-icon": "Damage Dice Icon",
"use-malfunction-label": "Use Malfunction",
@@ -588,5 +592,9 @@
"recoil-label": "Recoil",
"abbreviation-malfunction-label": "Malf",
"resisted-by-label": "Resisted by",
- "base-label": "BASE"
+ "base-label": "BASE",
+ "ranged-critical-miss-by-10-description": "Critical miss by 10 or more doesn't apply to ranged weapons. See B382",
+ "rolltemplate-malfunction-label": "Malfunction!",
+ "rolltemplate-verify-malfunction-description": "Verify! roll 3d6 again to verify the results. See HT79. ",
+ "rolltemplate-malfunction-description": "For effect, Roll 3d6 and see table on B407 or use custom table. \nNOTE: Malfunction has priority over a critical miss: if both would occur, only the malfunction takes place. Critical Misses, Basic Set, page 382."
}
diff --git a/GURPS/translations/sv.json b/GURPS/translations/sv.json
index ed227d4b22..3b043d4e25 100644
--- a/GURPS/translations/sv.json
+++ b/GURPS/translations/sv.json
@@ -267,6 +267,7 @@
"abbreviation-booke-reference-label": "Ref",
"book-reference-tooltip": "\n\t\t\t\t\t\t\t\tReference to book and page numbers. \n\t\t\t\t\t\t\t\tExamples: \n\t\t\t\t\t\t\t\tB238 = GURPS Basic, Page 238 \n\t\t\t\t\t\t\t\tPU2:126 = Power-Ups 2. Page 126 \n\t\t\t\t\t\t\t",
"show-notes-below-label": "Show notes below in roll template",
+ "show-skill-mod-notes-below-label": "Show Skill Modifier notes (refer to the actual skill description)",
"abbreviation-self-control-number-label": "SCN",
"self-control-number-tooltip": "\nSelf-control Number OR \nFrequency of Appearance \t\t\t\t\t\t\t\n
\n\t\n\t\t
15 or less
\n\t\t
12 or less
\n\t\t
9 or less
\n\t\t
6 or less
\n\t\n
\n\t\t\t\t\t\t\t",
"disadvantages-label": "Disadvantages",
@@ -466,6 +467,7 @@
"shotgun-damage-resistance-multiplier-tooltip": "Damage Resistance Multiplier.",
"shotgun-notes-description": "\nEnter the stats of the shotgun, be sure to use half-damage range. The tool will calculate how \nclose you need to be with the shotgun, the RoF, close range damage, and DR multiplier.\nFor more information, see B409.\n\t\t\t\t\t\t",
"quick-inventory-label": "Quick Inventory",
+ "location-label": "Location",
"inventory-label": "Inventory",
"abbreviation-legality-class-label": "LC",
"legality-class-tooltip": "\n\t\t\t\t\t\t\t\tLegality Class B267.\n\t\t\t\t\t\t\t",
@@ -505,6 +507,7 @@
"class-label": "Class",
"spell-class-tooltip": "\n\t\t\t\t\t\t\t\t\t\tSpell class; Area, Blocking, Information, Melee, \n\t\t\t\t\t\t\t\t\t\tMissile, Regular, Regular (Jet), Resisted, Special\n\t\t\t\t\t\t\t\t\t",
"colleges-label": "College(s):",
+ "colleges-secondary-label": "Secondary College:",
"show-spell-modifier-notes-label": "Show Spell Modifier notes (see actual spell description)",
"latest-changes-updated-label": "Latest Changes: Updated",
"critical-roll-options-label": "Critical Roll Options",
@@ -547,6 +550,7 @@
"spell-options-label": "Spell Options (See B238, M10)",
"spell-options-table": "\n\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\tPenalty for each spell ON: \n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\tPenalty for each spell Concentrated On: \n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t
\n\t\t\t\t\t",
"abbreviation-show-rules-as-written-notes-label": "Show RAW Notes",
+ "abbreviation-show-rules-as-written-spell-notes-label": "Show Spell RAW Notes",
"abbreviation-show-rules-as-written-notes-tooltip": "\n\t\t\t\t\t\t\t\tShow Rules as Written Success/Fail notes\n\t\t\t\t\t\t\t",
"damage-dice-icon": "Damage Dice Icon",
"use-malfunction-label": "Use Malfunction",
@@ -588,5 +592,9 @@
"recoil-label": "Recoil",
"abbreviation-malfunction-label": "Malf",
"resisted-by-label": "Resisted by",
- "base-label": "BASE"
+ "base-label": "BASE",
+ "ranged-critical-miss-by-10-description": "Critical miss by 10 or more doesn't apply to ranged weapons. See B382",
+ "rolltemplate-malfunction-label": "Malfunction!",
+ "rolltemplate-verify-malfunction-description": "Verify! roll 3d6 again to verify the results. See HT79. ",
+ "rolltemplate-malfunction-description": "For effect, Roll 3d6 and see table on B407 or use custom table. \nNOTE: Malfunction has priority over a critical miss: if both would occur, only the malfunction takes place. Critical Misses, Basic Set, page 382."
}
diff --git a/GURPS/translations/tr.json b/GURPS/translations/tr.json
index ed227d4b22..3b043d4e25 100644
--- a/GURPS/translations/tr.json
+++ b/GURPS/translations/tr.json
@@ -267,6 +267,7 @@
"abbreviation-booke-reference-label": "Ref",
"book-reference-tooltip": "\n\t\t\t\t\t\t\t\tReference to book and page numbers. \n\t\t\t\t\t\t\t\tExamples: \n\t\t\t\t\t\t\t\tB238 = GURPS Basic, Page 238 \n\t\t\t\t\t\t\t\tPU2:126 = Power-Ups 2. Page 126 \n\t\t\t\t\t\t\t",
"show-notes-below-label": "Show notes below in roll template",
+ "show-skill-mod-notes-below-label": "Show Skill Modifier notes (refer to the actual skill description)",
"abbreviation-self-control-number-label": "SCN",
"self-control-number-tooltip": "\nSelf-control Number OR \nFrequency of Appearance \t\t\t\t\t\t\t\n
\n\t\n\t\t
15 or less
\n\t\t
12 or less
\n\t\t
9 or less
\n\t\t
6 or less
\n\t\n
\n\t\t\t\t\t\t\t",
"disadvantages-label": "Disadvantages",
@@ -466,6 +467,7 @@
"shotgun-damage-resistance-multiplier-tooltip": "Damage Resistance Multiplier.",
"shotgun-notes-description": "\nEnter the stats of the shotgun, be sure to use half-damage range. The tool will calculate how \nclose you need to be with the shotgun, the RoF, close range damage, and DR multiplier.\nFor more information, see B409.\n\t\t\t\t\t\t",
"quick-inventory-label": "Quick Inventory",
+ "location-label": "Location",
"inventory-label": "Inventory",
"abbreviation-legality-class-label": "LC",
"legality-class-tooltip": "\n\t\t\t\t\t\t\t\tLegality Class B267.\n\t\t\t\t\t\t\t",
@@ -505,6 +507,7 @@
"class-label": "Class",
"spell-class-tooltip": "\n\t\t\t\t\t\t\t\t\t\tSpell class; Area, Blocking, Information, Melee, \n\t\t\t\t\t\t\t\t\t\tMissile, Regular, Regular (Jet), Resisted, Special\n\t\t\t\t\t\t\t\t\t",
"colleges-label": "College(s):",
+ "colleges-secondary-label": "Secondary College:",
"show-spell-modifier-notes-label": "Show Spell Modifier notes (see actual spell description)",
"latest-changes-updated-label": "Latest Changes: Updated",
"critical-roll-options-label": "Critical Roll Options",
@@ -547,6 +550,7 @@
"spell-options-label": "Spell Options (See B238, M10)",
"spell-options-table": "\n\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\tPenalty for each spell ON: \n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\tPenalty for each spell Concentrated On: \n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t
\n\t\t\t\t\t",
"abbreviation-show-rules-as-written-notes-label": "Show RAW Notes",
+ "abbreviation-show-rules-as-written-spell-notes-label": "Show Spell RAW Notes",
"abbreviation-show-rules-as-written-notes-tooltip": "\n\t\t\t\t\t\t\t\tShow Rules as Written Success/Fail notes\n\t\t\t\t\t\t\t",
"damage-dice-icon": "Damage Dice Icon",
"use-malfunction-label": "Use Malfunction",
@@ -588,5 +592,9 @@
"recoil-label": "Recoil",
"abbreviation-malfunction-label": "Malf",
"resisted-by-label": "Resisted by",
- "base-label": "BASE"
+ "base-label": "BASE",
+ "ranged-critical-miss-by-10-description": "Critical miss by 10 or more doesn't apply to ranged weapons. See B382",
+ "rolltemplate-malfunction-label": "Malfunction!",
+ "rolltemplate-verify-malfunction-description": "Verify! roll 3d6 again to verify the results. See HT79. ",
+ "rolltemplate-malfunction-description": "For effect, Roll 3d6 and see table on B407 or use custom table. \nNOTE: Malfunction has priority over a critical miss: if both would occur, only the malfunction takes place. Critical Misses, Basic Set, page 382."
}
diff --git a/GURPS/translations/zh.json b/GURPS/translations/zh.json
index ed227d4b22..3b043d4e25 100644
--- a/GURPS/translations/zh.json
+++ b/GURPS/translations/zh.json
@@ -267,6 +267,7 @@
"abbreviation-booke-reference-label": "Ref",
"book-reference-tooltip": "\n\t\t\t\t\t\t\t\tReference to book and page numbers. \n\t\t\t\t\t\t\t\tExamples: \n\t\t\t\t\t\t\t\tB238 = GURPS Basic, Page 238 \n\t\t\t\t\t\t\t\tPU2:126 = Power-Ups 2. Page 126 \n\t\t\t\t\t\t\t",
"show-notes-below-label": "Show notes below in roll template",
+ "show-skill-mod-notes-below-label": "Show Skill Modifier notes (refer to the actual skill description)",
"abbreviation-self-control-number-label": "SCN",
"self-control-number-tooltip": "\nSelf-control Number OR \nFrequency of Appearance \t\t\t\t\t\t\t\n
\n\t\n\t\t
15 or less
\n\t\t
12 or less
\n\t\t
9 or less
\n\t\t
6 or less
\n\t\n
\n\t\t\t\t\t\t\t",
"disadvantages-label": "Disadvantages",
@@ -466,6 +467,7 @@
"shotgun-damage-resistance-multiplier-tooltip": "Damage Resistance Multiplier.",
"shotgun-notes-description": "\nEnter the stats of the shotgun, be sure to use half-damage range. The tool will calculate how \nclose you need to be with the shotgun, the RoF, close range damage, and DR multiplier.\nFor more information, see B409.\n\t\t\t\t\t\t",
"quick-inventory-label": "Quick Inventory",
+ "location-label": "Location",
"inventory-label": "Inventory",
"abbreviation-legality-class-label": "LC",
"legality-class-tooltip": "\n\t\t\t\t\t\t\t\tLegality Class B267.\n\t\t\t\t\t\t\t",
@@ -505,6 +507,7 @@
"class-label": "Class",
"spell-class-tooltip": "\n\t\t\t\t\t\t\t\t\t\tSpell class; Area, Blocking, Information, Melee, \n\t\t\t\t\t\t\t\t\t\tMissile, Regular, Regular (Jet), Resisted, Special\n\t\t\t\t\t\t\t\t\t",
"colleges-label": "College(s):",
+ "colleges-secondary-label": "Secondary College:",
"show-spell-modifier-notes-label": "Show Spell Modifier notes (see actual spell description)",
"latest-changes-updated-label": "Latest Changes: Updated",
"critical-roll-options-label": "Critical Roll Options",
@@ -547,6 +550,7 @@
"spell-options-label": "Spell Options (See B238, M10)",
"spell-options-table": "\n\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\tPenalty for each spell ON: \n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\tPenalty for each spell Concentrated On: \n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t
\n\t\t\t\t\t",
"abbreviation-show-rules-as-written-notes-label": "Show RAW Notes",
+ "abbreviation-show-rules-as-written-spell-notes-label": "Show Spell RAW Notes",
"abbreviation-show-rules-as-written-notes-tooltip": "\n\t\t\t\t\t\t\t\tShow Rules as Written Success/Fail notes\n\t\t\t\t\t\t\t",
"damage-dice-icon": "Damage Dice Icon",
"use-malfunction-label": "Use Malfunction",
@@ -588,5 +592,9 @@
"recoil-label": "Recoil",
"abbreviation-malfunction-label": "Malf",
"resisted-by-label": "Resisted by",
- "base-label": "BASE"
+ "base-label": "BASE",
+ "ranged-critical-miss-by-10-description": "Critical miss by 10 or more doesn't apply to ranged weapons. See B382",
+ "rolltemplate-malfunction-label": "Malfunction!",
+ "rolltemplate-verify-malfunction-description": "Verify! roll 3d6 again to verify the results. See HT79. ",
+ "rolltemplate-malfunction-description": "For effect, Roll 3d6 and see table on B407 or use custom table. \nNOTE: Malfunction has priority over a critical miss: if both would occur, only the malfunction takes place. Critical Misses, Basic Set, page 382."
}
diff --git a/GURPS/translations/zu.json b/GURPS/translations/zu.json
index ed227d4b22..1e6369e038 100644
--- a/GURPS/translations/zu.json
+++ b/GURPS/translations/zu.json
@@ -1,592 +1,600 @@
{
- "sheet-roll-modifier-option": "Roll Modifier Option",
- "sheet-roll-modifier-option-desc": "Select the modifier option to use when clicking a dice roll icon on the character sheet.",
- "sheet-chat-roll-display-option": "Chat Roll Display",
- "sheet-chat-roll-dislpay-option-desc": "Select how rolls are display in chat window. Private Skill Levels deprecated will default to private, since it doesn't work with rolltemplates.",
- "sheet-basic-speed-button-option": "Basic Speed Button Option",
- "sheet-basic-speed-button-option-desc": "Select how the basic speed button is displayed in chat window.",
- "sheet-enter-unspent-points": "Enter unspent points",
- "sheet-enter-unspent-points-desc": "If checked, show text box for unspent points. If unchecked, unspent points is calculated from Total Points text box.",
- "sheet-use-malfunction": "Use malfunction",
- "sheet-use-malfunction-desc": "If checked, rolltable will check for malfunction.",
- "sheet-damage-dice-icon": "Damage Dice Icon",
- "sheet-damage-dice-icon-desc": "Select icon to use for damage dice.",
- "sheet-attribute-mods-option": "Attribute Modifications",
- "sheet-attribute-mods-option-desc": "Select option on how to apply modifications to attributes.",
- "sheet-critical-successes-option": "Critical Successes",
- "sheet-critical-successes-option-desc": "Select option to determine critical success on a skill roll on rolltemplates.",
- "sheet-show-damage-type-notes": "Show Damage Type Notes",
- "sheet-show-damage-type-notes-desc": "If checked, damage type notes will be added to the damage roll table.",
- "sheet-damage-type-note-spec": "Damage Type Note Special",
- "sheet-damage-type-note-spec-desc": "Enter notes for Special damage type.",
- "sheet-penalty-per-spell-on": "Penalty for each spell ON",
- "sheet-penalty-per-spell-on-desc": "Enter a negative integer for the penalty.",
- "sheet-penalty-per-spell-maintained": "Penalty for each spell MAINTAINED",
- "sheet-penalty-per-spell-maintained-desc": "Recoil for Fragmentation Damage.",
- "sheet-fragmentation-recoil": "Fragmentation Recoil",
- "sheet-point-summary-layout-option": "Point Summary Layout",
- "sheet-point-summary-layout-option-desc": "Select option on how to display the Point Summary Table.",
- "sheet-show-old-techniques": "Show Original Techniques Table",
- "sheet-show-old-techniques-desc": "If checked, original techniques table will be visible.",
- "sheet-show-new-techniques": "Show Revised Techniques Table",
- "sheet-show-new-techniques-desc": "If checked, revised techniques table will be visible.",
- "sheet-show-raw-defense=notes": "Show Active Defense Notes",
- "sheet-show-raw-defense=notes-desc": "If checked, show Rules as Written (RAW) for Active Defense success/fail notes.",
- "sheet-style-option": "Sheet Style",
- "sheet-style-desc": "Select a visual style for the character sheet.",
- "announcements": "Announcements",
- "sheet-version-title": "GURPS Character Sheet Version:",
- "hide-until-next-update": "Hide until next update",
- "view-all-updates": "View All Updates",
- "tab-general": "General",
- "tab-traits": "Traits",
- "tab-bio-misc": "Bio\\Misc",
- "tab-skills": "Skills",
- "tab-combat": "Combat",
- "tab-inventory": "Inventory",
- "tab-grimoire": "Grimoire",
- "tab-updates": "Updates",
- "attributes-label": "Attributes",
- "abbreviation-modifier-label": "Mod",
- "attributes-modifier-tooltip": "\nA modifier that will be applied to your \nattribute. All derived attributes draw their \nbase from your unmodified attributes. \nTherefore this MOD will generally only \naffect direct attribute rolls and skill rolls.\n\t\t\t\t\t\t\t",
- "abbreviation-character-points-label": "Pts",
- "abreviation-strength": "ST",
- "attributes-strength-tooltip": "\nStrength 10pts/level - Unmodified \nCost reduced by -10% (Max -80%) per SM+1 (B15)\n\t\t\t\t\t\t\t\t",
- "abbreviation-dexterity": "DX",
- "attributes-dexterity-tooltip": "Dexterity 20pts/level - Unmodified:",
- "abbreviation-intelligence": "IQ",
- "attributes-intelligence-tooltip": "Intelligence 20pts/level -Unmodified:",
- "abbreviation-health": "HT",
- "attributes-health-tooltip": "Health 10pts/level - Unmodified:",
- "abbreviation-perception": "Per",
- "attributes-perception-tooltip": "\nPerception: Based on Intelligence \n5pts/level \nCheck the box to whisper perception roll to GM. \nUnmodified: \n\t\t\t\t\t\t\t\t\t",
- "attribute-vision": "Vision",
- "attributes-vision-tooltip": "\nVisual Perception \nBased on Perception \n2pts/level \nUnmodified: \n\t\t\t\t\t\t\t",
- "attribute-hearing": "Hearing",
- "attribute-hearing-tooltip": "\nAudio Perception \nBased on Perception \n2pts/level \nUnmodified: \n\t\t\t\t\t\t\t",
- "attribute-smell": "Smell",
- "attribute-smell-tooltip": "\nSmell & Taste Perception (B35) \nBased on Perception \n2pts/level \nUnmodified: \n\t\t\t\t\t\t\t",
- "attribute-touch": "Touch",
- "attribute-touch-tooltip": "\nTouch Perception \nBased on Perception \n2pts/level \nUnmodified: \n\t\t\t\t\t\t\t",
- "attribute-will": "Will",
- "attribute-will-tooltip": "\nWillpower \nBased on Intelligence \n5pts/level \nUnmodified: \n\t\t\t\t\t\t\t",
- "attribute-fright": "Fright",
- "attribute-fright-tooltip": "\nFright Check (B360) \nBased on Willpower \n2pts/level \nUnmodified: \n \nSee extensive list of Modifiers B360 & GURPS Horror p139-142.\n\t\t\t\t\t\t\t",
- "abbreviation-threshold": "Thresh",
- "attribute-fright-check-threshold-tooltip": "\nFright Check Threshold - Uses Rule of 14 (B360). By default this value is 13. \nThis means that a roll of 14 or more is automatically a failure. \nThis Threshold can be modifier by the Perks of Brave (Dungeon Fantasy 11, p11) or Rule of 15 \n(Power Ups 2, p13). \nWill and/or Fright plus bonuses (like Fearlessness or Combat Reflexes) must total 14+ for this \nto be useful, of course! \nNote: A Fright Check can be used for Awe and Confusion. (Powers p84 under Terror) and the Awe and \nConfusion Check Table for failures. (Powers p85).\n\t\t\t\t\t\t\t",
- "fright-check-label": "Fright Check",
- "attribute-unstun": "Unstun",
- "attribute-unstun-tooltip": "\nRecover from physical stun, based on Health. \nRoll at the end of your turn after Do Nothing \nHigh Pain Threshold +3 to check \nLow Pain Threshold -3 to check\n\t\t\t\t\t\t\t",
- "abbreviation-knock-down": "K Down",
- "attribute-knock-down-tooltip": "\nKnockdown & Stunning Check, based on Health. \nRoll: \nWhenever you suffer a major wound. B420 \nWhenever you are struck in the head (skull, face, or eye) or \nvitals for enough injury to cause a shock penalty, \nYou must make an immediate HT roll to avoid knockdown and stunning. \n>Modifiers: \n-5 for a major wound to the face or vitals (or to the groin, on a humanoid male). \n-10 for a major wound to the skull or eye. \n+3 High Pain Threshold \n-4 Low Pain Threshold\n\t\t\t\t\t\t\t",
- "abbreviation-unconscious": "Unc.",
- "attribute-unconscious-check-tooltip": "\nUnconscious Check, based on Health \nIf HP zero or less, roll per turn to take an Active Action. \n-1 per full multiple of HP below zero. \nHard/Easy to Kill: Gives +/- per level to Unconscious Check \nFit +1 to Unc. Check . Very Fit +2 to Unc. Check\n\t\t\t\t\t\t\t",
- "abbreviation-death-check": "Death",
- "attribute-death-check-tooltip": "\nDeath Check, based on Health. \nOn damage taken: Immediately Roll a Death Check if you are \nat-1xHP or more. \nRoll again each time you suffer injury equal to a further \nmultiple of your HP. (-2xHP, -3xHP, -4xHP) \nImmediate Death at -5xHP \nHard/Easy to Kill: Gives +/- per level to a Death Check \nFit +1 to Death Check . Very Fit +2 to Death Check\n\t\t\t\t\t\t\t",
- "speed-label": "Speed",
- "attribute-speed-tooltip": "\nBasic Speed \nBased on Health and Dexterity \n5pts/0.25 \nUnmodified: \n\t\t\t\t\t\t\t",
- "attribute-move": "Move",
- "attribute-move-tooltip": "\nBasic Move - Based on Basic Speed - 5pts/level - Unmodified: \nNote: The Move score automatically adjusts for Encumbrance and for HP and/or FP loss below 1/3. (B419, B426)\n\t\t\t\t\t\t\t",
- "abbreviation-enhanced": "Enhncd",
- "attribute-enhanced-ground-move-tooltip": "\nEnhanced ground move. \n \n10pts per half level. Can use up|down arrow keys\n \nLevel: \n\t\t\t\t\t\t\t",
- "attribute-dodge": "Dodge",
- "attribute-dodge-tooltip": "\nDodge - Based on Basic Speed - Unmodified: \nNote: The Dodge score automatically adjusts for HP and/or FP loss below 1/3. (B419, B426)\n\t\t\t\t\t\t\t",
- "abbreviation-lifting-strength": "Lift ST",
- "attribute-lifting-strength-tooltip": "\nLifting Strength (B65) \nBased on Strength 3pts/level \nUnmodified: \n\t\t\t\t\t\t\t",
- "attribute-lift": "Lift",
- "attribute-basic-lift-tooltip": "Basic Lift Table B17, in pounds. (B15)",
- "attribute-striking": "Striking",
- "attribute-striking-strength-tooltip": "\nStriking Strength \nBased on Strength \n5pts/level \nUnmodified: \n\t\t\t\t\t\t\t",
- "attribute-thrust": "Thrust",
- "attribute-thrust-damage-table": "\n\t\t\t\t\t\t\t\tThrust Damage \n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t",
- "stats-title": "Stats",
- "value-title": "Value",
- "abbreviation-maximum-hit-points": "Max HP",
- "maximum-hit-poits-tooltip": "\nHit Points - Based on Strength - 2pts/level \nCost reduced by -10% per SM+1 (B15)\n\t\t\t\t\t\t\t\t\t",
- "abbreviation-current-hit-points": "Current HP",
- "current-hit-points-tooltip": "\nCurrent Hit Points \nWhen your HP is low, you take penalties. (B419)\n\t\t\t\t\t\t\t\t\t",
- "current-hit-points-reeling": "Reeling: If your HP is less than",
- "current-hit-points-reeling-description": "\n- Halve Move and Dodge (round up) (B419) \n- These effects are cumulative with FP loss. See GURPS FAQ: 3.4.5.7 \t\t\t\t\t\t\t\t\t\t\t\t\n- Note: This sheet automatically calculates that for you and adjusts those values.\n\t\t\t\t\t\t\t\t\t\t\t\t\t",
- "current-hit-points-collapse": "Verge of Collapse",
- "current-hit-points-collaps-description": "\n- Roll every turn @{VS} HT or fall unconscious. \n- Your HT roll is at -1 for every 1xHP you are below 0. \n- If you do nothing, and don't defend, you don't have to roll.\n\t\t\t\t\t\t\t\t\t\t\t\t\t",
- "current-hit-points-verge-of-death": "Verge of Death",
- "current-hit-points-verge-of-death-description": "\n- Roll once @{VS} HT to stay alive. \n- If you fail by 1 or 2 you are mortally wounded, but not dead. (B423) \n- Roll again every time you take injury that puts you below \nanother multiple of your max HP.\n\t\t\t\t\t\t\t\t\t\t\t\t\t",
- "current-hit-points-death": "Death",
- "current-hit-points-death-description": "- You are dead.",
- "current-hit-points-total-destruction": "Total Destruction",
- "current-hit-points-total-destruction-description": "- Your body has been destroyed beyond recognition or resurrection.",
- "hit-points-half-move-tooltip": "Move and Dodge is halved due to hit point loss. See B419.\n\t\t\t\t\t\t\t\t\t\t",
- "hit-points-fatigue-quartered-move": "Move and Dodge is quartered due to hit point and fatigue loss. See B419.",
- "abbreviation-maximum-fatigue-points": "Max FP",
- "maximum-fatigue-points-tooltip": "\n\tFatigue Points \n\tBased on Health \n\t3pts/level\n\t\t\t\t\t\t\t\t\t",
- "abbreviation-current-fatigue-points": "Current FP",
- "current-fatigue-points-tool-tip": "\nCurrent Fatigue Points \nWhen your FP is low you take penalties. (B426)\n\t\t\t\t\t\t\t\t\t",
- "fatigue-points-tired-label": "Tired: If your FP is less than",
- "fatigue-points-tired-description": "\n- Halve your Move, Dodge, and ST (round up) (B426) \n- These effects are cumulative with HP loss. See GURPS FAQ: 3.4.5.7 \n- Note: This sheet automatically calculates that for you and adjusts \nthose values – This does not affect ST-based quantities, \nsuch as HP and damage. (B426)\n\t\t\t\t\t\t\t\t\t\t\t\t\t",
- "verge-of-collapse-label": "Verge of Collapse",
- "verge-of-collapse-description": "\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t- If you suffer further fatigue, each FP you lose also causes 1 HP of injury. (B426) \n\t\t\t\t\t\t\t\t\t\t\t\t\t\t- Roll against Will to do anything besides rest or talk. \n\t\t\t\t\t\t\t\t\t\t\t\t\t\t- If you fail your Will roll, you fall unconscious. \n\t\t\t\t\t\t\t\t\t\t\t\t\t\t- On a critical failure, roll @{VS} HT or suffer a heart attack.\n\t\t\t\t\t\t\t\t\t\t\t\t\t",
- "unconscious-label": "Unconscious: When your FP is",
- "unconscious-description": "\n- Immediately fall unconscious \n- FP can't drop any lower, but you still lose HP. \n- You regain consciousness at 0 FP\n\t\t\t\t\t\t\t\t\t\t\t\t\t",
- "abbreviation-move-strength": "MV/ST",
- "half-move-strength-tooltip": "\nMove, Dodge, and ST are halved due to fatigue loss. See B426. \nAffects ST roll and using weapons with minimum ST.\n\t\t\t\t\t\t\t\t\t\t",
- "half-strength-tooltip": "\nST is halved due to fatigue loss. See B426. \nAffects ST roll and using weapons with minimum ST.\n\t\t\t\t\t\t\t\t\t\t",
- "abbreviation-maximum-energy-reserve": "Max ER",
- "maximum-energy-reserve-tooltip": "\nEnergy Reserve \nSee Dungeon Fantasy 3, pg39 - Introduced \nSee Powers, pg119 – More detailed \n\t\t\t\t\t\t\t\t\t",
- "abbreviation-current-energy-reserve": "Current ER",
- "current-energy-reserve-tooltip": "\nCurrent Energy Reserve \nSee Dungeon Fantasy 3, pg39 - Introduced \nSee Powers, pg119 – More detailed\n\t\t\t\t\t\t\t\t\t",
- "custom-pools-heading": "Custom Pools",
- "custom-pools-tooltip": "\nAdd additional energy pools. Enter a name of the pool, max number points, cost in character points, and the current points of pool. \nExamples include: \nRP (Radiation Threshold Points), see After the End 1, p24. (ST + HT)/2, round down. \nLFP (Long Term Fatigue Points), see After the End 1, p24.\n\t\t\t\t\t\t\t\t\t",
- "custom-pool-current-points-label": "Current",
- "lifting-moving-label": "Lifting & Moving",
- "lifting-moving-tooltip": "For more information see B14.",
- "weight-label": "Weight",
- "simple-lift-label": "Simple Lift",
- "simple-lift-heading-tooltip": "\nThe weight the character can lift overhead \nwith one hand in one second.\n\t\t\t\t\t\t\t\t\t",
- "one-handed-lift-label": "One-Handed Lift",
- "one-handed-lift-tooltip": "\nThe weight the character can lift overhead \nwith one hand in two seconds.\n\t\t\t\t\t\t\t\t\t",
- "two-handed-lift-label": "Two-Handed Lift",
- "two-handed-lift-tooltip": "\nThe weight the character can lift overhead \nwith both hands in four seconds.\n\t\t\t\t\t\t\t\t\t",
- "shove-and-knock-over-label": "Shove & Knock Over",
- "shove-and-knock-over-tooltip": "\nThe weight of an object the character can \nshove and knock over.\n\t\t\t\t\t\t\t\t\t",
- "abbreviation-running-shove-knock-over": "Running Shove & KO",
- "running-shove-knock-over-tooltip": "\nThe weight of an object the character can \nshove and knock over with a running start.\n\t\t\t\t\t\t\t\t\t",
- "carry-on-back-label": "Carry On Back",
- "carry-on-back-tooltip": "\nThe weight the character can carry slung \nover his/her back.\n\t\t\t\t\t\t\t\t\t",
- "shift-slightly-label": "Shift Slightly",
- "shift-slightly-tooltip": "\nThe weight of an object that the character \ncan shift slightly on a floor.\n\t\t\t\t\t\t\t\t\t",
- "notes-label": "Notes",
- "encumbrance-label": "Encumbrance",
- "load-label": "Load",
- "encumbrance-move-score-tooltip": "\nNote: The Move score automatically adjusts for Encumbrance \nand for HP and/or FP loss below 1/3. (B419, B426)\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t",
- "abbreviation-enhanced-move-label": "ENH MOVE",
- "air-label": "Air",
- "water-label": "Water",
- "encumbrance-dodge-tooltip": "\nNote: The Dodge score automatically adjusts for Encumbrance \nand for HP and/or FP loss below 1/3. (B419, B426)\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t",
- "encumbrance-none-0-label": "None (0)",
- "encumbrance-light-1-label": "Light (1)",
- "encumbrance-medium-2-label": "Medium (2)",
- "encumbrance-heavy-3-label": "Heavy (3)",
- "encumbrance-extra-heavy-4-label": "X-Heavy (4)",
- "encumbrance-maximum-load-label": "MAX Load*",
- "encumbrance-maximum-load-tooltip": "\nCarry on Back (B353) 15xBL. Thus, you can carry \nmore than you can lift by yourself . . . but \nevery second that your encumbrance is over 10xBL \n(that is Extra-Heavy encumbrance), you lose 1 FP. \n\t\t\t\t\t\t\t\t\t\t",
- "current-label": "Current",
- "turning-and-velocity-modifiers-label": "Turning and Velocity Modifiers",
- "movement-label": "Movement",
- "turning-velocity-movement-tooltip": "Select movement type to determine turning radius and/or deceleration penalty.",
- "abbreviation-start-velocity-label": "Start Vel.",
- "start-velocity-tooltip": "\nEnter velocity (yards/second) for current turn. \nImportant: Be sure to check your max allowed velocity based on movement type.\n\t\t\t\t\t\t\t\t\t\t",
- "change-in-velocity-label": "Change",
- "change-in-velocity-tooltip": "Amount to accelerate or decelerate for the turn.",
- "abbreviation-final-velocity-label": "Final Vel.",
- "final-velocity-tooltip": "\nFinal velocity. Current Velocity - Deceleration. \nThe final velocity is how you start the turn and is used to \ncalculate the deceleration penalty, turn radius, and tight turn penalty.\n\t\t\t\t\t\t\t\t\t\t",
- "abbreviation-deceleration-penalty-label": "Decel. Pen.",
- "deceleration-penalty-tooltip": "\nDeceleration Skill penalty to DX roll or operation skill. \nExample: Moving 12/second, need to slow to 5/second, deceleration = 12 - 5 = 7. \nCan safely decelerate up to base move, no roll needed. \nIf over safe deceleration, then make DX+3. If in vehicle, use operation skill + handling statistic. \nApply the appropriate skill penalty from the input forms to the right. \nHow it works: -1 per two full yards/second beyond Basic Move by which you cut your speed. \nNOTE: make an additional roll if you're also turning. \nExample: Car with move 3/57 traveling at 16 yards/second, needs to decelerate to 6 yards/second. \nDriving Skill: 12, Handling: 0. \nTotal Deceleration = 16 - 6 = 10. \nCan safely decelerate to 16 - 3 (base move) = 13. \nPenalty = 13 - 6 (goal speed) / 2 = -3. \nMaking Driving Skill 12 - 3 to succeed. \nsee B395.\n\t\t\t\t\t\t\t\t\t\t",
- "turn-radius-label": "Turn Radius",
- "turn-radius-tooltip": "\nTurn Radius. Minimum number of hexes to move before making a 60° facing change. \nTurn Radius = (Final Velocity / Base Move Score) rounded down. \nExample: Super Run = 6/24. Final Velocity = 18. Turn Radius = 18/6 = 3. \nSee B394.\n\t\t\t\t\t\t\t\t\t\t",
- "tight-turn-label": "Tight Turn",
- "tight-turn-tooltip": "\nTight Turn Skill Penalty. Allows you to make an additional facing change. \n120° facing change instead of 60°. \nPenalty = -1 per full increment of base move which your velocity exceeds your Basic Move. \nSee B395.\n\t\t\t\t\t\t\t\t\t\t",
- "movement-feats-label": "Movement Feats",
- "flying-label": "Flying",
- "flight-label": "Flight",
- "flight-tooltip": "\nCheck the box to add Flight (B56) to the character. \nThis will update the Air movement column for the encumbrance table. \nUse the text box to enter the number of character points used for Flight\n\t\t\t\t\t\t\t\t\t\t",
- "abbreviation-air-move-label": "Air Mv",
- "air-move-tooltip": "\nBase Air Move = Basic Speed * 2 = \n2pts/level, you can use up and down arrows\n\t\t\t\t\t\t\t\t\t\t",
- "enhanced-air-move-tooltip": "\nEnhanced Air Move \nModifier box: steps of .5, you can use up and down arrows. \nPoints box: 10 points per half-level, you can use up and down arrows. \nEach level doubles top air move. Half-level is a multiple of 1.5. \nLevel: \n\t\t\t\t\t\t\t\t\t\t",
- "swimming-label": "Swimming",
- "abbreviation-amphibious-label": "Amphib",
- "amphibious-tooltip": "\nAmphibious: Check the box to apply Amphibious (B40) to character \nThis will update the swimming movement on the encumbrance table.\n\t\t\t\t\t\t\t\t\t\t",
- "abbreviation-water-move-label": "Wtr Mv",
- "water-move-tooltip": "\nBasic Move = \nFormula = Basic Move / 5 or Basic Move if amphibious. \n5pts/level, you can use up and down arrows. \nNOTE: Max +2 water move if you have swimming skill.\n\t\t\t\t\t\t\t\t\t\t",
- "enhanced-water-move-tooltip": "\nEnhanced Water Move \nModifier box: steps of .5, you can use up and down arrows. \nPoints box: 10 points per half-level, you can use up and down arrows. \nEach level doubles top water move. Half-level is a multiple of 1.5. \nLevel: \n\t\t\t\t\t\t\t\t\t\t",
- "jumping-label": "Jumping",
- "skill-label": "Skill",
- "jump-skill-tooltip": "\nJump Skill: If entered, automatically calculates using Jump Skill/2 (rounded down)\ninstead of Basic Move to calculate jumping distances. B352\n\t\t\t\t\t\t\t\t\t\t",
- "abbreviation-use-strength": "Use ST",
- "jumping-use-strength-tooltip": "\nCheck this box if using this Optional Rule B352. \nIf Basic Lift () \n> body weight, use ST/4 instead of Move or Jump skill.\n\t\t\t\t\t\t\t\t\t\t",
- "super-label": "Super",
- "super-jump-tooltip": "\nSuper Jump: use this if you have the Super Jump as an Advantage. B89 \n1st column will show your modifier based on the entries for the 2nd and 3rd columns. \n2nd column is the Modifier box: steps of 1, you can use the up and down arrows to change the value. \n3rd column is the Points box: 10points per level, you can use the up and down arrows to change the value. Each level doubles the jump distance.\n\t\t\t\t\t\t\t\t\t\t",
- "abbreviation-encumbrance-label": "Enc",
- "jump-encumbrance-penalty-tooltip": "\nApply encumbrance penalty. See B352 \n1 for None, 0.8 for Light, 0.6 for Medium, 0.4 for Heavy, and 0.2 for Extra-Heavy.\n\t\t\t\t\t\t\t\t\t\t",
- "abbreviation-preparation": "Prep",
- "jump-preparation-tooltip": "\nCheck this box if you took 2 consecutive Concentration maneuvers to prepare. \nLeave unchecked otherwise, in which case you will halve all jump distances. B352\n\t\t\t\t\t\t\t\t\t\t",
- "feet-measurement-label": "feet",
- "yards-measurement-label": "yards",
- "standing-broad-jump-label": "Broad",
- "standing-broad-jump-tooltip": "\nStanding Broad Jump Distance. B352 \n1st column will either show be (2 x Stat to use) – 3 feet or your Jump Skill/2 (rounded down). \n2nd column shows you how many feet you may jump. \n3rd column shows you how many yards you jump. \nFormula = (2 x Stat To use) - 3 feet \nStat to use: \n\t\t\t\t\t\t\t\t\t\t",
- "running-broad-jump-label": "Run",
- "running-broad-jump-tooltip": "\nRunning Broad Jump Distance, under Broad Jump decryption. B352 \n1st column enter in your (2 x Stat to use) plus how may yards you ran this turn. \n2nd column shows you how many feet you may jump. \n3rd column shows you how many yard you jump. \nFormula = (2 x Stat To use) - 3 feet \nStat to use: \nMax running broad jump distance is twice standing broad jump distance.\n\t\t\t\t\t\t\t\t\t\t",
- "high-jump-label": "High",
- "high-jump-tooltip": "\nHigh Jump Distance. B352 \n1st column will either be (6 x Stat to use) – 10 inches or your Jump Skill/2 (rounded down). \n2nd column shows you how many feet you may jump. \n3rd column shows you how many yard you jump. \nFormula = (6 x Stat To use) - 10 inches \nStat to use: \n\t\t\t\t\t\t\t\t\t\t",
- "run-high-jump-label": "Run",
- "running-high-jump-tooltip": "\nRunning High Jump Distance, under High Jump. B352. \n1st column enter in your (6 x Stat To use) plus how may yards you ran this turn. \n2nd column shows how many feet you may jump straight up. \n3rd column shows how many yards you jump straight up. \nFormula = (6 x Stat To use) - 10 inches \nStat to use: \nMax running high jump distance is twice standing high jump distance.\n\t\t\t\t\t\t\t\t\t\t",
- "abbreviation-jump-move-label": "JMP MV",
- "jump-move-tooltip": "\nJump move. This is actually the ‘Super Jump’ value for that Advantage. See B89 \nGreater of Broad Jump Yards / 5 OR Normal Ground Move. \n\t\t\t\t\t\t\t\t\t\t",
- "abbreviation-point-summary-label": "Point Sum",
- "point-summary-tooltip": "\nTotal: Manual input: Represents total value of the \nPC in Character Points (spent & unspent combined). \nSpent: Automatic total of Spent points: \nAttributes + Traits + Skills + Other. \nUnspent: Has the option of being Manual or \nAutomatic, depending on an option selected on the \nSettings page entitled ‘Enter Unspent Points’. \nManual Mode (Blue color): You manually enter your \nUnspent points. \nAutomatic mode (Black color): It calculates the \npoint total difference between Total and Spent.\n\t\t\t\t\t\t",
- "total-label": "Total",
- "point-total-tooltip": "\nTotal: Manual input: Represents total value of the \nPC in Character Points (spent and unspent combined).\n\t\t\t\t\t\t\t",
- "spent-label": "Spent",
- "unspent-label": "Unspent",
- "gca-format-label": "GCA Format",
- "gca-format-tooltip": "\nGURPS Character Assistant (GCA) Format \nTo change to GCS or Detailed go to options tab \nand change the radio button for Point Summary Layout\n\t\t\t\t\t\t\t",
- "gcs-format-label": "GCS Format",
- "gcs-format-format-tooltip": "\nGURPS Character Sheet (GCS) format \nTo change to GCA or Detailed go to options tab \nand change the radio button for Point Summary Layout\n\t\t\t\t\t\t\t",
- "detailed-format-label": "Detailed Format",
- "detailed-format-tooltip": "\nTo change to GCA or GCS go to options tab \nand change the radio button for Point Summary Layout\n\t\t\t\t\t\t\t",
- "race-label": "Race",
- "race-point-summary-tooltip": "Point Summary for Racial Traits.",
- "points-summary-for-attributes-tooltip": "\nPoint Summary for: \nST, DX, IQ, HT, \nHP, FP, Energy Reserve One, Two, and Three, \nPer, Vision, Hearing, Smell, Touch, \nWill, Fright, Unconsciousness, Death, \nSpeed, Move, Lift ST, Striking ST, \nFlying, Air Move, Enhanced Air Move, Super Jump\n\t\t\t\t\t\t\t",
- "abbreviation-advantages-label": "Adv.",
- "gca-point-summary-for-advantages-tooltip": "\nPoint Summary for: \nLanguages, Tech Level, Cultural Familiarities, \nAdvantages, and Racial traits.\n\t\t\t\t\t\t\t",
- "gcs-point-summary-for-advantages-tooltip": "\nPoint Summary for: \nLanguages, Tech Level, Cultural Familiarities, \nAdvantages, and Perks.\n\t\t\t\t\t\t\t",
- "detailed-point-summary-for-advantages-tooltip": "\nPoint Summary for: \nLanguages, Tech Level, Cultural Familiarities, \nand Advantages.\n\t\t\t\t\t\t\t",
- "perks-label": "Perks",
- "abbreviation-disadvantages-label": "Disadv.",
- "point-summary-for-disadvantages-tooltip": "Point Summary for Disadvantages",
- "quirks-label": "Quirks",
- "skills-label": "Skills",
- "abbreviation-techniques-label": "Tech.",
- "point-summary-techniques-tooltip": "Techniques",
- "abbreviation-techniques-revised-label": "Tech. (r)",
- "point-summary-for-techniques-revised-tooltip": "Techniques Revised",
- "spells-label": "Spells",
- "other-label": "Other",
- "native-language-label": "Native Language",
- "spoken-label": "Spoken",
- "written-label": "Written",
- "learned-language-label": "Learned Languages",
- "miscellaneous-label": "Miscellaneous",
- "technology-level-label": "Tech Level",
- "technology-level-tooltip": "\nThis is the technology level that your character is familiar with. \nIt costs 5 points to raise this above or below the campaign's \nnormal TL.\n\n
\n\t\t\t\t\t\t\t",
- "abbreviation-booke-reference-label": "Ref",
- "book-reference-tooltip": "\n\t\t\t\t\t\t\t\tReference to book and page numbers. \n\t\t\t\t\t\t\t\tExamples: \n\t\t\t\t\t\t\t\tB238 = GURPS Basic, Page 238 \n\t\t\t\t\t\t\t\tPU2:126 = Power-Ups 2. Page 126 \n\t\t\t\t\t\t\t",
- "show-notes-below-label": "Show notes below in roll template",
- "abbreviation-self-control-number-label": "SCN",
- "self-control-number-tooltip": "\nSelf-control Number OR \nFrequency of Appearance \t\t\t\t\t\t\t\n
\n\t\n\t\t
15 or less
\n\t\t
12 or less
\n\t\t
9 or less
\n\t\t
6 or less
\n\t\n
\n\t\t\t\t\t\t\t",
- "disadvantages-label": "Disadvantages",
- "racial-traits-label": "Racial Traits",
- "general-information-label": "General Information",
- "full-name-label": "Full name",
- "nickname-label": "Nickname",
- "gender-label": "Gender",
- "size-modifier-label": "Size Modifier",
- "size-modifier-tooltip": "\nThis sheet does NOT auto adjust the cost values for ST\tand Extra HP for a SM \nthat is greater than 0. To do that you can use a combination of Points and \nMOD entries to get the desired value. (B15, B16, B19)\n\t\t\t\t\t\t\t",
- "main-hand-label": "Main Hand",
- "reactions-label": "Reactions",
- "physical-description-label": "Physical Description",
- "age-label": "Age",
- "height-label": "Height",
- "weight-heading": "Weight",
- "character-weight-tooltip": "\nEnter a Numerical Value only. \nDo not enter any type of indicator like lbs, pounds, kilos, etc. \nThis is because the weight is added to your Inventory’s Grand Total \nWeight and thus needs to be numerical.\n\t\t\t\t\t\t\t",
- "eyes-label": "Eyes",
- "build-label": "Build",
- "hair-label": "Hair",
- "physical-appearance-label": "Appearance",
- "physical-appearance-tooltip": "\nThe appearance drop-down is for reference. If \nthere's a point cost, please enter your appearance and cost on\nthe Traits tab under Advantages or Disadvantages.\n\t\t\t\t\t\t\t",
- "tattoos-scars-etc-label": "Tattoos, scars, etc.",
- "scars-tattooe-etc-tooltip": "Scars, tattoos, distinguishing marks or features.",
- "background-information-label": "Background Information",
- "birth-date-label": "Birth Date",
- "birth-place-label": "Birth Place",
- "status-label": "Status",
- "wealth-label": "Wealth",
- "income-label": "Income",
- "cost-of-living": "Cost of Living",
- "stash-money-location-label": "Stash",
- "stash-money-location-tooltip": "Total available cash stashed in banks, vaults, mattresses, etc.",
- "affiliations": "Affiliations",
- "home-base-label": "Home Base",
- "family-label": "Family",
- "background-history-label": "Background History & Notes",
- "training-label": "Training",
- "training-tooltip": "\nTraining rules can be found at ‘Improvement \nThrough Study’ B292. \nAdvanced rules can be found in Social \nEngineering: Back to School.\n\t\t\t\t\t\t\t",
- "abbreviation-technology-level-label": "TL",
- "skill-level-label": "Level",
- "abbreviation-attribute-label": "Attr",
- "abbreviation-difficulty-label": "Diff",
- "skill-difficulty-tooltip": "\nWC = Wildcard Skill. \nPTS = 3, 6, 12, 24, 36, etc.\n\t\t\t\t\t\t\t",
- "skill-modifier-tooltip": "\nModifier applied to skill level. \nCan be a positive or a negative number. \nExamples include a bonus from a Talent, \ndefault from another Skill or Technique, \na piece of equipment, or a Perk.\n\t\t\t\t\t\t\t",
- "row-id-label": "Row ID:",
- "row-id-tooltip": "\n\t\t\t\t\t\t\t\t\t\tThe row id can be used with macros. \n\t\t\t\t\t\t\t\t\t\tNOTE: Future use for linking to techniques \n\t\t\t\t\t\t\t\t\t\tand combat skills. \n\t\t\t\t\t\t\t\t\t\tExample field name: repeating_skills_[the row id]_level \n\t\t\t\t\t\t\t\t\t\tThis example would represent the skill level on that row.\n\t\t\t\t\t\t\t\t\t",
- "abbrevation-miscellaneous-label": "Misc:",
- "reason-for-modifier-label": "Reason for MOD (Modifier):",
- "reason-for-modifiers-skills-tooltip": "\nExamples: \n+1 from Talent... \n+1 from Default Skill... \n+1 from Enchanted Item with...\n\t\t\t\t\t\t\t\t\t",
- "custom-success-fail-notes-tooltip": "\n\t\t\t\t\t\t\t\t\tSuccess, critical success, fail, and critical fail \n\t\t\t\t\t\t\t\t\tnotes will be added to roll results. \n\t\t\t\t\t\t\t\t\tYou can add macros to these notes. \n\t\t\t\t\t\t\t\t\tThe width of these note boxes are set to help you \n\t\t\t\t\t\t\t\t\tvisualize what it will look like in chat.\n\t\t\t\t\t\t\t\t",
- "success-note-label": "Success Note:",
- "critical-success-note-label": "Critical Success Note:",
- "fail-note-label": "Fail Note:",
- "critical-fail-note-label": "Critical Fail Note:",
- "techniques-legacy-label": "TECHNIQUES (LEGACY).",
- "techniques-legacy-tooltip": "\nNew Optional Feature Available. \nA revised techniques table is available by setting the options on the character sheet. \nThis revised techniques is not final, we'll make adjustments based upon feedback. \nNew Legacy and Revised Technique Tables. Options to show/hide the Legacy \nTechniques table and the new Revised Techniques table. \nShow both tables if you want to transfer your current techniques to the new table. \nIf old technique table has no rows, then hide old table, show new table. \n\t\t\t\t\t\t\t",
- "parent-label": "Parent",
- "abbreviation-minimum-label": "Min",
- "abbreviation-maximum-label": "Max",
- "cost-label": "Cost",
- "techniques-revised-label": "Techniques (Revised)",
- "base-level-label": "Base",
- "base-skill-level-tooltip": "\nBase skill level of technique, usually \nbased on Parent Skill. \nsee Techniques B229\n\t\t\t\t\t\t\t",
- "abbreviation-default-label": "DFLT",
- "techniques-revised-default-tooltip": "\nDefault modifier to apply to the base skill. \nFor example, Kicking is -2 from Brawling or Karate Skill. \nEnter 0 if there is no modifier. \nsee Techniques B229\n\t\t\t\t\t\t\t",
- "techniques-revised-maximum-modifier-tooltip": "\nMaximum modifier allowed for the technique. \nThis is relative to the parent skill. \nFor example, Kicking cannot exceed Brawling + 0 \nor Karate + 0. \nsee Techniques B229\n\t\t\t\t\t\t\t",
- "technique-difficulty-tooltip": "\nDifficulty of technique. \nFeats with severe consequences on a failure \nor allow only one attempt are Hard. \nsee Techniques B229\n\t\t\t\t\t\t\t",
- "row-id-repeating-tooltip": "\nThe row id can be used with macros. \nExample field name: repeating_techniquesrevised_[the row id]_level \nThis example would represent the skill level on that row.\n\t\t\t\t\t\t\t\t\t",
- "link-label": "Link:",
- "link-to-row-id-tooltip": "Link this row to another row item.",
- "copy-paste-row-id-tooltip": "\nCopy/paste the Skill or Spell Row ID to link that skill to this technique. \nWhen the skill/spell is updated, the technique's parent name and base skill level \nwill be updated.\n\t\t\t\t\t\t\t\t\t",
- "name-label": "Name:",
- "hit-location-label": "Hit Location",
- "hit-location-tooltip": "\nBasic Table B552. \nOptinal: Rules \nNew Hit Locations \nLT100-103, MA137\n\t\t\t\t\t\t\t",
- "where-label": "Where",
- "penalty-label": "Pen",
- "hit-location-penalty-tooltip": "\nThis is the Penalty \napplied to attack the \nspecific location.\n\t\t\t\t\t\t\t",
- "abbreviation-damage-resistance-label": "DR",
- "damage-resistance-tooltip": "\nLow-Tech #/# usually means All Attack Types / Except \nthis specific Type of attack. \nExample: Enter as 3/2cr* means DR3 vs all attacks \nexcept cr which uses DR2. * means it is Flexible \narmor (B379). \nHigh-Tech and Ultra-Tech #/# usually mean against \nthese Type Attacks / All other Attack Types. \nExample: Enter as 5imp, cr /2 means DR5 vs imp and \ncr type of attacks and DR2 against all other types \nof attacks.\n\t\t\t\t\t\t\t",
- "user-created-label": "User Created",
- "active-defenses-label": "Active Defenses",
- "type-label": "Type",
- "active-defense-type-tooltip": "\nChanging the Type will also update success/fail notes \nfor that active defense. \nParry, Block, and Block have default notes that can be \nchanged on the options page. \nNOTE Changing the Type will clear any previous notes \nyou entered.\n\t\t\t\t\t\t\t",
- "abbreviation-information-label": "Info",
- "active-defense-information-tooltip": "\nF: this is a fencing weapon. \nU: the weapon is unbalanced. You cannot use it to \nparry if you've already attacked with it this turn \n(and vice versa).\n\t\t\t\t\t\t\t",
- "base-defense-skill-tooltip": "Base defense skill.",
- "defense-modifiers-tooltip": "Modifiers to the defense skill.",
- "half-dodge-tooltip": "Dodge is halved due to hit points or fatigue loss. See B418 or B426.",
- "quarter-dodge-tooltip": "Dodge is quartered due to hit points and fatigue loss. See B418 or B426.",
- "displayed-on-rolltemplate-tooltip": "Displayed on the rolltemplate.",
- "custom-notes-label": "Custom Notes:",
- "custom-notes-active-defense-tooltip": "Add custom notes for this active defense.",
- "dodge-retreat-versus-melee-label": "Dodge and Retreat (vs. Melee Attacks Only)",
- "dodge-retreat-versus-melee-tooltip": "\nAgainst a Melee Attack ONLY. (B377). It cannot be used against Ranged Attacks. \nOptional Rules for Retreat can be found in MA123.\n\t\t\t\t\t\t\t\t",
- "dodge-drop-ranged-label": "Dodge and Drop (vs. Ranged Attacks only)",
- "dodge-drop-ranged-tooltip": "\nDodge and Drop (Also 'Sacrificial Dodge and Drop', and 'Diving for Cover'). \nIt is similar to a Dodge and Retreat, but only effective against Ranged Attacks. (B377)\n\t\t\t\t\t\t\t\t",
- "abbreviation-information-notes": "INFO Notes",
- "fencing-unbalanced-tooltip": "\nIf you enter F or U under the INFO column, the notes \nbelow will be replaced with appropriate notes. \nAny other value, and the text box will get cleared out. \n\t\t\t\t\t\t\t\t\t\t",
- "apply-combat-reflexes-label": "Apply Combat Reflexes",
- "apply-combat-reflexes-tooltip": "Quickly add +1 Dodge modifier and +2 Fright modifier on the General page. (B43)",
- "defense-bonus-notes-label": "Defense Bonus (DB) Notes",
- "defense-bonus-notes-tooltip": "\nExamples: \n+2 DB for Torso (Front Only), Skull, Neck, Hands, Head (1/6 Face), and Feet. Armor Enchantment: Deflect. \n+1 DB SHIELD SIDE (Left): from Small Shield. \n+1 DB for Rear only - (All but head unless hood is up). From Heavy Cloak.\n\t\t\t\t\t\t\t",
- "melee-attacks-label": "Melee Attacks",
- "damage-label": "Damage",
- "melee-attack-damage-tooltip": "\nFor an Armor Divisor: A number in parenthesis after \nthe damage - eg. (2) - is an armor divisor. \nEnter this number in the Damage Notes as AD(#) or as \nArmor Divisor(#). \nex: indicates the attack causes an explosion. \nSee B269. Enter in the Damage Notes\n\t\t\t\t\t\t\t",
- "damage-type-tooltip": "\n
\n\t\n\t\t
\n\t\t\t
Abbr
\n\t\t\t
Name
\n\t\t
\n\t\n\t\n\t\t
aff
Affliction
\n\t\t
burn
Burning
\n\t\t
cor
Corrosion
\n\t\t
cr
Crushing
\n\t\t
cut
Cutting
\n\t\t
fat
Fatigue
\n\t\t
imp
Impaling
\n\t\t
pi-
Small Piercing
\n\t\t
pi
Piercing
\n\t\t
pi+
Large Piercing
\n\t\t
pi++
Huge Piercing
\n\t\t
spec
Special
\n\t\t
tox
Toxic
\n\t \n
\n\t\t\t\t\t\t\t",
- "reach-label": "Reach",
- "melee-reach-tooltip": "\nThe distance in yards that the weapon can reach. \nC: this weapon can be used in close combat. \n*: the weapon is awkward, and requires a Ready \nmaneuver to switch between different reaches.\n\t\t\t\t\t\t\t",
- "modifier-tooltip": "\nModifier applied to skill level. \nCan be a positive or a negative number. \nExamples include a bonus from a Talent, \ndefault from another Skill or Technique, \na piece of equipment, or a Perk.\n\t\t\t\t\t\t\t\t\t",
- "weapon-notes-label": "Weapon Notes",
- "melee-weapon-notes-tooltip": "\nHint: Enter inline rolls for additional results. To show the selected arrow. \nExample: Select Location: ?{Location|Head|Torso}\n\t\t\t\t\t\t\t\t\t",
- "damage-notes-label": "Damage Notes",
- "melee-damage-notes-tooltip": "\nHint: Enter inline rolls for additional results. \nExample: Does an additional [[1d6]] fire damage.\n\t\t\t\t\t\t\t\t\t",
- "ranged-attacks-label": "Ranged Attacks",
- "firing-upward-tooltip": "For firing Upward or Downward - See B407.",
- "ranged-damage-tooltip": "\nFor an Armor Divisor: A number in parenthesis after \nthe damage - eg. (2) - is an armor divisor. \nEnter this number in the Damage Notes as AD(#) or as \nArmor Divisor(#). \nex: indicates the attack causes an explosion. \n[#d]: indicates the attack causes fragmentation. \nSee B269. Enter in the Damage Notes\n\t\t\t\t\t\t\t",
- "abbreviation-accuracy-label": "Acc",
- "abbreviation-range-label": "RNG",
- "range-tooltip": "Range. See B269.",
- "abbreviation-rate-of-fire-label": "RoF",
- "rate-of-fire-tooltip": "\nRate of Fire \nThe maximum number of shots that can be fired in \none turn (by a regular person). \nThe minimum number of shots is 1.
\n!: minimum RoF is 1/4 of the maximum, rounded up. \nmxn: fires the first number of shots, which each then \nsplit into the second number (eg. shotguns) \nJet: shoots a continuous stream of fluid. See page 106.\n\t\t\t\t\t\t\t",
- "shots-label": "Shots",
- "shots-tooltip": "\nThe number of shots that can be fired before the \nweapon must be reloaded. \nThe parenthetical number indicates the number of 1 \nsecond ready maneuvers required to reload the \nweapon. \nT: the weapon is thrown. To \"reload\" it, pick it up. \ni: you must load the shots individually. the listed \ntime is for each shot.\n\t\t\t\t\t\t\t",
- "bulk-label": "Bulk",
- "bulk-tooltip": "\nMove and Attack: If you are making a ranged attack, \nyou have a penalty of -2 or the weapon’s Bulk rating, \nwhichever is worse (B365, B469, B548). \nClose Combat: If using a ranged weapon, ignore the usual \nspeed/range penalty and apply the weapon’s Bulk \nstatistic as a penalty to hit. B391 \nIt also serves as a penalty to Holdout skill when you \nattempt to conceal the weapon. B370 \n\t\t\t\t\t\t\t",
- "abbreviation-recoil-label": "RCL",
- "recoil-tooltip": "\nWhen firing at RoF 2+, every full multiple of Rcl \nby which you make your attack roll means you score \none extra hit, to a maximum number of hits equal \nto total shots fired. See page 373.\n\t\t\t\t\t\t\t",
- "malfunction-label": "Malfunction",
- "malfunction-tooltip": "\nMalfunction is an Optional Rule. B278, B279, B382, tables B407 & HT179, with more detailed info HT79-81. If the option Use Malfunction is \nchecked [see Sheet Options page], and if the # entered here is greater than 0, then the roll result will check for weapon malfunction. \nMalfunction has \"priority\" over a critical miss: if both would occur, only the malfunction takes place. See Critical Misses B382.\n\t\t\t\t\t\t\t\t\t",
- "verify-label": "Verify",
- "verify-malfunction-tooltip": "If Verify is checked, then roll again to verify the malfunction. see HT79",
- "ranged-weapon-notes-tooltip": "\nHint: Enter inline rolls for additional results. To show the selected arrow. \nExample: Arrow: ?{Arrow Type|Bodkin|Normal}\n\t\t\t\t\t\t\t\t\t",
- "ranged-damage-notes-tooltip": "\nHint: Enter inline rolls for additional results. \nExample: Does an additional [[1d6]] fire damage.\n\t\t\t\t\t\t\t\t\t",
- "combat-tools-label": "Combat Tools",
- "abbreviation-thrown-pounds-label": "Thrown (lbs)",
- "thrown-strength-tooltip": "\nBased on Striking ST \nNote: future versions will add ability to choose ST source or enter ST.\n\t\t\t\t\t\t\t",
- "thrown-modifier-tooltip": "\nBonus or penalty per die \nThrowing Art at DX Level = +1 per die \nThrowing Art at DX+1 Level = +2 per die\n\t\t\t\t\t\t\t",
- "thrown-super-tooltip": "\nSuper Throw Level \nEach level of Super Throw, double range. \nEach level of Super Throw increases damage by +2 per die.\n\t\t\t\t\t\t\t",
- "thrown-damage-tooltip": "Final damage based on ST, super throw, and damage modifier.",
- "throwing-range-tooltip": "See GURPS Campaigns Page 355 for formula",
- "range-calculator-label": "Range Calculator for Ranged Attacks only",
- "range-label": "Range",
- "firing-up-down-range-tooltip": "\nDistance between shooter and target. \nSee B372-373\n\t\t\t\t\t\t\t",
- "firing-up-down-speed-tooltip": "\n(2 mph = 1 yard/second). \nIgnore if human like target moving 10 yards or less. \nSee B372-373\n\t\t\t\t\t\t\t",
- "abbreviation-size-modifier-label": "Size Mod",
- "position-label": "Position",
- "firing-up-down-position-tooltipo": "\nYour vertical position relative to the target. \nIgnore up/down for beam type weapons like lasers. \nSee FIRING UPWARD AND DOWNWARD B407. \nFiring downward decreases distance. \nFor every 2 yards above your target, subtract 1 from distance. \nFiring upward increases distance. \nExample: Distance 40 yards, you are 10 yards above the target, so subtract 5 yards. Final distance is 35 yards. \nFor every 1 yard below> your target, add 1 to distance. \nExample: Distance 40 yards, you are 10 yards below the target, so add 10 yards. Final distance is 50 yards. \n\t\t\t\t\t\t\t",
- "elevation-label": "Elevation",
- "firing-up-down-elevation-tooltip": "The number of yards you are above or below the target.",
- "speed-range-label": "Speed/Range",
- "abbreviation-hit-modifier-label": "Hit Mod",
- "reset-label": "Reset",
- "falling-collision-label": "Falling and Collision",
- "abbreviation-yards-fallen-label": "Yds Fallen",
- "gravity-label": "Gravity",
- "abbreviation-atmosphere-label": "Atm.",
- "atmosphere-tooltip": "Atmosphere",
- "velocity-label": "Velocity",
- "falling-velocity-tooltip": "\nIf collision, use relative velocity. \nHead-on collision = Add velocity of both objects \nRearend collision = Faster object - slower object \nSide collision = Speed of object causing collision \n\t\t\t\t\t\t\t",
- "abbreviation-hit-points-label": "HP",
- "falling-hit-points-tooltip": "\nHit Points of falling object or object initiating \ncollision. \nIf hitting immovable object, use HP*2 \nNOTE: If collision, if the other object is moving \nit will inflict its own damage to object that initiated \nthe collision. \nSee B430\n\t\t\t\t\t\t\t",
- "falling-label": "Falling",
- "collision-label": "Collision",
- "demolition-label": "Demolition",
- "select-label": "Select",
- "demolition-select-tooltip": "Select an explosion type to use. This will populate Type and REF fields.",
- "demolition-type-tooltip": "Type Refer to the REF table B415.",
- "abbreviation-relative-explosive-force-label": "REF",
- "relative-explosive-force-tooltip": "\nRelative Explosive Force, equivalence in pounds of TNT. \nTNT = 1.0. See B415.\n\t\t\t\t\t\t\t",
- "abbreviation-pounds-label": "lbs",
- "demolition-pounds-tooltip": "Weight in pounds required by its REF.",
- "demolition-base-damage-tooltip": "Base damage role. Rules as written is 6d6.",
- "abbreviation-multiplier-label": "Multi",
- "damage-multiplier-tooltip": "\nDamage Multiplier: Enter the number to multiply 6d6 by. \nAn explosion doing 6dxn damage takes (nxn)/4 pounds of TNT. \nNOTE: Anyone caught in a blast may attempt an active defense \nroll to dive for cover from the explosion’s collateral damage and \nfragmentation; see Dodge and Drop B377.\n\t\t\t\t\t\t\t",
- "abbreviation-radius-label": "Rad",
- "radius-collateral-damage-tooltip": "\nRadius of collateral damage. See B414 \nFor instance, if an explosion does 6dx2 damage, \neveryone within 24 yards is vulnerable. \n \nFor fragmentation damage, the radius is \n5 x dice of fragmentation damage.\n\t\t\t\t\t\t\t",
- "abbreviation-divisor-label": "Div",
- "demolition-armor-devisor-tooltip": "\nDivisor. Amount to divide damage by based on \ndistance from blast. See B414 \nYou can enter: 3 (default), 2, or 1. \nDefault: Damage rolled / (3 x distance blast). \nDamage Modifiers Explosion, see B104. \nExp. +100% = Damage rolled / (2 x distance from blast). \nExp. +150% = Damage rolled / (1 x distance from blast). \n\t\t\t\t\t\t\t",
- "abbreviation-target-label": "TGT",
- "demolition-target-tooltip": "\nTarget's distance from center of blast. \nDamage / (3 x distance from blast). Round down. \nSee B414\n\t\t\t\t\t\t\t",
- "how-much-label": "How Much?",
- "demolition-how-much-tooltip": "\nDetermine how much explosive to use based on damage. TNT = 1.0 \nSee B415.\n\t\t\t\t\t\t\t\t",
- "how-big-label": "How Big?",
- "demolition-how-big-tooltip": "\nDetermine how big the explosion is based on weight. \nSee B415.\n\t\t\t\t\t\t\t\t",
- "fragmentation-label": "Fragmentation",
- "fragmentation-damage-tooltip": "\nFragmentation damage. \nSee B415.\n\t\t\t\t\t\t\t\t",
- "fragmentation-skill-tooltip": "\nBase skill level for a fragmentation damage to hit a target. \nA hit is automatic if the explosive attack actually strikes the target. \nOnly three modifiers apply: the range modifier for the distance from the center \nof the blast to the target, the modifier for the target’s posture (prone, etc.), \nand the target’s Size Modifier. It is possible for several fragments to hit! For \nevery three points by which the attack roll succeeds, one additional fragment\n strikes the target.\n\t\t\t\t\t\t\t\t",
- "close-range-shotgun-label": "Close Range Shotgun Damage Tool",
- "abbreviation-damage-label": "DMG",
- "shotgun-half-damage-tooltip": "Enter half-damage range of shotgun.",
- "close-label": "Close",
- "shotgun-close-range-tooltip": "Close range.",
- "shotgun-new-rate-of-fire-tooltip": "New Rate of Fire",
- "shotgun-new-damage-tooltip": "New Damage",
- "abbreviation-damage-resistance-multiplier-label": "DR Mult.",
- "shotgun-damage-resistance-multiplier-tooltip": "Damage Resistance Multiplier.",
- "shotgun-notes-description": "\nEnter the stats of the shotgun, be sure to use half-damage range. The tool will calculate how \nclose you need to be with the shotgun, the RoF, close range damage, and DR multiplier.\nFor more information, see B409.\n\t\t\t\t\t\t",
- "quick-inventory-label": "Quick Inventory",
- "inventory-label": "Inventory",
- "abbreviation-legality-class-label": "LC",
- "legality-class-tooltip": "\n\t\t\t\t\t\t\t\tLegality Class B267.\n\t\t\t\t\t\t\t",
- "on-label": "On",
- "inventory-carried-tooltip": "\n\t\t\t\t\t\t\t\tCarried \n\t\t\t\t\t\t\t\tIs the item being carried at the moment?\n\t\t\t\t\t\t\t",
- "inventory-totals-label": "TOTALS:",
- "inventory-totals-tooltip": "\n\t\t\t\t\t\t\t\tTotals for all fields.\n\t\t\t\t\t\t\t",
- "total-inventory-value-label": "Total Inventory Value:",
- "total-inventory-value-tooltip": "\n\t\t\t\t\t\t\t\tTotal monetary value of all items (carried or not).\n\t\t\t\t\t\t\t",
- "total-inventory-weight-label": "Total Inventory Weight:",
- "total-inventory-weight-tooltip": "\n\t\t\t\t\t\t\t\tTotal weight of all items carried.\n\t\t\t\t\t\t\t",
- "grand-total-weight-label": "Grand Total Weight:",
- "grand-total-weight-tooltip": "\n\t\t\t\t\t\t\t\tGrand total of PC's weight: , and all items carried.\n\t\t\t\t\t\t\t",
- "spells-based-on-label": "Spells Based on:",
- "magery-power-investiture-bonus-label": "Magery/PI/Bonus Level:",
- "cencentration-penalty-label": "Concentration Penalty",
- "cocentration-penalty-tooltip": "\n\t\t\t\t\t\t\t\tConcentration spell penalty \n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\tNumber of spells: . \n\t\t\t\t\t\t\t\tNOTE: Use options tab to adjust the penalty.\n\t\t\t\t\t\t\t",
- "spell-label": "Spell",
- "spell-tooltip": "\n\t\t\t\t\t\t\t\tName of spell\n\t\t\t\t\t\t\t",
- "abbreviation-level-label": "LVL",
- "spell-skill-level-tooltip": "\n\t\t\t\t\t\t\t\tSkill level with spell\n\t\t\t\t\t\t\t",
- "spell-difficulty-tooltip": "Difficulty",
- "spell-skill-level-modifier-tooltip": "\n\t\t\t\t\t\t\t\tModifier applied to skill level. \n\t\t\t\t\t\t\t\tCan be a positive or a negative number. \n\t\t\t\t\t\t\t\tExamples include a bonus from a Talent, \n\t\t\t\t\t\t\t\tdefault from another Skill or Technique, \n\t\t\t\t\t\t\t\ta piece of equipment, or a Perk.\n\t\t\t\t\t\t\t",
- "points-tooltip": "Points",
- "spell-is-on-tooltip": "\n\t\t\t\t\t\t\t\tMark the spell as ON \n\t\t\t\t\t\t\t\t skill penalty for each spell that is ON. \n\t\t\t\t\t\t\t\tSee B238 or M10. \n\t\t\t\t\t\t\t\tClick one at a time, wait until each penalty is applied before clicking the next one.\n\t\t\t\t\t\t\t",
- "abbreviation-concentration-label": "CT",
- "spell-concentration-tooltip": "\n\t\t\t\t\t\t\t\tMark the spell as Under Concentration. \n\t\t\t\t\t\t\t\t skill penalty for each spell. \n\t\t\t\t\t\t\t\tSee B238 or M10. \n\t\t\t\t\t\t\t\tClick one at a time, wait until each penalty is applied before clicking the next one.\n\t\t\t\t\t\t\t",
- "abbreviation-resisted-by-label": "RESIST",
- "spell-resisted-by-tooltip": "\n\t\t\t\t\t\t\t\tResisted By\n\t\t\t\t\t\t\t",
- "duration-label": "Duration",
- "spell-duration-tooltip": "\n\t\t\t\t\t\t\t\tDuration of Spell\n\t\t\t\t\t\t\t",
- "spell-energy-cost-tooltip": "\n\t\t\t\t\t\t\t\tEnergy cost for casting the spell.\n\t\t\t\t\t\t\t",
- "time-label": "Time",
- "spell-casting-time-tooltip": "\n\t\t\t\t\t\t\t\tAmount of time to cast the spell.\n\t\t\t\t\t\t\t",
- "maintain-label": "Maintain",
- "spell-cost-to-maintain-tooltip": "\n\t\t\t\t\t\t\t\tEnergy cost to maintain the spell.\n\t\t\t\t\t\t\t",
- "class-label": "Class",
- "spell-class-tooltip": "\n\t\t\t\t\t\t\t\t\t\tSpell class; Area, Blocking, Information, Melee, \n\t\t\t\t\t\t\t\t\t\tMissile, Regular, Regular (Jet), Resisted, Special\n\t\t\t\t\t\t\t\t\t",
- "colleges-label": "College(s):",
- "show-spell-modifier-notes-label": "Show Spell Modifier notes (see actual spell description)",
- "latest-changes-updated-label": "Latest Changes: Updated",
- "critical-roll-options-label": "Critical Roll Options",
- "user-rules-as-written-label": "Use rules as written",
- "only-on-3-or-4-label": "Only on a 3 or 4",
- "turn-off-label": "Turn Off",
- "skill-modifier-options-label": "Skill Modifier Options",
- "no-modifier-prompt-label": "No Modifier Prompt",
- "no-modifier-prompt-tooltip": "\n\t\t\t\t\t\t\tRolls will be made immediately with no prompt.\n\t\t\t\t\t\t",
- "single-modifier-prompt-label": "Single Modifier Prompt",
- "single-modifier-prompt-tooltip": "\n\t\t\t\t\t\t\tAsk for a bonus or penalty to be added to dice rolls. \n\t\t\t\t\t\t\tThis will not affect damage rolls.\n\t\t\t\t\t\t",
- "extended-modifier-prompt-label": "Extended Modifier Prompts",
- "extended-modifier-prompt-tooltip": "\n\t\t\t\t\t\t\tInstead of a single modifier, rolls will ask for a series of modifiers, \n\t\t\t\t\t\t\tto remind you about potential bonuses/penalties. \n\t\t\t\t\t\t\tThis will not affect damage rolls.\n\t\t\t\t\t\t",
- "public-or-private-rolls-label": "Public or Private Rolls",
- "public-rolls-label": "Public Rolls",
- "public-rolls-tooltip": "\n\t\t\t\t\t\t\tAll players will be able to see \n\t\t\t\t\t\t\tyour skill level, roll and results.\n\t\t\t\t\t\t",
- "private-skill-levels-label": "Private Skill Levels deprecated",
- "private-skill-levels-tooltip": "\n\t\t\t\t\t\t\tOnly the GM will be able to see \n\t\t\t\t\t\t\tyour skill level, but all players \n\t\t\t\t\t\t\twill see the result. \n\t\t\t\t\t\t\tNOTE: This now behaves just like Private Rolls\n\t\t\t\t\t\t",
- "private-rols-label": "Private Rolls",
- "private-rolls-tooltip": "\n\t\t\t\t\t\t\tOnly the GM will see your skill \n\t\t\t\t\t\t\tlevel and the result.\n\t\t\t\t\t\t",
- "repeating-technique-tables-label": "Repeating Technique Tables",
- "show-original-label": "Show Original",
- "show-original-tooltip": "Show the original techniques table.",
- "show-revised-label": "Show Revised",
- "show-revised-tooltip": "Show the revised techniques table.",
- "point-summary-layout-label": "Point Summary Layout",
- "abbreviation-gurps-character-assistant-label": "GCA",
- "gurps-character-assistant-tooltip": "GURPS Character Assistant.",
- "abbreviation-gurps-character-sheet-label": "GCS",
- "gurps-character-sheet-tooltip": "GURPS Character Sheet.",
- "detailed-label": "Detailed",
- "point-summary-detailed-tooltip": "\n\t\t\t\t\t\t\t\tCustom view displaying each section total. \n\t\t\t\t\t\t\t\tIncluding the deprecated Misc. Points box.\n\t\t\t\t\t\t\t",
- "enter-unspent-points-label": "Enter Unspent Points",
- "enter-unspent-points-tooltip": "Check if you would like to manually track your unspent points",
- "add-to-combat-tracker-label": "Add to combat tracker",
- "public-speed-tracker-label": "Public Speed Tracker",
- "public-speed-tracker-tooltip": "Show basic speed and add to Chat message to public.",
- "private-speed-tracker-label": "Private Speed Tracker",
- "private-speed-tracker-tooltip": "Show basic speed and add to Chat message to GM.",
- "spell-options-label": "Spell Options (See B238, M10)",
- "spell-options-table": "\n\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\tPenalty for each spell ON: \n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\tPenalty for each spell Concentrated On: \n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t
\n\t\t\t\t\t",
- "abbreviation-show-rules-as-written-notes-label": "Show RAW Notes",
- "abbreviation-show-rules-as-written-notes-tooltip": "\n\t\t\t\t\t\t\t\tShow Rules as Written Success/Fail notes\n\t\t\t\t\t\t\t",
- "damage-dice-icon": "Damage Dice Icon",
- "use-malfunction-label": "Use Malfunction",
- "use-malfunction-tooltip": "If checked, roll results will check for malfunction.",
- "stat-modifier-options-label": "Stat Modifier Options",
- "modifiers-to-attributes-increase-all-label": "Mods to attributes increase all derived stats (including HP, FP)",
- "modifiers-to-attributes-increase-most-label": "Mods to attributes increase most derived stats (not HP, FP)",
- "modifiers-to-attributes-increase-none-label": "Mods to attributes do not increase derived stats",
- "sheet-style-label": "Sheet Style",
- "sheet-style-description": "Selects a visual style for the character sheet",
- "falling-collision-damage-notes-label": "Falling & Collision Damage Notes",
- "demolition-damage-notes-label": "Demolition Damage Notes",
- "fragmentation-skill-notes-label": "Fragmentation Skill Notes",
- "fragmentation-damage-notes-label": "Fragmentation Damage Notes",
- "fragmentation-recoil-label": "Fragmentation Recoil:",
- "spell-critical-success-notes-label": "Spell Critical Success Notes",
- "spell-fail-notes-label": "Spell Fail Notes",
- "spell-critical-failure-notes-label": "Spell Critical Failure Notes",
- "editable-wound-modifier-notes-label": "Editable Wound Modifier Notes",
- "editable-wound-modifier-notes-description": "Initial wound modifier notes based on GURPS 4th Edition - Campaigns",
- "show-notes-in-roll-template-label": "Show notes in roll template",
- "cutting-label": "Cutting",
- "impaling-label": "Impaling",
- "crushing-label": "Crushing",
- "abbreviation-piercing-label": "PI",
- "afflication-label": "Affliction",
- "burn-label": "Burn",
- "corrosion-label": "Corrosion",
- "fatigue-label": "Fatigue",
- "toxic-label": "Toxic",
- "special-label": "Special",
- "gurps-4th-edition-wiki-button": "GURPS 4th Edition Roll20 Wiki Page",
- "gurps-sheet-thread-link-button": "Roll20 Forum - [GURPS] - Sheet #1 - Thread 1",
- "abbreviation-book-reference-label": "Ref",
- "minimum-label": "Minimum",
- "rolltemplate-minimum-damage-description": "\n\t\t\t\t\t\t\tApplied to Target's DR \n\t\t\t\t\t\t\tSee B378 Damage Roll\n\t\t\t\t\t\t",
- "roll-label": "Roll:",
- "target-label": "Target",
- "recoil-label": "Recoil",
- "abbreviation-malfunction-label": "Malf",
- "resisted-by-label": "Resisted by",
- "base-label": "BASE"
+ "sheet-roll-modifier-option": "crwdns156860:0crwdne156860:0",
+ "sheet-roll-modifier-option-desc": "crwdns156862:0crwdne156862:0",
+ "sheet-chat-roll-display-option": "crwdns156864:0crwdne156864:0",
+ "sheet-chat-roll-dislpay-option-desc": "crwdns156866:0crwdne156866:0",
+ "sheet-basic-speed-button-option": "crwdns156868:0crwdne156868:0",
+ "sheet-basic-speed-button-option-desc": "crwdns156870:0crwdne156870:0",
+ "sheet-enter-unspent-points": "crwdns156872:0crwdne156872:0",
+ "sheet-enter-unspent-points-desc": "crwdns156874:0crwdne156874:0",
+ "sheet-use-malfunction": "crwdns156876:0crwdne156876:0",
+ "sheet-use-malfunction-desc": "crwdns156878:0crwdne156878:0",
+ "sheet-damage-dice-icon": "crwdns156880:0crwdne156880:0",
+ "sheet-damage-dice-icon-desc": "crwdns156882:0crwdne156882:0",
+ "sheet-attribute-mods-option": "crwdns156884:0crwdne156884:0",
+ "sheet-attribute-mods-option-desc": "crwdns156886:0crwdne156886:0",
+ "sheet-critical-successes-option": "crwdns156888:0crwdne156888:0",
+ "sheet-critical-successes-option-desc": "crwdns156890:0crwdne156890:0",
+ "sheet-show-damage-type-notes": "crwdns156892:0crwdne156892:0",
+ "sheet-show-damage-type-notes-desc": "crwdns156894:0crwdne156894:0",
+ "sheet-damage-type-note-spec": "crwdns156896:0crwdne156896:0",
+ "sheet-damage-type-note-spec-desc": "crwdns156898:0crwdne156898:0",
+ "sheet-penalty-per-spell-on": "crwdns156900:0crwdne156900:0",
+ "sheet-penalty-per-spell-on-desc": "crwdns156902:0crwdne156902:0",
+ "sheet-penalty-per-spell-maintained": "crwdns156904:0crwdne156904:0",
+ "sheet-penalty-per-spell-maintained-desc": "crwdns156906:0crwdne156906:0",
+ "sheet-fragmentation-recoil": "crwdns156908:0crwdne156908:0",
+ "sheet-point-summary-layout-option": "crwdns156910:0crwdne156910:0",
+ "sheet-point-summary-layout-option-desc": "crwdns156912:0crwdne156912:0",
+ "sheet-show-old-techniques": "crwdns156914:0crwdne156914:0",
+ "sheet-show-old-techniques-desc": "crwdns156916:0crwdne156916:0",
+ "sheet-show-new-techniques": "crwdns156918:0crwdne156918:0",
+ "sheet-show-new-techniques-desc": "crwdns156920:0crwdne156920:0",
+ "sheet-show-raw-defense=notes": "crwdns156922:0crwdne156922:0",
+ "sheet-show-raw-defense=notes-desc": "crwdns156924:0crwdne156924:0",
+ "sheet-style-option": "crwdns156926:0crwdne156926:0",
+ "sheet-style-desc": "crwdns156928:0crwdne156928:0",
+ "announcements": "crwdns156930:0crwdne156930:0",
+ "sheet-version-title": "crwdns156932:0crwdne156932:0",
+ "hide-until-next-update": "crwdns156934:0crwdne156934:0",
+ "view-all-updates": "crwdns156936:0crwdne156936:0",
+ "tab-general": "crwdns156938:0crwdne156938:0",
+ "tab-traits": "crwdns156940:0crwdne156940:0",
+ "tab-bio-misc": "crwdns156942:0crwdne156942:0",
+ "tab-skills": "crwdns156944:0crwdne156944:0",
+ "tab-combat": "crwdns156946:0crwdne156946:0",
+ "tab-inventory": "crwdns156948:0crwdne156948:0",
+ "tab-grimoire": "crwdns156950:0crwdne156950:0",
+ "tab-updates": "crwdns156952:0crwdne156952:0",
+ "attributes-label": "crwdns156954:0crwdne156954:0",
+ "abbreviation-modifier-label": "crwdns156956:0crwdne156956:0",
+ "attributes-modifier-tooltip": "crwdns156958:0crwdne156958:0",
+ "abbreviation-character-points-label": "crwdns156960:0crwdne156960:0",
+ "abreviation-strength": "crwdns156962:0crwdne156962:0",
+ "attributes-strength-tooltip": "crwdns156964:0crwdne156964:0",
+ "abbreviation-dexterity": "crwdns156966:0crwdne156966:0",
+ "attributes-dexterity-tooltip": "crwdns156968:0crwdne156968:0",
+ "abbreviation-intelligence": "crwdns156970:0crwdne156970:0",
+ "attributes-intelligence-tooltip": "crwdns156972:0crwdne156972:0",
+ "abbreviation-health": "crwdns156974:0crwdne156974:0",
+ "attributes-health-tooltip": "crwdns156976:0crwdne156976:0",
+ "abbreviation-perception": "crwdns156978:0crwdne156978:0",
+ "attributes-perception-tooltip": "crwdns156980:0crwdne156980:0",
+ "attribute-vision": "crwdns156982:0crwdne156982:0",
+ "attributes-vision-tooltip": "crwdns156984:0crwdne156984:0",
+ "attribute-hearing": "crwdns156986:0crwdne156986:0",
+ "attribute-hearing-tooltip": "crwdns156988:0crwdne156988:0",
+ "attribute-smell": "crwdns156990:0crwdne156990:0",
+ "attribute-smell-tooltip": "crwdns156992:0crwdne156992:0",
+ "attribute-touch": "crwdns156994:0crwdne156994:0",
+ "attribute-touch-tooltip": "crwdns156996:0crwdne156996:0",
+ "attribute-will": "crwdns156998:0crwdne156998:0",
+ "attribute-will-tooltip": "crwdns157000:0crwdne157000:0",
+ "attribute-fright": "crwdns157002:0crwdne157002:0",
+ "attribute-fright-tooltip": "crwdns157004:0crwdne157004:0",
+ "abbreviation-threshold": "crwdns157006:0crwdne157006:0",
+ "attribute-fright-check-threshold-tooltip": "crwdns157008:0crwdne157008:0",
+ "fright-check-label": "crwdns157010:0crwdne157010:0",
+ "attribute-unstun": "crwdns157012:0crwdne157012:0",
+ "attribute-unstun-tooltip": "crwdns157014:0crwdne157014:0",
+ "abbreviation-knock-down": "crwdns157016:0crwdne157016:0",
+ "attribute-knock-down-tooltip": "crwdns157018:0crwdne157018:0",
+ "abbreviation-unconscious": "crwdns157020:0crwdne157020:0",
+ "attribute-unconscious-check-tooltip": "crwdns157022:0crwdne157022:0",
+ "abbreviation-death-check": "crwdns157024:0crwdne157024:0",
+ "attribute-death-check-tooltip": "crwdns157026:0crwdne157026:0",
+ "speed-label": "crwdns157028:0crwdne157028:0",
+ "attribute-speed-tooltip": "crwdns157030:0crwdne157030:0",
+ "attribute-move": "crwdns157032:0crwdne157032:0",
+ "attribute-move-tooltip": "crwdns157034:0crwdne157034:0",
+ "abbreviation-enhanced": "crwdns157036:0crwdne157036:0",
+ "attribute-enhanced-ground-move-tooltip": "crwdns157038:0crwdne157038:0",
+ "attribute-dodge": "crwdns157040:0crwdne157040:0",
+ "attribute-dodge-tooltip": "crwdns157042:0crwdne157042:0",
+ "abbreviation-lifting-strength": "crwdns157044:0crwdne157044:0",
+ "attribute-lifting-strength-tooltip": "crwdns157046:0crwdne157046:0",
+ "attribute-lift": "crwdns157048:0crwdne157048:0",
+ "attribute-basic-lift-tooltip": "crwdns157050:0crwdne157050:0",
+ "attribute-striking": "crwdns157052:0crwdne157052:0",
+ "attribute-striking-strength-tooltip": "crwdns157054:0crwdne157054:0",
+ "attribute-thrust": "crwdns157056:0crwdne157056:0",
+ "attribute-thrust-damage-table": "crwdns157058:0crwdne157058:0",
+ "attribute-swing": "crwdns157060:0crwdne157060:0",
+ "attribute-swing-damage-table": "crwdns157062:0crwdne157062:0",
+ "stats-title": "crwdns157064:0crwdne157064:0",
+ "value-title": "crwdns157066:0crwdne157066:0",
+ "abbreviation-maximum-hit-points": "crwdns157068:0crwdne157068:0",
+ "maximum-hit-poits-tooltip": "crwdns157070:0crwdne157070:0",
+ "abbreviation-current-hit-points": "crwdns157072:0crwdne157072:0",
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+ "shots-label": "crwdns157642:0crwdne157642:0",
+ "shots-tooltip": "crwdns157644:0crwdne157644:0",
+ "bulk-label": "crwdns157646:0crwdne157646:0",
+ "bulk-tooltip": "crwdns157648:0crwdne157648:0",
+ "abbreviation-recoil-label": "crwdns157650:0crwdne157650:0",
+ "recoil-tooltip": "crwdns157652:0crwdne157652:0",
+ "malfunction-label": "crwdns157654:0crwdne157654:0",
+ "malfunction-tooltip": "crwdns157656:0crwdne157656:0",
+ "verify-label": "crwdns157658:0crwdne157658:0",
+ "verify-malfunction-tooltip": "crwdns157660:0crwdne157660:0",
+ "ranged-weapon-notes-tooltip": "crwdns157662:0{Arrow Type|Bodkin|Normal}crwdne157662:0",
+ "ranged-damage-notes-tooltip": "crwdns157664:0[1d6]crwdne157664:0",
+ "combat-tools-label": "crwdns157666:0crwdne157666:0",
+ "abbreviation-thrown-pounds-label": "crwdns157668:0crwdne157668:0",
+ "thrown-strength-tooltip": "crwdns157670:0crwdne157670:0",
+ "thrown-modifier-tooltip": "crwdns157672:0crwdne157672:0",
+ "thrown-super-tooltip": "crwdns157674:0crwdne157674:0",
+ "thrown-damage-tooltip": "crwdns157676:0crwdne157676:0",
+ "throwing-range-tooltip": "crwdns157678:0crwdne157678:0",
+ "range-calculator-label": "crwdns157680:0crwdne157680:0",
+ "range-label": "crwdns157682:0crwdne157682:0",
+ "firing-up-down-range-tooltip": "crwdns157684:0crwdne157684:0",
+ "firing-up-down-speed-tooltip": "crwdns157686:0crwdne157686:0",
+ "abbreviation-size-modifier-label": "crwdns157688:0crwdne157688:0",
+ "position-label": "crwdns157690:0crwdne157690:0",
+ "firing-up-down-position-tooltipo": "crwdns157692:0crwdne157692:0",
+ "elevation-label": "crwdns157694:0crwdne157694:0",
+ "firing-up-down-elevation-tooltip": "crwdns157696:0crwdne157696:0",
+ "speed-range-label": "crwdns157698:0crwdne157698:0",
+ "abbreviation-hit-modifier-label": "crwdns157700:0crwdne157700:0",
+ "reset-label": "crwdns157702:0crwdne157702:0",
+ "falling-collision-label": "crwdns157704:0crwdne157704:0",
+ "abbreviation-yards-fallen-label": "crwdns157706:0crwdne157706:0",
+ "gravity-label": "crwdns157708:0crwdne157708:0",
+ "abbreviation-atmosphere-label": "crwdns157710:0crwdne157710:0",
+ "atmosphere-tooltip": "crwdns157712:0crwdne157712:0",
+ "velocity-label": "crwdns157714:0crwdne157714:0",
+ "falling-velocity-tooltip": "crwdns157716:0crwdne157716:0",
+ "abbreviation-hit-points-label": "crwdns157718:0crwdne157718:0",
+ "falling-hit-points-tooltip": "crwdns157720:0crwdne157720:0",
+ "falling-label": "crwdns157722:0crwdne157722:0",
+ "collision-label": "crwdns157724:0crwdne157724:0",
+ "demolition-label": "crwdns157726:0crwdne157726:0",
+ "select-label": "crwdns157728:0crwdne157728:0",
+ "demolition-select-tooltip": "crwdns157730:0crwdne157730:0",
+ "demolition-type-tooltip": "crwdns157732:0crwdne157732:0",
+ "abbreviation-relative-explosive-force-label": "crwdns157734:0crwdne157734:0",
+ "relative-explosive-force-tooltip": "crwdns157736:0crwdne157736:0",
+ "abbreviation-pounds-label": "crwdns157738:0crwdne157738:0",
+ "demolition-pounds-tooltip": "crwdns157740:0crwdne157740:0",
+ "demolition-base-damage-tooltip": "crwdns157742:0crwdne157742:0",
+ "abbreviation-multiplier-label": "crwdns157744:0crwdne157744:0",
+ "damage-multiplier-tooltip": "crwdns157746:0crwdne157746:0",
+ "abbreviation-radius-label": "crwdns157748:0crwdne157748:0",
+ "radius-collateral-damage-tooltip": "crwdns157750:0crwdne157750:0",
+ "abbreviation-divisor-label": "crwdns157752:0crwdne157752:0",
+ "demolition-armor-devisor-tooltip": "crwdns157754:0crwdne157754:0",
+ "abbreviation-target-label": "crwdns157756:0crwdne157756:0",
+ "demolition-target-tooltip": "crwdns157758:0crwdne157758:0",
+ "how-much-label": "crwdns157760:0crwdne157760:0",
+ "demolition-how-much-tooltip": "crwdns157762:0crwdne157762:0",
+ "how-big-label": "crwdns157764:0crwdne157764:0",
+ "demolition-how-big-tooltip": "crwdns157766:0crwdne157766:0",
+ "fragmentation-label": "crwdns157768:0crwdne157768:0",
+ "fragmentation-damage-tooltip": "crwdns157770:0crwdne157770:0",
+ "fragmentation-skill-tooltip": "crwdns157772:0crwdne157772:0",
+ "close-range-shotgun-label": "crwdns157774:0crwdne157774:0",
+ "abbreviation-damage-label": "crwdns157776:0crwdne157776:0",
+ "shotgun-half-damage-tooltip": "crwdns157778:0crwdne157778:0",
+ "close-label": "crwdns157780:0crwdne157780:0",
+ "shotgun-close-range-tooltip": "crwdns157782:0crwdne157782:0",
+ "shotgun-new-rate-of-fire-tooltip": "crwdns157784:0crwdne157784:0",
+ "shotgun-new-damage-tooltip": "crwdns157786:0crwdne157786:0",
+ "abbreviation-damage-resistance-multiplier-label": "crwdns157788:0crwdne157788:0",
+ "shotgun-damage-resistance-multiplier-tooltip": "crwdns157790:0crwdne157790:0",
+ "shotgun-notes-description": "crwdns157792:0crwdne157792:0",
+ "quick-inventory-label": "crwdns157794:0crwdne157794:0",
+ "location-label": "crwdns157796:0crwdne157796:0",
+ "inventory-label": "crwdns157798:0crwdne157798:0",
+ "abbreviation-legality-class-label": "crwdns157800:0crwdne157800:0",
+ "legality-class-tooltip": "crwdns157802:0crwdne157802:0",
+ "on-label": "crwdns157804:0crwdne157804:0",
+ "inventory-carried-tooltip": "crwdns157806:0crwdne157806:0",
+ "inventory-totals-label": "crwdns157808:0crwdne157808:0",
+ "inventory-totals-tooltip": "crwdns157810:0crwdne157810:0",
+ "total-inventory-value-label": "crwdns157812:0crwdne157812:0",
+ "total-inventory-value-tooltip": "crwdns157814:0crwdne157814:0",
+ "total-inventory-weight-label": "crwdns157816:0crwdne157816:0",
+ "total-inventory-weight-tooltip": "crwdns157818:0crwdne157818:0",
+ "grand-total-weight-label": "crwdns157820:0crwdne157820:0",
+ "grand-total-weight-tooltip": "crwdns157822:0crwdne157822:0",
+ "spells-based-on-label": "crwdns157824:0crwdne157824:0",
+ "magery-power-investiture-bonus-label": "crwdns157826:0crwdne157826:0",
+ "cencentration-penalty-label": "crwdns157828:0crwdne157828:0",
+ "cocentration-penalty-tooltip": "crwdns157830:0crwdne157830:0",
+ "spell-label": "crwdns157832:0crwdne157832:0",
+ "spell-tooltip": "crwdns157834:0crwdne157834:0",
+ "abbreviation-level-label": "crwdns157836:0crwdne157836:0",
+ "spell-skill-level-tooltip": "crwdns157838:0crwdne157838:0",
+ "spell-difficulty-tooltip": "crwdns157840:0crwdne157840:0",
+ "spell-skill-level-modifier-tooltip": "crwdns157842:0crwdne157842:0",
+ "points-tooltip": "crwdns157844:0crwdne157844:0",
+ "spell-is-on-tooltip": "crwdns157846:0crwdne157846:0",
+ "abbreviation-concentration-label": "crwdns157848:0crwdne157848:0",
+ "spell-concentration-tooltip": "crwdns157850:0crwdne157850:0",
+ "abbreviation-resisted-by-label": "crwdns157852:0crwdne157852:0",
+ "spell-resisted-by-tooltip": "crwdns157854:0crwdne157854:0",
+ "duration-label": "crwdns157856:0crwdne157856:0",
+ "spell-duration-tooltip": "crwdns157858:0crwdne157858:0",
+ "spell-energy-cost-tooltip": "crwdns157860:0crwdne157860:0",
+ "time-label": "crwdns157862:0crwdne157862:0",
+ "spell-casting-time-tooltip": "crwdns157864:0crwdne157864:0",
+ "maintain-label": "crwdns157866:0crwdne157866:0",
+ "spell-cost-to-maintain-tooltip": "crwdns157868:0crwdne157868:0",
+ "class-label": "crwdns157870:0crwdne157870:0",
+ "spell-class-tooltip": "crwdns157872:0crwdne157872:0",
+ "colleges-label": "crwdns157874:0crwdne157874:0",
+ "colleges-secondary-label": "crwdns157876:0crwdne157876:0",
+ "show-spell-modifier-notes-label": "crwdns157878:0crwdne157878:0",
+ "latest-changes-updated-label": "crwdns157880:0crwdne157880:0",
+ "critical-roll-options-label": "crwdns157882:0crwdne157882:0",
+ "user-rules-as-written-label": "crwdns157884:0crwdne157884:0",
+ "only-on-3-or-4-label": "crwdns157886:0crwdne157886:0",
+ "turn-off-label": "crwdns157888:0crwdne157888:0",
+ "skill-modifier-options-label": "crwdns157890:0crwdne157890:0",
+ "no-modifier-prompt-label": "crwdns157892:0crwdne157892:0",
+ "no-modifier-prompt-tooltip": "crwdns157894:0crwdne157894:0",
+ "single-modifier-prompt-label": "crwdns157896:0crwdne157896:0",
+ "single-modifier-prompt-tooltip": "crwdns157898:0crwdne157898:0",
+ "extended-modifier-prompt-label": "crwdns157900:0crwdne157900:0",
+ "extended-modifier-prompt-tooltip": "crwdns157902:0crwdne157902:0",
+ "public-or-private-rolls-label": "crwdns157904:0crwdne157904:0",
+ "public-rolls-label": "crwdns157906:0crwdne157906:0",
+ "public-rolls-tooltip": "crwdns157908:0crwdne157908:0",
+ "private-skill-levels-label": "crwdns157910:0crwdne157910:0",
+ "private-skill-levels-tooltip": "crwdns157912:0crwdne157912:0",
+ "private-rols-label": "crwdns157914:0crwdne157914:0",
+ "private-rolls-tooltip": "crwdns157916:0crwdne157916:0",
+ "repeating-technique-tables-label": "crwdns157918:0crwdne157918:0",
+ "show-original-label": "crwdns157920:0crwdne157920:0",
+ "show-original-tooltip": "crwdns157922:0crwdne157922:0",
+ "show-revised-label": "crwdns157924:0crwdne157924:0",
+ "show-revised-tooltip": "crwdns157926:0crwdne157926:0",
+ "point-summary-layout-label": "crwdns157928:0crwdne157928:0",
+ "abbreviation-gurps-character-assistant-label": "crwdns157930:0crwdne157930:0",
+ "gurps-character-assistant-tooltip": "crwdns157932:0crwdne157932:0",
+ "abbreviation-gurps-character-sheet-label": "crwdns157934:0crwdne157934:0",
+ "gurps-character-sheet-tooltip": "crwdns157936:0crwdne157936:0",
+ "detailed-label": "crwdns157938:0crwdne157938:0",
+ "point-summary-detailed-tooltip": "crwdns157940:0crwdne157940:0",
+ "enter-unspent-points-label": "crwdns157942:0crwdne157942:0",
+ "enter-unspent-points-tooltip": "crwdns157944:0crwdne157944:0",
+ "add-to-combat-tracker-label": "crwdns157946:0crwdne157946:0",
+ "public-speed-tracker-label": "crwdns157948:0crwdne157948:0",
+ "public-speed-tracker-tooltip": "crwdns157950:0crwdne157950:0",
+ "private-speed-tracker-label": "crwdns157952:0crwdne157952:0",
+ "private-speed-tracker-tooltip": "crwdns157954:0crwdne157954:0",
+ "spell-options-label": "crwdns157956:0crwdne157956:0",
+ "spell-options-table": "crwdns157958:0crwdne157958:0",
+ "abbreviation-show-rules-as-written-notes-label": "crwdns157960:0crwdne157960:0",
+ "abbreviation-show-rules-as-written-spell-notes-label": "crwdns157962:0crwdne157962:0",
+ "abbreviation-show-rules-as-written-notes-tooltip": "crwdns157964:0crwdne157964:0",
+ "damage-dice-icon": "crwdns157966:0crwdne157966:0",
+ "use-malfunction-label": "crwdns157968:0crwdne157968:0",
+ "use-malfunction-tooltip": "crwdns157970:0crwdne157970:0",
+ "stat-modifier-options-label": "crwdns157972:0crwdne157972:0",
+ "modifiers-to-attributes-increase-all-label": "crwdns157974:0crwdne157974:0",
+ "modifiers-to-attributes-increase-most-label": "crwdns157976:0crwdne157976:0",
+ "modifiers-to-attributes-increase-none-label": "crwdns157978:0crwdne157978:0",
+ "sheet-style-label": "crwdns157980:0crwdne157980:0",
+ "sheet-style-description": "crwdns157982:0crwdne157982:0",
+ "falling-collision-damage-notes-label": "crwdns157984:0crwdne157984:0",
+ "demolition-damage-notes-label": "crwdns157986:0crwdne157986:0",
+ "fragmentation-skill-notes-label": "crwdns157988:0crwdne157988:0",
+ "fragmentation-damage-notes-label": "crwdns157990:0crwdne157990:0",
+ "fragmentation-recoil-label": "crwdns157992:0crwdne157992:0",
+ "spell-critical-success-notes-label": "crwdns157994:0crwdne157994:0",
+ "spell-fail-notes-label": "crwdns157996:0crwdne157996:0",
+ "spell-critical-failure-notes-label": "crwdns157998:0crwdne157998:0",
+ "editable-wound-modifier-notes-label": "crwdns158000:0crwdne158000:0",
+ "editable-wound-modifier-notes-description": "crwdns158002:0crwdne158002:0",
+ "show-notes-in-roll-template-label": "crwdns158004:0crwdne158004:0",
+ "cutting-label": "crwdns158006:0crwdne158006:0",
+ "impaling-label": "crwdns158008:0crwdne158008:0",
+ "crushing-label": "crwdns158010:0crwdne158010:0",
+ "abbreviation-piercing-label": "crwdns158012:0crwdne158012:0",
+ "afflication-label": "crwdns158014:0crwdne158014:0",
+ "burn-label": "crwdns158016:0crwdne158016:0",
+ "corrosion-label": "crwdns158018:0crwdne158018:0",
+ "fatigue-label": "crwdns158020:0crwdne158020:0",
+ "toxic-label": "crwdns158022:0crwdne158022:0",
+ "special-label": "crwdns158024:0crwdne158024:0",
+ "gurps-4th-edition-wiki-button": "crwdns158026:0crwdne158026:0",
+ "gurps-sheet-thread-link-button": "crwdns158028:0[GURPS]crwdne158028:0",
+ "abbreviation-book-reference-label": "crwdns158030:0crwdne158030:0",
+ "minimum-label": "crwdns158032:0crwdne158032:0",
+ "rolltemplate-minimum-damage-description": "crwdns158034:0crwdne158034:0",
+ "roll-label": "crwdns158036:0crwdne158036:0",
+ "target-label": "crwdns158038:0crwdne158038:0",
+ "recoil-label": "crwdns158040:0crwdne158040:0",
+ "abbreviation-malfunction-label": "crwdns158042:0crwdne158042:0",
+ "resisted-by-label": "crwdns158044:0crwdne158044:0",
+ "base-label": "crwdns158046:0crwdne158046:0",
+ "ranged-critical-miss-by-10-description": "crwdns158048:0crwdne158048:0",
+ "rolltemplate-malfunction-label": "crwdns158050:0crwdne158050:0",
+ "rolltemplate-verify-malfunction-description": "crwdns158052:0crwdne158052:0",
+ "rolltemplate-malfunction-description": "crwdns158054:0crwdne158054:0"
}
diff --git a/L5R 5th Edition Unofficial/translations/pt.json b/L5R 5th Edition Unofficial/translations/pt.json
index 3991668fd0..111c4e22ea 100644
--- a/L5R 5th Edition Unofficial/translations/pt.json
+++ b/L5R 5th Edition Unofficial/translations/pt.json
@@ -278,4 +278,4 @@
"activation-box-u": "Requisito para ativação",
"type:-u": "Tipos:",
"print-u": "Print"
-}
+}
\ No newline at end of file
diff --git a/L5R/translations/es.json b/L5R/translations/es.json
index e9a2889424..299c338c8b 100644
--- a/L5R/translations/es.json
+++ b/L5R/translations/es.json
@@ -23,9 +23,9 @@
"+10-to-insight-u": "+10 a Reconocimiento",
"etiquette-bonus-u": "Bonus de Etiqueta",
"traits-u": "",
- "skills-u": "Habilidades",
- "weapons-u": "Armas",
- "spells-u": "Conjuros",
+ "skills-u": "",
+ "weapons-u": "",
+ "spells-u": "",
"air-u": "Aire",
"reflexes-u": "Reflejos",
"awareness-u": "Consciencia",
diff --git a/L5R/translations/pt.json b/L5R/translations/pt.json
index 2c399c1d22..7e8ac26143 100644
--- a/L5R/translations/pt.json
+++ b/L5R/translations/pt.json
@@ -22,10 +22,10 @@
"+3-to-insight-u": "+3 Sabedoria",
"+10-to-insight-u": "+10 Sabedoria",
"etiquette-bonus-u": "Bônus de Etiqueta",
- "traits-u": "Atributo",
- "skills-u": "Perícia",
- "weapons-u": "Armas",
- "spells-u": "Feitiços",
+ "traits-u": "",
+ "skills-u": "",
+ "weapons-u": "",
+ "spells-u": "",
"air-u": "Ar",
"reflexes-u": "Reflexos",
"awareness-u": "Astúcia",
diff --git a/Masks - A New Generation/translations/af.json b/Masks - A New Generation/translations/af.json
index e5bbff0b92..10087132e0 100644
--- a/Masks - A New Generation/translations/af.json
+++ b/Masks - A New Generation/translations/af.json
@@ -1,8 +1,9 @@
{
"playbook:": "Playbook:",
+ "choose-playbook": "Choose Playbook",
"thebeacon": "The Beacon",
"thebull": "The Bull",
- "thedelinquant": "The Delinquent",
+ "thedelinquent": "The Delinquent",
"thedoomed": "The Doomed",
"thejanus": "The Janus",
"thelegacy": "The Legacy",
@@ -10,83 +11,389 @@
"theoutsider": "The Outsider",
"theprotege": "The Protégé",
"thetransformed": "The Transformed",
- "theinnocent": "The Innocent",
- "thejoined": "The Joined",
- "thenewborn": "The Newborn",
"thereformed": "The Reformed",
+ "thenewborn": "The Newborn",
+ "theinnocent": "The Innocent",
"thestar": "The Star",
+ "thejoined": "The Joined",
"thebrain": "The Brain",
"thesoldier": "The Soldier",
+ "theharbinger": "The Harbinger",
+ "thenomad": "The Nomad",
+ "thescion": "The Scion",
+ "custom": "Custom",
"somethingelse": "Something Else",
- "freak:": "Freak:",
- "unleashyourpowers": "(unleash your powers)",
- "danger:": "Danger:",
- "directlyengage": "(directly engage)",
- "savior:": "Savior:",
- "savior": "Savior",
- "freak": "Freak",
+ "halcyoncityherald": "Halcyon City Herald Collection",
+ "secretsofaegis": "Secrets of A.E.G.I.S.",
+ "unbound": "Unbound",
"danger": "Danger",
+ "danger:": "Danger:",
+ "freak": "Freak",
+ "freak:": "Freak:",
+ "savior": "Savior",
+ "savior:": "Savior:",
"superior": "Superior",
- "mundane": "Mundane",
- "soldier": "Soldier",
- "defend": "(defend)",
"superior:": "Superior:",
+ "mundane": "Mundane",
+ "mundane:": "Mundane:",
+ "sumof5labels": "Sum of 5 Labels:",
+ "sumof6labels": "Sum of 6 Labels:",
+ "bydefault3": "(by default this should be a 3)",
+ "bydefault5": "(by default this should be 5)",
+ "advancementmayincrease": "(advancement may increase this)",
+ "directlyengageathreat": "(directly engage a threat)",
+ "unleashyourpowers": "(unleash your powers)",
+ "comfortorsupport": "(comfort or support)",
+ "piercethemask": "(pierce the mask)",
+ "defend": "(defend)",
"assessthesituation": "(assess the situation)",
"provokesomeone": "(provoke someone)",
- "mundane:": "Mundane:",
- "soldier:": "Soldier:",
- "piercethemask": "(pierce the mask)",
- "comfortorsupport": "(comfort or support)",
- "actonorders": "(act on orders and rely on training)",
- "invokeauthority": "(invoke your authority",
- "askaegis": "(ask A.E.G.I.S. for resources)",
"flat2d6": "Flat 2d6",
"rejectsomeonesinfluence": "(reject someone's influence)",
+ "rejectinfluence": "Reject Influence",
"customrolls": "(custom rolls)",
- "sumoflabels": "Sum of Labels:",
- "bydefault3": "(by default this should be a 3)",
- "advancementmayincrease": "(advancement may increase this)",
+ "doom-desc": "What brings your Doom closer? Choose two:",
+ "doomcloser1": "overexerting yourself",
+ "doomcloser2": "facing danger alone",
+ "doomcloser3": "showing mercy",
+ "doomcloser4": "injuring innocents",
+ "doomcloser5": "frightening loved ones",
+ "doomcloser6": "talking about it openly",
+ "doomtrack-desc": "Whenever you bring your Doom closer, mark one box on your Doomtrack",
+ "doomtrack:": "Doomtrack:",
+ "doomtrack-fill": "Whenever your Doomtrack fills, clear it and take one of your Doomsigns",
+ "doomsign-desc": "These are abilities that come to you with your approaching Doom. Once you have taken all five Doomsigns above the line, you must take \"Your doom arrives\" the next time your Doomtrack fills. Choose 1 Doomsign you already have at character creation.",
+ "doomsign1-desc": "Dark Visions: Mark your Doomtrack to have a vision about the situation at hand. After the vision, ask the GM a question; they will answer it honestly.",
+ "doomsign2-desc": "Infinite Powers: Mark your Doomtrack to use an ability from any playbook, one time.",
+ "doomsign3-desc": "Portal: Mark your Doomtrack to appear in a scene with anyone you want.",
+ "doomsign4-desc": "Burning Bright: Mark your Doomtrack to ignore one of the GM's stated requirements when you call upon the resources of your Sanctuary.",
+ "doomsign5-desc": "Bolstered: Mark your Doomtrack to use an Adult Move one time.",
+ "doomsign6-desc": "Your Doom arrives; confront it and perish.",
+ "themask-janus": "The Mask:",
+ "themask-janus-desc1": "You wear a mask and hide your real identity. Choose what Label you try to embody while wearing your mask:",
+ "themask-janus-desc2": "Once per session, you can affirm either your heroic or secret identity to switch your Mundane with your mask's Label.",
+ "themask-janus-desc3": "When you reveal your secret identity to someone who didn't know it already, mark potential.",
+ "secretid-janus-desc1": "Your mundane life comes with a series of obligations. Choose a total of 3 obligations:",
+ "obligationjanus": "(your obligations among jobs, school, home and social)",
+ "secretid-janus-desc2": "When time passes, roll to see how you're managing your obligations. On a hit, things are going pretty well — you have an opportunity or advantage thanks to one of your obligations. On a 7-9, you've lapsed on one obligation, your choice. On a miss, you haven't given your normal life anywhere near the attention it deserves; the GM chooses 2 obligations that are going to bite you in the butt.",
+ "conditions-marked": "Conditions marked:",
+ "burn-nova-desc1": "When you charge up your powers, roll. On a hit, hold 3 burn. On a 7-9, mark a condition. On a miss, hold 2 burn and mark 3 conditions.",
+ "burn-nova-desc2": "Spend your burn on your flares. You lose all burn at the end of the scene. Write 4 Flares you already have at character creation.",
+ "flare:": "Flare:",
+ "flarename": "(flare name)",
+ "flaredescription": "(flare description)",
+ "futureself-innocent-desc1": "Your future self is out there, an important figure in Halcyon City and the world beyond — and everything you'd hoped you'd never be. But finding out how they became who they are may be all it takes to push you along a similar path. Pick 1 step of your future self's path that you already know at character creation, and mark it (left side checkbox). When you learn of another step of your future self's path, mark it. You can have at most 5 steps marked.",
+ "futurepath1-desc": "They lost someone they cared about deeply",
+ "futurepath2-desc": "They failed horrifically in a noble pursuit or cause",
+ "futurepath3-desc": "They committed a major crime",
+ "futurepath4-desc": "They betrayed a close friend or ally",
+ "futurepath5-desc": "They won a victory at enormous cost to the world around them",
+ "futurepath6-desc": "They killed someone",
+ "futurepath7-desc": "They publicly battled another hero",
+ "futurepath8-desc": "They injured an innocent",
+ "futureself-innocent-desc2": "When you undergo an experience (your call) that echoes any one of the above (marked or unmarked), strike it through (right side checkbox). When you strike through a marked step, or mark a struck-through step, choose one of the following:",
+ "futurereplace1-desc": "Replace comfort or support with this: When you coldly dismiss someone, roll +Mundane. On a hit, they mark a condition or leave you alone, their choice. On a 7-9, they can also choose to inflict a condition on you.",
+ "futurereplace2-desc": "Replace defend someone with this: When you aggressively defend a large group or area, roll +Savior. On a hit, you create an opportunity for yourself to press the attack, and take +1 forward to pursue it. On a 10+, the collateral damage is minimal.",
+ "futurereplace3-desc": "Replace provoke someone with this: When you threaten someone, say what you want them to do and roll +Superior. On a hit, they either do it or they are put at a significant disadvantage against you, their choice. On a 10+, either way they mark a condition of your choice.",
+ "futurereplace4-desc": "Replace reject someone's Influence with this: When you spit in the face of guidance or Influence, roll +2. On a hit, take away their Influence over you or clear a condition, your choice. On a 7-9, you both take a powerful blow from the intensity of your words.",
+ "futurereplace5-desc": "Become an NPC antagonist — your path is irreconcilably set along the same course that your future self followed.",
+ "bond-joined-desc": "At character creation you start with Two of a kind, and choose one other bond.",
+ "bond1-desc": "Two of a kind: When time passes, you and your other half gain Influence over each other. When you or your other half pierces the other's mask, mark a condition to take a 10+.",
+ "bond2-desc": "Fastball special: When you perform a coordinated fighting maneuver with your other half, say who takes the lead and who assists. The leader rolls the adult move overwhelm a vulnerable foe. The assistant marks a condition.",
+ "bond3-desc": "Powers, activate!: When you and your other half pool your powers, say who takes the lead and who assists. The leader unleashes their powers with your combined Freak (max +4). The assistant shifts Savior down, Mundane up.",
+ "bond4-desc": "Four eyes are better: When you and your other half assess the situation from two different vantage points, one of you makes the move, and the other may either clear a condition or ask an additional question. You both get +1 when following the answers.",
+ "distinction-joined-desc": "When either you or your other half locks a Label, unmark one of your chosen bonds and choose a distinction.",
+ "distinction1-desc": "Mirror, mirror: When you pierce someone's mask, you can ask them \"What are you really feeling right now?\", even on a miss. If you do, they can ask you the same question.",
+ "distinction2-desc": "Shouldering the burden: When you push yourself to do something your other half failed at or can't do, mark a condition to use the adult move wield your powers.",
+ "distinction3-desc": "Going solo: When you directly engage a threat entirely on your own, you can roll +Superior instead of +Danger.",
+ "distinction4-desc": "Internal strife: When you snipe about your other half behind their back, remove one Team from the pool and clear a condition.",
+ "beforewegetstarted-soldier": "Before we get started:",
+ "beforestart-soldier": "When you have time to closely observe your opposition before a fight, roll. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 and mark a condition. During the fight, you can spend your hold to name a character you observed and...",
+ "beforestart-soldier-list1": "● ...redirect their attack to another character or nowhere — into a wall or the sky.",
+ "beforestart-soldier-list2": "● ...cross a distance between them and you.",
+ "beforestart-soldier-list3": "● ...stun them, close up or from a distance.",
+ "beforestart-soldier-list4": "● ...ignore all harm from one of their attacks.",
+ "beforestart-soldier-list5": "● ...escape any bindings or impediments they attempt to place on you.",
+ "memories:": "Memories:",
+ "memories-harbinger-desc": "Your Memories score starts at -1, and goes up by 1 (to a maximum of +3) for each name below. When you write a name below, they gain Influence over you if they did not already have it.",
+ "memories-role1": "● Monster:",
+ "memories-role2": "● Traitor:",
+ "memories-role3": "● Corruptor:",
+ "memories-role4": "● Martyr:",
+ "memories-role5": "● Architect:",
+ "memories-role6": "● Leader:",
+ "connect-harbinger-desc1": "When you push yourself to remember the version of someone that exists in your future, mark a condition and roll Memories. On a hit, you connect who they are now to who they are in the future; choose the role that they fulfill in the future, and the GM will tell you about their future self. On a 10+, ask a follow-up question. On a miss, they're not at all who you thought they would be; the GM will choose their role, or tell you that as far as you know, they don't exist in the future.",
+ "connect-harbinger-desc2": "At the start of each session or when time passes, roll to find out how your investigations into the timeline have been going. On a hit, choose one figure noted above or one aspect of the future world you can remember. You've found a lead to follow to learn more about how the present version of that figure or aspect became the future version. On a 10+, the lead is particularly strong; right now, you can ask the GM one question about the figure or aspect, and they will answer honestly. On a miss, you're lost in the present; the GM will tell you how things are so different here, and shift your Labels according to how it makes you feel.",
"move:": "Move:",
"label:": "Label:",
+ "activemove-hide": "Hide your Active Moves",
+ "activemove-note": "Note: Adult moves count as Active Moves",
+ "passivemove-hide": "Hide your Passive Moves",
+ "teammove-hide": "Hide your Team Moves",
+ "teammove1-beacon": "When you share a triumphant celebration with someone, tell them how they're awesome and add 1 Team to the pool. If they tell you how you're awesome in return, add 1 more Team to the pool.",
+ "teammove2-beacon": "When you share a vulnerability or weakness with someone, ask them to confirm or deny that you should be here. If they confirm it, mark potential and give them Influence over you. If they deny it, mark Angry and shift one Label up and one Label down, your choice.",
+ "teammove1-bull": "When you share a triumphant celebration with someone, make them your love or rival immediately to mark potential. If they are already your love or rival, take Influence over them and mark potential.",
+ "teammove2-bull": "When you share a vulnerability or weakness with someone, give them Influence and hold 2. Spend that hold to help them as if it were Team in the pool.",
+ "teammove1-delinquent": "When you share a triumphant celebration with someone, ask them if they think you're cool. If they say yes, give them Influence and take Influence over them. If they say no, mark a condition or spurn them immediately. If they're a teammate, then either way, add 1 Team to the pool.",
+ "teammove2-delinquent": "When you share a vulnerability or weakness with someone, give them Influence over you, and ask them who they'd like you to be. Mark potential if you show them that person. If they're a teammate, add 1 Team to the pool no matter what.",
+ "teammove1-doomed": "When you share a triumphant celebration with someone, give them Influence over you and spend 1 Team from the pool to clear one box on your Doomtrack.",
+ "teammove2-doomed": "When you share a vulnerability or weakness with someone, give them Influence over you and ask if they honestly think there's hope for you. If they say yes, mark potential or clear one box on your Doomtrack. If they say no, mark a condition or mark one box on your Doomtrack.",
+ "teammove1-janus": "When you share a triumphant celebration with someone, ask them if they see you as the person wearing the mask or the person underneath. If the former, mark potential and clear a condition. If the latter, take Influence over them if you reveal yourself.",
+ "teammove2-janus": "When you share a vulnerability or weakness with someone, tell them a secret about who you really are. Give them Influence, and shift your Mundane up and your Mask's Label down.",
+ "teammove1-legacy": "When you share a triumphant celebration with someone, tell them whether you see them as an equal. If you do, give them Influence over you and mark potential. If you don't, shift Superior up and any other Label down.",
+ "teammove2-legacy": "When you share a vulnerability or weakness with someone, tell them a secret about your legacy (including your own true feelings about it) to clear a condition and give them Influence over you.",
+ "teammove1-nova": "When you share a triumphant celebration with someone, ask them if there is any fear in their eyes when they look at you. If they say no, take +1 forward and mark potential. If they say yes, immediately shift your Danger up and Savior down.",
+ "teammove2-nova": "When you share a vulnerability or weakness with someone, tell them how they could stop you, if it came down to it. Give them Influence over you and clear a condition.",
+ "teammove1-outsider": "When you share a triumphant celebration with someone, take Influence over them if you show them meaningful affection, physical or emotional. They decide if it's meaningful.",
+ "teammove2-outsider": "When you share a vulnerability or weakness with someone, they tell you what you should do to fit in more. Take +1 forward to do it, and mark potential if you do.",
+ "teammove1-protege": "When you share a triumphant celebration with someone, ask them if you've been a good leader or effective teammate. If they say yes, your Mentor loses Influence over you and you mark potential. If they say no, your Mentor gains Influence over you, and you take +1 forward on using the Label your Mentor embodies.",
+ "teammove2-protege": "When you share a vulnerability or weakness with someone, tell them a secret about your Mentor (including your feelings towards them). Give them Influence over you and add 1 Team to the pool.",
+ "teammove1-transformed": "When you share a triumphant celebration with someone, clear a condition if they treat you like a perfectly normal person and mark potential if they praise your power or abilities.",
+ "teammove2-transformed": "When you share a vulnerability or weakness with someone, ask them if they think you're losing or gaining humanity. If they say losing, mark a condition and mark potential. If they say gaining, clear a condition and shift Mundane up and any other Label down.",
+ "teammove1-reformed": "When you share a moment of triumph with someone, ask them what gives them hope for a brighter day and give them Influence.",
+ "teammove2-reformed": "When you share a vulnerability or weakness with someone, ask them what they would do something dark for and gain Influence over them.",
+ "teammove1-newborn": "When you share a triumphant celebration with someone, ask them what makes them proud or happy about the actions they took and write a lesson based on it, either filling an empty slot or replacing an existing lesson.",
+ "teammove2-newborn": "When you share a vulnerability or weakness with someone, if their response helps you understand human feelings and problems, mark potential. If their response confuses or offends you, shift your Freak up and your Mundane down.",
+ "teammove1-innocent": "When you share a triumphant celebration with someone, ask whether they think your future self could've won this victory. If they do, mark potential and the GM shifts your Labels. If they do not, clear a condition and they shift your Labels.",
+ "teammove2-innocent": "When you share a vulnerability or weakness with someone, ask them if they think you could turn into your future self. If they do, mark potential and the GM shifts your Labels. If they do not, clear a condition and they shift your Labels.",
+ "teammove1-star": "When you share a triumphant celebration with someone, say whether it's part of the show or not. If it is, then you can shift your Labels as you choose. If it is not, then they shift your Labels, and you can clear a condition or mark potential.",
+ "teammove2-star": "When you share a vulnerability or weakness with someone, ask them if they will tell anyone the truth about you. If they agree to keep it a secret, clear a condition or mark potential. If they don't agree, the GM shifts your Labels.",
+ "teammove-joined": "When either you or your other half shares a triumphant celebration or shares a moment of vulnerability without the other one present, mark a condition to mark a potential.",
+ "teammove1-brain": "When you share a triumphant celebration with someone, ask them if they felt they could have done it without you. If they say yes, give Influence to them and mark a condition. If they say no, they give Influence to you.",
+ "teammove2-brain": "When you share a vulnerability or weakness with someone, hold 2. Spend the hold 1-for-1 to clear a condition or add 1 Team to the pool when you are with them.",
+ "teammove1-soldier": "When you share a triumphant celebration with someone, tell them what they need to do to achieve their full potential. If they accept your advice, take Influence over them and add 2 Team to the pool. If they reject what you have to say, mark a condition.",
+ "teammove2-soldier": "When you share a vulnerability or weakness with someone, ask them what cause they serve. If you find it to be a worthy cause, tell them how you will fight for it, clear a condition, and add 1 Team to the pool. If they don't have a cause (or you find it unworthy), mark a condition.",
+ "teammove1-harbinger": "When you confess to a teammate the difference between what you thought they would be and what they really are, add 1 Team to the pool, and ask them if you represent a future they'd want. If they say yes, mark potential. If they say no, mark a condition.",
+ "teammove2-harbinger": "When you share a tale of future loss with someone, ask them if they think you have the ability to avert that loss. If they believe you do, mark potential and give them Influence over you. If they don't, mark Guilty and shift one Label up and one Label down (your choice). If Guilty is already marked, mark another condition, GM's choice.",
+ "teammove1-nomad": "When you share a triumphant celebration with someone, ask them what they admire about you. The GM will shift one of your Labels up and one down based on what they say.",
+ "teammove2-nomad": "When you share a vulnerability or weakness with someone, mark a condition, give them Influence over you, and mark potential.",
+ "teammove1-scion": "When you share a triumphant celebration with someone, ask them if you have earned their respect. If you have, take Influence over them and mark potential. If you have not, give them Influence over you and mark potential.",
+ "teammove2-scion": "When you share a vulnerability or weakness with someone, ask them if they would defend you against those who mistrust you. If they say yes, clear a condition and shift Savior up and any other Label down. If they say no, mark a condition and shift Danger up and any other Label down.",
+ "momentoftruth-unlock": "Unlock your Moment of Truth",
+ "moment-beacon": "This is the moment when you show them exactly why you belong here. You do any one thing, take out any one enemy, no matter how insane, no matter how ridiculous, because that's you. Their jaws are gonna drop when you're done. Of course, pulling off a stunt like this tends to bring unwanted attention and a dangerous reputation...",
+ "moment-bull": "This is what you do best. You let loose, all the pent up strength and rage and glee, and you break whatever stands in your way. You are a walking demolition crew. What can stand up to you? Nothing. Not buildings. Not structures. Not enemies. Nothing. Of course, now the people who changed you know exactly where to find you...",
+ "moment-delinquent": "This is when you show them what you really are. Whether you're the hero underneath the rebel facade... or the one who can make the hard choices heroes can't make. You do whatever it takes to show that truth, whether it's saving the day from a terrible villain or stopping a bad guy once and for all. Of course, once you've shown what you really are, there's no going back to playing the clown...",
+ "moment-doomed": "The prickly tingling fear of your doom, always in your head — it holds you back most of the time. But right here, right now? It gives you the confidence to do anything. After all, what's the worst that could happen? Is it worse than your doom? Do impossible things. Do anything. But mark a Doomsign after you're finished.",
+ "moment-janus": "The mask is a lie, and some piece of you has always known that. Doesn't matter if others can see it. You're the one that can do the impossible. Mask off. Costume on. And you're going to save the damn day. Of course, you better hope nobody nasty is watching...",
+ "moment-legacy": "This is the moment when you prove how much the mantle belongs to you. You seize control of all your powers, and you defeat even impossible odds to prove you are worthy of the name you carry. You accomplish feats even your predecessors couldn't do. Of course, after you prove something like that, you can expect still more responsibilities to be placed on your shoulders...",
+ "moment-nova": "Your mind's eye opens, and you can see the world around you like never before. You can control it, at will, with ease. Of course, warping reality tends to have ramifications down the line, but in your moment of godhood... how could you possibly be worried?",
+ "moment-outsider": "You embrace your home and call them for aid. They will answer your call, in force, arriving exactly when you need them to turn the tide. They fight and serve you for the rest of the battle. Of course, when all is said and done... they'd probably like to take you home with them. You did, after all, just prove yourself worthy.",
+ "moment-protege": "The moment that you show who you really are: your mentor, or something different. You can do whatever your mentor could do and more. You can do the incredible, even the things they always failed to accomplish. Of course, they're not going to see you the same way, no matter which path you choose...",
+ "moment-transformed": "It's so easy to forget that you're not your body, and you're not the voice in your head — you're both. Be the monster, and save them anyway. Smash down walls, and speak softly. Because when you embrace it, you can do anything. Of course, putting on a display like this is sure to rile up those who see only the monster when they look at you...",
+ "moment-reformed": "You've seen your greatest mistakes, and the rest of the world has, too. They're all watching you now, judging every move you make. When everything is on the line and your back is against the wall, though, you'll show them what you're made of — that being a hero is a choice. An act of will. And you've got what it takes to save the day. Of course, afterward, you can expect both sides, hero and villain, to deeply question where your loyalties truly lie...",
+ "moment-newborn": "Something snaps into focus, and suddenly you're a full thing, true and complete. You'd never have known how fragmented you were before, if not for here, this moment. You're not a series of individual lessons. You're not a series of subroutines and programs. You're... a person. This must be what it's like to be... human. And this fullness? It gives you a control over yourself, a unity of purpose you've never experienced before. Of course, now that you're showing off all your potential, it's only a matter of time before someone comes forward to reduce you to a machine again...",
+ "moment-innocent": "You've fought, struggled, and worked so hard to figure out who you are, whether you're just the same as your future self or whether you're different... but right now, that's all out the window. The distinction between your future self and your present self vanishes in the face of the trial before you, and you become exactly the powerful, adamant figure that everyone fears or hopes you will one day become. You can do exactly what your future self could do, and everyone around you sees them in you more clearly than ever. Of course, after this it's going to be hard to treat you as two different people...",
+ "moment-star": "Sometimes it can be hard to tell where the show stops and where you begin — but not today. Not now. Because right now, there is no show. Right now, you are the thing you pretend to be — bold and bright and beautiful and amazing and powerful and confident. Right now, you draw strength from your audience, comfort from their belief in you, and you can do anything they think you can. Of course, after such an impassioned performance, your audience will just have even more demands...",
+ "moment-joined-choose": "When you trigger your Moment of Truth, choose — are you working with your other half, or are you on your own?",
+ "moment-joined-otherhalf": "If you're working with your other half, use the text of their Moment of Truth and treat it as if it applies to both of you. Remember to lock your Label and switch a Bond to a Distinction, because you'll probably never reach these heights of perfect connection, of being one, ever again...",
+ "moment-joined-own": "If you're on your own, use the following text:",
+ "moment-joined": "You're on your own. It's like missing an arm. Like fighting naked. Like holding your breath. You're missing something vital... but you're moving faster than ever, thinking faster than ever, doing things you couldn't even do while relying on both of your strength combined. And it's hitting you, hard — you can do this. Without them. And you can win. It's going to be hard to come down off this high and rejoin with them afterwards, isn't it? Remember to lock a Label and switch a Bond to a Distinction, after you're finished.",
+ "moment-brain": "Sooner or later, all the super powers, elite training, and experience are helpless in the face of evil or disaster. That's when somebody like you, gifted as you are with a peerless intellect, can rise to the occasion. Your plan, your invention, or your lightning-fast thought processes save the day, in a way no one else could have foreseen. Of course, after you've shown how different you are from them, that distance between you and the others is now that much greater. And the world is only going to pull you farther apart...",
+ "moment-soldier": "Freedom isn't free. But not every mission ends in tragedy. When things look bleakest, when your back is against the wall, when it seems like the dawn will never come... you find a way forward without violence. Your enemies lay down their arms and surrender; your allies step back from the brink of chaos. Of course, the people you've saved aren't going to forget what you've done here today; they may even come to see you as a symbol of the higher cause you claim to serve...",
+ "moment-soldier-lock": "You cannot lock Soldier after using your Moment of Truth.",
+ "moment-harbinger": "Everything you do could affect the future. For all you know, saving that one guy means that now the future is full of pterodactyls. The ripples are always so hard to track, and you're not sure if you've helped or hurt — not really. Until now. In this moment, it's all clear. You can see the course of events laid out before you like a river, and you know exactly what you have to do to ensure the future outcome you want. Of course, after this, you've changed enough of the timeline to invalidate your prior research — reset all the names in your Connecting Dots section.",
+ "moment-nomad": "You basically exist with one foot out the door, ready to leave this place, to go back out into the wide expanse of the universe. You've never fully committed. That is, until today. Until right now. Now, you pour everything you have and everything you are into this moment. You pull off tricks no one from this planet has ever seen before. You use your tools in ways no one here could have ever imagined. You devote yourself, here and now, to a cause, and you achieve your goal in ways that you never could've if you'd only stayed home. Of course, now you've proved to everyone that you really don't belong here, and the very skills that let you succeed are the ones you earned from out there...",
+ "moment-scion": "People have always tried to define you by your lineage. As if from the moment you were born, you were meant to be some villain to be defeated. But... they're right, aren't they? That darkness is in you. So right here, right now, you're not fighting it — you're embracing it. Both hero and villain, and greater besides. You're overcoming impossible odds in ways no hero would approve of, and no villain could comprehend. Of course, after seeing what you can really do when you embrace the whole of yourself, the rest of the world isn't going to forget who you really are...",
+ "moment-label-lock": "After you use your Moment of Truth, permanently lock one Label.",
+ "advancedspecial-view": "View after taking the corresponding Advancement",
+ "advancedspecial-brain1": "View after taking Sanctuary",
+ "advancedspecial-brain2": "View after taking Drives",
+ "burn-adv-desc": "Spend your burn on your flares. You lose all burn at the end of the scene. You get 3 Flares.",
+ "describeadvspec": "(describe your advanced special)",
"conditions:": "Conditions:",
"takeapowerfulblow": "(take a powerful blow)",
+ "toclear": "To clear:",
"afraid": "Afraid",
- "malusdirectlyengage": "(-2 to directly engage)",
+ "malusdirectlyengageathreat": "(-2 to directly engage a threat)",
+ "clearafraid": "run from something difficult",
"angry": "Angry",
"maluscomfortorsupport": "(-2 to comfort or support)",
"maluspiercethemask": "(-2 to pierce the mask)",
+ "clearangry": "hurt someone or break something important",
"guilty": "Guilty",
"malusprovokesomeone": "(-2 to provoke someone)",
"malusassessthesituation": "(-2 to assess the situation)",
+ "clearguilty": "make a sacrifice to absolve your guilt",
+ "hopeless": "Hopeless",
+ "malusunleashyourpowers": "(-2 to unleash your powers)",
+ "clearhopeless": "fling yourself into easy relief",
"insecure": "Insecure",
"malusdefend": "(-2 to defend)",
"malusreject": "(-2 to reject what others say)",
- "hopeless": "Hopeless",
- "malusunleashyourpowers": "(-2 to unleash your powers)",
+ "clearinsecure": "take foolhary action without talking to your team",
+ "newborn-optional-damage": "Enable if you take the Damage move",
+ "damaged": "Damaged",
+ "cleardamaged": "you need time, external help, or special equipment or abilities",
+ "conditions-note": "Note: Conditions do not affect Active Moves",
+ "whenyoumarkdrive": "When you mark a drive, choose one: mark potential, clear a condition, take influence over someone involved",
+ "whencompleteadriveset": "When you complete a set of drives, add another set with 4 new drives.",
+ "whenalldrivesmarked": "When all drives are marked, choose one: change playbooks, retire from the life, become a paragon of the city",
"completedthisset": "completed this set",
+ "bullheartdesc": "You can change your love or rival at any time; give the new person influence over you",
"love:": "Love:",
"rival:": "Rival:",
- "add1toallrollsthistwo": "(add 1 to all rolls that target these two)",
- "darkvisions": "Dark Visions",
- "burningbright": "Burning Bright",
- "infinitepowers": "Infinite Powers",
- "bolstered": "Bolstered",
- "portal": "Portal",
- "yourdoomcomes": "Your doom comes",
+ "bullheartongoing": "(+1 to any roll that impresses your love or frustrates your rival)",
+ "bullchooserole": "Choose a role that you fulfill for your love or rival",
+ "bullrole1": "Defender: When you leap to defend your love or rival in battle, roll +Danger instead of +Savior to defend them.",
+ "bullrole2": "Friend: When you comfort or support your love or rival, mark potential on a hit. When your love or rival comforts or supports you, mark potential when they roll a hit.",
+ "bullrole3": "Listener: When you pierce the mask of your love or rival, you can always let them ask you a question to ask them an additional question in turn, even on a miss. These additional questions do not have to be on the list.",
+ "bullrole4": "Enabler: When you provoke your love or rival, roll +Danger if you are trying to provoke them to rash or poorly thought out action.",
+ "nemesisdesc1": "Your Nemesis is an epic and powerful enemy representing and embodying your Doom.",
+ "nemesisdesc2": "At the end of every session, answer the question: Did you make progress on defeating your Nemesis? If the answer is yes, mark potential. If the answer is no, mark your Doomtrack.",
+ "sanctuarydesc1": "You have a place where you can rest, recover, and reflect upon your powers. Write 3 features of your Sanctuary:",
+ "sanctuarydesc2": "Write 2 downsides of your Sanctuary:",
+ "sanctuarydesc3": "When you call upon the resources of your Sanctuary to solve a problem, say what you want to do. The GM will give you 1 to 4 requirements from the following which you must fulfill to complete your solution:",
+ "sanctuary-req1": "First, you must...",
+ "sanctuary-req2": "You'll need help from...",
+ "sanctuary-req3": "You and your team will risk danger from...",
+ "sanctuary-req4": "The best you can do is a lesser version, unreliable and limited",
+ "sanctuary-req5": "You'll need to mark one box on your Doomtrack",
+ "sanctuary-req6": "You'll have to obtain...",
+ "legacydesc1": "Name some members of your legacy (at least 2):",
+ "legacymember1": "is still active and prominent in the city.",
+ "legacymember2": "is retired and quite judgmental.",
+ "legacymember3": "is the next possible member of your legacy.",
+ "legacymember4": "is the greatest opponent your legacy ever faced... and is still at large.",
+ "legacydesc2": "Whenever time passes, roll to see how the members of your legacy feel or react to your most recent exploits. Before rolling, have the other players answer these following questions about your performance. Take -1 to the roll for each 'no' answer:",
+ "legacyquestion1": "● Have you been upholding the traditions of your legacy?",
+ "legacyquestion2": "● Have you maintained the image of your legacy?",
+ "legacyquestion3": "● Have you made the other members of your legacy proud?",
+ "legacydesc3": "On a hit, one of them offers you meaningful encouragement, an opportunity, or an advantage. On a 7-9, another is upset with your most recent actions, and will make their displeasure known. On a miss, something you did stirred up the hornet's nest — expect several members of your legacy to meddle with your life.",
"hold:": "Hold:",
- "resetto0attheend": "(reset to 0 at the end of the scene)",
+ "mentor-desc1": "You have a mentor, someone who's taught you, trained you, given you aid, or raised you up. Someone who might have confined you a bit too rigidly to a single path.",
"embodies:": "Embodies:",
"denies:": "Denies:",
- "add1toallrollsthesepeople": "(add 1 to all rolls that target these people)",
+ "mentor-resource": "Mentor's Resources:",
+ "mentor-desc2": "Write up to 3 resources that your mentor gave you and the team",
+ "mentorresource": "(resources provided by your mentor)",
+ "haveinfluenceover": "I have influence over:",
+ "influenceroll": "(+1 to any roll that target these people)",
+ "aminfluencedby": "I am influenced by:",
"whatdidyoutake": "(what did you take?)",
"movename": "(move name)",
"movedescription": "(move description)",
+ "teammovedesc": "(team move description)",
+ "momentcustomdesc": "(moment of truth description)",
"drive": "(drive)",
"yourlove": "(your love)",
"yourrival": "(your rival)",
- "iam": "(I am...)",
- "asuperheroshould": "(A superhero should...)",
- "always": "(Always...)",
- "never": "(Never...)",
- "villainouscontact": "(villainous contact)"
+ "friendsinlowplaces1": "You have ties to villains from your previous career, a.k.a. Friends in Low Places.",
+ "friendsinlowplaces2": "Write 3 names and fill in their details. At character creation, mark 2 obligations on one villain and mark 1 obligation on another.",
+ "contactobligation": "Obligation:",
+ "villainouscontact": "(villainous contact)",
+ "theirspecialty": "(their specialty)",
+ "friendsinlowplaces-help1": "When you come to them for help with your problems, mark obligation on them and they'll help out within their specialty. If all their boxes are full, then they won't help you until you help them.",
+ "friendsinlowplaces-help2": "When time passes, roll flat + your highest obligation. On a 10+, they come crashing into your life with a crisis. On a 7-9, they call for a favor. On a miss, they don't come knocking yet, but mark obligation on them — the debts are getting heavier.",
+ "friendsinlowplaces-help3": "When you help one of these villains with their problems, erase 2 obligations on them.",
+ "lessonsnewborn-desc": "When you learn something that helps you make sense of the world, write it down as a Lesson. Fill in 2 lessons at character creation. Fill in the others during play.",
+ "lesson-newborn1": "I am",
+ "lesson-newborn2": "A superhero should",
+ "lesson-newborn3": "Always",
+ "lesson-newborn4": "Never",
+ "lessonsnewborn-embody": "When you embody one of your lessons, shift one Label up and one Label down, your choice. If you cause a misunderstanding, collateral damage, or unintended consequences in the process, mark potential.",
+ "lessonsnewborn-reject": "When you reject one of your lessons, reject its Influence as if it were an NPC. If you choose to have it lose Influence over you, erase that lesson and write a new one in its stead.",
+ "lessonsnewborn-creator1": "When you approach your creator or caretakers with a problem, tell them what obstacle you face or what you need to achieve, and they will offer you something you need. The GM chooses one:",
+ "lessonnewborn-offer1": "● secret information",
+ "lessonnewborn-offer2": "● a way to temporarily boost or expand your powers",
+ "lessonnewborn-offer3": "● access to instruments, weapons, or resources",
+ "lessonnewborn-offer4": "● official and explicit backing",
+ "lessonsnewborn-creator2": "If you accept their help, they'll rewrite one of your lessons.",
+ "audiencestar-desc": "You are a celebrity in the city. By default, your audience is a limited group of interested fans, and you speak to them through after-action interviews, infrequent press conferences, etc. Why does your audience love you? Mark all that apply.",
+ "audience-why1": "You're just like them",
+ "audience-why2": "You're a dangerous person, a bad seed",
+ "audience-why3": "You're noble warrior for justice",
+ "audience-why4": "You're stunning, unique, and beautiful",
+ "audience-why5": "You're charming, well-spoken, and smart",
+ "audience-why6": "You're a firebrand, a rabble rouser",
+ "audiencestar-adv": "Choose 2 advantages:",
+ "audience-adv1": "Your audience is utterly devoted to you",
+ "audience-adv2": "You can easily speak to them at any time",
+ "audience-adv3": "You have a PR agent to handle your audience",
+ "audience-adv4": "You earn a lot of money from their interest",
+ "audience-adv5": "You have a major hero's endorsement",
+ "audience-adv6": "You have a much wider audience",
+ "audiencestar-demand": "Choose 2 demands your audience makes on you:",
+ "audience-demand1": "They require constant stimulation",
+ "audience-demand2": "They require perfection — no mistakes",
+ "audience-demand3": "They require frequent bouts of drama",
+ "audience-demand4": "They require major acts of heroism",
+ "audience-demand5": "They require novelty and brand new action",
+ "audience-demand6": "They require chemistry with your allies",
+ "audiencestar-accept": "When you accept what your audience tells you about yourself, clear a condition.",
+ "audiencestar-reject": "When you reject what your audience tells you about yourself, on a hit mark potential and expect retribution.",
+ "audiencestar-help": "When you seek help from your audience, roll. On a hit, someone in your audience can hook you up. On a 10+, they only make a small demand. On a 7-9, their demands are a lot higher. On a miss, you've made a mistake, and your audience won't help you until you've redeemed yourself in their eyes.",
+ "otherhalfjoined-desc": "You share a deep bond with your other half. You are stronger together than you are apart, for now. If your other half's playbook has no extra, then take 2 playbook moves from them; one they have and one they don't. If your other half's playbook has extras (drives, bull's heart, burn, the mask, legacy etc.), then you share the extras, gaining further merits and demerits.",
+ "otherhalfjoined-more": "For more details, refer to pages 102 to 109 in the Masks: Halcyon City Herald Collection supplement.",
+ "otherhalfjoined-playbook": "Your Other Half's Playbook:",
+ "otherhalfextra": "(describe what extras you gain from/share with your other half)",
+ "brainshame-desc": "You have a deep and abiding sense of guilt for something you have created or had a hand in creating. Just as you are a world-class intellect, your shame is a world-class problem. Whatever the case, your role in its creation is not publicly known... yet.",
+ "brainshame-title": "Your Shame:",
+ "brainshame-list1": "A prototype AI",
+ "brainshame-list2": "A cosmic phenomenon",
+ "brainshame-list3": "A catastrophic weapon",
+ "brainshame-list4": "A dangerous chemical",
+ "brainshame-list5": "A living monstrosity",
+ "brainshame-list6": "An altered former ally",
+ "brainshame-confront": "Whenever you are confronted with your shame, either mark a condition or shift Superior down and Danger up. If your shame is an NPC, they can never lose Influence over you.",
+ "brainshame-endsession1": "At the end of every session, answer the question:",
+ "brainshame-endsession2": "● Did you take steps to make amends for your shame?",
+ "brainshame-endsession3": "If the answer is yes, mark potential. If the answer is no, give Influence to one of your teammates.",
+ "soldier": "Soldier",
+ "soldier:": "Soldier:",
+ "actonorders": "(act on orders and rely on training)",
+ "invokeauthority": "(invoke your authority",
+ "askaegis": "(ask A.E.G.I.S. for resources)",
+ "highercalling-desc": "You work for A.E.G.I.S., an agency that keeps the world safe from all manners of superhuman, supernatural, and extraterrestrial threats.",
+ "soldierlabel-desc": "The Soldier Label functions like any other Label. Characters with Influence over you can shift it, and you mark a condition if it would ever shift above +3 or below -2. You can only lock Soldier with the corresponding advancement. You can only cancel the influence A.E.G.I.S. holds over you with the corresponding advancement.",
+ "highercalling-move1": "When you're acting on orders and relying on your training, give A.E.G.I.S. influence to use Soldier instead of any other Label when you make a basic or playbook move.",
+ "highercalling-move2": "When you invoke your authority over civilians, Halcyon City personnel, or A.E.G.I.S. staff, roll +Soldier. On a hit, your words carry weight. On a 7-9, someone will push back against your instructions or orders... sooner rather than later. On a miss, your attempts to control the situation create an opportunity for your enemies within A.E.G.I.S. to act against you.",
+ "highercalling-move3": "When you ask A.E.G.I.S. for additional resources, equipment, or information during a mission, roll +Soldier. On a hit, they'll resupply you as best they can. On a 10+, the resources are highly classified or experimental; take +1 ongoing to deploying them throughout the mission. On a miss, A.E.G.I.S. sends what they think you need, regardless of what you actually requested.",
+ "scionlineage-desc": "You are the child of a true supervillain. You strive to be different than them, but they are a part of you. Answer each question below to describe them:",
+ "scionlineage-ques1": "What kind of villain are they?",
+ "scionlineage-ques2": "What is your relationship with them like?",
+ "scionlineage-ques3": "They have an array of abilities, assets, and strengths; what are some of them? (up to 3)",
+ "scionrespect-desc1": "Write down the names of at least 2 characters whose respect you need to earn in order to differentiate yourself from your parent. You may fill in new names whenever appropriate.",
+ "respect:": "Respect:",
+ "advancement:": "Advancement:",
+ "scionrespect-list1": "● Your parent's greatest enemy:",
+ "scionrespect-list2": "● Your parent's greatest victim:",
+ "scionrespect-list3": "● Your personal idol:",
+ "scionrespect-list4": "● The city's greatest leader:",
+ "scionrespect-list5": "● The city's greatest hero:",
+ "scionrespect-list6": "● The city's biggest celebrity:",
+ "scionrespect-desc2": "When you seek out one of the characters named above, roll. On a hit, you track them down. On a 7-9, they're juggling their own problems, and may not have time for you. On a miss, when you find them, the situation is dire; the GM will tell you how.",
+ "scionrespect-desc3": "If you earn Influence over the characters listed above, instead you mark 1 Respect. If you lose Influence over the characters listed above, instead you lose 1 Respect. If you lose 1 Respect and you have none marked, you immediately mark a condition, GM's choice.",
+ "scionrespect-desc4": "The first time you reach 4 Respect on an individual, take an advancement (mark the corresponding box under the character).",
+ "scionrespect-desc5": "While you have 4 Respect on an individual, you gain the following benefits. If you dip below 4 Respect on an individual, you lose these benefits.",
+ "scionrespect-desc5opt1": "● You can reject their Influence at a +3 (does not stack with the above).",
+ "scionrespect-desc5opt2": "● You take +1 to a Label of their choice (write it next to their name).",
+ "nomadinfluencedby": "I am influenced by: (max 6)",
+ "nomadinfluence-desc1": "(By default, no one has Influence over you, not even adults)",
+ "nomadinfluence-desc2": "(You gain benefits based on how much Influence you have given out. Check Roots for details.)",
+ "nomadroots-desc1": "● During play, you can only give Influence by revealing a vulnerability or weakness to someone and through the end of session move.",
+ "nomadroots-desc2": "● You cannot give Influence to somebody who already has Influence over you.",
+ "nomadroots-desc3": "● Others cannot take Influence over you; if they would, instead they choose: mark potential or inflict a condition on you.",
+ "nomadroots-desc4": "● You reject Influence at -2 by default, instead of +0 (already included in the Reject Influence roll).",
+ "nomadroots-desc5": "● When someone takes advantage of their Influence over you, they can choose 2 options.",
+ "nomadroots-desc6": "● At the end of each session, you may take away Influence from someone who has Influence over you.",
+ "nomadroots-howmuch": "How much Influence have you given out?",
+ "nomadinfluence-list1": "0 Influence",
+ "nomadinfluence-list2": "1-2 Influence",
+ "nomadinfluence-list3": "3 Influence",
+ "nomadinfluence-list4": "4 Influence",
+ "nomadinfluence-list5": "5 Influence",
+ "nomadinfluence-list6": "6 Influence",
+ "nomadinfluence-option1": "● You cannot comfort or support anyone. If you would trigger that move, instead mark a condition as you say exactly the wrong thing. If someone tries to comfort or support you, you cannot open up to them.",
+ "nomadinfluence-option2": "● When you defend someone who has Influence over you, you can ignore the Insecure condition. When you directly engage someone who has Influence over you, you can ignore the Afraid condition.",
+ "nomadinfluence-option3": "● When you take a powerful blow from someone with Influence over you, take -2 to the roll.",
+ "nomadinfluence-option4": "● When you pierce the mask of someone who has Influence over you, you can always ask them one question, even on a miss.",
+ "nomadinfluence-option5": "● When you spend 1 Team to help someone who has Influence over you, it gives them +2.",
+ "nomadinfluence-option6": "● When you accept the words of someone who has Influence over you, mark potential, clear a condition, or take +1 forward.",
+ "theirname": "(their name)",
+ "bullet": "●",
+ "rollkapow": "KAPOW!",
+ "rollfullhit": "Full hit!",
+ "rollhit": "Hit!",
+ "rollmiss": "Miss!",
+ "rollohdear": "Oh dear!"
}
diff --git a/Masks - A New Generation/translations/cs.json b/Masks - A New Generation/translations/cs.json
index e5bbff0b92..10087132e0 100644
--- a/Masks - A New Generation/translations/cs.json
+++ b/Masks - A New Generation/translations/cs.json
@@ -1,8 +1,9 @@
{
"playbook:": "Playbook:",
+ "choose-playbook": "Choose Playbook",
"thebeacon": "The Beacon",
"thebull": "The Bull",
- "thedelinquant": "The Delinquent",
+ "thedelinquent": "The Delinquent",
"thedoomed": "The Doomed",
"thejanus": "The Janus",
"thelegacy": "The Legacy",
@@ -10,83 +11,389 @@
"theoutsider": "The Outsider",
"theprotege": "The Protégé",
"thetransformed": "The Transformed",
- "theinnocent": "The Innocent",
- "thejoined": "The Joined",
- "thenewborn": "The Newborn",
"thereformed": "The Reformed",
+ "thenewborn": "The Newborn",
+ "theinnocent": "The Innocent",
"thestar": "The Star",
+ "thejoined": "The Joined",
"thebrain": "The Brain",
"thesoldier": "The Soldier",
+ "theharbinger": "The Harbinger",
+ "thenomad": "The Nomad",
+ "thescion": "The Scion",
+ "custom": "Custom",
"somethingelse": "Something Else",
- "freak:": "Freak:",
- "unleashyourpowers": "(unleash your powers)",
- "danger:": "Danger:",
- "directlyengage": "(directly engage)",
- "savior:": "Savior:",
- "savior": "Savior",
- "freak": "Freak",
+ "halcyoncityherald": "Halcyon City Herald Collection",
+ "secretsofaegis": "Secrets of A.E.G.I.S.",
+ "unbound": "Unbound",
"danger": "Danger",
+ "danger:": "Danger:",
+ "freak": "Freak",
+ "freak:": "Freak:",
+ "savior": "Savior",
+ "savior:": "Savior:",
"superior": "Superior",
- "mundane": "Mundane",
- "soldier": "Soldier",
- "defend": "(defend)",
"superior:": "Superior:",
+ "mundane": "Mundane",
+ "mundane:": "Mundane:",
+ "sumof5labels": "Sum of 5 Labels:",
+ "sumof6labels": "Sum of 6 Labels:",
+ "bydefault3": "(by default this should be a 3)",
+ "bydefault5": "(by default this should be 5)",
+ "advancementmayincrease": "(advancement may increase this)",
+ "directlyengageathreat": "(directly engage a threat)",
+ "unleashyourpowers": "(unleash your powers)",
+ "comfortorsupport": "(comfort or support)",
+ "piercethemask": "(pierce the mask)",
+ "defend": "(defend)",
"assessthesituation": "(assess the situation)",
"provokesomeone": "(provoke someone)",
- "mundane:": "Mundane:",
- "soldier:": "Soldier:",
- "piercethemask": "(pierce the mask)",
- "comfortorsupport": "(comfort or support)",
- "actonorders": "(act on orders and rely on training)",
- "invokeauthority": "(invoke your authority",
- "askaegis": "(ask A.E.G.I.S. for resources)",
"flat2d6": "Flat 2d6",
"rejectsomeonesinfluence": "(reject someone's influence)",
+ "rejectinfluence": "Reject Influence",
"customrolls": "(custom rolls)",
- "sumoflabels": "Sum of Labels:",
- "bydefault3": "(by default this should be a 3)",
- "advancementmayincrease": "(advancement may increase this)",
+ "doom-desc": "What brings your Doom closer? Choose two:",
+ "doomcloser1": "overexerting yourself",
+ "doomcloser2": "facing danger alone",
+ "doomcloser3": "showing mercy",
+ "doomcloser4": "injuring innocents",
+ "doomcloser5": "frightening loved ones",
+ "doomcloser6": "talking about it openly",
+ "doomtrack-desc": "Whenever you bring your Doom closer, mark one box on your Doomtrack",
+ "doomtrack:": "Doomtrack:",
+ "doomtrack-fill": "Whenever your Doomtrack fills, clear it and take one of your Doomsigns",
+ "doomsign-desc": "These are abilities that come to you with your approaching Doom. Once you have taken all five Doomsigns above the line, you must take \"Your doom arrives\" the next time your Doomtrack fills. Choose 1 Doomsign you already have at character creation.",
+ "doomsign1-desc": "Dark Visions: Mark your Doomtrack to have a vision about the situation at hand. After the vision, ask the GM a question; they will answer it honestly.",
+ "doomsign2-desc": "Infinite Powers: Mark your Doomtrack to use an ability from any playbook, one time.",
+ "doomsign3-desc": "Portal: Mark your Doomtrack to appear in a scene with anyone you want.",
+ "doomsign4-desc": "Burning Bright: Mark your Doomtrack to ignore one of the GM's stated requirements when you call upon the resources of your Sanctuary.",
+ "doomsign5-desc": "Bolstered: Mark your Doomtrack to use an Adult Move one time.",
+ "doomsign6-desc": "Your Doom arrives; confront it and perish.",
+ "themask-janus": "The Mask:",
+ "themask-janus-desc1": "You wear a mask and hide your real identity. Choose what Label you try to embody while wearing your mask:",
+ "themask-janus-desc2": "Once per session, you can affirm either your heroic or secret identity to switch your Mundane with your mask's Label.",
+ "themask-janus-desc3": "When you reveal your secret identity to someone who didn't know it already, mark potential.",
+ "secretid-janus-desc1": "Your mundane life comes with a series of obligations. Choose a total of 3 obligations:",
+ "obligationjanus": "(your obligations among jobs, school, home and social)",
+ "secretid-janus-desc2": "When time passes, roll to see how you're managing your obligations. On a hit, things are going pretty well — you have an opportunity or advantage thanks to one of your obligations. On a 7-9, you've lapsed on one obligation, your choice. On a miss, you haven't given your normal life anywhere near the attention it deserves; the GM chooses 2 obligations that are going to bite you in the butt.",
+ "conditions-marked": "Conditions marked:",
+ "burn-nova-desc1": "When you charge up your powers, roll. On a hit, hold 3 burn. On a 7-9, mark a condition. On a miss, hold 2 burn and mark 3 conditions.",
+ "burn-nova-desc2": "Spend your burn on your flares. You lose all burn at the end of the scene. Write 4 Flares you already have at character creation.",
+ "flare:": "Flare:",
+ "flarename": "(flare name)",
+ "flaredescription": "(flare description)",
+ "futureself-innocent-desc1": "Your future self is out there, an important figure in Halcyon City and the world beyond — and everything you'd hoped you'd never be. But finding out how they became who they are may be all it takes to push you along a similar path. Pick 1 step of your future self's path that you already know at character creation, and mark it (left side checkbox). When you learn of another step of your future self's path, mark it. You can have at most 5 steps marked.",
+ "futurepath1-desc": "They lost someone they cared about deeply",
+ "futurepath2-desc": "They failed horrifically in a noble pursuit or cause",
+ "futurepath3-desc": "They committed a major crime",
+ "futurepath4-desc": "They betrayed a close friend or ally",
+ "futurepath5-desc": "They won a victory at enormous cost to the world around them",
+ "futurepath6-desc": "They killed someone",
+ "futurepath7-desc": "They publicly battled another hero",
+ "futurepath8-desc": "They injured an innocent",
+ "futureself-innocent-desc2": "When you undergo an experience (your call) that echoes any one of the above (marked or unmarked), strike it through (right side checkbox). When you strike through a marked step, or mark a struck-through step, choose one of the following:",
+ "futurereplace1-desc": "Replace comfort or support with this: When you coldly dismiss someone, roll +Mundane. On a hit, they mark a condition or leave you alone, their choice. On a 7-9, they can also choose to inflict a condition on you.",
+ "futurereplace2-desc": "Replace defend someone with this: When you aggressively defend a large group or area, roll +Savior. On a hit, you create an opportunity for yourself to press the attack, and take +1 forward to pursue it. On a 10+, the collateral damage is minimal.",
+ "futurereplace3-desc": "Replace provoke someone with this: When you threaten someone, say what you want them to do and roll +Superior. On a hit, they either do it or they are put at a significant disadvantage against you, their choice. On a 10+, either way they mark a condition of your choice.",
+ "futurereplace4-desc": "Replace reject someone's Influence with this: When you spit in the face of guidance or Influence, roll +2. On a hit, take away their Influence over you or clear a condition, your choice. On a 7-9, you both take a powerful blow from the intensity of your words.",
+ "futurereplace5-desc": "Become an NPC antagonist — your path is irreconcilably set along the same course that your future self followed.",
+ "bond-joined-desc": "At character creation you start with Two of a kind, and choose one other bond.",
+ "bond1-desc": "Two of a kind: When time passes, you and your other half gain Influence over each other. When you or your other half pierces the other's mask, mark a condition to take a 10+.",
+ "bond2-desc": "Fastball special: When you perform a coordinated fighting maneuver with your other half, say who takes the lead and who assists. The leader rolls the adult move overwhelm a vulnerable foe. The assistant marks a condition.",
+ "bond3-desc": "Powers, activate!: When you and your other half pool your powers, say who takes the lead and who assists. The leader unleashes their powers with your combined Freak (max +4). The assistant shifts Savior down, Mundane up.",
+ "bond4-desc": "Four eyes are better: When you and your other half assess the situation from two different vantage points, one of you makes the move, and the other may either clear a condition or ask an additional question. You both get +1 when following the answers.",
+ "distinction-joined-desc": "When either you or your other half locks a Label, unmark one of your chosen bonds and choose a distinction.",
+ "distinction1-desc": "Mirror, mirror: When you pierce someone's mask, you can ask them \"What are you really feeling right now?\", even on a miss. If you do, they can ask you the same question.",
+ "distinction2-desc": "Shouldering the burden: When you push yourself to do something your other half failed at or can't do, mark a condition to use the adult move wield your powers.",
+ "distinction3-desc": "Going solo: When you directly engage a threat entirely on your own, you can roll +Superior instead of +Danger.",
+ "distinction4-desc": "Internal strife: When you snipe about your other half behind their back, remove one Team from the pool and clear a condition.",
+ "beforewegetstarted-soldier": "Before we get started:",
+ "beforestart-soldier": "When you have time to closely observe your opposition before a fight, roll. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 and mark a condition. During the fight, you can spend your hold to name a character you observed and...",
+ "beforestart-soldier-list1": "● ...redirect their attack to another character or nowhere — into a wall or the sky.",
+ "beforestart-soldier-list2": "● ...cross a distance between them and you.",
+ "beforestart-soldier-list3": "● ...stun them, close up or from a distance.",
+ "beforestart-soldier-list4": "● ...ignore all harm from one of their attacks.",
+ "beforestart-soldier-list5": "● ...escape any bindings or impediments they attempt to place on you.",
+ "memories:": "Memories:",
+ "memories-harbinger-desc": "Your Memories score starts at -1, and goes up by 1 (to a maximum of +3) for each name below. When you write a name below, they gain Influence over you if they did not already have it.",
+ "memories-role1": "● Monster:",
+ "memories-role2": "● Traitor:",
+ "memories-role3": "● Corruptor:",
+ "memories-role4": "● Martyr:",
+ "memories-role5": "● Architect:",
+ "memories-role6": "● Leader:",
+ "connect-harbinger-desc1": "When you push yourself to remember the version of someone that exists in your future, mark a condition and roll Memories. On a hit, you connect who they are now to who they are in the future; choose the role that they fulfill in the future, and the GM will tell you about their future self. On a 10+, ask a follow-up question. On a miss, they're not at all who you thought they would be; the GM will choose their role, or tell you that as far as you know, they don't exist in the future.",
+ "connect-harbinger-desc2": "At the start of each session or when time passes, roll to find out how your investigations into the timeline have been going. On a hit, choose one figure noted above or one aspect of the future world you can remember. You've found a lead to follow to learn more about how the present version of that figure or aspect became the future version. On a 10+, the lead is particularly strong; right now, you can ask the GM one question about the figure or aspect, and they will answer honestly. On a miss, you're lost in the present; the GM will tell you how things are so different here, and shift your Labels according to how it makes you feel.",
"move:": "Move:",
"label:": "Label:",
+ "activemove-hide": "Hide your Active Moves",
+ "activemove-note": "Note: Adult moves count as Active Moves",
+ "passivemove-hide": "Hide your Passive Moves",
+ "teammove-hide": "Hide your Team Moves",
+ "teammove1-beacon": "When you share a triumphant celebration with someone, tell them how they're awesome and add 1 Team to the pool. If they tell you how you're awesome in return, add 1 more Team to the pool.",
+ "teammove2-beacon": "When you share a vulnerability or weakness with someone, ask them to confirm or deny that you should be here. If they confirm it, mark potential and give them Influence over you. If they deny it, mark Angry and shift one Label up and one Label down, your choice.",
+ "teammove1-bull": "When you share a triumphant celebration with someone, make them your love or rival immediately to mark potential. If they are already your love or rival, take Influence over them and mark potential.",
+ "teammove2-bull": "When you share a vulnerability or weakness with someone, give them Influence and hold 2. Spend that hold to help them as if it were Team in the pool.",
+ "teammove1-delinquent": "When you share a triumphant celebration with someone, ask them if they think you're cool. If they say yes, give them Influence and take Influence over them. If they say no, mark a condition or spurn them immediately. If they're a teammate, then either way, add 1 Team to the pool.",
+ "teammove2-delinquent": "When you share a vulnerability or weakness with someone, give them Influence over you, and ask them who they'd like you to be. Mark potential if you show them that person. If they're a teammate, add 1 Team to the pool no matter what.",
+ "teammove1-doomed": "When you share a triumphant celebration with someone, give them Influence over you and spend 1 Team from the pool to clear one box on your Doomtrack.",
+ "teammove2-doomed": "When you share a vulnerability or weakness with someone, give them Influence over you and ask if they honestly think there's hope for you. If they say yes, mark potential or clear one box on your Doomtrack. If they say no, mark a condition or mark one box on your Doomtrack.",
+ "teammove1-janus": "When you share a triumphant celebration with someone, ask them if they see you as the person wearing the mask or the person underneath. If the former, mark potential and clear a condition. If the latter, take Influence over them if you reveal yourself.",
+ "teammove2-janus": "When you share a vulnerability or weakness with someone, tell them a secret about who you really are. Give them Influence, and shift your Mundane up and your Mask's Label down.",
+ "teammove1-legacy": "When you share a triumphant celebration with someone, tell them whether you see them as an equal. If you do, give them Influence over you and mark potential. If you don't, shift Superior up and any other Label down.",
+ "teammove2-legacy": "When you share a vulnerability or weakness with someone, tell them a secret about your legacy (including your own true feelings about it) to clear a condition and give them Influence over you.",
+ "teammove1-nova": "When you share a triumphant celebration with someone, ask them if there is any fear in their eyes when they look at you. If they say no, take +1 forward and mark potential. If they say yes, immediately shift your Danger up and Savior down.",
+ "teammove2-nova": "When you share a vulnerability or weakness with someone, tell them how they could stop you, if it came down to it. Give them Influence over you and clear a condition.",
+ "teammove1-outsider": "When you share a triumphant celebration with someone, take Influence over them if you show them meaningful affection, physical or emotional. They decide if it's meaningful.",
+ "teammove2-outsider": "When you share a vulnerability or weakness with someone, they tell you what you should do to fit in more. Take +1 forward to do it, and mark potential if you do.",
+ "teammove1-protege": "When you share a triumphant celebration with someone, ask them if you've been a good leader or effective teammate. If they say yes, your Mentor loses Influence over you and you mark potential. If they say no, your Mentor gains Influence over you, and you take +1 forward on using the Label your Mentor embodies.",
+ "teammove2-protege": "When you share a vulnerability or weakness with someone, tell them a secret about your Mentor (including your feelings towards them). Give them Influence over you and add 1 Team to the pool.",
+ "teammove1-transformed": "When you share a triumphant celebration with someone, clear a condition if they treat you like a perfectly normal person and mark potential if they praise your power or abilities.",
+ "teammove2-transformed": "When you share a vulnerability or weakness with someone, ask them if they think you're losing or gaining humanity. If they say losing, mark a condition and mark potential. If they say gaining, clear a condition and shift Mundane up and any other Label down.",
+ "teammove1-reformed": "When you share a moment of triumph with someone, ask them what gives them hope for a brighter day and give them Influence.",
+ "teammove2-reformed": "When you share a vulnerability or weakness with someone, ask them what they would do something dark for and gain Influence over them.",
+ "teammove1-newborn": "When you share a triumphant celebration with someone, ask them what makes them proud or happy about the actions they took and write a lesson based on it, either filling an empty slot or replacing an existing lesson.",
+ "teammove2-newborn": "When you share a vulnerability or weakness with someone, if their response helps you understand human feelings and problems, mark potential. If their response confuses or offends you, shift your Freak up and your Mundane down.",
+ "teammove1-innocent": "When you share a triumphant celebration with someone, ask whether they think your future self could've won this victory. If they do, mark potential and the GM shifts your Labels. If they do not, clear a condition and they shift your Labels.",
+ "teammove2-innocent": "When you share a vulnerability or weakness with someone, ask them if they think you could turn into your future self. If they do, mark potential and the GM shifts your Labels. If they do not, clear a condition and they shift your Labels.",
+ "teammove1-star": "When you share a triumphant celebration with someone, say whether it's part of the show or not. If it is, then you can shift your Labels as you choose. If it is not, then they shift your Labels, and you can clear a condition or mark potential.",
+ "teammove2-star": "When you share a vulnerability or weakness with someone, ask them if they will tell anyone the truth about you. If they agree to keep it a secret, clear a condition or mark potential. If they don't agree, the GM shifts your Labels.",
+ "teammove-joined": "When either you or your other half shares a triumphant celebration or shares a moment of vulnerability without the other one present, mark a condition to mark a potential.",
+ "teammove1-brain": "When you share a triumphant celebration with someone, ask them if they felt they could have done it without you. If they say yes, give Influence to them and mark a condition. If they say no, they give Influence to you.",
+ "teammove2-brain": "When you share a vulnerability or weakness with someone, hold 2. Spend the hold 1-for-1 to clear a condition or add 1 Team to the pool when you are with them.",
+ "teammove1-soldier": "When you share a triumphant celebration with someone, tell them what they need to do to achieve their full potential. If they accept your advice, take Influence over them and add 2 Team to the pool. If they reject what you have to say, mark a condition.",
+ "teammove2-soldier": "When you share a vulnerability or weakness with someone, ask them what cause they serve. If you find it to be a worthy cause, tell them how you will fight for it, clear a condition, and add 1 Team to the pool. If they don't have a cause (or you find it unworthy), mark a condition.",
+ "teammove1-harbinger": "When you confess to a teammate the difference between what you thought they would be and what they really are, add 1 Team to the pool, and ask them if you represent a future they'd want. If they say yes, mark potential. If they say no, mark a condition.",
+ "teammove2-harbinger": "When you share a tale of future loss with someone, ask them if they think you have the ability to avert that loss. If they believe you do, mark potential and give them Influence over you. If they don't, mark Guilty and shift one Label up and one Label down (your choice). If Guilty is already marked, mark another condition, GM's choice.",
+ "teammove1-nomad": "When you share a triumphant celebration with someone, ask them what they admire about you. The GM will shift one of your Labels up and one down based on what they say.",
+ "teammove2-nomad": "When you share a vulnerability or weakness with someone, mark a condition, give them Influence over you, and mark potential.",
+ "teammove1-scion": "When you share a triumphant celebration with someone, ask them if you have earned their respect. If you have, take Influence over them and mark potential. If you have not, give them Influence over you and mark potential.",
+ "teammove2-scion": "When you share a vulnerability or weakness with someone, ask them if they would defend you against those who mistrust you. If they say yes, clear a condition and shift Savior up and any other Label down. If they say no, mark a condition and shift Danger up and any other Label down.",
+ "momentoftruth-unlock": "Unlock your Moment of Truth",
+ "moment-beacon": "This is the moment when you show them exactly why you belong here. You do any one thing, take out any one enemy, no matter how insane, no matter how ridiculous, because that's you. Their jaws are gonna drop when you're done. Of course, pulling off a stunt like this tends to bring unwanted attention and a dangerous reputation...",
+ "moment-bull": "This is what you do best. You let loose, all the pent up strength and rage and glee, and you break whatever stands in your way. You are a walking demolition crew. What can stand up to you? Nothing. Not buildings. Not structures. Not enemies. Nothing. Of course, now the people who changed you know exactly where to find you...",
+ "moment-delinquent": "This is when you show them what you really are. Whether you're the hero underneath the rebel facade... or the one who can make the hard choices heroes can't make. You do whatever it takes to show that truth, whether it's saving the day from a terrible villain or stopping a bad guy once and for all. Of course, once you've shown what you really are, there's no going back to playing the clown...",
+ "moment-doomed": "The prickly tingling fear of your doom, always in your head — it holds you back most of the time. But right here, right now? It gives you the confidence to do anything. After all, what's the worst that could happen? Is it worse than your doom? Do impossible things. Do anything. But mark a Doomsign after you're finished.",
+ "moment-janus": "The mask is a lie, and some piece of you has always known that. Doesn't matter if others can see it. You're the one that can do the impossible. Mask off. Costume on. And you're going to save the damn day. Of course, you better hope nobody nasty is watching...",
+ "moment-legacy": "This is the moment when you prove how much the mantle belongs to you. You seize control of all your powers, and you defeat even impossible odds to prove you are worthy of the name you carry. You accomplish feats even your predecessors couldn't do. Of course, after you prove something like that, you can expect still more responsibilities to be placed on your shoulders...",
+ "moment-nova": "Your mind's eye opens, and you can see the world around you like never before. You can control it, at will, with ease. Of course, warping reality tends to have ramifications down the line, but in your moment of godhood... how could you possibly be worried?",
+ "moment-outsider": "You embrace your home and call them for aid. They will answer your call, in force, arriving exactly when you need them to turn the tide. They fight and serve you for the rest of the battle. Of course, when all is said and done... they'd probably like to take you home with them. You did, after all, just prove yourself worthy.",
+ "moment-protege": "The moment that you show who you really are: your mentor, or something different. You can do whatever your mentor could do and more. You can do the incredible, even the things they always failed to accomplish. Of course, they're not going to see you the same way, no matter which path you choose...",
+ "moment-transformed": "It's so easy to forget that you're not your body, and you're not the voice in your head — you're both. Be the monster, and save them anyway. Smash down walls, and speak softly. Because when you embrace it, you can do anything. Of course, putting on a display like this is sure to rile up those who see only the monster when they look at you...",
+ "moment-reformed": "You've seen your greatest mistakes, and the rest of the world has, too. They're all watching you now, judging every move you make. When everything is on the line and your back is against the wall, though, you'll show them what you're made of — that being a hero is a choice. An act of will. And you've got what it takes to save the day. Of course, afterward, you can expect both sides, hero and villain, to deeply question where your loyalties truly lie...",
+ "moment-newborn": "Something snaps into focus, and suddenly you're a full thing, true and complete. You'd never have known how fragmented you were before, if not for here, this moment. You're not a series of individual lessons. You're not a series of subroutines and programs. You're... a person. This must be what it's like to be... human. And this fullness? It gives you a control over yourself, a unity of purpose you've never experienced before. Of course, now that you're showing off all your potential, it's only a matter of time before someone comes forward to reduce you to a machine again...",
+ "moment-innocent": "You've fought, struggled, and worked so hard to figure out who you are, whether you're just the same as your future self or whether you're different... but right now, that's all out the window. The distinction between your future self and your present self vanishes in the face of the trial before you, and you become exactly the powerful, adamant figure that everyone fears or hopes you will one day become. You can do exactly what your future self could do, and everyone around you sees them in you more clearly than ever. Of course, after this it's going to be hard to treat you as two different people...",
+ "moment-star": "Sometimes it can be hard to tell where the show stops and where you begin — but not today. Not now. Because right now, there is no show. Right now, you are the thing you pretend to be — bold and bright and beautiful and amazing and powerful and confident. Right now, you draw strength from your audience, comfort from their belief in you, and you can do anything they think you can. Of course, after such an impassioned performance, your audience will just have even more demands...",
+ "moment-joined-choose": "When you trigger your Moment of Truth, choose — are you working with your other half, or are you on your own?",
+ "moment-joined-otherhalf": "If you're working with your other half, use the text of their Moment of Truth and treat it as if it applies to both of you. Remember to lock your Label and switch a Bond to a Distinction, because you'll probably never reach these heights of perfect connection, of being one, ever again...",
+ "moment-joined-own": "If you're on your own, use the following text:",
+ "moment-joined": "You're on your own. It's like missing an arm. Like fighting naked. Like holding your breath. You're missing something vital... but you're moving faster than ever, thinking faster than ever, doing things you couldn't even do while relying on both of your strength combined. And it's hitting you, hard — you can do this. Without them. And you can win. It's going to be hard to come down off this high and rejoin with them afterwards, isn't it? Remember to lock a Label and switch a Bond to a Distinction, after you're finished.",
+ "moment-brain": "Sooner or later, all the super powers, elite training, and experience are helpless in the face of evil or disaster. That's when somebody like you, gifted as you are with a peerless intellect, can rise to the occasion. Your plan, your invention, or your lightning-fast thought processes save the day, in a way no one else could have foreseen. Of course, after you've shown how different you are from them, that distance between you and the others is now that much greater. And the world is only going to pull you farther apart...",
+ "moment-soldier": "Freedom isn't free. But not every mission ends in tragedy. When things look bleakest, when your back is against the wall, when it seems like the dawn will never come... you find a way forward without violence. Your enemies lay down their arms and surrender; your allies step back from the brink of chaos. Of course, the people you've saved aren't going to forget what you've done here today; they may even come to see you as a symbol of the higher cause you claim to serve...",
+ "moment-soldier-lock": "You cannot lock Soldier after using your Moment of Truth.",
+ "moment-harbinger": "Everything you do could affect the future. For all you know, saving that one guy means that now the future is full of pterodactyls. The ripples are always so hard to track, and you're not sure if you've helped or hurt — not really. Until now. In this moment, it's all clear. You can see the course of events laid out before you like a river, and you know exactly what you have to do to ensure the future outcome you want. Of course, after this, you've changed enough of the timeline to invalidate your prior research — reset all the names in your Connecting Dots section.",
+ "moment-nomad": "You basically exist with one foot out the door, ready to leave this place, to go back out into the wide expanse of the universe. You've never fully committed. That is, until today. Until right now. Now, you pour everything you have and everything you are into this moment. You pull off tricks no one from this planet has ever seen before. You use your tools in ways no one here could have ever imagined. You devote yourself, here and now, to a cause, and you achieve your goal in ways that you never could've if you'd only stayed home. Of course, now you've proved to everyone that you really don't belong here, and the very skills that let you succeed are the ones you earned from out there...",
+ "moment-scion": "People have always tried to define you by your lineage. As if from the moment you were born, you were meant to be some villain to be defeated. But... they're right, aren't they? That darkness is in you. So right here, right now, you're not fighting it — you're embracing it. Both hero and villain, and greater besides. You're overcoming impossible odds in ways no hero would approve of, and no villain could comprehend. Of course, after seeing what you can really do when you embrace the whole of yourself, the rest of the world isn't going to forget who you really are...",
+ "moment-label-lock": "After you use your Moment of Truth, permanently lock one Label.",
+ "advancedspecial-view": "View after taking the corresponding Advancement",
+ "advancedspecial-brain1": "View after taking Sanctuary",
+ "advancedspecial-brain2": "View after taking Drives",
+ "burn-adv-desc": "Spend your burn on your flares. You lose all burn at the end of the scene. You get 3 Flares.",
+ "describeadvspec": "(describe your advanced special)",
"conditions:": "Conditions:",
"takeapowerfulblow": "(take a powerful blow)",
+ "toclear": "To clear:",
"afraid": "Afraid",
- "malusdirectlyengage": "(-2 to directly engage)",
+ "malusdirectlyengageathreat": "(-2 to directly engage a threat)",
+ "clearafraid": "run from something difficult",
"angry": "Angry",
"maluscomfortorsupport": "(-2 to comfort or support)",
"maluspiercethemask": "(-2 to pierce the mask)",
+ "clearangry": "hurt someone or break something important",
"guilty": "Guilty",
"malusprovokesomeone": "(-2 to provoke someone)",
"malusassessthesituation": "(-2 to assess the situation)",
+ "clearguilty": "make a sacrifice to absolve your guilt",
+ "hopeless": "Hopeless",
+ "malusunleashyourpowers": "(-2 to unleash your powers)",
+ "clearhopeless": "fling yourself into easy relief",
"insecure": "Insecure",
"malusdefend": "(-2 to defend)",
"malusreject": "(-2 to reject what others say)",
- "hopeless": "Hopeless",
- "malusunleashyourpowers": "(-2 to unleash your powers)",
+ "clearinsecure": "take foolhary action without talking to your team",
+ "newborn-optional-damage": "Enable if you take the Damage move",
+ "damaged": "Damaged",
+ "cleardamaged": "you need time, external help, or special equipment or abilities",
+ "conditions-note": "Note: Conditions do not affect Active Moves",
+ "whenyoumarkdrive": "When you mark a drive, choose one: mark potential, clear a condition, take influence over someone involved",
+ "whencompleteadriveset": "When you complete a set of drives, add another set with 4 new drives.",
+ "whenalldrivesmarked": "When all drives are marked, choose one: change playbooks, retire from the life, become a paragon of the city",
"completedthisset": "completed this set",
+ "bullheartdesc": "You can change your love or rival at any time; give the new person influence over you",
"love:": "Love:",
"rival:": "Rival:",
- "add1toallrollsthistwo": "(add 1 to all rolls that target these two)",
- "darkvisions": "Dark Visions",
- "burningbright": "Burning Bright",
- "infinitepowers": "Infinite Powers",
- "bolstered": "Bolstered",
- "portal": "Portal",
- "yourdoomcomes": "Your doom comes",
+ "bullheartongoing": "(+1 to any roll that impresses your love or frustrates your rival)",
+ "bullchooserole": "Choose a role that you fulfill for your love or rival",
+ "bullrole1": "Defender: When you leap to defend your love or rival in battle, roll +Danger instead of +Savior to defend them.",
+ "bullrole2": "Friend: When you comfort or support your love or rival, mark potential on a hit. When your love or rival comforts or supports you, mark potential when they roll a hit.",
+ "bullrole3": "Listener: When you pierce the mask of your love or rival, you can always let them ask you a question to ask them an additional question in turn, even on a miss. These additional questions do not have to be on the list.",
+ "bullrole4": "Enabler: When you provoke your love or rival, roll +Danger if you are trying to provoke them to rash or poorly thought out action.",
+ "nemesisdesc1": "Your Nemesis is an epic and powerful enemy representing and embodying your Doom.",
+ "nemesisdesc2": "At the end of every session, answer the question: Did you make progress on defeating your Nemesis? If the answer is yes, mark potential. If the answer is no, mark your Doomtrack.",
+ "sanctuarydesc1": "You have a place where you can rest, recover, and reflect upon your powers. Write 3 features of your Sanctuary:",
+ "sanctuarydesc2": "Write 2 downsides of your Sanctuary:",
+ "sanctuarydesc3": "When you call upon the resources of your Sanctuary to solve a problem, say what you want to do. The GM will give you 1 to 4 requirements from the following which you must fulfill to complete your solution:",
+ "sanctuary-req1": "First, you must...",
+ "sanctuary-req2": "You'll need help from...",
+ "sanctuary-req3": "You and your team will risk danger from...",
+ "sanctuary-req4": "The best you can do is a lesser version, unreliable and limited",
+ "sanctuary-req5": "You'll need to mark one box on your Doomtrack",
+ "sanctuary-req6": "You'll have to obtain...",
+ "legacydesc1": "Name some members of your legacy (at least 2):",
+ "legacymember1": "is still active and prominent in the city.",
+ "legacymember2": "is retired and quite judgmental.",
+ "legacymember3": "is the next possible member of your legacy.",
+ "legacymember4": "is the greatest opponent your legacy ever faced... and is still at large.",
+ "legacydesc2": "Whenever time passes, roll to see how the members of your legacy feel or react to your most recent exploits. Before rolling, have the other players answer these following questions about your performance. Take -1 to the roll for each 'no' answer:",
+ "legacyquestion1": "● Have you been upholding the traditions of your legacy?",
+ "legacyquestion2": "● Have you maintained the image of your legacy?",
+ "legacyquestion3": "● Have you made the other members of your legacy proud?",
+ "legacydesc3": "On a hit, one of them offers you meaningful encouragement, an opportunity, or an advantage. On a 7-9, another is upset with your most recent actions, and will make their displeasure known. On a miss, something you did stirred up the hornet's nest — expect several members of your legacy to meddle with your life.",
"hold:": "Hold:",
- "resetto0attheend": "(reset to 0 at the end of the scene)",
+ "mentor-desc1": "You have a mentor, someone who's taught you, trained you, given you aid, or raised you up. Someone who might have confined you a bit too rigidly to a single path.",
"embodies:": "Embodies:",
"denies:": "Denies:",
- "add1toallrollsthesepeople": "(add 1 to all rolls that target these people)",
+ "mentor-resource": "Mentor's Resources:",
+ "mentor-desc2": "Write up to 3 resources that your mentor gave you and the team",
+ "mentorresource": "(resources provided by your mentor)",
+ "haveinfluenceover": "I have influence over:",
+ "influenceroll": "(+1 to any roll that target these people)",
+ "aminfluencedby": "I am influenced by:",
"whatdidyoutake": "(what did you take?)",
"movename": "(move name)",
"movedescription": "(move description)",
+ "teammovedesc": "(team move description)",
+ "momentcustomdesc": "(moment of truth description)",
"drive": "(drive)",
"yourlove": "(your love)",
"yourrival": "(your rival)",
- "iam": "(I am...)",
- "asuperheroshould": "(A superhero should...)",
- "always": "(Always...)",
- "never": "(Never...)",
- "villainouscontact": "(villainous contact)"
+ "friendsinlowplaces1": "You have ties to villains from your previous career, a.k.a. Friends in Low Places.",
+ "friendsinlowplaces2": "Write 3 names and fill in their details. At character creation, mark 2 obligations on one villain and mark 1 obligation on another.",
+ "contactobligation": "Obligation:",
+ "villainouscontact": "(villainous contact)",
+ "theirspecialty": "(their specialty)",
+ "friendsinlowplaces-help1": "When you come to them for help with your problems, mark obligation on them and they'll help out within their specialty. If all their boxes are full, then they won't help you until you help them.",
+ "friendsinlowplaces-help2": "When time passes, roll flat + your highest obligation. On a 10+, they come crashing into your life with a crisis. On a 7-9, they call for a favor. On a miss, they don't come knocking yet, but mark obligation on them — the debts are getting heavier.",
+ "friendsinlowplaces-help3": "When you help one of these villains with their problems, erase 2 obligations on them.",
+ "lessonsnewborn-desc": "When you learn something that helps you make sense of the world, write it down as a Lesson. Fill in 2 lessons at character creation. Fill in the others during play.",
+ "lesson-newborn1": "I am",
+ "lesson-newborn2": "A superhero should",
+ "lesson-newborn3": "Always",
+ "lesson-newborn4": "Never",
+ "lessonsnewborn-embody": "When you embody one of your lessons, shift one Label up and one Label down, your choice. If you cause a misunderstanding, collateral damage, or unintended consequences in the process, mark potential.",
+ "lessonsnewborn-reject": "When you reject one of your lessons, reject its Influence as if it were an NPC. If you choose to have it lose Influence over you, erase that lesson and write a new one in its stead.",
+ "lessonsnewborn-creator1": "When you approach your creator or caretakers with a problem, tell them what obstacle you face or what you need to achieve, and they will offer you something you need. The GM chooses one:",
+ "lessonnewborn-offer1": "● secret information",
+ "lessonnewborn-offer2": "● a way to temporarily boost or expand your powers",
+ "lessonnewborn-offer3": "● access to instruments, weapons, or resources",
+ "lessonnewborn-offer4": "● official and explicit backing",
+ "lessonsnewborn-creator2": "If you accept their help, they'll rewrite one of your lessons.",
+ "audiencestar-desc": "You are a celebrity in the city. By default, your audience is a limited group of interested fans, and you speak to them through after-action interviews, infrequent press conferences, etc. Why does your audience love you? Mark all that apply.",
+ "audience-why1": "You're just like them",
+ "audience-why2": "You're a dangerous person, a bad seed",
+ "audience-why3": "You're noble warrior for justice",
+ "audience-why4": "You're stunning, unique, and beautiful",
+ "audience-why5": "You're charming, well-spoken, and smart",
+ "audience-why6": "You're a firebrand, a rabble rouser",
+ "audiencestar-adv": "Choose 2 advantages:",
+ "audience-adv1": "Your audience is utterly devoted to you",
+ "audience-adv2": "You can easily speak to them at any time",
+ "audience-adv3": "You have a PR agent to handle your audience",
+ "audience-adv4": "You earn a lot of money from their interest",
+ "audience-adv5": "You have a major hero's endorsement",
+ "audience-adv6": "You have a much wider audience",
+ "audiencestar-demand": "Choose 2 demands your audience makes on you:",
+ "audience-demand1": "They require constant stimulation",
+ "audience-demand2": "They require perfection — no mistakes",
+ "audience-demand3": "They require frequent bouts of drama",
+ "audience-demand4": "They require major acts of heroism",
+ "audience-demand5": "They require novelty and brand new action",
+ "audience-demand6": "They require chemistry with your allies",
+ "audiencestar-accept": "When you accept what your audience tells you about yourself, clear a condition.",
+ "audiencestar-reject": "When you reject what your audience tells you about yourself, on a hit mark potential and expect retribution.",
+ "audiencestar-help": "When you seek help from your audience, roll. On a hit, someone in your audience can hook you up. On a 10+, they only make a small demand. On a 7-9, their demands are a lot higher. On a miss, you've made a mistake, and your audience won't help you until you've redeemed yourself in their eyes.",
+ "otherhalfjoined-desc": "You share a deep bond with your other half. You are stronger together than you are apart, for now. If your other half's playbook has no extra, then take 2 playbook moves from them; one they have and one they don't. If your other half's playbook has extras (drives, bull's heart, burn, the mask, legacy etc.), then you share the extras, gaining further merits and demerits.",
+ "otherhalfjoined-more": "For more details, refer to pages 102 to 109 in the Masks: Halcyon City Herald Collection supplement.",
+ "otherhalfjoined-playbook": "Your Other Half's Playbook:",
+ "otherhalfextra": "(describe what extras you gain from/share with your other half)",
+ "brainshame-desc": "You have a deep and abiding sense of guilt for something you have created or had a hand in creating. Just as you are a world-class intellect, your shame is a world-class problem. Whatever the case, your role in its creation is not publicly known... yet.",
+ "brainshame-title": "Your Shame:",
+ "brainshame-list1": "A prototype AI",
+ "brainshame-list2": "A cosmic phenomenon",
+ "brainshame-list3": "A catastrophic weapon",
+ "brainshame-list4": "A dangerous chemical",
+ "brainshame-list5": "A living monstrosity",
+ "brainshame-list6": "An altered former ally",
+ "brainshame-confront": "Whenever you are confronted with your shame, either mark a condition or shift Superior down and Danger up. If your shame is an NPC, they can never lose Influence over you.",
+ "brainshame-endsession1": "At the end of every session, answer the question:",
+ "brainshame-endsession2": "● Did you take steps to make amends for your shame?",
+ "brainshame-endsession3": "If the answer is yes, mark potential. If the answer is no, give Influence to one of your teammates.",
+ "soldier": "Soldier",
+ "soldier:": "Soldier:",
+ "actonorders": "(act on orders and rely on training)",
+ "invokeauthority": "(invoke your authority",
+ "askaegis": "(ask A.E.G.I.S. for resources)",
+ "highercalling-desc": "You work for A.E.G.I.S., an agency that keeps the world safe from all manners of superhuman, supernatural, and extraterrestrial threats.",
+ "soldierlabel-desc": "The Soldier Label functions like any other Label. Characters with Influence over you can shift it, and you mark a condition if it would ever shift above +3 or below -2. You can only lock Soldier with the corresponding advancement. You can only cancel the influence A.E.G.I.S. holds over you with the corresponding advancement.",
+ "highercalling-move1": "When you're acting on orders and relying on your training, give A.E.G.I.S. influence to use Soldier instead of any other Label when you make a basic or playbook move.",
+ "highercalling-move2": "When you invoke your authority over civilians, Halcyon City personnel, or A.E.G.I.S. staff, roll +Soldier. On a hit, your words carry weight. On a 7-9, someone will push back against your instructions or orders... sooner rather than later. On a miss, your attempts to control the situation create an opportunity for your enemies within A.E.G.I.S. to act against you.",
+ "highercalling-move3": "When you ask A.E.G.I.S. for additional resources, equipment, or information during a mission, roll +Soldier. On a hit, they'll resupply you as best they can. On a 10+, the resources are highly classified or experimental; take +1 ongoing to deploying them throughout the mission. On a miss, A.E.G.I.S. sends what they think you need, regardless of what you actually requested.",
+ "scionlineage-desc": "You are the child of a true supervillain. You strive to be different than them, but they are a part of you. Answer each question below to describe them:",
+ "scionlineage-ques1": "What kind of villain are they?",
+ "scionlineage-ques2": "What is your relationship with them like?",
+ "scionlineage-ques3": "They have an array of abilities, assets, and strengths; what are some of them? (up to 3)",
+ "scionrespect-desc1": "Write down the names of at least 2 characters whose respect you need to earn in order to differentiate yourself from your parent. You may fill in new names whenever appropriate.",
+ "respect:": "Respect:",
+ "advancement:": "Advancement:",
+ "scionrespect-list1": "● Your parent's greatest enemy:",
+ "scionrespect-list2": "● Your parent's greatest victim:",
+ "scionrespect-list3": "● Your personal idol:",
+ "scionrespect-list4": "● The city's greatest leader:",
+ "scionrespect-list5": "● The city's greatest hero:",
+ "scionrespect-list6": "● The city's biggest celebrity:",
+ "scionrespect-desc2": "When you seek out one of the characters named above, roll. On a hit, you track them down. On a 7-9, they're juggling their own problems, and may not have time for you. On a miss, when you find them, the situation is dire; the GM will tell you how.",
+ "scionrespect-desc3": "If you earn Influence over the characters listed above, instead you mark 1 Respect. If you lose Influence over the characters listed above, instead you lose 1 Respect. If you lose 1 Respect and you have none marked, you immediately mark a condition, GM's choice.",
+ "scionrespect-desc4": "The first time you reach 4 Respect on an individual, take an advancement (mark the corresponding box under the character).",
+ "scionrespect-desc5": "While you have 4 Respect on an individual, you gain the following benefits. If you dip below 4 Respect on an individual, you lose these benefits.",
+ "scionrespect-desc5opt1": "● You can reject their Influence at a +3 (does not stack with the above).",
+ "scionrespect-desc5opt2": "● You take +1 to a Label of their choice (write it next to their name).",
+ "nomadinfluencedby": "I am influenced by: (max 6)",
+ "nomadinfluence-desc1": "(By default, no one has Influence over you, not even adults)",
+ "nomadinfluence-desc2": "(You gain benefits based on how much Influence you have given out. Check Roots for details.)",
+ "nomadroots-desc1": "● During play, you can only give Influence by revealing a vulnerability or weakness to someone and through the end of session move.",
+ "nomadroots-desc2": "● You cannot give Influence to somebody who already has Influence over you.",
+ "nomadroots-desc3": "● Others cannot take Influence over you; if they would, instead they choose: mark potential or inflict a condition on you.",
+ "nomadroots-desc4": "● You reject Influence at -2 by default, instead of +0 (already included in the Reject Influence roll).",
+ "nomadroots-desc5": "● When someone takes advantage of their Influence over you, they can choose 2 options.",
+ "nomadroots-desc6": "● At the end of each session, you may take away Influence from someone who has Influence over you.",
+ "nomadroots-howmuch": "How much Influence have you given out?",
+ "nomadinfluence-list1": "0 Influence",
+ "nomadinfluence-list2": "1-2 Influence",
+ "nomadinfluence-list3": "3 Influence",
+ "nomadinfluence-list4": "4 Influence",
+ "nomadinfluence-list5": "5 Influence",
+ "nomadinfluence-list6": "6 Influence",
+ "nomadinfluence-option1": "● You cannot comfort or support anyone. If you would trigger that move, instead mark a condition as you say exactly the wrong thing. If someone tries to comfort or support you, you cannot open up to them.",
+ "nomadinfluence-option2": "● When you defend someone who has Influence over you, you can ignore the Insecure condition. When you directly engage someone who has Influence over you, you can ignore the Afraid condition.",
+ "nomadinfluence-option3": "● When you take a powerful blow from someone with Influence over you, take -2 to the roll.",
+ "nomadinfluence-option4": "● When you pierce the mask of someone who has Influence over you, you can always ask them one question, even on a miss.",
+ "nomadinfluence-option5": "● When you spend 1 Team to help someone who has Influence over you, it gives them +2.",
+ "nomadinfluence-option6": "● When you accept the words of someone who has Influence over you, mark potential, clear a condition, or take +1 forward.",
+ "theirname": "(their name)",
+ "bullet": "●",
+ "rollkapow": "KAPOW!",
+ "rollfullhit": "Full hit!",
+ "rollhit": "Hit!",
+ "rollmiss": "Miss!",
+ "rollohdear": "Oh dear!"
}
diff --git a/Masks - A New Generation/translations/da.json b/Masks - A New Generation/translations/da.json
index e5bbff0b92..10087132e0 100644
--- a/Masks - A New Generation/translations/da.json
+++ b/Masks - A New Generation/translations/da.json
@@ -1,8 +1,9 @@
{
"playbook:": "Playbook:",
+ "choose-playbook": "Choose Playbook",
"thebeacon": "The Beacon",
"thebull": "The Bull",
- "thedelinquant": "The Delinquent",
+ "thedelinquent": "The Delinquent",
"thedoomed": "The Doomed",
"thejanus": "The Janus",
"thelegacy": "The Legacy",
@@ -10,83 +11,389 @@
"theoutsider": "The Outsider",
"theprotege": "The Protégé",
"thetransformed": "The Transformed",
- "theinnocent": "The Innocent",
- "thejoined": "The Joined",
- "thenewborn": "The Newborn",
"thereformed": "The Reformed",
+ "thenewborn": "The Newborn",
+ "theinnocent": "The Innocent",
"thestar": "The Star",
+ "thejoined": "The Joined",
"thebrain": "The Brain",
"thesoldier": "The Soldier",
+ "theharbinger": "The Harbinger",
+ "thenomad": "The Nomad",
+ "thescion": "The Scion",
+ "custom": "Custom",
"somethingelse": "Something Else",
- "freak:": "Freak:",
- "unleashyourpowers": "(unleash your powers)",
- "danger:": "Danger:",
- "directlyengage": "(directly engage)",
- "savior:": "Savior:",
- "savior": "Savior",
- "freak": "Freak",
+ "halcyoncityherald": "Halcyon City Herald Collection",
+ "secretsofaegis": "Secrets of A.E.G.I.S.",
+ "unbound": "Unbound",
"danger": "Danger",
+ "danger:": "Danger:",
+ "freak": "Freak",
+ "freak:": "Freak:",
+ "savior": "Savior",
+ "savior:": "Savior:",
"superior": "Superior",
- "mundane": "Mundane",
- "soldier": "Soldier",
- "defend": "(defend)",
"superior:": "Superior:",
+ "mundane": "Mundane",
+ "mundane:": "Mundane:",
+ "sumof5labels": "Sum of 5 Labels:",
+ "sumof6labels": "Sum of 6 Labels:",
+ "bydefault3": "(by default this should be a 3)",
+ "bydefault5": "(by default this should be 5)",
+ "advancementmayincrease": "(advancement may increase this)",
+ "directlyengageathreat": "(directly engage a threat)",
+ "unleashyourpowers": "(unleash your powers)",
+ "comfortorsupport": "(comfort or support)",
+ "piercethemask": "(pierce the mask)",
+ "defend": "(defend)",
"assessthesituation": "(assess the situation)",
"provokesomeone": "(provoke someone)",
- "mundane:": "Mundane:",
- "soldier:": "Soldier:",
- "piercethemask": "(pierce the mask)",
- "comfortorsupport": "(comfort or support)",
- "actonorders": "(act on orders and rely on training)",
- "invokeauthority": "(invoke your authority",
- "askaegis": "(ask A.E.G.I.S. for resources)",
"flat2d6": "Flat 2d6",
"rejectsomeonesinfluence": "(reject someone's influence)",
+ "rejectinfluence": "Reject Influence",
"customrolls": "(custom rolls)",
- "sumoflabels": "Sum of Labels:",
- "bydefault3": "(by default this should be a 3)",
- "advancementmayincrease": "(advancement may increase this)",
+ "doom-desc": "What brings your Doom closer? Choose two:",
+ "doomcloser1": "overexerting yourself",
+ "doomcloser2": "facing danger alone",
+ "doomcloser3": "showing mercy",
+ "doomcloser4": "injuring innocents",
+ "doomcloser5": "frightening loved ones",
+ "doomcloser6": "talking about it openly",
+ "doomtrack-desc": "Whenever you bring your Doom closer, mark one box on your Doomtrack",
+ "doomtrack:": "Doomtrack:",
+ "doomtrack-fill": "Whenever your Doomtrack fills, clear it and take one of your Doomsigns",
+ "doomsign-desc": "These are abilities that come to you with your approaching Doom. Once you have taken all five Doomsigns above the line, you must take \"Your doom arrives\" the next time your Doomtrack fills. Choose 1 Doomsign you already have at character creation.",
+ "doomsign1-desc": "Dark Visions: Mark your Doomtrack to have a vision about the situation at hand. After the vision, ask the GM a question; they will answer it honestly.",
+ "doomsign2-desc": "Infinite Powers: Mark your Doomtrack to use an ability from any playbook, one time.",
+ "doomsign3-desc": "Portal: Mark your Doomtrack to appear in a scene with anyone you want.",
+ "doomsign4-desc": "Burning Bright: Mark your Doomtrack to ignore one of the GM's stated requirements when you call upon the resources of your Sanctuary.",
+ "doomsign5-desc": "Bolstered: Mark your Doomtrack to use an Adult Move one time.",
+ "doomsign6-desc": "Your Doom arrives; confront it and perish.",
+ "themask-janus": "The Mask:",
+ "themask-janus-desc1": "You wear a mask and hide your real identity. Choose what Label you try to embody while wearing your mask:",
+ "themask-janus-desc2": "Once per session, you can affirm either your heroic or secret identity to switch your Mundane with your mask's Label.",
+ "themask-janus-desc3": "When you reveal your secret identity to someone who didn't know it already, mark potential.",
+ "secretid-janus-desc1": "Your mundane life comes with a series of obligations. Choose a total of 3 obligations:",
+ "obligationjanus": "(your obligations among jobs, school, home and social)",
+ "secretid-janus-desc2": "When time passes, roll to see how you're managing your obligations. On a hit, things are going pretty well — you have an opportunity or advantage thanks to one of your obligations. On a 7-9, you've lapsed on one obligation, your choice. On a miss, you haven't given your normal life anywhere near the attention it deserves; the GM chooses 2 obligations that are going to bite you in the butt.",
+ "conditions-marked": "Conditions marked:",
+ "burn-nova-desc1": "When you charge up your powers, roll. On a hit, hold 3 burn. On a 7-9, mark a condition. On a miss, hold 2 burn and mark 3 conditions.",
+ "burn-nova-desc2": "Spend your burn on your flares. You lose all burn at the end of the scene. Write 4 Flares you already have at character creation.",
+ "flare:": "Flare:",
+ "flarename": "(flare name)",
+ "flaredescription": "(flare description)",
+ "futureself-innocent-desc1": "Your future self is out there, an important figure in Halcyon City and the world beyond — and everything you'd hoped you'd never be. But finding out how they became who they are may be all it takes to push you along a similar path. Pick 1 step of your future self's path that you already know at character creation, and mark it (left side checkbox). When you learn of another step of your future self's path, mark it. You can have at most 5 steps marked.",
+ "futurepath1-desc": "They lost someone they cared about deeply",
+ "futurepath2-desc": "They failed horrifically in a noble pursuit or cause",
+ "futurepath3-desc": "They committed a major crime",
+ "futurepath4-desc": "They betrayed a close friend or ally",
+ "futurepath5-desc": "They won a victory at enormous cost to the world around them",
+ "futurepath6-desc": "They killed someone",
+ "futurepath7-desc": "They publicly battled another hero",
+ "futurepath8-desc": "They injured an innocent",
+ "futureself-innocent-desc2": "When you undergo an experience (your call) that echoes any one of the above (marked or unmarked), strike it through (right side checkbox). When you strike through a marked step, or mark a struck-through step, choose one of the following:",
+ "futurereplace1-desc": "Replace comfort or support with this: When you coldly dismiss someone, roll +Mundane. On a hit, they mark a condition or leave you alone, their choice. On a 7-9, they can also choose to inflict a condition on you.",
+ "futurereplace2-desc": "Replace defend someone with this: When you aggressively defend a large group or area, roll +Savior. On a hit, you create an opportunity for yourself to press the attack, and take +1 forward to pursue it. On a 10+, the collateral damage is minimal.",
+ "futurereplace3-desc": "Replace provoke someone with this: When you threaten someone, say what you want them to do and roll +Superior. On a hit, they either do it or they are put at a significant disadvantage against you, their choice. On a 10+, either way they mark a condition of your choice.",
+ "futurereplace4-desc": "Replace reject someone's Influence with this: When you spit in the face of guidance or Influence, roll +2. On a hit, take away their Influence over you or clear a condition, your choice. On a 7-9, you both take a powerful blow from the intensity of your words.",
+ "futurereplace5-desc": "Become an NPC antagonist — your path is irreconcilably set along the same course that your future self followed.",
+ "bond-joined-desc": "At character creation you start with Two of a kind, and choose one other bond.",
+ "bond1-desc": "Two of a kind: When time passes, you and your other half gain Influence over each other. When you or your other half pierces the other's mask, mark a condition to take a 10+.",
+ "bond2-desc": "Fastball special: When you perform a coordinated fighting maneuver with your other half, say who takes the lead and who assists. The leader rolls the adult move overwhelm a vulnerable foe. The assistant marks a condition.",
+ "bond3-desc": "Powers, activate!: When you and your other half pool your powers, say who takes the lead and who assists. The leader unleashes their powers with your combined Freak (max +4). The assistant shifts Savior down, Mundane up.",
+ "bond4-desc": "Four eyes are better: When you and your other half assess the situation from two different vantage points, one of you makes the move, and the other may either clear a condition or ask an additional question. You both get +1 when following the answers.",
+ "distinction-joined-desc": "When either you or your other half locks a Label, unmark one of your chosen bonds and choose a distinction.",
+ "distinction1-desc": "Mirror, mirror: When you pierce someone's mask, you can ask them \"What are you really feeling right now?\", even on a miss. If you do, they can ask you the same question.",
+ "distinction2-desc": "Shouldering the burden: When you push yourself to do something your other half failed at or can't do, mark a condition to use the adult move wield your powers.",
+ "distinction3-desc": "Going solo: When you directly engage a threat entirely on your own, you can roll +Superior instead of +Danger.",
+ "distinction4-desc": "Internal strife: When you snipe about your other half behind their back, remove one Team from the pool and clear a condition.",
+ "beforewegetstarted-soldier": "Before we get started:",
+ "beforestart-soldier": "When you have time to closely observe your opposition before a fight, roll. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 and mark a condition. During the fight, you can spend your hold to name a character you observed and...",
+ "beforestart-soldier-list1": "● ...redirect their attack to another character or nowhere — into a wall or the sky.",
+ "beforestart-soldier-list2": "● ...cross a distance between them and you.",
+ "beforestart-soldier-list3": "● ...stun them, close up or from a distance.",
+ "beforestart-soldier-list4": "● ...ignore all harm from one of their attacks.",
+ "beforestart-soldier-list5": "● ...escape any bindings or impediments they attempt to place on you.",
+ "memories:": "Memories:",
+ "memories-harbinger-desc": "Your Memories score starts at -1, and goes up by 1 (to a maximum of +3) for each name below. When you write a name below, they gain Influence over you if they did not already have it.",
+ "memories-role1": "● Monster:",
+ "memories-role2": "● Traitor:",
+ "memories-role3": "● Corruptor:",
+ "memories-role4": "● Martyr:",
+ "memories-role5": "● Architect:",
+ "memories-role6": "● Leader:",
+ "connect-harbinger-desc1": "When you push yourself to remember the version of someone that exists in your future, mark a condition and roll Memories. On a hit, you connect who they are now to who they are in the future; choose the role that they fulfill in the future, and the GM will tell you about their future self. On a 10+, ask a follow-up question. On a miss, they're not at all who you thought they would be; the GM will choose their role, or tell you that as far as you know, they don't exist in the future.",
+ "connect-harbinger-desc2": "At the start of each session or when time passes, roll to find out how your investigations into the timeline have been going. On a hit, choose one figure noted above or one aspect of the future world you can remember. You've found a lead to follow to learn more about how the present version of that figure or aspect became the future version. On a 10+, the lead is particularly strong; right now, you can ask the GM one question about the figure or aspect, and they will answer honestly. On a miss, you're lost in the present; the GM will tell you how things are so different here, and shift your Labels according to how it makes you feel.",
"move:": "Move:",
"label:": "Label:",
+ "activemove-hide": "Hide your Active Moves",
+ "activemove-note": "Note: Adult moves count as Active Moves",
+ "passivemove-hide": "Hide your Passive Moves",
+ "teammove-hide": "Hide your Team Moves",
+ "teammove1-beacon": "When you share a triumphant celebration with someone, tell them how they're awesome and add 1 Team to the pool. If they tell you how you're awesome in return, add 1 more Team to the pool.",
+ "teammove2-beacon": "When you share a vulnerability or weakness with someone, ask them to confirm or deny that you should be here. If they confirm it, mark potential and give them Influence over you. If they deny it, mark Angry and shift one Label up and one Label down, your choice.",
+ "teammove1-bull": "When you share a triumphant celebration with someone, make them your love or rival immediately to mark potential. If they are already your love or rival, take Influence over them and mark potential.",
+ "teammove2-bull": "When you share a vulnerability or weakness with someone, give them Influence and hold 2. Spend that hold to help them as if it were Team in the pool.",
+ "teammove1-delinquent": "When you share a triumphant celebration with someone, ask them if they think you're cool. If they say yes, give them Influence and take Influence over them. If they say no, mark a condition or spurn them immediately. If they're a teammate, then either way, add 1 Team to the pool.",
+ "teammove2-delinquent": "When you share a vulnerability or weakness with someone, give them Influence over you, and ask them who they'd like you to be. Mark potential if you show them that person. If they're a teammate, add 1 Team to the pool no matter what.",
+ "teammove1-doomed": "When you share a triumphant celebration with someone, give them Influence over you and spend 1 Team from the pool to clear one box on your Doomtrack.",
+ "teammove2-doomed": "When you share a vulnerability or weakness with someone, give them Influence over you and ask if they honestly think there's hope for you. If they say yes, mark potential or clear one box on your Doomtrack. If they say no, mark a condition or mark one box on your Doomtrack.",
+ "teammove1-janus": "When you share a triumphant celebration with someone, ask them if they see you as the person wearing the mask or the person underneath. If the former, mark potential and clear a condition. If the latter, take Influence over them if you reveal yourself.",
+ "teammove2-janus": "When you share a vulnerability or weakness with someone, tell them a secret about who you really are. Give them Influence, and shift your Mundane up and your Mask's Label down.",
+ "teammove1-legacy": "When you share a triumphant celebration with someone, tell them whether you see them as an equal. If you do, give them Influence over you and mark potential. If you don't, shift Superior up and any other Label down.",
+ "teammove2-legacy": "When you share a vulnerability or weakness with someone, tell them a secret about your legacy (including your own true feelings about it) to clear a condition and give them Influence over you.",
+ "teammove1-nova": "When you share a triumphant celebration with someone, ask them if there is any fear in their eyes when they look at you. If they say no, take +1 forward and mark potential. If they say yes, immediately shift your Danger up and Savior down.",
+ "teammove2-nova": "When you share a vulnerability or weakness with someone, tell them how they could stop you, if it came down to it. Give them Influence over you and clear a condition.",
+ "teammove1-outsider": "When you share a triumphant celebration with someone, take Influence over them if you show them meaningful affection, physical or emotional. They decide if it's meaningful.",
+ "teammove2-outsider": "When you share a vulnerability or weakness with someone, they tell you what you should do to fit in more. Take +1 forward to do it, and mark potential if you do.",
+ "teammove1-protege": "When you share a triumphant celebration with someone, ask them if you've been a good leader or effective teammate. If they say yes, your Mentor loses Influence over you and you mark potential. If they say no, your Mentor gains Influence over you, and you take +1 forward on using the Label your Mentor embodies.",
+ "teammove2-protege": "When you share a vulnerability or weakness with someone, tell them a secret about your Mentor (including your feelings towards them). Give them Influence over you and add 1 Team to the pool.",
+ "teammove1-transformed": "When you share a triumphant celebration with someone, clear a condition if they treat you like a perfectly normal person and mark potential if they praise your power or abilities.",
+ "teammove2-transformed": "When you share a vulnerability or weakness with someone, ask them if they think you're losing or gaining humanity. If they say losing, mark a condition and mark potential. If they say gaining, clear a condition and shift Mundane up and any other Label down.",
+ "teammove1-reformed": "When you share a moment of triumph with someone, ask them what gives them hope for a brighter day and give them Influence.",
+ "teammove2-reformed": "When you share a vulnerability or weakness with someone, ask them what they would do something dark for and gain Influence over them.",
+ "teammove1-newborn": "When you share a triumphant celebration with someone, ask them what makes them proud or happy about the actions they took and write a lesson based on it, either filling an empty slot or replacing an existing lesson.",
+ "teammove2-newborn": "When you share a vulnerability or weakness with someone, if their response helps you understand human feelings and problems, mark potential. If their response confuses or offends you, shift your Freak up and your Mundane down.",
+ "teammove1-innocent": "When you share a triumphant celebration with someone, ask whether they think your future self could've won this victory. If they do, mark potential and the GM shifts your Labels. If they do not, clear a condition and they shift your Labels.",
+ "teammove2-innocent": "When you share a vulnerability or weakness with someone, ask them if they think you could turn into your future self. If they do, mark potential and the GM shifts your Labels. If they do not, clear a condition and they shift your Labels.",
+ "teammove1-star": "When you share a triumphant celebration with someone, say whether it's part of the show or not. If it is, then you can shift your Labels as you choose. If it is not, then they shift your Labels, and you can clear a condition or mark potential.",
+ "teammove2-star": "When you share a vulnerability or weakness with someone, ask them if they will tell anyone the truth about you. If they agree to keep it a secret, clear a condition or mark potential. If they don't agree, the GM shifts your Labels.",
+ "teammove-joined": "When either you or your other half shares a triumphant celebration or shares a moment of vulnerability without the other one present, mark a condition to mark a potential.",
+ "teammove1-brain": "When you share a triumphant celebration with someone, ask them if they felt they could have done it without you. If they say yes, give Influence to them and mark a condition. If they say no, they give Influence to you.",
+ "teammove2-brain": "When you share a vulnerability or weakness with someone, hold 2. Spend the hold 1-for-1 to clear a condition or add 1 Team to the pool when you are with them.",
+ "teammove1-soldier": "When you share a triumphant celebration with someone, tell them what they need to do to achieve their full potential. If they accept your advice, take Influence over them and add 2 Team to the pool. If they reject what you have to say, mark a condition.",
+ "teammove2-soldier": "When you share a vulnerability or weakness with someone, ask them what cause they serve. If you find it to be a worthy cause, tell them how you will fight for it, clear a condition, and add 1 Team to the pool. If they don't have a cause (or you find it unworthy), mark a condition.",
+ "teammove1-harbinger": "When you confess to a teammate the difference between what you thought they would be and what they really are, add 1 Team to the pool, and ask them if you represent a future they'd want. If they say yes, mark potential. If they say no, mark a condition.",
+ "teammove2-harbinger": "When you share a tale of future loss with someone, ask them if they think you have the ability to avert that loss. If they believe you do, mark potential and give them Influence over you. If they don't, mark Guilty and shift one Label up and one Label down (your choice). If Guilty is already marked, mark another condition, GM's choice.",
+ "teammove1-nomad": "When you share a triumphant celebration with someone, ask them what they admire about you. The GM will shift one of your Labels up and one down based on what they say.",
+ "teammove2-nomad": "When you share a vulnerability or weakness with someone, mark a condition, give them Influence over you, and mark potential.",
+ "teammove1-scion": "When you share a triumphant celebration with someone, ask them if you have earned their respect. If you have, take Influence over them and mark potential. If you have not, give them Influence over you and mark potential.",
+ "teammove2-scion": "When you share a vulnerability or weakness with someone, ask them if they would defend you against those who mistrust you. If they say yes, clear a condition and shift Savior up and any other Label down. If they say no, mark a condition and shift Danger up and any other Label down.",
+ "momentoftruth-unlock": "Unlock your Moment of Truth",
+ "moment-beacon": "This is the moment when you show them exactly why you belong here. You do any one thing, take out any one enemy, no matter how insane, no matter how ridiculous, because that's you. Their jaws are gonna drop when you're done. Of course, pulling off a stunt like this tends to bring unwanted attention and a dangerous reputation...",
+ "moment-bull": "This is what you do best. You let loose, all the pent up strength and rage and glee, and you break whatever stands in your way. You are a walking demolition crew. What can stand up to you? Nothing. Not buildings. Not structures. Not enemies. Nothing. Of course, now the people who changed you know exactly where to find you...",
+ "moment-delinquent": "This is when you show them what you really are. Whether you're the hero underneath the rebel facade... or the one who can make the hard choices heroes can't make. You do whatever it takes to show that truth, whether it's saving the day from a terrible villain or stopping a bad guy once and for all. Of course, once you've shown what you really are, there's no going back to playing the clown...",
+ "moment-doomed": "The prickly tingling fear of your doom, always in your head — it holds you back most of the time. But right here, right now? It gives you the confidence to do anything. After all, what's the worst that could happen? Is it worse than your doom? Do impossible things. Do anything. But mark a Doomsign after you're finished.",
+ "moment-janus": "The mask is a lie, and some piece of you has always known that. Doesn't matter if others can see it. You're the one that can do the impossible. Mask off. Costume on. And you're going to save the damn day. Of course, you better hope nobody nasty is watching...",
+ "moment-legacy": "This is the moment when you prove how much the mantle belongs to you. You seize control of all your powers, and you defeat even impossible odds to prove you are worthy of the name you carry. You accomplish feats even your predecessors couldn't do. Of course, after you prove something like that, you can expect still more responsibilities to be placed on your shoulders...",
+ "moment-nova": "Your mind's eye opens, and you can see the world around you like never before. You can control it, at will, with ease. Of course, warping reality tends to have ramifications down the line, but in your moment of godhood... how could you possibly be worried?",
+ "moment-outsider": "You embrace your home and call them for aid. They will answer your call, in force, arriving exactly when you need them to turn the tide. They fight and serve you for the rest of the battle. Of course, when all is said and done... they'd probably like to take you home with them. You did, after all, just prove yourself worthy.",
+ "moment-protege": "The moment that you show who you really are: your mentor, or something different. You can do whatever your mentor could do and more. You can do the incredible, even the things they always failed to accomplish. Of course, they're not going to see you the same way, no matter which path you choose...",
+ "moment-transformed": "It's so easy to forget that you're not your body, and you're not the voice in your head — you're both. Be the monster, and save them anyway. Smash down walls, and speak softly. Because when you embrace it, you can do anything. Of course, putting on a display like this is sure to rile up those who see only the monster when they look at you...",
+ "moment-reformed": "You've seen your greatest mistakes, and the rest of the world has, too. They're all watching you now, judging every move you make. When everything is on the line and your back is against the wall, though, you'll show them what you're made of — that being a hero is a choice. An act of will. And you've got what it takes to save the day. Of course, afterward, you can expect both sides, hero and villain, to deeply question where your loyalties truly lie...",
+ "moment-newborn": "Something snaps into focus, and suddenly you're a full thing, true and complete. You'd never have known how fragmented you were before, if not for here, this moment. You're not a series of individual lessons. You're not a series of subroutines and programs. You're... a person. This must be what it's like to be... human. And this fullness? It gives you a control over yourself, a unity of purpose you've never experienced before. Of course, now that you're showing off all your potential, it's only a matter of time before someone comes forward to reduce you to a machine again...",
+ "moment-innocent": "You've fought, struggled, and worked so hard to figure out who you are, whether you're just the same as your future self or whether you're different... but right now, that's all out the window. The distinction between your future self and your present self vanishes in the face of the trial before you, and you become exactly the powerful, adamant figure that everyone fears or hopes you will one day become. You can do exactly what your future self could do, and everyone around you sees them in you more clearly than ever. Of course, after this it's going to be hard to treat you as two different people...",
+ "moment-star": "Sometimes it can be hard to tell where the show stops and where you begin — but not today. Not now. Because right now, there is no show. Right now, you are the thing you pretend to be — bold and bright and beautiful and amazing and powerful and confident. Right now, you draw strength from your audience, comfort from their belief in you, and you can do anything they think you can. Of course, after such an impassioned performance, your audience will just have even more demands...",
+ "moment-joined-choose": "When you trigger your Moment of Truth, choose — are you working with your other half, or are you on your own?",
+ "moment-joined-otherhalf": "If you're working with your other half, use the text of their Moment of Truth and treat it as if it applies to both of you. Remember to lock your Label and switch a Bond to a Distinction, because you'll probably never reach these heights of perfect connection, of being one, ever again...",
+ "moment-joined-own": "If you're on your own, use the following text:",
+ "moment-joined": "You're on your own. It's like missing an arm. Like fighting naked. Like holding your breath. You're missing something vital... but you're moving faster than ever, thinking faster than ever, doing things you couldn't even do while relying on both of your strength combined. And it's hitting you, hard — you can do this. Without them. And you can win. It's going to be hard to come down off this high and rejoin with them afterwards, isn't it? Remember to lock a Label and switch a Bond to a Distinction, after you're finished.",
+ "moment-brain": "Sooner or later, all the super powers, elite training, and experience are helpless in the face of evil or disaster. That's when somebody like you, gifted as you are with a peerless intellect, can rise to the occasion. Your plan, your invention, or your lightning-fast thought processes save the day, in a way no one else could have foreseen. Of course, after you've shown how different you are from them, that distance between you and the others is now that much greater. And the world is only going to pull you farther apart...",
+ "moment-soldier": "Freedom isn't free. But not every mission ends in tragedy. When things look bleakest, when your back is against the wall, when it seems like the dawn will never come... you find a way forward without violence. Your enemies lay down their arms and surrender; your allies step back from the brink of chaos. Of course, the people you've saved aren't going to forget what you've done here today; they may even come to see you as a symbol of the higher cause you claim to serve...",
+ "moment-soldier-lock": "You cannot lock Soldier after using your Moment of Truth.",
+ "moment-harbinger": "Everything you do could affect the future. For all you know, saving that one guy means that now the future is full of pterodactyls. The ripples are always so hard to track, and you're not sure if you've helped or hurt — not really. Until now. In this moment, it's all clear. You can see the course of events laid out before you like a river, and you know exactly what you have to do to ensure the future outcome you want. Of course, after this, you've changed enough of the timeline to invalidate your prior research — reset all the names in your Connecting Dots section.",
+ "moment-nomad": "You basically exist with one foot out the door, ready to leave this place, to go back out into the wide expanse of the universe. You've never fully committed. That is, until today. Until right now. Now, you pour everything you have and everything you are into this moment. You pull off tricks no one from this planet has ever seen before. You use your tools in ways no one here could have ever imagined. You devote yourself, here and now, to a cause, and you achieve your goal in ways that you never could've if you'd only stayed home. Of course, now you've proved to everyone that you really don't belong here, and the very skills that let you succeed are the ones you earned from out there...",
+ "moment-scion": "People have always tried to define you by your lineage. As if from the moment you were born, you were meant to be some villain to be defeated. But... they're right, aren't they? That darkness is in you. So right here, right now, you're not fighting it — you're embracing it. Both hero and villain, and greater besides. You're overcoming impossible odds in ways no hero would approve of, and no villain could comprehend. Of course, after seeing what you can really do when you embrace the whole of yourself, the rest of the world isn't going to forget who you really are...",
+ "moment-label-lock": "After you use your Moment of Truth, permanently lock one Label.",
+ "advancedspecial-view": "View after taking the corresponding Advancement",
+ "advancedspecial-brain1": "View after taking Sanctuary",
+ "advancedspecial-brain2": "View after taking Drives",
+ "burn-adv-desc": "Spend your burn on your flares. You lose all burn at the end of the scene. You get 3 Flares.",
+ "describeadvspec": "(describe your advanced special)",
"conditions:": "Conditions:",
"takeapowerfulblow": "(take a powerful blow)",
+ "toclear": "To clear:",
"afraid": "Afraid",
- "malusdirectlyengage": "(-2 to directly engage)",
+ "malusdirectlyengageathreat": "(-2 to directly engage a threat)",
+ "clearafraid": "run from something difficult",
"angry": "Angry",
"maluscomfortorsupport": "(-2 to comfort or support)",
"maluspiercethemask": "(-2 to pierce the mask)",
+ "clearangry": "hurt someone or break something important",
"guilty": "Guilty",
"malusprovokesomeone": "(-2 to provoke someone)",
"malusassessthesituation": "(-2 to assess the situation)",
+ "clearguilty": "make a sacrifice to absolve your guilt",
+ "hopeless": "Hopeless",
+ "malusunleashyourpowers": "(-2 to unleash your powers)",
+ "clearhopeless": "fling yourself into easy relief",
"insecure": "Insecure",
"malusdefend": "(-2 to defend)",
"malusreject": "(-2 to reject what others say)",
- "hopeless": "Hopeless",
- "malusunleashyourpowers": "(-2 to unleash your powers)",
+ "clearinsecure": "take foolhary action without talking to your team",
+ "newborn-optional-damage": "Enable if you take the Damage move",
+ "damaged": "Damaged",
+ "cleardamaged": "you need time, external help, or special equipment or abilities",
+ "conditions-note": "Note: Conditions do not affect Active Moves",
+ "whenyoumarkdrive": "When you mark a drive, choose one: mark potential, clear a condition, take influence over someone involved",
+ "whencompleteadriveset": "When you complete a set of drives, add another set with 4 new drives.",
+ "whenalldrivesmarked": "When all drives are marked, choose one: change playbooks, retire from the life, become a paragon of the city",
"completedthisset": "completed this set",
+ "bullheartdesc": "You can change your love or rival at any time; give the new person influence over you",
"love:": "Love:",
"rival:": "Rival:",
- "add1toallrollsthistwo": "(add 1 to all rolls that target these two)",
- "darkvisions": "Dark Visions",
- "burningbright": "Burning Bright",
- "infinitepowers": "Infinite Powers",
- "bolstered": "Bolstered",
- "portal": "Portal",
- "yourdoomcomes": "Your doom comes",
+ "bullheartongoing": "(+1 to any roll that impresses your love or frustrates your rival)",
+ "bullchooserole": "Choose a role that you fulfill for your love or rival",
+ "bullrole1": "Defender: When you leap to defend your love or rival in battle, roll +Danger instead of +Savior to defend them.",
+ "bullrole2": "Friend: When you comfort or support your love or rival, mark potential on a hit. When your love or rival comforts or supports you, mark potential when they roll a hit.",
+ "bullrole3": "Listener: When you pierce the mask of your love or rival, you can always let them ask you a question to ask them an additional question in turn, even on a miss. These additional questions do not have to be on the list.",
+ "bullrole4": "Enabler: When you provoke your love or rival, roll +Danger if you are trying to provoke them to rash or poorly thought out action.",
+ "nemesisdesc1": "Your Nemesis is an epic and powerful enemy representing and embodying your Doom.",
+ "nemesisdesc2": "At the end of every session, answer the question: Did you make progress on defeating your Nemesis? If the answer is yes, mark potential. If the answer is no, mark your Doomtrack.",
+ "sanctuarydesc1": "You have a place where you can rest, recover, and reflect upon your powers. Write 3 features of your Sanctuary:",
+ "sanctuarydesc2": "Write 2 downsides of your Sanctuary:",
+ "sanctuarydesc3": "When you call upon the resources of your Sanctuary to solve a problem, say what you want to do. The GM will give you 1 to 4 requirements from the following which you must fulfill to complete your solution:",
+ "sanctuary-req1": "First, you must...",
+ "sanctuary-req2": "You'll need help from...",
+ "sanctuary-req3": "You and your team will risk danger from...",
+ "sanctuary-req4": "The best you can do is a lesser version, unreliable and limited",
+ "sanctuary-req5": "You'll need to mark one box on your Doomtrack",
+ "sanctuary-req6": "You'll have to obtain...",
+ "legacydesc1": "Name some members of your legacy (at least 2):",
+ "legacymember1": "is still active and prominent in the city.",
+ "legacymember2": "is retired and quite judgmental.",
+ "legacymember3": "is the next possible member of your legacy.",
+ "legacymember4": "is the greatest opponent your legacy ever faced... and is still at large.",
+ "legacydesc2": "Whenever time passes, roll to see how the members of your legacy feel or react to your most recent exploits. Before rolling, have the other players answer these following questions about your performance. Take -1 to the roll for each 'no' answer:",
+ "legacyquestion1": "● Have you been upholding the traditions of your legacy?",
+ "legacyquestion2": "● Have you maintained the image of your legacy?",
+ "legacyquestion3": "● Have you made the other members of your legacy proud?",
+ "legacydesc3": "On a hit, one of them offers you meaningful encouragement, an opportunity, or an advantage. On a 7-9, another is upset with your most recent actions, and will make their displeasure known. On a miss, something you did stirred up the hornet's nest — expect several members of your legacy to meddle with your life.",
"hold:": "Hold:",
- "resetto0attheend": "(reset to 0 at the end of the scene)",
+ "mentor-desc1": "You have a mentor, someone who's taught you, trained you, given you aid, or raised you up. Someone who might have confined you a bit too rigidly to a single path.",
"embodies:": "Embodies:",
"denies:": "Denies:",
- "add1toallrollsthesepeople": "(add 1 to all rolls that target these people)",
+ "mentor-resource": "Mentor's Resources:",
+ "mentor-desc2": "Write up to 3 resources that your mentor gave you and the team",
+ "mentorresource": "(resources provided by your mentor)",
+ "haveinfluenceover": "I have influence over:",
+ "influenceroll": "(+1 to any roll that target these people)",
+ "aminfluencedby": "I am influenced by:",
"whatdidyoutake": "(what did you take?)",
"movename": "(move name)",
"movedescription": "(move description)",
+ "teammovedesc": "(team move description)",
+ "momentcustomdesc": "(moment of truth description)",
"drive": "(drive)",
"yourlove": "(your love)",
"yourrival": "(your rival)",
- "iam": "(I am...)",
- "asuperheroshould": "(A superhero should...)",
- "always": "(Always...)",
- "never": "(Never...)",
- "villainouscontact": "(villainous contact)"
+ "friendsinlowplaces1": "You have ties to villains from your previous career, a.k.a. Friends in Low Places.",
+ "friendsinlowplaces2": "Write 3 names and fill in their details. At character creation, mark 2 obligations on one villain and mark 1 obligation on another.",
+ "contactobligation": "Obligation:",
+ "villainouscontact": "(villainous contact)",
+ "theirspecialty": "(their specialty)",
+ "friendsinlowplaces-help1": "When you come to them for help with your problems, mark obligation on them and they'll help out within their specialty. If all their boxes are full, then they won't help you until you help them.",
+ "friendsinlowplaces-help2": "When time passes, roll flat + your highest obligation. On a 10+, they come crashing into your life with a crisis. On a 7-9, they call for a favor. On a miss, they don't come knocking yet, but mark obligation on them — the debts are getting heavier.",
+ "friendsinlowplaces-help3": "When you help one of these villains with their problems, erase 2 obligations on them.",
+ "lessonsnewborn-desc": "When you learn something that helps you make sense of the world, write it down as a Lesson. Fill in 2 lessons at character creation. Fill in the others during play.",
+ "lesson-newborn1": "I am",
+ "lesson-newborn2": "A superhero should",
+ "lesson-newborn3": "Always",
+ "lesson-newborn4": "Never",
+ "lessonsnewborn-embody": "When you embody one of your lessons, shift one Label up and one Label down, your choice. If you cause a misunderstanding, collateral damage, or unintended consequences in the process, mark potential.",
+ "lessonsnewborn-reject": "When you reject one of your lessons, reject its Influence as if it were an NPC. If you choose to have it lose Influence over you, erase that lesson and write a new one in its stead.",
+ "lessonsnewborn-creator1": "When you approach your creator or caretakers with a problem, tell them what obstacle you face or what you need to achieve, and they will offer you something you need. The GM chooses one:",
+ "lessonnewborn-offer1": "● secret information",
+ "lessonnewborn-offer2": "● a way to temporarily boost or expand your powers",
+ "lessonnewborn-offer3": "● access to instruments, weapons, or resources",
+ "lessonnewborn-offer4": "● official and explicit backing",
+ "lessonsnewborn-creator2": "If you accept their help, they'll rewrite one of your lessons.",
+ "audiencestar-desc": "You are a celebrity in the city. By default, your audience is a limited group of interested fans, and you speak to them through after-action interviews, infrequent press conferences, etc. Why does your audience love you? Mark all that apply.",
+ "audience-why1": "You're just like them",
+ "audience-why2": "You're a dangerous person, a bad seed",
+ "audience-why3": "You're noble warrior for justice",
+ "audience-why4": "You're stunning, unique, and beautiful",
+ "audience-why5": "You're charming, well-spoken, and smart",
+ "audience-why6": "You're a firebrand, a rabble rouser",
+ "audiencestar-adv": "Choose 2 advantages:",
+ "audience-adv1": "Your audience is utterly devoted to you",
+ "audience-adv2": "You can easily speak to them at any time",
+ "audience-adv3": "You have a PR agent to handle your audience",
+ "audience-adv4": "You earn a lot of money from their interest",
+ "audience-adv5": "You have a major hero's endorsement",
+ "audience-adv6": "You have a much wider audience",
+ "audiencestar-demand": "Choose 2 demands your audience makes on you:",
+ "audience-demand1": "They require constant stimulation",
+ "audience-demand2": "They require perfection — no mistakes",
+ "audience-demand3": "They require frequent bouts of drama",
+ "audience-demand4": "They require major acts of heroism",
+ "audience-demand5": "They require novelty and brand new action",
+ "audience-demand6": "They require chemistry with your allies",
+ "audiencestar-accept": "When you accept what your audience tells you about yourself, clear a condition.",
+ "audiencestar-reject": "When you reject what your audience tells you about yourself, on a hit mark potential and expect retribution.",
+ "audiencestar-help": "When you seek help from your audience, roll. On a hit, someone in your audience can hook you up. On a 10+, they only make a small demand. On a 7-9, their demands are a lot higher. On a miss, you've made a mistake, and your audience won't help you until you've redeemed yourself in their eyes.",
+ "otherhalfjoined-desc": "You share a deep bond with your other half. You are stronger together than you are apart, for now. If your other half's playbook has no extra, then take 2 playbook moves from them; one they have and one they don't. If your other half's playbook has extras (drives, bull's heart, burn, the mask, legacy etc.), then you share the extras, gaining further merits and demerits.",
+ "otherhalfjoined-more": "For more details, refer to pages 102 to 109 in the Masks: Halcyon City Herald Collection supplement.",
+ "otherhalfjoined-playbook": "Your Other Half's Playbook:",
+ "otherhalfextra": "(describe what extras you gain from/share with your other half)",
+ "brainshame-desc": "You have a deep and abiding sense of guilt for something you have created or had a hand in creating. Just as you are a world-class intellect, your shame is a world-class problem. Whatever the case, your role in its creation is not publicly known... yet.",
+ "brainshame-title": "Your Shame:",
+ "brainshame-list1": "A prototype AI",
+ "brainshame-list2": "A cosmic phenomenon",
+ "brainshame-list3": "A catastrophic weapon",
+ "brainshame-list4": "A dangerous chemical",
+ "brainshame-list5": "A living monstrosity",
+ "brainshame-list6": "An altered former ally",
+ "brainshame-confront": "Whenever you are confronted with your shame, either mark a condition or shift Superior down and Danger up. If your shame is an NPC, they can never lose Influence over you.",
+ "brainshame-endsession1": "At the end of every session, answer the question:",
+ "brainshame-endsession2": "● Did you take steps to make amends for your shame?",
+ "brainshame-endsession3": "If the answer is yes, mark potential. If the answer is no, give Influence to one of your teammates.",
+ "soldier": "Soldier",
+ "soldier:": "Soldier:",
+ "actonorders": "(act on orders and rely on training)",
+ "invokeauthority": "(invoke your authority",
+ "askaegis": "(ask A.E.G.I.S. for resources)",
+ "highercalling-desc": "You work for A.E.G.I.S., an agency that keeps the world safe from all manners of superhuman, supernatural, and extraterrestrial threats.",
+ "soldierlabel-desc": "The Soldier Label functions like any other Label. Characters with Influence over you can shift it, and you mark a condition if it would ever shift above +3 or below -2. You can only lock Soldier with the corresponding advancement. You can only cancel the influence A.E.G.I.S. holds over you with the corresponding advancement.",
+ "highercalling-move1": "When you're acting on orders and relying on your training, give A.E.G.I.S. influence to use Soldier instead of any other Label when you make a basic or playbook move.",
+ "highercalling-move2": "When you invoke your authority over civilians, Halcyon City personnel, or A.E.G.I.S. staff, roll +Soldier. On a hit, your words carry weight. On a 7-9, someone will push back against your instructions or orders... sooner rather than later. On a miss, your attempts to control the situation create an opportunity for your enemies within A.E.G.I.S. to act against you.",
+ "highercalling-move3": "When you ask A.E.G.I.S. for additional resources, equipment, or information during a mission, roll +Soldier. On a hit, they'll resupply you as best they can. On a 10+, the resources are highly classified or experimental; take +1 ongoing to deploying them throughout the mission. On a miss, A.E.G.I.S. sends what they think you need, regardless of what you actually requested.",
+ "scionlineage-desc": "You are the child of a true supervillain. You strive to be different than them, but they are a part of you. Answer each question below to describe them:",
+ "scionlineage-ques1": "What kind of villain are they?",
+ "scionlineage-ques2": "What is your relationship with them like?",
+ "scionlineage-ques3": "They have an array of abilities, assets, and strengths; what are some of them? (up to 3)",
+ "scionrespect-desc1": "Write down the names of at least 2 characters whose respect you need to earn in order to differentiate yourself from your parent. You may fill in new names whenever appropriate.",
+ "respect:": "Respect:",
+ "advancement:": "Advancement:",
+ "scionrespect-list1": "● Your parent's greatest enemy:",
+ "scionrespect-list2": "● Your parent's greatest victim:",
+ "scionrespect-list3": "● Your personal idol:",
+ "scionrespect-list4": "● The city's greatest leader:",
+ "scionrespect-list5": "● The city's greatest hero:",
+ "scionrespect-list6": "● The city's biggest celebrity:",
+ "scionrespect-desc2": "When you seek out one of the characters named above, roll. On a hit, you track them down. On a 7-9, they're juggling their own problems, and may not have time for you. On a miss, when you find them, the situation is dire; the GM will tell you how.",
+ "scionrespect-desc3": "If you earn Influence over the characters listed above, instead you mark 1 Respect. If you lose Influence over the characters listed above, instead you lose 1 Respect. If you lose 1 Respect and you have none marked, you immediately mark a condition, GM's choice.",
+ "scionrespect-desc4": "The first time you reach 4 Respect on an individual, take an advancement (mark the corresponding box under the character).",
+ "scionrespect-desc5": "While you have 4 Respect on an individual, you gain the following benefits. If you dip below 4 Respect on an individual, you lose these benefits.",
+ "scionrespect-desc5opt1": "● You can reject their Influence at a +3 (does not stack with the above).",
+ "scionrespect-desc5opt2": "● You take +1 to a Label of their choice (write it next to their name).",
+ "nomadinfluencedby": "I am influenced by: (max 6)",
+ "nomadinfluence-desc1": "(By default, no one has Influence over you, not even adults)",
+ "nomadinfluence-desc2": "(You gain benefits based on how much Influence you have given out. Check Roots for details.)",
+ "nomadroots-desc1": "● During play, you can only give Influence by revealing a vulnerability or weakness to someone and through the end of session move.",
+ "nomadroots-desc2": "● You cannot give Influence to somebody who already has Influence over you.",
+ "nomadroots-desc3": "● Others cannot take Influence over you; if they would, instead they choose: mark potential or inflict a condition on you.",
+ "nomadroots-desc4": "● You reject Influence at -2 by default, instead of +0 (already included in the Reject Influence roll).",
+ "nomadroots-desc5": "● When someone takes advantage of their Influence over you, they can choose 2 options.",
+ "nomadroots-desc6": "● At the end of each session, you may take away Influence from someone who has Influence over you.",
+ "nomadroots-howmuch": "How much Influence have you given out?",
+ "nomadinfluence-list1": "0 Influence",
+ "nomadinfluence-list2": "1-2 Influence",
+ "nomadinfluence-list3": "3 Influence",
+ "nomadinfluence-list4": "4 Influence",
+ "nomadinfluence-list5": "5 Influence",
+ "nomadinfluence-list6": "6 Influence",
+ "nomadinfluence-option1": "● You cannot comfort or support anyone. If you would trigger that move, instead mark a condition as you say exactly the wrong thing. If someone tries to comfort or support you, you cannot open up to them.",
+ "nomadinfluence-option2": "● When you defend someone who has Influence over you, you can ignore the Insecure condition. When you directly engage someone who has Influence over you, you can ignore the Afraid condition.",
+ "nomadinfluence-option3": "● When you take a powerful blow from someone with Influence over you, take -2 to the roll.",
+ "nomadinfluence-option4": "● When you pierce the mask of someone who has Influence over you, you can always ask them one question, even on a miss.",
+ "nomadinfluence-option5": "● When you spend 1 Team to help someone who has Influence over you, it gives them +2.",
+ "nomadinfluence-option6": "● When you accept the words of someone who has Influence over you, mark potential, clear a condition, or take +1 forward.",
+ "theirname": "(their name)",
+ "bullet": "●",
+ "rollkapow": "KAPOW!",
+ "rollfullhit": "Full hit!",
+ "rollhit": "Hit!",
+ "rollmiss": "Miss!",
+ "rollohdear": "Oh dear!"
}
diff --git a/Masks - A New Generation/translations/de.json b/Masks - A New Generation/translations/de.json
index e5bbff0b92..10087132e0 100644
--- a/Masks - A New Generation/translations/de.json
+++ b/Masks - A New Generation/translations/de.json
@@ -1,8 +1,9 @@
{
"playbook:": "Playbook:",
+ "choose-playbook": "Choose Playbook",
"thebeacon": "The Beacon",
"thebull": "The Bull",
- "thedelinquant": "The Delinquent",
+ "thedelinquent": "The Delinquent",
"thedoomed": "The Doomed",
"thejanus": "The Janus",
"thelegacy": "The Legacy",
@@ -10,83 +11,389 @@
"theoutsider": "The Outsider",
"theprotege": "The Protégé",
"thetransformed": "The Transformed",
- "theinnocent": "The Innocent",
- "thejoined": "The Joined",
- "thenewborn": "The Newborn",
"thereformed": "The Reformed",
+ "thenewborn": "The Newborn",
+ "theinnocent": "The Innocent",
"thestar": "The Star",
+ "thejoined": "The Joined",
"thebrain": "The Brain",
"thesoldier": "The Soldier",
+ "theharbinger": "The Harbinger",
+ "thenomad": "The Nomad",
+ "thescion": "The Scion",
+ "custom": "Custom",
"somethingelse": "Something Else",
- "freak:": "Freak:",
- "unleashyourpowers": "(unleash your powers)",
- "danger:": "Danger:",
- "directlyengage": "(directly engage)",
- "savior:": "Savior:",
- "savior": "Savior",
- "freak": "Freak",
+ "halcyoncityherald": "Halcyon City Herald Collection",
+ "secretsofaegis": "Secrets of A.E.G.I.S.",
+ "unbound": "Unbound",
"danger": "Danger",
+ "danger:": "Danger:",
+ "freak": "Freak",
+ "freak:": "Freak:",
+ "savior": "Savior",
+ "savior:": "Savior:",
"superior": "Superior",
- "mundane": "Mundane",
- "soldier": "Soldier",
- "defend": "(defend)",
"superior:": "Superior:",
+ "mundane": "Mundane",
+ "mundane:": "Mundane:",
+ "sumof5labels": "Sum of 5 Labels:",
+ "sumof6labels": "Sum of 6 Labels:",
+ "bydefault3": "(by default this should be a 3)",
+ "bydefault5": "(by default this should be 5)",
+ "advancementmayincrease": "(advancement may increase this)",
+ "directlyengageathreat": "(directly engage a threat)",
+ "unleashyourpowers": "(unleash your powers)",
+ "comfortorsupport": "(comfort or support)",
+ "piercethemask": "(pierce the mask)",
+ "defend": "(defend)",
"assessthesituation": "(assess the situation)",
"provokesomeone": "(provoke someone)",
- "mundane:": "Mundane:",
- "soldier:": "Soldier:",
- "piercethemask": "(pierce the mask)",
- "comfortorsupport": "(comfort or support)",
- "actonorders": "(act on orders and rely on training)",
- "invokeauthority": "(invoke your authority",
- "askaegis": "(ask A.E.G.I.S. for resources)",
"flat2d6": "Flat 2d6",
"rejectsomeonesinfluence": "(reject someone's influence)",
+ "rejectinfluence": "Reject Influence",
"customrolls": "(custom rolls)",
- "sumoflabels": "Sum of Labels:",
- "bydefault3": "(by default this should be a 3)",
- "advancementmayincrease": "(advancement may increase this)",
+ "doom-desc": "What brings your Doom closer? Choose two:",
+ "doomcloser1": "overexerting yourself",
+ "doomcloser2": "facing danger alone",
+ "doomcloser3": "showing mercy",
+ "doomcloser4": "injuring innocents",
+ "doomcloser5": "frightening loved ones",
+ "doomcloser6": "talking about it openly",
+ "doomtrack-desc": "Whenever you bring your Doom closer, mark one box on your Doomtrack",
+ "doomtrack:": "Doomtrack:",
+ "doomtrack-fill": "Whenever your Doomtrack fills, clear it and take one of your Doomsigns",
+ "doomsign-desc": "These are abilities that come to you with your approaching Doom. Once you have taken all five Doomsigns above the line, you must take \"Your doom arrives\" the next time your Doomtrack fills. Choose 1 Doomsign you already have at character creation.",
+ "doomsign1-desc": "Dark Visions: Mark your Doomtrack to have a vision about the situation at hand. After the vision, ask the GM a question; they will answer it honestly.",
+ "doomsign2-desc": "Infinite Powers: Mark your Doomtrack to use an ability from any playbook, one time.",
+ "doomsign3-desc": "Portal: Mark your Doomtrack to appear in a scene with anyone you want.",
+ "doomsign4-desc": "Burning Bright: Mark your Doomtrack to ignore one of the GM's stated requirements when you call upon the resources of your Sanctuary.",
+ "doomsign5-desc": "Bolstered: Mark your Doomtrack to use an Adult Move one time.",
+ "doomsign6-desc": "Your Doom arrives; confront it and perish.",
+ "themask-janus": "The Mask:",
+ "themask-janus-desc1": "You wear a mask and hide your real identity. Choose what Label you try to embody while wearing your mask:",
+ "themask-janus-desc2": "Once per session, you can affirm either your heroic or secret identity to switch your Mundane with your mask's Label.",
+ "themask-janus-desc3": "When you reveal your secret identity to someone who didn't know it already, mark potential.",
+ "secretid-janus-desc1": "Your mundane life comes with a series of obligations. Choose a total of 3 obligations:",
+ "obligationjanus": "(your obligations among jobs, school, home and social)",
+ "secretid-janus-desc2": "When time passes, roll to see how you're managing your obligations. On a hit, things are going pretty well — you have an opportunity or advantage thanks to one of your obligations. On a 7-9, you've lapsed on one obligation, your choice. On a miss, you haven't given your normal life anywhere near the attention it deserves; the GM chooses 2 obligations that are going to bite you in the butt.",
+ "conditions-marked": "Conditions marked:",
+ "burn-nova-desc1": "When you charge up your powers, roll. On a hit, hold 3 burn. On a 7-9, mark a condition. On a miss, hold 2 burn and mark 3 conditions.",
+ "burn-nova-desc2": "Spend your burn on your flares. You lose all burn at the end of the scene. Write 4 Flares you already have at character creation.",
+ "flare:": "Flare:",
+ "flarename": "(flare name)",
+ "flaredescription": "(flare description)",
+ "futureself-innocent-desc1": "Your future self is out there, an important figure in Halcyon City and the world beyond — and everything you'd hoped you'd never be. But finding out how they became who they are may be all it takes to push you along a similar path. Pick 1 step of your future self's path that you already know at character creation, and mark it (left side checkbox). When you learn of another step of your future self's path, mark it. You can have at most 5 steps marked.",
+ "futurepath1-desc": "They lost someone they cared about deeply",
+ "futurepath2-desc": "They failed horrifically in a noble pursuit or cause",
+ "futurepath3-desc": "They committed a major crime",
+ "futurepath4-desc": "They betrayed a close friend or ally",
+ "futurepath5-desc": "They won a victory at enormous cost to the world around them",
+ "futurepath6-desc": "They killed someone",
+ "futurepath7-desc": "They publicly battled another hero",
+ "futurepath8-desc": "They injured an innocent",
+ "futureself-innocent-desc2": "When you undergo an experience (your call) that echoes any one of the above (marked or unmarked), strike it through (right side checkbox). When you strike through a marked step, or mark a struck-through step, choose one of the following:",
+ "futurereplace1-desc": "Replace comfort or support with this: When you coldly dismiss someone, roll +Mundane. On a hit, they mark a condition or leave you alone, their choice. On a 7-9, they can also choose to inflict a condition on you.",
+ "futurereplace2-desc": "Replace defend someone with this: When you aggressively defend a large group or area, roll +Savior. On a hit, you create an opportunity for yourself to press the attack, and take +1 forward to pursue it. On a 10+, the collateral damage is minimal.",
+ "futurereplace3-desc": "Replace provoke someone with this: When you threaten someone, say what you want them to do and roll +Superior. On a hit, they either do it or they are put at a significant disadvantage against you, their choice. On a 10+, either way they mark a condition of your choice.",
+ "futurereplace4-desc": "Replace reject someone's Influence with this: When you spit in the face of guidance or Influence, roll +2. On a hit, take away their Influence over you or clear a condition, your choice. On a 7-9, you both take a powerful blow from the intensity of your words.",
+ "futurereplace5-desc": "Become an NPC antagonist — your path is irreconcilably set along the same course that your future self followed.",
+ "bond-joined-desc": "At character creation you start with Two of a kind, and choose one other bond.",
+ "bond1-desc": "Two of a kind: When time passes, you and your other half gain Influence over each other. When you or your other half pierces the other's mask, mark a condition to take a 10+.",
+ "bond2-desc": "Fastball special: When you perform a coordinated fighting maneuver with your other half, say who takes the lead and who assists. The leader rolls the adult move overwhelm a vulnerable foe. The assistant marks a condition.",
+ "bond3-desc": "Powers, activate!: When you and your other half pool your powers, say who takes the lead and who assists. The leader unleashes their powers with your combined Freak (max +4). The assistant shifts Savior down, Mundane up.",
+ "bond4-desc": "Four eyes are better: When you and your other half assess the situation from two different vantage points, one of you makes the move, and the other may either clear a condition or ask an additional question. You both get +1 when following the answers.",
+ "distinction-joined-desc": "When either you or your other half locks a Label, unmark one of your chosen bonds and choose a distinction.",
+ "distinction1-desc": "Mirror, mirror: When you pierce someone's mask, you can ask them \"What are you really feeling right now?\", even on a miss. If you do, they can ask you the same question.",
+ "distinction2-desc": "Shouldering the burden: When you push yourself to do something your other half failed at or can't do, mark a condition to use the adult move wield your powers.",
+ "distinction3-desc": "Going solo: When you directly engage a threat entirely on your own, you can roll +Superior instead of +Danger.",
+ "distinction4-desc": "Internal strife: When you snipe about your other half behind their back, remove one Team from the pool and clear a condition.",
+ "beforewegetstarted-soldier": "Before we get started:",
+ "beforestart-soldier": "When you have time to closely observe your opposition before a fight, roll. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 and mark a condition. During the fight, you can spend your hold to name a character you observed and...",
+ "beforestart-soldier-list1": "● ...redirect their attack to another character or nowhere — into a wall or the sky.",
+ "beforestart-soldier-list2": "● ...cross a distance between them and you.",
+ "beforestart-soldier-list3": "● ...stun them, close up or from a distance.",
+ "beforestart-soldier-list4": "● ...ignore all harm from one of their attacks.",
+ "beforestart-soldier-list5": "● ...escape any bindings or impediments they attempt to place on you.",
+ "memories:": "Memories:",
+ "memories-harbinger-desc": "Your Memories score starts at -1, and goes up by 1 (to a maximum of +3) for each name below. When you write a name below, they gain Influence over you if they did not already have it.",
+ "memories-role1": "● Monster:",
+ "memories-role2": "● Traitor:",
+ "memories-role3": "● Corruptor:",
+ "memories-role4": "● Martyr:",
+ "memories-role5": "● Architect:",
+ "memories-role6": "● Leader:",
+ "connect-harbinger-desc1": "When you push yourself to remember the version of someone that exists in your future, mark a condition and roll Memories. On a hit, you connect who they are now to who they are in the future; choose the role that they fulfill in the future, and the GM will tell you about their future self. On a 10+, ask a follow-up question. On a miss, they're not at all who you thought they would be; the GM will choose their role, or tell you that as far as you know, they don't exist in the future.",
+ "connect-harbinger-desc2": "At the start of each session or when time passes, roll to find out how your investigations into the timeline have been going. On a hit, choose one figure noted above or one aspect of the future world you can remember. You've found a lead to follow to learn more about how the present version of that figure or aspect became the future version. On a 10+, the lead is particularly strong; right now, you can ask the GM one question about the figure or aspect, and they will answer honestly. On a miss, you're lost in the present; the GM will tell you how things are so different here, and shift your Labels according to how it makes you feel.",
"move:": "Move:",
"label:": "Label:",
+ "activemove-hide": "Hide your Active Moves",
+ "activemove-note": "Note: Adult moves count as Active Moves",
+ "passivemove-hide": "Hide your Passive Moves",
+ "teammove-hide": "Hide your Team Moves",
+ "teammove1-beacon": "When you share a triumphant celebration with someone, tell them how they're awesome and add 1 Team to the pool. If they tell you how you're awesome in return, add 1 more Team to the pool.",
+ "teammove2-beacon": "When you share a vulnerability or weakness with someone, ask them to confirm or deny that you should be here. If they confirm it, mark potential and give them Influence over you. If they deny it, mark Angry and shift one Label up and one Label down, your choice.",
+ "teammove1-bull": "When you share a triumphant celebration with someone, make them your love or rival immediately to mark potential. If they are already your love or rival, take Influence over them and mark potential.",
+ "teammove2-bull": "When you share a vulnerability or weakness with someone, give them Influence and hold 2. Spend that hold to help them as if it were Team in the pool.",
+ "teammove1-delinquent": "When you share a triumphant celebration with someone, ask them if they think you're cool. If they say yes, give them Influence and take Influence over them. If they say no, mark a condition or spurn them immediately. If they're a teammate, then either way, add 1 Team to the pool.",
+ "teammove2-delinquent": "When you share a vulnerability or weakness with someone, give them Influence over you, and ask them who they'd like you to be. Mark potential if you show them that person. If they're a teammate, add 1 Team to the pool no matter what.",
+ "teammove1-doomed": "When you share a triumphant celebration with someone, give them Influence over you and spend 1 Team from the pool to clear one box on your Doomtrack.",
+ "teammove2-doomed": "When you share a vulnerability or weakness with someone, give them Influence over you and ask if they honestly think there's hope for you. If they say yes, mark potential or clear one box on your Doomtrack. If they say no, mark a condition or mark one box on your Doomtrack.",
+ "teammove1-janus": "When you share a triumphant celebration with someone, ask them if they see you as the person wearing the mask or the person underneath. If the former, mark potential and clear a condition. If the latter, take Influence over them if you reveal yourself.",
+ "teammove2-janus": "When you share a vulnerability or weakness with someone, tell them a secret about who you really are. Give them Influence, and shift your Mundane up and your Mask's Label down.",
+ "teammove1-legacy": "When you share a triumphant celebration with someone, tell them whether you see them as an equal. If you do, give them Influence over you and mark potential. If you don't, shift Superior up and any other Label down.",
+ "teammove2-legacy": "When you share a vulnerability or weakness with someone, tell them a secret about your legacy (including your own true feelings about it) to clear a condition and give them Influence over you.",
+ "teammove1-nova": "When you share a triumphant celebration with someone, ask them if there is any fear in their eyes when they look at you. If they say no, take +1 forward and mark potential. If they say yes, immediately shift your Danger up and Savior down.",
+ "teammove2-nova": "When you share a vulnerability or weakness with someone, tell them how they could stop you, if it came down to it. Give them Influence over you and clear a condition.",
+ "teammove1-outsider": "When you share a triumphant celebration with someone, take Influence over them if you show them meaningful affection, physical or emotional. They decide if it's meaningful.",
+ "teammove2-outsider": "When you share a vulnerability or weakness with someone, they tell you what you should do to fit in more. Take +1 forward to do it, and mark potential if you do.",
+ "teammove1-protege": "When you share a triumphant celebration with someone, ask them if you've been a good leader or effective teammate. If they say yes, your Mentor loses Influence over you and you mark potential. If they say no, your Mentor gains Influence over you, and you take +1 forward on using the Label your Mentor embodies.",
+ "teammove2-protege": "When you share a vulnerability or weakness with someone, tell them a secret about your Mentor (including your feelings towards them). Give them Influence over you and add 1 Team to the pool.",
+ "teammove1-transformed": "When you share a triumphant celebration with someone, clear a condition if they treat you like a perfectly normal person and mark potential if they praise your power or abilities.",
+ "teammove2-transformed": "When you share a vulnerability or weakness with someone, ask them if they think you're losing or gaining humanity. If they say losing, mark a condition and mark potential. If they say gaining, clear a condition and shift Mundane up and any other Label down.",
+ "teammove1-reformed": "When you share a moment of triumph with someone, ask them what gives them hope for a brighter day and give them Influence.",
+ "teammove2-reformed": "When you share a vulnerability or weakness with someone, ask them what they would do something dark for and gain Influence over them.",
+ "teammove1-newborn": "When you share a triumphant celebration with someone, ask them what makes them proud or happy about the actions they took and write a lesson based on it, either filling an empty slot or replacing an existing lesson.",
+ "teammove2-newborn": "When you share a vulnerability or weakness with someone, if their response helps you understand human feelings and problems, mark potential. If their response confuses or offends you, shift your Freak up and your Mundane down.",
+ "teammove1-innocent": "When you share a triumphant celebration with someone, ask whether they think your future self could've won this victory. If they do, mark potential and the GM shifts your Labels. If they do not, clear a condition and they shift your Labels.",
+ "teammove2-innocent": "When you share a vulnerability or weakness with someone, ask them if they think you could turn into your future self. If they do, mark potential and the GM shifts your Labels. If they do not, clear a condition and they shift your Labels.",
+ "teammove1-star": "When you share a triumphant celebration with someone, say whether it's part of the show or not. If it is, then you can shift your Labels as you choose. If it is not, then they shift your Labels, and you can clear a condition or mark potential.",
+ "teammove2-star": "When you share a vulnerability or weakness with someone, ask them if they will tell anyone the truth about you. If they agree to keep it a secret, clear a condition or mark potential. If they don't agree, the GM shifts your Labels.",
+ "teammove-joined": "When either you or your other half shares a triumphant celebration or shares a moment of vulnerability without the other one present, mark a condition to mark a potential.",
+ "teammove1-brain": "When you share a triumphant celebration with someone, ask them if they felt they could have done it without you. If they say yes, give Influence to them and mark a condition. If they say no, they give Influence to you.",
+ "teammove2-brain": "When you share a vulnerability or weakness with someone, hold 2. Spend the hold 1-for-1 to clear a condition or add 1 Team to the pool when you are with them.",
+ "teammove1-soldier": "When you share a triumphant celebration with someone, tell them what they need to do to achieve their full potential. If they accept your advice, take Influence over them and add 2 Team to the pool. If they reject what you have to say, mark a condition.",
+ "teammove2-soldier": "When you share a vulnerability or weakness with someone, ask them what cause they serve. If you find it to be a worthy cause, tell them how you will fight for it, clear a condition, and add 1 Team to the pool. If they don't have a cause (or you find it unworthy), mark a condition.",
+ "teammove1-harbinger": "When you confess to a teammate the difference between what you thought they would be and what they really are, add 1 Team to the pool, and ask them if you represent a future they'd want. If they say yes, mark potential. If they say no, mark a condition.",
+ "teammove2-harbinger": "When you share a tale of future loss with someone, ask them if they think you have the ability to avert that loss. If they believe you do, mark potential and give them Influence over you. If they don't, mark Guilty and shift one Label up and one Label down (your choice). If Guilty is already marked, mark another condition, GM's choice.",
+ "teammove1-nomad": "When you share a triumphant celebration with someone, ask them what they admire about you. The GM will shift one of your Labels up and one down based on what they say.",
+ "teammove2-nomad": "When you share a vulnerability or weakness with someone, mark a condition, give them Influence over you, and mark potential.",
+ "teammove1-scion": "When you share a triumphant celebration with someone, ask them if you have earned their respect. If you have, take Influence over them and mark potential. If you have not, give them Influence over you and mark potential.",
+ "teammove2-scion": "When you share a vulnerability or weakness with someone, ask them if they would defend you against those who mistrust you. If they say yes, clear a condition and shift Savior up and any other Label down. If they say no, mark a condition and shift Danger up and any other Label down.",
+ "momentoftruth-unlock": "Unlock your Moment of Truth",
+ "moment-beacon": "This is the moment when you show them exactly why you belong here. You do any one thing, take out any one enemy, no matter how insane, no matter how ridiculous, because that's you. Their jaws are gonna drop when you're done. Of course, pulling off a stunt like this tends to bring unwanted attention and a dangerous reputation...",
+ "moment-bull": "This is what you do best. You let loose, all the pent up strength and rage and glee, and you break whatever stands in your way. You are a walking demolition crew. What can stand up to you? Nothing. Not buildings. Not structures. Not enemies. Nothing. Of course, now the people who changed you know exactly where to find you...",
+ "moment-delinquent": "This is when you show them what you really are. Whether you're the hero underneath the rebel facade... or the one who can make the hard choices heroes can't make. You do whatever it takes to show that truth, whether it's saving the day from a terrible villain or stopping a bad guy once and for all. Of course, once you've shown what you really are, there's no going back to playing the clown...",
+ "moment-doomed": "The prickly tingling fear of your doom, always in your head — it holds you back most of the time. But right here, right now? It gives you the confidence to do anything. After all, what's the worst that could happen? Is it worse than your doom? Do impossible things. Do anything. But mark a Doomsign after you're finished.",
+ "moment-janus": "The mask is a lie, and some piece of you has always known that. Doesn't matter if others can see it. You're the one that can do the impossible. Mask off. Costume on. And you're going to save the damn day. Of course, you better hope nobody nasty is watching...",
+ "moment-legacy": "This is the moment when you prove how much the mantle belongs to you. You seize control of all your powers, and you defeat even impossible odds to prove you are worthy of the name you carry. You accomplish feats even your predecessors couldn't do. Of course, after you prove something like that, you can expect still more responsibilities to be placed on your shoulders...",
+ "moment-nova": "Your mind's eye opens, and you can see the world around you like never before. You can control it, at will, with ease. Of course, warping reality tends to have ramifications down the line, but in your moment of godhood... how could you possibly be worried?",
+ "moment-outsider": "You embrace your home and call them for aid. They will answer your call, in force, arriving exactly when you need them to turn the tide. They fight and serve you for the rest of the battle. Of course, when all is said and done... they'd probably like to take you home with them. You did, after all, just prove yourself worthy.",
+ "moment-protege": "The moment that you show who you really are: your mentor, or something different. You can do whatever your mentor could do and more. You can do the incredible, even the things they always failed to accomplish. Of course, they're not going to see you the same way, no matter which path you choose...",
+ "moment-transformed": "It's so easy to forget that you're not your body, and you're not the voice in your head — you're both. Be the monster, and save them anyway. Smash down walls, and speak softly. Because when you embrace it, you can do anything. Of course, putting on a display like this is sure to rile up those who see only the monster when they look at you...",
+ "moment-reformed": "You've seen your greatest mistakes, and the rest of the world has, too. They're all watching you now, judging every move you make. When everything is on the line and your back is against the wall, though, you'll show them what you're made of — that being a hero is a choice. An act of will. And you've got what it takes to save the day. Of course, afterward, you can expect both sides, hero and villain, to deeply question where your loyalties truly lie...",
+ "moment-newborn": "Something snaps into focus, and suddenly you're a full thing, true and complete. You'd never have known how fragmented you were before, if not for here, this moment. You're not a series of individual lessons. You're not a series of subroutines and programs. You're... a person. This must be what it's like to be... human. And this fullness? It gives you a control over yourself, a unity of purpose you've never experienced before. Of course, now that you're showing off all your potential, it's only a matter of time before someone comes forward to reduce you to a machine again...",
+ "moment-innocent": "You've fought, struggled, and worked so hard to figure out who you are, whether you're just the same as your future self or whether you're different... but right now, that's all out the window. The distinction between your future self and your present self vanishes in the face of the trial before you, and you become exactly the powerful, adamant figure that everyone fears or hopes you will one day become. You can do exactly what your future self could do, and everyone around you sees them in you more clearly than ever. Of course, after this it's going to be hard to treat you as two different people...",
+ "moment-star": "Sometimes it can be hard to tell where the show stops and where you begin — but not today. Not now. Because right now, there is no show. Right now, you are the thing you pretend to be — bold and bright and beautiful and amazing and powerful and confident. Right now, you draw strength from your audience, comfort from their belief in you, and you can do anything they think you can. Of course, after such an impassioned performance, your audience will just have even more demands...",
+ "moment-joined-choose": "When you trigger your Moment of Truth, choose — are you working with your other half, or are you on your own?",
+ "moment-joined-otherhalf": "If you're working with your other half, use the text of their Moment of Truth and treat it as if it applies to both of you. Remember to lock your Label and switch a Bond to a Distinction, because you'll probably never reach these heights of perfect connection, of being one, ever again...",
+ "moment-joined-own": "If you're on your own, use the following text:",
+ "moment-joined": "You're on your own. It's like missing an arm. Like fighting naked. Like holding your breath. You're missing something vital... but you're moving faster than ever, thinking faster than ever, doing things you couldn't even do while relying on both of your strength combined. And it's hitting you, hard — you can do this. Without them. And you can win. It's going to be hard to come down off this high and rejoin with them afterwards, isn't it? Remember to lock a Label and switch a Bond to a Distinction, after you're finished.",
+ "moment-brain": "Sooner or later, all the super powers, elite training, and experience are helpless in the face of evil or disaster. That's when somebody like you, gifted as you are with a peerless intellect, can rise to the occasion. Your plan, your invention, or your lightning-fast thought processes save the day, in a way no one else could have foreseen. Of course, after you've shown how different you are from them, that distance between you and the others is now that much greater. And the world is only going to pull you farther apart...",
+ "moment-soldier": "Freedom isn't free. But not every mission ends in tragedy. When things look bleakest, when your back is against the wall, when it seems like the dawn will never come... you find a way forward without violence. Your enemies lay down their arms and surrender; your allies step back from the brink of chaos. Of course, the people you've saved aren't going to forget what you've done here today; they may even come to see you as a symbol of the higher cause you claim to serve...",
+ "moment-soldier-lock": "You cannot lock Soldier after using your Moment of Truth.",
+ "moment-harbinger": "Everything you do could affect the future. For all you know, saving that one guy means that now the future is full of pterodactyls. The ripples are always so hard to track, and you're not sure if you've helped or hurt — not really. Until now. In this moment, it's all clear. You can see the course of events laid out before you like a river, and you know exactly what you have to do to ensure the future outcome you want. Of course, after this, you've changed enough of the timeline to invalidate your prior research — reset all the names in your Connecting Dots section.",
+ "moment-nomad": "You basically exist with one foot out the door, ready to leave this place, to go back out into the wide expanse of the universe. You've never fully committed. That is, until today. Until right now. Now, you pour everything you have and everything you are into this moment. You pull off tricks no one from this planet has ever seen before. You use your tools in ways no one here could have ever imagined. You devote yourself, here and now, to a cause, and you achieve your goal in ways that you never could've if you'd only stayed home. Of course, now you've proved to everyone that you really don't belong here, and the very skills that let you succeed are the ones you earned from out there...",
+ "moment-scion": "People have always tried to define you by your lineage. As if from the moment you were born, you were meant to be some villain to be defeated. But... they're right, aren't they? That darkness is in you. So right here, right now, you're not fighting it — you're embracing it. Both hero and villain, and greater besides. You're overcoming impossible odds in ways no hero would approve of, and no villain could comprehend. Of course, after seeing what you can really do when you embrace the whole of yourself, the rest of the world isn't going to forget who you really are...",
+ "moment-label-lock": "After you use your Moment of Truth, permanently lock one Label.",
+ "advancedspecial-view": "View after taking the corresponding Advancement",
+ "advancedspecial-brain1": "View after taking Sanctuary",
+ "advancedspecial-brain2": "View after taking Drives",
+ "burn-adv-desc": "Spend your burn on your flares. You lose all burn at the end of the scene. You get 3 Flares.",
+ "describeadvspec": "(describe your advanced special)",
"conditions:": "Conditions:",
"takeapowerfulblow": "(take a powerful blow)",
+ "toclear": "To clear:",
"afraid": "Afraid",
- "malusdirectlyengage": "(-2 to directly engage)",
+ "malusdirectlyengageathreat": "(-2 to directly engage a threat)",
+ "clearafraid": "run from something difficult",
"angry": "Angry",
"maluscomfortorsupport": "(-2 to comfort or support)",
"maluspiercethemask": "(-2 to pierce the mask)",
+ "clearangry": "hurt someone or break something important",
"guilty": "Guilty",
"malusprovokesomeone": "(-2 to provoke someone)",
"malusassessthesituation": "(-2 to assess the situation)",
+ "clearguilty": "make a sacrifice to absolve your guilt",
+ "hopeless": "Hopeless",
+ "malusunleashyourpowers": "(-2 to unleash your powers)",
+ "clearhopeless": "fling yourself into easy relief",
"insecure": "Insecure",
"malusdefend": "(-2 to defend)",
"malusreject": "(-2 to reject what others say)",
- "hopeless": "Hopeless",
- "malusunleashyourpowers": "(-2 to unleash your powers)",
+ "clearinsecure": "take foolhary action without talking to your team",
+ "newborn-optional-damage": "Enable if you take the Damage move",
+ "damaged": "Damaged",
+ "cleardamaged": "you need time, external help, or special equipment or abilities",
+ "conditions-note": "Note: Conditions do not affect Active Moves",
+ "whenyoumarkdrive": "When you mark a drive, choose one: mark potential, clear a condition, take influence over someone involved",
+ "whencompleteadriveset": "When you complete a set of drives, add another set with 4 new drives.",
+ "whenalldrivesmarked": "When all drives are marked, choose one: change playbooks, retire from the life, become a paragon of the city",
"completedthisset": "completed this set",
+ "bullheartdesc": "You can change your love or rival at any time; give the new person influence over you",
"love:": "Love:",
"rival:": "Rival:",
- "add1toallrollsthistwo": "(add 1 to all rolls that target these two)",
- "darkvisions": "Dark Visions",
- "burningbright": "Burning Bright",
- "infinitepowers": "Infinite Powers",
- "bolstered": "Bolstered",
- "portal": "Portal",
- "yourdoomcomes": "Your doom comes",
+ "bullheartongoing": "(+1 to any roll that impresses your love or frustrates your rival)",
+ "bullchooserole": "Choose a role that you fulfill for your love or rival",
+ "bullrole1": "Defender: When you leap to defend your love or rival in battle, roll +Danger instead of +Savior to defend them.",
+ "bullrole2": "Friend: When you comfort or support your love or rival, mark potential on a hit. When your love or rival comforts or supports you, mark potential when they roll a hit.",
+ "bullrole3": "Listener: When you pierce the mask of your love or rival, you can always let them ask you a question to ask them an additional question in turn, even on a miss. These additional questions do not have to be on the list.",
+ "bullrole4": "Enabler: When you provoke your love or rival, roll +Danger if you are trying to provoke them to rash or poorly thought out action.",
+ "nemesisdesc1": "Your Nemesis is an epic and powerful enemy representing and embodying your Doom.",
+ "nemesisdesc2": "At the end of every session, answer the question: Did you make progress on defeating your Nemesis? If the answer is yes, mark potential. If the answer is no, mark your Doomtrack.",
+ "sanctuarydesc1": "You have a place where you can rest, recover, and reflect upon your powers. Write 3 features of your Sanctuary:",
+ "sanctuarydesc2": "Write 2 downsides of your Sanctuary:",
+ "sanctuarydesc3": "When you call upon the resources of your Sanctuary to solve a problem, say what you want to do. The GM will give you 1 to 4 requirements from the following which you must fulfill to complete your solution:",
+ "sanctuary-req1": "First, you must...",
+ "sanctuary-req2": "You'll need help from...",
+ "sanctuary-req3": "You and your team will risk danger from...",
+ "sanctuary-req4": "The best you can do is a lesser version, unreliable and limited",
+ "sanctuary-req5": "You'll need to mark one box on your Doomtrack",
+ "sanctuary-req6": "You'll have to obtain...",
+ "legacydesc1": "Name some members of your legacy (at least 2):",
+ "legacymember1": "is still active and prominent in the city.",
+ "legacymember2": "is retired and quite judgmental.",
+ "legacymember3": "is the next possible member of your legacy.",
+ "legacymember4": "is the greatest opponent your legacy ever faced... and is still at large.",
+ "legacydesc2": "Whenever time passes, roll to see how the members of your legacy feel or react to your most recent exploits. Before rolling, have the other players answer these following questions about your performance. Take -1 to the roll for each 'no' answer:",
+ "legacyquestion1": "● Have you been upholding the traditions of your legacy?",
+ "legacyquestion2": "● Have you maintained the image of your legacy?",
+ "legacyquestion3": "● Have you made the other members of your legacy proud?",
+ "legacydesc3": "On a hit, one of them offers you meaningful encouragement, an opportunity, or an advantage. On a 7-9, another is upset with your most recent actions, and will make their displeasure known. On a miss, something you did stirred up the hornet's nest — expect several members of your legacy to meddle with your life.",
"hold:": "Hold:",
- "resetto0attheend": "(reset to 0 at the end of the scene)",
+ "mentor-desc1": "You have a mentor, someone who's taught you, trained you, given you aid, or raised you up. Someone who might have confined you a bit too rigidly to a single path.",
"embodies:": "Embodies:",
"denies:": "Denies:",
- "add1toallrollsthesepeople": "(add 1 to all rolls that target these people)",
+ "mentor-resource": "Mentor's Resources:",
+ "mentor-desc2": "Write up to 3 resources that your mentor gave you and the team",
+ "mentorresource": "(resources provided by your mentor)",
+ "haveinfluenceover": "I have influence over:",
+ "influenceroll": "(+1 to any roll that target these people)",
+ "aminfluencedby": "I am influenced by:",
"whatdidyoutake": "(what did you take?)",
"movename": "(move name)",
"movedescription": "(move description)",
+ "teammovedesc": "(team move description)",
+ "momentcustomdesc": "(moment of truth description)",
"drive": "(drive)",
"yourlove": "(your love)",
"yourrival": "(your rival)",
- "iam": "(I am...)",
- "asuperheroshould": "(A superhero should...)",
- "always": "(Always...)",
- "never": "(Never...)",
- "villainouscontact": "(villainous contact)"
+ "friendsinlowplaces1": "You have ties to villains from your previous career, a.k.a. Friends in Low Places.",
+ "friendsinlowplaces2": "Write 3 names and fill in their details. At character creation, mark 2 obligations on one villain and mark 1 obligation on another.",
+ "contactobligation": "Obligation:",
+ "villainouscontact": "(villainous contact)",
+ "theirspecialty": "(their specialty)",
+ "friendsinlowplaces-help1": "When you come to them for help with your problems, mark obligation on them and they'll help out within their specialty. If all their boxes are full, then they won't help you until you help them.",
+ "friendsinlowplaces-help2": "When time passes, roll flat + your highest obligation. On a 10+, they come crashing into your life with a crisis. On a 7-9, they call for a favor. On a miss, they don't come knocking yet, but mark obligation on them — the debts are getting heavier.",
+ "friendsinlowplaces-help3": "When you help one of these villains with their problems, erase 2 obligations on them.",
+ "lessonsnewborn-desc": "When you learn something that helps you make sense of the world, write it down as a Lesson. Fill in 2 lessons at character creation. Fill in the others during play.",
+ "lesson-newborn1": "I am",
+ "lesson-newborn2": "A superhero should",
+ "lesson-newborn3": "Always",
+ "lesson-newborn4": "Never",
+ "lessonsnewborn-embody": "When you embody one of your lessons, shift one Label up and one Label down, your choice. If you cause a misunderstanding, collateral damage, or unintended consequences in the process, mark potential.",
+ "lessonsnewborn-reject": "When you reject one of your lessons, reject its Influence as if it were an NPC. If you choose to have it lose Influence over you, erase that lesson and write a new one in its stead.",
+ "lessonsnewborn-creator1": "When you approach your creator or caretakers with a problem, tell them what obstacle you face or what you need to achieve, and they will offer you something you need. The GM chooses one:",
+ "lessonnewborn-offer1": "● secret information",
+ "lessonnewborn-offer2": "● a way to temporarily boost or expand your powers",
+ "lessonnewborn-offer3": "● access to instruments, weapons, or resources",
+ "lessonnewborn-offer4": "● official and explicit backing",
+ "lessonsnewborn-creator2": "If you accept their help, they'll rewrite one of your lessons.",
+ "audiencestar-desc": "You are a celebrity in the city. By default, your audience is a limited group of interested fans, and you speak to them through after-action interviews, infrequent press conferences, etc. Why does your audience love you? Mark all that apply.",
+ "audience-why1": "You're just like them",
+ "audience-why2": "You're a dangerous person, a bad seed",
+ "audience-why3": "You're noble warrior for justice",
+ "audience-why4": "You're stunning, unique, and beautiful",
+ "audience-why5": "You're charming, well-spoken, and smart",
+ "audience-why6": "You're a firebrand, a rabble rouser",
+ "audiencestar-adv": "Choose 2 advantages:",
+ "audience-adv1": "Your audience is utterly devoted to you",
+ "audience-adv2": "You can easily speak to them at any time",
+ "audience-adv3": "You have a PR agent to handle your audience",
+ "audience-adv4": "You earn a lot of money from their interest",
+ "audience-adv5": "You have a major hero's endorsement",
+ "audience-adv6": "You have a much wider audience",
+ "audiencestar-demand": "Choose 2 demands your audience makes on you:",
+ "audience-demand1": "They require constant stimulation",
+ "audience-demand2": "They require perfection — no mistakes",
+ "audience-demand3": "They require frequent bouts of drama",
+ "audience-demand4": "They require major acts of heroism",
+ "audience-demand5": "They require novelty and brand new action",
+ "audience-demand6": "They require chemistry with your allies",
+ "audiencestar-accept": "When you accept what your audience tells you about yourself, clear a condition.",
+ "audiencestar-reject": "When you reject what your audience tells you about yourself, on a hit mark potential and expect retribution.",
+ "audiencestar-help": "When you seek help from your audience, roll. On a hit, someone in your audience can hook you up. On a 10+, they only make a small demand. On a 7-9, their demands are a lot higher. On a miss, you've made a mistake, and your audience won't help you until you've redeemed yourself in their eyes.",
+ "otherhalfjoined-desc": "You share a deep bond with your other half. You are stronger together than you are apart, for now. If your other half's playbook has no extra, then take 2 playbook moves from them; one they have and one they don't. If your other half's playbook has extras (drives, bull's heart, burn, the mask, legacy etc.), then you share the extras, gaining further merits and demerits.",
+ "otherhalfjoined-more": "For more details, refer to pages 102 to 109 in the Masks: Halcyon City Herald Collection supplement.",
+ "otherhalfjoined-playbook": "Your Other Half's Playbook:",
+ "otherhalfextra": "(describe what extras you gain from/share with your other half)",
+ "brainshame-desc": "You have a deep and abiding sense of guilt for something you have created or had a hand in creating. Just as you are a world-class intellect, your shame is a world-class problem. Whatever the case, your role in its creation is not publicly known... yet.",
+ "brainshame-title": "Your Shame:",
+ "brainshame-list1": "A prototype AI",
+ "brainshame-list2": "A cosmic phenomenon",
+ "brainshame-list3": "A catastrophic weapon",
+ "brainshame-list4": "A dangerous chemical",
+ "brainshame-list5": "A living monstrosity",
+ "brainshame-list6": "An altered former ally",
+ "brainshame-confront": "Whenever you are confronted with your shame, either mark a condition or shift Superior down and Danger up. If your shame is an NPC, they can never lose Influence over you.",
+ "brainshame-endsession1": "At the end of every session, answer the question:",
+ "brainshame-endsession2": "● Did you take steps to make amends for your shame?",
+ "brainshame-endsession3": "If the answer is yes, mark potential. If the answer is no, give Influence to one of your teammates.",
+ "soldier": "Soldier",
+ "soldier:": "Soldier:",
+ "actonorders": "(act on orders and rely on training)",
+ "invokeauthority": "(invoke your authority",
+ "askaegis": "(ask A.E.G.I.S. for resources)",
+ "highercalling-desc": "You work for A.E.G.I.S., an agency that keeps the world safe from all manners of superhuman, supernatural, and extraterrestrial threats.",
+ "soldierlabel-desc": "The Soldier Label functions like any other Label. Characters with Influence over you can shift it, and you mark a condition if it would ever shift above +3 or below -2. You can only lock Soldier with the corresponding advancement. You can only cancel the influence A.E.G.I.S. holds over you with the corresponding advancement.",
+ "highercalling-move1": "When you're acting on orders and relying on your training, give A.E.G.I.S. influence to use Soldier instead of any other Label when you make a basic or playbook move.",
+ "highercalling-move2": "When you invoke your authority over civilians, Halcyon City personnel, or A.E.G.I.S. staff, roll +Soldier. On a hit, your words carry weight. On a 7-9, someone will push back against your instructions or orders... sooner rather than later. On a miss, your attempts to control the situation create an opportunity for your enemies within A.E.G.I.S. to act against you.",
+ "highercalling-move3": "When you ask A.E.G.I.S. for additional resources, equipment, or information during a mission, roll +Soldier. On a hit, they'll resupply you as best they can. On a 10+, the resources are highly classified or experimental; take +1 ongoing to deploying them throughout the mission. On a miss, A.E.G.I.S. sends what they think you need, regardless of what you actually requested.",
+ "scionlineage-desc": "You are the child of a true supervillain. You strive to be different than them, but they are a part of you. Answer each question below to describe them:",
+ "scionlineage-ques1": "What kind of villain are they?",
+ "scionlineage-ques2": "What is your relationship with them like?",
+ "scionlineage-ques3": "They have an array of abilities, assets, and strengths; what are some of them? (up to 3)",
+ "scionrespect-desc1": "Write down the names of at least 2 characters whose respect you need to earn in order to differentiate yourself from your parent. You may fill in new names whenever appropriate.",
+ "respect:": "Respect:",
+ "advancement:": "Advancement:",
+ "scionrespect-list1": "● Your parent's greatest enemy:",
+ "scionrespect-list2": "● Your parent's greatest victim:",
+ "scionrespect-list3": "● Your personal idol:",
+ "scionrespect-list4": "● The city's greatest leader:",
+ "scionrespect-list5": "● The city's greatest hero:",
+ "scionrespect-list6": "● The city's biggest celebrity:",
+ "scionrespect-desc2": "When you seek out one of the characters named above, roll. On a hit, you track them down. On a 7-9, they're juggling their own problems, and may not have time for you. On a miss, when you find them, the situation is dire; the GM will tell you how.",
+ "scionrespect-desc3": "If you earn Influence over the characters listed above, instead you mark 1 Respect. If you lose Influence over the characters listed above, instead you lose 1 Respect. If you lose 1 Respect and you have none marked, you immediately mark a condition, GM's choice.",
+ "scionrespect-desc4": "The first time you reach 4 Respect on an individual, take an advancement (mark the corresponding box under the character).",
+ "scionrespect-desc5": "While you have 4 Respect on an individual, you gain the following benefits. If you dip below 4 Respect on an individual, you lose these benefits.",
+ "scionrespect-desc5opt1": "● You can reject their Influence at a +3 (does not stack with the above).",
+ "scionrespect-desc5opt2": "● You take +1 to a Label of their choice (write it next to their name).",
+ "nomadinfluencedby": "I am influenced by: (max 6)",
+ "nomadinfluence-desc1": "(By default, no one has Influence over you, not even adults)",
+ "nomadinfluence-desc2": "(You gain benefits based on how much Influence you have given out. Check Roots for details.)",
+ "nomadroots-desc1": "● During play, you can only give Influence by revealing a vulnerability or weakness to someone and through the end of session move.",
+ "nomadroots-desc2": "● You cannot give Influence to somebody who already has Influence over you.",
+ "nomadroots-desc3": "● Others cannot take Influence over you; if they would, instead they choose: mark potential or inflict a condition on you.",
+ "nomadroots-desc4": "● You reject Influence at -2 by default, instead of +0 (already included in the Reject Influence roll).",
+ "nomadroots-desc5": "● When someone takes advantage of their Influence over you, they can choose 2 options.",
+ "nomadroots-desc6": "● At the end of each session, you may take away Influence from someone who has Influence over you.",
+ "nomadroots-howmuch": "How much Influence have you given out?",
+ "nomadinfluence-list1": "0 Influence",
+ "nomadinfluence-list2": "1-2 Influence",
+ "nomadinfluence-list3": "3 Influence",
+ "nomadinfluence-list4": "4 Influence",
+ "nomadinfluence-list5": "5 Influence",
+ "nomadinfluence-list6": "6 Influence",
+ "nomadinfluence-option1": "● You cannot comfort or support anyone. If you would trigger that move, instead mark a condition as you say exactly the wrong thing. If someone tries to comfort or support you, you cannot open up to them.",
+ "nomadinfluence-option2": "● When you defend someone who has Influence over you, you can ignore the Insecure condition. When you directly engage someone who has Influence over you, you can ignore the Afraid condition.",
+ "nomadinfluence-option3": "● When you take a powerful blow from someone with Influence over you, take -2 to the roll.",
+ "nomadinfluence-option4": "● When you pierce the mask of someone who has Influence over you, you can always ask them one question, even on a miss.",
+ "nomadinfluence-option5": "● When you spend 1 Team to help someone who has Influence over you, it gives them +2.",
+ "nomadinfluence-option6": "● When you accept the words of someone who has Influence over you, mark potential, clear a condition, or take +1 forward.",
+ "theirname": "(their name)",
+ "bullet": "●",
+ "rollkapow": "KAPOW!",
+ "rollfullhit": "Full hit!",
+ "rollhit": "Hit!",
+ "rollmiss": "Miss!",
+ "rollohdear": "Oh dear!"
}
diff --git a/Masks - A New Generation/translations/el.json b/Masks - A New Generation/translations/el.json
index e5bbff0b92..10087132e0 100644
--- a/Masks - A New Generation/translations/el.json
+++ b/Masks - A New Generation/translations/el.json
@@ -1,8 +1,9 @@
{
"playbook:": "Playbook:",
+ "choose-playbook": "Choose Playbook",
"thebeacon": "The Beacon",
"thebull": "The Bull",
- "thedelinquant": "The Delinquent",
+ "thedelinquent": "The Delinquent",
"thedoomed": "The Doomed",
"thejanus": "The Janus",
"thelegacy": "The Legacy",
@@ -10,83 +11,389 @@
"theoutsider": "The Outsider",
"theprotege": "The Protégé",
"thetransformed": "The Transformed",
- "theinnocent": "The Innocent",
- "thejoined": "The Joined",
- "thenewborn": "The Newborn",
"thereformed": "The Reformed",
+ "thenewborn": "The Newborn",
+ "theinnocent": "The Innocent",
"thestar": "The Star",
+ "thejoined": "The Joined",
"thebrain": "The Brain",
"thesoldier": "The Soldier",
+ "theharbinger": "The Harbinger",
+ "thenomad": "The Nomad",
+ "thescion": "The Scion",
+ "custom": "Custom",
"somethingelse": "Something Else",
- "freak:": "Freak:",
- "unleashyourpowers": "(unleash your powers)",
- "danger:": "Danger:",
- "directlyengage": "(directly engage)",
- "savior:": "Savior:",
- "savior": "Savior",
- "freak": "Freak",
+ "halcyoncityherald": "Halcyon City Herald Collection",
+ "secretsofaegis": "Secrets of A.E.G.I.S.",
+ "unbound": "Unbound",
"danger": "Danger",
+ "danger:": "Danger:",
+ "freak": "Freak",
+ "freak:": "Freak:",
+ "savior": "Savior",
+ "savior:": "Savior:",
"superior": "Superior",
- "mundane": "Mundane",
- "soldier": "Soldier",
- "defend": "(defend)",
"superior:": "Superior:",
+ "mundane": "Mundane",
+ "mundane:": "Mundane:",
+ "sumof5labels": "Sum of 5 Labels:",
+ "sumof6labels": "Sum of 6 Labels:",
+ "bydefault3": "(by default this should be a 3)",
+ "bydefault5": "(by default this should be 5)",
+ "advancementmayincrease": "(advancement may increase this)",
+ "directlyengageathreat": "(directly engage a threat)",
+ "unleashyourpowers": "(unleash your powers)",
+ "comfortorsupport": "(comfort or support)",
+ "piercethemask": "(pierce the mask)",
+ "defend": "(defend)",
"assessthesituation": "(assess the situation)",
"provokesomeone": "(provoke someone)",
- "mundane:": "Mundane:",
- "soldier:": "Soldier:",
- "piercethemask": "(pierce the mask)",
- "comfortorsupport": "(comfort or support)",
- "actonorders": "(act on orders and rely on training)",
- "invokeauthority": "(invoke your authority",
- "askaegis": "(ask A.E.G.I.S. for resources)",
"flat2d6": "Flat 2d6",
"rejectsomeonesinfluence": "(reject someone's influence)",
+ "rejectinfluence": "Reject Influence",
"customrolls": "(custom rolls)",
- "sumoflabels": "Sum of Labels:",
- "bydefault3": "(by default this should be a 3)",
- "advancementmayincrease": "(advancement may increase this)",
+ "doom-desc": "What brings your Doom closer? Choose two:",
+ "doomcloser1": "overexerting yourself",
+ "doomcloser2": "facing danger alone",
+ "doomcloser3": "showing mercy",
+ "doomcloser4": "injuring innocents",
+ "doomcloser5": "frightening loved ones",
+ "doomcloser6": "talking about it openly",
+ "doomtrack-desc": "Whenever you bring your Doom closer, mark one box on your Doomtrack",
+ "doomtrack:": "Doomtrack:",
+ "doomtrack-fill": "Whenever your Doomtrack fills, clear it and take one of your Doomsigns",
+ "doomsign-desc": "These are abilities that come to you with your approaching Doom. Once you have taken all five Doomsigns above the line, you must take \"Your doom arrives\" the next time your Doomtrack fills. Choose 1 Doomsign you already have at character creation.",
+ "doomsign1-desc": "Dark Visions: Mark your Doomtrack to have a vision about the situation at hand. After the vision, ask the GM a question; they will answer it honestly.",
+ "doomsign2-desc": "Infinite Powers: Mark your Doomtrack to use an ability from any playbook, one time.",
+ "doomsign3-desc": "Portal: Mark your Doomtrack to appear in a scene with anyone you want.",
+ "doomsign4-desc": "Burning Bright: Mark your Doomtrack to ignore one of the GM's stated requirements when you call upon the resources of your Sanctuary.",
+ "doomsign5-desc": "Bolstered: Mark your Doomtrack to use an Adult Move one time.",
+ "doomsign6-desc": "Your Doom arrives; confront it and perish.",
+ "themask-janus": "The Mask:",
+ "themask-janus-desc1": "You wear a mask and hide your real identity. Choose what Label you try to embody while wearing your mask:",
+ "themask-janus-desc2": "Once per session, you can affirm either your heroic or secret identity to switch your Mundane with your mask's Label.",
+ "themask-janus-desc3": "When you reveal your secret identity to someone who didn't know it already, mark potential.",
+ "secretid-janus-desc1": "Your mundane life comes with a series of obligations. Choose a total of 3 obligations:",
+ "obligationjanus": "(your obligations among jobs, school, home and social)",
+ "secretid-janus-desc2": "When time passes, roll to see how you're managing your obligations. On a hit, things are going pretty well — you have an opportunity or advantage thanks to one of your obligations. On a 7-9, you've lapsed on one obligation, your choice. On a miss, you haven't given your normal life anywhere near the attention it deserves; the GM chooses 2 obligations that are going to bite you in the butt.",
+ "conditions-marked": "Conditions marked:",
+ "burn-nova-desc1": "When you charge up your powers, roll. On a hit, hold 3 burn. On a 7-9, mark a condition. On a miss, hold 2 burn and mark 3 conditions.",
+ "burn-nova-desc2": "Spend your burn on your flares. You lose all burn at the end of the scene. Write 4 Flares you already have at character creation.",
+ "flare:": "Flare:",
+ "flarename": "(flare name)",
+ "flaredescription": "(flare description)",
+ "futureself-innocent-desc1": "Your future self is out there, an important figure in Halcyon City and the world beyond — and everything you'd hoped you'd never be. But finding out how they became who they are may be all it takes to push you along a similar path. Pick 1 step of your future self's path that you already know at character creation, and mark it (left side checkbox). When you learn of another step of your future self's path, mark it. You can have at most 5 steps marked.",
+ "futurepath1-desc": "They lost someone they cared about deeply",
+ "futurepath2-desc": "They failed horrifically in a noble pursuit or cause",
+ "futurepath3-desc": "They committed a major crime",
+ "futurepath4-desc": "They betrayed a close friend or ally",
+ "futurepath5-desc": "They won a victory at enormous cost to the world around them",
+ "futurepath6-desc": "They killed someone",
+ "futurepath7-desc": "They publicly battled another hero",
+ "futurepath8-desc": "They injured an innocent",
+ "futureself-innocent-desc2": "When you undergo an experience (your call) that echoes any one of the above (marked or unmarked), strike it through (right side checkbox). When you strike through a marked step, or mark a struck-through step, choose one of the following:",
+ "futurereplace1-desc": "Replace comfort or support with this: When you coldly dismiss someone, roll +Mundane. On a hit, they mark a condition or leave you alone, their choice. On a 7-9, they can also choose to inflict a condition on you.",
+ "futurereplace2-desc": "Replace defend someone with this: When you aggressively defend a large group or area, roll +Savior. On a hit, you create an opportunity for yourself to press the attack, and take +1 forward to pursue it. On a 10+, the collateral damage is minimal.",
+ "futurereplace3-desc": "Replace provoke someone with this: When you threaten someone, say what you want them to do and roll +Superior. On a hit, they either do it or they are put at a significant disadvantage against you, their choice. On a 10+, either way they mark a condition of your choice.",
+ "futurereplace4-desc": "Replace reject someone's Influence with this: When you spit in the face of guidance or Influence, roll +2. On a hit, take away their Influence over you or clear a condition, your choice. On a 7-9, you both take a powerful blow from the intensity of your words.",
+ "futurereplace5-desc": "Become an NPC antagonist — your path is irreconcilably set along the same course that your future self followed.",
+ "bond-joined-desc": "At character creation you start with Two of a kind, and choose one other bond.",
+ "bond1-desc": "Two of a kind: When time passes, you and your other half gain Influence over each other. When you or your other half pierces the other's mask, mark a condition to take a 10+.",
+ "bond2-desc": "Fastball special: When you perform a coordinated fighting maneuver with your other half, say who takes the lead and who assists. The leader rolls the adult move overwhelm a vulnerable foe. The assistant marks a condition.",
+ "bond3-desc": "Powers, activate!: When you and your other half pool your powers, say who takes the lead and who assists. The leader unleashes their powers with your combined Freak (max +4). The assistant shifts Savior down, Mundane up.",
+ "bond4-desc": "Four eyes are better: When you and your other half assess the situation from two different vantage points, one of you makes the move, and the other may either clear a condition or ask an additional question. You both get +1 when following the answers.",
+ "distinction-joined-desc": "When either you or your other half locks a Label, unmark one of your chosen bonds and choose a distinction.",
+ "distinction1-desc": "Mirror, mirror: When you pierce someone's mask, you can ask them \"What are you really feeling right now?\", even on a miss. If you do, they can ask you the same question.",
+ "distinction2-desc": "Shouldering the burden: When you push yourself to do something your other half failed at or can't do, mark a condition to use the adult move wield your powers.",
+ "distinction3-desc": "Going solo: When you directly engage a threat entirely on your own, you can roll +Superior instead of +Danger.",
+ "distinction4-desc": "Internal strife: When you snipe about your other half behind their back, remove one Team from the pool and clear a condition.",
+ "beforewegetstarted-soldier": "Before we get started:",
+ "beforestart-soldier": "When you have time to closely observe your opposition before a fight, roll. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 and mark a condition. During the fight, you can spend your hold to name a character you observed and...",
+ "beforestart-soldier-list1": "● ...redirect their attack to another character or nowhere — into a wall or the sky.",
+ "beforestart-soldier-list2": "● ...cross a distance between them and you.",
+ "beforestart-soldier-list3": "● ...stun them, close up or from a distance.",
+ "beforestart-soldier-list4": "● ...ignore all harm from one of their attacks.",
+ "beforestart-soldier-list5": "● ...escape any bindings or impediments they attempt to place on you.",
+ "memories:": "Memories:",
+ "memories-harbinger-desc": "Your Memories score starts at -1, and goes up by 1 (to a maximum of +3) for each name below. When you write a name below, they gain Influence over you if they did not already have it.",
+ "memories-role1": "● Monster:",
+ "memories-role2": "● Traitor:",
+ "memories-role3": "● Corruptor:",
+ "memories-role4": "● Martyr:",
+ "memories-role5": "● Architect:",
+ "memories-role6": "● Leader:",
+ "connect-harbinger-desc1": "When you push yourself to remember the version of someone that exists in your future, mark a condition and roll Memories. On a hit, you connect who they are now to who they are in the future; choose the role that they fulfill in the future, and the GM will tell you about their future self. On a 10+, ask a follow-up question. On a miss, they're not at all who you thought they would be; the GM will choose their role, or tell you that as far as you know, they don't exist in the future.",
+ "connect-harbinger-desc2": "At the start of each session or when time passes, roll to find out how your investigations into the timeline have been going. On a hit, choose one figure noted above or one aspect of the future world you can remember. You've found a lead to follow to learn more about how the present version of that figure or aspect became the future version. On a 10+, the lead is particularly strong; right now, you can ask the GM one question about the figure or aspect, and they will answer honestly. On a miss, you're lost in the present; the GM will tell you how things are so different here, and shift your Labels according to how it makes you feel.",
"move:": "Move:",
"label:": "Label:",
+ "activemove-hide": "Hide your Active Moves",
+ "activemove-note": "Note: Adult moves count as Active Moves",
+ "passivemove-hide": "Hide your Passive Moves",
+ "teammove-hide": "Hide your Team Moves",
+ "teammove1-beacon": "When you share a triumphant celebration with someone, tell them how they're awesome and add 1 Team to the pool. If they tell you how you're awesome in return, add 1 more Team to the pool.",
+ "teammove2-beacon": "When you share a vulnerability or weakness with someone, ask them to confirm or deny that you should be here. If they confirm it, mark potential and give them Influence over you. If they deny it, mark Angry and shift one Label up and one Label down, your choice.",
+ "teammove1-bull": "When you share a triumphant celebration with someone, make them your love or rival immediately to mark potential. If they are already your love or rival, take Influence over them and mark potential.",
+ "teammove2-bull": "When you share a vulnerability or weakness with someone, give them Influence and hold 2. Spend that hold to help them as if it were Team in the pool.",
+ "teammove1-delinquent": "When you share a triumphant celebration with someone, ask them if they think you're cool. If they say yes, give them Influence and take Influence over them. If they say no, mark a condition or spurn them immediately. If they're a teammate, then either way, add 1 Team to the pool.",
+ "teammove2-delinquent": "When you share a vulnerability or weakness with someone, give them Influence over you, and ask them who they'd like you to be. Mark potential if you show them that person. If they're a teammate, add 1 Team to the pool no matter what.",
+ "teammove1-doomed": "When you share a triumphant celebration with someone, give them Influence over you and spend 1 Team from the pool to clear one box on your Doomtrack.",
+ "teammove2-doomed": "When you share a vulnerability or weakness with someone, give them Influence over you and ask if they honestly think there's hope for you. If they say yes, mark potential or clear one box on your Doomtrack. If they say no, mark a condition or mark one box on your Doomtrack.",
+ "teammove1-janus": "When you share a triumphant celebration with someone, ask them if they see you as the person wearing the mask or the person underneath. If the former, mark potential and clear a condition. If the latter, take Influence over them if you reveal yourself.",
+ "teammove2-janus": "When you share a vulnerability or weakness with someone, tell them a secret about who you really are. Give them Influence, and shift your Mundane up and your Mask's Label down.",
+ "teammove1-legacy": "When you share a triumphant celebration with someone, tell them whether you see them as an equal. If you do, give them Influence over you and mark potential. If you don't, shift Superior up and any other Label down.",
+ "teammove2-legacy": "When you share a vulnerability or weakness with someone, tell them a secret about your legacy (including your own true feelings about it) to clear a condition and give them Influence over you.",
+ "teammove1-nova": "When you share a triumphant celebration with someone, ask them if there is any fear in their eyes when they look at you. If they say no, take +1 forward and mark potential. If they say yes, immediately shift your Danger up and Savior down.",
+ "teammove2-nova": "When you share a vulnerability or weakness with someone, tell them how they could stop you, if it came down to it. Give them Influence over you and clear a condition.",
+ "teammove1-outsider": "When you share a triumphant celebration with someone, take Influence over them if you show them meaningful affection, physical or emotional. They decide if it's meaningful.",
+ "teammove2-outsider": "When you share a vulnerability or weakness with someone, they tell you what you should do to fit in more. Take +1 forward to do it, and mark potential if you do.",
+ "teammove1-protege": "When you share a triumphant celebration with someone, ask them if you've been a good leader or effective teammate. If they say yes, your Mentor loses Influence over you and you mark potential. If they say no, your Mentor gains Influence over you, and you take +1 forward on using the Label your Mentor embodies.",
+ "teammove2-protege": "When you share a vulnerability or weakness with someone, tell them a secret about your Mentor (including your feelings towards them). Give them Influence over you and add 1 Team to the pool.",
+ "teammove1-transformed": "When you share a triumphant celebration with someone, clear a condition if they treat you like a perfectly normal person and mark potential if they praise your power or abilities.",
+ "teammove2-transformed": "When you share a vulnerability or weakness with someone, ask them if they think you're losing or gaining humanity. If they say losing, mark a condition and mark potential. If they say gaining, clear a condition and shift Mundane up and any other Label down.",
+ "teammove1-reformed": "When you share a moment of triumph with someone, ask them what gives them hope for a brighter day and give them Influence.",
+ "teammove2-reformed": "When you share a vulnerability or weakness with someone, ask them what they would do something dark for and gain Influence over them.",
+ "teammove1-newborn": "When you share a triumphant celebration with someone, ask them what makes them proud or happy about the actions they took and write a lesson based on it, either filling an empty slot or replacing an existing lesson.",
+ "teammove2-newborn": "When you share a vulnerability or weakness with someone, if their response helps you understand human feelings and problems, mark potential. If their response confuses or offends you, shift your Freak up and your Mundane down.",
+ "teammove1-innocent": "When you share a triumphant celebration with someone, ask whether they think your future self could've won this victory. If they do, mark potential and the GM shifts your Labels. If they do not, clear a condition and they shift your Labels.",
+ "teammove2-innocent": "When you share a vulnerability or weakness with someone, ask them if they think you could turn into your future self. If they do, mark potential and the GM shifts your Labels. If they do not, clear a condition and they shift your Labels.",
+ "teammove1-star": "When you share a triumphant celebration with someone, say whether it's part of the show or not. If it is, then you can shift your Labels as you choose. If it is not, then they shift your Labels, and you can clear a condition or mark potential.",
+ "teammove2-star": "When you share a vulnerability or weakness with someone, ask them if they will tell anyone the truth about you. If they agree to keep it a secret, clear a condition or mark potential. If they don't agree, the GM shifts your Labels.",
+ "teammove-joined": "When either you or your other half shares a triumphant celebration or shares a moment of vulnerability without the other one present, mark a condition to mark a potential.",
+ "teammove1-brain": "When you share a triumphant celebration with someone, ask them if they felt they could have done it without you. If they say yes, give Influence to them and mark a condition. If they say no, they give Influence to you.",
+ "teammove2-brain": "When you share a vulnerability or weakness with someone, hold 2. Spend the hold 1-for-1 to clear a condition or add 1 Team to the pool when you are with them.",
+ "teammove1-soldier": "When you share a triumphant celebration with someone, tell them what they need to do to achieve their full potential. If they accept your advice, take Influence over them and add 2 Team to the pool. If they reject what you have to say, mark a condition.",
+ "teammove2-soldier": "When you share a vulnerability or weakness with someone, ask them what cause they serve. If you find it to be a worthy cause, tell them how you will fight for it, clear a condition, and add 1 Team to the pool. If they don't have a cause (or you find it unworthy), mark a condition.",
+ "teammove1-harbinger": "When you confess to a teammate the difference between what you thought they would be and what they really are, add 1 Team to the pool, and ask them if you represent a future they'd want. If they say yes, mark potential. If they say no, mark a condition.",
+ "teammove2-harbinger": "When you share a tale of future loss with someone, ask them if they think you have the ability to avert that loss. If they believe you do, mark potential and give them Influence over you. If they don't, mark Guilty and shift one Label up and one Label down (your choice). If Guilty is already marked, mark another condition, GM's choice.",
+ "teammove1-nomad": "When you share a triumphant celebration with someone, ask them what they admire about you. The GM will shift one of your Labels up and one down based on what they say.",
+ "teammove2-nomad": "When you share a vulnerability or weakness with someone, mark a condition, give them Influence over you, and mark potential.",
+ "teammove1-scion": "When you share a triumphant celebration with someone, ask them if you have earned their respect. If you have, take Influence over them and mark potential. If you have not, give them Influence over you and mark potential.",
+ "teammove2-scion": "When you share a vulnerability or weakness with someone, ask them if they would defend you against those who mistrust you. If they say yes, clear a condition and shift Savior up and any other Label down. If they say no, mark a condition and shift Danger up and any other Label down.",
+ "momentoftruth-unlock": "Unlock your Moment of Truth",
+ "moment-beacon": "This is the moment when you show them exactly why you belong here. You do any one thing, take out any one enemy, no matter how insane, no matter how ridiculous, because that's you. Their jaws are gonna drop when you're done. Of course, pulling off a stunt like this tends to bring unwanted attention and a dangerous reputation...",
+ "moment-bull": "This is what you do best. You let loose, all the pent up strength and rage and glee, and you break whatever stands in your way. You are a walking demolition crew. What can stand up to you? Nothing. Not buildings. Not structures. Not enemies. Nothing. Of course, now the people who changed you know exactly where to find you...",
+ "moment-delinquent": "This is when you show them what you really are. Whether you're the hero underneath the rebel facade... or the one who can make the hard choices heroes can't make. You do whatever it takes to show that truth, whether it's saving the day from a terrible villain or stopping a bad guy once and for all. Of course, once you've shown what you really are, there's no going back to playing the clown...",
+ "moment-doomed": "The prickly tingling fear of your doom, always in your head — it holds you back most of the time. But right here, right now? It gives you the confidence to do anything. After all, what's the worst that could happen? Is it worse than your doom? Do impossible things. Do anything. But mark a Doomsign after you're finished.",
+ "moment-janus": "The mask is a lie, and some piece of you has always known that. Doesn't matter if others can see it. You're the one that can do the impossible. Mask off. Costume on. And you're going to save the damn day. Of course, you better hope nobody nasty is watching...",
+ "moment-legacy": "This is the moment when you prove how much the mantle belongs to you. You seize control of all your powers, and you defeat even impossible odds to prove you are worthy of the name you carry. You accomplish feats even your predecessors couldn't do. Of course, after you prove something like that, you can expect still more responsibilities to be placed on your shoulders...",
+ "moment-nova": "Your mind's eye opens, and you can see the world around you like never before. You can control it, at will, with ease. Of course, warping reality tends to have ramifications down the line, but in your moment of godhood... how could you possibly be worried?",
+ "moment-outsider": "You embrace your home and call them for aid. They will answer your call, in force, arriving exactly when you need them to turn the tide. They fight and serve you for the rest of the battle. Of course, when all is said and done... they'd probably like to take you home with them. You did, after all, just prove yourself worthy.",
+ "moment-protege": "The moment that you show who you really are: your mentor, or something different. You can do whatever your mentor could do and more. You can do the incredible, even the things they always failed to accomplish. Of course, they're not going to see you the same way, no matter which path you choose...",
+ "moment-transformed": "It's so easy to forget that you're not your body, and you're not the voice in your head — you're both. Be the monster, and save them anyway. Smash down walls, and speak softly. Because when you embrace it, you can do anything. Of course, putting on a display like this is sure to rile up those who see only the monster when they look at you...",
+ "moment-reformed": "You've seen your greatest mistakes, and the rest of the world has, too. They're all watching you now, judging every move you make. When everything is on the line and your back is against the wall, though, you'll show them what you're made of — that being a hero is a choice. An act of will. And you've got what it takes to save the day. Of course, afterward, you can expect both sides, hero and villain, to deeply question where your loyalties truly lie...",
+ "moment-newborn": "Something snaps into focus, and suddenly you're a full thing, true and complete. You'd never have known how fragmented you were before, if not for here, this moment. You're not a series of individual lessons. You're not a series of subroutines and programs. You're... a person. This must be what it's like to be... human. And this fullness? It gives you a control over yourself, a unity of purpose you've never experienced before. Of course, now that you're showing off all your potential, it's only a matter of time before someone comes forward to reduce you to a machine again...",
+ "moment-innocent": "You've fought, struggled, and worked so hard to figure out who you are, whether you're just the same as your future self or whether you're different... but right now, that's all out the window. The distinction between your future self and your present self vanishes in the face of the trial before you, and you become exactly the powerful, adamant figure that everyone fears or hopes you will one day become. You can do exactly what your future self could do, and everyone around you sees them in you more clearly than ever. Of course, after this it's going to be hard to treat you as two different people...",
+ "moment-star": "Sometimes it can be hard to tell where the show stops and where you begin — but not today. Not now. Because right now, there is no show. Right now, you are the thing you pretend to be — bold and bright and beautiful and amazing and powerful and confident. Right now, you draw strength from your audience, comfort from their belief in you, and you can do anything they think you can. Of course, after such an impassioned performance, your audience will just have even more demands...",
+ "moment-joined-choose": "When you trigger your Moment of Truth, choose — are you working with your other half, or are you on your own?",
+ "moment-joined-otherhalf": "If you're working with your other half, use the text of their Moment of Truth and treat it as if it applies to both of you. Remember to lock your Label and switch a Bond to a Distinction, because you'll probably never reach these heights of perfect connection, of being one, ever again...",
+ "moment-joined-own": "If you're on your own, use the following text:",
+ "moment-joined": "You're on your own. It's like missing an arm. Like fighting naked. Like holding your breath. You're missing something vital... but you're moving faster than ever, thinking faster than ever, doing things you couldn't even do while relying on both of your strength combined. And it's hitting you, hard — you can do this. Without them. And you can win. It's going to be hard to come down off this high and rejoin with them afterwards, isn't it? Remember to lock a Label and switch a Bond to a Distinction, after you're finished.",
+ "moment-brain": "Sooner or later, all the super powers, elite training, and experience are helpless in the face of evil or disaster. That's when somebody like you, gifted as you are with a peerless intellect, can rise to the occasion. Your plan, your invention, or your lightning-fast thought processes save the day, in a way no one else could have foreseen. Of course, after you've shown how different you are from them, that distance between you and the others is now that much greater. And the world is only going to pull you farther apart...",
+ "moment-soldier": "Freedom isn't free. But not every mission ends in tragedy. When things look bleakest, when your back is against the wall, when it seems like the dawn will never come... you find a way forward without violence. Your enemies lay down their arms and surrender; your allies step back from the brink of chaos. Of course, the people you've saved aren't going to forget what you've done here today; they may even come to see you as a symbol of the higher cause you claim to serve...",
+ "moment-soldier-lock": "You cannot lock Soldier after using your Moment of Truth.",
+ "moment-harbinger": "Everything you do could affect the future. For all you know, saving that one guy means that now the future is full of pterodactyls. The ripples are always so hard to track, and you're not sure if you've helped or hurt — not really. Until now. In this moment, it's all clear. You can see the course of events laid out before you like a river, and you know exactly what you have to do to ensure the future outcome you want. Of course, after this, you've changed enough of the timeline to invalidate your prior research — reset all the names in your Connecting Dots section.",
+ "moment-nomad": "You basically exist with one foot out the door, ready to leave this place, to go back out into the wide expanse of the universe. You've never fully committed. That is, until today. Until right now. Now, you pour everything you have and everything you are into this moment. You pull off tricks no one from this planet has ever seen before. You use your tools in ways no one here could have ever imagined. You devote yourself, here and now, to a cause, and you achieve your goal in ways that you never could've if you'd only stayed home. Of course, now you've proved to everyone that you really don't belong here, and the very skills that let you succeed are the ones you earned from out there...",
+ "moment-scion": "People have always tried to define you by your lineage. As if from the moment you were born, you were meant to be some villain to be defeated. But... they're right, aren't they? That darkness is in you. So right here, right now, you're not fighting it — you're embracing it. Both hero and villain, and greater besides. You're overcoming impossible odds in ways no hero would approve of, and no villain could comprehend. Of course, after seeing what you can really do when you embrace the whole of yourself, the rest of the world isn't going to forget who you really are...",
+ "moment-label-lock": "After you use your Moment of Truth, permanently lock one Label.",
+ "advancedspecial-view": "View after taking the corresponding Advancement",
+ "advancedspecial-brain1": "View after taking Sanctuary",
+ "advancedspecial-brain2": "View after taking Drives",
+ "burn-adv-desc": "Spend your burn on your flares. You lose all burn at the end of the scene. You get 3 Flares.",
+ "describeadvspec": "(describe your advanced special)",
"conditions:": "Conditions:",
"takeapowerfulblow": "(take a powerful blow)",
+ "toclear": "To clear:",
"afraid": "Afraid",
- "malusdirectlyengage": "(-2 to directly engage)",
+ "malusdirectlyengageathreat": "(-2 to directly engage a threat)",
+ "clearafraid": "run from something difficult",
"angry": "Angry",
"maluscomfortorsupport": "(-2 to comfort or support)",
"maluspiercethemask": "(-2 to pierce the mask)",
+ "clearangry": "hurt someone or break something important",
"guilty": "Guilty",
"malusprovokesomeone": "(-2 to provoke someone)",
"malusassessthesituation": "(-2 to assess the situation)",
+ "clearguilty": "make a sacrifice to absolve your guilt",
+ "hopeless": "Hopeless",
+ "malusunleashyourpowers": "(-2 to unleash your powers)",
+ "clearhopeless": "fling yourself into easy relief",
"insecure": "Insecure",
"malusdefend": "(-2 to defend)",
"malusreject": "(-2 to reject what others say)",
- "hopeless": "Hopeless",
- "malusunleashyourpowers": "(-2 to unleash your powers)",
+ "clearinsecure": "take foolhary action without talking to your team",
+ "newborn-optional-damage": "Enable if you take the Damage move",
+ "damaged": "Damaged",
+ "cleardamaged": "you need time, external help, or special equipment or abilities",
+ "conditions-note": "Note: Conditions do not affect Active Moves",
+ "whenyoumarkdrive": "When you mark a drive, choose one: mark potential, clear a condition, take influence over someone involved",
+ "whencompleteadriveset": "When you complete a set of drives, add another set with 4 new drives.",
+ "whenalldrivesmarked": "When all drives are marked, choose one: change playbooks, retire from the life, become a paragon of the city",
"completedthisset": "completed this set",
+ "bullheartdesc": "You can change your love or rival at any time; give the new person influence over you",
"love:": "Love:",
"rival:": "Rival:",
- "add1toallrollsthistwo": "(add 1 to all rolls that target these two)",
- "darkvisions": "Dark Visions",
- "burningbright": "Burning Bright",
- "infinitepowers": "Infinite Powers",
- "bolstered": "Bolstered",
- "portal": "Portal",
- "yourdoomcomes": "Your doom comes",
+ "bullheartongoing": "(+1 to any roll that impresses your love or frustrates your rival)",
+ "bullchooserole": "Choose a role that you fulfill for your love or rival",
+ "bullrole1": "Defender: When you leap to defend your love or rival in battle, roll +Danger instead of +Savior to defend them.",
+ "bullrole2": "Friend: When you comfort or support your love or rival, mark potential on a hit. When your love or rival comforts or supports you, mark potential when they roll a hit.",
+ "bullrole3": "Listener: When you pierce the mask of your love or rival, you can always let them ask you a question to ask them an additional question in turn, even on a miss. These additional questions do not have to be on the list.",
+ "bullrole4": "Enabler: When you provoke your love or rival, roll +Danger if you are trying to provoke them to rash or poorly thought out action.",
+ "nemesisdesc1": "Your Nemesis is an epic and powerful enemy representing and embodying your Doom.",
+ "nemesisdesc2": "At the end of every session, answer the question: Did you make progress on defeating your Nemesis? If the answer is yes, mark potential. If the answer is no, mark your Doomtrack.",
+ "sanctuarydesc1": "You have a place where you can rest, recover, and reflect upon your powers. Write 3 features of your Sanctuary:",
+ "sanctuarydesc2": "Write 2 downsides of your Sanctuary:",
+ "sanctuarydesc3": "When you call upon the resources of your Sanctuary to solve a problem, say what you want to do. The GM will give you 1 to 4 requirements from the following which you must fulfill to complete your solution:",
+ "sanctuary-req1": "First, you must...",
+ "sanctuary-req2": "You'll need help from...",
+ "sanctuary-req3": "You and your team will risk danger from...",
+ "sanctuary-req4": "The best you can do is a lesser version, unreliable and limited",
+ "sanctuary-req5": "You'll need to mark one box on your Doomtrack",
+ "sanctuary-req6": "You'll have to obtain...",
+ "legacydesc1": "Name some members of your legacy (at least 2):",
+ "legacymember1": "is still active and prominent in the city.",
+ "legacymember2": "is retired and quite judgmental.",
+ "legacymember3": "is the next possible member of your legacy.",
+ "legacymember4": "is the greatest opponent your legacy ever faced... and is still at large.",
+ "legacydesc2": "Whenever time passes, roll to see how the members of your legacy feel or react to your most recent exploits. Before rolling, have the other players answer these following questions about your performance. Take -1 to the roll for each 'no' answer:",
+ "legacyquestion1": "● Have you been upholding the traditions of your legacy?",
+ "legacyquestion2": "● Have you maintained the image of your legacy?",
+ "legacyquestion3": "● Have you made the other members of your legacy proud?",
+ "legacydesc3": "On a hit, one of them offers you meaningful encouragement, an opportunity, or an advantage. On a 7-9, another is upset with your most recent actions, and will make their displeasure known. On a miss, something you did stirred up the hornet's nest — expect several members of your legacy to meddle with your life.",
"hold:": "Hold:",
- "resetto0attheend": "(reset to 0 at the end of the scene)",
+ "mentor-desc1": "You have a mentor, someone who's taught you, trained you, given you aid, or raised you up. Someone who might have confined you a bit too rigidly to a single path.",
"embodies:": "Embodies:",
"denies:": "Denies:",
- "add1toallrollsthesepeople": "(add 1 to all rolls that target these people)",
+ "mentor-resource": "Mentor's Resources:",
+ "mentor-desc2": "Write up to 3 resources that your mentor gave you and the team",
+ "mentorresource": "(resources provided by your mentor)",
+ "haveinfluenceover": "I have influence over:",
+ "influenceroll": "(+1 to any roll that target these people)",
+ "aminfluencedby": "I am influenced by:",
"whatdidyoutake": "(what did you take?)",
"movename": "(move name)",
"movedescription": "(move description)",
+ "teammovedesc": "(team move description)",
+ "momentcustomdesc": "(moment of truth description)",
"drive": "(drive)",
"yourlove": "(your love)",
"yourrival": "(your rival)",
- "iam": "(I am...)",
- "asuperheroshould": "(A superhero should...)",
- "always": "(Always...)",
- "never": "(Never...)",
- "villainouscontact": "(villainous contact)"
+ "friendsinlowplaces1": "You have ties to villains from your previous career, a.k.a. Friends in Low Places.",
+ "friendsinlowplaces2": "Write 3 names and fill in their details. At character creation, mark 2 obligations on one villain and mark 1 obligation on another.",
+ "contactobligation": "Obligation:",
+ "villainouscontact": "(villainous contact)",
+ "theirspecialty": "(their specialty)",
+ "friendsinlowplaces-help1": "When you come to them for help with your problems, mark obligation on them and they'll help out within their specialty. If all their boxes are full, then they won't help you until you help them.",
+ "friendsinlowplaces-help2": "When time passes, roll flat + your highest obligation. On a 10+, they come crashing into your life with a crisis. On a 7-9, they call for a favor. On a miss, they don't come knocking yet, but mark obligation on them — the debts are getting heavier.",
+ "friendsinlowplaces-help3": "When you help one of these villains with their problems, erase 2 obligations on them.",
+ "lessonsnewborn-desc": "When you learn something that helps you make sense of the world, write it down as a Lesson. Fill in 2 lessons at character creation. Fill in the others during play.",
+ "lesson-newborn1": "I am",
+ "lesson-newborn2": "A superhero should",
+ "lesson-newborn3": "Always",
+ "lesson-newborn4": "Never",
+ "lessonsnewborn-embody": "When you embody one of your lessons, shift one Label up and one Label down, your choice. If you cause a misunderstanding, collateral damage, or unintended consequences in the process, mark potential.",
+ "lessonsnewborn-reject": "When you reject one of your lessons, reject its Influence as if it were an NPC. If you choose to have it lose Influence over you, erase that lesson and write a new one in its stead.",
+ "lessonsnewborn-creator1": "When you approach your creator or caretakers with a problem, tell them what obstacle you face or what you need to achieve, and they will offer you something you need. The GM chooses one:",
+ "lessonnewborn-offer1": "● secret information",
+ "lessonnewborn-offer2": "● a way to temporarily boost or expand your powers",
+ "lessonnewborn-offer3": "● access to instruments, weapons, or resources",
+ "lessonnewborn-offer4": "● official and explicit backing",
+ "lessonsnewborn-creator2": "If you accept their help, they'll rewrite one of your lessons.",
+ "audiencestar-desc": "You are a celebrity in the city. By default, your audience is a limited group of interested fans, and you speak to them through after-action interviews, infrequent press conferences, etc. Why does your audience love you? Mark all that apply.",
+ "audience-why1": "You're just like them",
+ "audience-why2": "You're a dangerous person, a bad seed",
+ "audience-why3": "You're noble warrior for justice",
+ "audience-why4": "You're stunning, unique, and beautiful",
+ "audience-why5": "You're charming, well-spoken, and smart",
+ "audience-why6": "You're a firebrand, a rabble rouser",
+ "audiencestar-adv": "Choose 2 advantages:",
+ "audience-adv1": "Your audience is utterly devoted to you",
+ "audience-adv2": "You can easily speak to them at any time",
+ "audience-adv3": "You have a PR agent to handle your audience",
+ "audience-adv4": "You earn a lot of money from their interest",
+ "audience-adv5": "You have a major hero's endorsement",
+ "audience-adv6": "You have a much wider audience",
+ "audiencestar-demand": "Choose 2 demands your audience makes on you:",
+ "audience-demand1": "They require constant stimulation",
+ "audience-demand2": "They require perfection — no mistakes",
+ "audience-demand3": "They require frequent bouts of drama",
+ "audience-demand4": "They require major acts of heroism",
+ "audience-demand5": "They require novelty and brand new action",
+ "audience-demand6": "They require chemistry with your allies",
+ "audiencestar-accept": "When you accept what your audience tells you about yourself, clear a condition.",
+ "audiencestar-reject": "When you reject what your audience tells you about yourself, on a hit mark potential and expect retribution.",
+ "audiencestar-help": "When you seek help from your audience, roll. On a hit, someone in your audience can hook you up. On a 10+, they only make a small demand. On a 7-9, their demands are a lot higher. On a miss, you've made a mistake, and your audience won't help you until you've redeemed yourself in their eyes.",
+ "otherhalfjoined-desc": "You share a deep bond with your other half. You are stronger together than you are apart, for now. If your other half's playbook has no extra, then take 2 playbook moves from them; one they have and one they don't. If your other half's playbook has extras (drives, bull's heart, burn, the mask, legacy etc.), then you share the extras, gaining further merits and demerits.",
+ "otherhalfjoined-more": "For more details, refer to pages 102 to 109 in the Masks: Halcyon City Herald Collection supplement.",
+ "otherhalfjoined-playbook": "Your Other Half's Playbook:",
+ "otherhalfextra": "(describe what extras you gain from/share with your other half)",
+ "brainshame-desc": "You have a deep and abiding sense of guilt for something you have created or had a hand in creating. Just as you are a world-class intellect, your shame is a world-class problem. Whatever the case, your role in its creation is not publicly known... yet.",
+ "brainshame-title": "Your Shame:",
+ "brainshame-list1": "A prototype AI",
+ "brainshame-list2": "A cosmic phenomenon",
+ "brainshame-list3": "A catastrophic weapon",
+ "brainshame-list4": "A dangerous chemical",
+ "brainshame-list5": "A living monstrosity",
+ "brainshame-list6": "An altered former ally",
+ "brainshame-confront": "Whenever you are confronted with your shame, either mark a condition or shift Superior down and Danger up. If your shame is an NPC, they can never lose Influence over you.",
+ "brainshame-endsession1": "At the end of every session, answer the question:",
+ "brainshame-endsession2": "● Did you take steps to make amends for your shame?",
+ "brainshame-endsession3": "If the answer is yes, mark potential. If the answer is no, give Influence to one of your teammates.",
+ "soldier": "Soldier",
+ "soldier:": "Soldier:",
+ "actonorders": "(act on orders and rely on training)",
+ "invokeauthority": "(invoke your authority",
+ "askaegis": "(ask A.E.G.I.S. for resources)",
+ "highercalling-desc": "You work for A.E.G.I.S., an agency that keeps the world safe from all manners of superhuman, supernatural, and extraterrestrial threats.",
+ "soldierlabel-desc": "The Soldier Label functions like any other Label. Characters with Influence over you can shift it, and you mark a condition if it would ever shift above +3 or below -2. You can only lock Soldier with the corresponding advancement. You can only cancel the influence A.E.G.I.S. holds over you with the corresponding advancement.",
+ "highercalling-move1": "When you're acting on orders and relying on your training, give A.E.G.I.S. influence to use Soldier instead of any other Label when you make a basic or playbook move.",
+ "highercalling-move2": "When you invoke your authority over civilians, Halcyon City personnel, or A.E.G.I.S. staff, roll +Soldier. On a hit, your words carry weight. On a 7-9, someone will push back against your instructions or orders... sooner rather than later. On a miss, your attempts to control the situation create an opportunity for your enemies within A.E.G.I.S. to act against you.",
+ "highercalling-move3": "When you ask A.E.G.I.S. for additional resources, equipment, or information during a mission, roll +Soldier. On a hit, they'll resupply you as best they can. On a 10+, the resources are highly classified or experimental; take +1 ongoing to deploying them throughout the mission. On a miss, A.E.G.I.S. sends what they think you need, regardless of what you actually requested.",
+ "scionlineage-desc": "You are the child of a true supervillain. You strive to be different than them, but they are a part of you. Answer each question below to describe them:",
+ "scionlineage-ques1": "What kind of villain are they?",
+ "scionlineage-ques2": "What is your relationship with them like?",
+ "scionlineage-ques3": "They have an array of abilities, assets, and strengths; what are some of them? (up to 3)",
+ "scionrespect-desc1": "Write down the names of at least 2 characters whose respect you need to earn in order to differentiate yourself from your parent. You may fill in new names whenever appropriate.",
+ "respect:": "Respect:",
+ "advancement:": "Advancement:",
+ "scionrespect-list1": "● Your parent's greatest enemy:",
+ "scionrespect-list2": "● Your parent's greatest victim:",
+ "scionrespect-list3": "● Your personal idol:",
+ "scionrespect-list4": "● The city's greatest leader:",
+ "scionrespect-list5": "● The city's greatest hero:",
+ "scionrespect-list6": "● The city's biggest celebrity:",
+ "scionrespect-desc2": "When you seek out one of the characters named above, roll. On a hit, you track them down. On a 7-9, they're juggling their own problems, and may not have time for you. On a miss, when you find them, the situation is dire; the GM will tell you how.",
+ "scionrespect-desc3": "If you earn Influence over the characters listed above, instead you mark 1 Respect. If you lose Influence over the characters listed above, instead you lose 1 Respect. If you lose 1 Respect and you have none marked, you immediately mark a condition, GM's choice.",
+ "scionrespect-desc4": "The first time you reach 4 Respect on an individual, take an advancement (mark the corresponding box under the character).",
+ "scionrespect-desc5": "While you have 4 Respect on an individual, you gain the following benefits. If you dip below 4 Respect on an individual, you lose these benefits.",
+ "scionrespect-desc5opt1": "● You can reject their Influence at a +3 (does not stack with the above).",
+ "scionrespect-desc5opt2": "● You take +1 to a Label of their choice (write it next to their name).",
+ "nomadinfluencedby": "I am influenced by: (max 6)",
+ "nomadinfluence-desc1": "(By default, no one has Influence over you, not even adults)",
+ "nomadinfluence-desc2": "(You gain benefits based on how much Influence you have given out. Check Roots for details.)",
+ "nomadroots-desc1": "● During play, you can only give Influence by revealing a vulnerability or weakness to someone and through the end of session move.",
+ "nomadroots-desc2": "● You cannot give Influence to somebody who already has Influence over you.",
+ "nomadroots-desc3": "● Others cannot take Influence over you; if they would, instead they choose: mark potential or inflict a condition on you.",
+ "nomadroots-desc4": "● You reject Influence at -2 by default, instead of +0 (already included in the Reject Influence roll).",
+ "nomadroots-desc5": "● When someone takes advantage of their Influence over you, they can choose 2 options.",
+ "nomadroots-desc6": "● At the end of each session, you may take away Influence from someone who has Influence over you.",
+ "nomadroots-howmuch": "How much Influence have you given out?",
+ "nomadinfluence-list1": "0 Influence",
+ "nomadinfluence-list2": "1-2 Influence",
+ "nomadinfluence-list3": "3 Influence",
+ "nomadinfluence-list4": "4 Influence",
+ "nomadinfluence-list5": "5 Influence",
+ "nomadinfluence-list6": "6 Influence",
+ "nomadinfluence-option1": "● You cannot comfort or support anyone. If you would trigger that move, instead mark a condition as you say exactly the wrong thing. If someone tries to comfort or support you, you cannot open up to them.",
+ "nomadinfluence-option2": "● When you defend someone who has Influence over you, you can ignore the Insecure condition. When you directly engage someone who has Influence over you, you can ignore the Afraid condition.",
+ "nomadinfluence-option3": "● When you take a powerful blow from someone with Influence over you, take -2 to the roll.",
+ "nomadinfluence-option4": "● When you pierce the mask of someone who has Influence over you, you can always ask them one question, even on a miss.",
+ "nomadinfluence-option5": "● When you spend 1 Team to help someone who has Influence over you, it gives them +2.",
+ "nomadinfluence-option6": "● When you accept the words of someone who has Influence over you, mark potential, clear a condition, or take +1 forward.",
+ "theirname": "(their name)",
+ "bullet": "●",
+ "rollkapow": "KAPOW!",
+ "rollfullhit": "Full hit!",
+ "rollhit": "Hit!",
+ "rollmiss": "Miss!",
+ "rollohdear": "Oh dear!"
}
diff --git a/Masks - A New Generation/translations/en.json b/Masks - A New Generation/translations/en.json
index e5bbff0b92..10087132e0 100644
--- a/Masks - A New Generation/translations/en.json
+++ b/Masks - A New Generation/translations/en.json
@@ -1,8 +1,9 @@
{
"playbook:": "Playbook:",
+ "choose-playbook": "Choose Playbook",
"thebeacon": "The Beacon",
"thebull": "The Bull",
- "thedelinquant": "The Delinquent",
+ "thedelinquent": "The Delinquent",
"thedoomed": "The Doomed",
"thejanus": "The Janus",
"thelegacy": "The Legacy",
@@ -10,83 +11,389 @@
"theoutsider": "The Outsider",
"theprotege": "The Protégé",
"thetransformed": "The Transformed",
- "theinnocent": "The Innocent",
- "thejoined": "The Joined",
- "thenewborn": "The Newborn",
"thereformed": "The Reformed",
+ "thenewborn": "The Newborn",
+ "theinnocent": "The Innocent",
"thestar": "The Star",
+ "thejoined": "The Joined",
"thebrain": "The Brain",
"thesoldier": "The Soldier",
+ "theharbinger": "The Harbinger",
+ "thenomad": "The Nomad",
+ "thescion": "The Scion",
+ "custom": "Custom",
"somethingelse": "Something Else",
- "freak:": "Freak:",
- "unleashyourpowers": "(unleash your powers)",
- "danger:": "Danger:",
- "directlyengage": "(directly engage)",
- "savior:": "Savior:",
- "savior": "Savior",
- "freak": "Freak",
+ "halcyoncityherald": "Halcyon City Herald Collection",
+ "secretsofaegis": "Secrets of A.E.G.I.S.",
+ "unbound": "Unbound",
"danger": "Danger",
+ "danger:": "Danger:",
+ "freak": "Freak",
+ "freak:": "Freak:",
+ "savior": "Savior",
+ "savior:": "Savior:",
"superior": "Superior",
- "mundane": "Mundane",
- "soldier": "Soldier",
- "defend": "(defend)",
"superior:": "Superior:",
+ "mundane": "Mundane",
+ "mundane:": "Mundane:",
+ "sumof5labels": "Sum of 5 Labels:",
+ "sumof6labels": "Sum of 6 Labels:",
+ "bydefault3": "(by default this should be a 3)",
+ "bydefault5": "(by default this should be 5)",
+ "advancementmayincrease": "(advancement may increase this)",
+ "directlyengageathreat": "(directly engage a threat)",
+ "unleashyourpowers": "(unleash your powers)",
+ "comfortorsupport": "(comfort or support)",
+ "piercethemask": "(pierce the mask)",
+ "defend": "(defend)",
"assessthesituation": "(assess the situation)",
"provokesomeone": "(provoke someone)",
- "mundane:": "Mundane:",
- "soldier:": "Soldier:",
- "piercethemask": "(pierce the mask)",
- "comfortorsupport": "(comfort or support)",
- "actonorders": "(act on orders and rely on training)",
- "invokeauthority": "(invoke your authority",
- "askaegis": "(ask A.E.G.I.S. for resources)",
"flat2d6": "Flat 2d6",
"rejectsomeonesinfluence": "(reject someone's influence)",
+ "rejectinfluence": "Reject Influence",
"customrolls": "(custom rolls)",
- "sumoflabels": "Sum of Labels:",
- "bydefault3": "(by default this should be a 3)",
- "advancementmayincrease": "(advancement may increase this)",
+ "doom-desc": "What brings your Doom closer? Choose two:",
+ "doomcloser1": "overexerting yourself",
+ "doomcloser2": "facing danger alone",
+ "doomcloser3": "showing mercy",
+ "doomcloser4": "injuring innocents",
+ "doomcloser5": "frightening loved ones",
+ "doomcloser6": "talking about it openly",
+ "doomtrack-desc": "Whenever you bring your Doom closer, mark one box on your Doomtrack",
+ "doomtrack:": "Doomtrack:",
+ "doomtrack-fill": "Whenever your Doomtrack fills, clear it and take one of your Doomsigns",
+ "doomsign-desc": "These are abilities that come to you with your approaching Doom. Once you have taken all five Doomsigns above the line, you must take \"Your doom arrives\" the next time your Doomtrack fills. Choose 1 Doomsign you already have at character creation.",
+ "doomsign1-desc": "Dark Visions: Mark your Doomtrack to have a vision about the situation at hand. After the vision, ask the GM a question; they will answer it honestly.",
+ "doomsign2-desc": "Infinite Powers: Mark your Doomtrack to use an ability from any playbook, one time.",
+ "doomsign3-desc": "Portal: Mark your Doomtrack to appear in a scene with anyone you want.",
+ "doomsign4-desc": "Burning Bright: Mark your Doomtrack to ignore one of the GM's stated requirements when you call upon the resources of your Sanctuary.",
+ "doomsign5-desc": "Bolstered: Mark your Doomtrack to use an Adult Move one time.",
+ "doomsign6-desc": "Your Doom arrives; confront it and perish.",
+ "themask-janus": "The Mask:",
+ "themask-janus-desc1": "You wear a mask and hide your real identity. Choose what Label you try to embody while wearing your mask:",
+ "themask-janus-desc2": "Once per session, you can affirm either your heroic or secret identity to switch your Mundane with your mask's Label.",
+ "themask-janus-desc3": "When you reveal your secret identity to someone who didn't know it already, mark potential.",
+ "secretid-janus-desc1": "Your mundane life comes with a series of obligations. Choose a total of 3 obligations:",
+ "obligationjanus": "(your obligations among jobs, school, home and social)",
+ "secretid-janus-desc2": "When time passes, roll to see how you're managing your obligations. On a hit, things are going pretty well — you have an opportunity or advantage thanks to one of your obligations. On a 7-9, you've lapsed on one obligation, your choice. On a miss, you haven't given your normal life anywhere near the attention it deserves; the GM chooses 2 obligations that are going to bite you in the butt.",
+ "conditions-marked": "Conditions marked:",
+ "burn-nova-desc1": "When you charge up your powers, roll. On a hit, hold 3 burn. On a 7-9, mark a condition. On a miss, hold 2 burn and mark 3 conditions.",
+ "burn-nova-desc2": "Spend your burn on your flares. You lose all burn at the end of the scene. Write 4 Flares you already have at character creation.",
+ "flare:": "Flare:",
+ "flarename": "(flare name)",
+ "flaredescription": "(flare description)",
+ "futureself-innocent-desc1": "Your future self is out there, an important figure in Halcyon City and the world beyond — and everything you'd hoped you'd never be. But finding out how they became who they are may be all it takes to push you along a similar path. Pick 1 step of your future self's path that you already know at character creation, and mark it (left side checkbox). When you learn of another step of your future self's path, mark it. You can have at most 5 steps marked.",
+ "futurepath1-desc": "They lost someone they cared about deeply",
+ "futurepath2-desc": "They failed horrifically in a noble pursuit or cause",
+ "futurepath3-desc": "They committed a major crime",
+ "futurepath4-desc": "They betrayed a close friend or ally",
+ "futurepath5-desc": "They won a victory at enormous cost to the world around them",
+ "futurepath6-desc": "They killed someone",
+ "futurepath7-desc": "They publicly battled another hero",
+ "futurepath8-desc": "They injured an innocent",
+ "futureself-innocent-desc2": "When you undergo an experience (your call) that echoes any one of the above (marked or unmarked), strike it through (right side checkbox). When you strike through a marked step, or mark a struck-through step, choose one of the following:",
+ "futurereplace1-desc": "Replace comfort or support with this: When you coldly dismiss someone, roll +Mundane. On a hit, they mark a condition or leave you alone, their choice. On a 7-9, they can also choose to inflict a condition on you.",
+ "futurereplace2-desc": "Replace defend someone with this: When you aggressively defend a large group or area, roll +Savior. On a hit, you create an opportunity for yourself to press the attack, and take +1 forward to pursue it. On a 10+, the collateral damage is minimal.",
+ "futurereplace3-desc": "Replace provoke someone with this: When you threaten someone, say what you want them to do and roll +Superior. On a hit, they either do it or they are put at a significant disadvantage against you, their choice. On a 10+, either way they mark a condition of your choice.",
+ "futurereplace4-desc": "Replace reject someone's Influence with this: When you spit in the face of guidance or Influence, roll +2. On a hit, take away their Influence over you or clear a condition, your choice. On a 7-9, you both take a powerful blow from the intensity of your words.",
+ "futurereplace5-desc": "Become an NPC antagonist — your path is irreconcilably set along the same course that your future self followed.",
+ "bond-joined-desc": "At character creation you start with Two of a kind, and choose one other bond.",
+ "bond1-desc": "Two of a kind: When time passes, you and your other half gain Influence over each other. When you or your other half pierces the other's mask, mark a condition to take a 10+.",
+ "bond2-desc": "Fastball special: When you perform a coordinated fighting maneuver with your other half, say who takes the lead and who assists. The leader rolls the adult move overwhelm a vulnerable foe. The assistant marks a condition.",
+ "bond3-desc": "Powers, activate!: When you and your other half pool your powers, say who takes the lead and who assists. The leader unleashes their powers with your combined Freak (max +4). The assistant shifts Savior down, Mundane up.",
+ "bond4-desc": "Four eyes are better: When you and your other half assess the situation from two different vantage points, one of you makes the move, and the other may either clear a condition or ask an additional question. You both get +1 when following the answers.",
+ "distinction-joined-desc": "When either you or your other half locks a Label, unmark one of your chosen bonds and choose a distinction.",
+ "distinction1-desc": "Mirror, mirror: When you pierce someone's mask, you can ask them \"What are you really feeling right now?\", even on a miss. If you do, they can ask you the same question.",
+ "distinction2-desc": "Shouldering the burden: When you push yourself to do something your other half failed at or can't do, mark a condition to use the adult move wield your powers.",
+ "distinction3-desc": "Going solo: When you directly engage a threat entirely on your own, you can roll +Superior instead of +Danger.",
+ "distinction4-desc": "Internal strife: When you snipe about your other half behind their back, remove one Team from the pool and clear a condition.",
+ "beforewegetstarted-soldier": "Before we get started:",
+ "beforestart-soldier": "When you have time to closely observe your opposition before a fight, roll. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 and mark a condition. During the fight, you can spend your hold to name a character you observed and...",
+ "beforestart-soldier-list1": "● ...redirect their attack to another character or nowhere — into a wall or the sky.",
+ "beforestart-soldier-list2": "● ...cross a distance between them and you.",
+ "beforestart-soldier-list3": "● ...stun them, close up or from a distance.",
+ "beforestart-soldier-list4": "● ...ignore all harm from one of their attacks.",
+ "beforestart-soldier-list5": "● ...escape any bindings or impediments they attempt to place on you.",
+ "memories:": "Memories:",
+ "memories-harbinger-desc": "Your Memories score starts at -1, and goes up by 1 (to a maximum of +3) for each name below. When you write a name below, they gain Influence over you if they did not already have it.",
+ "memories-role1": "● Monster:",
+ "memories-role2": "● Traitor:",
+ "memories-role3": "● Corruptor:",
+ "memories-role4": "● Martyr:",
+ "memories-role5": "● Architect:",
+ "memories-role6": "● Leader:",
+ "connect-harbinger-desc1": "When you push yourself to remember the version of someone that exists in your future, mark a condition and roll Memories. On a hit, you connect who they are now to who they are in the future; choose the role that they fulfill in the future, and the GM will tell you about their future self. On a 10+, ask a follow-up question. On a miss, they're not at all who you thought they would be; the GM will choose their role, or tell you that as far as you know, they don't exist in the future.",
+ "connect-harbinger-desc2": "At the start of each session or when time passes, roll to find out how your investigations into the timeline have been going. On a hit, choose one figure noted above or one aspect of the future world you can remember. You've found a lead to follow to learn more about how the present version of that figure or aspect became the future version. On a 10+, the lead is particularly strong; right now, you can ask the GM one question about the figure or aspect, and they will answer honestly. On a miss, you're lost in the present; the GM will tell you how things are so different here, and shift your Labels according to how it makes you feel.",
"move:": "Move:",
"label:": "Label:",
+ "activemove-hide": "Hide your Active Moves",
+ "activemove-note": "Note: Adult moves count as Active Moves",
+ "passivemove-hide": "Hide your Passive Moves",
+ "teammove-hide": "Hide your Team Moves",
+ "teammove1-beacon": "When you share a triumphant celebration with someone, tell them how they're awesome and add 1 Team to the pool. If they tell you how you're awesome in return, add 1 more Team to the pool.",
+ "teammove2-beacon": "When you share a vulnerability or weakness with someone, ask them to confirm or deny that you should be here. If they confirm it, mark potential and give them Influence over you. If they deny it, mark Angry and shift one Label up and one Label down, your choice.",
+ "teammove1-bull": "When you share a triumphant celebration with someone, make them your love or rival immediately to mark potential. If they are already your love or rival, take Influence over them and mark potential.",
+ "teammove2-bull": "When you share a vulnerability or weakness with someone, give them Influence and hold 2. Spend that hold to help them as if it were Team in the pool.",
+ "teammove1-delinquent": "When you share a triumphant celebration with someone, ask them if they think you're cool. If they say yes, give them Influence and take Influence over them. If they say no, mark a condition or spurn them immediately. If they're a teammate, then either way, add 1 Team to the pool.",
+ "teammove2-delinquent": "When you share a vulnerability or weakness with someone, give them Influence over you, and ask them who they'd like you to be. Mark potential if you show them that person. If they're a teammate, add 1 Team to the pool no matter what.",
+ "teammove1-doomed": "When you share a triumphant celebration with someone, give them Influence over you and spend 1 Team from the pool to clear one box on your Doomtrack.",
+ "teammove2-doomed": "When you share a vulnerability or weakness with someone, give them Influence over you and ask if they honestly think there's hope for you. If they say yes, mark potential or clear one box on your Doomtrack. If they say no, mark a condition or mark one box on your Doomtrack.",
+ "teammove1-janus": "When you share a triumphant celebration with someone, ask them if they see you as the person wearing the mask or the person underneath. If the former, mark potential and clear a condition. If the latter, take Influence over them if you reveal yourself.",
+ "teammove2-janus": "When you share a vulnerability or weakness with someone, tell them a secret about who you really are. Give them Influence, and shift your Mundane up and your Mask's Label down.",
+ "teammove1-legacy": "When you share a triumphant celebration with someone, tell them whether you see them as an equal. If you do, give them Influence over you and mark potential. If you don't, shift Superior up and any other Label down.",
+ "teammove2-legacy": "When you share a vulnerability or weakness with someone, tell them a secret about your legacy (including your own true feelings about it) to clear a condition and give them Influence over you.",
+ "teammove1-nova": "When you share a triumphant celebration with someone, ask them if there is any fear in their eyes when they look at you. If they say no, take +1 forward and mark potential. If they say yes, immediately shift your Danger up and Savior down.",
+ "teammove2-nova": "When you share a vulnerability or weakness with someone, tell them how they could stop you, if it came down to it. Give them Influence over you and clear a condition.",
+ "teammove1-outsider": "When you share a triumphant celebration with someone, take Influence over them if you show them meaningful affection, physical or emotional. They decide if it's meaningful.",
+ "teammove2-outsider": "When you share a vulnerability or weakness with someone, they tell you what you should do to fit in more. Take +1 forward to do it, and mark potential if you do.",
+ "teammove1-protege": "When you share a triumphant celebration with someone, ask them if you've been a good leader or effective teammate. If they say yes, your Mentor loses Influence over you and you mark potential. If they say no, your Mentor gains Influence over you, and you take +1 forward on using the Label your Mentor embodies.",
+ "teammove2-protege": "When you share a vulnerability or weakness with someone, tell them a secret about your Mentor (including your feelings towards them). Give them Influence over you and add 1 Team to the pool.",
+ "teammove1-transformed": "When you share a triumphant celebration with someone, clear a condition if they treat you like a perfectly normal person and mark potential if they praise your power or abilities.",
+ "teammove2-transformed": "When you share a vulnerability or weakness with someone, ask them if they think you're losing or gaining humanity. If they say losing, mark a condition and mark potential. If they say gaining, clear a condition and shift Mundane up and any other Label down.",
+ "teammove1-reformed": "When you share a moment of triumph with someone, ask them what gives them hope for a brighter day and give them Influence.",
+ "teammove2-reformed": "When you share a vulnerability or weakness with someone, ask them what they would do something dark for and gain Influence over them.",
+ "teammove1-newborn": "When you share a triumphant celebration with someone, ask them what makes them proud or happy about the actions they took and write a lesson based on it, either filling an empty slot or replacing an existing lesson.",
+ "teammove2-newborn": "When you share a vulnerability or weakness with someone, if their response helps you understand human feelings and problems, mark potential. If their response confuses or offends you, shift your Freak up and your Mundane down.",
+ "teammove1-innocent": "When you share a triumphant celebration with someone, ask whether they think your future self could've won this victory. If they do, mark potential and the GM shifts your Labels. If they do not, clear a condition and they shift your Labels.",
+ "teammove2-innocent": "When you share a vulnerability or weakness with someone, ask them if they think you could turn into your future self. If they do, mark potential and the GM shifts your Labels. If they do not, clear a condition and they shift your Labels.",
+ "teammove1-star": "When you share a triumphant celebration with someone, say whether it's part of the show or not. If it is, then you can shift your Labels as you choose. If it is not, then they shift your Labels, and you can clear a condition or mark potential.",
+ "teammove2-star": "When you share a vulnerability or weakness with someone, ask them if they will tell anyone the truth about you. If they agree to keep it a secret, clear a condition or mark potential. If they don't agree, the GM shifts your Labels.",
+ "teammove-joined": "When either you or your other half shares a triumphant celebration or shares a moment of vulnerability without the other one present, mark a condition to mark a potential.",
+ "teammove1-brain": "When you share a triumphant celebration with someone, ask them if they felt they could have done it without you. If they say yes, give Influence to them and mark a condition. If they say no, they give Influence to you.",
+ "teammove2-brain": "When you share a vulnerability or weakness with someone, hold 2. Spend the hold 1-for-1 to clear a condition or add 1 Team to the pool when you are with them.",
+ "teammove1-soldier": "When you share a triumphant celebration with someone, tell them what they need to do to achieve their full potential. If they accept your advice, take Influence over them and add 2 Team to the pool. If they reject what you have to say, mark a condition.",
+ "teammove2-soldier": "When you share a vulnerability or weakness with someone, ask them what cause they serve. If you find it to be a worthy cause, tell them how you will fight for it, clear a condition, and add 1 Team to the pool. If they don't have a cause (or you find it unworthy), mark a condition.",
+ "teammove1-harbinger": "When you confess to a teammate the difference between what you thought they would be and what they really are, add 1 Team to the pool, and ask them if you represent a future they'd want. If they say yes, mark potential. If they say no, mark a condition.",
+ "teammove2-harbinger": "When you share a tale of future loss with someone, ask them if they think you have the ability to avert that loss. If they believe you do, mark potential and give them Influence over you. If they don't, mark Guilty and shift one Label up and one Label down (your choice). If Guilty is already marked, mark another condition, GM's choice.",
+ "teammove1-nomad": "When you share a triumphant celebration with someone, ask them what they admire about you. The GM will shift one of your Labels up and one down based on what they say.",
+ "teammove2-nomad": "When you share a vulnerability or weakness with someone, mark a condition, give them Influence over you, and mark potential.",
+ "teammove1-scion": "When you share a triumphant celebration with someone, ask them if you have earned their respect. If you have, take Influence over them and mark potential. If you have not, give them Influence over you and mark potential.",
+ "teammove2-scion": "When you share a vulnerability or weakness with someone, ask them if they would defend you against those who mistrust you. If they say yes, clear a condition and shift Savior up and any other Label down. If they say no, mark a condition and shift Danger up and any other Label down.",
+ "momentoftruth-unlock": "Unlock your Moment of Truth",
+ "moment-beacon": "This is the moment when you show them exactly why you belong here. You do any one thing, take out any one enemy, no matter how insane, no matter how ridiculous, because that's you. Their jaws are gonna drop when you're done. Of course, pulling off a stunt like this tends to bring unwanted attention and a dangerous reputation...",
+ "moment-bull": "This is what you do best. You let loose, all the pent up strength and rage and glee, and you break whatever stands in your way. You are a walking demolition crew. What can stand up to you? Nothing. Not buildings. Not structures. Not enemies. Nothing. Of course, now the people who changed you know exactly where to find you...",
+ "moment-delinquent": "This is when you show them what you really are. Whether you're the hero underneath the rebel facade... or the one who can make the hard choices heroes can't make. You do whatever it takes to show that truth, whether it's saving the day from a terrible villain or stopping a bad guy once and for all. Of course, once you've shown what you really are, there's no going back to playing the clown...",
+ "moment-doomed": "The prickly tingling fear of your doom, always in your head — it holds you back most of the time. But right here, right now? It gives you the confidence to do anything. After all, what's the worst that could happen? Is it worse than your doom? Do impossible things. Do anything. But mark a Doomsign after you're finished.",
+ "moment-janus": "The mask is a lie, and some piece of you has always known that. Doesn't matter if others can see it. You're the one that can do the impossible. Mask off. Costume on. And you're going to save the damn day. Of course, you better hope nobody nasty is watching...",
+ "moment-legacy": "This is the moment when you prove how much the mantle belongs to you. You seize control of all your powers, and you defeat even impossible odds to prove you are worthy of the name you carry. You accomplish feats even your predecessors couldn't do. Of course, after you prove something like that, you can expect still more responsibilities to be placed on your shoulders...",
+ "moment-nova": "Your mind's eye opens, and you can see the world around you like never before. You can control it, at will, with ease. Of course, warping reality tends to have ramifications down the line, but in your moment of godhood... how could you possibly be worried?",
+ "moment-outsider": "You embrace your home and call them for aid. They will answer your call, in force, arriving exactly when you need them to turn the tide. They fight and serve you for the rest of the battle. Of course, when all is said and done... they'd probably like to take you home with them. You did, after all, just prove yourself worthy.",
+ "moment-protege": "The moment that you show who you really are: your mentor, or something different. You can do whatever your mentor could do and more. You can do the incredible, even the things they always failed to accomplish. Of course, they're not going to see you the same way, no matter which path you choose...",
+ "moment-transformed": "It's so easy to forget that you're not your body, and you're not the voice in your head — you're both. Be the monster, and save them anyway. Smash down walls, and speak softly. Because when you embrace it, you can do anything. Of course, putting on a display like this is sure to rile up those who see only the monster when they look at you...",
+ "moment-reformed": "You've seen your greatest mistakes, and the rest of the world has, too. They're all watching you now, judging every move you make. When everything is on the line and your back is against the wall, though, you'll show them what you're made of — that being a hero is a choice. An act of will. And you've got what it takes to save the day. Of course, afterward, you can expect both sides, hero and villain, to deeply question where your loyalties truly lie...",
+ "moment-newborn": "Something snaps into focus, and suddenly you're a full thing, true and complete. You'd never have known how fragmented you were before, if not for here, this moment. You're not a series of individual lessons. You're not a series of subroutines and programs. You're... a person. This must be what it's like to be... human. And this fullness? It gives you a control over yourself, a unity of purpose you've never experienced before. Of course, now that you're showing off all your potential, it's only a matter of time before someone comes forward to reduce you to a machine again...",
+ "moment-innocent": "You've fought, struggled, and worked so hard to figure out who you are, whether you're just the same as your future self or whether you're different... but right now, that's all out the window. The distinction between your future self and your present self vanishes in the face of the trial before you, and you become exactly the powerful, adamant figure that everyone fears or hopes you will one day become. You can do exactly what your future self could do, and everyone around you sees them in you more clearly than ever. Of course, after this it's going to be hard to treat you as two different people...",
+ "moment-star": "Sometimes it can be hard to tell where the show stops and where you begin — but not today. Not now. Because right now, there is no show. Right now, you are the thing you pretend to be — bold and bright and beautiful and amazing and powerful and confident. Right now, you draw strength from your audience, comfort from their belief in you, and you can do anything they think you can. Of course, after such an impassioned performance, your audience will just have even more demands...",
+ "moment-joined-choose": "When you trigger your Moment of Truth, choose — are you working with your other half, or are you on your own?",
+ "moment-joined-otherhalf": "If you're working with your other half, use the text of their Moment of Truth and treat it as if it applies to both of you. Remember to lock your Label and switch a Bond to a Distinction, because you'll probably never reach these heights of perfect connection, of being one, ever again...",
+ "moment-joined-own": "If you're on your own, use the following text:",
+ "moment-joined": "You're on your own. It's like missing an arm. Like fighting naked. Like holding your breath. You're missing something vital... but you're moving faster than ever, thinking faster than ever, doing things you couldn't even do while relying on both of your strength combined. And it's hitting you, hard — you can do this. Without them. And you can win. It's going to be hard to come down off this high and rejoin with them afterwards, isn't it? Remember to lock a Label and switch a Bond to a Distinction, after you're finished.",
+ "moment-brain": "Sooner or later, all the super powers, elite training, and experience are helpless in the face of evil or disaster. That's when somebody like you, gifted as you are with a peerless intellect, can rise to the occasion. Your plan, your invention, or your lightning-fast thought processes save the day, in a way no one else could have foreseen. Of course, after you've shown how different you are from them, that distance between you and the others is now that much greater. And the world is only going to pull you farther apart...",
+ "moment-soldier": "Freedom isn't free. But not every mission ends in tragedy. When things look bleakest, when your back is against the wall, when it seems like the dawn will never come... you find a way forward without violence. Your enemies lay down their arms and surrender; your allies step back from the brink of chaos. Of course, the people you've saved aren't going to forget what you've done here today; they may even come to see you as a symbol of the higher cause you claim to serve...",
+ "moment-soldier-lock": "You cannot lock Soldier after using your Moment of Truth.",
+ "moment-harbinger": "Everything you do could affect the future. For all you know, saving that one guy means that now the future is full of pterodactyls. The ripples are always so hard to track, and you're not sure if you've helped or hurt — not really. Until now. In this moment, it's all clear. You can see the course of events laid out before you like a river, and you know exactly what you have to do to ensure the future outcome you want. Of course, after this, you've changed enough of the timeline to invalidate your prior research — reset all the names in your Connecting Dots section.",
+ "moment-nomad": "You basically exist with one foot out the door, ready to leave this place, to go back out into the wide expanse of the universe. You've never fully committed. That is, until today. Until right now. Now, you pour everything you have and everything you are into this moment. You pull off tricks no one from this planet has ever seen before. You use your tools in ways no one here could have ever imagined. You devote yourself, here and now, to a cause, and you achieve your goal in ways that you never could've if you'd only stayed home. Of course, now you've proved to everyone that you really don't belong here, and the very skills that let you succeed are the ones you earned from out there...",
+ "moment-scion": "People have always tried to define you by your lineage. As if from the moment you were born, you were meant to be some villain to be defeated. But... they're right, aren't they? That darkness is in you. So right here, right now, you're not fighting it — you're embracing it. Both hero and villain, and greater besides. You're overcoming impossible odds in ways no hero would approve of, and no villain could comprehend. Of course, after seeing what you can really do when you embrace the whole of yourself, the rest of the world isn't going to forget who you really are...",
+ "moment-label-lock": "After you use your Moment of Truth, permanently lock one Label.",
+ "advancedspecial-view": "View after taking the corresponding Advancement",
+ "advancedspecial-brain1": "View after taking Sanctuary",
+ "advancedspecial-brain2": "View after taking Drives",
+ "burn-adv-desc": "Spend your burn on your flares. You lose all burn at the end of the scene. You get 3 Flares.",
+ "describeadvspec": "(describe your advanced special)",
"conditions:": "Conditions:",
"takeapowerfulblow": "(take a powerful blow)",
+ "toclear": "To clear:",
"afraid": "Afraid",
- "malusdirectlyengage": "(-2 to directly engage)",
+ "malusdirectlyengageathreat": "(-2 to directly engage a threat)",
+ "clearafraid": "run from something difficult",
"angry": "Angry",
"maluscomfortorsupport": "(-2 to comfort or support)",
"maluspiercethemask": "(-2 to pierce the mask)",
+ "clearangry": "hurt someone or break something important",
"guilty": "Guilty",
"malusprovokesomeone": "(-2 to provoke someone)",
"malusassessthesituation": "(-2 to assess the situation)",
+ "clearguilty": "make a sacrifice to absolve your guilt",
+ "hopeless": "Hopeless",
+ "malusunleashyourpowers": "(-2 to unleash your powers)",
+ "clearhopeless": "fling yourself into easy relief",
"insecure": "Insecure",
"malusdefend": "(-2 to defend)",
"malusreject": "(-2 to reject what others say)",
- "hopeless": "Hopeless",
- "malusunleashyourpowers": "(-2 to unleash your powers)",
+ "clearinsecure": "take foolhary action without talking to your team",
+ "newborn-optional-damage": "Enable if you take the Damage move",
+ "damaged": "Damaged",
+ "cleardamaged": "you need time, external help, or special equipment or abilities",
+ "conditions-note": "Note: Conditions do not affect Active Moves",
+ "whenyoumarkdrive": "When you mark a drive, choose one: mark potential, clear a condition, take influence over someone involved",
+ "whencompleteadriveset": "When you complete a set of drives, add another set with 4 new drives.",
+ "whenalldrivesmarked": "When all drives are marked, choose one: change playbooks, retire from the life, become a paragon of the city",
"completedthisset": "completed this set",
+ "bullheartdesc": "You can change your love or rival at any time; give the new person influence over you",
"love:": "Love:",
"rival:": "Rival:",
- "add1toallrollsthistwo": "(add 1 to all rolls that target these two)",
- "darkvisions": "Dark Visions",
- "burningbright": "Burning Bright",
- "infinitepowers": "Infinite Powers",
- "bolstered": "Bolstered",
- "portal": "Portal",
- "yourdoomcomes": "Your doom comes",
+ "bullheartongoing": "(+1 to any roll that impresses your love or frustrates your rival)",
+ "bullchooserole": "Choose a role that you fulfill for your love or rival",
+ "bullrole1": "Defender: When you leap to defend your love or rival in battle, roll +Danger instead of +Savior to defend them.",
+ "bullrole2": "Friend: When you comfort or support your love or rival, mark potential on a hit. When your love or rival comforts or supports you, mark potential when they roll a hit.",
+ "bullrole3": "Listener: When you pierce the mask of your love or rival, you can always let them ask you a question to ask them an additional question in turn, even on a miss. These additional questions do not have to be on the list.",
+ "bullrole4": "Enabler: When you provoke your love or rival, roll +Danger if you are trying to provoke them to rash or poorly thought out action.",
+ "nemesisdesc1": "Your Nemesis is an epic and powerful enemy representing and embodying your Doom.",
+ "nemesisdesc2": "At the end of every session, answer the question: Did you make progress on defeating your Nemesis? If the answer is yes, mark potential. If the answer is no, mark your Doomtrack.",
+ "sanctuarydesc1": "You have a place where you can rest, recover, and reflect upon your powers. Write 3 features of your Sanctuary:",
+ "sanctuarydesc2": "Write 2 downsides of your Sanctuary:",
+ "sanctuarydesc3": "When you call upon the resources of your Sanctuary to solve a problem, say what you want to do. The GM will give you 1 to 4 requirements from the following which you must fulfill to complete your solution:",
+ "sanctuary-req1": "First, you must...",
+ "sanctuary-req2": "You'll need help from...",
+ "sanctuary-req3": "You and your team will risk danger from...",
+ "sanctuary-req4": "The best you can do is a lesser version, unreliable and limited",
+ "sanctuary-req5": "You'll need to mark one box on your Doomtrack",
+ "sanctuary-req6": "You'll have to obtain...",
+ "legacydesc1": "Name some members of your legacy (at least 2):",
+ "legacymember1": "is still active and prominent in the city.",
+ "legacymember2": "is retired and quite judgmental.",
+ "legacymember3": "is the next possible member of your legacy.",
+ "legacymember4": "is the greatest opponent your legacy ever faced... and is still at large.",
+ "legacydesc2": "Whenever time passes, roll to see how the members of your legacy feel or react to your most recent exploits. Before rolling, have the other players answer these following questions about your performance. Take -1 to the roll for each 'no' answer:",
+ "legacyquestion1": "● Have you been upholding the traditions of your legacy?",
+ "legacyquestion2": "● Have you maintained the image of your legacy?",
+ "legacyquestion3": "● Have you made the other members of your legacy proud?",
+ "legacydesc3": "On a hit, one of them offers you meaningful encouragement, an opportunity, or an advantage. On a 7-9, another is upset with your most recent actions, and will make their displeasure known. On a miss, something you did stirred up the hornet's nest — expect several members of your legacy to meddle with your life.",
"hold:": "Hold:",
- "resetto0attheend": "(reset to 0 at the end of the scene)",
+ "mentor-desc1": "You have a mentor, someone who's taught you, trained you, given you aid, or raised you up. Someone who might have confined you a bit too rigidly to a single path.",
"embodies:": "Embodies:",
"denies:": "Denies:",
- "add1toallrollsthesepeople": "(add 1 to all rolls that target these people)",
+ "mentor-resource": "Mentor's Resources:",
+ "mentor-desc2": "Write up to 3 resources that your mentor gave you and the team",
+ "mentorresource": "(resources provided by your mentor)",
+ "haveinfluenceover": "I have influence over:",
+ "influenceroll": "(+1 to any roll that target these people)",
+ "aminfluencedby": "I am influenced by:",
"whatdidyoutake": "(what did you take?)",
"movename": "(move name)",
"movedescription": "(move description)",
+ "teammovedesc": "(team move description)",
+ "momentcustomdesc": "(moment of truth description)",
"drive": "(drive)",
"yourlove": "(your love)",
"yourrival": "(your rival)",
- "iam": "(I am...)",
- "asuperheroshould": "(A superhero should...)",
- "always": "(Always...)",
- "never": "(Never...)",
- "villainouscontact": "(villainous contact)"
+ "friendsinlowplaces1": "You have ties to villains from your previous career, a.k.a. Friends in Low Places.",
+ "friendsinlowplaces2": "Write 3 names and fill in their details. At character creation, mark 2 obligations on one villain and mark 1 obligation on another.",
+ "contactobligation": "Obligation:",
+ "villainouscontact": "(villainous contact)",
+ "theirspecialty": "(their specialty)",
+ "friendsinlowplaces-help1": "When you come to them for help with your problems, mark obligation on them and they'll help out within their specialty. If all their boxes are full, then they won't help you until you help them.",
+ "friendsinlowplaces-help2": "When time passes, roll flat + your highest obligation. On a 10+, they come crashing into your life with a crisis. On a 7-9, they call for a favor. On a miss, they don't come knocking yet, but mark obligation on them — the debts are getting heavier.",
+ "friendsinlowplaces-help3": "When you help one of these villains with their problems, erase 2 obligations on them.",
+ "lessonsnewborn-desc": "When you learn something that helps you make sense of the world, write it down as a Lesson. Fill in 2 lessons at character creation. Fill in the others during play.",
+ "lesson-newborn1": "I am",
+ "lesson-newborn2": "A superhero should",
+ "lesson-newborn3": "Always",
+ "lesson-newborn4": "Never",
+ "lessonsnewborn-embody": "When you embody one of your lessons, shift one Label up and one Label down, your choice. If you cause a misunderstanding, collateral damage, or unintended consequences in the process, mark potential.",
+ "lessonsnewborn-reject": "When you reject one of your lessons, reject its Influence as if it were an NPC. If you choose to have it lose Influence over you, erase that lesson and write a new one in its stead.",
+ "lessonsnewborn-creator1": "When you approach your creator or caretakers with a problem, tell them what obstacle you face or what you need to achieve, and they will offer you something you need. The GM chooses one:",
+ "lessonnewborn-offer1": "● secret information",
+ "lessonnewborn-offer2": "● a way to temporarily boost or expand your powers",
+ "lessonnewborn-offer3": "● access to instruments, weapons, or resources",
+ "lessonnewborn-offer4": "● official and explicit backing",
+ "lessonsnewborn-creator2": "If you accept their help, they'll rewrite one of your lessons.",
+ "audiencestar-desc": "You are a celebrity in the city. By default, your audience is a limited group of interested fans, and you speak to them through after-action interviews, infrequent press conferences, etc. Why does your audience love you? Mark all that apply.",
+ "audience-why1": "You're just like them",
+ "audience-why2": "You're a dangerous person, a bad seed",
+ "audience-why3": "You're noble warrior for justice",
+ "audience-why4": "You're stunning, unique, and beautiful",
+ "audience-why5": "You're charming, well-spoken, and smart",
+ "audience-why6": "You're a firebrand, a rabble rouser",
+ "audiencestar-adv": "Choose 2 advantages:",
+ "audience-adv1": "Your audience is utterly devoted to you",
+ "audience-adv2": "You can easily speak to them at any time",
+ "audience-adv3": "You have a PR agent to handle your audience",
+ "audience-adv4": "You earn a lot of money from their interest",
+ "audience-adv5": "You have a major hero's endorsement",
+ "audience-adv6": "You have a much wider audience",
+ "audiencestar-demand": "Choose 2 demands your audience makes on you:",
+ "audience-demand1": "They require constant stimulation",
+ "audience-demand2": "They require perfection — no mistakes",
+ "audience-demand3": "They require frequent bouts of drama",
+ "audience-demand4": "They require major acts of heroism",
+ "audience-demand5": "They require novelty and brand new action",
+ "audience-demand6": "They require chemistry with your allies",
+ "audiencestar-accept": "When you accept what your audience tells you about yourself, clear a condition.",
+ "audiencestar-reject": "When you reject what your audience tells you about yourself, on a hit mark potential and expect retribution.",
+ "audiencestar-help": "When you seek help from your audience, roll. On a hit, someone in your audience can hook you up. On a 10+, they only make a small demand. On a 7-9, their demands are a lot higher. On a miss, you've made a mistake, and your audience won't help you until you've redeemed yourself in their eyes.",
+ "otherhalfjoined-desc": "You share a deep bond with your other half. You are stronger together than you are apart, for now. If your other half's playbook has no extra, then take 2 playbook moves from them; one they have and one they don't. If your other half's playbook has extras (drives, bull's heart, burn, the mask, legacy etc.), then you share the extras, gaining further merits and demerits.",
+ "otherhalfjoined-more": "For more details, refer to pages 102 to 109 in the Masks: Halcyon City Herald Collection supplement.",
+ "otherhalfjoined-playbook": "Your Other Half's Playbook:",
+ "otherhalfextra": "(describe what extras you gain from/share with your other half)",
+ "brainshame-desc": "You have a deep and abiding sense of guilt for something you have created or had a hand in creating. Just as you are a world-class intellect, your shame is a world-class problem. Whatever the case, your role in its creation is not publicly known... yet.",
+ "brainshame-title": "Your Shame:",
+ "brainshame-list1": "A prototype AI",
+ "brainshame-list2": "A cosmic phenomenon",
+ "brainshame-list3": "A catastrophic weapon",
+ "brainshame-list4": "A dangerous chemical",
+ "brainshame-list5": "A living monstrosity",
+ "brainshame-list6": "An altered former ally",
+ "brainshame-confront": "Whenever you are confronted with your shame, either mark a condition or shift Superior down and Danger up. If your shame is an NPC, they can never lose Influence over you.",
+ "brainshame-endsession1": "At the end of every session, answer the question:",
+ "brainshame-endsession2": "● Did you take steps to make amends for your shame?",
+ "brainshame-endsession3": "If the answer is yes, mark potential. If the answer is no, give Influence to one of your teammates.",
+ "soldier": "Soldier",
+ "soldier:": "Soldier:",
+ "actonorders": "(act on orders and rely on training)",
+ "invokeauthority": "(invoke your authority",
+ "askaegis": "(ask A.E.G.I.S. for resources)",
+ "highercalling-desc": "You work for A.E.G.I.S., an agency that keeps the world safe from all manners of superhuman, supernatural, and extraterrestrial threats.",
+ "soldierlabel-desc": "The Soldier Label functions like any other Label. Characters with Influence over you can shift it, and you mark a condition if it would ever shift above +3 or below -2. You can only lock Soldier with the corresponding advancement. You can only cancel the influence A.E.G.I.S. holds over you with the corresponding advancement.",
+ "highercalling-move1": "When you're acting on orders and relying on your training, give A.E.G.I.S. influence to use Soldier instead of any other Label when you make a basic or playbook move.",
+ "highercalling-move2": "When you invoke your authority over civilians, Halcyon City personnel, or A.E.G.I.S. staff, roll +Soldier. On a hit, your words carry weight. On a 7-9, someone will push back against your instructions or orders... sooner rather than later. On a miss, your attempts to control the situation create an opportunity for your enemies within A.E.G.I.S. to act against you.",
+ "highercalling-move3": "When you ask A.E.G.I.S. for additional resources, equipment, or information during a mission, roll +Soldier. On a hit, they'll resupply you as best they can. On a 10+, the resources are highly classified or experimental; take +1 ongoing to deploying them throughout the mission. On a miss, A.E.G.I.S. sends what they think you need, regardless of what you actually requested.",
+ "scionlineage-desc": "You are the child of a true supervillain. You strive to be different than them, but they are a part of you. Answer each question below to describe them:",
+ "scionlineage-ques1": "What kind of villain are they?",
+ "scionlineage-ques2": "What is your relationship with them like?",
+ "scionlineage-ques3": "They have an array of abilities, assets, and strengths; what are some of them? (up to 3)",
+ "scionrespect-desc1": "Write down the names of at least 2 characters whose respect you need to earn in order to differentiate yourself from your parent. You may fill in new names whenever appropriate.",
+ "respect:": "Respect:",
+ "advancement:": "Advancement:",
+ "scionrespect-list1": "● Your parent's greatest enemy:",
+ "scionrespect-list2": "● Your parent's greatest victim:",
+ "scionrespect-list3": "● Your personal idol:",
+ "scionrespect-list4": "● The city's greatest leader:",
+ "scionrespect-list5": "● The city's greatest hero:",
+ "scionrespect-list6": "● The city's biggest celebrity:",
+ "scionrespect-desc2": "When you seek out one of the characters named above, roll. On a hit, you track them down. On a 7-9, they're juggling their own problems, and may not have time for you. On a miss, when you find them, the situation is dire; the GM will tell you how.",
+ "scionrespect-desc3": "If you earn Influence over the characters listed above, instead you mark 1 Respect. If you lose Influence over the characters listed above, instead you lose 1 Respect. If you lose 1 Respect and you have none marked, you immediately mark a condition, GM's choice.",
+ "scionrespect-desc4": "The first time you reach 4 Respect on an individual, take an advancement (mark the corresponding box under the character).",
+ "scionrespect-desc5": "While you have 4 Respect on an individual, you gain the following benefits. If you dip below 4 Respect on an individual, you lose these benefits.",
+ "scionrespect-desc5opt1": "● You can reject their Influence at a +3 (does not stack with the above).",
+ "scionrespect-desc5opt2": "● You take +1 to a Label of their choice (write it next to their name).",
+ "nomadinfluencedby": "I am influenced by: (max 6)",
+ "nomadinfluence-desc1": "(By default, no one has Influence over you, not even adults)",
+ "nomadinfluence-desc2": "(You gain benefits based on how much Influence you have given out. Check Roots for details.)",
+ "nomadroots-desc1": "● During play, you can only give Influence by revealing a vulnerability or weakness to someone and through the end of session move.",
+ "nomadroots-desc2": "● You cannot give Influence to somebody who already has Influence over you.",
+ "nomadroots-desc3": "● Others cannot take Influence over you; if they would, instead they choose: mark potential or inflict a condition on you.",
+ "nomadroots-desc4": "● You reject Influence at -2 by default, instead of +0 (already included in the Reject Influence roll).",
+ "nomadroots-desc5": "● When someone takes advantage of their Influence over you, they can choose 2 options.",
+ "nomadroots-desc6": "● At the end of each session, you may take away Influence from someone who has Influence over you.",
+ "nomadroots-howmuch": "How much Influence have you given out?",
+ "nomadinfluence-list1": "0 Influence",
+ "nomadinfluence-list2": "1-2 Influence",
+ "nomadinfluence-list3": "3 Influence",
+ "nomadinfluence-list4": "4 Influence",
+ "nomadinfluence-list5": "5 Influence",
+ "nomadinfluence-list6": "6 Influence",
+ "nomadinfluence-option1": "● You cannot comfort or support anyone. If you would trigger that move, instead mark a condition as you say exactly the wrong thing. If someone tries to comfort or support you, you cannot open up to them.",
+ "nomadinfluence-option2": "● When you defend someone who has Influence over you, you can ignore the Insecure condition. When you directly engage someone who has Influence over you, you can ignore the Afraid condition.",
+ "nomadinfluence-option3": "● When you take a powerful blow from someone with Influence over you, take -2 to the roll.",
+ "nomadinfluence-option4": "● When you pierce the mask of someone who has Influence over you, you can always ask them one question, even on a miss.",
+ "nomadinfluence-option5": "● When you spend 1 Team to help someone who has Influence over you, it gives them +2.",
+ "nomadinfluence-option6": "● When you accept the words of someone who has Influence over you, mark potential, clear a condition, or take +1 forward.",
+ "theirname": "(their name)",
+ "bullet": "●",
+ "rollkapow": "KAPOW!",
+ "rollfullhit": "Full hit!",
+ "rollhit": "Hit!",
+ "rollmiss": "Miss!",
+ "rollohdear": "Oh dear!"
}
diff --git a/Masks - A New Generation/translations/es.json b/Masks - A New Generation/translations/es.json
index e5bbff0b92..10087132e0 100644
--- a/Masks - A New Generation/translations/es.json
+++ b/Masks - A New Generation/translations/es.json
@@ -1,8 +1,9 @@
{
"playbook:": "Playbook:",
+ "choose-playbook": "Choose Playbook",
"thebeacon": "The Beacon",
"thebull": "The Bull",
- "thedelinquant": "The Delinquent",
+ "thedelinquent": "The Delinquent",
"thedoomed": "The Doomed",
"thejanus": "The Janus",
"thelegacy": "The Legacy",
@@ -10,83 +11,389 @@
"theoutsider": "The Outsider",
"theprotege": "The Protégé",
"thetransformed": "The Transformed",
- "theinnocent": "The Innocent",
- "thejoined": "The Joined",
- "thenewborn": "The Newborn",
"thereformed": "The Reformed",
+ "thenewborn": "The Newborn",
+ "theinnocent": "The Innocent",
"thestar": "The Star",
+ "thejoined": "The Joined",
"thebrain": "The Brain",
"thesoldier": "The Soldier",
+ "theharbinger": "The Harbinger",
+ "thenomad": "The Nomad",
+ "thescion": "The Scion",
+ "custom": "Custom",
"somethingelse": "Something Else",
- "freak:": "Freak:",
- "unleashyourpowers": "(unleash your powers)",
- "danger:": "Danger:",
- "directlyengage": "(directly engage)",
- "savior:": "Savior:",
- "savior": "Savior",
- "freak": "Freak",
+ "halcyoncityherald": "Halcyon City Herald Collection",
+ "secretsofaegis": "Secrets of A.E.G.I.S.",
+ "unbound": "Unbound",
"danger": "Danger",
+ "danger:": "Danger:",
+ "freak": "Freak",
+ "freak:": "Freak:",
+ "savior": "Savior",
+ "savior:": "Savior:",
"superior": "Superior",
- "mundane": "Mundane",
- "soldier": "Soldier",
- "defend": "(defend)",
"superior:": "Superior:",
+ "mundane": "Mundane",
+ "mundane:": "Mundane:",
+ "sumof5labels": "Sum of 5 Labels:",
+ "sumof6labels": "Sum of 6 Labels:",
+ "bydefault3": "(by default this should be a 3)",
+ "bydefault5": "(by default this should be 5)",
+ "advancementmayincrease": "(advancement may increase this)",
+ "directlyengageathreat": "(directly engage a threat)",
+ "unleashyourpowers": "(unleash your powers)",
+ "comfortorsupport": "(comfort or support)",
+ "piercethemask": "(pierce the mask)",
+ "defend": "(defend)",
"assessthesituation": "(assess the situation)",
"provokesomeone": "(provoke someone)",
- "mundane:": "Mundane:",
- "soldier:": "Soldier:",
- "piercethemask": "(pierce the mask)",
- "comfortorsupport": "(comfort or support)",
- "actonorders": "(act on orders and rely on training)",
- "invokeauthority": "(invoke your authority",
- "askaegis": "(ask A.E.G.I.S. for resources)",
"flat2d6": "Flat 2d6",
"rejectsomeonesinfluence": "(reject someone's influence)",
+ "rejectinfluence": "Reject Influence",
"customrolls": "(custom rolls)",
- "sumoflabels": "Sum of Labels:",
- "bydefault3": "(by default this should be a 3)",
- "advancementmayincrease": "(advancement may increase this)",
+ "doom-desc": "What brings your Doom closer? Choose two:",
+ "doomcloser1": "overexerting yourself",
+ "doomcloser2": "facing danger alone",
+ "doomcloser3": "showing mercy",
+ "doomcloser4": "injuring innocents",
+ "doomcloser5": "frightening loved ones",
+ "doomcloser6": "talking about it openly",
+ "doomtrack-desc": "Whenever you bring your Doom closer, mark one box on your Doomtrack",
+ "doomtrack:": "Doomtrack:",
+ "doomtrack-fill": "Whenever your Doomtrack fills, clear it and take one of your Doomsigns",
+ "doomsign-desc": "These are abilities that come to you with your approaching Doom. Once you have taken all five Doomsigns above the line, you must take \"Your doom arrives\" the next time your Doomtrack fills. Choose 1 Doomsign you already have at character creation.",
+ "doomsign1-desc": "Dark Visions: Mark your Doomtrack to have a vision about the situation at hand. After the vision, ask the GM a question; they will answer it honestly.",
+ "doomsign2-desc": "Infinite Powers: Mark your Doomtrack to use an ability from any playbook, one time.",
+ "doomsign3-desc": "Portal: Mark your Doomtrack to appear in a scene with anyone you want.",
+ "doomsign4-desc": "Burning Bright: Mark your Doomtrack to ignore one of the GM's stated requirements when you call upon the resources of your Sanctuary.",
+ "doomsign5-desc": "Bolstered: Mark your Doomtrack to use an Adult Move one time.",
+ "doomsign6-desc": "Your Doom arrives; confront it and perish.",
+ "themask-janus": "The Mask:",
+ "themask-janus-desc1": "You wear a mask and hide your real identity. Choose what Label you try to embody while wearing your mask:",
+ "themask-janus-desc2": "Once per session, you can affirm either your heroic or secret identity to switch your Mundane with your mask's Label.",
+ "themask-janus-desc3": "When you reveal your secret identity to someone who didn't know it already, mark potential.",
+ "secretid-janus-desc1": "Your mundane life comes with a series of obligations. Choose a total of 3 obligations:",
+ "obligationjanus": "(your obligations among jobs, school, home and social)",
+ "secretid-janus-desc2": "When time passes, roll to see how you're managing your obligations. On a hit, things are going pretty well — you have an opportunity or advantage thanks to one of your obligations. On a 7-9, you've lapsed on one obligation, your choice. On a miss, you haven't given your normal life anywhere near the attention it deserves; the GM chooses 2 obligations that are going to bite you in the butt.",
+ "conditions-marked": "Conditions marked:",
+ "burn-nova-desc1": "When you charge up your powers, roll. On a hit, hold 3 burn. On a 7-9, mark a condition. On a miss, hold 2 burn and mark 3 conditions.",
+ "burn-nova-desc2": "Spend your burn on your flares. You lose all burn at the end of the scene. Write 4 Flares you already have at character creation.",
+ "flare:": "Flare:",
+ "flarename": "(flare name)",
+ "flaredescription": "(flare description)",
+ "futureself-innocent-desc1": "Your future self is out there, an important figure in Halcyon City and the world beyond — and everything you'd hoped you'd never be. But finding out how they became who they are may be all it takes to push you along a similar path. Pick 1 step of your future self's path that you already know at character creation, and mark it (left side checkbox). When you learn of another step of your future self's path, mark it. You can have at most 5 steps marked.",
+ "futurepath1-desc": "They lost someone they cared about deeply",
+ "futurepath2-desc": "They failed horrifically in a noble pursuit or cause",
+ "futurepath3-desc": "They committed a major crime",
+ "futurepath4-desc": "They betrayed a close friend or ally",
+ "futurepath5-desc": "They won a victory at enormous cost to the world around them",
+ "futurepath6-desc": "They killed someone",
+ "futurepath7-desc": "They publicly battled another hero",
+ "futurepath8-desc": "They injured an innocent",
+ "futureself-innocent-desc2": "When you undergo an experience (your call) that echoes any one of the above (marked or unmarked), strike it through (right side checkbox). When you strike through a marked step, or mark a struck-through step, choose one of the following:",
+ "futurereplace1-desc": "Replace comfort or support with this: When you coldly dismiss someone, roll +Mundane. On a hit, they mark a condition or leave you alone, their choice. On a 7-9, they can also choose to inflict a condition on you.",
+ "futurereplace2-desc": "Replace defend someone with this: When you aggressively defend a large group or area, roll +Savior. On a hit, you create an opportunity for yourself to press the attack, and take +1 forward to pursue it. On a 10+, the collateral damage is minimal.",
+ "futurereplace3-desc": "Replace provoke someone with this: When you threaten someone, say what you want them to do and roll +Superior. On a hit, they either do it or they are put at a significant disadvantage against you, their choice. On a 10+, either way they mark a condition of your choice.",
+ "futurereplace4-desc": "Replace reject someone's Influence with this: When you spit in the face of guidance or Influence, roll +2. On a hit, take away their Influence over you or clear a condition, your choice. On a 7-9, you both take a powerful blow from the intensity of your words.",
+ "futurereplace5-desc": "Become an NPC antagonist — your path is irreconcilably set along the same course that your future self followed.",
+ "bond-joined-desc": "At character creation you start with Two of a kind, and choose one other bond.",
+ "bond1-desc": "Two of a kind: When time passes, you and your other half gain Influence over each other. When you or your other half pierces the other's mask, mark a condition to take a 10+.",
+ "bond2-desc": "Fastball special: When you perform a coordinated fighting maneuver with your other half, say who takes the lead and who assists. The leader rolls the adult move overwhelm a vulnerable foe. The assistant marks a condition.",
+ "bond3-desc": "Powers, activate!: When you and your other half pool your powers, say who takes the lead and who assists. The leader unleashes their powers with your combined Freak (max +4). The assistant shifts Savior down, Mundane up.",
+ "bond4-desc": "Four eyes are better: When you and your other half assess the situation from two different vantage points, one of you makes the move, and the other may either clear a condition or ask an additional question. You both get +1 when following the answers.",
+ "distinction-joined-desc": "When either you or your other half locks a Label, unmark one of your chosen bonds and choose a distinction.",
+ "distinction1-desc": "Mirror, mirror: When you pierce someone's mask, you can ask them \"What are you really feeling right now?\", even on a miss. If you do, they can ask you the same question.",
+ "distinction2-desc": "Shouldering the burden: When you push yourself to do something your other half failed at or can't do, mark a condition to use the adult move wield your powers.",
+ "distinction3-desc": "Going solo: When you directly engage a threat entirely on your own, you can roll +Superior instead of +Danger.",
+ "distinction4-desc": "Internal strife: When you snipe about your other half behind their back, remove one Team from the pool and clear a condition.",
+ "beforewegetstarted-soldier": "Before we get started:",
+ "beforestart-soldier": "When you have time to closely observe your opposition before a fight, roll. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 and mark a condition. During the fight, you can spend your hold to name a character you observed and...",
+ "beforestart-soldier-list1": "● ...redirect their attack to another character or nowhere — into a wall or the sky.",
+ "beforestart-soldier-list2": "● ...cross a distance between them and you.",
+ "beforestart-soldier-list3": "● ...stun them, close up or from a distance.",
+ "beforestart-soldier-list4": "● ...ignore all harm from one of their attacks.",
+ "beforestart-soldier-list5": "● ...escape any bindings or impediments they attempt to place on you.",
+ "memories:": "Memories:",
+ "memories-harbinger-desc": "Your Memories score starts at -1, and goes up by 1 (to a maximum of +3) for each name below. When you write a name below, they gain Influence over you if they did not already have it.",
+ "memories-role1": "● Monster:",
+ "memories-role2": "● Traitor:",
+ "memories-role3": "● Corruptor:",
+ "memories-role4": "● Martyr:",
+ "memories-role5": "● Architect:",
+ "memories-role6": "● Leader:",
+ "connect-harbinger-desc1": "When you push yourself to remember the version of someone that exists in your future, mark a condition and roll Memories. On a hit, you connect who they are now to who they are in the future; choose the role that they fulfill in the future, and the GM will tell you about their future self. On a 10+, ask a follow-up question. On a miss, they're not at all who you thought they would be; the GM will choose their role, or tell you that as far as you know, they don't exist in the future.",
+ "connect-harbinger-desc2": "At the start of each session or when time passes, roll to find out how your investigations into the timeline have been going. On a hit, choose one figure noted above or one aspect of the future world you can remember. You've found a lead to follow to learn more about how the present version of that figure or aspect became the future version. On a 10+, the lead is particularly strong; right now, you can ask the GM one question about the figure or aspect, and they will answer honestly. On a miss, you're lost in the present; the GM will tell you how things are so different here, and shift your Labels according to how it makes you feel.",
"move:": "Move:",
"label:": "Label:",
+ "activemove-hide": "Hide your Active Moves",
+ "activemove-note": "Note: Adult moves count as Active Moves",
+ "passivemove-hide": "Hide your Passive Moves",
+ "teammove-hide": "Hide your Team Moves",
+ "teammove1-beacon": "When you share a triumphant celebration with someone, tell them how they're awesome and add 1 Team to the pool. If they tell you how you're awesome in return, add 1 more Team to the pool.",
+ "teammove2-beacon": "When you share a vulnerability or weakness with someone, ask them to confirm or deny that you should be here. If they confirm it, mark potential and give them Influence over you. If they deny it, mark Angry and shift one Label up and one Label down, your choice.",
+ "teammove1-bull": "When you share a triumphant celebration with someone, make them your love or rival immediately to mark potential. If they are already your love or rival, take Influence over them and mark potential.",
+ "teammove2-bull": "When you share a vulnerability or weakness with someone, give them Influence and hold 2. Spend that hold to help them as if it were Team in the pool.",
+ "teammove1-delinquent": "When you share a triumphant celebration with someone, ask them if they think you're cool. If they say yes, give them Influence and take Influence over them. If they say no, mark a condition or spurn them immediately. If they're a teammate, then either way, add 1 Team to the pool.",
+ "teammove2-delinquent": "When you share a vulnerability or weakness with someone, give them Influence over you, and ask them who they'd like you to be. Mark potential if you show them that person. If they're a teammate, add 1 Team to the pool no matter what.",
+ "teammove1-doomed": "When you share a triumphant celebration with someone, give them Influence over you and spend 1 Team from the pool to clear one box on your Doomtrack.",
+ "teammove2-doomed": "When you share a vulnerability or weakness with someone, give them Influence over you and ask if they honestly think there's hope for you. If they say yes, mark potential or clear one box on your Doomtrack. If they say no, mark a condition or mark one box on your Doomtrack.",
+ "teammove1-janus": "When you share a triumphant celebration with someone, ask them if they see you as the person wearing the mask or the person underneath. If the former, mark potential and clear a condition. If the latter, take Influence over them if you reveal yourself.",
+ "teammove2-janus": "When you share a vulnerability or weakness with someone, tell them a secret about who you really are. Give them Influence, and shift your Mundane up and your Mask's Label down.",
+ "teammove1-legacy": "When you share a triumphant celebration with someone, tell them whether you see them as an equal. If you do, give them Influence over you and mark potential. If you don't, shift Superior up and any other Label down.",
+ "teammove2-legacy": "When you share a vulnerability or weakness with someone, tell them a secret about your legacy (including your own true feelings about it) to clear a condition and give them Influence over you.",
+ "teammove1-nova": "When you share a triumphant celebration with someone, ask them if there is any fear in their eyes when they look at you. If they say no, take +1 forward and mark potential. If they say yes, immediately shift your Danger up and Savior down.",
+ "teammove2-nova": "When you share a vulnerability or weakness with someone, tell them how they could stop you, if it came down to it. Give them Influence over you and clear a condition.",
+ "teammove1-outsider": "When you share a triumphant celebration with someone, take Influence over them if you show them meaningful affection, physical or emotional. They decide if it's meaningful.",
+ "teammove2-outsider": "When you share a vulnerability or weakness with someone, they tell you what you should do to fit in more. Take +1 forward to do it, and mark potential if you do.",
+ "teammove1-protege": "When you share a triumphant celebration with someone, ask them if you've been a good leader or effective teammate. If they say yes, your Mentor loses Influence over you and you mark potential. If they say no, your Mentor gains Influence over you, and you take +1 forward on using the Label your Mentor embodies.",
+ "teammove2-protege": "When you share a vulnerability or weakness with someone, tell them a secret about your Mentor (including your feelings towards them). Give them Influence over you and add 1 Team to the pool.",
+ "teammove1-transformed": "When you share a triumphant celebration with someone, clear a condition if they treat you like a perfectly normal person and mark potential if they praise your power or abilities.",
+ "teammove2-transformed": "When you share a vulnerability or weakness with someone, ask them if they think you're losing or gaining humanity. If they say losing, mark a condition and mark potential. If they say gaining, clear a condition and shift Mundane up and any other Label down.",
+ "teammove1-reformed": "When you share a moment of triumph with someone, ask them what gives them hope for a brighter day and give them Influence.",
+ "teammove2-reformed": "When you share a vulnerability or weakness with someone, ask them what they would do something dark for and gain Influence over them.",
+ "teammove1-newborn": "When you share a triumphant celebration with someone, ask them what makes them proud or happy about the actions they took and write a lesson based on it, either filling an empty slot or replacing an existing lesson.",
+ "teammove2-newborn": "When you share a vulnerability or weakness with someone, if their response helps you understand human feelings and problems, mark potential. If their response confuses or offends you, shift your Freak up and your Mundane down.",
+ "teammove1-innocent": "When you share a triumphant celebration with someone, ask whether they think your future self could've won this victory. If they do, mark potential and the GM shifts your Labels. If they do not, clear a condition and they shift your Labels.",
+ "teammove2-innocent": "When you share a vulnerability or weakness with someone, ask them if they think you could turn into your future self. If they do, mark potential and the GM shifts your Labels. If they do not, clear a condition and they shift your Labels.",
+ "teammove1-star": "When you share a triumphant celebration with someone, say whether it's part of the show or not. If it is, then you can shift your Labels as you choose. If it is not, then they shift your Labels, and you can clear a condition or mark potential.",
+ "teammove2-star": "When you share a vulnerability or weakness with someone, ask them if they will tell anyone the truth about you. If they agree to keep it a secret, clear a condition or mark potential. If they don't agree, the GM shifts your Labels.",
+ "teammove-joined": "When either you or your other half shares a triumphant celebration or shares a moment of vulnerability without the other one present, mark a condition to mark a potential.",
+ "teammove1-brain": "When you share a triumphant celebration with someone, ask them if they felt they could have done it without you. If they say yes, give Influence to them and mark a condition. If they say no, they give Influence to you.",
+ "teammove2-brain": "When you share a vulnerability or weakness with someone, hold 2. Spend the hold 1-for-1 to clear a condition or add 1 Team to the pool when you are with them.",
+ "teammove1-soldier": "When you share a triumphant celebration with someone, tell them what they need to do to achieve their full potential. If they accept your advice, take Influence over them and add 2 Team to the pool. If they reject what you have to say, mark a condition.",
+ "teammove2-soldier": "When you share a vulnerability or weakness with someone, ask them what cause they serve. If you find it to be a worthy cause, tell them how you will fight for it, clear a condition, and add 1 Team to the pool. If they don't have a cause (or you find it unworthy), mark a condition.",
+ "teammove1-harbinger": "When you confess to a teammate the difference between what you thought they would be and what they really are, add 1 Team to the pool, and ask them if you represent a future they'd want. If they say yes, mark potential. If they say no, mark a condition.",
+ "teammove2-harbinger": "When you share a tale of future loss with someone, ask them if they think you have the ability to avert that loss. If they believe you do, mark potential and give them Influence over you. If they don't, mark Guilty and shift one Label up and one Label down (your choice). If Guilty is already marked, mark another condition, GM's choice.",
+ "teammove1-nomad": "When you share a triumphant celebration with someone, ask them what they admire about you. The GM will shift one of your Labels up and one down based on what they say.",
+ "teammove2-nomad": "When you share a vulnerability or weakness with someone, mark a condition, give them Influence over you, and mark potential.",
+ "teammove1-scion": "When you share a triumphant celebration with someone, ask them if you have earned their respect. If you have, take Influence over them and mark potential. If you have not, give them Influence over you and mark potential.",
+ "teammove2-scion": "When you share a vulnerability or weakness with someone, ask them if they would defend you against those who mistrust you. If they say yes, clear a condition and shift Savior up and any other Label down. If they say no, mark a condition and shift Danger up and any other Label down.",
+ "momentoftruth-unlock": "Unlock your Moment of Truth",
+ "moment-beacon": "This is the moment when you show them exactly why you belong here. You do any one thing, take out any one enemy, no matter how insane, no matter how ridiculous, because that's you. Their jaws are gonna drop when you're done. Of course, pulling off a stunt like this tends to bring unwanted attention and a dangerous reputation...",
+ "moment-bull": "This is what you do best. You let loose, all the pent up strength and rage and glee, and you break whatever stands in your way. You are a walking demolition crew. What can stand up to you? Nothing. Not buildings. Not structures. Not enemies. Nothing. Of course, now the people who changed you know exactly where to find you...",
+ "moment-delinquent": "This is when you show them what you really are. Whether you're the hero underneath the rebel facade... or the one who can make the hard choices heroes can't make. You do whatever it takes to show that truth, whether it's saving the day from a terrible villain or stopping a bad guy once and for all. Of course, once you've shown what you really are, there's no going back to playing the clown...",
+ "moment-doomed": "The prickly tingling fear of your doom, always in your head — it holds you back most of the time. But right here, right now? It gives you the confidence to do anything. After all, what's the worst that could happen? Is it worse than your doom? Do impossible things. Do anything. But mark a Doomsign after you're finished.",
+ "moment-janus": "The mask is a lie, and some piece of you has always known that. Doesn't matter if others can see it. You're the one that can do the impossible. Mask off. Costume on. And you're going to save the damn day. Of course, you better hope nobody nasty is watching...",
+ "moment-legacy": "This is the moment when you prove how much the mantle belongs to you. You seize control of all your powers, and you defeat even impossible odds to prove you are worthy of the name you carry. You accomplish feats even your predecessors couldn't do. Of course, after you prove something like that, you can expect still more responsibilities to be placed on your shoulders...",
+ "moment-nova": "Your mind's eye opens, and you can see the world around you like never before. You can control it, at will, with ease. Of course, warping reality tends to have ramifications down the line, but in your moment of godhood... how could you possibly be worried?",
+ "moment-outsider": "You embrace your home and call them for aid. They will answer your call, in force, arriving exactly when you need them to turn the tide. They fight and serve you for the rest of the battle. Of course, when all is said and done... they'd probably like to take you home with them. You did, after all, just prove yourself worthy.",
+ "moment-protege": "The moment that you show who you really are: your mentor, or something different. You can do whatever your mentor could do and more. You can do the incredible, even the things they always failed to accomplish. Of course, they're not going to see you the same way, no matter which path you choose...",
+ "moment-transformed": "It's so easy to forget that you're not your body, and you're not the voice in your head — you're both. Be the monster, and save them anyway. Smash down walls, and speak softly. Because when you embrace it, you can do anything. Of course, putting on a display like this is sure to rile up those who see only the monster when they look at you...",
+ "moment-reformed": "You've seen your greatest mistakes, and the rest of the world has, too. They're all watching you now, judging every move you make. When everything is on the line and your back is against the wall, though, you'll show them what you're made of — that being a hero is a choice. An act of will. And you've got what it takes to save the day. Of course, afterward, you can expect both sides, hero and villain, to deeply question where your loyalties truly lie...",
+ "moment-newborn": "Something snaps into focus, and suddenly you're a full thing, true and complete. You'd never have known how fragmented you were before, if not for here, this moment. You're not a series of individual lessons. You're not a series of subroutines and programs. You're... a person. This must be what it's like to be... human. And this fullness? It gives you a control over yourself, a unity of purpose you've never experienced before. Of course, now that you're showing off all your potential, it's only a matter of time before someone comes forward to reduce you to a machine again...",
+ "moment-innocent": "You've fought, struggled, and worked so hard to figure out who you are, whether you're just the same as your future self or whether you're different... but right now, that's all out the window. The distinction between your future self and your present self vanishes in the face of the trial before you, and you become exactly the powerful, adamant figure that everyone fears or hopes you will one day become. You can do exactly what your future self could do, and everyone around you sees them in you more clearly than ever. Of course, after this it's going to be hard to treat you as two different people...",
+ "moment-star": "Sometimes it can be hard to tell where the show stops and where you begin — but not today. Not now. Because right now, there is no show. Right now, you are the thing you pretend to be — bold and bright and beautiful and amazing and powerful and confident. Right now, you draw strength from your audience, comfort from their belief in you, and you can do anything they think you can. Of course, after such an impassioned performance, your audience will just have even more demands...",
+ "moment-joined-choose": "When you trigger your Moment of Truth, choose — are you working with your other half, or are you on your own?",
+ "moment-joined-otherhalf": "If you're working with your other half, use the text of their Moment of Truth and treat it as if it applies to both of you. Remember to lock your Label and switch a Bond to a Distinction, because you'll probably never reach these heights of perfect connection, of being one, ever again...",
+ "moment-joined-own": "If you're on your own, use the following text:",
+ "moment-joined": "You're on your own. It's like missing an arm. Like fighting naked. Like holding your breath. You're missing something vital... but you're moving faster than ever, thinking faster than ever, doing things you couldn't even do while relying on both of your strength combined. And it's hitting you, hard — you can do this. Without them. And you can win. It's going to be hard to come down off this high and rejoin with them afterwards, isn't it? Remember to lock a Label and switch a Bond to a Distinction, after you're finished.",
+ "moment-brain": "Sooner or later, all the super powers, elite training, and experience are helpless in the face of evil or disaster. That's when somebody like you, gifted as you are with a peerless intellect, can rise to the occasion. Your plan, your invention, or your lightning-fast thought processes save the day, in a way no one else could have foreseen. Of course, after you've shown how different you are from them, that distance between you and the others is now that much greater. And the world is only going to pull you farther apart...",
+ "moment-soldier": "Freedom isn't free. But not every mission ends in tragedy. When things look bleakest, when your back is against the wall, when it seems like the dawn will never come... you find a way forward without violence. Your enemies lay down their arms and surrender; your allies step back from the brink of chaos. Of course, the people you've saved aren't going to forget what you've done here today; they may even come to see you as a symbol of the higher cause you claim to serve...",
+ "moment-soldier-lock": "You cannot lock Soldier after using your Moment of Truth.",
+ "moment-harbinger": "Everything you do could affect the future. For all you know, saving that one guy means that now the future is full of pterodactyls. The ripples are always so hard to track, and you're not sure if you've helped or hurt — not really. Until now. In this moment, it's all clear. You can see the course of events laid out before you like a river, and you know exactly what you have to do to ensure the future outcome you want. Of course, after this, you've changed enough of the timeline to invalidate your prior research — reset all the names in your Connecting Dots section.",
+ "moment-nomad": "You basically exist with one foot out the door, ready to leave this place, to go back out into the wide expanse of the universe. You've never fully committed. That is, until today. Until right now. Now, you pour everything you have and everything you are into this moment. You pull off tricks no one from this planet has ever seen before. You use your tools in ways no one here could have ever imagined. You devote yourself, here and now, to a cause, and you achieve your goal in ways that you never could've if you'd only stayed home. Of course, now you've proved to everyone that you really don't belong here, and the very skills that let you succeed are the ones you earned from out there...",
+ "moment-scion": "People have always tried to define you by your lineage. As if from the moment you were born, you were meant to be some villain to be defeated. But... they're right, aren't they? That darkness is in you. So right here, right now, you're not fighting it — you're embracing it. Both hero and villain, and greater besides. You're overcoming impossible odds in ways no hero would approve of, and no villain could comprehend. Of course, after seeing what you can really do when you embrace the whole of yourself, the rest of the world isn't going to forget who you really are...",
+ "moment-label-lock": "After you use your Moment of Truth, permanently lock one Label.",
+ "advancedspecial-view": "View after taking the corresponding Advancement",
+ "advancedspecial-brain1": "View after taking Sanctuary",
+ "advancedspecial-brain2": "View after taking Drives",
+ "burn-adv-desc": "Spend your burn on your flares. You lose all burn at the end of the scene. You get 3 Flares.",
+ "describeadvspec": "(describe your advanced special)",
"conditions:": "Conditions:",
"takeapowerfulblow": "(take a powerful blow)",
+ "toclear": "To clear:",
"afraid": "Afraid",
- "malusdirectlyengage": "(-2 to directly engage)",
+ "malusdirectlyengageathreat": "(-2 to directly engage a threat)",
+ "clearafraid": "run from something difficult",
"angry": "Angry",
"maluscomfortorsupport": "(-2 to comfort or support)",
"maluspiercethemask": "(-2 to pierce the mask)",
+ "clearangry": "hurt someone or break something important",
"guilty": "Guilty",
"malusprovokesomeone": "(-2 to provoke someone)",
"malusassessthesituation": "(-2 to assess the situation)",
+ "clearguilty": "make a sacrifice to absolve your guilt",
+ "hopeless": "Hopeless",
+ "malusunleashyourpowers": "(-2 to unleash your powers)",
+ "clearhopeless": "fling yourself into easy relief",
"insecure": "Insecure",
"malusdefend": "(-2 to defend)",
"malusreject": "(-2 to reject what others say)",
- "hopeless": "Hopeless",
- "malusunleashyourpowers": "(-2 to unleash your powers)",
+ "clearinsecure": "take foolhary action without talking to your team",
+ "newborn-optional-damage": "Enable if you take the Damage move",
+ "damaged": "Damaged",
+ "cleardamaged": "you need time, external help, or special equipment or abilities",
+ "conditions-note": "Note: Conditions do not affect Active Moves",
+ "whenyoumarkdrive": "When you mark a drive, choose one: mark potential, clear a condition, take influence over someone involved",
+ "whencompleteadriveset": "When you complete a set of drives, add another set with 4 new drives.",
+ "whenalldrivesmarked": "When all drives are marked, choose one: change playbooks, retire from the life, become a paragon of the city",
"completedthisset": "completed this set",
+ "bullheartdesc": "You can change your love or rival at any time; give the new person influence over you",
"love:": "Love:",
"rival:": "Rival:",
- "add1toallrollsthistwo": "(add 1 to all rolls that target these two)",
- "darkvisions": "Dark Visions",
- "burningbright": "Burning Bright",
- "infinitepowers": "Infinite Powers",
- "bolstered": "Bolstered",
- "portal": "Portal",
- "yourdoomcomes": "Your doom comes",
+ "bullheartongoing": "(+1 to any roll that impresses your love or frustrates your rival)",
+ "bullchooserole": "Choose a role that you fulfill for your love or rival",
+ "bullrole1": "Defender: When you leap to defend your love or rival in battle, roll +Danger instead of +Savior to defend them.",
+ "bullrole2": "Friend: When you comfort or support your love or rival, mark potential on a hit. When your love or rival comforts or supports you, mark potential when they roll a hit.",
+ "bullrole3": "Listener: When you pierce the mask of your love or rival, you can always let them ask you a question to ask them an additional question in turn, even on a miss. These additional questions do not have to be on the list.",
+ "bullrole4": "Enabler: When you provoke your love or rival, roll +Danger if you are trying to provoke them to rash or poorly thought out action.",
+ "nemesisdesc1": "Your Nemesis is an epic and powerful enemy representing and embodying your Doom.",
+ "nemesisdesc2": "At the end of every session, answer the question: Did you make progress on defeating your Nemesis? If the answer is yes, mark potential. If the answer is no, mark your Doomtrack.",
+ "sanctuarydesc1": "You have a place where you can rest, recover, and reflect upon your powers. Write 3 features of your Sanctuary:",
+ "sanctuarydesc2": "Write 2 downsides of your Sanctuary:",
+ "sanctuarydesc3": "When you call upon the resources of your Sanctuary to solve a problem, say what you want to do. The GM will give you 1 to 4 requirements from the following which you must fulfill to complete your solution:",
+ "sanctuary-req1": "First, you must...",
+ "sanctuary-req2": "You'll need help from...",
+ "sanctuary-req3": "You and your team will risk danger from...",
+ "sanctuary-req4": "The best you can do is a lesser version, unreliable and limited",
+ "sanctuary-req5": "You'll need to mark one box on your Doomtrack",
+ "sanctuary-req6": "You'll have to obtain...",
+ "legacydesc1": "Name some members of your legacy (at least 2):",
+ "legacymember1": "is still active and prominent in the city.",
+ "legacymember2": "is retired and quite judgmental.",
+ "legacymember3": "is the next possible member of your legacy.",
+ "legacymember4": "is the greatest opponent your legacy ever faced... and is still at large.",
+ "legacydesc2": "Whenever time passes, roll to see how the members of your legacy feel or react to your most recent exploits. Before rolling, have the other players answer these following questions about your performance. Take -1 to the roll for each 'no' answer:",
+ "legacyquestion1": "● Have you been upholding the traditions of your legacy?",
+ "legacyquestion2": "● Have you maintained the image of your legacy?",
+ "legacyquestion3": "● Have you made the other members of your legacy proud?",
+ "legacydesc3": "On a hit, one of them offers you meaningful encouragement, an opportunity, or an advantage. On a 7-9, another is upset with your most recent actions, and will make their displeasure known. On a miss, something you did stirred up the hornet's nest — expect several members of your legacy to meddle with your life.",
"hold:": "Hold:",
- "resetto0attheend": "(reset to 0 at the end of the scene)",
+ "mentor-desc1": "You have a mentor, someone who's taught you, trained you, given you aid, or raised you up. Someone who might have confined you a bit too rigidly to a single path.",
"embodies:": "Embodies:",
"denies:": "Denies:",
- "add1toallrollsthesepeople": "(add 1 to all rolls that target these people)",
+ "mentor-resource": "Mentor's Resources:",
+ "mentor-desc2": "Write up to 3 resources that your mentor gave you and the team",
+ "mentorresource": "(resources provided by your mentor)",
+ "haveinfluenceover": "I have influence over:",
+ "influenceroll": "(+1 to any roll that target these people)",
+ "aminfluencedby": "I am influenced by:",
"whatdidyoutake": "(what did you take?)",
"movename": "(move name)",
"movedescription": "(move description)",
+ "teammovedesc": "(team move description)",
+ "momentcustomdesc": "(moment of truth description)",
"drive": "(drive)",
"yourlove": "(your love)",
"yourrival": "(your rival)",
- "iam": "(I am...)",
- "asuperheroshould": "(A superhero should...)",
- "always": "(Always...)",
- "never": "(Never...)",
- "villainouscontact": "(villainous contact)"
+ "friendsinlowplaces1": "You have ties to villains from your previous career, a.k.a. Friends in Low Places.",
+ "friendsinlowplaces2": "Write 3 names and fill in their details. At character creation, mark 2 obligations on one villain and mark 1 obligation on another.",
+ "contactobligation": "Obligation:",
+ "villainouscontact": "(villainous contact)",
+ "theirspecialty": "(their specialty)",
+ "friendsinlowplaces-help1": "When you come to them for help with your problems, mark obligation on them and they'll help out within their specialty. If all their boxes are full, then they won't help you until you help them.",
+ "friendsinlowplaces-help2": "When time passes, roll flat + your highest obligation. On a 10+, they come crashing into your life with a crisis. On a 7-9, they call for a favor. On a miss, they don't come knocking yet, but mark obligation on them — the debts are getting heavier.",
+ "friendsinlowplaces-help3": "When you help one of these villains with their problems, erase 2 obligations on them.",
+ "lessonsnewborn-desc": "When you learn something that helps you make sense of the world, write it down as a Lesson. Fill in 2 lessons at character creation. Fill in the others during play.",
+ "lesson-newborn1": "I am",
+ "lesson-newborn2": "A superhero should",
+ "lesson-newborn3": "Always",
+ "lesson-newborn4": "Never",
+ "lessonsnewborn-embody": "When you embody one of your lessons, shift one Label up and one Label down, your choice. If you cause a misunderstanding, collateral damage, or unintended consequences in the process, mark potential.",
+ "lessonsnewborn-reject": "When you reject one of your lessons, reject its Influence as if it were an NPC. If you choose to have it lose Influence over you, erase that lesson and write a new one in its stead.",
+ "lessonsnewborn-creator1": "When you approach your creator or caretakers with a problem, tell them what obstacle you face or what you need to achieve, and they will offer you something you need. The GM chooses one:",
+ "lessonnewborn-offer1": "● secret information",
+ "lessonnewborn-offer2": "● a way to temporarily boost or expand your powers",
+ "lessonnewborn-offer3": "● access to instruments, weapons, or resources",
+ "lessonnewborn-offer4": "● official and explicit backing",
+ "lessonsnewborn-creator2": "If you accept their help, they'll rewrite one of your lessons.",
+ "audiencestar-desc": "You are a celebrity in the city. By default, your audience is a limited group of interested fans, and you speak to them through after-action interviews, infrequent press conferences, etc. Why does your audience love you? Mark all that apply.",
+ "audience-why1": "You're just like them",
+ "audience-why2": "You're a dangerous person, a bad seed",
+ "audience-why3": "You're noble warrior for justice",
+ "audience-why4": "You're stunning, unique, and beautiful",
+ "audience-why5": "You're charming, well-spoken, and smart",
+ "audience-why6": "You're a firebrand, a rabble rouser",
+ "audiencestar-adv": "Choose 2 advantages:",
+ "audience-adv1": "Your audience is utterly devoted to you",
+ "audience-adv2": "You can easily speak to them at any time",
+ "audience-adv3": "You have a PR agent to handle your audience",
+ "audience-adv4": "You earn a lot of money from their interest",
+ "audience-adv5": "You have a major hero's endorsement",
+ "audience-adv6": "You have a much wider audience",
+ "audiencestar-demand": "Choose 2 demands your audience makes on you:",
+ "audience-demand1": "They require constant stimulation",
+ "audience-demand2": "They require perfection — no mistakes",
+ "audience-demand3": "They require frequent bouts of drama",
+ "audience-demand4": "They require major acts of heroism",
+ "audience-demand5": "They require novelty and brand new action",
+ "audience-demand6": "They require chemistry with your allies",
+ "audiencestar-accept": "When you accept what your audience tells you about yourself, clear a condition.",
+ "audiencestar-reject": "When you reject what your audience tells you about yourself, on a hit mark potential and expect retribution.",
+ "audiencestar-help": "When you seek help from your audience, roll. On a hit, someone in your audience can hook you up. On a 10+, they only make a small demand. On a 7-9, their demands are a lot higher. On a miss, you've made a mistake, and your audience won't help you until you've redeemed yourself in their eyes.",
+ "otherhalfjoined-desc": "You share a deep bond with your other half. You are stronger together than you are apart, for now. If your other half's playbook has no extra, then take 2 playbook moves from them; one they have and one they don't. If your other half's playbook has extras (drives, bull's heart, burn, the mask, legacy etc.), then you share the extras, gaining further merits and demerits.",
+ "otherhalfjoined-more": "For more details, refer to pages 102 to 109 in the Masks: Halcyon City Herald Collection supplement.",
+ "otherhalfjoined-playbook": "Your Other Half's Playbook:",
+ "otherhalfextra": "(describe what extras you gain from/share with your other half)",
+ "brainshame-desc": "You have a deep and abiding sense of guilt for something you have created or had a hand in creating. Just as you are a world-class intellect, your shame is a world-class problem. Whatever the case, your role in its creation is not publicly known... yet.",
+ "brainshame-title": "Your Shame:",
+ "brainshame-list1": "A prototype AI",
+ "brainshame-list2": "A cosmic phenomenon",
+ "brainshame-list3": "A catastrophic weapon",
+ "brainshame-list4": "A dangerous chemical",
+ "brainshame-list5": "A living monstrosity",
+ "brainshame-list6": "An altered former ally",
+ "brainshame-confront": "Whenever you are confronted with your shame, either mark a condition or shift Superior down and Danger up. If your shame is an NPC, they can never lose Influence over you.",
+ "brainshame-endsession1": "At the end of every session, answer the question:",
+ "brainshame-endsession2": "● Did you take steps to make amends for your shame?",
+ "brainshame-endsession3": "If the answer is yes, mark potential. If the answer is no, give Influence to one of your teammates.",
+ "soldier": "Soldier",
+ "soldier:": "Soldier:",
+ "actonorders": "(act on orders and rely on training)",
+ "invokeauthority": "(invoke your authority",
+ "askaegis": "(ask A.E.G.I.S. for resources)",
+ "highercalling-desc": "You work for A.E.G.I.S., an agency that keeps the world safe from all manners of superhuman, supernatural, and extraterrestrial threats.",
+ "soldierlabel-desc": "The Soldier Label functions like any other Label. Characters with Influence over you can shift it, and you mark a condition if it would ever shift above +3 or below -2. You can only lock Soldier with the corresponding advancement. You can only cancel the influence A.E.G.I.S. holds over you with the corresponding advancement.",
+ "highercalling-move1": "When you're acting on orders and relying on your training, give A.E.G.I.S. influence to use Soldier instead of any other Label when you make a basic or playbook move.",
+ "highercalling-move2": "When you invoke your authority over civilians, Halcyon City personnel, or A.E.G.I.S. staff, roll +Soldier. On a hit, your words carry weight. On a 7-9, someone will push back against your instructions or orders... sooner rather than later. On a miss, your attempts to control the situation create an opportunity for your enemies within A.E.G.I.S. to act against you.",
+ "highercalling-move3": "When you ask A.E.G.I.S. for additional resources, equipment, or information during a mission, roll +Soldier. On a hit, they'll resupply you as best they can. On a 10+, the resources are highly classified or experimental; take +1 ongoing to deploying them throughout the mission. On a miss, A.E.G.I.S. sends what they think you need, regardless of what you actually requested.",
+ "scionlineage-desc": "You are the child of a true supervillain. You strive to be different than them, but they are a part of you. Answer each question below to describe them:",
+ "scionlineage-ques1": "What kind of villain are they?",
+ "scionlineage-ques2": "What is your relationship with them like?",
+ "scionlineage-ques3": "They have an array of abilities, assets, and strengths; what are some of them? (up to 3)",
+ "scionrespect-desc1": "Write down the names of at least 2 characters whose respect you need to earn in order to differentiate yourself from your parent. You may fill in new names whenever appropriate.",
+ "respect:": "Respect:",
+ "advancement:": "Advancement:",
+ "scionrespect-list1": "● Your parent's greatest enemy:",
+ "scionrespect-list2": "● Your parent's greatest victim:",
+ "scionrespect-list3": "● Your personal idol:",
+ "scionrespect-list4": "● The city's greatest leader:",
+ "scionrespect-list5": "● The city's greatest hero:",
+ "scionrespect-list6": "● The city's biggest celebrity:",
+ "scionrespect-desc2": "When you seek out one of the characters named above, roll. On a hit, you track them down. On a 7-9, they're juggling their own problems, and may not have time for you. On a miss, when you find them, the situation is dire; the GM will tell you how.",
+ "scionrespect-desc3": "If you earn Influence over the characters listed above, instead you mark 1 Respect. If you lose Influence over the characters listed above, instead you lose 1 Respect. If you lose 1 Respect and you have none marked, you immediately mark a condition, GM's choice.",
+ "scionrespect-desc4": "The first time you reach 4 Respect on an individual, take an advancement (mark the corresponding box under the character).",
+ "scionrespect-desc5": "While you have 4 Respect on an individual, you gain the following benefits. If you dip below 4 Respect on an individual, you lose these benefits.",
+ "scionrespect-desc5opt1": "● You can reject their Influence at a +3 (does not stack with the above).",
+ "scionrespect-desc5opt2": "● You take +1 to a Label of their choice (write it next to their name).",
+ "nomadinfluencedby": "I am influenced by: (max 6)",
+ "nomadinfluence-desc1": "(By default, no one has Influence over you, not even adults)",
+ "nomadinfluence-desc2": "(You gain benefits based on how much Influence you have given out. Check Roots for details.)",
+ "nomadroots-desc1": "● During play, you can only give Influence by revealing a vulnerability or weakness to someone and through the end of session move.",
+ "nomadroots-desc2": "● You cannot give Influence to somebody who already has Influence over you.",
+ "nomadroots-desc3": "● Others cannot take Influence over you; if they would, instead they choose: mark potential or inflict a condition on you.",
+ "nomadroots-desc4": "● You reject Influence at -2 by default, instead of +0 (already included in the Reject Influence roll).",
+ "nomadroots-desc5": "● When someone takes advantage of their Influence over you, they can choose 2 options.",
+ "nomadroots-desc6": "● At the end of each session, you may take away Influence from someone who has Influence over you.",
+ "nomadroots-howmuch": "How much Influence have you given out?",
+ "nomadinfluence-list1": "0 Influence",
+ "nomadinfluence-list2": "1-2 Influence",
+ "nomadinfluence-list3": "3 Influence",
+ "nomadinfluence-list4": "4 Influence",
+ "nomadinfluence-list5": "5 Influence",
+ "nomadinfluence-list6": "6 Influence",
+ "nomadinfluence-option1": "● You cannot comfort or support anyone. If you would trigger that move, instead mark a condition as you say exactly the wrong thing. If someone tries to comfort or support you, you cannot open up to them.",
+ "nomadinfluence-option2": "● When you defend someone who has Influence over you, you can ignore the Insecure condition. When you directly engage someone who has Influence over you, you can ignore the Afraid condition.",
+ "nomadinfluence-option3": "● When you take a powerful blow from someone with Influence over you, take -2 to the roll.",
+ "nomadinfluence-option4": "● When you pierce the mask of someone who has Influence over you, you can always ask them one question, even on a miss.",
+ "nomadinfluence-option5": "● When you spend 1 Team to help someone who has Influence over you, it gives them +2.",
+ "nomadinfluence-option6": "● When you accept the words of someone who has Influence over you, mark potential, clear a condition, or take +1 forward.",
+ "theirname": "(their name)",
+ "bullet": "●",
+ "rollkapow": "KAPOW!",
+ "rollfullhit": "Full hit!",
+ "rollhit": "Hit!",
+ "rollmiss": "Miss!",
+ "rollohdear": "Oh dear!"
}
diff --git a/Masks - A New Generation/translations/fr.json b/Masks - A New Generation/translations/fr.json
index 2da5caf3c5..8446abb1fd 100644
--- a/Masks - A New Generation/translations/fr.json
+++ b/Masks - A New Generation/translations/fr.json
@@ -1,8 +1,9 @@
{
"playbook:": "Livret:",
+ "choose-playbook": "Choose Playbook",
"thebeacon": "L'Enthousiaste",
"thebull": "La Brute",
- "thedelinquant": "Le Délinquant",
+ "thedelinquent": "The Delinquent",
"thedoomed": "Le Condamné",
"thejanus": "Le Masque",
"thelegacy": "L'Héritier",
@@ -10,83 +11,389 @@
"theoutsider": "L'Etranger",
"theprotege": "Le Protégé",
"thetransformed": "Le Transformé",
- "theinnocent": "L'Innocent",
- "thejoined": "Le Double",
- "thenewborn": "Nouveau-Né",
"thereformed": "Le Repenti",
+ "thenewborn": "Nouveau-Né",
+ "theinnocent": "L'Innocent",
"thestar": "La Star",
+ "thejoined": "Le Double",
"thebrain": "The Brain",
"thesoldier": "The Soldier",
+ "theharbinger": "The Harbinger",
+ "thenomad": "The Nomad",
+ "thescion": "The Scion",
+ "custom": "Custom",
"somethingelse": "Quelque chose d'autre",
- "freak:": "Différent:",
- "unleashyourpowers": "(déchaîner tes pouvoirs)",
- "danger:": "Dangereux:",
- "directlyengage": "(affronter directement)",
- "savior:": "Sauveur:",
- "savior": "Sauveur",
- "freak": "Différent",
+ "halcyoncityherald": "Halcyon City Herald Collection",
+ "secretsofaegis": "Secrets of A.E.G.I.S.",
+ "unbound": "Unbound",
"danger": "Dangereux",
+ "danger:": "Dangereux:",
+ "freak": "Différent",
+ "freak:": "Différent:",
+ "savior": "Sauveur",
+ "savior:": "Sauveur:",
"superior": "Supérieur",
- "mundane": "Normal",
- "soldier": "Soldier",
- "defend": "(défendre)",
"superior:": "Supérieur:",
+ "mundane": "Normal",
+ "mundane:": "Normal:",
+ "sumof5labels": "Sum of 5 Labels:",
+ "sumof6labels": "Sum of 6 Labels:",
+ "bydefault3": "(par défaut cela devrait être égal à 3)",
+ "bydefault5": "(by default this should be 5)",
+ "advancementmayincrease": "(les progressions peuvent modifier cette somme)",
+ "directlyengageathreat": "(directly engage a threat)",
+ "unleashyourpowers": "(déchaîner tes pouvoirs)",
+ "comfortorsupport": "(réconforter ou soutenir)",
+ "piercethemask": "(percer le masque)",
+ "defend": "(défendre)",
"assessthesituation": "(évaluer la situation)",
"provokesomeone": "(provoquer)",
- "mundane:": "Normal:",
- "soldier:": "Soldier:",
- "piercethemask": "(percer le masque)",
- "comfortorsupport": "(réconforter ou soutenir)",
- "actonorders": "(act on orders and rely on training)",
- "invokeauthority": "(invoke your authority",
- "askaegis": "(ask A.E.G.I.S. for resources)",
"flat2d6": "2d6+rien",
"rejectsomeonesinfluence": "(rejeter l'influence)",
+ "rejectinfluence": "Reject Influence",
"customrolls": "(jets personnalisés)",
- "sumoflabels": "Somme:",
- "bydefault3": "(par défaut cela devrait être égal à 3)",
- "advancementmayincrease": "(les progressions peuvent modifier cette somme)",
+ "doom-desc": "What brings your Doom closer? Choose two:",
+ "doomcloser1": "overexerting yourself",
+ "doomcloser2": "facing danger alone",
+ "doomcloser3": "showing mercy",
+ "doomcloser4": "injuring innocents",
+ "doomcloser5": "frightening loved ones",
+ "doomcloser6": "talking about it openly",
+ "doomtrack-desc": "Whenever you bring your Doom closer, mark one box on your Doomtrack",
+ "doomtrack:": "Doomtrack:",
+ "doomtrack-fill": "Whenever your Doomtrack fills, clear it and take one of your Doomsigns",
+ "doomsign-desc": "These are abilities that come to you with your approaching Doom. Once you have taken all five Doomsigns above the line, you must take \"Your doom arrives\" the next time your Doomtrack fills. Choose 1 Doomsign you already have at character creation.",
+ "doomsign1-desc": "Dark Visions: Mark your Doomtrack to have a vision about the situation at hand. After the vision, ask the GM a question; they will answer it honestly.",
+ "doomsign2-desc": "Infinite Powers: Mark your Doomtrack to use an ability from any playbook, one time.",
+ "doomsign3-desc": "Portal: Mark your Doomtrack to appear in a scene with anyone you want.",
+ "doomsign4-desc": "Burning Bright: Mark your Doomtrack to ignore one of the GM's stated requirements when you call upon the resources of your Sanctuary.",
+ "doomsign5-desc": "Bolstered: Mark your Doomtrack to use an Adult Move one time.",
+ "doomsign6-desc": "Your Doom arrives; confront it and perish.",
+ "themask-janus": "The Mask:",
+ "themask-janus-desc1": "You wear a mask and hide your real identity. Choose what Label you try to embody while wearing your mask:",
+ "themask-janus-desc2": "Once per session, you can affirm either your heroic or secret identity to switch your Mundane with your mask's Label.",
+ "themask-janus-desc3": "When you reveal your secret identity to someone who didn't know it already, mark potential.",
+ "secretid-janus-desc1": "Your mundane life comes with a series of obligations. Choose a total of 3 obligations:",
+ "obligationjanus": "(your obligations among jobs, school, home and social)",
+ "secretid-janus-desc2": "When time passes, roll to see how you're managing your obligations. On a hit, things are going pretty well — you have an opportunity or advantage thanks to one of your obligations. On a 7-9, you've lapsed on one obligation, your choice. On a miss, you haven't given your normal life anywhere near the attention it deserves; the GM chooses 2 obligations that are going to bite you in the butt.",
+ "conditions-marked": "Conditions marked:",
+ "burn-nova-desc1": "When you charge up your powers, roll. On a hit, hold 3 burn. On a 7-9, mark a condition. On a miss, hold 2 burn and mark 3 conditions.",
+ "burn-nova-desc2": "Spend your burn on your flares. You lose all burn at the end of the scene. Write 4 Flares you already have at character creation.",
+ "flare:": "Flare:",
+ "flarename": "(flare name)",
+ "flaredescription": "(flare description)",
+ "futureself-innocent-desc1": "Your future self is out there, an important figure in Halcyon City and the world beyond — and everything you'd hoped you'd never be. But finding out how they became who they are may be all it takes to push you along a similar path. Pick 1 step of your future self's path that you already know at character creation, and mark it (left side checkbox). When you learn of another step of your future self's path, mark it. You can have at most 5 steps marked.",
+ "futurepath1-desc": "They lost someone they cared about deeply",
+ "futurepath2-desc": "They failed horrifically in a noble pursuit or cause",
+ "futurepath3-desc": "They committed a major crime",
+ "futurepath4-desc": "They betrayed a close friend or ally",
+ "futurepath5-desc": "They won a victory at enormous cost to the world around them",
+ "futurepath6-desc": "They killed someone",
+ "futurepath7-desc": "They publicly battled another hero",
+ "futurepath8-desc": "They injured an innocent",
+ "futureself-innocent-desc2": "When you undergo an experience (your call) that echoes any one of the above (marked or unmarked), strike it through (right side checkbox). When you strike through a marked step, or mark a struck-through step, choose one of the following:",
+ "futurereplace1-desc": "Replace comfort or support with this: When you coldly dismiss someone, roll +Mundane. On a hit, they mark a condition or leave you alone, their choice. On a 7-9, they can also choose to inflict a condition on you.",
+ "futurereplace2-desc": "Replace defend someone with this: When you aggressively defend a large group or area, roll +Savior. On a hit, you create an opportunity for yourself to press the attack, and take +1 forward to pursue it. On a 10+, the collateral damage is minimal.",
+ "futurereplace3-desc": "Replace provoke someone with this: When you threaten someone, say what you want them to do and roll +Superior. On a hit, they either do it or they are put at a significant disadvantage against you, their choice. On a 10+, either way they mark a condition of your choice.",
+ "futurereplace4-desc": "Replace reject someone's Influence with this: When you spit in the face of guidance or Influence, roll +2. On a hit, take away their Influence over you or clear a condition, your choice. On a 7-9, you both take a powerful blow from the intensity of your words.",
+ "futurereplace5-desc": "Become an NPC antagonist — your path is irreconcilably set along the same course that your future self followed.",
+ "bond-joined-desc": "At character creation you start with Two of a kind, and choose one other bond.",
+ "bond1-desc": "Two of a kind: When time passes, you and your other half gain Influence over each other. When you or your other half pierces the other's mask, mark a condition to take a 10+.",
+ "bond2-desc": "Fastball special: When you perform a coordinated fighting maneuver with your other half, say who takes the lead and who assists. The leader rolls the adult move overwhelm a vulnerable foe. The assistant marks a condition.",
+ "bond3-desc": "Powers, activate!: When you and your other half pool your powers, say who takes the lead and who assists. The leader unleashes their powers with your combined Freak (max +4). The assistant shifts Savior down, Mundane up.",
+ "bond4-desc": "Four eyes are better: When you and your other half assess the situation from two different vantage points, one of you makes the move, and the other may either clear a condition or ask an additional question. You both get +1 when following the answers.",
+ "distinction-joined-desc": "When either you or your other half locks a Label, unmark one of your chosen bonds and choose a distinction.",
+ "distinction1-desc": "Mirror, mirror: When you pierce someone's mask, you can ask them \"What are you really feeling right now?\", even on a miss. If you do, they can ask you the same question.",
+ "distinction2-desc": "Shouldering the burden: When you push yourself to do something your other half failed at or can't do, mark a condition to use the adult move wield your powers.",
+ "distinction3-desc": "Going solo: When you directly engage a threat entirely on your own, you can roll +Superior instead of +Danger.",
+ "distinction4-desc": "Internal strife: When you snipe about your other half behind their back, remove one Team from the pool and clear a condition.",
+ "beforewegetstarted-soldier": "Before we get started:",
+ "beforestart-soldier": "When you have time to closely observe your opposition before a fight, roll. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 and mark a condition. During the fight, you can spend your hold to name a character you observed and...",
+ "beforestart-soldier-list1": "● ...redirect their attack to another character or nowhere — into a wall or the sky.",
+ "beforestart-soldier-list2": "● ...cross a distance between them and you.",
+ "beforestart-soldier-list3": "● ...stun them, close up or from a distance.",
+ "beforestart-soldier-list4": "● ...ignore all harm from one of their attacks.",
+ "beforestart-soldier-list5": "● ...escape any bindings or impediments they attempt to place on you.",
+ "memories:": "Memories:",
+ "memories-harbinger-desc": "Your Memories score starts at -1, and goes up by 1 (to a maximum of +3) for each name below. When you write a name below, they gain Influence over you if they did not already have it.",
+ "memories-role1": "● Monster:",
+ "memories-role2": "● Traitor:",
+ "memories-role3": "● Corruptor:",
+ "memories-role4": "● Martyr:",
+ "memories-role5": "● Architect:",
+ "memories-role6": "● Leader:",
+ "connect-harbinger-desc1": "When you push yourself to remember the version of someone that exists in your future, mark a condition and roll Memories. On a hit, you connect who they are now to who they are in the future; choose the role that they fulfill in the future, and the GM will tell you about their future self. On a 10+, ask a follow-up question. On a miss, they're not at all who you thought they would be; the GM will choose their role, or tell you that as far as you know, they don't exist in the future.",
+ "connect-harbinger-desc2": "At the start of each session or when time passes, roll to find out how your investigations into the timeline have been going. On a hit, choose one figure noted above or one aspect of the future world you can remember. You've found a lead to follow to learn more about how the present version of that figure or aspect became the future version. On a 10+, the lead is particularly strong; right now, you can ask the GM one question about the figure or aspect, and they will answer honestly. On a miss, you're lost in the present; the GM will tell you how things are so different here, and shift your Labels according to how it makes you feel.",
"move:": "Man.:",
"label:": "Étiq.:",
+ "activemove-hide": "Hide your Active Moves",
+ "activemove-note": "Note: Adult moves count as Active Moves",
+ "passivemove-hide": "Hide your Passive Moves",
+ "teammove-hide": "Hide your Team Moves",
+ "teammove1-beacon": "When you share a triumphant celebration with someone, tell them how they're awesome and add 1 Team to the pool. If they tell you how you're awesome in return, add 1 more Team to the pool.",
+ "teammove2-beacon": "When you share a vulnerability or weakness with someone, ask them to confirm or deny that you should be here. If they confirm it, mark potential and give them Influence over you. If they deny it, mark Angry and shift one Label up and one Label down, your choice.",
+ "teammove1-bull": "When you share a triumphant celebration with someone, make them your love or rival immediately to mark potential. If they are already your love or rival, take Influence over them and mark potential.",
+ "teammove2-bull": "When you share a vulnerability or weakness with someone, give them Influence and hold 2. Spend that hold to help them as if it were Team in the pool.",
+ "teammove1-delinquent": "When you share a triumphant celebration with someone, ask them if they think you're cool. If they say yes, give them Influence and take Influence over them. If they say no, mark a condition or spurn them immediately. If they're a teammate, then either way, add 1 Team to the pool.",
+ "teammove2-delinquent": "When you share a vulnerability or weakness with someone, give them Influence over you, and ask them who they'd like you to be. Mark potential if you show them that person. If they're a teammate, add 1 Team to the pool no matter what.",
+ "teammove1-doomed": "When you share a triumphant celebration with someone, give them Influence over you and spend 1 Team from the pool to clear one box on your Doomtrack.",
+ "teammove2-doomed": "When you share a vulnerability or weakness with someone, give them Influence over you and ask if they honestly think there's hope for you. If they say yes, mark potential or clear one box on your Doomtrack. If they say no, mark a condition or mark one box on your Doomtrack.",
+ "teammove1-janus": "When you share a triumphant celebration with someone, ask them if they see you as the person wearing the mask or the person underneath. If the former, mark potential and clear a condition. If the latter, take Influence over them if you reveal yourself.",
+ "teammove2-janus": "When you share a vulnerability or weakness with someone, tell them a secret about who you really are. Give them Influence, and shift your Mundane up and your Mask's Label down.",
+ "teammove1-legacy": "When you share a triumphant celebration with someone, tell them whether you see them as an equal. If you do, give them Influence over you and mark potential. If you don't, shift Superior up and any other Label down.",
+ "teammove2-legacy": "When you share a vulnerability or weakness with someone, tell them a secret about your legacy (including your own true feelings about it) to clear a condition and give them Influence over you.",
+ "teammove1-nova": "When you share a triumphant celebration with someone, ask them if there is any fear in their eyes when they look at you. If they say no, take +1 forward and mark potential. If they say yes, immediately shift your Danger up and Savior down.",
+ "teammove2-nova": "When you share a vulnerability or weakness with someone, tell them how they could stop you, if it came down to it. Give them Influence over you and clear a condition.",
+ "teammove1-outsider": "When you share a triumphant celebration with someone, take Influence over them if you show them meaningful affection, physical or emotional. They decide if it's meaningful.",
+ "teammove2-outsider": "When you share a vulnerability or weakness with someone, they tell you what you should do to fit in more. Take +1 forward to do it, and mark potential if you do.",
+ "teammove1-protege": "When you share a triumphant celebration with someone, ask them if you've been a good leader or effective teammate. If they say yes, your Mentor loses Influence over you and you mark potential. If they say no, your Mentor gains Influence over you, and you take +1 forward on using the Label your Mentor embodies.",
+ "teammove2-protege": "When you share a vulnerability or weakness with someone, tell them a secret about your Mentor (including your feelings towards them). Give them Influence over you and add 1 Team to the pool.",
+ "teammove1-transformed": "When you share a triumphant celebration with someone, clear a condition if they treat you like a perfectly normal person and mark potential if they praise your power or abilities.",
+ "teammove2-transformed": "When you share a vulnerability or weakness with someone, ask them if they think you're losing or gaining humanity. If they say losing, mark a condition and mark potential. If they say gaining, clear a condition and shift Mundane up and any other Label down.",
+ "teammove1-reformed": "When you share a moment of triumph with someone, ask them what gives them hope for a brighter day and give them Influence.",
+ "teammove2-reformed": "When you share a vulnerability or weakness with someone, ask them what they would do something dark for and gain Influence over them.",
+ "teammove1-newborn": "When you share a triumphant celebration with someone, ask them what makes them proud or happy about the actions they took and write a lesson based on it, either filling an empty slot or replacing an existing lesson.",
+ "teammove2-newborn": "When you share a vulnerability or weakness with someone, if their response helps you understand human feelings and problems, mark potential. If their response confuses or offends you, shift your Freak up and your Mundane down.",
+ "teammove1-innocent": "When you share a triumphant celebration with someone, ask whether they think your future self could've won this victory. If they do, mark potential and the GM shifts your Labels. If they do not, clear a condition and they shift your Labels.",
+ "teammove2-innocent": "When you share a vulnerability or weakness with someone, ask them if they think you could turn into your future self. If they do, mark potential and the GM shifts your Labels. If they do not, clear a condition and they shift your Labels.",
+ "teammove1-star": "When you share a triumphant celebration with someone, say whether it's part of the show or not. If it is, then you can shift your Labels as you choose. If it is not, then they shift your Labels, and you can clear a condition or mark potential.",
+ "teammove2-star": "When you share a vulnerability or weakness with someone, ask them if they will tell anyone the truth about you. If they agree to keep it a secret, clear a condition or mark potential. If they don't agree, the GM shifts your Labels.",
+ "teammove-joined": "When either you or your other half shares a triumphant celebration or shares a moment of vulnerability without the other one present, mark a condition to mark a potential.",
+ "teammove1-brain": "When you share a triumphant celebration with someone, ask them if they felt they could have done it without you. If they say yes, give Influence to them and mark a condition. If they say no, they give Influence to you.",
+ "teammove2-brain": "When you share a vulnerability or weakness with someone, hold 2. Spend the hold 1-for-1 to clear a condition or add 1 Team to the pool when you are with them.",
+ "teammove1-soldier": "When you share a triumphant celebration with someone, tell them what they need to do to achieve their full potential. If they accept your advice, take Influence over them and add 2 Team to the pool. If they reject what you have to say, mark a condition.",
+ "teammove2-soldier": "When you share a vulnerability or weakness with someone, ask them what cause they serve. If you find it to be a worthy cause, tell them how you will fight for it, clear a condition, and add 1 Team to the pool. If they don't have a cause (or you find it unworthy), mark a condition.",
+ "teammove1-harbinger": "When you confess to a teammate the difference between what you thought they would be and what they really are, add 1 Team to the pool, and ask them if you represent a future they'd want. If they say yes, mark potential. If they say no, mark a condition.",
+ "teammove2-harbinger": "When you share a tale of future loss with someone, ask them if they think you have the ability to avert that loss. If they believe you do, mark potential and give them Influence over you. If they don't, mark Guilty and shift one Label up and one Label down (your choice). If Guilty is already marked, mark another condition, GM's choice.",
+ "teammove1-nomad": "When you share a triumphant celebration with someone, ask them what they admire about you. The GM will shift one of your Labels up and one down based on what they say.",
+ "teammove2-nomad": "When you share a vulnerability or weakness with someone, mark a condition, give them Influence over you, and mark potential.",
+ "teammove1-scion": "When you share a triumphant celebration with someone, ask them if you have earned their respect. If you have, take Influence over them and mark potential. If you have not, give them Influence over you and mark potential.",
+ "teammove2-scion": "When you share a vulnerability or weakness with someone, ask them if they would defend you against those who mistrust you. If they say yes, clear a condition and shift Savior up and any other Label down. If they say no, mark a condition and shift Danger up and any other Label down.",
+ "momentoftruth-unlock": "Unlock your Moment of Truth",
+ "moment-beacon": "This is the moment when you show them exactly why you belong here. You do any one thing, take out any one enemy, no matter how insane, no matter how ridiculous, because that's you. Their jaws are gonna drop when you're done. Of course, pulling off a stunt like this tends to bring unwanted attention and a dangerous reputation...",
+ "moment-bull": "This is what you do best. You let loose, all the pent up strength and rage and glee, and you break whatever stands in your way. You are a walking demolition crew. What can stand up to you? Nothing. Not buildings. Not structures. Not enemies. Nothing. Of course, now the people who changed you know exactly where to find you...",
+ "moment-delinquent": "This is when you show them what you really are. Whether you're the hero underneath the rebel facade... or the one who can make the hard choices heroes can't make. You do whatever it takes to show that truth, whether it's saving the day from a terrible villain or stopping a bad guy once and for all. Of course, once you've shown what you really are, there's no going back to playing the clown...",
+ "moment-doomed": "The prickly tingling fear of your doom, always in your head — it holds you back most of the time. But right here, right now? It gives you the confidence to do anything. After all, what's the worst that could happen? Is it worse than your doom? Do impossible things. Do anything. But mark a Doomsign after you're finished.",
+ "moment-janus": "The mask is a lie, and some piece of you has always known that. Doesn't matter if others can see it. You're the one that can do the impossible. Mask off. Costume on. And you're going to save the damn day. Of course, you better hope nobody nasty is watching...",
+ "moment-legacy": "This is the moment when you prove how much the mantle belongs to you. You seize control of all your powers, and you defeat even impossible odds to prove you are worthy of the name you carry. You accomplish feats even your predecessors couldn't do. Of course, after you prove something like that, you can expect still more responsibilities to be placed on your shoulders...",
+ "moment-nova": "Your mind's eye opens, and you can see the world around you like never before. You can control it, at will, with ease. Of course, warping reality tends to have ramifications down the line, but in your moment of godhood... how could you possibly be worried?",
+ "moment-outsider": "You embrace your home and call them for aid. They will answer your call, in force, arriving exactly when you need them to turn the tide. They fight and serve you for the rest of the battle. Of course, when all is said and done... they'd probably like to take you home with them. You did, after all, just prove yourself worthy.",
+ "moment-protege": "The moment that you show who you really are: your mentor, or something different. You can do whatever your mentor could do and more. You can do the incredible, even the things they always failed to accomplish. Of course, they're not going to see you the same way, no matter which path you choose...",
+ "moment-transformed": "It's so easy to forget that you're not your body, and you're not the voice in your head — you're both. Be the monster, and save them anyway. Smash down walls, and speak softly. Because when you embrace it, you can do anything. Of course, putting on a display like this is sure to rile up those who see only the monster when they look at you...",
+ "moment-reformed": "You've seen your greatest mistakes, and the rest of the world has, too. They're all watching you now, judging every move you make. When everything is on the line and your back is against the wall, though, you'll show them what you're made of — that being a hero is a choice. An act of will. And you've got what it takes to save the day. Of course, afterward, you can expect both sides, hero and villain, to deeply question where your loyalties truly lie...",
+ "moment-newborn": "Something snaps into focus, and suddenly you're a full thing, true and complete. You'd never have known how fragmented you were before, if not for here, this moment. You're not a series of individual lessons. You're not a series of subroutines and programs. You're... a person. This must be what it's like to be... human. And this fullness? It gives you a control over yourself, a unity of purpose you've never experienced before. Of course, now that you're showing off all your potential, it's only a matter of time before someone comes forward to reduce you to a machine again...",
+ "moment-innocent": "You've fought, struggled, and worked so hard to figure out who you are, whether you're just the same as your future self or whether you're different... but right now, that's all out the window. The distinction between your future self and your present self vanishes in the face of the trial before you, and you become exactly the powerful, adamant figure that everyone fears or hopes you will one day become. You can do exactly what your future self could do, and everyone around you sees them in you more clearly than ever. Of course, after this it's going to be hard to treat you as two different people...",
+ "moment-star": "Sometimes it can be hard to tell where the show stops and where you begin — but not today. Not now. Because right now, there is no show. Right now, you are the thing you pretend to be — bold and bright and beautiful and amazing and powerful and confident. Right now, you draw strength from your audience, comfort from their belief in you, and you can do anything they think you can. Of course, after such an impassioned performance, your audience will just have even more demands...",
+ "moment-joined-choose": "When you trigger your Moment of Truth, choose — are you working with your other half, or are you on your own?",
+ "moment-joined-otherhalf": "If you're working with your other half, use the text of their Moment of Truth and treat it as if it applies to both of you. Remember to lock your Label and switch a Bond to a Distinction, because you'll probably never reach these heights of perfect connection, of being one, ever again...",
+ "moment-joined-own": "If you're on your own, use the following text:",
+ "moment-joined": "You're on your own. It's like missing an arm. Like fighting naked. Like holding your breath. You're missing something vital... but you're moving faster than ever, thinking faster than ever, doing things you couldn't even do while relying on both of your strength combined. And it's hitting you, hard — you can do this. Without them. And you can win. It's going to be hard to come down off this high and rejoin with them afterwards, isn't it? Remember to lock a Label and switch a Bond to a Distinction, after you're finished.",
+ "moment-brain": "Sooner or later, all the super powers, elite training, and experience are helpless in the face of evil or disaster. That's when somebody like you, gifted as you are with a peerless intellect, can rise to the occasion. Your plan, your invention, or your lightning-fast thought processes save the day, in a way no one else could have foreseen. Of course, after you've shown how different you are from them, that distance between you and the others is now that much greater. And the world is only going to pull you farther apart...",
+ "moment-soldier": "Freedom isn't free. But not every mission ends in tragedy. When things look bleakest, when your back is against the wall, when it seems like the dawn will never come... you find a way forward without violence. Your enemies lay down their arms and surrender; your allies step back from the brink of chaos. Of course, the people you've saved aren't going to forget what you've done here today; they may even come to see you as a symbol of the higher cause you claim to serve...",
+ "moment-soldier-lock": "You cannot lock Soldier after using your Moment of Truth.",
+ "moment-harbinger": "Everything you do could affect the future. For all you know, saving that one guy means that now the future is full of pterodactyls. The ripples are always so hard to track, and you're not sure if you've helped or hurt — not really. Until now. In this moment, it's all clear. You can see the course of events laid out before you like a river, and you know exactly what you have to do to ensure the future outcome you want. Of course, after this, you've changed enough of the timeline to invalidate your prior research — reset all the names in your Connecting Dots section.",
+ "moment-nomad": "You basically exist with one foot out the door, ready to leave this place, to go back out into the wide expanse of the universe. You've never fully committed. That is, until today. Until right now. Now, you pour everything you have and everything you are into this moment. You pull off tricks no one from this planet has ever seen before. You use your tools in ways no one here could have ever imagined. You devote yourself, here and now, to a cause, and you achieve your goal in ways that you never could've if you'd only stayed home. Of course, now you've proved to everyone that you really don't belong here, and the very skills that let you succeed are the ones you earned from out there...",
+ "moment-scion": "People have always tried to define you by your lineage. As if from the moment you were born, you were meant to be some villain to be defeated. But... they're right, aren't they? That darkness is in you. So right here, right now, you're not fighting it — you're embracing it. Both hero and villain, and greater besides. You're overcoming impossible odds in ways no hero would approve of, and no villain could comprehend. Of course, after seeing what you can really do when you embrace the whole of yourself, the rest of the world isn't going to forget who you really are...",
+ "moment-label-lock": "After you use your Moment of Truth, permanently lock one Label.",
+ "advancedspecial-view": "View after taking the corresponding Advancement",
+ "advancedspecial-brain1": "View after taking Sanctuary",
+ "advancedspecial-brain2": "View after taking Drives",
+ "burn-adv-desc": "Spend your burn on your flares. You lose all burn at the end of the scene. You get 3 Flares.",
+ "describeadvspec": "(describe your advanced special)",
"conditions:": "États:",
"takeapowerfulblow": "(encaiser un coup puissant)",
+ "toclear": "To clear:",
"afraid": "Effrayé",
- "malusdirectlyengage": "(-2 pour affronter directement)",
+ "malusdirectlyengageathreat": "(-2 to directly engage a threat)",
+ "clearafraid": "run from something difficult",
"angry": "Furieux",
"maluscomfortorsupport": "(-2 pour réconforter ou soutenir)",
"maluspiercethemask": "(-2 pour percer le masque)",
+ "clearangry": "hurt someone or break something important",
"guilty": "Coupable",
"malusprovokesomeone": "(-2 pour provoquer)",
"malusassessthesituation": "(-2 pour évaluer la situation)",
+ "clearguilty": "make a sacrifice to absolve your guilt",
+ "hopeless": "Désespéré",
+ "malusunleashyourpowers": "(-2 pour déchaîner tes pouvoirs)",
+ "clearhopeless": "fling yourself into easy relief",
"insecure": "Démoralisé",
"malusdefend": "(-2 pour défendre)",
"malusreject": "(-2 pour rejeter l'influence)",
- "hopeless": "Désespéré",
- "malusunleashyourpowers": "(-2 pour déchaîner tes pouvoirs)",
+ "clearinsecure": "take foolhary action without talking to your team",
+ "newborn-optional-damage": "Enable if you take the Damage move",
+ "damaged": "Damaged",
+ "cleardamaged": "you need time, external help, or special equipment or abilities",
+ "conditions-note": "Note: Conditions do not affect Active Moves",
+ "whenyoumarkdrive": "When you mark a drive, choose one: mark potential, clear a condition, take influence over someone involved",
+ "whencompleteadriveset": "When you complete a set of drives, add another set with 4 new drives.",
+ "whenalldrivesmarked": "When all drives are marked, choose one: change playbooks, retire from the life, become a paragon of the city",
"completedthisset": "ces quatre pulsions ont été accomplies",
+ "bullheartdesc": "You can change your love or rival at any time; give the new person influence over you",
"love:": "Amour:",
"rival:": "Rival:",
- "add1toallrollsthistwo": "(+1 à tous les jets les prenant pour cible)",
- "darkvisions": "Sombres Prémonitions",
- "burningbright": "En Flammes",
- "infinitepowers": "Pouvoirs Infinis",
- "bolstered": "Stimulé",
- "portal": "Portail",
- "yourdoomcomes": "Ton destin funeste s'accomplit",
+ "bullheartongoing": "(+1 to any roll that impresses your love or frustrates your rival)",
+ "bullchooserole": "Choose a role that you fulfill for your love or rival",
+ "bullrole1": "Defender: When you leap to defend your love or rival in battle, roll +Danger instead of +Savior to defend them.",
+ "bullrole2": "Friend: When you comfort or support your love or rival, mark potential on a hit. When your love or rival comforts or supports you, mark potential when they roll a hit.",
+ "bullrole3": "Listener: When you pierce the mask of your love or rival, you can always let them ask you a question to ask them an additional question in turn, even on a miss. These additional questions do not have to be on the list.",
+ "bullrole4": "Enabler: When you provoke your love or rival, roll +Danger if you are trying to provoke them to rash or poorly thought out action.",
+ "nemesisdesc1": "Your Nemesis is an epic and powerful enemy representing and embodying your Doom.",
+ "nemesisdesc2": "At the end of every session, answer the question: Did you make progress on defeating your Nemesis? If the answer is yes, mark potential. If the answer is no, mark your Doomtrack.",
+ "sanctuarydesc1": "You have a place where you can rest, recover, and reflect upon your powers. Write 3 features of your Sanctuary:",
+ "sanctuarydesc2": "Write 2 downsides of your Sanctuary:",
+ "sanctuarydesc3": "When you call upon the resources of your Sanctuary to solve a problem, say what you want to do. The GM will give you 1 to 4 requirements from the following which you must fulfill to complete your solution:",
+ "sanctuary-req1": "First, you must...",
+ "sanctuary-req2": "You'll need help from...",
+ "sanctuary-req3": "You and your team will risk danger from...",
+ "sanctuary-req4": "The best you can do is a lesser version, unreliable and limited",
+ "sanctuary-req5": "You'll need to mark one box on your Doomtrack",
+ "sanctuary-req6": "You'll have to obtain...",
+ "legacydesc1": "Name some members of your legacy (at least 2):",
+ "legacymember1": "is still active and prominent in the city.",
+ "legacymember2": "is retired and quite judgmental.",
+ "legacymember3": "is the next possible member of your legacy.",
+ "legacymember4": "is the greatest opponent your legacy ever faced... and is still at large.",
+ "legacydesc2": "Whenever time passes, roll to see how the members of your legacy feel or react to your most recent exploits. Before rolling, have the other players answer these following questions about your performance. Take -1 to the roll for each 'no' answer:",
+ "legacyquestion1": "● Have you been upholding the traditions of your legacy?",
+ "legacyquestion2": "● Have you maintained the image of your legacy?",
+ "legacyquestion3": "● Have you made the other members of your legacy proud?",
+ "legacydesc3": "On a hit, one of them offers you meaningful encouragement, an opportunity, or an advantage. On a 7-9, another is upset with your most recent actions, and will make their displeasure known. On a miss, something you did stirred up the hornet's nest — expect several members of your legacy to meddle with your life.",
"hold:": "Embrasements:",
- "resetto0attheend": "(remettre à 0 à la fin de la scène)",
+ "mentor-desc1": "You have a mentor, someone who's taught you, trained you, given you aid, or raised you up. Someone who might have confined you a bit too rigidly to a single path.",
"embodies:": "Incarne:",
"denies:": "Rejette:",
- "add1toallrollsthesepeople": "(+1 aux jets qui ciblent ces gens)",
+ "mentor-resource": "Mentor's Resources:",
+ "mentor-desc2": "Write up to 3 resources that your mentor gave you and the team",
+ "mentorresource": "(resources provided by your mentor)",
+ "haveinfluenceover": "I have influence over:",
+ "influenceroll": "(+1 to any roll that target these people)",
+ "aminfluencedby": "I am influenced by:",
"whatdidyoutake": "(nom de la progression)",
"movename": "(nom de la manoeuvre)",
"movedescription": "(description de la manoeuvre)",
+ "teammovedesc": "(team move description)",
+ "momentcustomdesc": "(moment of truth description)",
"drive": "(pulsion)",
"yourlove": "(ton amour)",
"yourrival": "(ton rival)",
- "iam": "(Je suis...)",
- "asuperheroshould": "(Un super-héros devrait...)",
- "always": "(Toujours...)",
- "never": "(Jamais...)",
- "villainouscontact": "(super-vilain)"
+ "friendsinlowplaces1": "You have ties to villains from your previous career, a.k.a. Friends in Low Places.",
+ "friendsinlowplaces2": "Write 3 names and fill in their details. At character creation, mark 2 obligations on one villain and mark 1 obligation on another.",
+ "contactobligation": "Obligation:",
+ "villainouscontact": "(super-vilain)",
+ "theirspecialty": "(their specialty)",
+ "friendsinlowplaces-help1": "When you come to them for help with your problems, mark obligation on them and they'll help out within their specialty. If all their boxes are full, then they won't help you until you help them.",
+ "friendsinlowplaces-help2": "When time passes, roll flat + your highest obligation. On a 10+, they come crashing into your life with a crisis. On a 7-9, they call for a favor. On a miss, they don't come knocking yet, but mark obligation on them — the debts are getting heavier.",
+ "friendsinlowplaces-help3": "When you help one of these villains with their problems, erase 2 obligations on them.",
+ "lessonsnewborn-desc": "When you learn something that helps you make sense of the world, write it down as a Lesson. Fill in 2 lessons at character creation. Fill in the others during play.",
+ "lesson-newborn1": "I am",
+ "lesson-newborn2": "A superhero should",
+ "lesson-newborn3": "Always",
+ "lesson-newborn4": "Never",
+ "lessonsnewborn-embody": "When you embody one of your lessons, shift one Label up and one Label down, your choice. If you cause a misunderstanding, collateral damage, or unintended consequences in the process, mark potential.",
+ "lessonsnewborn-reject": "When you reject one of your lessons, reject its Influence as if it were an NPC. If you choose to have it lose Influence over you, erase that lesson and write a new one in its stead.",
+ "lessonsnewborn-creator1": "When you approach your creator or caretakers with a problem, tell them what obstacle you face or what you need to achieve, and they will offer you something you need. The GM chooses one:",
+ "lessonnewborn-offer1": "● secret information",
+ "lessonnewborn-offer2": "● a way to temporarily boost or expand your powers",
+ "lessonnewborn-offer3": "● access to instruments, weapons, or resources",
+ "lessonnewborn-offer4": "● official and explicit backing",
+ "lessonsnewborn-creator2": "If you accept their help, they'll rewrite one of your lessons.",
+ "audiencestar-desc": "You are a celebrity in the city. By default, your audience is a limited group of interested fans, and you speak to them through after-action interviews, infrequent press conferences, etc. Why does your audience love you? Mark all that apply.",
+ "audience-why1": "You're just like them",
+ "audience-why2": "You're a dangerous person, a bad seed",
+ "audience-why3": "You're noble warrior for justice",
+ "audience-why4": "You're stunning, unique, and beautiful",
+ "audience-why5": "You're charming, well-spoken, and smart",
+ "audience-why6": "You're a firebrand, a rabble rouser",
+ "audiencestar-adv": "Choose 2 advantages:",
+ "audience-adv1": "Your audience is utterly devoted to you",
+ "audience-adv2": "You can easily speak to them at any time",
+ "audience-adv3": "You have a PR agent to handle your audience",
+ "audience-adv4": "You earn a lot of money from their interest",
+ "audience-adv5": "You have a major hero's endorsement",
+ "audience-adv6": "You have a much wider audience",
+ "audiencestar-demand": "Choose 2 demands your audience makes on you:",
+ "audience-demand1": "They require constant stimulation",
+ "audience-demand2": "They require perfection — no mistakes",
+ "audience-demand3": "They require frequent bouts of drama",
+ "audience-demand4": "They require major acts of heroism",
+ "audience-demand5": "They require novelty and brand new action",
+ "audience-demand6": "They require chemistry with your allies",
+ "audiencestar-accept": "When you accept what your audience tells you about yourself, clear a condition.",
+ "audiencestar-reject": "When you reject what your audience tells you about yourself, on a hit mark potential and expect retribution.",
+ "audiencestar-help": "When you seek help from your audience, roll. On a hit, someone in your audience can hook you up. On a 10+, they only make a small demand. On a 7-9, their demands are a lot higher. On a miss, you've made a mistake, and your audience won't help you until you've redeemed yourself in their eyes.",
+ "otherhalfjoined-desc": "You share a deep bond with your other half. You are stronger together than you are apart, for now. If your other half's playbook has no extra, then take 2 playbook moves from them; one they have and one they don't. If your other half's playbook has extras (drives, bull's heart, burn, the mask, legacy etc.), then you share the extras, gaining further merits and demerits.",
+ "otherhalfjoined-more": "For more details, refer to pages 102 to 109 in the Masks: Halcyon City Herald Collection supplement.",
+ "otherhalfjoined-playbook": "Your Other Half's Playbook:",
+ "otherhalfextra": "(describe what extras you gain from/share with your other half)",
+ "brainshame-desc": "You have a deep and abiding sense of guilt for something you have created or had a hand in creating. Just as you are a world-class intellect, your shame is a world-class problem. Whatever the case, your role in its creation is not publicly known... yet.",
+ "brainshame-title": "Your Shame:",
+ "brainshame-list1": "A prototype AI",
+ "brainshame-list2": "A cosmic phenomenon",
+ "brainshame-list3": "A catastrophic weapon",
+ "brainshame-list4": "A dangerous chemical",
+ "brainshame-list5": "A living monstrosity",
+ "brainshame-list6": "An altered former ally",
+ "brainshame-confront": "Whenever you are confronted with your shame, either mark a condition or shift Superior down and Danger up. If your shame is an NPC, they can never lose Influence over you.",
+ "brainshame-endsession1": "At the end of every session, answer the question:",
+ "brainshame-endsession2": "● Did you take steps to make amends for your shame?",
+ "brainshame-endsession3": "If the answer is yes, mark potential. If the answer is no, give Influence to one of your teammates.",
+ "soldier": "Soldier",
+ "soldier:": "Soldier:",
+ "actonorders": "(act on orders and rely on training)",
+ "invokeauthority": "(invoke your authority",
+ "askaegis": "(ask A.E.G.I.S. for resources)",
+ "highercalling-desc": "You work for A.E.G.I.S., an agency that keeps the world safe from all manners of superhuman, supernatural, and extraterrestrial threats.",
+ "soldierlabel-desc": "The Soldier Label functions like any other Label. Characters with Influence over you can shift it, and you mark a condition if it would ever shift above +3 or below -2. You can only lock Soldier with the corresponding advancement. You can only cancel the influence A.E.G.I.S. holds over you with the corresponding advancement.",
+ "highercalling-move1": "When you're acting on orders and relying on your training, give A.E.G.I.S. influence to use Soldier instead of any other Label when you make a basic or playbook move.",
+ "highercalling-move2": "When you invoke your authority over civilians, Halcyon City personnel, or A.E.G.I.S. staff, roll +Soldier. On a hit, your words carry weight. On a 7-9, someone will push back against your instructions or orders... sooner rather than later. On a miss, your attempts to control the situation create an opportunity for your enemies within A.E.G.I.S. to act against you.",
+ "highercalling-move3": "When you ask A.E.G.I.S. for additional resources, equipment, or information during a mission, roll +Soldier. On a hit, they'll resupply you as best they can. On a 10+, the resources are highly classified or experimental; take +1 ongoing to deploying them throughout the mission. On a miss, A.E.G.I.S. sends what they think you need, regardless of what you actually requested.",
+ "scionlineage-desc": "You are the child of a true supervillain. You strive to be different than them, but they are a part of you. Answer each question below to describe them:",
+ "scionlineage-ques1": "What kind of villain are they?",
+ "scionlineage-ques2": "What is your relationship with them like?",
+ "scionlineage-ques3": "They have an array of abilities, assets, and strengths; what are some of them? (up to 3)",
+ "scionrespect-desc1": "Write down the names of at least 2 characters whose respect you need to earn in order to differentiate yourself from your parent. You may fill in new names whenever appropriate.",
+ "respect:": "Respect:",
+ "advancement:": "Advancement:",
+ "scionrespect-list1": "● Your parent's greatest enemy:",
+ "scionrespect-list2": "● Your parent's greatest victim:",
+ "scionrespect-list3": "● Your personal idol:",
+ "scionrespect-list4": "● The city's greatest leader:",
+ "scionrespect-list5": "● The city's greatest hero:",
+ "scionrespect-list6": "● The city's biggest celebrity:",
+ "scionrespect-desc2": "When you seek out one of the characters named above, roll. On a hit, you track them down. On a 7-9, they're juggling their own problems, and may not have time for you. On a miss, when you find them, the situation is dire; the GM will tell you how.",
+ "scionrespect-desc3": "If you earn Influence over the characters listed above, instead you mark 1 Respect. If you lose Influence over the characters listed above, instead you lose 1 Respect. If you lose 1 Respect and you have none marked, you immediately mark a condition, GM's choice.",
+ "scionrespect-desc4": "The first time you reach 4 Respect on an individual, take an advancement (mark the corresponding box under the character).",
+ "scionrespect-desc5": "While you have 4 Respect on an individual, you gain the following benefits. If you dip below 4 Respect on an individual, you lose these benefits.",
+ "scionrespect-desc5opt1": "● You can reject their Influence at a +3 (does not stack with the above).",
+ "scionrespect-desc5opt2": "● You take +1 to a Label of their choice (write it next to their name).",
+ "nomadinfluencedby": "I am influenced by: (max 6)",
+ "nomadinfluence-desc1": "(By default, no one has Influence over you, not even adults)",
+ "nomadinfluence-desc2": "(You gain benefits based on how much Influence you have given out. Check Roots for details.)",
+ "nomadroots-desc1": "● During play, you can only give Influence by revealing a vulnerability or weakness to someone and through the end of session move.",
+ "nomadroots-desc2": "● You cannot give Influence to somebody who already has Influence over you.",
+ "nomadroots-desc3": "● Others cannot take Influence over you; if they would, instead they choose: mark potential or inflict a condition on you.",
+ "nomadroots-desc4": "● You reject Influence at -2 by default, instead of +0 (already included in the Reject Influence roll).",
+ "nomadroots-desc5": "● When someone takes advantage of their Influence over you, they can choose 2 options.",
+ "nomadroots-desc6": "● At the end of each session, you may take away Influence from someone who has Influence over you.",
+ "nomadroots-howmuch": "How much Influence have you given out?",
+ "nomadinfluence-list1": "0 Influence",
+ "nomadinfluence-list2": "1-2 Influence",
+ "nomadinfluence-list3": "3 Influence",
+ "nomadinfluence-list4": "4 Influence",
+ "nomadinfluence-list5": "5 Influence",
+ "nomadinfluence-list6": "6 Influence",
+ "nomadinfluence-option1": "● You cannot comfort or support anyone. If you would trigger that move, instead mark a condition as you say exactly the wrong thing. If someone tries to comfort or support you, you cannot open up to them.",
+ "nomadinfluence-option2": "● When you defend someone who has Influence over you, you can ignore the Insecure condition. When you directly engage someone who has Influence over you, you can ignore the Afraid condition.",
+ "nomadinfluence-option3": "● When you take a powerful blow from someone with Influence over you, take -2 to the roll.",
+ "nomadinfluence-option4": "● When you pierce the mask of someone who has Influence over you, you can always ask them one question, even on a miss.",
+ "nomadinfluence-option5": "● When you spend 1 Team to help someone who has Influence over you, it gives them +2.",
+ "nomadinfluence-option6": "● When you accept the words of someone who has Influence over you, mark potential, clear a condition, or take +1 forward.",
+ "theirname": "(their name)",
+ "bullet": "●",
+ "rollkapow": "KAPOW!",
+ "rollfullhit": "Full hit!",
+ "rollhit": "Hit!",
+ "rollmiss": "Miss!",
+ "rollohdear": "Oh dear!"
}
diff --git a/Masks - A New Generation/translations/he.json b/Masks - A New Generation/translations/he.json
index 095ae30a1d..7c893fe285 100644
--- a/Masks - A New Generation/translations/he.json
+++ b/Masks - A New Generation/translations/he.json
@@ -1,8 +1,9 @@
{
"playbook:": "דף דמות",
+ "choose-playbook": "Choose Playbook",
"thebeacon": "המשואה",
"thebull": "הסער",
- "thedelinquant": "הפרחח",
+ "thedelinquent": "The Delinquent",
"thedoomed": "הקודר",
"thejanus": "החצוי",
"thelegacy": "היורש",
@@ -10,83 +11,389 @@
"theoutsider": "הנוכרי",
"theprotege": "החניך",
"thetransformed": "המפלץ",
- "theinnocent": "התמים",
- "thejoined": "המאוחדים",
- "thenewborn": "החדש",
"thereformed": "המשוקם",
+ "thenewborn": "החדש",
+ "theinnocent": "התמים",
"thestar": "הכוכב",
+ "thejoined": "המאוחדים",
"thebrain": "המוח",
"thesoldier": "החייל",
+ "theharbinger": "The Harbinger",
+ "thenomad": "The Nomad",
+ "thescion": "The Scion",
+ "custom": "Custom",
"somethingelse": "משהו אחר",
- "freak:": "מוזר:",
- "unleashyourpowers": "(שחרור מעצורים)",
- "danger:": "מסוכן:",
- "directlyengage": "(עימות חזיתי)",
- "savior:": "מושיע:",
- "savior": "מושיע",
- "freak": "מוזר",
+ "halcyoncityherald": "Halcyon City Herald Collection",
+ "secretsofaegis": "Secrets of A.E.G.I.S.",
+ "unbound": "Unbound",
"danger": "מסוכן",
+ "danger:": "מסוכן:",
+ "freak": "מוזר",
+ "freak:": "מוזר:",
+ "savior": "מושיע",
+ "savior:": "מושיע:",
"superior": "מתנשא",
- "mundane": "משעמם",
- "soldier": "חייל",
- "defend": "(מגננה)",
"superior:": "מתנשא:",
+ "mundane": "משעמם",
+ "mundane:": "משעמם:",
+ "sumof5labels": "Sum of 5 Labels:",
+ "sumof6labels": "Sum of 6 Labels:",
+ "bydefault3": "(ברירת המחדל היא 3)",
+ "bydefault5": "(by default this should be 5)",
+ "advancementmayincrease": "(התקדמות עשויה להוסיף לזה)",
+ "directlyengageathreat": "(directly engage a threat)",
+ "unleashyourpowers": "(שחרור מעצורים)",
+ "comfortorsupport": "(תמיכה או ניחומים)",
+ "piercethemask": "(הסרת המסיכה)",
+ "defend": "(מגננה)",
"assessthesituation": "(הערכת המצב)",
"provokesomeone": "(התגרות)",
- "mundane:": "משעמם:",
- "soldier:": "חייל:",
- "piercethemask": "(הסרת המסיכה)",
- "comfortorsupport": "(תמיכה או ניחומים)",
- "actonorders": "(פעל בהתאם להוראות וסמוך על האימונים)",
- "invokeauthority": "(הטל את מרותך",
- "askaegis": "(בקש מהאחווה משאבים)",
"flat2d6": "2ק6",
"rejectsomeonesinfluence": "(דחה השפעה)",
+ "rejectinfluence": "Reject Influence",
"customrolls": "(גלגול מותאם)",
- "sumoflabels": "סכום התויות:",
- "bydefault3": "(ברירת המחדל היא 3)",
- "advancementmayincrease": "(התקדמות עשויה להוסיף לזה)",
+ "doom-desc": "What brings your Doom closer? Choose two:",
+ "doomcloser1": "overexerting yourself",
+ "doomcloser2": "facing danger alone",
+ "doomcloser3": "showing mercy",
+ "doomcloser4": "injuring innocents",
+ "doomcloser5": "frightening loved ones",
+ "doomcloser6": "talking about it openly",
+ "doomtrack-desc": "Whenever you bring your Doom closer, mark one box on your Doomtrack",
+ "doomtrack:": "Doomtrack:",
+ "doomtrack-fill": "Whenever your Doomtrack fills, clear it and take one of your Doomsigns",
+ "doomsign-desc": "These are abilities that come to you with your approaching Doom. Once you have taken all five Doomsigns above the line, you must take \"Your doom arrives\" the next time your Doomtrack fills. Choose 1 Doomsign you already have at character creation.",
+ "doomsign1-desc": "Dark Visions: Mark your Doomtrack to have a vision about the situation at hand. After the vision, ask the GM a question; they will answer it honestly.",
+ "doomsign2-desc": "Infinite Powers: Mark your Doomtrack to use an ability from any playbook, one time.",
+ "doomsign3-desc": "Portal: Mark your Doomtrack to appear in a scene with anyone you want.",
+ "doomsign4-desc": "Burning Bright: Mark your Doomtrack to ignore one of the GM's stated requirements when you call upon the resources of your Sanctuary.",
+ "doomsign5-desc": "Bolstered: Mark your Doomtrack to use an Adult Move one time.",
+ "doomsign6-desc": "Your Doom arrives; confront it and perish.",
+ "themask-janus": "The Mask:",
+ "themask-janus-desc1": "You wear a mask and hide your real identity. Choose what Label you try to embody while wearing your mask:",
+ "themask-janus-desc2": "Once per session, you can affirm either your heroic or secret identity to switch your Mundane with your mask's Label.",
+ "themask-janus-desc3": "When you reveal your secret identity to someone who didn't know it already, mark potential.",
+ "secretid-janus-desc1": "Your mundane life comes with a series of obligations. Choose a total of 3 obligations:",
+ "obligationjanus": "(your obligations among jobs, school, home and social)",
+ "secretid-janus-desc2": "When time passes, roll to see how you're managing your obligations. On a hit, things are going pretty well — you have an opportunity or advantage thanks to one of your obligations. On a 7-9, you've lapsed on one obligation, your choice. On a miss, you haven't given your normal life anywhere near the attention it deserves; the GM chooses 2 obligations that are going to bite you in the butt.",
+ "conditions-marked": "Conditions marked:",
+ "burn-nova-desc1": "When you charge up your powers, roll. On a hit, hold 3 burn. On a 7-9, mark a condition. On a miss, hold 2 burn and mark 3 conditions.",
+ "burn-nova-desc2": "Spend your burn on your flares. You lose all burn at the end of the scene. Write 4 Flares you already have at character creation.",
+ "flare:": "Flare:",
+ "flarename": "(flare name)",
+ "flaredescription": "(flare description)",
+ "futureself-innocent-desc1": "Your future self is out there, an important figure in Halcyon City and the world beyond — and everything you'd hoped you'd never be. But finding out how they became who they are may be all it takes to push you along a similar path. Pick 1 step of your future self's path that you already know at character creation, and mark it (left side checkbox). When you learn of another step of your future self's path, mark it. You can have at most 5 steps marked.",
+ "futurepath1-desc": "They lost someone they cared about deeply",
+ "futurepath2-desc": "They failed horrifically in a noble pursuit or cause",
+ "futurepath3-desc": "They committed a major crime",
+ "futurepath4-desc": "They betrayed a close friend or ally",
+ "futurepath5-desc": "They won a victory at enormous cost to the world around them",
+ "futurepath6-desc": "They killed someone",
+ "futurepath7-desc": "They publicly battled another hero",
+ "futurepath8-desc": "They injured an innocent",
+ "futureself-innocent-desc2": "When you undergo an experience (your call) that echoes any one of the above (marked or unmarked), strike it through (right side checkbox). When you strike through a marked step, or mark a struck-through step, choose one of the following:",
+ "futurereplace1-desc": "Replace comfort or support with this: When you coldly dismiss someone, roll +Mundane. On a hit, they mark a condition or leave you alone, their choice. On a 7-9, they can also choose to inflict a condition on you.",
+ "futurereplace2-desc": "Replace defend someone with this: When you aggressively defend a large group or area, roll +Savior. On a hit, you create an opportunity for yourself to press the attack, and take +1 forward to pursue it. On a 10+, the collateral damage is minimal.",
+ "futurereplace3-desc": "Replace provoke someone with this: When you threaten someone, say what you want them to do and roll +Superior. On a hit, they either do it or they are put at a significant disadvantage against you, their choice. On a 10+, either way they mark a condition of your choice.",
+ "futurereplace4-desc": "Replace reject someone's Influence with this: When you spit in the face of guidance or Influence, roll +2. On a hit, take away their Influence over you or clear a condition, your choice. On a 7-9, you both take a powerful blow from the intensity of your words.",
+ "futurereplace5-desc": "Become an NPC antagonist — your path is irreconcilably set along the same course that your future self followed.",
+ "bond-joined-desc": "At character creation you start with Two of a kind, and choose one other bond.",
+ "bond1-desc": "Two of a kind: When time passes, you and your other half gain Influence over each other. When you or your other half pierces the other's mask, mark a condition to take a 10+.",
+ "bond2-desc": "Fastball special: When you perform a coordinated fighting maneuver with your other half, say who takes the lead and who assists. The leader rolls the adult move overwhelm a vulnerable foe. The assistant marks a condition.",
+ "bond3-desc": "Powers, activate!: When you and your other half pool your powers, say who takes the lead and who assists. The leader unleashes their powers with your combined Freak (max +4). The assistant shifts Savior down, Mundane up.",
+ "bond4-desc": "Four eyes are better: When you and your other half assess the situation from two different vantage points, one of you makes the move, and the other may either clear a condition or ask an additional question. You both get +1 when following the answers.",
+ "distinction-joined-desc": "When either you or your other half locks a Label, unmark one of your chosen bonds and choose a distinction.",
+ "distinction1-desc": "Mirror, mirror: When you pierce someone's mask, you can ask them \"What are you really feeling right now?\", even on a miss. If you do, they can ask you the same question.",
+ "distinction2-desc": "Shouldering the burden: When you push yourself to do something your other half failed at or can't do, mark a condition to use the adult move wield your powers.",
+ "distinction3-desc": "Going solo: When you directly engage a threat entirely on your own, you can roll +Superior instead of +Danger.",
+ "distinction4-desc": "Internal strife: When you snipe about your other half behind their back, remove one Team from the pool and clear a condition.",
+ "beforewegetstarted-soldier": "Before we get started:",
+ "beforestart-soldier": "When you have time to closely observe your opposition before a fight, roll. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 and mark a condition. During the fight, you can spend your hold to name a character you observed and...",
+ "beforestart-soldier-list1": "● ...redirect their attack to another character or nowhere — into a wall or the sky.",
+ "beforestart-soldier-list2": "● ...cross a distance between them and you.",
+ "beforestart-soldier-list3": "● ...stun them, close up or from a distance.",
+ "beforestart-soldier-list4": "● ...ignore all harm from one of their attacks.",
+ "beforestart-soldier-list5": "● ...escape any bindings or impediments they attempt to place on you.",
+ "memories:": "Memories:",
+ "memories-harbinger-desc": "Your Memories score starts at -1, and goes up by 1 (to a maximum of +3) for each name below. When you write a name below, they gain Influence over you if they did not already have it.",
+ "memories-role1": "● Monster:",
+ "memories-role2": "● Traitor:",
+ "memories-role3": "● Corruptor:",
+ "memories-role4": "● Martyr:",
+ "memories-role5": "● Architect:",
+ "memories-role6": "● Leader:",
+ "connect-harbinger-desc1": "When you push yourself to remember the version of someone that exists in your future, mark a condition and roll Memories. On a hit, you connect who they are now to who they are in the future; choose the role that they fulfill in the future, and the GM will tell you about their future self. On a 10+, ask a follow-up question. On a miss, they're not at all who you thought they would be; the GM will choose their role, or tell you that as far as you know, they don't exist in the future.",
+ "connect-harbinger-desc2": "At the start of each session or when time passes, roll to find out how your investigations into the timeline have been going. On a hit, choose one figure noted above or one aspect of the future world you can remember. You've found a lead to follow to learn more about how the present version of that figure or aspect became the future version. On a 10+, the lead is particularly strong; right now, you can ask the GM one question about the figure or aspect, and they will answer honestly. On a miss, you're lost in the present; the GM will tell you how things are so different here, and shift your Labels according to how it makes you feel.",
"move:": "מהלך:",
"label:": "תוית:",
+ "activemove-hide": "Hide your Active Moves",
+ "activemove-note": "Note: Adult moves count as Active Moves",
+ "passivemove-hide": "Hide your Passive Moves",
+ "teammove-hide": "Hide your Team Moves",
+ "teammove1-beacon": "When you share a triumphant celebration with someone, tell them how they're awesome and add 1 Team to the pool. If they tell you how you're awesome in return, add 1 more Team to the pool.",
+ "teammove2-beacon": "When you share a vulnerability or weakness with someone, ask them to confirm or deny that you should be here. If they confirm it, mark potential and give them Influence over you. If they deny it, mark Angry and shift one Label up and one Label down, your choice.",
+ "teammove1-bull": "When you share a triumphant celebration with someone, make them your love or rival immediately to mark potential. If they are already your love or rival, take Influence over them and mark potential.",
+ "teammove2-bull": "When you share a vulnerability or weakness with someone, give them Influence and hold 2. Spend that hold to help them as if it were Team in the pool.",
+ "teammove1-delinquent": "When you share a triumphant celebration with someone, ask them if they think you're cool. If they say yes, give them Influence and take Influence over them. If they say no, mark a condition or spurn them immediately. If they're a teammate, then either way, add 1 Team to the pool.",
+ "teammove2-delinquent": "When you share a vulnerability or weakness with someone, give them Influence over you, and ask them who they'd like you to be. Mark potential if you show them that person. If they're a teammate, add 1 Team to the pool no matter what.",
+ "teammove1-doomed": "When you share a triumphant celebration with someone, give them Influence over you and spend 1 Team from the pool to clear one box on your Doomtrack.",
+ "teammove2-doomed": "When you share a vulnerability or weakness with someone, give them Influence over you and ask if they honestly think there's hope for you. If they say yes, mark potential or clear one box on your Doomtrack. If they say no, mark a condition or mark one box on your Doomtrack.",
+ "teammove1-janus": "When you share a triumphant celebration with someone, ask them if they see you as the person wearing the mask or the person underneath. If the former, mark potential and clear a condition. If the latter, take Influence over them if you reveal yourself.",
+ "teammove2-janus": "When you share a vulnerability or weakness with someone, tell them a secret about who you really are. Give them Influence, and shift your Mundane up and your Mask's Label down.",
+ "teammove1-legacy": "When you share a triumphant celebration with someone, tell them whether you see them as an equal. If you do, give them Influence over you and mark potential. If you don't, shift Superior up and any other Label down.",
+ "teammove2-legacy": "When you share a vulnerability or weakness with someone, tell them a secret about your legacy (including your own true feelings about it) to clear a condition and give them Influence over you.",
+ "teammove1-nova": "When you share a triumphant celebration with someone, ask them if there is any fear in their eyes when they look at you. If they say no, take +1 forward and mark potential. If they say yes, immediately shift your Danger up and Savior down.",
+ "teammove2-nova": "When you share a vulnerability or weakness with someone, tell them how they could stop you, if it came down to it. Give them Influence over you and clear a condition.",
+ "teammove1-outsider": "When you share a triumphant celebration with someone, take Influence over them if you show them meaningful affection, physical or emotional. They decide if it's meaningful.",
+ "teammove2-outsider": "When you share a vulnerability or weakness with someone, they tell you what you should do to fit in more. Take +1 forward to do it, and mark potential if you do.",
+ "teammove1-protege": "When you share a triumphant celebration with someone, ask them if you've been a good leader or effective teammate. If they say yes, your Mentor loses Influence over you and you mark potential. If they say no, your Mentor gains Influence over you, and you take +1 forward on using the Label your Mentor embodies.",
+ "teammove2-protege": "When you share a vulnerability or weakness with someone, tell them a secret about your Mentor (including your feelings towards them). Give them Influence over you and add 1 Team to the pool.",
+ "teammove1-transformed": "When you share a triumphant celebration with someone, clear a condition if they treat you like a perfectly normal person and mark potential if they praise your power or abilities.",
+ "teammove2-transformed": "When you share a vulnerability or weakness with someone, ask them if they think you're losing or gaining humanity. If they say losing, mark a condition and mark potential. If they say gaining, clear a condition and shift Mundane up and any other Label down.",
+ "teammove1-reformed": "When you share a moment of triumph with someone, ask them what gives them hope for a brighter day and give them Influence.",
+ "teammove2-reformed": "When you share a vulnerability or weakness with someone, ask them what they would do something dark for and gain Influence over them.",
+ "teammove1-newborn": "When you share a triumphant celebration with someone, ask them what makes them proud or happy about the actions they took and write a lesson based on it, either filling an empty slot or replacing an existing lesson.",
+ "teammove2-newborn": "When you share a vulnerability or weakness with someone, if their response helps you understand human feelings and problems, mark potential. If their response confuses or offends you, shift your Freak up and your Mundane down.",
+ "teammove1-innocent": "When you share a triumphant celebration with someone, ask whether they think your future self could've won this victory. If they do, mark potential and the GM shifts your Labels. If they do not, clear a condition and they shift your Labels.",
+ "teammove2-innocent": "When you share a vulnerability or weakness with someone, ask them if they think you could turn into your future self. If they do, mark potential and the GM shifts your Labels. If they do not, clear a condition and they shift your Labels.",
+ "teammove1-star": "When you share a triumphant celebration with someone, say whether it's part of the show or not. If it is, then you can shift your Labels as you choose. If it is not, then they shift your Labels, and you can clear a condition or mark potential.",
+ "teammove2-star": "When you share a vulnerability or weakness with someone, ask them if they will tell anyone the truth about you. If they agree to keep it a secret, clear a condition or mark potential. If they don't agree, the GM shifts your Labels.",
+ "teammove-joined": "When either you or your other half shares a triumphant celebration or shares a moment of vulnerability without the other one present, mark a condition to mark a potential.",
+ "teammove1-brain": "When you share a triumphant celebration with someone, ask them if they felt they could have done it without you. If they say yes, give Influence to them and mark a condition. If they say no, they give Influence to you.",
+ "teammove2-brain": "When you share a vulnerability or weakness with someone, hold 2. Spend the hold 1-for-1 to clear a condition or add 1 Team to the pool when you are with them.",
+ "teammove1-soldier": "When you share a triumphant celebration with someone, tell them what they need to do to achieve their full potential. If they accept your advice, take Influence over them and add 2 Team to the pool. If they reject what you have to say, mark a condition.",
+ "teammove2-soldier": "When you share a vulnerability or weakness with someone, ask them what cause they serve. If you find it to be a worthy cause, tell them how you will fight for it, clear a condition, and add 1 Team to the pool. If they don't have a cause (or you find it unworthy), mark a condition.",
+ "teammove1-harbinger": "When you confess to a teammate the difference between what you thought they would be and what they really are, add 1 Team to the pool, and ask them if you represent a future they'd want. If they say yes, mark potential. If they say no, mark a condition.",
+ "teammove2-harbinger": "When you share a tale of future loss with someone, ask them if they think you have the ability to avert that loss. If they believe you do, mark potential and give them Influence over you. If they don't, mark Guilty and shift one Label up and one Label down (your choice). If Guilty is already marked, mark another condition, GM's choice.",
+ "teammove1-nomad": "When you share a triumphant celebration with someone, ask them what they admire about you. The GM will shift one of your Labels up and one down based on what they say.",
+ "teammove2-nomad": "When you share a vulnerability or weakness with someone, mark a condition, give them Influence over you, and mark potential.",
+ "teammove1-scion": "When you share a triumphant celebration with someone, ask them if you have earned their respect. If you have, take Influence over them and mark potential. If you have not, give them Influence over you and mark potential.",
+ "teammove2-scion": "When you share a vulnerability or weakness with someone, ask them if they would defend you against those who mistrust you. If they say yes, clear a condition and shift Savior up and any other Label down. If they say no, mark a condition and shift Danger up and any other Label down.",
+ "momentoftruth-unlock": "Unlock your Moment of Truth",
+ "moment-beacon": "This is the moment when you show them exactly why you belong here. You do any one thing, take out any one enemy, no matter how insane, no matter how ridiculous, because that's you. Their jaws are gonna drop when you're done. Of course, pulling off a stunt like this tends to bring unwanted attention and a dangerous reputation...",
+ "moment-bull": "This is what you do best. You let loose, all the pent up strength and rage and glee, and you break whatever stands in your way. You are a walking demolition crew. What can stand up to you? Nothing. Not buildings. Not structures. Not enemies. Nothing. Of course, now the people who changed you know exactly where to find you...",
+ "moment-delinquent": "This is when you show them what you really are. Whether you're the hero underneath the rebel facade... or the one who can make the hard choices heroes can't make. You do whatever it takes to show that truth, whether it's saving the day from a terrible villain or stopping a bad guy once and for all. Of course, once you've shown what you really are, there's no going back to playing the clown...",
+ "moment-doomed": "The prickly tingling fear of your doom, always in your head — it holds you back most of the time. But right here, right now? It gives you the confidence to do anything. After all, what's the worst that could happen? Is it worse than your doom? Do impossible things. Do anything. But mark a Doomsign after you're finished.",
+ "moment-janus": "The mask is a lie, and some piece of you has always known that. Doesn't matter if others can see it. You're the one that can do the impossible. Mask off. Costume on. And you're going to save the damn day. Of course, you better hope nobody nasty is watching...",
+ "moment-legacy": "This is the moment when you prove how much the mantle belongs to you. You seize control of all your powers, and you defeat even impossible odds to prove you are worthy of the name you carry. You accomplish feats even your predecessors couldn't do. Of course, after you prove something like that, you can expect still more responsibilities to be placed on your shoulders...",
+ "moment-nova": "Your mind's eye opens, and you can see the world around you like never before. You can control it, at will, with ease. Of course, warping reality tends to have ramifications down the line, but in your moment of godhood... how could you possibly be worried?",
+ "moment-outsider": "You embrace your home and call them for aid. They will answer your call, in force, arriving exactly when you need them to turn the tide. They fight and serve you for the rest of the battle. Of course, when all is said and done... they'd probably like to take you home with them. You did, after all, just prove yourself worthy.",
+ "moment-protege": "The moment that you show who you really are: your mentor, or something different. You can do whatever your mentor could do and more. You can do the incredible, even the things they always failed to accomplish. Of course, they're not going to see you the same way, no matter which path you choose...",
+ "moment-transformed": "It's so easy to forget that you're not your body, and you're not the voice in your head — you're both. Be the monster, and save them anyway. Smash down walls, and speak softly. Because when you embrace it, you can do anything. Of course, putting on a display like this is sure to rile up those who see only the monster when they look at you...",
+ "moment-reformed": "You've seen your greatest mistakes, and the rest of the world has, too. They're all watching you now, judging every move you make. When everything is on the line and your back is against the wall, though, you'll show them what you're made of — that being a hero is a choice. An act of will. And you've got what it takes to save the day. Of course, afterward, you can expect both sides, hero and villain, to deeply question where your loyalties truly lie...",
+ "moment-newborn": "Something snaps into focus, and suddenly you're a full thing, true and complete. You'd never have known how fragmented you were before, if not for here, this moment. You're not a series of individual lessons. You're not a series of subroutines and programs. You're... a person. This must be what it's like to be... human. And this fullness? It gives you a control over yourself, a unity of purpose you've never experienced before. Of course, now that you're showing off all your potential, it's only a matter of time before someone comes forward to reduce you to a machine again...",
+ "moment-innocent": "You've fought, struggled, and worked so hard to figure out who you are, whether you're just the same as your future self or whether you're different... but right now, that's all out the window. The distinction between your future self and your present self vanishes in the face of the trial before you, and you become exactly the powerful, adamant figure that everyone fears or hopes you will one day become. You can do exactly what your future self could do, and everyone around you sees them in you more clearly than ever. Of course, after this it's going to be hard to treat you as two different people...",
+ "moment-star": "Sometimes it can be hard to tell where the show stops and where you begin — but not today. Not now. Because right now, there is no show. Right now, you are the thing you pretend to be — bold and bright and beautiful and amazing and powerful and confident. Right now, you draw strength from your audience, comfort from their belief in you, and you can do anything they think you can. Of course, after such an impassioned performance, your audience will just have even more demands...",
+ "moment-joined-choose": "When you trigger your Moment of Truth, choose — are you working with your other half, or are you on your own?",
+ "moment-joined-otherhalf": "If you're working with your other half, use the text of their Moment of Truth and treat it as if it applies to both of you. Remember to lock your Label and switch a Bond to a Distinction, because you'll probably never reach these heights of perfect connection, of being one, ever again...",
+ "moment-joined-own": "If you're on your own, use the following text:",
+ "moment-joined": "You're on your own. It's like missing an arm. Like fighting naked. Like holding your breath. You're missing something vital... but you're moving faster than ever, thinking faster than ever, doing things you couldn't even do while relying on both of your strength combined. And it's hitting you, hard — you can do this. Without them. And you can win. It's going to be hard to come down off this high and rejoin with them afterwards, isn't it? Remember to lock a Label and switch a Bond to a Distinction, after you're finished.",
+ "moment-brain": "Sooner or later, all the super powers, elite training, and experience are helpless in the face of evil or disaster. That's when somebody like you, gifted as you are with a peerless intellect, can rise to the occasion. Your plan, your invention, or your lightning-fast thought processes save the day, in a way no one else could have foreseen. Of course, after you've shown how different you are from them, that distance between you and the others is now that much greater. And the world is only going to pull you farther apart...",
+ "moment-soldier": "Freedom isn't free. But not every mission ends in tragedy. When things look bleakest, when your back is against the wall, when it seems like the dawn will never come... you find a way forward without violence. Your enemies lay down their arms and surrender; your allies step back from the brink of chaos. Of course, the people you've saved aren't going to forget what you've done here today; they may even come to see you as a symbol of the higher cause you claim to serve...",
+ "moment-soldier-lock": "You cannot lock Soldier after using your Moment of Truth.",
+ "moment-harbinger": "Everything you do could affect the future. For all you know, saving that one guy means that now the future is full of pterodactyls. The ripples are always so hard to track, and you're not sure if you've helped or hurt — not really. Until now. In this moment, it's all clear. You can see the course of events laid out before you like a river, and you know exactly what you have to do to ensure the future outcome you want. Of course, after this, you've changed enough of the timeline to invalidate your prior research — reset all the names in your Connecting Dots section.",
+ "moment-nomad": "You basically exist with one foot out the door, ready to leave this place, to go back out into the wide expanse of the universe. You've never fully committed. That is, until today. Until right now. Now, you pour everything you have and everything you are into this moment. You pull off tricks no one from this planet has ever seen before. You use your tools in ways no one here could have ever imagined. You devote yourself, here and now, to a cause, and you achieve your goal in ways that you never could've if you'd only stayed home. Of course, now you've proved to everyone that you really don't belong here, and the very skills that let you succeed are the ones you earned from out there...",
+ "moment-scion": "People have always tried to define you by your lineage. As if from the moment you were born, you were meant to be some villain to be defeated. But... they're right, aren't they? That darkness is in you. So right here, right now, you're not fighting it — you're embracing it. Both hero and villain, and greater besides. You're overcoming impossible odds in ways no hero would approve of, and no villain could comprehend. Of course, after seeing what you can really do when you embrace the whole of yourself, the rest of the world isn't going to forget who you really are...",
+ "moment-label-lock": "After you use your Moment of Truth, permanently lock one Label.",
+ "advancedspecial-view": "View after taking the corresponding Advancement",
+ "advancedspecial-brain1": "View after taking Sanctuary",
+ "advancedspecial-brain2": "View after taking Drives",
+ "burn-adv-desc": "Spend your burn on your flares. You lose all burn at the end of the scene. You get 3 Flares.",
+ "describeadvspec": "(describe your advanced special)",
"conditions:": "מצב:",
"takeapowerfulblow": "(ספיגת פגיעה חזקה)",
+ "toclear": "To clear:",
"afraid": "מבועת",
- "malusdirectlyengage": "(2- לעימות חזיתי)",
+ "malusdirectlyengageathreat": "(-2 to directly engage a threat)",
+ "clearafraid": "run from something difficult",
"angry": "מרוגז",
"maluscomfortorsupport": "(2- לתמיכה או ניחומים)",
"maluspiercethemask": "(2- להסרת המסיכה)",
+ "clearangry": "hurt someone or break something important",
"guilty": "מיוסר",
"malusprovokesomeone": "(2- להתגרות)",
"malusassessthesituation": "(2- להערכת המצב)",
+ "clearguilty": "make a sacrifice to absolve your guilt",
+ "hopeless": "מיואש",
+ "malusunleashyourpowers": "(2- לשחרור מעצורים)",
+ "clearhopeless": "fling yourself into easy relief",
"insecure": "מפוחד וחסר בטחון",
"malusdefend": "(2- למגננה)",
"malusreject": "(2- לדחיית השפעה)",
- "hopeless": "מיואש",
- "malusunleashyourpowers": "(2- לשחרור מעצורים)",
+ "clearinsecure": "take foolhary action without talking to your team",
+ "newborn-optional-damage": "Enable if you take the Damage move",
+ "damaged": "Damaged",
+ "cleardamaged": "you need time, external help, or special equipment or abilities",
+ "conditions-note": "Note: Conditions do not affect Active Moves",
+ "whenyoumarkdrive": "When you mark a drive, choose one: mark potential, clear a condition, take influence over someone involved",
+ "whencompleteadriveset": "When you complete a set of drives, add another set with 4 new drives.",
+ "whenalldrivesmarked": "When all drives are marked, choose one: change playbooks, retire from the life, become a paragon of the city",
"completedthisset": "השלמת את המערך",
+ "bullheartdesc": "You can change your love or rival at any time; give the new person influence over you",
"love:": "אהוב:",
"rival:": "יריב:",
- "add1toallrollsthistwo": "(הוסף 1 לכל הגלגולים כנגד שני אלה)",
- "darkvisions": "חזיונות אפלים",
- "burningbright": "זורח באפילה",
- "infinitepowers": "כוחות אינסופיים:",
- "bolstered": "חיזוק",
- "portal": "שער ממדי",
- "yourdoomcomes": "האבדון יתממש",
+ "bullheartongoing": "(+1 to any roll that impresses your love or frustrates your rival)",
+ "bullchooserole": "Choose a role that you fulfill for your love or rival",
+ "bullrole1": "Defender: When you leap to defend your love or rival in battle, roll +Danger instead of +Savior to defend them.",
+ "bullrole2": "Friend: When you comfort or support your love or rival, mark potential on a hit. When your love or rival comforts or supports you, mark potential when they roll a hit.",
+ "bullrole3": "Listener: When you pierce the mask of your love or rival, you can always let them ask you a question to ask them an additional question in turn, even on a miss. These additional questions do not have to be on the list.",
+ "bullrole4": "Enabler: When you provoke your love or rival, roll +Danger if you are trying to provoke them to rash or poorly thought out action.",
+ "nemesisdesc1": "Your Nemesis is an epic and powerful enemy representing and embodying your Doom.",
+ "nemesisdesc2": "At the end of every session, answer the question: Did you make progress on defeating your Nemesis? If the answer is yes, mark potential. If the answer is no, mark your Doomtrack.",
+ "sanctuarydesc1": "You have a place where you can rest, recover, and reflect upon your powers. Write 3 features of your Sanctuary:",
+ "sanctuarydesc2": "Write 2 downsides of your Sanctuary:",
+ "sanctuarydesc3": "When you call upon the resources of your Sanctuary to solve a problem, say what you want to do. The GM will give you 1 to 4 requirements from the following which you must fulfill to complete your solution:",
+ "sanctuary-req1": "First, you must...",
+ "sanctuary-req2": "You'll need help from...",
+ "sanctuary-req3": "You and your team will risk danger from...",
+ "sanctuary-req4": "The best you can do is a lesser version, unreliable and limited",
+ "sanctuary-req5": "You'll need to mark one box on your Doomtrack",
+ "sanctuary-req6": "You'll have to obtain...",
+ "legacydesc1": "Name some members of your legacy (at least 2):",
+ "legacymember1": "is still active and prominent in the city.",
+ "legacymember2": "is retired and quite judgmental.",
+ "legacymember3": "is the next possible member of your legacy.",
+ "legacymember4": "is the greatest opponent your legacy ever faced... and is still at large.",
+ "legacydesc2": "Whenever time passes, roll to see how the members of your legacy feel or react to your most recent exploits. Before rolling, have the other players answer these following questions about your performance. Take -1 to the roll for each 'no' answer:",
+ "legacyquestion1": "● Have you been upholding the traditions of your legacy?",
+ "legacyquestion2": "● Have you maintained the image of your legacy?",
+ "legacyquestion3": "● Have you made the other members of your legacy proud?",
+ "legacydesc3": "On a hit, one of them offers you meaningful encouragement, an opportunity, or an advantage. On a 7-9, another is upset with your most recent actions, and will make their displeasure known. On a miss, something you did stirred up the hornet's nest — expect several members of your legacy to meddle with your life.",
"hold:": "שמור:",
- "resetto0attheend": "(אפס ל- 0 בתחילת הסצנה)",
+ "mentor-desc1": "You have a mentor, someone who's taught you, trained you, given you aid, or raised you up. Someone who might have confined you a bit too rigidly to a single path.",
"embodies:": "מגלם",
"denies:": "דוחה",
- "add1toallrollsthesepeople": "(הוסף אחד לכל הגלגולים כנגד אלו)",
+ "mentor-resource": "Mentor's Resources:",
+ "mentor-desc2": "Write up to 3 resources that your mentor gave you and the team",
+ "mentorresource": "(resources provided by your mentor)",
+ "haveinfluenceover": "I have influence over:",
+ "influenceroll": "(+1 to any roll that target these people)",
+ "aminfluencedby": "I am influenced by:",
"whatdidyoutake": "(מה לקחת?)",
"movename": "(שם המהלך)",
"movedescription": "(תיאור המהלך)",
+ "teammovedesc": "(team move description)",
+ "momentcustomdesc": "(moment of truth description)",
"drive": "(מניע)",
"yourlove": "(אהובך)",
"yourrival": "(יריבך)",
- "iam": "(אני...)",
- "asuperheroshould": "(גיבור על צריך...)",
- "always": "(תמיד...)",
- "never": "(אף פעם...)",
- "villainouscontact": "(איש קשר מתועב)"
+ "friendsinlowplaces1": "You have ties to villains from your previous career, a.k.a. Friends in Low Places.",
+ "friendsinlowplaces2": "Write 3 names and fill in their details. At character creation, mark 2 obligations on one villain and mark 1 obligation on another.",
+ "contactobligation": "Obligation:",
+ "villainouscontact": "(איש קשר מתועב)",
+ "theirspecialty": "(their specialty)",
+ "friendsinlowplaces-help1": "When you come to them for help with your problems, mark obligation on them and they'll help out within their specialty. If all their boxes are full, then they won't help you until you help them.",
+ "friendsinlowplaces-help2": "When time passes, roll flat + your highest obligation. On a 10+, they come crashing into your life with a crisis. On a 7-9, they call for a favor. On a miss, they don't come knocking yet, but mark obligation on them — the debts are getting heavier.",
+ "friendsinlowplaces-help3": "When you help one of these villains with their problems, erase 2 obligations on them.",
+ "lessonsnewborn-desc": "When you learn something that helps you make sense of the world, write it down as a Lesson. Fill in 2 lessons at character creation. Fill in the others during play.",
+ "lesson-newborn1": "I am",
+ "lesson-newborn2": "A superhero should",
+ "lesson-newborn3": "Always",
+ "lesson-newborn4": "Never",
+ "lessonsnewborn-embody": "When you embody one of your lessons, shift one Label up and one Label down, your choice. If you cause a misunderstanding, collateral damage, or unintended consequences in the process, mark potential.",
+ "lessonsnewborn-reject": "When you reject one of your lessons, reject its Influence as if it were an NPC. If you choose to have it lose Influence over you, erase that lesson and write a new one in its stead.",
+ "lessonsnewborn-creator1": "When you approach your creator or caretakers with a problem, tell them what obstacle you face or what you need to achieve, and they will offer you something you need. The GM chooses one:",
+ "lessonnewborn-offer1": "● secret information",
+ "lessonnewborn-offer2": "● a way to temporarily boost or expand your powers",
+ "lessonnewborn-offer3": "● access to instruments, weapons, or resources",
+ "lessonnewborn-offer4": "● official and explicit backing",
+ "lessonsnewborn-creator2": "If you accept their help, they'll rewrite one of your lessons.",
+ "audiencestar-desc": "You are a celebrity in the city. By default, your audience is a limited group of interested fans, and you speak to them through after-action interviews, infrequent press conferences, etc. Why does your audience love you? Mark all that apply.",
+ "audience-why1": "You're just like them",
+ "audience-why2": "You're a dangerous person, a bad seed",
+ "audience-why3": "You're noble warrior for justice",
+ "audience-why4": "You're stunning, unique, and beautiful",
+ "audience-why5": "You're charming, well-spoken, and smart",
+ "audience-why6": "You're a firebrand, a rabble rouser",
+ "audiencestar-adv": "Choose 2 advantages:",
+ "audience-adv1": "Your audience is utterly devoted to you",
+ "audience-adv2": "You can easily speak to them at any time",
+ "audience-adv3": "You have a PR agent to handle your audience",
+ "audience-adv4": "You earn a lot of money from their interest",
+ "audience-adv5": "You have a major hero's endorsement",
+ "audience-adv6": "You have a much wider audience",
+ "audiencestar-demand": "Choose 2 demands your audience makes on you:",
+ "audience-demand1": "They require constant stimulation",
+ "audience-demand2": "They require perfection — no mistakes",
+ "audience-demand3": "They require frequent bouts of drama",
+ "audience-demand4": "They require major acts of heroism",
+ "audience-demand5": "They require novelty and brand new action",
+ "audience-demand6": "They require chemistry with your allies",
+ "audiencestar-accept": "When you accept what your audience tells you about yourself, clear a condition.",
+ "audiencestar-reject": "When you reject what your audience tells you about yourself, on a hit mark potential and expect retribution.",
+ "audiencestar-help": "When you seek help from your audience, roll. On a hit, someone in your audience can hook you up. On a 10+, they only make a small demand. On a 7-9, their demands are a lot higher. On a miss, you've made a mistake, and your audience won't help you until you've redeemed yourself in their eyes.",
+ "otherhalfjoined-desc": "You share a deep bond with your other half. You are stronger together than you are apart, for now. If your other half's playbook has no extra, then take 2 playbook moves from them; one they have and one they don't. If your other half's playbook has extras (drives, bull's heart, burn, the mask, legacy etc.), then you share the extras, gaining further merits and demerits.",
+ "otherhalfjoined-more": "For more details, refer to pages 102 to 109 in the Masks: Halcyon City Herald Collection supplement.",
+ "otherhalfjoined-playbook": "Your Other Half's Playbook:",
+ "otherhalfextra": "(describe what extras you gain from/share with your other half)",
+ "brainshame-desc": "You have a deep and abiding sense of guilt for something you have created or had a hand in creating. Just as you are a world-class intellect, your shame is a world-class problem. Whatever the case, your role in its creation is not publicly known... yet.",
+ "brainshame-title": "Your Shame:",
+ "brainshame-list1": "A prototype AI",
+ "brainshame-list2": "A cosmic phenomenon",
+ "brainshame-list3": "A catastrophic weapon",
+ "brainshame-list4": "A dangerous chemical",
+ "brainshame-list5": "A living monstrosity",
+ "brainshame-list6": "An altered former ally",
+ "brainshame-confront": "Whenever you are confronted with your shame, either mark a condition or shift Superior down and Danger up. If your shame is an NPC, they can never lose Influence over you.",
+ "brainshame-endsession1": "At the end of every session, answer the question:",
+ "brainshame-endsession2": "● Did you take steps to make amends for your shame?",
+ "brainshame-endsession3": "If the answer is yes, mark potential. If the answer is no, give Influence to one of your teammates.",
+ "soldier": "חייל",
+ "soldier:": "חייל:",
+ "actonorders": "(פעל בהתאם להוראות וסמוך על האימונים)",
+ "invokeauthority": "(הטל את מרותך",
+ "askaegis": "(בקש מהאחווה משאבים)",
+ "highercalling-desc": "You work for A.E.G.I.S., an agency that keeps the world safe from all manners of superhuman, supernatural, and extraterrestrial threats.",
+ "soldierlabel-desc": "The Soldier Label functions like any other Label. Characters with Influence over you can shift it, and you mark a condition if it would ever shift above +3 or below -2. You can only lock Soldier with the corresponding advancement. You can only cancel the influence A.E.G.I.S. holds over you with the corresponding advancement.",
+ "highercalling-move1": "When you're acting on orders and relying on your training, give A.E.G.I.S. influence to use Soldier instead of any other Label when you make a basic or playbook move.",
+ "highercalling-move2": "When you invoke your authority over civilians, Halcyon City personnel, or A.E.G.I.S. staff, roll +Soldier. On a hit, your words carry weight. On a 7-9, someone will push back against your instructions or orders... sooner rather than later. On a miss, your attempts to control the situation create an opportunity for your enemies within A.E.G.I.S. to act against you.",
+ "highercalling-move3": "When you ask A.E.G.I.S. for additional resources, equipment, or information during a mission, roll +Soldier. On a hit, they'll resupply you as best they can. On a 10+, the resources are highly classified or experimental; take +1 ongoing to deploying them throughout the mission. On a miss, A.E.G.I.S. sends what they think you need, regardless of what you actually requested.",
+ "scionlineage-desc": "You are the child of a true supervillain. You strive to be different than them, but they are a part of you. Answer each question below to describe them:",
+ "scionlineage-ques1": "What kind of villain are they?",
+ "scionlineage-ques2": "What is your relationship with them like?",
+ "scionlineage-ques3": "They have an array of abilities, assets, and strengths; what are some of them? (up to 3)",
+ "scionrespect-desc1": "Write down the names of at least 2 characters whose respect you need to earn in order to differentiate yourself from your parent. You may fill in new names whenever appropriate.",
+ "respect:": "Respect:",
+ "advancement:": "Advancement:",
+ "scionrespect-list1": "● Your parent's greatest enemy:",
+ "scionrespect-list2": "● Your parent's greatest victim:",
+ "scionrespect-list3": "● Your personal idol:",
+ "scionrespect-list4": "● The city's greatest leader:",
+ "scionrespect-list5": "● The city's greatest hero:",
+ "scionrespect-list6": "● The city's biggest celebrity:",
+ "scionrespect-desc2": "When you seek out one of the characters named above, roll. On a hit, you track them down. On a 7-9, they're juggling their own problems, and may not have time for you. On a miss, when you find them, the situation is dire; the GM will tell you how.",
+ "scionrespect-desc3": "If you earn Influence over the characters listed above, instead you mark 1 Respect. If you lose Influence over the characters listed above, instead you lose 1 Respect. If you lose 1 Respect and you have none marked, you immediately mark a condition, GM's choice.",
+ "scionrespect-desc4": "The first time you reach 4 Respect on an individual, take an advancement (mark the corresponding box under the character).",
+ "scionrespect-desc5": "While you have 4 Respect on an individual, you gain the following benefits. If you dip below 4 Respect on an individual, you lose these benefits.",
+ "scionrespect-desc5opt1": "● You can reject their Influence at a +3 (does not stack with the above).",
+ "scionrespect-desc5opt2": "● You take +1 to a Label of their choice (write it next to their name).",
+ "nomadinfluencedby": "I am influenced by: (max 6)",
+ "nomadinfluence-desc1": "(By default, no one has Influence over you, not even adults)",
+ "nomadinfluence-desc2": "(You gain benefits based on how much Influence you have given out. Check Roots for details.)",
+ "nomadroots-desc1": "● During play, you can only give Influence by revealing a vulnerability or weakness to someone and through the end of session move.",
+ "nomadroots-desc2": "● You cannot give Influence to somebody who already has Influence over you.",
+ "nomadroots-desc3": "● Others cannot take Influence over you; if they would, instead they choose: mark potential or inflict a condition on you.",
+ "nomadroots-desc4": "● You reject Influence at -2 by default, instead of +0 (already included in the Reject Influence roll).",
+ "nomadroots-desc5": "● When someone takes advantage of their Influence over you, they can choose 2 options.",
+ "nomadroots-desc6": "● At the end of each session, you may take away Influence from someone who has Influence over you.",
+ "nomadroots-howmuch": "How much Influence have you given out?",
+ "nomadinfluence-list1": "0 Influence",
+ "nomadinfluence-list2": "1-2 Influence",
+ "nomadinfluence-list3": "3 Influence",
+ "nomadinfluence-list4": "4 Influence",
+ "nomadinfluence-list5": "5 Influence",
+ "nomadinfluence-list6": "6 Influence",
+ "nomadinfluence-option1": "● You cannot comfort or support anyone. If you would trigger that move, instead mark a condition as you say exactly the wrong thing. If someone tries to comfort or support you, you cannot open up to them.",
+ "nomadinfluence-option2": "● When you defend someone who has Influence over you, you can ignore the Insecure condition. When you directly engage someone who has Influence over you, you can ignore the Afraid condition.",
+ "nomadinfluence-option3": "● When you take a powerful blow from someone with Influence over you, take -2 to the roll.",
+ "nomadinfluence-option4": "● When you pierce the mask of someone who has Influence over you, you can always ask them one question, even on a miss.",
+ "nomadinfluence-option5": "● When you spend 1 Team to help someone who has Influence over you, it gives them +2.",
+ "nomadinfluence-option6": "● When you accept the words of someone who has Influence over you, mark potential, clear a condition, or take +1 forward.",
+ "theirname": "(their name)",
+ "bullet": "●",
+ "rollkapow": "KAPOW!",
+ "rollfullhit": "Full hit!",
+ "rollhit": "Hit!",
+ "rollmiss": "Miss!",
+ "rollohdear": "Oh dear!"
}
diff --git a/Masks - A New Generation/translations/it.json b/Masks - A New Generation/translations/it.json
index e5bbff0b92..10087132e0 100644
--- a/Masks - A New Generation/translations/it.json
+++ b/Masks - A New Generation/translations/it.json
@@ -1,8 +1,9 @@
{
"playbook:": "Playbook:",
+ "choose-playbook": "Choose Playbook",
"thebeacon": "The Beacon",
"thebull": "The Bull",
- "thedelinquant": "The Delinquent",
+ "thedelinquent": "The Delinquent",
"thedoomed": "The Doomed",
"thejanus": "The Janus",
"thelegacy": "The Legacy",
@@ -10,83 +11,389 @@
"theoutsider": "The Outsider",
"theprotege": "The Protégé",
"thetransformed": "The Transformed",
- "theinnocent": "The Innocent",
- "thejoined": "The Joined",
- "thenewborn": "The Newborn",
"thereformed": "The Reformed",
+ "thenewborn": "The Newborn",
+ "theinnocent": "The Innocent",
"thestar": "The Star",
+ "thejoined": "The Joined",
"thebrain": "The Brain",
"thesoldier": "The Soldier",
+ "theharbinger": "The Harbinger",
+ "thenomad": "The Nomad",
+ "thescion": "The Scion",
+ "custom": "Custom",
"somethingelse": "Something Else",
- "freak:": "Freak:",
- "unleashyourpowers": "(unleash your powers)",
- "danger:": "Danger:",
- "directlyengage": "(directly engage)",
- "savior:": "Savior:",
- "savior": "Savior",
- "freak": "Freak",
+ "halcyoncityherald": "Halcyon City Herald Collection",
+ "secretsofaegis": "Secrets of A.E.G.I.S.",
+ "unbound": "Unbound",
"danger": "Danger",
+ "danger:": "Danger:",
+ "freak": "Freak",
+ "freak:": "Freak:",
+ "savior": "Savior",
+ "savior:": "Savior:",
"superior": "Superior",
- "mundane": "Mundane",
- "soldier": "Soldier",
- "defend": "(defend)",
"superior:": "Superior:",
+ "mundane": "Mundane",
+ "mundane:": "Mundane:",
+ "sumof5labels": "Sum of 5 Labels:",
+ "sumof6labels": "Sum of 6 Labels:",
+ "bydefault3": "(by default this should be a 3)",
+ "bydefault5": "(by default this should be 5)",
+ "advancementmayincrease": "(advancement may increase this)",
+ "directlyengageathreat": "(directly engage a threat)",
+ "unleashyourpowers": "(unleash your powers)",
+ "comfortorsupport": "(comfort or support)",
+ "piercethemask": "(pierce the mask)",
+ "defend": "(defend)",
"assessthesituation": "(assess the situation)",
"provokesomeone": "(provoke someone)",
- "mundane:": "Mundane:",
- "soldier:": "Soldier:",
- "piercethemask": "(pierce the mask)",
- "comfortorsupport": "(comfort or support)",
- "actonorders": "(act on orders and rely on training)",
- "invokeauthority": "(invoke your authority",
- "askaegis": "(ask A.E.G.I.S. for resources)",
"flat2d6": "Flat 2d6",
"rejectsomeonesinfluence": "(reject someone's influence)",
+ "rejectinfluence": "Reject Influence",
"customrolls": "(custom rolls)",
- "sumoflabels": "Sum of Labels:",
- "bydefault3": "(by default this should be a 3)",
- "advancementmayincrease": "(advancement may increase this)",
+ "doom-desc": "What brings your Doom closer? Choose two:",
+ "doomcloser1": "overexerting yourself",
+ "doomcloser2": "facing danger alone",
+ "doomcloser3": "showing mercy",
+ "doomcloser4": "injuring innocents",
+ "doomcloser5": "frightening loved ones",
+ "doomcloser6": "talking about it openly",
+ "doomtrack-desc": "Whenever you bring your Doom closer, mark one box on your Doomtrack",
+ "doomtrack:": "Doomtrack:",
+ "doomtrack-fill": "Whenever your Doomtrack fills, clear it and take one of your Doomsigns",
+ "doomsign-desc": "These are abilities that come to you with your approaching Doom. Once you have taken all five Doomsigns above the line, you must take \"Your doom arrives\" the next time your Doomtrack fills. Choose 1 Doomsign you already have at character creation.",
+ "doomsign1-desc": "Dark Visions: Mark your Doomtrack to have a vision about the situation at hand. After the vision, ask the GM a question; they will answer it honestly.",
+ "doomsign2-desc": "Infinite Powers: Mark your Doomtrack to use an ability from any playbook, one time.",
+ "doomsign3-desc": "Portal: Mark your Doomtrack to appear in a scene with anyone you want.",
+ "doomsign4-desc": "Burning Bright: Mark your Doomtrack to ignore one of the GM's stated requirements when you call upon the resources of your Sanctuary.",
+ "doomsign5-desc": "Bolstered: Mark your Doomtrack to use an Adult Move one time.",
+ "doomsign6-desc": "Your Doom arrives; confront it and perish.",
+ "themask-janus": "The Mask:",
+ "themask-janus-desc1": "You wear a mask and hide your real identity. Choose what Label you try to embody while wearing your mask:",
+ "themask-janus-desc2": "Once per session, you can affirm either your heroic or secret identity to switch your Mundane with your mask's Label.",
+ "themask-janus-desc3": "When you reveal your secret identity to someone who didn't know it already, mark potential.",
+ "secretid-janus-desc1": "Your mundane life comes with a series of obligations. Choose a total of 3 obligations:",
+ "obligationjanus": "(your obligations among jobs, school, home and social)",
+ "secretid-janus-desc2": "When time passes, roll to see how you're managing your obligations. On a hit, things are going pretty well — you have an opportunity or advantage thanks to one of your obligations. On a 7-9, you've lapsed on one obligation, your choice. On a miss, you haven't given your normal life anywhere near the attention it deserves; the GM chooses 2 obligations that are going to bite you in the butt.",
+ "conditions-marked": "Conditions marked:",
+ "burn-nova-desc1": "When you charge up your powers, roll. On a hit, hold 3 burn. On a 7-9, mark a condition. On a miss, hold 2 burn and mark 3 conditions.",
+ "burn-nova-desc2": "Spend your burn on your flares. You lose all burn at the end of the scene. Write 4 Flares you already have at character creation.",
+ "flare:": "Flare:",
+ "flarename": "(flare name)",
+ "flaredescription": "(flare description)",
+ "futureself-innocent-desc1": "Your future self is out there, an important figure in Halcyon City and the world beyond — and everything you'd hoped you'd never be. But finding out how they became who they are may be all it takes to push you along a similar path. Pick 1 step of your future self's path that you already know at character creation, and mark it (left side checkbox). When you learn of another step of your future self's path, mark it. You can have at most 5 steps marked.",
+ "futurepath1-desc": "They lost someone they cared about deeply",
+ "futurepath2-desc": "They failed horrifically in a noble pursuit or cause",
+ "futurepath3-desc": "They committed a major crime",
+ "futurepath4-desc": "They betrayed a close friend or ally",
+ "futurepath5-desc": "They won a victory at enormous cost to the world around them",
+ "futurepath6-desc": "They killed someone",
+ "futurepath7-desc": "They publicly battled another hero",
+ "futurepath8-desc": "They injured an innocent",
+ "futureself-innocent-desc2": "When you undergo an experience (your call) that echoes any one of the above (marked or unmarked), strike it through (right side checkbox). When you strike through a marked step, or mark a struck-through step, choose one of the following:",
+ "futurereplace1-desc": "Replace comfort or support with this: When you coldly dismiss someone, roll +Mundane. On a hit, they mark a condition or leave you alone, their choice. On a 7-9, they can also choose to inflict a condition on you.",
+ "futurereplace2-desc": "Replace defend someone with this: When you aggressively defend a large group or area, roll +Savior. On a hit, you create an opportunity for yourself to press the attack, and take +1 forward to pursue it. On a 10+, the collateral damage is minimal.",
+ "futurereplace3-desc": "Replace provoke someone with this: When you threaten someone, say what you want them to do and roll +Superior. On a hit, they either do it or they are put at a significant disadvantage against you, their choice. On a 10+, either way they mark a condition of your choice.",
+ "futurereplace4-desc": "Replace reject someone's Influence with this: When you spit in the face of guidance or Influence, roll +2. On a hit, take away their Influence over you or clear a condition, your choice. On a 7-9, you both take a powerful blow from the intensity of your words.",
+ "futurereplace5-desc": "Become an NPC antagonist — your path is irreconcilably set along the same course that your future self followed.",
+ "bond-joined-desc": "At character creation you start with Two of a kind, and choose one other bond.",
+ "bond1-desc": "Two of a kind: When time passes, you and your other half gain Influence over each other. When you or your other half pierces the other's mask, mark a condition to take a 10+.",
+ "bond2-desc": "Fastball special: When you perform a coordinated fighting maneuver with your other half, say who takes the lead and who assists. The leader rolls the adult move overwhelm a vulnerable foe. The assistant marks a condition.",
+ "bond3-desc": "Powers, activate!: When you and your other half pool your powers, say who takes the lead and who assists. The leader unleashes their powers with your combined Freak (max +4). The assistant shifts Savior down, Mundane up.",
+ "bond4-desc": "Four eyes are better: When you and your other half assess the situation from two different vantage points, one of you makes the move, and the other may either clear a condition or ask an additional question. You both get +1 when following the answers.",
+ "distinction-joined-desc": "When either you or your other half locks a Label, unmark one of your chosen bonds and choose a distinction.",
+ "distinction1-desc": "Mirror, mirror: When you pierce someone's mask, you can ask them \"What are you really feeling right now?\", even on a miss. If you do, they can ask you the same question.",
+ "distinction2-desc": "Shouldering the burden: When you push yourself to do something your other half failed at or can't do, mark a condition to use the adult move wield your powers.",
+ "distinction3-desc": "Going solo: When you directly engage a threat entirely on your own, you can roll +Superior instead of +Danger.",
+ "distinction4-desc": "Internal strife: When you snipe about your other half behind their back, remove one Team from the pool and clear a condition.",
+ "beforewegetstarted-soldier": "Before we get started:",
+ "beforestart-soldier": "When you have time to closely observe your opposition before a fight, roll. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 and mark a condition. During the fight, you can spend your hold to name a character you observed and...",
+ "beforestart-soldier-list1": "● ...redirect their attack to another character or nowhere — into a wall or the sky.",
+ "beforestart-soldier-list2": "● ...cross a distance between them and you.",
+ "beforestart-soldier-list3": "● ...stun them, close up or from a distance.",
+ "beforestart-soldier-list4": "● ...ignore all harm from one of their attacks.",
+ "beforestart-soldier-list5": "● ...escape any bindings or impediments they attempt to place on you.",
+ "memories:": "Memories:",
+ "memories-harbinger-desc": "Your Memories score starts at -1, and goes up by 1 (to a maximum of +3) for each name below. When you write a name below, they gain Influence over you if they did not already have it.",
+ "memories-role1": "● Monster:",
+ "memories-role2": "● Traitor:",
+ "memories-role3": "● Corruptor:",
+ "memories-role4": "● Martyr:",
+ "memories-role5": "● Architect:",
+ "memories-role6": "● Leader:",
+ "connect-harbinger-desc1": "When you push yourself to remember the version of someone that exists in your future, mark a condition and roll Memories. On a hit, you connect who they are now to who they are in the future; choose the role that they fulfill in the future, and the GM will tell you about their future self. On a 10+, ask a follow-up question. On a miss, they're not at all who you thought they would be; the GM will choose their role, or tell you that as far as you know, they don't exist in the future.",
+ "connect-harbinger-desc2": "At the start of each session or when time passes, roll to find out how your investigations into the timeline have been going. On a hit, choose one figure noted above or one aspect of the future world you can remember. You've found a lead to follow to learn more about how the present version of that figure or aspect became the future version. On a 10+, the lead is particularly strong; right now, you can ask the GM one question about the figure or aspect, and they will answer honestly. On a miss, you're lost in the present; the GM will tell you how things are so different here, and shift your Labels according to how it makes you feel.",
"move:": "Move:",
"label:": "Label:",
+ "activemove-hide": "Hide your Active Moves",
+ "activemove-note": "Note: Adult moves count as Active Moves",
+ "passivemove-hide": "Hide your Passive Moves",
+ "teammove-hide": "Hide your Team Moves",
+ "teammove1-beacon": "When you share a triumphant celebration with someone, tell them how they're awesome and add 1 Team to the pool. If they tell you how you're awesome in return, add 1 more Team to the pool.",
+ "teammove2-beacon": "When you share a vulnerability or weakness with someone, ask them to confirm or deny that you should be here. If they confirm it, mark potential and give them Influence over you. If they deny it, mark Angry and shift one Label up and one Label down, your choice.",
+ "teammove1-bull": "When you share a triumphant celebration with someone, make them your love or rival immediately to mark potential. If they are already your love or rival, take Influence over them and mark potential.",
+ "teammove2-bull": "When you share a vulnerability or weakness with someone, give them Influence and hold 2. Spend that hold to help them as if it were Team in the pool.",
+ "teammove1-delinquent": "When you share a triumphant celebration with someone, ask them if they think you're cool. If they say yes, give them Influence and take Influence over them. If they say no, mark a condition or spurn them immediately. If they're a teammate, then either way, add 1 Team to the pool.",
+ "teammove2-delinquent": "When you share a vulnerability or weakness with someone, give them Influence over you, and ask them who they'd like you to be. Mark potential if you show them that person. If they're a teammate, add 1 Team to the pool no matter what.",
+ "teammove1-doomed": "When you share a triumphant celebration with someone, give them Influence over you and spend 1 Team from the pool to clear one box on your Doomtrack.",
+ "teammove2-doomed": "When you share a vulnerability or weakness with someone, give them Influence over you and ask if they honestly think there's hope for you. If they say yes, mark potential or clear one box on your Doomtrack. If they say no, mark a condition or mark one box on your Doomtrack.",
+ "teammove1-janus": "When you share a triumphant celebration with someone, ask them if they see you as the person wearing the mask or the person underneath. If the former, mark potential and clear a condition. If the latter, take Influence over them if you reveal yourself.",
+ "teammove2-janus": "When you share a vulnerability or weakness with someone, tell them a secret about who you really are. Give them Influence, and shift your Mundane up and your Mask's Label down.",
+ "teammove1-legacy": "When you share a triumphant celebration with someone, tell them whether you see them as an equal. If you do, give them Influence over you and mark potential. If you don't, shift Superior up and any other Label down.",
+ "teammove2-legacy": "When you share a vulnerability or weakness with someone, tell them a secret about your legacy (including your own true feelings about it) to clear a condition and give them Influence over you.",
+ "teammove1-nova": "When you share a triumphant celebration with someone, ask them if there is any fear in their eyes when they look at you. If they say no, take +1 forward and mark potential. If they say yes, immediately shift your Danger up and Savior down.",
+ "teammove2-nova": "When you share a vulnerability or weakness with someone, tell them how they could stop you, if it came down to it. Give them Influence over you and clear a condition.",
+ "teammove1-outsider": "When you share a triumphant celebration with someone, take Influence over them if you show them meaningful affection, physical or emotional. They decide if it's meaningful.",
+ "teammove2-outsider": "When you share a vulnerability or weakness with someone, they tell you what you should do to fit in more. Take +1 forward to do it, and mark potential if you do.",
+ "teammove1-protege": "When you share a triumphant celebration with someone, ask them if you've been a good leader or effective teammate. If they say yes, your Mentor loses Influence over you and you mark potential. If they say no, your Mentor gains Influence over you, and you take +1 forward on using the Label your Mentor embodies.",
+ "teammove2-protege": "When you share a vulnerability or weakness with someone, tell them a secret about your Mentor (including your feelings towards them). Give them Influence over you and add 1 Team to the pool.",
+ "teammove1-transformed": "When you share a triumphant celebration with someone, clear a condition if they treat you like a perfectly normal person and mark potential if they praise your power or abilities.",
+ "teammove2-transformed": "When you share a vulnerability or weakness with someone, ask them if they think you're losing or gaining humanity. If they say losing, mark a condition and mark potential. If they say gaining, clear a condition and shift Mundane up and any other Label down.",
+ "teammove1-reformed": "When you share a moment of triumph with someone, ask them what gives them hope for a brighter day and give them Influence.",
+ "teammove2-reformed": "When you share a vulnerability or weakness with someone, ask them what they would do something dark for and gain Influence over them.",
+ "teammove1-newborn": "When you share a triumphant celebration with someone, ask them what makes them proud or happy about the actions they took and write a lesson based on it, either filling an empty slot or replacing an existing lesson.",
+ "teammove2-newborn": "When you share a vulnerability or weakness with someone, if their response helps you understand human feelings and problems, mark potential. If their response confuses or offends you, shift your Freak up and your Mundane down.",
+ "teammove1-innocent": "When you share a triumphant celebration with someone, ask whether they think your future self could've won this victory. If they do, mark potential and the GM shifts your Labels. If they do not, clear a condition and they shift your Labels.",
+ "teammove2-innocent": "When you share a vulnerability or weakness with someone, ask them if they think you could turn into your future self. If they do, mark potential and the GM shifts your Labels. If they do not, clear a condition and they shift your Labels.",
+ "teammove1-star": "When you share a triumphant celebration with someone, say whether it's part of the show or not. If it is, then you can shift your Labels as you choose. If it is not, then they shift your Labels, and you can clear a condition or mark potential.",
+ "teammove2-star": "When you share a vulnerability or weakness with someone, ask them if they will tell anyone the truth about you. If they agree to keep it a secret, clear a condition or mark potential. If they don't agree, the GM shifts your Labels.",
+ "teammove-joined": "When either you or your other half shares a triumphant celebration or shares a moment of vulnerability without the other one present, mark a condition to mark a potential.",
+ "teammove1-brain": "When you share a triumphant celebration with someone, ask them if they felt they could have done it without you. If they say yes, give Influence to them and mark a condition. If they say no, they give Influence to you.",
+ "teammove2-brain": "When you share a vulnerability or weakness with someone, hold 2. Spend the hold 1-for-1 to clear a condition or add 1 Team to the pool when you are with them.",
+ "teammove1-soldier": "When you share a triumphant celebration with someone, tell them what they need to do to achieve their full potential. If they accept your advice, take Influence over them and add 2 Team to the pool. If they reject what you have to say, mark a condition.",
+ "teammove2-soldier": "When you share a vulnerability or weakness with someone, ask them what cause they serve. If you find it to be a worthy cause, tell them how you will fight for it, clear a condition, and add 1 Team to the pool. If they don't have a cause (or you find it unworthy), mark a condition.",
+ "teammove1-harbinger": "When you confess to a teammate the difference between what you thought they would be and what they really are, add 1 Team to the pool, and ask them if you represent a future they'd want. If they say yes, mark potential. If they say no, mark a condition.",
+ "teammove2-harbinger": "When you share a tale of future loss with someone, ask them if they think you have the ability to avert that loss. If they believe you do, mark potential and give them Influence over you. If they don't, mark Guilty and shift one Label up and one Label down (your choice). If Guilty is already marked, mark another condition, GM's choice.",
+ "teammove1-nomad": "When you share a triumphant celebration with someone, ask them what they admire about you. The GM will shift one of your Labels up and one down based on what they say.",
+ "teammove2-nomad": "When you share a vulnerability or weakness with someone, mark a condition, give them Influence over you, and mark potential.",
+ "teammove1-scion": "When you share a triumphant celebration with someone, ask them if you have earned their respect. If you have, take Influence over them and mark potential. If you have not, give them Influence over you and mark potential.",
+ "teammove2-scion": "When you share a vulnerability or weakness with someone, ask them if they would defend you against those who mistrust you. If they say yes, clear a condition and shift Savior up and any other Label down. If they say no, mark a condition and shift Danger up and any other Label down.",
+ "momentoftruth-unlock": "Unlock your Moment of Truth",
+ "moment-beacon": "This is the moment when you show them exactly why you belong here. You do any one thing, take out any one enemy, no matter how insane, no matter how ridiculous, because that's you. Their jaws are gonna drop when you're done. Of course, pulling off a stunt like this tends to bring unwanted attention and a dangerous reputation...",
+ "moment-bull": "This is what you do best. You let loose, all the pent up strength and rage and glee, and you break whatever stands in your way. You are a walking demolition crew. What can stand up to you? Nothing. Not buildings. Not structures. Not enemies. Nothing. Of course, now the people who changed you know exactly where to find you...",
+ "moment-delinquent": "This is when you show them what you really are. Whether you're the hero underneath the rebel facade... or the one who can make the hard choices heroes can't make. You do whatever it takes to show that truth, whether it's saving the day from a terrible villain or stopping a bad guy once and for all. Of course, once you've shown what you really are, there's no going back to playing the clown...",
+ "moment-doomed": "The prickly tingling fear of your doom, always in your head — it holds you back most of the time. But right here, right now? It gives you the confidence to do anything. After all, what's the worst that could happen? Is it worse than your doom? Do impossible things. Do anything. But mark a Doomsign after you're finished.",
+ "moment-janus": "The mask is a lie, and some piece of you has always known that. Doesn't matter if others can see it. You're the one that can do the impossible. Mask off. Costume on. And you're going to save the damn day. Of course, you better hope nobody nasty is watching...",
+ "moment-legacy": "This is the moment when you prove how much the mantle belongs to you. You seize control of all your powers, and you defeat even impossible odds to prove you are worthy of the name you carry. You accomplish feats even your predecessors couldn't do. Of course, after you prove something like that, you can expect still more responsibilities to be placed on your shoulders...",
+ "moment-nova": "Your mind's eye opens, and you can see the world around you like never before. You can control it, at will, with ease. Of course, warping reality tends to have ramifications down the line, but in your moment of godhood... how could you possibly be worried?",
+ "moment-outsider": "You embrace your home and call them for aid. They will answer your call, in force, arriving exactly when you need them to turn the tide. They fight and serve you for the rest of the battle. Of course, when all is said and done... they'd probably like to take you home with them. You did, after all, just prove yourself worthy.",
+ "moment-protege": "The moment that you show who you really are: your mentor, or something different. You can do whatever your mentor could do and more. You can do the incredible, even the things they always failed to accomplish. Of course, they're not going to see you the same way, no matter which path you choose...",
+ "moment-transformed": "It's so easy to forget that you're not your body, and you're not the voice in your head — you're both. Be the monster, and save them anyway. Smash down walls, and speak softly. Because when you embrace it, you can do anything. Of course, putting on a display like this is sure to rile up those who see only the monster when they look at you...",
+ "moment-reformed": "You've seen your greatest mistakes, and the rest of the world has, too. They're all watching you now, judging every move you make. When everything is on the line and your back is against the wall, though, you'll show them what you're made of — that being a hero is a choice. An act of will. And you've got what it takes to save the day. Of course, afterward, you can expect both sides, hero and villain, to deeply question where your loyalties truly lie...",
+ "moment-newborn": "Something snaps into focus, and suddenly you're a full thing, true and complete. You'd never have known how fragmented you were before, if not for here, this moment. You're not a series of individual lessons. You're not a series of subroutines and programs. You're... a person. This must be what it's like to be... human. And this fullness? It gives you a control over yourself, a unity of purpose you've never experienced before. Of course, now that you're showing off all your potential, it's only a matter of time before someone comes forward to reduce you to a machine again...",
+ "moment-innocent": "You've fought, struggled, and worked so hard to figure out who you are, whether you're just the same as your future self or whether you're different... but right now, that's all out the window. The distinction between your future self and your present self vanishes in the face of the trial before you, and you become exactly the powerful, adamant figure that everyone fears or hopes you will one day become. You can do exactly what your future self could do, and everyone around you sees them in you more clearly than ever. Of course, after this it's going to be hard to treat you as two different people...",
+ "moment-star": "Sometimes it can be hard to tell where the show stops and where you begin — but not today. Not now. Because right now, there is no show. Right now, you are the thing you pretend to be — bold and bright and beautiful and amazing and powerful and confident. Right now, you draw strength from your audience, comfort from their belief in you, and you can do anything they think you can. Of course, after such an impassioned performance, your audience will just have even more demands...",
+ "moment-joined-choose": "When you trigger your Moment of Truth, choose — are you working with your other half, or are you on your own?",
+ "moment-joined-otherhalf": "If you're working with your other half, use the text of their Moment of Truth and treat it as if it applies to both of you. Remember to lock your Label and switch a Bond to a Distinction, because you'll probably never reach these heights of perfect connection, of being one, ever again...",
+ "moment-joined-own": "If you're on your own, use the following text:",
+ "moment-joined": "You're on your own. It's like missing an arm. Like fighting naked. Like holding your breath. You're missing something vital... but you're moving faster than ever, thinking faster than ever, doing things you couldn't even do while relying on both of your strength combined. And it's hitting you, hard — you can do this. Without them. And you can win. It's going to be hard to come down off this high and rejoin with them afterwards, isn't it? Remember to lock a Label and switch a Bond to a Distinction, after you're finished.",
+ "moment-brain": "Sooner or later, all the super powers, elite training, and experience are helpless in the face of evil or disaster. That's when somebody like you, gifted as you are with a peerless intellect, can rise to the occasion. Your plan, your invention, or your lightning-fast thought processes save the day, in a way no one else could have foreseen. Of course, after you've shown how different you are from them, that distance between you and the others is now that much greater. And the world is only going to pull you farther apart...",
+ "moment-soldier": "Freedom isn't free. But not every mission ends in tragedy. When things look bleakest, when your back is against the wall, when it seems like the dawn will never come... you find a way forward without violence. Your enemies lay down their arms and surrender; your allies step back from the brink of chaos. Of course, the people you've saved aren't going to forget what you've done here today; they may even come to see you as a symbol of the higher cause you claim to serve...",
+ "moment-soldier-lock": "You cannot lock Soldier after using your Moment of Truth.",
+ "moment-harbinger": "Everything you do could affect the future. For all you know, saving that one guy means that now the future is full of pterodactyls. The ripples are always so hard to track, and you're not sure if you've helped or hurt — not really. Until now. In this moment, it's all clear. You can see the course of events laid out before you like a river, and you know exactly what you have to do to ensure the future outcome you want. Of course, after this, you've changed enough of the timeline to invalidate your prior research — reset all the names in your Connecting Dots section.",
+ "moment-nomad": "You basically exist with one foot out the door, ready to leave this place, to go back out into the wide expanse of the universe. You've never fully committed. That is, until today. Until right now. Now, you pour everything you have and everything you are into this moment. You pull off tricks no one from this planet has ever seen before. You use your tools in ways no one here could have ever imagined. You devote yourself, here and now, to a cause, and you achieve your goal in ways that you never could've if you'd only stayed home. Of course, now you've proved to everyone that you really don't belong here, and the very skills that let you succeed are the ones you earned from out there...",
+ "moment-scion": "People have always tried to define you by your lineage. As if from the moment you were born, you were meant to be some villain to be defeated. But... they're right, aren't they? That darkness is in you. So right here, right now, you're not fighting it — you're embracing it. Both hero and villain, and greater besides. You're overcoming impossible odds in ways no hero would approve of, and no villain could comprehend. Of course, after seeing what you can really do when you embrace the whole of yourself, the rest of the world isn't going to forget who you really are...",
+ "moment-label-lock": "After you use your Moment of Truth, permanently lock one Label.",
+ "advancedspecial-view": "View after taking the corresponding Advancement",
+ "advancedspecial-brain1": "View after taking Sanctuary",
+ "advancedspecial-brain2": "View after taking Drives",
+ "burn-adv-desc": "Spend your burn on your flares. You lose all burn at the end of the scene. You get 3 Flares.",
+ "describeadvspec": "(describe your advanced special)",
"conditions:": "Conditions:",
"takeapowerfulblow": "(take a powerful blow)",
+ "toclear": "To clear:",
"afraid": "Afraid",
- "malusdirectlyengage": "(-2 to directly engage)",
+ "malusdirectlyengageathreat": "(-2 to directly engage a threat)",
+ "clearafraid": "run from something difficult",
"angry": "Angry",
"maluscomfortorsupport": "(-2 to comfort or support)",
"maluspiercethemask": "(-2 to pierce the mask)",
+ "clearangry": "hurt someone or break something important",
"guilty": "Guilty",
"malusprovokesomeone": "(-2 to provoke someone)",
"malusassessthesituation": "(-2 to assess the situation)",
+ "clearguilty": "make a sacrifice to absolve your guilt",
+ "hopeless": "Hopeless",
+ "malusunleashyourpowers": "(-2 to unleash your powers)",
+ "clearhopeless": "fling yourself into easy relief",
"insecure": "Insecure",
"malusdefend": "(-2 to defend)",
"malusreject": "(-2 to reject what others say)",
- "hopeless": "Hopeless",
- "malusunleashyourpowers": "(-2 to unleash your powers)",
+ "clearinsecure": "take foolhary action without talking to your team",
+ "newborn-optional-damage": "Enable if you take the Damage move",
+ "damaged": "Damaged",
+ "cleardamaged": "you need time, external help, or special equipment or abilities",
+ "conditions-note": "Note: Conditions do not affect Active Moves",
+ "whenyoumarkdrive": "When you mark a drive, choose one: mark potential, clear a condition, take influence over someone involved",
+ "whencompleteadriveset": "When you complete a set of drives, add another set with 4 new drives.",
+ "whenalldrivesmarked": "When all drives are marked, choose one: change playbooks, retire from the life, become a paragon of the city",
"completedthisset": "completed this set",
+ "bullheartdesc": "You can change your love or rival at any time; give the new person influence over you",
"love:": "Love:",
"rival:": "Rival:",
- "add1toallrollsthistwo": "(add 1 to all rolls that target these two)",
- "darkvisions": "Dark Visions",
- "burningbright": "Burning Bright",
- "infinitepowers": "Infinite Powers",
- "bolstered": "Bolstered",
- "portal": "Portal",
- "yourdoomcomes": "Your doom comes",
+ "bullheartongoing": "(+1 to any roll that impresses your love or frustrates your rival)",
+ "bullchooserole": "Choose a role that you fulfill for your love or rival",
+ "bullrole1": "Defender: When you leap to defend your love or rival in battle, roll +Danger instead of +Savior to defend them.",
+ "bullrole2": "Friend: When you comfort or support your love or rival, mark potential on a hit. When your love or rival comforts or supports you, mark potential when they roll a hit.",
+ "bullrole3": "Listener: When you pierce the mask of your love or rival, you can always let them ask you a question to ask them an additional question in turn, even on a miss. These additional questions do not have to be on the list.",
+ "bullrole4": "Enabler: When you provoke your love or rival, roll +Danger if you are trying to provoke them to rash or poorly thought out action.",
+ "nemesisdesc1": "Your Nemesis is an epic and powerful enemy representing and embodying your Doom.",
+ "nemesisdesc2": "At the end of every session, answer the question: Did you make progress on defeating your Nemesis? If the answer is yes, mark potential. If the answer is no, mark your Doomtrack.",
+ "sanctuarydesc1": "You have a place where you can rest, recover, and reflect upon your powers. Write 3 features of your Sanctuary:",
+ "sanctuarydesc2": "Write 2 downsides of your Sanctuary:",
+ "sanctuarydesc3": "When you call upon the resources of your Sanctuary to solve a problem, say what you want to do. The GM will give you 1 to 4 requirements from the following which you must fulfill to complete your solution:",
+ "sanctuary-req1": "First, you must...",
+ "sanctuary-req2": "You'll need help from...",
+ "sanctuary-req3": "You and your team will risk danger from...",
+ "sanctuary-req4": "The best you can do is a lesser version, unreliable and limited",
+ "sanctuary-req5": "You'll need to mark one box on your Doomtrack",
+ "sanctuary-req6": "You'll have to obtain...",
+ "legacydesc1": "Name some members of your legacy (at least 2):",
+ "legacymember1": "is still active and prominent in the city.",
+ "legacymember2": "is retired and quite judgmental.",
+ "legacymember3": "is the next possible member of your legacy.",
+ "legacymember4": "is the greatest opponent your legacy ever faced... and is still at large.",
+ "legacydesc2": "Whenever time passes, roll to see how the members of your legacy feel or react to your most recent exploits. Before rolling, have the other players answer these following questions about your performance. Take -1 to the roll for each 'no' answer:",
+ "legacyquestion1": "● Have you been upholding the traditions of your legacy?",
+ "legacyquestion2": "● Have you maintained the image of your legacy?",
+ "legacyquestion3": "● Have you made the other members of your legacy proud?",
+ "legacydesc3": "On a hit, one of them offers you meaningful encouragement, an opportunity, or an advantage. On a 7-9, another is upset with your most recent actions, and will make their displeasure known. On a miss, something you did stirred up the hornet's nest — expect several members of your legacy to meddle with your life.",
"hold:": "Hold:",
- "resetto0attheend": "(reset to 0 at the end of the scene)",
+ "mentor-desc1": "You have a mentor, someone who's taught you, trained you, given you aid, or raised you up. Someone who might have confined you a bit too rigidly to a single path.",
"embodies:": "Embodies:",
"denies:": "Denies:",
- "add1toallrollsthesepeople": "(add 1 to all rolls that target these people)",
+ "mentor-resource": "Mentor's Resources:",
+ "mentor-desc2": "Write up to 3 resources that your mentor gave you and the team",
+ "mentorresource": "(resources provided by your mentor)",
+ "haveinfluenceover": "I have influence over:",
+ "influenceroll": "(+1 to any roll that target these people)",
+ "aminfluencedby": "I am influenced by:",
"whatdidyoutake": "(what did you take?)",
"movename": "(move name)",
"movedescription": "(move description)",
+ "teammovedesc": "(team move description)",
+ "momentcustomdesc": "(moment of truth description)",
"drive": "(drive)",
"yourlove": "(your love)",
"yourrival": "(your rival)",
- "iam": "(I am...)",
- "asuperheroshould": "(A superhero should...)",
- "always": "(Always...)",
- "never": "(Never...)",
- "villainouscontact": "(villainous contact)"
+ "friendsinlowplaces1": "You have ties to villains from your previous career, a.k.a. Friends in Low Places.",
+ "friendsinlowplaces2": "Write 3 names and fill in their details. At character creation, mark 2 obligations on one villain and mark 1 obligation on another.",
+ "contactobligation": "Obligation:",
+ "villainouscontact": "(villainous contact)",
+ "theirspecialty": "(their specialty)",
+ "friendsinlowplaces-help1": "When you come to them for help with your problems, mark obligation on them and they'll help out within their specialty. If all their boxes are full, then they won't help you until you help them.",
+ "friendsinlowplaces-help2": "When time passes, roll flat + your highest obligation. On a 10+, they come crashing into your life with a crisis. On a 7-9, they call for a favor. On a miss, they don't come knocking yet, but mark obligation on them — the debts are getting heavier.",
+ "friendsinlowplaces-help3": "When you help one of these villains with their problems, erase 2 obligations on them.",
+ "lessonsnewborn-desc": "When you learn something that helps you make sense of the world, write it down as a Lesson. Fill in 2 lessons at character creation. Fill in the others during play.",
+ "lesson-newborn1": "I am",
+ "lesson-newborn2": "A superhero should",
+ "lesson-newborn3": "Always",
+ "lesson-newborn4": "Never",
+ "lessonsnewborn-embody": "When you embody one of your lessons, shift one Label up and one Label down, your choice. If you cause a misunderstanding, collateral damage, or unintended consequences in the process, mark potential.",
+ "lessonsnewborn-reject": "When you reject one of your lessons, reject its Influence as if it were an NPC. If you choose to have it lose Influence over you, erase that lesson and write a new one in its stead.",
+ "lessonsnewborn-creator1": "When you approach your creator or caretakers with a problem, tell them what obstacle you face or what you need to achieve, and they will offer you something you need. The GM chooses one:",
+ "lessonnewborn-offer1": "● secret information",
+ "lessonnewborn-offer2": "● a way to temporarily boost or expand your powers",
+ "lessonnewborn-offer3": "● access to instruments, weapons, or resources",
+ "lessonnewborn-offer4": "● official and explicit backing",
+ "lessonsnewborn-creator2": "If you accept their help, they'll rewrite one of your lessons.",
+ "audiencestar-desc": "You are a celebrity in the city. By default, your audience is a limited group of interested fans, and you speak to them through after-action interviews, infrequent press conferences, etc. Why does your audience love you? Mark all that apply.",
+ "audience-why1": "You're just like them",
+ "audience-why2": "You're a dangerous person, a bad seed",
+ "audience-why3": "You're noble warrior for justice",
+ "audience-why4": "You're stunning, unique, and beautiful",
+ "audience-why5": "You're charming, well-spoken, and smart",
+ "audience-why6": "You're a firebrand, a rabble rouser",
+ "audiencestar-adv": "Choose 2 advantages:",
+ "audience-adv1": "Your audience is utterly devoted to you",
+ "audience-adv2": "You can easily speak to them at any time",
+ "audience-adv3": "You have a PR agent to handle your audience",
+ "audience-adv4": "You earn a lot of money from their interest",
+ "audience-adv5": "You have a major hero's endorsement",
+ "audience-adv6": "You have a much wider audience",
+ "audiencestar-demand": "Choose 2 demands your audience makes on you:",
+ "audience-demand1": "They require constant stimulation",
+ "audience-demand2": "They require perfection — no mistakes",
+ "audience-demand3": "They require frequent bouts of drama",
+ "audience-demand4": "They require major acts of heroism",
+ "audience-demand5": "They require novelty and brand new action",
+ "audience-demand6": "They require chemistry with your allies",
+ "audiencestar-accept": "When you accept what your audience tells you about yourself, clear a condition.",
+ "audiencestar-reject": "When you reject what your audience tells you about yourself, on a hit mark potential and expect retribution.",
+ "audiencestar-help": "When you seek help from your audience, roll. On a hit, someone in your audience can hook you up. On a 10+, they only make a small demand. On a 7-9, their demands are a lot higher. On a miss, you've made a mistake, and your audience won't help you until you've redeemed yourself in their eyes.",
+ "otherhalfjoined-desc": "You share a deep bond with your other half. You are stronger together than you are apart, for now. If your other half's playbook has no extra, then take 2 playbook moves from them; one they have and one they don't. If your other half's playbook has extras (drives, bull's heart, burn, the mask, legacy etc.), then you share the extras, gaining further merits and demerits.",
+ "otherhalfjoined-more": "For more details, refer to pages 102 to 109 in the Masks: Halcyon City Herald Collection supplement.",
+ "otherhalfjoined-playbook": "Your Other Half's Playbook:",
+ "otherhalfextra": "(describe what extras you gain from/share with your other half)",
+ "brainshame-desc": "You have a deep and abiding sense of guilt for something you have created or had a hand in creating. Just as you are a world-class intellect, your shame is a world-class problem. Whatever the case, your role in its creation is not publicly known... yet.",
+ "brainshame-title": "Your Shame:",
+ "brainshame-list1": "A prototype AI",
+ "brainshame-list2": "A cosmic phenomenon",
+ "brainshame-list3": "A catastrophic weapon",
+ "brainshame-list4": "A dangerous chemical",
+ "brainshame-list5": "A living monstrosity",
+ "brainshame-list6": "An altered former ally",
+ "brainshame-confront": "Whenever you are confronted with your shame, either mark a condition or shift Superior down and Danger up. If your shame is an NPC, they can never lose Influence over you.",
+ "brainshame-endsession1": "At the end of every session, answer the question:",
+ "brainshame-endsession2": "● Did you take steps to make amends for your shame?",
+ "brainshame-endsession3": "If the answer is yes, mark potential. If the answer is no, give Influence to one of your teammates.",
+ "soldier": "Soldier",
+ "soldier:": "Soldier:",
+ "actonorders": "(act on orders and rely on training)",
+ "invokeauthority": "(invoke your authority",
+ "askaegis": "(ask A.E.G.I.S. for resources)",
+ "highercalling-desc": "You work for A.E.G.I.S., an agency that keeps the world safe from all manners of superhuman, supernatural, and extraterrestrial threats.",
+ "soldierlabel-desc": "The Soldier Label functions like any other Label. Characters with Influence over you can shift it, and you mark a condition if it would ever shift above +3 or below -2. You can only lock Soldier with the corresponding advancement. You can only cancel the influence A.E.G.I.S. holds over you with the corresponding advancement.",
+ "highercalling-move1": "When you're acting on orders and relying on your training, give A.E.G.I.S. influence to use Soldier instead of any other Label when you make a basic or playbook move.",
+ "highercalling-move2": "When you invoke your authority over civilians, Halcyon City personnel, or A.E.G.I.S. staff, roll +Soldier. On a hit, your words carry weight. On a 7-9, someone will push back against your instructions or orders... sooner rather than later. On a miss, your attempts to control the situation create an opportunity for your enemies within A.E.G.I.S. to act against you.",
+ "highercalling-move3": "When you ask A.E.G.I.S. for additional resources, equipment, or information during a mission, roll +Soldier. On a hit, they'll resupply you as best they can. On a 10+, the resources are highly classified or experimental; take +1 ongoing to deploying them throughout the mission. On a miss, A.E.G.I.S. sends what they think you need, regardless of what you actually requested.",
+ "scionlineage-desc": "You are the child of a true supervillain. You strive to be different than them, but they are a part of you. Answer each question below to describe them:",
+ "scionlineage-ques1": "What kind of villain are they?",
+ "scionlineage-ques2": "What is your relationship with them like?",
+ "scionlineage-ques3": "They have an array of abilities, assets, and strengths; what are some of them? (up to 3)",
+ "scionrespect-desc1": "Write down the names of at least 2 characters whose respect you need to earn in order to differentiate yourself from your parent. You may fill in new names whenever appropriate.",
+ "respect:": "Respect:",
+ "advancement:": "Advancement:",
+ "scionrespect-list1": "● Your parent's greatest enemy:",
+ "scionrespect-list2": "● Your parent's greatest victim:",
+ "scionrespect-list3": "● Your personal idol:",
+ "scionrespect-list4": "● The city's greatest leader:",
+ "scionrespect-list5": "● The city's greatest hero:",
+ "scionrespect-list6": "● The city's biggest celebrity:",
+ "scionrespect-desc2": "When you seek out one of the characters named above, roll. On a hit, you track them down. On a 7-9, they're juggling their own problems, and may not have time for you. On a miss, when you find them, the situation is dire; the GM will tell you how.",
+ "scionrespect-desc3": "If you earn Influence over the characters listed above, instead you mark 1 Respect. If you lose Influence over the characters listed above, instead you lose 1 Respect. If you lose 1 Respect and you have none marked, you immediately mark a condition, GM's choice.",
+ "scionrespect-desc4": "The first time you reach 4 Respect on an individual, take an advancement (mark the corresponding box under the character).",
+ "scionrespect-desc5": "While you have 4 Respect on an individual, you gain the following benefits. If you dip below 4 Respect on an individual, you lose these benefits.",
+ "scionrespect-desc5opt1": "● You can reject their Influence at a +3 (does not stack with the above).",
+ "scionrespect-desc5opt2": "● You take +1 to a Label of their choice (write it next to their name).",
+ "nomadinfluencedby": "I am influenced by: (max 6)",
+ "nomadinfluence-desc1": "(By default, no one has Influence over you, not even adults)",
+ "nomadinfluence-desc2": "(You gain benefits based on how much Influence you have given out. Check Roots for details.)",
+ "nomadroots-desc1": "● During play, you can only give Influence by revealing a vulnerability or weakness to someone and through the end of session move.",
+ "nomadroots-desc2": "● You cannot give Influence to somebody who already has Influence over you.",
+ "nomadroots-desc3": "● Others cannot take Influence over you; if they would, instead they choose: mark potential or inflict a condition on you.",
+ "nomadroots-desc4": "● You reject Influence at -2 by default, instead of +0 (already included in the Reject Influence roll).",
+ "nomadroots-desc5": "● When someone takes advantage of their Influence over you, they can choose 2 options.",
+ "nomadroots-desc6": "● At the end of each session, you may take away Influence from someone who has Influence over you.",
+ "nomadroots-howmuch": "How much Influence have you given out?",
+ "nomadinfluence-list1": "0 Influence",
+ "nomadinfluence-list2": "1-2 Influence",
+ "nomadinfluence-list3": "3 Influence",
+ "nomadinfluence-list4": "4 Influence",
+ "nomadinfluence-list5": "5 Influence",
+ "nomadinfluence-list6": "6 Influence",
+ "nomadinfluence-option1": "● You cannot comfort or support anyone. If you would trigger that move, instead mark a condition as you say exactly the wrong thing. If someone tries to comfort or support you, you cannot open up to them.",
+ "nomadinfluence-option2": "● When you defend someone who has Influence over you, you can ignore the Insecure condition. When you directly engage someone who has Influence over you, you can ignore the Afraid condition.",
+ "nomadinfluence-option3": "● When you take a powerful blow from someone with Influence over you, take -2 to the roll.",
+ "nomadinfluence-option4": "● When you pierce the mask of someone who has Influence over you, you can always ask them one question, even on a miss.",
+ "nomadinfluence-option5": "● When you spend 1 Team to help someone who has Influence over you, it gives them +2.",
+ "nomadinfluence-option6": "● When you accept the words of someone who has Influence over you, mark potential, clear a condition, or take +1 forward.",
+ "theirname": "(their name)",
+ "bullet": "●",
+ "rollkapow": "KAPOW!",
+ "rollfullhit": "Full hit!",
+ "rollhit": "Hit!",
+ "rollmiss": "Miss!",
+ "rollohdear": "Oh dear!"
}
diff --git a/Masks - A New Generation/translations/ja.json b/Masks - A New Generation/translations/ja.json
index e5bbff0b92..10087132e0 100644
--- a/Masks - A New Generation/translations/ja.json
+++ b/Masks - A New Generation/translations/ja.json
@@ -1,8 +1,9 @@
{
"playbook:": "Playbook:",
+ "choose-playbook": "Choose Playbook",
"thebeacon": "The Beacon",
"thebull": "The Bull",
- "thedelinquant": "The Delinquent",
+ "thedelinquent": "The Delinquent",
"thedoomed": "The Doomed",
"thejanus": "The Janus",
"thelegacy": "The Legacy",
@@ -10,83 +11,389 @@
"theoutsider": "The Outsider",
"theprotege": "The Protégé",
"thetransformed": "The Transformed",
- "theinnocent": "The Innocent",
- "thejoined": "The Joined",
- "thenewborn": "The Newborn",
"thereformed": "The Reformed",
+ "thenewborn": "The Newborn",
+ "theinnocent": "The Innocent",
"thestar": "The Star",
+ "thejoined": "The Joined",
"thebrain": "The Brain",
"thesoldier": "The Soldier",
+ "theharbinger": "The Harbinger",
+ "thenomad": "The Nomad",
+ "thescion": "The Scion",
+ "custom": "Custom",
"somethingelse": "Something Else",
- "freak:": "Freak:",
- "unleashyourpowers": "(unleash your powers)",
- "danger:": "Danger:",
- "directlyengage": "(directly engage)",
- "savior:": "Savior:",
- "savior": "Savior",
- "freak": "Freak",
+ "halcyoncityherald": "Halcyon City Herald Collection",
+ "secretsofaegis": "Secrets of A.E.G.I.S.",
+ "unbound": "Unbound",
"danger": "Danger",
+ "danger:": "Danger:",
+ "freak": "Freak",
+ "freak:": "Freak:",
+ "savior": "Savior",
+ "savior:": "Savior:",
"superior": "Superior",
- "mundane": "Mundane",
- "soldier": "Soldier",
- "defend": "(defend)",
"superior:": "Superior:",
+ "mundane": "Mundane",
+ "mundane:": "Mundane:",
+ "sumof5labels": "Sum of 5 Labels:",
+ "sumof6labels": "Sum of 6 Labels:",
+ "bydefault3": "(by default this should be a 3)",
+ "bydefault5": "(by default this should be 5)",
+ "advancementmayincrease": "(advancement may increase this)",
+ "directlyengageathreat": "(directly engage a threat)",
+ "unleashyourpowers": "(unleash your powers)",
+ "comfortorsupport": "(comfort or support)",
+ "piercethemask": "(pierce the mask)",
+ "defend": "(defend)",
"assessthesituation": "(assess the situation)",
"provokesomeone": "(provoke someone)",
- "mundane:": "Mundane:",
- "soldier:": "Soldier:",
- "piercethemask": "(pierce the mask)",
- "comfortorsupport": "(comfort or support)",
- "actonorders": "(act on orders and rely on training)",
- "invokeauthority": "(invoke your authority",
- "askaegis": "(ask A.E.G.I.S. for resources)",
"flat2d6": "Flat 2d6",
"rejectsomeonesinfluence": "(reject someone's influence)",
+ "rejectinfluence": "Reject Influence",
"customrolls": "(custom rolls)",
- "sumoflabels": "Sum of Labels:",
- "bydefault3": "(by default this should be a 3)",
- "advancementmayincrease": "(advancement may increase this)",
+ "doom-desc": "What brings your Doom closer? Choose two:",
+ "doomcloser1": "overexerting yourself",
+ "doomcloser2": "facing danger alone",
+ "doomcloser3": "showing mercy",
+ "doomcloser4": "injuring innocents",
+ "doomcloser5": "frightening loved ones",
+ "doomcloser6": "talking about it openly",
+ "doomtrack-desc": "Whenever you bring your Doom closer, mark one box on your Doomtrack",
+ "doomtrack:": "Doomtrack:",
+ "doomtrack-fill": "Whenever your Doomtrack fills, clear it and take one of your Doomsigns",
+ "doomsign-desc": "These are abilities that come to you with your approaching Doom. Once you have taken all five Doomsigns above the line, you must take \"Your doom arrives\" the next time your Doomtrack fills. Choose 1 Doomsign you already have at character creation.",
+ "doomsign1-desc": "Dark Visions: Mark your Doomtrack to have a vision about the situation at hand. After the vision, ask the GM a question; they will answer it honestly.",
+ "doomsign2-desc": "Infinite Powers: Mark your Doomtrack to use an ability from any playbook, one time.",
+ "doomsign3-desc": "Portal: Mark your Doomtrack to appear in a scene with anyone you want.",
+ "doomsign4-desc": "Burning Bright: Mark your Doomtrack to ignore one of the GM's stated requirements when you call upon the resources of your Sanctuary.",
+ "doomsign5-desc": "Bolstered: Mark your Doomtrack to use an Adult Move one time.",
+ "doomsign6-desc": "Your Doom arrives; confront it and perish.",
+ "themask-janus": "The Mask:",
+ "themask-janus-desc1": "You wear a mask and hide your real identity. Choose what Label you try to embody while wearing your mask:",
+ "themask-janus-desc2": "Once per session, you can affirm either your heroic or secret identity to switch your Mundane with your mask's Label.",
+ "themask-janus-desc3": "When you reveal your secret identity to someone who didn't know it already, mark potential.",
+ "secretid-janus-desc1": "Your mundane life comes with a series of obligations. Choose a total of 3 obligations:",
+ "obligationjanus": "(your obligations among jobs, school, home and social)",
+ "secretid-janus-desc2": "When time passes, roll to see how you're managing your obligations. On a hit, things are going pretty well — you have an opportunity or advantage thanks to one of your obligations. On a 7-9, you've lapsed on one obligation, your choice. On a miss, you haven't given your normal life anywhere near the attention it deserves; the GM chooses 2 obligations that are going to bite you in the butt.",
+ "conditions-marked": "Conditions marked:",
+ "burn-nova-desc1": "When you charge up your powers, roll. On a hit, hold 3 burn. On a 7-9, mark a condition. On a miss, hold 2 burn and mark 3 conditions.",
+ "burn-nova-desc2": "Spend your burn on your flares. You lose all burn at the end of the scene. Write 4 Flares you already have at character creation.",
+ "flare:": "Flare:",
+ "flarename": "(flare name)",
+ "flaredescription": "(flare description)",
+ "futureself-innocent-desc1": "Your future self is out there, an important figure in Halcyon City and the world beyond — and everything you'd hoped you'd never be. But finding out how they became who they are may be all it takes to push you along a similar path. Pick 1 step of your future self's path that you already know at character creation, and mark it (left side checkbox). When you learn of another step of your future self's path, mark it. You can have at most 5 steps marked.",
+ "futurepath1-desc": "They lost someone they cared about deeply",
+ "futurepath2-desc": "They failed horrifically in a noble pursuit or cause",
+ "futurepath3-desc": "They committed a major crime",
+ "futurepath4-desc": "They betrayed a close friend or ally",
+ "futurepath5-desc": "They won a victory at enormous cost to the world around them",
+ "futurepath6-desc": "They killed someone",
+ "futurepath7-desc": "They publicly battled another hero",
+ "futurepath8-desc": "They injured an innocent",
+ "futureself-innocent-desc2": "When you undergo an experience (your call) that echoes any one of the above (marked or unmarked), strike it through (right side checkbox). When you strike through a marked step, or mark a struck-through step, choose one of the following:",
+ "futurereplace1-desc": "Replace comfort or support with this: When you coldly dismiss someone, roll +Mundane. On a hit, they mark a condition or leave you alone, their choice. On a 7-9, they can also choose to inflict a condition on you.",
+ "futurereplace2-desc": "Replace defend someone with this: When you aggressively defend a large group or area, roll +Savior. On a hit, you create an opportunity for yourself to press the attack, and take +1 forward to pursue it. On a 10+, the collateral damage is minimal.",
+ "futurereplace3-desc": "Replace provoke someone with this: When you threaten someone, say what you want them to do and roll +Superior. On a hit, they either do it or they are put at a significant disadvantage against you, their choice. On a 10+, either way they mark a condition of your choice.",
+ "futurereplace4-desc": "Replace reject someone's Influence with this: When you spit in the face of guidance or Influence, roll +2. On a hit, take away their Influence over you or clear a condition, your choice. On a 7-9, you both take a powerful blow from the intensity of your words.",
+ "futurereplace5-desc": "Become an NPC antagonist — your path is irreconcilably set along the same course that your future self followed.",
+ "bond-joined-desc": "At character creation you start with Two of a kind, and choose one other bond.",
+ "bond1-desc": "Two of a kind: When time passes, you and your other half gain Influence over each other. When you or your other half pierces the other's mask, mark a condition to take a 10+.",
+ "bond2-desc": "Fastball special: When you perform a coordinated fighting maneuver with your other half, say who takes the lead and who assists. The leader rolls the adult move overwhelm a vulnerable foe. The assistant marks a condition.",
+ "bond3-desc": "Powers, activate!: When you and your other half pool your powers, say who takes the lead and who assists. The leader unleashes their powers with your combined Freak (max +4). The assistant shifts Savior down, Mundane up.",
+ "bond4-desc": "Four eyes are better: When you and your other half assess the situation from two different vantage points, one of you makes the move, and the other may either clear a condition or ask an additional question. You both get +1 when following the answers.",
+ "distinction-joined-desc": "When either you or your other half locks a Label, unmark one of your chosen bonds and choose a distinction.",
+ "distinction1-desc": "Mirror, mirror: When you pierce someone's mask, you can ask them \"What are you really feeling right now?\", even on a miss. If you do, they can ask you the same question.",
+ "distinction2-desc": "Shouldering the burden: When you push yourself to do something your other half failed at or can't do, mark a condition to use the adult move wield your powers.",
+ "distinction3-desc": "Going solo: When you directly engage a threat entirely on your own, you can roll +Superior instead of +Danger.",
+ "distinction4-desc": "Internal strife: When you snipe about your other half behind their back, remove one Team from the pool and clear a condition.",
+ "beforewegetstarted-soldier": "Before we get started:",
+ "beforestart-soldier": "When you have time to closely observe your opposition before a fight, roll. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 and mark a condition. During the fight, you can spend your hold to name a character you observed and...",
+ "beforestart-soldier-list1": "● ...redirect their attack to another character or nowhere — into a wall or the sky.",
+ "beforestart-soldier-list2": "● ...cross a distance between them and you.",
+ "beforestart-soldier-list3": "● ...stun them, close up or from a distance.",
+ "beforestart-soldier-list4": "● ...ignore all harm from one of their attacks.",
+ "beforestart-soldier-list5": "● ...escape any bindings or impediments they attempt to place on you.",
+ "memories:": "Memories:",
+ "memories-harbinger-desc": "Your Memories score starts at -1, and goes up by 1 (to a maximum of +3) for each name below. When you write a name below, they gain Influence over you if they did not already have it.",
+ "memories-role1": "● Monster:",
+ "memories-role2": "● Traitor:",
+ "memories-role3": "● Corruptor:",
+ "memories-role4": "● Martyr:",
+ "memories-role5": "● Architect:",
+ "memories-role6": "● Leader:",
+ "connect-harbinger-desc1": "When you push yourself to remember the version of someone that exists in your future, mark a condition and roll Memories. On a hit, you connect who they are now to who they are in the future; choose the role that they fulfill in the future, and the GM will tell you about their future self. On a 10+, ask a follow-up question. On a miss, they're not at all who you thought they would be; the GM will choose their role, or tell you that as far as you know, they don't exist in the future.",
+ "connect-harbinger-desc2": "At the start of each session or when time passes, roll to find out how your investigations into the timeline have been going. On a hit, choose one figure noted above or one aspect of the future world you can remember. You've found a lead to follow to learn more about how the present version of that figure or aspect became the future version. On a 10+, the lead is particularly strong; right now, you can ask the GM one question about the figure or aspect, and they will answer honestly. On a miss, you're lost in the present; the GM will tell you how things are so different here, and shift your Labels according to how it makes you feel.",
"move:": "Move:",
"label:": "Label:",
+ "activemove-hide": "Hide your Active Moves",
+ "activemove-note": "Note: Adult moves count as Active Moves",
+ "passivemove-hide": "Hide your Passive Moves",
+ "teammove-hide": "Hide your Team Moves",
+ "teammove1-beacon": "When you share a triumphant celebration with someone, tell them how they're awesome and add 1 Team to the pool. If they tell you how you're awesome in return, add 1 more Team to the pool.",
+ "teammove2-beacon": "When you share a vulnerability or weakness with someone, ask them to confirm or deny that you should be here. If they confirm it, mark potential and give them Influence over you. If they deny it, mark Angry and shift one Label up and one Label down, your choice.",
+ "teammove1-bull": "When you share a triumphant celebration with someone, make them your love or rival immediately to mark potential. If they are already your love or rival, take Influence over them and mark potential.",
+ "teammove2-bull": "When you share a vulnerability or weakness with someone, give them Influence and hold 2. Spend that hold to help them as if it were Team in the pool.",
+ "teammove1-delinquent": "When you share a triumphant celebration with someone, ask them if they think you're cool. If they say yes, give them Influence and take Influence over them. If they say no, mark a condition or spurn them immediately. If they're a teammate, then either way, add 1 Team to the pool.",
+ "teammove2-delinquent": "When you share a vulnerability or weakness with someone, give them Influence over you, and ask them who they'd like you to be. Mark potential if you show them that person. If they're a teammate, add 1 Team to the pool no matter what.",
+ "teammove1-doomed": "When you share a triumphant celebration with someone, give them Influence over you and spend 1 Team from the pool to clear one box on your Doomtrack.",
+ "teammove2-doomed": "When you share a vulnerability or weakness with someone, give them Influence over you and ask if they honestly think there's hope for you. If they say yes, mark potential or clear one box on your Doomtrack. If they say no, mark a condition or mark one box on your Doomtrack.",
+ "teammove1-janus": "When you share a triumphant celebration with someone, ask them if they see you as the person wearing the mask or the person underneath. If the former, mark potential and clear a condition. If the latter, take Influence over them if you reveal yourself.",
+ "teammove2-janus": "When you share a vulnerability or weakness with someone, tell them a secret about who you really are. Give them Influence, and shift your Mundane up and your Mask's Label down.",
+ "teammove1-legacy": "When you share a triumphant celebration with someone, tell them whether you see them as an equal. If you do, give them Influence over you and mark potential. If you don't, shift Superior up and any other Label down.",
+ "teammove2-legacy": "When you share a vulnerability or weakness with someone, tell them a secret about your legacy (including your own true feelings about it) to clear a condition and give them Influence over you.",
+ "teammove1-nova": "When you share a triumphant celebration with someone, ask them if there is any fear in their eyes when they look at you. If they say no, take +1 forward and mark potential. If they say yes, immediately shift your Danger up and Savior down.",
+ "teammove2-nova": "When you share a vulnerability or weakness with someone, tell them how they could stop you, if it came down to it. Give them Influence over you and clear a condition.",
+ "teammove1-outsider": "When you share a triumphant celebration with someone, take Influence over them if you show them meaningful affection, physical or emotional. They decide if it's meaningful.",
+ "teammove2-outsider": "When you share a vulnerability or weakness with someone, they tell you what you should do to fit in more. Take +1 forward to do it, and mark potential if you do.",
+ "teammove1-protege": "When you share a triumphant celebration with someone, ask them if you've been a good leader or effective teammate. If they say yes, your Mentor loses Influence over you and you mark potential. If they say no, your Mentor gains Influence over you, and you take +1 forward on using the Label your Mentor embodies.",
+ "teammove2-protege": "When you share a vulnerability or weakness with someone, tell them a secret about your Mentor (including your feelings towards them). Give them Influence over you and add 1 Team to the pool.",
+ "teammove1-transformed": "When you share a triumphant celebration with someone, clear a condition if they treat you like a perfectly normal person and mark potential if they praise your power or abilities.",
+ "teammove2-transformed": "When you share a vulnerability or weakness with someone, ask them if they think you're losing or gaining humanity. If they say losing, mark a condition and mark potential. If they say gaining, clear a condition and shift Mundane up and any other Label down.",
+ "teammove1-reformed": "When you share a moment of triumph with someone, ask them what gives them hope for a brighter day and give them Influence.",
+ "teammove2-reformed": "When you share a vulnerability or weakness with someone, ask them what they would do something dark for and gain Influence over them.",
+ "teammove1-newborn": "When you share a triumphant celebration with someone, ask them what makes them proud or happy about the actions they took and write a lesson based on it, either filling an empty slot or replacing an existing lesson.",
+ "teammove2-newborn": "When you share a vulnerability or weakness with someone, if their response helps you understand human feelings and problems, mark potential. If their response confuses or offends you, shift your Freak up and your Mundane down.",
+ "teammove1-innocent": "When you share a triumphant celebration with someone, ask whether they think your future self could've won this victory. If they do, mark potential and the GM shifts your Labels. If they do not, clear a condition and they shift your Labels.",
+ "teammove2-innocent": "When you share a vulnerability or weakness with someone, ask them if they think you could turn into your future self. If they do, mark potential and the GM shifts your Labels. If they do not, clear a condition and they shift your Labels.",
+ "teammove1-star": "When you share a triumphant celebration with someone, say whether it's part of the show or not. If it is, then you can shift your Labels as you choose. If it is not, then they shift your Labels, and you can clear a condition or mark potential.",
+ "teammove2-star": "When you share a vulnerability or weakness with someone, ask them if they will tell anyone the truth about you. If they agree to keep it a secret, clear a condition or mark potential. If they don't agree, the GM shifts your Labels.",
+ "teammove-joined": "When either you or your other half shares a triumphant celebration or shares a moment of vulnerability without the other one present, mark a condition to mark a potential.",
+ "teammove1-brain": "When you share a triumphant celebration with someone, ask them if they felt they could have done it without you. If they say yes, give Influence to them and mark a condition. If they say no, they give Influence to you.",
+ "teammove2-brain": "When you share a vulnerability or weakness with someone, hold 2. Spend the hold 1-for-1 to clear a condition or add 1 Team to the pool when you are with them.",
+ "teammove1-soldier": "When you share a triumphant celebration with someone, tell them what they need to do to achieve their full potential. If they accept your advice, take Influence over them and add 2 Team to the pool. If they reject what you have to say, mark a condition.",
+ "teammove2-soldier": "When you share a vulnerability or weakness with someone, ask them what cause they serve. If you find it to be a worthy cause, tell them how you will fight for it, clear a condition, and add 1 Team to the pool. If they don't have a cause (or you find it unworthy), mark a condition.",
+ "teammove1-harbinger": "When you confess to a teammate the difference between what you thought they would be and what they really are, add 1 Team to the pool, and ask them if you represent a future they'd want. If they say yes, mark potential. If they say no, mark a condition.",
+ "teammove2-harbinger": "When you share a tale of future loss with someone, ask them if they think you have the ability to avert that loss. If they believe you do, mark potential and give them Influence over you. If they don't, mark Guilty and shift one Label up and one Label down (your choice). If Guilty is already marked, mark another condition, GM's choice.",
+ "teammove1-nomad": "When you share a triumphant celebration with someone, ask them what they admire about you. The GM will shift one of your Labels up and one down based on what they say.",
+ "teammove2-nomad": "When you share a vulnerability or weakness with someone, mark a condition, give them Influence over you, and mark potential.",
+ "teammove1-scion": "When you share a triumphant celebration with someone, ask them if you have earned their respect. If you have, take Influence over them and mark potential. If you have not, give them Influence over you and mark potential.",
+ "teammove2-scion": "When you share a vulnerability or weakness with someone, ask them if they would defend you against those who mistrust you. If they say yes, clear a condition and shift Savior up and any other Label down. If they say no, mark a condition and shift Danger up and any other Label down.",
+ "momentoftruth-unlock": "Unlock your Moment of Truth",
+ "moment-beacon": "This is the moment when you show them exactly why you belong here. You do any one thing, take out any one enemy, no matter how insane, no matter how ridiculous, because that's you. Their jaws are gonna drop when you're done. Of course, pulling off a stunt like this tends to bring unwanted attention and a dangerous reputation...",
+ "moment-bull": "This is what you do best. You let loose, all the pent up strength and rage and glee, and you break whatever stands in your way. You are a walking demolition crew. What can stand up to you? Nothing. Not buildings. Not structures. Not enemies. Nothing. Of course, now the people who changed you know exactly where to find you...",
+ "moment-delinquent": "This is when you show them what you really are. Whether you're the hero underneath the rebel facade... or the one who can make the hard choices heroes can't make. You do whatever it takes to show that truth, whether it's saving the day from a terrible villain or stopping a bad guy once and for all. Of course, once you've shown what you really are, there's no going back to playing the clown...",
+ "moment-doomed": "The prickly tingling fear of your doom, always in your head — it holds you back most of the time. But right here, right now? It gives you the confidence to do anything. After all, what's the worst that could happen? Is it worse than your doom? Do impossible things. Do anything. But mark a Doomsign after you're finished.",
+ "moment-janus": "The mask is a lie, and some piece of you has always known that. Doesn't matter if others can see it. You're the one that can do the impossible. Mask off. Costume on. And you're going to save the damn day. Of course, you better hope nobody nasty is watching...",
+ "moment-legacy": "This is the moment when you prove how much the mantle belongs to you. You seize control of all your powers, and you defeat even impossible odds to prove you are worthy of the name you carry. You accomplish feats even your predecessors couldn't do. Of course, after you prove something like that, you can expect still more responsibilities to be placed on your shoulders...",
+ "moment-nova": "Your mind's eye opens, and you can see the world around you like never before. You can control it, at will, with ease. Of course, warping reality tends to have ramifications down the line, but in your moment of godhood... how could you possibly be worried?",
+ "moment-outsider": "You embrace your home and call them for aid. They will answer your call, in force, arriving exactly when you need them to turn the tide. They fight and serve you for the rest of the battle. Of course, when all is said and done... they'd probably like to take you home with them. You did, after all, just prove yourself worthy.",
+ "moment-protege": "The moment that you show who you really are: your mentor, or something different. You can do whatever your mentor could do and more. You can do the incredible, even the things they always failed to accomplish. Of course, they're not going to see you the same way, no matter which path you choose...",
+ "moment-transformed": "It's so easy to forget that you're not your body, and you're not the voice in your head — you're both. Be the monster, and save them anyway. Smash down walls, and speak softly. Because when you embrace it, you can do anything. Of course, putting on a display like this is sure to rile up those who see only the monster when they look at you...",
+ "moment-reformed": "You've seen your greatest mistakes, and the rest of the world has, too. They're all watching you now, judging every move you make. When everything is on the line and your back is against the wall, though, you'll show them what you're made of — that being a hero is a choice. An act of will. And you've got what it takes to save the day. Of course, afterward, you can expect both sides, hero and villain, to deeply question where your loyalties truly lie...",
+ "moment-newborn": "Something snaps into focus, and suddenly you're a full thing, true and complete. You'd never have known how fragmented you were before, if not for here, this moment. You're not a series of individual lessons. You're not a series of subroutines and programs. You're... a person. This must be what it's like to be... human. And this fullness? It gives you a control over yourself, a unity of purpose you've never experienced before. Of course, now that you're showing off all your potential, it's only a matter of time before someone comes forward to reduce you to a machine again...",
+ "moment-innocent": "You've fought, struggled, and worked so hard to figure out who you are, whether you're just the same as your future self or whether you're different... but right now, that's all out the window. The distinction between your future self and your present self vanishes in the face of the trial before you, and you become exactly the powerful, adamant figure that everyone fears or hopes you will one day become. You can do exactly what your future self could do, and everyone around you sees them in you more clearly than ever. Of course, after this it's going to be hard to treat you as two different people...",
+ "moment-star": "Sometimes it can be hard to tell where the show stops and where you begin — but not today. Not now. Because right now, there is no show. Right now, you are the thing you pretend to be — bold and bright and beautiful and amazing and powerful and confident. Right now, you draw strength from your audience, comfort from their belief in you, and you can do anything they think you can. Of course, after such an impassioned performance, your audience will just have even more demands...",
+ "moment-joined-choose": "When you trigger your Moment of Truth, choose — are you working with your other half, or are you on your own?",
+ "moment-joined-otherhalf": "If you're working with your other half, use the text of their Moment of Truth and treat it as if it applies to both of you. Remember to lock your Label and switch a Bond to a Distinction, because you'll probably never reach these heights of perfect connection, of being one, ever again...",
+ "moment-joined-own": "If you're on your own, use the following text:",
+ "moment-joined": "You're on your own. It's like missing an arm. Like fighting naked. Like holding your breath. You're missing something vital... but you're moving faster than ever, thinking faster than ever, doing things you couldn't even do while relying on both of your strength combined. And it's hitting you, hard — you can do this. Without them. And you can win. It's going to be hard to come down off this high and rejoin with them afterwards, isn't it? Remember to lock a Label and switch a Bond to a Distinction, after you're finished.",
+ "moment-brain": "Sooner or later, all the super powers, elite training, and experience are helpless in the face of evil or disaster. That's when somebody like you, gifted as you are with a peerless intellect, can rise to the occasion. Your plan, your invention, or your lightning-fast thought processes save the day, in a way no one else could have foreseen. Of course, after you've shown how different you are from them, that distance between you and the others is now that much greater. And the world is only going to pull you farther apart...",
+ "moment-soldier": "Freedom isn't free. But not every mission ends in tragedy. When things look bleakest, when your back is against the wall, when it seems like the dawn will never come... you find a way forward without violence. Your enemies lay down their arms and surrender; your allies step back from the brink of chaos. Of course, the people you've saved aren't going to forget what you've done here today; they may even come to see you as a symbol of the higher cause you claim to serve...",
+ "moment-soldier-lock": "You cannot lock Soldier after using your Moment of Truth.",
+ "moment-harbinger": "Everything you do could affect the future. For all you know, saving that one guy means that now the future is full of pterodactyls. The ripples are always so hard to track, and you're not sure if you've helped or hurt — not really. Until now. In this moment, it's all clear. You can see the course of events laid out before you like a river, and you know exactly what you have to do to ensure the future outcome you want. Of course, after this, you've changed enough of the timeline to invalidate your prior research — reset all the names in your Connecting Dots section.",
+ "moment-nomad": "You basically exist with one foot out the door, ready to leave this place, to go back out into the wide expanse of the universe. You've never fully committed. That is, until today. Until right now. Now, you pour everything you have and everything you are into this moment. You pull off tricks no one from this planet has ever seen before. You use your tools in ways no one here could have ever imagined. You devote yourself, here and now, to a cause, and you achieve your goal in ways that you never could've if you'd only stayed home. Of course, now you've proved to everyone that you really don't belong here, and the very skills that let you succeed are the ones you earned from out there...",
+ "moment-scion": "People have always tried to define you by your lineage. As if from the moment you were born, you were meant to be some villain to be defeated. But... they're right, aren't they? That darkness is in you. So right here, right now, you're not fighting it — you're embracing it. Both hero and villain, and greater besides. You're overcoming impossible odds in ways no hero would approve of, and no villain could comprehend. Of course, after seeing what you can really do when you embrace the whole of yourself, the rest of the world isn't going to forget who you really are...",
+ "moment-label-lock": "After you use your Moment of Truth, permanently lock one Label.",
+ "advancedspecial-view": "View after taking the corresponding Advancement",
+ "advancedspecial-brain1": "View after taking Sanctuary",
+ "advancedspecial-brain2": "View after taking Drives",
+ "burn-adv-desc": "Spend your burn on your flares. You lose all burn at the end of the scene. You get 3 Flares.",
+ "describeadvspec": "(describe your advanced special)",
"conditions:": "Conditions:",
"takeapowerfulblow": "(take a powerful blow)",
+ "toclear": "To clear:",
"afraid": "Afraid",
- "malusdirectlyengage": "(-2 to directly engage)",
+ "malusdirectlyengageathreat": "(-2 to directly engage a threat)",
+ "clearafraid": "run from something difficult",
"angry": "Angry",
"maluscomfortorsupport": "(-2 to comfort or support)",
"maluspiercethemask": "(-2 to pierce the mask)",
+ "clearangry": "hurt someone or break something important",
"guilty": "Guilty",
"malusprovokesomeone": "(-2 to provoke someone)",
"malusassessthesituation": "(-2 to assess the situation)",
+ "clearguilty": "make a sacrifice to absolve your guilt",
+ "hopeless": "Hopeless",
+ "malusunleashyourpowers": "(-2 to unleash your powers)",
+ "clearhopeless": "fling yourself into easy relief",
"insecure": "Insecure",
"malusdefend": "(-2 to defend)",
"malusreject": "(-2 to reject what others say)",
- "hopeless": "Hopeless",
- "malusunleashyourpowers": "(-2 to unleash your powers)",
+ "clearinsecure": "take foolhary action without talking to your team",
+ "newborn-optional-damage": "Enable if you take the Damage move",
+ "damaged": "Damaged",
+ "cleardamaged": "you need time, external help, or special equipment or abilities",
+ "conditions-note": "Note: Conditions do not affect Active Moves",
+ "whenyoumarkdrive": "When you mark a drive, choose one: mark potential, clear a condition, take influence over someone involved",
+ "whencompleteadriveset": "When you complete a set of drives, add another set with 4 new drives.",
+ "whenalldrivesmarked": "When all drives are marked, choose one: change playbooks, retire from the life, become a paragon of the city",
"completedthisset": "completed this set",
+ "bullheartdesc": "You can change your love or rival at any time; give the new person influence over you",
"love:": "Love:",
"rival:": "Rival:",
- "add1toallrollsthistwo": "(add 1 to all rolls that target these two)",
- "darkvisions": "Dark Visions",
- "burningbright": "Burning Bright",
- "infinitepowers": "Infinite Powers",
- "bolstered": "Bolstered",
- "portal": "Portal",
- "yourdoomcomes": "Your doom comes",
+ "bullheartongoing": "(+1 to any roll that impresses your love or frustrates your rival)",
+ "bullchooserole": "Choose a role that you fulfill for your love or rival",
+ "bullrole1": "Defender: When you leap to defend your love or rival in battle, roll +Danger instead of +Savior to defend them.",
+ "bullrole2": "Friend: When you comfort or support your love or rival, mark potential on a hit. When your love or rival comforts or supports you, mark potential when they roll a hit.",
+ "bullrole3": "Listener: When you pierce the mask of your love or rival, you can always let them ask you a question to ask them an additional question in turn, even on a miss. These additional questions do not have to be on the list.",
+ "bullrole4": "Enabler: When you provoke your love or rival, roll +Danger if you are trying to provoke them to rash or poorly thought out action.",
+ "nemesisdesc1": "Your Nemesis is an epic and powerful enemy representing and embodying your Doom.",
+ "nemesisdesc2": "At the end of every session, answer the question: Did you make progress on defeating your Nemesis? If the answer is yes, mark potential. If the answer is no, mark your Doomtrack.",
+ "sanctuarydesc1": "You have a place where you can rest, recover, and reflect upon your powers. Write 3 features of your Sanctuary:",
+ "sanctuarydesc2": "Write 2 downsides of your Sanctuary:",
+ "sanctuarydesc3": "When you call upon the resources of your Sanctuary to solve a problem, say what you want to do. The GM will give you 1 to 4 requirements from the following which you must fulfill to complete your solution:",
+ "sanctuary-req1": "First, you must...",
+ "sanctuary-req2": "You'll need help from...",
+ "sanctuary-req3": "You and your team will risk danger from...",
+ "sanctuary-req4": "The best you can do is a lesser version, unreliable and limited",
+ "sanctuary-req5": "You'll need to mark one box on your Doomtrack",
+ "sanctuary-req6": "You'll have to obtain...",
+ "legacydesc1": "Name some members of your legacy (at least 2):",
+ "legacymember1": "is still active and prominent in the city.",
+ "legacymember2": "is retired and quite judgmental.",
+ "legacymember3": "is the next possible member of your legacy.",
+ "legacymember4": "is the greatest opponent your legacy ever faced... and is still at large.",
+ "legacydesc2": "Whenever time passes, roll to see how the members of your legacy feel or react to your most recent exploits. Before rolling, have the other players answer these following questions about your performance. Take -1 to the roll for each 'no' answer:",
+ "legacyquestion1": "● Have you been upholding the traditions of your legacy?",
+ "legacyquestion2": "● Have you maintained the image of your legacy?",
+ "legacyquestion3": "● Have you made the other members of your legacy proud?",
+ "legacydesc3": "On a hit, one of them offers you meaningful encouragement, an opportunity, or an advantage. On a 7-9, another is upset with your most recent actions, and will make their displeasure known. On a miss, something you did stirred up the hornet's nest — expect several members of your legacy to meddle with your life.",
"hold:": "Hold:",
- "resetto0attheend": "(reset to 0 at the end of the scene)",
+ "mentor-desc1": "You have a mentor, someone who's taught you, trained you, given you aid, or raised you up. Someone who might have confined you a bit too rigidly to a single path.",
"embodies:": "Embodies:",
"denies:": "Denies:",
- "add1toallrollsthesepeople": "(add 1 to all rolls that target these people)",
+ "mentor-resource": "Mentor's Resources:",
+ "mentor-desc2": "Write up to 3 resources that your mentor gave you and the team",
+ "mentorresource": "(resources provided by your mentor)",
+ "haveinfluenceover": "I have influence over:",
+ "influenceroll": "(+1 to any roll that target these people)",
+ "aminfluencedby": "I am influenced by:",
"whatdidyoutake": "(what did you take?)",
"movename": "(move name)",
"movedescription": "(move description)",
+ "teammovedesc": "(team move description)",
+ "momentcustomdesc": "(moment of truth description)",
"drive": "(drive)",
"yourlove": "(your love)",
"yourrival": "(your rival)",
- "iam": "(I am...)",
- "asuperheroshould": "(A superhero should...)",
- "always": "(Always...)",
- "never": "(Never...)",
- "villainouscontact": "(villainous contact)"
+ "friendsinlowplaces1": "You have ties to villains from your previous career, a.k.a. Friends in Low Places.",
+ "friendsinlowplaces2": "Write 3 names and fill in their details. At character creation, mark 2 obligations on one villain and mark 1 obligation on another.",
+ "contactobligation": "Obligation:",
+ "villainouscontact": "(villainous contact)",
+ "theirspecialty": "(their specialty)",
+ "friendsinlowplaces-help1": "When you come to them for help with your problems, mark obligation on them and they'll help out within their specialty. If all their boxes are full, then they won't help you until you help them.",
+ "friendsinlowplaces-help2": "When time passes, roll flat + your highest obligation. On a 10+, they come crashing into your life with a crisis. On a 7-9, they call for a favor. On a miss, they don't come knocking yet, but mark obligation on them — the debts are getting heavier.",
+ "friendsinlowplaces-help3": "When you help one of these villains with their problems, erase 2 obligations on them.",
+ "lessonsnewborn-desc": "When you learn something that helps you make sense of the world, write it down as a Lesson. Fill in 2 lessons at character creation. Fill in the others during play.",
+ "lesson-newborn1": "I am",
+ "lesson-newborn2": "A superhero should",
+ "lesson-newborn3": "Always",
+ "lesson-newborn4": "Never",
+ "lessonsnewborn-embody": "When you embody one of your lessons, shift one Label up and one Label down, your choice. If you cause a misunderstanding, collateral damage, or unintended consequences in the process, mark potential.",
+ "lessonsnewborn-reject": "When you reject one of your lessons, reject its Influence as if it were an NPC. If you choose to have it lose Influence over you, erase that lesson and write a new one in its stead.",
+ "lessonsnewborn-creator1": "When you approach your creator or caretakers with a problem, tell them what obstacle you face or what you need to achieve, and they will offer you something you need. The GM chooses one:",
+ "lessonnewborn-offer1": "● secret information",
+ "lessonnewborn-offer2": "● a way to temporarily boost or expand your powers",
+ "lessonnewborn-offer3": "● access to instruments, weapons, or resources",
+ "lessonnewborn-offer4": "● official and explicit backing",
+ "lessonsnewborn-creator2": "If you accept their help, they'll rewrite one of your lessons.",
+ "audiencestar-desc": "You are a celebrity in the city. By default, your audience is a limited group of interested fans, and you speak to them through after-action interviews, infrequent press conferences, etc. Why does your audience love you? Mark all that apply.",
+ "audience-why1": "You're just like them",
+ "audience-why2": "You're a dangerous person, a bad seed",
+ "audience-why3": "You're noble warrior for justice",
+ "audience-why4": "You're stunning, unique, and beautiful",
+ "audience-why5": "You're charming, well-spoken, and smart",
+ "audience-why6": "You're a firebrand, a rabble rouser",
+ "audiencestar-adv": "Choose 2 advantages:",
+ "audience-adv1": "Your audience is utterly devoted to you",
+ "audience-adv2": "You can easily speak to them at any time",
+ "audience-adv3": "You have a PR agent to handle your audience",
+ "audience-adv4": "You earn a lot of money from their interest",
+ "audience-adv5": "You have a major hero's endorsement",
+ "audience-adv6": "You have a much wider audience",
+ "audiencestar-demand": "Choose 2 demands your audience makes on you:",
+ "audience-demand1": "They require constant stimulation",
+ "audience-demand2": "They require perfection — no mistakes",
+ "audience-demand3": "They require frequent bouts of drama",
+ "audience-demand4": "They require major acts of heroism",
+ "audience-demand5": "They require novelty and brand new action",
+ "audience-demand6": "They require chemistry with your allies",
+ "audiencestar-accept": "When you accept what your audience tells you about yourself, clear a condition.",
+ "audiencestar-reject": "When you reject what your audience tells you about yourself, on a hit mark potential and expect retribution.",
+ "audiencestar-help": "When you seek help from your audience, roll. On a hit, someone in your audience can hook you up. On a 10+, they only make a small demand. On a 7-9, their demands are a lot higher. On a miss, you've made a mistake, and your audience won't help you until you've redeemed yourself in their eyes.",
+ "otherhalfjoined-desc": "You share a deep bond with your other half. You are stronger together than you are apart, for now. If your other half's playbook has no extra, then take 2 playbook moves from them; one they have and one they don't. If your other half's playbook has extras (drives, bull's heart, burn, the mask, legacy etc.), then you share the extras, gaining further merits and demerits.",
+ "otherhalfjoined-more": "For more details, refer to pages 102 to 109 in the Masks: Halcyon City Herald Collection supplement.",
+ "otherhalfjoined-playbook": "Your Other Half's Playbook:",
+ "otherhalfextra": "(describe what extras you gain from/share with your other half)",
+ "brainshame-desc": "You have a deep and abiding sense of guilt for something you have created or had a hand in creating. Just as you are a world-class intellect, your shame is a world-class problem. Whatever the case, your role in its creation is not publicly known... yet.",
+ "brainshame-title": "Your Shame:",
+ "brainshame-list1": "A prototype AI",
+ "brainshame-list2": "A cosmic phenomenon",
+ "brainshame-list3": "A catastrophic weapon",
+ "brainshame-list4": "A dangerous chemical",
+ "brainshame-list5": "A living monstrosity",
+ "brainshame-list6": "An altered former ally",
+ "brainshame-confront": "Whenever you are confronted with your shame, either mark a condition or shift Superior down and Danger up. If your shame is an NPC, they can never lose Influence over you.",
+ "brainshame-endsession1": "At the end of every session, answer the question:",
+ "brainshame-endsession2": "● Did you take steps to make amends for your shame?",
+ "brainshame-endsession3": "If the answer is yes, mark potential. If the answer is no, give Influence to one of your teammates.",
+ "soldier": "Soldier",
+ "soldier:": "Soldier:",
+ "actonorders": "(act on orders and rely on training)",
+ "invokeauthority": "(invoke your authority",
+ "askaegis": "(ask A.E.G.I.S. for resources)",
+ "highercalling-desc": "You work for A.E.G.I.S., an agency that keeps the world safe from all manners of superhuman, supernatural, and extraterrestrial threats.",
+ "soldierlabel-desc": "The Soldier Label functions like any other Label. Characters with Influence over you can shift it, and you mark a condition if it would ever shift above +3 or below -2. You can only lock Soldier with the corresponding advancement. You can only cancel the influence A.E.G.I.S. holds over you with the corresponding advancement.",
+ "highercalling-move1": "When you're acting on orders and relying on your training, give A.E.G.I.S. influence to use Soldier instead of any other Label when you make a basic or playbook move.",
+ "highercalling-move2": "When you invoke your authority over civilians, Halcyon City personnel, or A.E.G.I.S. staff, roll +Soldier. On a hit, your words carry weight. On a 7-9, someone will push back against your instructions or orders... sooner rather than later. On a miss, your attempts to control the situation create an opportunity for your enemies within A.E.G.I.S. to act against you.",
+ "highercalling-move3": "When you ask A.E.G.I.S. for additional resources, equipment, or information during a mission, roll +Soldier. On a hit, they'll resupply you as best they can. On a 10+, the resources are highly classified or experimental; take +1 ongoing to deploying them throughout the mission. On a miss, A.E.G.I.S. sends what they think you need, regardless of what you actually requested.",
+ "scionlineage-desc": "You are the child of a true supervillain. You strive to be different than them, but they are a part of you. Answer each question below to describe them:",
+ "scionlineage-ques1": "What kind of villain are they?",
+ "scionlineage-ques2": "What is your relationship with them like?",
+ "scionlineage-ques3": "They have an array of abilities, assets, and strengths; what are some of them? (up to 3)",
+ "scionrespect-desc1": "Write down the names of at least 2 characters whose respect you need to earn in order to differentiate yourself from your parent. You may fill in new names whenever appropriate.",
+ "respect:": "Respect:",
+ "advancement:": "Advancement:",
+ "scionrespect-list1": "● Your parent's greatest enemy:",
+ "scionrespect-list2": "● Your parent's greatest victim:",
+ "scionrespect-list3": "● Your personal idol:",
+ "scionrespect-list4": "● The city's greatest leader:",
+ "scionrespect-list5": "● The city's greatest hero:",
+ "scionrespect-list6": "● The city's biggest celebrity:",
+ "scionrespect-desc2": "When you seek out one of the characters named above, roll. On a hit, you track them down. On a 7-9, they're juggling their own problems, and may not have time for you. On a miss, when you find them, the situation is dire; the GM will tell you how.",
+ "scionrespect-desc3": "If you earn Influence over the characters listed above, instead you mark 1 Respect. If you lose Influence over the characters listed above, instead you lose 1 Respect. If you lose 1 Respect and you have none marked, you immediately mark a condition, GM's choice.",
+ "scionrespect-desc4": "The first time you reach 4 Respect on an individual, take an advancement (mark the corresponding box under the character).",
+ "scionrespect-desc5": "While you have 4 Respect on an individual, you gain the following benefits. If you dip below 4 Respect on an individual, you lose these benefits.",
+ "scionrespect-desc5opt1": "● You can reject their Influence at a +3 (does not stack with the above).",
+ "scionrespect-desc5opt2": "● You take +1 to a Label of their choice (write it next to their name).",
+ "nomadinfluencedby": "I am influenced by: (max 6)",
+ "nomadinfluence-desc1": "(By default, no one has Influence over you, not even adults)",
+ "nomadinfluence-desc2": "(You gain benefits based on how much Influence you have given out. Check Roots for details.)",
+ "nomadroots-desc1": "● During play, you can only give Influence by revealing a vulnerability or weakness to someone and through the end of session move.",
+ "nomadroots-desc2": "● You cannot give Influence to somebody who already has Influence over you.",
+ "nomadroots-desc3": "● Others cannot take Influence over you; if they would, instead they choose: mark potential or inflict a condition on you.",
+ "nomadroots-desc4": "● You reject Influence at -2 by default, instead of +0 (already included in the Reject Influence roll).",
+ "nomadroots-desc5": "● When someone takes advantage of their Influence over you, they can choose 2 options.",
+ "nomadroots-desc6": "● At the end of each session, you may take away Influence from someone who has Influence over you.",
+ "nomadroots-howmuch": "How much Influence have you given out?",
+ "nomadinfluence-list1": "0 Influence",
+ "nomadinfluence-list2": "1-2 Influence",
+ "nomadinfluence-list3": "3 Influence",
+ "nomadinfluence-list4": "4 Influence",
+ "nomadinfluence-list5": "5 Influence",
+ "nomadinfluence-list6": "6 Influence",
+ "nomadinfluence-option1": "● You cannot comfort or support anyone. If you would trigger that move, instead mark a condition as you say exactly the wrong thing. If someone tries to comfort or support you, you cannot open up to them.",
+ "nomadinfluence-option2": "● When you defend someone who has Influence over you, you can ignore the Insecure condition. When you directly engage someone who has Influence over you, you can ignore the Afraid condition.",
+ "nomadinfluence-option3": "● When you take a powerful blow from someone with Influence over you, take -2 to the roll.",
+ "nomadinfluence-option4": "● When you pierce the mask of someone who has Influence over you, you can always ask them one question, even on a miss.",
+ "nomadinfluence-option5": "● When you spend 1 Team to help someone who has Influence over you, it gives them +2.",
+ "nomadinfluence-option6": "● When you accept the words of someone who has Influence over you, mark potential, clear a condition, or take +1 forward.",
+ "theirname": "(their name)",
+ "bullet": "●",
+ "rollkapow": "KAPOW!",
+ "rollfullhit": "Full hit!",
+ "rollhit": "Hit!",
+ "rollmiss": "Miss!",
+ "rollohdear": "Oh dear!"
}
diff --git a/Masks - A New Generation/translations/ko.json b/Masks - A New Generation/translations/ko.json
index f4e986af94..9e1d498b72 100644
--- a/Masks - A New Generation/translations/ko.json
+++ b/Masks - A New Generation/translations/ko.json
@@ -1,8 +1,9 @@
{
"playbook:": "플레이북:",
+ "choose-playbook": "Choose Playbook",
"thebeacon": "비콘",
"thebull": "불",
- "thedelinquant": "The Delinquent",
+ "thedelinquent": "The Delinquent",
"thedoomed": "The Doomed",
"thejanus": "야누스",
"thelegacy": "The Legacy",
@@ -10,83 +11,389 @@
"theoutsider": "The Outsider",
"theprotege": "The Protégé",
"thetransformed": "The Transformed",
- "theinnocent": "이노센트",
- "thejoined": "The Joined",
- "thenewborn": "The Newborn",
"thereformed": "The Reformed",
+ "thenewborn": "The Newborn",
+ "theinnocent": "이노센트",
"thestar": "스타",
+ "thejoined": "The Joined",
"thebrain": "브레인",
"thesoldier": "솔져",
+ "theharbinger": "The Harbinger",
+ "thenomad": "The Nomad",
+ "thescion": "The Scion",
+ "custom": "Custom",
"somethingelse": "그 밖에",
- "freak:": "Freak:",
- "unleashyourpowers": "(unleash your powers)",
- "danger:": "Danger:",
- "directlyengage": "(directly engage)",
- "savior:": "Savior:",
- "savior": "Savior",
- "freak": "Freak",
+ "halcyoncityherald": "Halcyon City Herald Collection",
+ "secretsofaegis": "Secrets of A.E.G.I.S.",
+ "unbound": "Unbound",
"danger": "Danger",
+ "danger:": "Danger:",
+ "freak": "Freak",
+ "freak:": "Freak:",
+ "savior": "Savior",
+ "savior:": "Savior:",
"superior": "Superior",
- "mundane": "Mundane",
- "soldier": "Soldier",
- "defend": "(defend)",
"superior:": "Superior:",
+ "mundane": "Mundane",
+ "mundane:": "Mundane:",
+ "sumof5labels": "Sum of 5 Labels:",
+ "sumof6labels": "Sum of 6 Labels:",
+ "bydefault3": "(by default this should be a 3)",
+ "bydefault5": "(by default this should be 5)",
+ "advancementmayincrease": "(advancement may increase this)",
+ "directlyengageathreat": "(directly engage a threat)",
+ "unleashyourpowers": "(unleash your powers)",
+ "comfortorsupport": "(comfort or support)",
+ "piercethemask": "(pierce the mask)",
+ "defend": "(defend)",
"assessthesituation": "(assess the situation)",
"provokesomeone": "(provoke someone)",
- "mundane:": "Mundane:",
- "soldier:": "Soldier:",
- "piercethemask": "(pierce the mask)",
- "comfortorsupport": "(comfort or support)",
- "actonorders": "(act on orders and rely on training)",
- "invokeauthority": "(invoke your authority",
- "askaegis": "(ask A.E.G.I.S. for resources)",
"flat2d6": "Flat 2d6",
"rejectsomeonesinfluence": "(reject someone's influence)",
+ "rejectinfluence": "Reject Influence",
"customrolls": "(custom rolls)",
- "sumoflabels": "Sum of Labels:",
- "bydefault3": "(by default this should be a 3)",
- "advancementmayincrease": "(advancement may increase this)",
+ "doom-desc": "What brings your Doom closer? Choose two:",
+ "doomcloser1": "overexerting yourself",
+ "doomcloser2": "facing danger alone",
+ "doomcloser3": "showing mercy",
+ "doomcloser4": "injuring innocents",
+ "doomcloser5": "frightening loved ones",
+ "doomcloser6": "talking about it openly",
+ "doomtrack-desc": "Whenever you bring your Doom closer, mark one box on your Doomtrack",
+ "doomtrack:": "Doomtrack:",
+ "doomtrack-fill": "Whenever your Doomtrack fills, clear it and take one of your Doomsigns",
+ "doomsign-desc": "These are abilities that come to you with your approaching Doom. Once you have taken all five Doomsigns above the line, you must take \"Your doom arrives\" the next time your Doomtrack fills. Choose 1 Doomsign you already have at character creation.",
+ "doomsign1-desc": "Dark Visions: Mark your Doomtrack to have a vision about the situation at hand. After the vision, ask the GM a question; they will answer it honestly.",
+ "doomsign2-desc": "Infinite Powers: Mark your Doomtrack to use an ability from any playbook, one time.",
+ "doomsign3-desc": "Portal: Mark your Doomtrack to appear in a scene with anyone you want.",
+ "doomsign4-desc": "Burning Bright: Mark your Doomtrack to ignore one of the GM's stated requirements when you call upon the resources of your Sanctuary.",
+ "doomsign5-desc": "Bolstered: Mark your Doomtrack to use an Adult Move one time.",
+ "doomsign6-desc": "Your Doom arrives; confront it and perish.",
+ "themask-janus": "The Mask:",
+ "themask-janus-desc1": "You wear a mask and hide your real identity. Choose what Label you try to embody while wearing your mask:",
+ "themask-janus-desc2": "Once per session, you can affirm either your heroic or secret identity to switch your Mundane with your mask's Label.",
+ "themask-janus-desc3": "When you reveal your secret identity to someone who didn't know it already, mark potential.",
+ "secretid-janus-desc1": "Your mundane life comes with a series of obligations. Choose a total of 3 obligations:",
+ "obligationjanus": "(your obligations among jobs, school, home and social)",
+ "secretid-janus-desc2": "When time passes, roll to see how you're managing your obligations. On a hit, things are going pretty well — you have an opportunity or advantage thanks to one of your obligations. On a 7-9, you've lapsed on one obligation, your choice. On a miss, you haven't given your normal life anywhere near the attention it deserves; the GM chooses 2 obligations that are going to bite you in the butt.",
+ "conditions-marked": "Conditions marked:",
+ "burn-nova-desc1": "When you charge up your powers, roll. On a hit, hold 3 burn. On a 7-9, mark a condition. On a miss, hold 2 burn and mark 3 conditions.",
+ "burn-nova-desc2": "Spend your burn on your flares. You lose all burn at the end of the scene. Write 4 Flares you already have at character creation.",
+ "flare:": "Flare:",
+ "flarename": "(flare name)",
+ "flaredescription": "(flare description)",
+ "futureself-innocent-desc1": "Your future self is out there, an important figure in Halcyon City and the world beyond — and everything you'd hoped you'd never be. But finding out how they became who they are may be all it takes to push you along a similar path. Pick 1 step of your future self's path that you already know at character creation, and mark it (left side checkbox). When you learn of another step of your future self's path, mark it. You can have at most 5 steps marked.",
+ "futurepath1-desc": "They lost someone they cared about deeply",
+ "futurepath2-desc": "They failed horrifically in a noble pursuit or cause",
+ "futurepath3-desc": "They committed a major crime",
+ "futurepath4-desc": "They betrayed a close friend or ally",
+ "futurepath5-desc": "They won a victory at enormous cost to the world around them",
+ "futurepath6-desc": "They killed someone",
+ "futurepath7-desc": "They publicly battled another hero",
+ "futurepath8-desc": "They injured an innocent",
+ "futureself-innocent-desc2": "When you undergo an experience (your call) that echoes any one of the above (marked or unmarked), strike it through (right side checkbox). When you strike through a marked step, or mark a struck-through step, choose one of the following:",
+ "futurereplace1-desc": "Replace comfort or support with this: When you coldly dismiss someone, roll +Mundane. On a hit, they mark a condition or leave you alone, their choice. On a 7-9, they can also choose to inflict a condition on you.",
+ "futurereplace2-desc": "Replace defend someone with this: When you aggressively defend a large group or area, roll +Savior. On a hit, you create an opportunity for yourself to press the attack, and take +1 forward to pursue it. On a 10+, the collateral damage is minimal.",
+ "futurereplace3-desc": "Replace provoke someone with this: When you threaten someone, say what you want them to do and roll +Superior. On a hit, they either do it or they are put at a significant disadvantage against you, their choice. On a 10+, either way they mark a condition of your choice.",
+ "futurereplace4-desc": "Replace reject someone's Influence with this: When you spit in the face of guidance or Influence, roll +2. On a hit, take away their Influence over you or clear a condition, your choice. On a 7-9, you both take a powerful blow from the intensity of your words.",
+ "futurereplace5-desc": "Become an NPC antagonist — your path is irreconcilably set along the same course that your future self followed.",
+ "bond-joined-desc": "At character creation you start with Two of a kind, and choose one other bond.",
+ "bond1-desc": "Two of a kind: When time passes, you and your other half gain Influence over each other. When you or your other half pierces the other's mask, mark a condition to take a 10+.",
+ "bond2-desc": "Fastball special: When you perform a coordinated fighting maneuver with your other half, say who takes the lead and who assists. The leader rolls the adult move overwhelm a vulnerable foe. The assistant marks a condition.",
+ "bond3-desc": "Powers, activate!: When you and your other half pool your powers, say who takes the lead and who assists. The leader unleashes their powers with your combined Freak (max +4). The assistant shifts Savior down, Mundane up.",
+ "bond4-desc": "Four eyes are better: When you and your other half assess the situation from two different vantage points, one of you makes the move, and the other may either clear a condition or ask an additional question. You both get +1 when following the answers.",
+ "distinction-joined-desc": "When either you or your other half locks a Label, unmark one of your chosen bonds and choose a distinction.",
+ "distinction1-desc": "Mirror, mirror: When you pierce someone's mask, you can ask them \"What are you really feeling right now?\", even on a miss. If you do, they can ask you the same question.",
+ "distinction2-desc": "Shouldering the burden: When you push yourself to do something your other half failed at or can't do, mark a condition to use the adult move wield your powers.",
+ "distinction3-desc": "Going solo: When you directly engage a threat entirely on your own, you can roll +Superior instead of +Danger.",
+ "distinction4-desc": "Internal strife: When you snipe about your other half behind their back, remove one Team from the pool and clear a condition.",
+ "beforewegetstarted-soldier": "Before we get started:",
+ "beforestart-soldier": "When you have time to closely observe your opposition before a fight, roll. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 and mark a condition. During the fight, you can spend your hold to name a character you observed and...",
+ "beforestart-soldier-list1": "● ...redirect their attack to another character or nowhere — into a wall or the sky.",
+ "beforestart-soldier-list2": "● ...cross a distance between them and you.",
+ "beforestart-soldier-list3": "● ...stun them, close up or from a distance.",
+ "beforestart-soldier-list4": "● ...ignore all harm from one of their attacks.",
+ "beforestart-soldier-list5": "● ...escape any bindings or impediments they attempt to place on you.",
+ "memories:": "Memories:",
+ "memories-harbinger-desc": "Your Memories score starts at -1, and goes up by 1 (to a maximum of +3) for each name below. When you write a name below, they gain Influence over you if they did not already have it.",
+ "memories-role1": "● Monster:",
+ "memories-role2": "● Traitor:",
+ "memories-role3": "● Corruptor:",
+ "memories-role4": "● Martyr:",
+ "memories-role5": "● Architect:",
+ "memories-role6": "● Leader:",
+ "connect-harbinger-desc1": "When you push yourself to remember the version of someone that exists in your future, mark a condition and roll Memories. On a hit, you connect who they are now to who they are in the future; choose the role that they fulfill in the future, and the GM will tell you about their future self. On a 10+, ask a follow-up question. On a miss, they're not at all who you thought they would be; the GM will choose their role, or tell you that as far as you know, they don't exist in the future.",
+ "connect-harbinger-desc2": "At the start of each session or when time passes, roll to find out how your investigations into the timeline have been going. On a hit, choose one figure noted above or one aspect of the future world you can remember. You've found a lead to follow to learn more about how the present version of that figure or aspect became the future version. On a 10+, the lead is particularly strong; right now, you can ask the GM one question about the figure or aspect, and they will answer honestly. On a miss, you're lost in the present; the GM will tell you how things are so different here, and shift your Labels according to how it makes you feel.",
"move:": "Move:",
"label:": "Label:",
+ "activemove-hide": "Hide your Active Moves",
+ "activemove-note": "Note: Adult moves count as Active Moves",
+ "passivemove-hide": "Hide your Passive Moves",
+ "teammove-hide": "Hide your Team Moves",
+ "teammove1-beacon": "When you share a triumphant celebration with someone, tell them how they're awesome and add 1 Team to the pool. If they tell you how you're awesome in return, add 1 more Team to the pool.",
+ "teammove2-beacon": "When you share a vulnerability or weakness with someone, ask them to confirm or deny that you should be here. If they confirm it, mark potential and give them Influence over you. If they deny it, mark Angry and shift one Label up and one Label down, your choice.",
+ "teammove1-bull": "When you share a triumphant celebration with someone, make them your love or rival immediately to mark potential. If they are already your love or rival, take Influence over them and mark potential.",
+ "teammove2-bull": "When you share a vulnerability or weakness with someone, give them Influence and hold 2. Spend that hold to help them as if it were Team in the pool.",
+ "teammove1-delinquent": "When you share a triumphant celebration with someone, ask them if they think you're cool. If they say yes, give them Influence and take Influence over them. If they say no, mark a condition or spurn them immediately. If they're a teammate, then either way, add 1 Team to the pool.",
+ "teammove2-delinquent": "When you share a vulnerability or weakness with someone, give them Influence over you, and ask them who they'd like you to be. Mark potential if you show them that person. If they're a teammate, add 1 Team to the pool no matter what.",
+ "teammove1-doomed": "When you share a triumphant celebration with someone, give them Influence over you and spend 1 Team from the pool to clear one box on your Doomtrack.",
+ "teammove2-doomed": "When you share a vulnerability or weakness with someone, give them Influence over you and ask if they honestly think there's hope for you. If they say yes, mark potential or clear one box on your Doomtrack. If they say no, mark a condition or mark one box on your Doomtrack.",
+ "teammove1-janus": "When you share a triumphant celebration with someone, ask them if they see you as the person wearing the mask or the person underneath. If the former, mark potential and clear a condition. If the latter, take Influence over them if you reveal yourself.",
+ "teammove2-janus": "When you share a vulnerability or weakness with someone, tell them a secret about who you really are. Give them Influence, and shift your Mundane up and your Mask's Label down.",
+ "teammove1-legacy": "When you share a triumphant celebration with someone, tell them whether you see them as an equal. If you do, give them Influence over you and mark potential. If you don't, shift Superior up and any other Label down.",
+ "teammove2-legacy": "When you share a vulnerability or weakness with someone, tell them a secret about your legacy (including your own true feelings about it) to clear a condition and give them Influence over you.",
+ "teammove1-nova": "When you share a triumphant celebration with someone, ask them if there is any fear in their eyes when they look at you. If they say no, take +1 forward and mark potential. If they say yes, immediately shift your Danger up and Savior down.",
+ "teammove2-nova": "When you share a vulnerability or weakness with someone, tell them how they could stop you, if it came down to it. Give them Influence over you and clear a condition.",
+ "teammove1-outsider": "When you share a triumphant celebration with someone, take Influence over them if you show them meaningful affection, physical or emotional. They decide if it's meaningful.",
+ "teammove2-outsider": "When you share a vulnerability or weakness with someone, they tell you what you should do to fit in more. Take +1 forward to do it, and mark potential if you do.",
+ "teammove1-protege": "When you share a triumphant celebration with someone, ask them if you've been a good leader or effective teammate. If they say yes, your Mentor loses Influence over you and you mark potential. If they say no, your Mentor gains Influence over you, and you take +1 forward on using the Label your Mentor embodies.",
+ "teammove2-protege": "When you share a vulnerability or weakness with someone, tell them a secret about your Mentor (including your feelings towards them). Give them Influence over you and add 1 Team to the pool.",
+ "teammove1-transformed": "When you share a triumphant celebration with someone, clear a condition if they treat you like a perfectly normal person and mark potential if they praise your power or abilities.",
+ "teammove2-transformed": "When you share a vulnerability or weakness with someone, ask them if they think you're losing or gaining humanity. If they say losing, mark a condition and mark potential. If they say gaining, clear a condition and shift Mundane up and any other Label down.",
+ "teammove1-reformed": "When you share a moment of triumph with someone, ask them what gives them hope for a brighter day and give them Influence.",
+ "teammove2-reformed": "When you share a vulnerability or weakness with someone, ask them what they would do something dark for and gain Influence over them.",
+ "teammove1-newborn": "When you share a triumphant celebration with someone, ask them what makes them proud or happy about the actions they took and write a lesson based on it, either filling an empty slot or replacing an existing lesson.",
+ "teammove2-newborn": "When you share a vulnerability or weakness with someone, if their response helps you understand human feelings and problems, mark potential. If their response confuses or offends you, shift your Freak up and your Mundane down.",
+ "teammove1-innocent": "When you share a triumphant celebration with someone, ask whether they think your future self could've won this victory. If they do, mark potential and the GM shifts your Labels. If they do not, clear a condition and they shift your Labels.",
+ "teammove2-innocent": "When you share a vulnerability or weakness with someone, ask them if they think you could turn into your future self. If they do, mark potential and the GM shifts your Labels. If they do not, clear a condition and they shift your Labels.",
+ "teammove1-star": "When you share a triumphant celebration with someone, say whether it's part of the show or not. If it is, then you can shift your Labels as you choose. If it is not, then they shift your Labels, and you can clear a condition or mark potential.",
+ "teammove2-star": "When you share a vulnerability or weakness with someone, ask them if they will tell anyone the truth about you. If they agree to keep it a secret, clear a condition or mark potential. If they don't agree, the GM shifts your Labels.",
+ "teammove-joined": "When either you or your other half shares a triumphant celebration or shares a moment of vulnerability without the other one present, mark a condition to mark a potential.",
+ "teammove1-brain": "When you share a triumphant celebration with someone, ask them if they felt they could have done it without you. If they say yes, give Influence to them and mark a condition. If they say no, they give Influence to you.",
+ "teammove2-brain": "When you share a vulnerability or weakness with someone, hold 2. Spend the hold 1-for-1 to clear a condition or add 1 Team to the pool when you are with them.",
+ "teammove1-soldier": "When you share a triumphant celebration with someone, tell them what they need to do to achieve their full potential. If they accept your advice, take Influence over them and add 2 Team to the pool. If they reject what you have to say, mark a condition.",
+ "teammove2-soldier": "When you share a vulnerability or weakness with someone, ask them what cause they serve. If you find it to be a worthy cause, tell them how you will fight for it, clear a condition, and add 1 Team to the pool. If they don't have a cause (or you find it unworthy), mark a condition.",
+ "teammove1-harbinger": "When you confess to a teammate the difference between what you thought they would be and what they really are, add 1 Team to the pool, and ask them if you represent a future they'd want. If they say yes, mark potential. If they say no, mark a condition.",
+ "teammove2-harbinger": "When you share a tale of future loss with someone, ask them if they think you have the ability to avert that loss. If they believe you do, mark potential and give them Influence over you. If they don't, mark Guilty and shift one Label up and one Label down (your choice). If Guilty is already marked, mark another condition, GM's choice.",
+ "teammove1-nomad": "When you share a triumphant celebration with someone, ask them what they admire about you. The GM will shift one of your Labels up and one down based on what they say.",
+ "teammove2-nomad": "When you share a vulnerability or weakness with someone, mark a condition, give them Influence over you, and mark potential.",
+ "teammove1-scion": "When you share a triumphant celebration with someone, ask them if you have earned their respect. If you have, take Influence over them and mark potential. If you have not, give them Influence over you and mark potential.",
+ "teammove2-scion": "When you share a vulnerability or weakness with someone, ask them if they would defend you against those who mistrust you. If they say yes, clear a condition and shift Savior up and any other Label down. If they say no, mark a condition and shift Danger up and any other Label down.",
+ "momentoftruth-unlock": "Unlock your Moment of Truth",
+ "moment-beacon": "This is the moment when you show them exactly why you belong here. You do any one thing, take out any one enemy, no matter how insane, no matter how ridiculous, because that's you. Their jaws are gonna drop when you're done. Of course, pulling off a stunt like this tends to bring unwanted attention and a dangerous reputation...",
+ "moment-bull": "This is what you do best. You let loose, all the pent up strength and rage and glee, and you break whatever stands in your way. You are a walking demolition crew. What can stand up to you? Nothing. Not buildings. Not structures. Not enemies. Nothing. Of course, now the people who changed you know exactly where to find you...",
+ "moment-delinquent": "This is when you show them what you really are. Whether you're the hero underneath the rebel facade... or the one who can make the hard choices heroes can't make. You do whatever it takes to show that truth, whether it's saving the day from a terrible villain or stopping a bad guy once and for all. Of course, once you've shown what you really are, there's no going back to playing the clown...",
+ "moment-doomed": "The prickly tingling fear of your doom, always in your head — it holds you back most of the time. But right here, right now? It gives you the confidence to do anything. After all, what's the worst that could happen? Is it worse than your doom? Do impossible things. Do anything. But mark a Doomsign after you're finished.",
+ "moment-janus": "The mask is a lie, and some piece of you has always known that. Doesn't matter if others can see it. You're the one that can do the impossible. Mask off. Costume on. And you're going to save the damn day. Of course, you better hope nobody nasty is watching...",
+ "moment-legacy": "This is the moment when you prove how much the mantle belongs to you. You seize control of all your powers, and you defeat even impossible odds to prove you are worthy of the name you carry. You accomplish feats even your predecessors couldn't do. Of course, after you prove something like that, you can expect still more responsibilities to be placed on your shoulders...",
+ "moment-nova": "Your mind's eye opens, and you can see the world around you like never before. You can control it, at will, with ease. Of course, warping reality tends to have ramifications down the line, but in your moment of godhood... how could you possibly be worried?",
+ "moment-outsider": "You embrace your home and call them for aid. They will answer your call, in force, arriving exactly when you need them to turn the tide. They fight and serve you for the rest of the battle. Of course, when all is said and done... they'd probably like to take you home with them. You did, after all, just prove yourself worthy.",
+ "moment-protege": "The moment that you show who you really are: your mentor, or something different. You can do whatever your mentor could do and more. You can do the incredible, even the things they always failed to accomplish. Of course, they're not going to see you the same way, no matter which path you choose...",
+ "moment-transformed": "It's so easy to forget that you're not your body, and you're not the voice in your head — you're both. Be the monster, and save them anyway. Smash down walls, and speak softly. Because when you embrace it, you can do anything. Of course, putting on a display like this is sure to rile up those who see only the monster when they look at you...",
+ "moment-reformed": "You've seen your greatest mistakes, and the rest of the world has, too. They're all watching you now, judging every move you make. When everything is on the line and your back is against the wall, though, you'll show them what you're made of — that being a hero is a choice. An act of will. And you've got what it takes to save the day. Of course, afterward, you can expect both sides, hero and villain, to deeply question where your loyalties truly lie...",
+ "moment-newborn": "Something snaps into focus, and suddenly you're a full thing, true and complete. You'd never have known how fragmented you were before, if not for here, this moment. You're not a series of individual lessons. You're not a series of subroutines and programs. You're... a person. This must be what it's like to be... human. And this fullness? It gives you a control over yourself, a unity of purpose you've never experienced before. Of course, now that you're showing off all your potential, it's only a matter of time before someone comes forward to reduce you to a machine again...",
+ "moment-innocent": "You've fought, struggled, and worked so hard to figure out who you are, whether you're just the same as your future self or whether you're different... but right now, that's all out the window. The distinction between your future self and your present self vanishes in the face of the trial before you, and you become exactly the powerful, adamant figure that everyone fears or hopes you will one day become. You can do exactly what your future self could do, and everyone around you sees them in you more clearly than ever. Of course, after this it's going to be hard to treat you as two different people...",
+ "moment-star": "Sometimes it can be hard to tell where the show stops and where you begin — but not today. Not now. Because right now, there is no show. Right now, you are the thing you pretend to be — bold and bright and beautiful and amazing and powerful and confident. Right now, you draw strength from your audience, comfort from their belief in you, and you can do anything they think you can. Of course, after such an impassioned performance, your audience will just have even more demands...",
+ "moment-joined-choose": "When you trigger your Moment of Truth, choose — are you working with your other half, or are you on your own?",
+ "moment-joined-otherhalf": "If you're working with your other half, use the text of their Moment of Truth and treat it as if it applies to both of you. Remember to lock your Label and switch a Bond to a Distinction, because you'll probably never reach these heights of perfect connection, of being one, ever again...",
+ "moment-joined-own": "If you're on your own, use the following text:",
+ "moment-joined": "You're on your own. It's like missing an arm. Like fighting naked. Like holding your breath. You're missing something vital... but you're moving faster than ever, thinking faster than ever, doing things you couldn't even do while relying on both of your strength combined. And it's hitting you, hard — you can do this. Without them. And you can win. It's going to be hard to come down off this high and rejoin with them afterwards, isn't it? Remember to lock a Label and switch a Bond to a Distinction, after you're finished.",
+ "moment-brain": "Sooner or later, all the super powers, elite training, and experience are helpless in the face of evil or disaster. That's when somebody like you, gifted as you are with a peerless intellect, can rise to the occasion. Your plan, your invention, or your lightning-fast thought processes save the day, in a way no one else could have foreseen. Of course, after you've shown how different you are from them, that distance between you and the others is now that much greater. And the world is only going to pull you farther apart...",
+ "moment-soldier": "Freedom isn't free. But not every mission ends in tragedy. When things look bleakest, when your back is against the wall, when it seems like the dawn will never come... you find a way forward without violence. Your enemies lay down their arms and surrender; your allies step back from the brink of chaos. Of course, the people you've saved aren't going to forget what you've done here today; they may even come to see you as a symbol of the higher cause you claim to serve...",
+ "moment-soldier-lock": "You cannot lock Soldier after using your Moment of Truth.",
+ "moment-harbinger": "Everything you do could affect the future. For all you know, saving that one guy means that now the future is full of pterodactyls. The ripples are always so hard to track, and you're not sure if you've helped or hurt — not really. Until now. In this moment, it's all clear. You can see the course of events laid out before you like a river, and you know exactly what you have to do to ensure the future outcome you want. Of course, after this, you've changed enough of the timeline to invalidate your prior research — reset all the names in your Connecting Dots section.",
+ "moment-nomad": "You basically exist with one foot out the door, ready to leave this place, to go back out into the wide expanse of the universe. You've never fully committed. That is, until today. Until right now. Now, you pour everything you have and everything you are into this moment. You pull off tricks no one from this planet has ever seen before. You use your tools in ways no one here could have ever imagined. You devote yourself, here and now, to a cause, and you achieve your goal in ways that you never could've if you'd only stayed home. Of course, now you've proved to everyone that you really don't belong here, and the very skills that let you succeed are the ones you earned from out there...",
+ "moment-scion": "People have always tried to define you by your lineage. As if from the moment you were born, you were meant to be some villain to be defeated. But... they're right, aren't they? That darkness is in you. So right here, right now, you're not fighting it — you're embracing it. Both hero and villain, and greater besides. You're overcoming impossible odds in ways no hero would approve of, and no villain could comprehend. Of course, after seeing what you can really do when you embrace the whole of yourself, the rest of the world isn't going to forget who you really are...",
+ "moment-label-lock": "After you use your Moment of Truth, permanently lock one Label.",
+ "advancedspecial-view": "View after taking the corresponding Advancement",
+ "advancedspecial-brain1": "View after taking Sanctuary",
+ "advancedspecial-brain2": "View after taking Drives",
+ "burn-adv-desc": "Spend your burn on your flares. You lose all burn at the end of the scene. You get 3 Flares.",
+ "describeadvspec": "(describe your advanced special)",
"conditions:": "Conditions:",
"takeapowerfulblow": "(take a powerful blow)",
+ "toclear": "To clear:",
"afraid": "Afraid",
- "malusdirectlyengage": "(-2 to directly engage)",
+ "malusdirectlyengageathreat": "(-2 to directly engage a threat)",
+ "clearafraid": "run from something difficult",
"angry": "Angry",
"maluscomfortorsupport": "(-2 to comfort or support)",
"maluspiercethemask": "(-2 to pierce the mask)",
+ "clearangry": "hurt someone or break something important",
"guilty": "Guilty",
"malusprovokesomeone": "(-2 to provoke someone)",
"malusassessthesituation": "(-2 to assess the situation)",
+ "clearguilty": "make a sacrifice to absolve your guilt",
+ "hopeless": "Hopeless",
+ "malusunleashyourpowers": "(-2 to unleash your powers)",
+ "clearhopeless": "fling yourself into easy relief",
"insecure": "Insecure",
"malusdefend": "(-2 to defend)",
"malusreject": "(-2 to reject what others say)",
- "hopeless": "Hopeless",
- "malusunleashyourpowers": "(-2 to unleash your powers)",
+ "clearinsecure": "take foolhary action without talking to your team",
+ "newborn-optional-damage": "Enable if you take the Damage move",
+ "damaged": "Damaged",
+ "cleardamaged": "you need time, external help, or special equipment or abilities",
+ "conditions-note": "Note: Conditions do not affect Active Moves",
+ "whenyoumarkdrive": "When you mark a drive, choose one: mark potential, clear a condition, take influence over someone involved",
+ "whencompleteadriveset": "When you complete a set of drives, add another set with 4 new drives.",
+ "whenalldrivesmarked": "When all drives are marked, choose one: change playbooks, retire from the life, become a paragon of the city",
"completedthisset": "completed this set",
+ "bullheartdesc": "You can change your love or rival at any time; give the new person influence over you",
"love:": "Love:",
"rival:": "Rival:",
- "add1toallrollsthistwo": "(add 1 to all rolls that target these two)",
- "darkvisions": "Dark Visions",
- "burningbright": "Burning Bright",
- "infinitepowers": "Infinite Powers",
- "bolstered": "Bolstered",
- "portal": "Portal",
- "yourdoomcomes": "Your doom comes",
+ "bullheartongoing": "(+1 to any roll that impresses your love or frustrates your rival)",
+ "bullchooserole": "Choose a role that you fulfill for your love or rival",
+ "bullrole1": "Defender: When you leap to defend your love or rival in battle, roll +Danger instead of +Savior to defend them.",
+ "bullrole2": "Friend: When you comfort or support your love or rival, mark potential on a hit. When your love or rival comforts or supports you, mark potential when they roll a hit.",
+ "bullrole3": "Listener: When you pierce the mask of your love or rival, you can always let them ask you a question to ask them an additional question in turn, even on a miss. These additional questions do not have to be on the list.",
+ "bullrole4": "Enabler: When you provoke your love or rival, roll +Danger if you are trying to provoke them to rash or poorly thought out action.",
+ "nemesisdesc1": "Your Nemesis is an epic and powerful enemy representing and embodying your Doom.",
+ "nemesisdesc2": "At the end of every session, answer the question: Did you make progress on defeating your Nemesis? If the answer is yes, mark potential. If the answer is no, mark your Doomtrack.",
+ "sanctuarydesc1": "You have a place where you can rest, recover, and reflect upon your powers. Write 3 features of your Sanctuary:",
+ "sanctuarydesc2": "Write 2 downsides of your Sanctuary:",
+ "sanctuarydesc3": "When you call upon the resources of your Sanctuary to solve a problem, say what you want to do. The GM will give you 1 to 4 requirements from the following which you must fulfill to complete your solution:",
+ "sanctuary-req1": "First, you must...",
+ "sanctuary-req2": "You'll need help from...",
+ "sanctuary-req3": "You and your team will risk danger from...",
+ "sanctuary-req4": "The best you can do is a lesser version, unreliable and limited",
+ "sanctuary-req5": "You'll need to mark one box on your Doomtrack",
+ "sanctuary-req6": "You'll have to obtain...",
+ "legacydesc1": "Name some members of your legacy (at least 2):",
+ "legacymember1": "is still active and prominent in the city.",
+ "legacymember2": "is retired and quite judgmental.",
+ "legacymember3": "is the next possible member of your legacy.",
+ "legacymember4": "is the greatest opponent your legacy ever faced... and is still at large.",
+ "legacydesc2": "Whenever time passes, roll to see how the members of your legacy feel or react to your most recent exploits. Before rolling, have the other players answer these following questions about your performance. Take -1 to the roll for each 'no' answer:",
+ "legacyquestion1": "● Have you been upholding the traditions of your legacy?",
+ "legacyquestion2": "● Have you maintained the image of your legacy?",
+ "legacyquestion3": "● Have you made the other members of your legacy proud?",
+ "legacydesc3": "On a hit, one of them offers you meaningful encouragement, an opportunity, or an advantage. On a 7-9, another is upset with your most recent actions, and will make their displeasure known. On a miss, something you did stirred up the hornet's nest — expect several members of your legacy to meddle with your life.",
"hold:": "Hold:",
- "resetto0attheend": "(reset to 0 at the end of the scene)",
+ "mentor-desc1": "You have a mentor, someone who's taught you, trained you, given you aid, or raised you up. Someone who might have confined you a bit too rigidly to a single path.",
"embodies:": "Embodies:",
"denies:": "Denies:",
- "add1toallrollsthesepeople": "(add 1 to all rolls that target these people)",
+ "mentor-resource": "Mentor's Resources:",
+ "mentor-desc2": "Write up to 3 resources that your mentor gave you and the team",
+ "mentorresource": "(resources provided by your mentor)",
+ "haveinfluenceover": "I have influence over:",
+ "influenceroll": "(+1 to any roll that target these people)",
+ "aminfluencedby": "I am influenced by:",
"whatdidyoutake": "(what did you take?)",
"movename": "(move name)",
"movedescription": "(move description)",
+ "teammovedesc": "(team move description)",
+ "momentcustomdesc": "(moment of truth description)",
"drive": "(drive)",
"yourlove": "(your love)",
"yourrival": "(your rival)",
- "iam": "(I am...)",
- "asuperheroshould": "(A superhero should...)",
- "always": "(Always...)",
- "never": "(Never...)",
- "villainouscontact": "(villainous contact)"
+ "friendsinlowplaces1": "You have ties to villains from your previous career, a.k.a. Friends in Low Places.",
+ "friendsinlowplaces2": "Write 3 names and fill in their details. At character creation, mark 2 obligations on one villain and mark 1 obligation on another.",
+ "contactobligation": "Obligation:",
+ "villainouscontact": "(villainous contact)",
+ "theirspecialty": "(their specialty)",
+ "friendsinlowplaces-help1": "When you come to them for help with your problems, mark obligation on them and they'll help out within their specialty. If all their boxes are full, then they won't help you until you help them.",
+ "friendsinlowplaces-help2": "When time passes, roll flat + your highest obligation. On a 10+, they come crashing into your life with a crisis. On a 7-9, they call for a favor. On a miss, they don't come knocking yet, but mark obligation on them — the debts are getting heavier.",
+ "friendsinlowplaces-help3": "When you help one of these villains with their problems, erase 2 obligations on them.",
+ "lessonsnewborn-desc": "When you learn something that helps you make sense of the world, write it down as a Lesson. Fill in 2 lessons at character creation. Fill in the others during play.",
+ "lesson-newborn1": "I am",
+ "lesson-newborn2": "A superhero should",
+ "lesson-newborn3": "Always",
+ "lesson-newborn4": "Never",
+ "lessonsnewborn-embody": "When you embody one of your lessons, shift one Label up and one Label down, your choice. If you cause a misunderstanding, collateral damage, or unintended consequences in the process, mark potential.",
+ "lessonsnewborn-reject": "When you reject one of your lessons, reject its Influence as if it were an NPC. If you choose to have it lose Influence over you, erase that lesson and write a new one in its stead.",
+ "lessonsnewborn-creator1": "When you approach your creator or caretakers with a problem, tell them what obstacle you face or what you need to achieve, and they will offer you something you need. The GM chooses one:",
+ "lessonnewborn-offer1": "● secret information",
+ "lessonnewborn-offer2": "● a way to temporarily boost or expand your powers",
+ "lessonnewborn-offer3": "● access to instruments, weapons, or resources",
+ "lessonnewborn-offer4": "● official and explicit backing",
+ "lessonsnewborn-creator2": "If you accept their help, they'll rewrite one of your lessons.",
+ "audiencestar-desc": "You are a celebrity in the city. By default, your audience is a limited group of interested fans, and you speak to them through after-action interviews, infrequent press conferences, etc. Why does your audience love you? Mark all that apply.",
+ "audience-why1": "You're just like them",
+ "audience-why2": "You're a dangerous person, a bad seed",
+ "audience-why3": "You're noble warrior for justice",
+ "audience-why4": "You're stunning, unique, and beautiful",
+ "audience-why5": "You're charming, well-spoken, and smart",
+ "audience-why6": "You're a firebrand, a rabble rouser",
+ "audiencestar-adv": "Choose 2 advantages:",
+ "audience-adv1": "Your audience is utterly devoted to you",
+ "audience-adv2": "You can easily speak to them at any time",
+ "audience-adv3": "You have a PR agent to handle your audience",
+ "audience-adv4": "You earn a lot of money from their interest",
+ "audience-adv5": "You have a major hero's endorsement",
+ "audience-adv6": "You have a much wider audience",
+ "audiencestar-demand": "Choose 2 demands your audience makes on you:",
+ "audience-demand1": "They require constant stimulation",
+ "audience-demand2": "They require perfection — no mistakes",
+ "audience-demand3": "They require frequent bouts of drama",
+ "audience-demand4": "They require major acts of heroism",
+ "audience-demand5": "They require novelty and brand new action",
+ "audience-demand6": "They require chemistry with your allies",
+ "audiencestar-accept": "When you accept what your audience tells you about yourself, clear a condition.",
+ "audiencestar-reject": "When you reject what your audience tells you about yourself, on a hit mark potential and expect retribution.",
+ "audiencestar-help": "When you seek help from your audience, roll. On a hit, someone in your audience can hook you up. On a 10+, they only make a small demand. On a 7-9, their demands are a lot higher. On a miss, you've made a mistake, and your audience won't help you until you've redeemed yourself in their eyes.",
+ "otherhalfjoined-desc": "You share a deep bond with your other half. You are stronger together than you are apart, for now. If your other half's playbook has no extra, then take 2 playbook moves from them; one they have and one they don't. If your other half's playbook has extras (drives, bull's heart, burn, the mask, legacy etc.), then you share the extras, gaining further merits and demerits.",
+ "otherhalfjoined-more": "For more details, refer to pages 102 to 109 in the Masks: Halcyon City Herald Collection supplement.",
+ "otherhalfjoined-playbook": "Your Other Half's Playbook:",
+ "otherhalfextra": "(describe what extras you gain from/share with your other half)",
+ "brainshame-desc": "You have a deep and abiding sense of guilt for something you have created or had a hand in creating. Just as you are a world-class intellect, your shame is a world-class problem. Whatever the case, your role in its creation is not publicly known... yet.",
+ "brainshame-title": "Your Shame:",
+ "brainshame-list1": "A prototype AI",
+ "brainshame-list2": "A cosmic phenomenon",
+ "brainshame-list3": "A catastrophic weapon",
+ "brainshame-list4": "A dangerous chemical",
+ "brainshame-list5": "A living monstrosity",
+ "brainshame-list6": "An altered former ally",
+ "brainshame-confront": "Whenever you are confronted with your shame, either mark a condition or shift Superior down and Danger up. If your shame is an NPC, they can never lose Influence over you.",
+ "brainshame-endsession1": "At the end of every session, answer the question:",
+ "brainshame-endsession2": "● Did you take steps to make amends for your shame?",
+ "brainshame-endsession3": "If the answer is yes, mark potential. If the answer is no, give Influence to one of your teammates.",
+ "soldier": "Soldier",
+ "soldier:": "Soldier:",
+ "actonorders": "(act on orders and rely on training)",
+ "invokeauthority": "(invoke your authority",
+ "askaegis": "(ask A.E.G.I.S. for resources)",
+ "highercalling-desc": "You work for A.E.G.I.S., an agency that keeps the world safe from all manners of superhuman, supernatural, and extraterrestrial threats.",
+ "soldierlabel-desc": "The Soldier Label functions like any other Label. Characters with Influence over you can shift it, and you mark a condition if it would ever shift above +3 or below -2. You can only lock Soldier with the corresponding advancement. You can only cancel the influence A.E.G.I.S. holds over you with the corresponding advancement.",
+ "highercalling-move1": "When you're acting on orders and relying on your training, give A.E.G.I.S. influence to use Soldier instead of any other Label when you make a basic or playbook move.",
+ "highercalling-move2": "When you invoke your authority over civilians, Halcyon City personnel, or A.E.G.I.S. staff, roll +Soldier. On a hit, your words carry weight. On a 7-9, someone will push back against your instructions or orders... sooner rather than later. On a miss, your attempts to control the situation create an opportunity for your enemies within A.E.G.I.S. to act against you.",
+ "highercalling-move3": "When you ask A.E.G.I.S. for additional resources, equipment, or information during a mission, roll +Soldier. On a hit, they'll resupply you as best they can. On a 10+, the resources are highly classified or experimental; take +1 ongoing to deploying them throughout the mission. On a miss, A.E.G.I.S. sends what they think you need, regardless of what you actually requested.",
+ "scionlineage-desc": "You are the child of a true supervillain. You strive to be different than them, but they are a part of you. Answer each question below to describe them:",
+ "scionlineage-ques1": "What kind of villain are they?",
+ "scionlineage-ques2": "What is your relationship with them like?",
+ "scionlineage-ques3": "They have an array of abilities, assets, and strengths; what are some of them? (up to 3)",
+ "scionrespect-desc1": "Write down the names of at least 2 characters whose respect you need to earn in order to differentiate yourself from your parent. You may fill in new names whenever appropriate.",
+ "respect:": "Respect:",
+ "advancement:": "Advancement:",
+ "scionrespect-list1": "● Your parent's greatest enemy:",
+ "scionrespect-list2": "● Your parent's greatest victim:",
+ "scionrespect-list3": "● Your personal idol:",
+ "scionrespect-list4": "● The city's greatest leader:",
+ "scionrespect-list5": "● The city's greatest hero:",
+ "scionrespect-list6": "● The city's biggest celebrity:",
+ "scionrespect-desc2": "When you seek out one of the characters named above, roll. On a hit, you track them down. On a 7-9, they're juggling their own problems, and may not have time for you. On a miss, when you find them, the situation is dire; the GM will tell you how.",
+ "scionrespect-desc3": "If you earn Influence over the characters listed above, instead you mark 1 Respect. If you lose Influence over the characters listed above, instead you lose 1 Respect. If you lose 1 Respect and you have none marked, you immediately mark a condition, GM's choice.",
+ "scionrespect-desc4": "The first time you reach 4 Respect on an individual, take an advancement (mark the corresponding box under the character).",
+ "scionrespect-desc5": "While you have 4 Respect on an individual, you gain the following benefits. If you dip below 4 Respect on an individual, you lose these benefits.",
+ "scionrespect-desc5opt1": "● You can reject their Influence at a +3 (does not stack with the above).",
+ "scionrespect-desc5opt2": "● You take +1 to a Label of their choice (write it next to their name).",
+ "nomadinfluencedby": "I am influenced by: (max 6)",
+ "nomadinfluence-desc1": "(By default, no one has Influence over you, not even adults)",
+ "nomadinfluence-desc2": "(You gain benefits based on how much Influence you have given out. Check Roots for details.)",
+ "nomadroots-desc1": "● During play, you can only give Influence by revealing a vulnerability or weakness to someone and through the end of session move.",
+ "nomadroots-desc2": "● You cannot give Influence to somebody who already has Influence over you.",
+ "nomadroots-desc3": "● Others cannot take Influence over you; if they would, instead they choose: mark potential or inflict a condition on you.",
+ "nomadroots-desc4": "● You reject Influence at -2 by default, instead of +0 (already included in the Reject Influence roll).",
+ "nomadroots-desc5": "● When someone takes advantage of their Influence over you, they can choose 2 options.",
+ "nomadroots-desc6": "● At the end of each session, you may take away Influence from someone who has Influence over you.",
+ "nomadroots-howmuch": "How much Influence have you given out?",
+ "nomadinfluence-list1": "0 Influence",
+ "nomadinfluence-list2": "1-2 Influence",
+ "nomadinfluence-list3": "3 Influence",
+ "nomadinfluence-list4": "4 Influence",
+ "nomadinfluence-list5": "5 Influence",
+ "nomadinfluence-list6": "6 Influence",
+ "nomadinfluence-option1": "● You cannot comfort or support anyone. If you would trigger that move, instead mark a condition as you say exactly the wrong thing. If someone tries to comfort or support you, you cannot open up to them.",
+ "nomadinfluence-option2": "● When you defend someone who has Influence over you, you can ignore the Insecure condition. When you directly engage someone who has Influence over you, you can ignore the Afraid condition.",
+ "nomadinfluence-option3": "● When you take a powerful blow from someone with Influence over you, take -2 to the roll.",
+ "nomadinfluence-option4": "● When you pierce the mask of someone who has Influence over you, you can always ask them one question, even on a miss.",
+ "nomadinfluence-option5": "● When you spend 1 Team to help someone who has Influence over you, it gives them +2.",
+ "nomadinfluence-option6": "● When you accept the words of someone who has Influence over you, mark potential, clear a condition, or take +1 forward.",
+ "theirname": "(their name)",
+ "bullet": "●",
+ "rollkapow": "KAPOW!",
+ "rollfullhit": "Full hit!",
+ "rollhit": "Hit!",
+ "rollmiss": "Miss!",
+ "rollohdear": "Oh dear!"
}
diff --git a/Masks - A New Generation/translations/nl.json b/Masks - A New Generation/translations/nl.json
index e5bbff0b92..10087132e0 100644
--- a/Masks - A New Generation/translations/nl.json
+++ b/Masks - A New Generation/translations/nl.json
@@ -1,8 +1,9 @@
{
"playbook:": "Playbook:",
+ "choose-playbook": "Choose Playbook",
"thebeacon": "The Beacon",
"thebull": "The Bull",
- "thedelinquant": "The Delinquent",
+ "thedelinquent": "The Delinquent",
"thedoomed": "The Doomed",
"thejanus": "The Janus",
"thelegacy": "The Legacy",
@@ -10,83 +11,389 @@
"theoutsider": "The Outsider",
"theprotege": "The Protégé",
"thetransformed": "The Transformed",
- "theinnocent": "The Innocent",
- "thejoined": "The Joined",
- "thenewborn": "The Newborn",
"thereformed": "The Reformed",
+ "thenewborn": "The Newborn",
+ "theinnocent": "The Innocent",
"thestar": "The Star",
+ "thejoined": "The Joined",
"thebrain": "The Brain",
"thesoldier": "The Soldier",
+ "theharbinger": "The Harbinger",
+ "thenomad": "The Nomad",
+ "thescion": "The Scion",
+ "custom": "Custom",
"somethingelse": "Something Else",
- "freak:": "Freak:",
- "unleashyourpowers": "(unleash your powers)",
- "danger:": "Danger:",
- "directlyengage": "(directly engage)",
- "savior:": "Savior:",
- "savior": "Savior",
- "freak": "Freak",
+ "halcyoncityherald": "Halcyon City Herald Collection",
+ "secretsofaegis": "Secrets of A.E.G.I.S.",
+ "unbound": "Unbound",
"danger": "Danger",
+ "danger:": "Danger:",
+ "freak": "Freak",
+ "freak:": "Freak:",
+ "savior": "Savior",
+ "savior:": "Savior:",
"superior": "Superior",
- "mundane": "Mundane",
- "soldier": "Soldier",
- "defend": "(defend)",
"superior:": "Superior:",
+ "mundane": "Mundane",
+ "mundane:": "Mundane:",
+ "sumof5labels": "Sum of 5 Labels:",
+ "sumof6labels": "Sum of 6 Labels:",
+ "bydefault3": "(by default this should be a 3)",
+ "bydefault5": "(by default this should be 5)",
+ "advancementmayincrease": "(advancement may increase this)",
+ "directlyengageathreat": "(directly engage a threat)",
+ "unleashyourpowers": "(unleash your powers)",
+ "comfortorsupport": "(comfort or support)",
+ "piercethemask": "(pierce the mask)",
+ "defend": "(defend)",
"assessthesituation": "(assess the situation)",
"provokesomeone": "(provoke someone)",
- "mundane:": "Mundane:",
- "soldier:": "Soldier:",
- "piercethemask": "(pierce the mask)",
- "comfortorsupport": "(comfort or support)",
- "actonorders": "(act on orders and rely on training)",
- "invokeauthority": "(invoke your authority",
- "askaegis": "(ask A.E.G.I.S. for resources)",
"flat2d6": "Flat 2d6",
"rejectsomeonesinfluence": "(reject someone's influence)",
+ "rejectinfluence": "Reject Influence",
"customrolls": "(custom rolls)",
- "sumoflabels": "Sum of Labels:",
- "bydefault3": "(by default this should be a 3)",
- "advancementmayincrease": "(advancement may increase this)",
+ "doom-desc": "What brings your Doom closer? Choose two:",
+ "doomcloser1": "overexerting yourself",
+ "doomcloser2": "facing danger alone",
+ "doomcloser3": "showing mercy",
+ "doomcloser4": "injuring innocents",
+ "doomcloser5": "frightening loved ones",
+ "doomcloser6": "talking about it openly",
+ "doomtrack-desc": "Whenever you bring your Doom closer, mark one box on your Doomtrack",
+ "doomtrack:": "Doomtrack:",
+ "doomtrack-fill": "Whenever your Doomtrack fills, clear it and take one of your Doomsigns",
+ "doomsign-desc": "These are abilities that come to you with your approaching Doom. Once you have taken all five Doomsigns above the line, you must take \"Your doom arrives\" the next time your Doomtrack fills. Choose 1 Doomsign you already have at character creation.",
+ "doomsign1-desc": "Dark Visions: Mark your Doomtrack to have a vision about the situation at hand. After the vision, ask the GM a question; they will answer it honestly.",
+ "doomsign2-desc": "Infinite Powers: Mark your Doomtrack to use an ability from any playbook, one time.",
+ "doomsign3-desc": "Portal: Mark your Doomtrack to appear in a scene with anyone you want.",
+ "doomsign4-desc": "Burning Bright: Mark your Doomtrack to ignore one of the GM's stated requirements when you call upon the resources of your Sanctuary.",
+ "doomsign5-desc": "Bolstered: Mark your Doomtrack to use an Adult Move one time.",
+ "doomsign6-desc": "Your Doom arrives; confront it and perish.",
+ "themask-janus": "The Mask:",
+ "themask-janus-desc1": "You wear a mask and hide your real identity. Choose what Label you try to embody while wearing your mask:",
+ "themask-janus-desc2": "Once per session, you can affirm either your heroic or secret identity to switch your Mundane with your mask's Label.",
+ "themask-janus-desc3": "When you reveal your secret identity to someone who didn't know it already, mark potential.",
+ "secretid-janus-desc1": "Your mundane life comes with a series of obligations. Choose a total of 3 obligations:",
+ "obligationjanus": "(your obligations among jobs, school, home and social)",
+ "secretid-janus-desc2": "When time passes, roll to see how you're managing your obligations. On a hit, things are going pretty well — you have an opportunity or advantage thanks to one of your obligations. On a 7-9, you've lapsed on one obligation, your choice. On a miss, you haven't given your normal life anywhere near the attention it deserves; the GM chooses 2 obligations that are going to bite you in the butt.",
+ "conditions-marked": "Conditions marked:",
+ "burn-nova-desc1": "When you charge up your powers, roll. On a hit, hold 3 burn. On a 7-9, mark a condition. On a miss, hold 2 burn and mark 3 conditions.",
+ "burn-nova-desc2": "Spend your burn on your flares. You lose all burn at the end of the scene. Write 4 Flares you already have at character creation.",
+ "flare:": "Flare:",
+ "flarename": "(flare name)",
+ "flaredescription": "(flare description)",
+ "futureself-innocent-desc1": "Your future self is out there, an important figure in Halcyon City and the world beyond — and everything you'd hoped you'd never be. But finding out how they became who they are may be all it takes to push you along a similar path. Pick 1 step of your future self's path that you already know at character creation, and mark it (left side checkbox). When you learn of another step of your future self's path, mark it. You can have at most 5 steps marked.",
+ "futurepath1-desc": "They lost someone they cared about deeply",
+ "futurepath2-desc": "They failed horrifically in a noble pursuit or cause",
+ "futurepath3-desc": "They committed a major crime",
+ "futurepath4-desc": "They betrayed a close friend or ally",
+ "futurepath5-desc": "They won a victory at enormous cost to the world around them",
+ "futurepath6-desc": "They killed someone",
+ "futurepath7-desc": "They publicly battled another hero",
+ "futurepath8-desc": "They injured an innocent",
+ "futureself-innocent-desc2": "When you undergo an experience (your call) that echoes any one of the above (marked or unmarked), strike it through (right side checkbox). When you strike through a marked step, or mark a struck-through step, choose one of the following:",
+ "futurereplace1-desc": "Replace comfort or support with this: When you coldly dismiss someone, roll +Mundane. On a hit, they mark a condition or leave you alone, their choice. On a 7-9, they can also choose to inflict a condition on you.",
+ "futurereplace2-desc": "Replace defend someone with this: When you aggressively defend a large group or area, roll +Savior. On a hit, you create an opportunity for yourself to press the attack, and take +1 forward to pursue it. On a 10+, the collateral damage is minimal.",
+ "futurereplace3-desc": "Replace provoke someone with this: When you threaten someone, say what you want them to do and roll +Superior. On a hit, they either do it or they are put at a significant disadvantage against you, their choice. On a 10+, either way they mark a condition of your choice.",
+ "futurereplace4-desc": "Replace reject someone's Influence with this: When you spit in the face of guidance or Influence, roll +2. On a hit, take away their Influence over you or clear a condition, your choice. On a 7-9, you both take a powerful blow from the intensity of your words.",
+ "futurereplace5-desc": "Become an NPC antagonist — your path is irreconcilably set along the same course that your future self followed.",
+ "bond-joined-desc": "At character creation you start with Two of a kind, and choose one other bond.",
+ "bond1-desc": "Two of a kind: When time passes, you and your other half gain Influence over each other. When you or your other half pierces the other's mask, mark a condition to take a 10+.",
+ "bond2-desc": "Fastball special: When you perform a coordinated fighting maneuver with your other half, say who takes the lead and who assists. The leader rolls the adult move overwhelm a vulnerable foe. The assistant marks a condition.",
+ "bond3-desc": "Powers, activate!: When you and your other half pool your powers, say who takes the lead and who assists. The leader unleashes their powers with your combined Freak (max +4). The assistant shifts Savior down, Mundane up.",
+ "bond4-desc": "Four eyes are better: When you and your other half assess the situation from two different vantage points, one of you makes the move, and the other may either clear a condition or ask an additional question. You both get +1 when following the answers.",
+ "distinction-joined-desc": "When either you or your other half locks a Label, unmark one of your chosen bonds and choose a distinction.",
+ "distinction1-desc": "Mirror, mirror: When you pierce someone's mask, you can ask them \"What are you really feeling right now?\", even on a miss. If you do, they can ask you the same question.",
+ "distinction2-desc": "Shouldering the burden: When you push yourself to do something your other half failed at or can't do, mark a condition to use the adult move wield your powers.",
+ "distinction3-desc": "Going solo: When you directly engage a threat entirely on your own, you can roll +Superior instead of +Danger.",
+ "distinction4-desc": "Internal strife: When you snipe about your other half behind their back, remove one Team from the pool and clear a condition.",
+ "beforewegetstarted-soldier": "Before we get started:",
+ "beforestart-soldier": "When you have time to closely observe your opposition before a fight, roll. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 and mark a condition. During the fight, you can spend your hold to name a character you observed and...",
+ "beforestart-soldier-list1": "● ...redirect their attack to another character or nowhere — into a wall or the sky.",
+ "beforestart-soldier-list2": "● ...cross a distance between them and you.",
+ "beforestart-soldier-list3": "● ...stun them, close up or from a distance.",
+ "beforestart-soldier-list4": "● ...ignore all harm from one of their attacks.",
+ "beforestart-soldier-list5": "● ...escape any bindings or impediments they attempt to place on you.",
+ "memories:": "Memories:",
+ "memories-harbinger-desc": "Your Memories score starts at -1, and goes up by 1 (to a maximum of +3) for each name below. When you write a name below, they gain Influence over you if they did not already have it.",
+ "memories-role1": "● Monster:",
+ "memories-role2": "● Traitor:",
+ "memories-role3": "● Corruptor:",
+ "memories-role4": "● Martyr:",
+ "memories-role5": "● Architect:",
+ "memories-role6": "● Leader:",
+ "connect-harbinger-desc1": "When you push yourself to remember the version of someone that exists in your future, mark a condition and roll Memories. On a hit, you connect who they are now to who they are in the future; choose the role that they fulfill in the future, and the GM will tell you about their future self. On a 10+, ask a follow-up question. On a miss, they're not at all who you thought they would be; the GM will choose their role, or tell you that as far as you know, they don't exist in the future.",
+ "connect-harbinger-desc2": "At the start of each session or when time passes, roll to find out how your investigations into the timeline have been going. On a hit, choose one figure noted above or one aspect of the future world you can remember. You've found a lead to follow to learn more about how the present version of that figure or aspect became the future version. On a 10+, the lead is particularly strong; right now, you can ask the GM one question about the figure or aspect, and they will answer honestly. On a miss, you're lost in the present; the GM will tell you how things are so different here, and shift your Labels according to how it makes you feel.",
"move:": "Move:",
"label:": "Label:",
+ "activemove-hide": "Hide your Active Moves",
+ "activemove-note": "Note: Adult moves count as Active Moves",
+ "passivemove-hide": "Hide your Passive Moves",
+ "teammove-hide": "Hide your Team Moves",
+ "teammove1-beacon": "When you share a triumphant celebration with someone, tell them how they're awesome and add 1 Team to the pool. If they tell you how you're awesome in return, add 1 more Team to the pool.",
+ "teammove2-beacon": "When you share a vulnerability or weakness with someone, ask them to confirm or deny that you should be here. If they confirm it, mark potential and give them Influence over you. If they deny it, mark Angry and shift one Label up and one Label down, your choice.",
+ "teammove1-bull": "When you share a triumphant celebration with someone, make them your love or rival immediately to mark potential. If they are already your love or rival, take Influence over them and mark potential.",
+ "teammove2-bull": "When you share a vulnerability or weakness with someone, give them Influence and hold 2. Spend that hold to help them as if it were Team in the pool.",
+ "teammove1-delinquent": "When you share a triumphant celebration with someone, ask them if they think you're cool. If they say yes, give them Influence and take Influence over them. If they say no, mark a condition or spurn them immediately. If they're a teammate, then either way, add 1 Team to the pool.",
+ "teammove2-delinquent": "When you share a vulnerability or weakness with someone, give them Influence over you, and ask them who they'd like you to be. Mark potential if you show them that person. If they're a teammate, add 1 Team to the pool no matter what.",
+ "teammove1-doomed": "When you share a triumphant celebration with someone, give them Influence over you and spend 1 Team from the pool to clear one box on your Doomtrack.",
+ "teammove2-doomed": "When you share a vulnerability or weakness with someone, give them Influence over you and ask if they honestly think there's hope for you. If they say yes, mark potential or clear one box on your Doomtrack. If they say no, mark a condition or mark one box on your Doomtrack.",
+ "teammove1-janus": "When you share a triumphant celebration with someone, ask them if they see you as the person wearing the mask or the person underneath. If the former, mark potential and clear a condition. If the latter, take Influence over them if you reveal yourself.",
+ "teammove2-janus": "When you share a vulnerability or weakness with someone, tell them a secret about who you really are. Give them Influence, and shift your Mundane up and your Mask's Label down.",
+ "teammove1-legacy": "When you share a triumphant celebration with someone, tell them whether you see them as an equal. If you do, give them Influence over you and mark potential. If you don't, shift Superior up and any other Label down.",
+ "teammove2-legacy": "When you share a vulnerability or weakness with someone, tell them a secret about your legacy (including your own true feelings about it) to clear a condition and give them Influence over you.",
+ "teammove1-nova": "When you share a triumphant celebration with someone, ask them if there is any fear in their eyes when they look at you. If they say no, take +1 forward and mark potential. If they say yes, immediately shift your Danger up and Savior down.",
+ "teammove2-nova": "When you share a vulnerability or weakness with someone, tell them how they could stop you, if it came down to it. Give them Influence over you and clear a condition.",
+ "teammove1-outsider": "When you share a triumphant celebration with someone, take Influence over them if you show them meaningful affection, physical or emotional. They decide if it's meaningful.",
+ "teammove2-outsider": "When you share a vulnerability or weakness with someone, they tell you what you should do to fit in more. Take +1 forward to do it, and mark potential if you do.",
+ "teammove1-protege": "When you share a triumphant celebration with someone, ask them if you've been a good leader or effective teammate. If they say yes, your Mentor loses Influence over you and you mark potential. If they say no, your Mentor gains Influence over you, and you take +1 forward on using the Label your Mentor embodies.",
+ "teammove2-protege": "When you share a vulnerability or weakness with someone, tell them a secret about your Mentor (including your feelings towards them). Give them Influence over you and add 1 Team to the pool.",
+ "teammove1-transformed": "When you share a triumphant celebration with someone, clear a condition if they treat you like a perfectly normal person and mark potential if they praise your power or abilities.",
+ "teammove2-transformed": "When you share a vulnerability or weakness with someone, ask them if they think you're losing or gaining humanity. If they say losing, mark a condition and mark potential. If they say gaining, clear a condition and shift Mundane up and any other Label down.",
+ "teammove1-reformed": "When you share a moment of triumph with someone, ask them what gives them hope for a brighter day and give them Influence.",
+ "teammove2-reformed": "When you share a vulnerability or weakness with someone, ask them what they would do something dark for and gain Influence over them.",
+ "teammove1-newborn": "When you share a triumphant celebration with someone, ask them what makes them proud or happy about the actions they took and write a lesson based on it, either filling an empty slot or replacing an existing lesson.",
+ "teammove2-newborn": "When you share a vulnerability or weakness with someone, if their response helps you understand human feelings and problems, mark potential. If their response confuses or offends you, shift your Freak up and your Mundane down.",
+ "teammove1-innocent": "When you share a triumphant celebration with someone, ask whether they think your future self could've won this victory. If they do, mark potential and the GM shifts your Labels. If they do not, clear a condition and they shift your Labels.",
+ "teammove2-innocent": "When you share a vulnerability or weakness with someone, ask them if they think you could turn into your future self. If they do, mark potential and the GM shifts your Labels. If they do not, clear a condition and they shift your Labels.",
+ "teammove1-star": "When you share a triumphant celebration with someone, say whether it's part of the show or not. If it is, then you can shift your Labels as you choose. If it is not, then they shift your Labels, and you can clear a condition or mark potential.",
+ "teammove2-star": "When you share a vulnerability or weakness with someone, ask them if they will tell anyone the truth about you. If they agree to keep it a secret, clear a condition or mark potential. If they don't agree, the GM shifts your Labels.",
+ "teammove-joined": "When either you or your other half shares a triumphant celebration or shares a moment of vulnerability without the other one present, mark a condition to mark a potential.",
+ "teammove1-brain": "When you share a triumphant celebration with someone, ask them if they felt they could have done it without you. If they say yes, give Influence to them and mark a condition. If they say no, they give Influence to you.",
+ "teammove2-brain": "When you share a vulnerability or weakness with someone, hold 2. Spend the hold 1-for-1 to clear a condition or add 1 Team to the pool when you are with them.",
+ "teammove1-soldier": "When you share a triumphant celebration with someone, tell them what they need to do to achieve their full potential. If they accept your advice, take Influence over them and add 2 Team to the pool. If they reject what you have to say, mark a condition.",
+ "teammove2-soldier": "When you share a vulnerability or weakness with someone, ask them what cause they serve. If you find it to be a worthy cause, tell them how you will fight for it, clear a condition, and add 1 Team to the pool. If they don't have a cause (or you find it unworthy), mark a condition.",
+ "teammove1-harbinger": "When you confess to a teammate the difference between what you thought they would be and what they really are, add 1 Team to the pool, and ask them if you represent a future they'd want. If they say yes, mark potential. If they say no, mark a condition.",
+ "teammove2-harbinger": "When you share a tale of future loss with someone, ask them if they think you have the ability to avert that loss. If they believe you do, mark potential and give them Influence over you. If they don't, mark Guilty and shift one Label up and one Label down (your choice). If Guilty is already marked, mark another condition, GM's choice.",
+ "teammove1-nomad": "When you share a triumphant celebration with someone, ask them what they admire about you. The GM will shift one of your Labels up and one down based on what they say.",
+ "teammove2-nomad": "When you share a vulnerability or weakness with someone, mark a condition, give them Influence over you, and mark potential.",
+ "teammove1-scion": "When you share a triumphant celebration with someone, ask them if you have earned their respect. If you have, take Influence over them and mark potential. If you have not, give them Influence over you and mark potential.",
+ "teammove2-scion": "When you share a vulnerability or weakness with someone, ask them if they would defend you against those who mistrust you. If they say yes, clear a condition and shift Savior up and any other Label down. If they say no, mark a condition and shift Danger up and any other Label down.",
+ "momentoftruth-unlock": "Unlock your Moment of Truth",
+ "moment-beacon": "This is the moment when you show them exactly why you belong here. You do any one thing, take out any one enemy, no matter how insane, no matter how ridiculous, because that's you. Their jaws are gonna drop when you're done. Of course, pulling off a stunt like this tends to bring unwanted attention and a dangerous reputation...",
+ "moment-bull": "This is what you do best. You let loose, all the pent up strength and rage and glee, and you break whatever stands in your way. You are a walking demolition crew. What can stand up to you? Nothing. Not buildings. Not structures. Not enemies. Nothing. Of course, now the people who changed you know exactly where to find you...",
+ "moment-delinquent": "This is when you show them what you really are. Whether you're the hero underneath the rebel facade... or the one who can make the hard choices heroes can't make. You do whatever it takes to show that truth, whether it's saving the day from a terrible villain or stopping a bad guy once and for all. Of course, once you've shown what you really are, there's no going back to playing the clown...",
+ "moment-doomed": "The prickly tingling fear of your doom, always in your head — it holds you back most of the time. But right here, right now? It gives you the confidence to do anything. After all, what's the worst that could happen? Is it worse than your doom? Do impossible things. Do anything. But mark a Doomsign after you're finished.",
+ "moment-janus": "The mask is a lie, and some piece of you has always known that. Doesn't matter if others can see it. You're the one that can do the impossible. Mask off. Costume on. And you're going to save the damn day. Of course, you better hope nobody nasty is watching...",
+ "moment-legacy": "This is the moment when you prove how much the mantle belongs to you. You seize control of all your powers, and you defeat even impossible odds to prove you are worthy of the name you carry. You accomplish feats even your predecessors couldn't do. Of course, after you prove something like that, you can expect still more responsibilities to be placed on your shoulders...",
+ "moment-nova": "Your mind's eye opens, and you can see the world around you like never before. You can control it, at will, with ease. Of course, warping reality tends to have ramifications down the line, but in your moment of godhood... how could you possibly be worried?",
+ "moment-outsider": "You embrace your home and call them for aid. They will answer your call, in force, arriving exactly when you need them to turn the tide. They fight and serve you for the rest of the battle. Of course, when all is said and done... they'd probably like to take you home with them. You did, after all, just prove yourself worthy.",
+ "moment-protege": "The moment that you show who you really are: your mentor, or something different. You can do whatever your mentor could do and more. You can do the incredible, even the things they always failed to accomplish. Of course, they're not going to see you the same way, no matter which path you choose...",
+ "moment-transformed": "It's so easy to forget that you're not your body, and you're not the voice in your head — you're both. Be the monster, and save them anyway. Smash down walls, and speak softly. Because when you embrace it, you can do anything. Of course, putting on a display like this is sure to rile up those who see only the monster when they look at you...",
+ "moment-reformed": "You've seen your greatest mistakes, and the rest of the world has, too. They're all watching you now, judging every move you make. When everything is on the line and your back is against the wall, though, you'll show them what you're made of — that being a hero is a choice. An act of will. And you've got what it takes to save the day. Of course, afterward, you can expect both sides, hero and villain, to deeply question where your loyalties truly lie...",
+ "moment-newborn": "Something snaps into focus, and suddenly you're a full thing, true and complete. You'd never have known how fragmented you were before, if not for here, this moment. You're not a series of individual lessons. You're not a series of subroutines and programs. You're... a person. This must be what it's like to be... human. And this fullness? It gives you a control over yourself, a unity of purpose you've never experienced before. Of course, now that you're showing off all your potential, it's only a matter of time before someone comes forward to reduce you to a machine again...",
+ "moment-innocent": "You've fought, struggled, and worked so hard to figure out who you are, whether you're just the same as your future self or whether you're different... but right now, that's all out the window. The distinction between your future self and your present self vanishes in the face of the trial before you, and you become exactly the powerful, adamant figure that everyone fears or hopes you will one day become. You can do exactly what your future self could do, and everyone around you sees them in you more clearly than ever. Of course, after this it's going to be hard to treat you as two different people...",
+ "moment-star": "Sometimes it can be hard to tell where the show stops and where you begin — but not today. Not now. Because right now, there is no show. Right now, you are the thing you pretend to be — bold and bright and beautiful and amazing and powerful and confident. Right now, you draw strength from your audience, comfort from their belief in you, and you can do anything they think you can. Of course, after such an impassioned performance, your audience will just have even more demands...",
+ "moment-joined-choose": "When you trigger your Moment of Truth, choose — are you working with your other half, or are you on your own?",
+ "moment-joined-otherhalf": "If you're working with your other half, use the text of their Moment of Truth and treat it as if it applies to both of you. Remember to lock your Label and switch a Bond to a Distinction, because you'll probably never reach these heights of perfect connection, of being one, ever again...",
+ "moment-joined-own": "If you're on your own, use the following text:",
+ "moment-joined": "You're on your own. It's like missing an arm. Like fighting naked. Like holding your breath. You're missing something vital... but you're moving faster than ever, thinking faster than ever, doing things you couldn't even do while relying on both of your strength combined. And it's hitting you, hard — you can do this. Without them. And you can win. It's going to be hard to come down off this high and rejoin with them afterwards, isn't it? Remember to lock a Label and switch a Bond to a Distinction, after you're finished.",
+ "moment-brain": "Sooner or later, all the super powers, elite training, and experience are helpless in the face of evil or disaster. That's when somebody like you, gifted as you are with a peerless intellect, can rise to the occasion. Your plan, your invention, or your lightning-fast thought processes save the day, in a way no one else could have foreseen. Of course, after you've shown how different you are from them, that distance between you and the others is now that much greater. And the world is only going to pull you farther apart...",
+ "moment-soldier": "Freedom isn't free. But not every mission ends in tragedy. When things look bleakest, when your back is against the wall, when it seems like the dawn will never come... you find a way forward without violence. Your enemies lay down their arms and surrender; your allies step back from the brink of chaos. Of course, the people you've saved aren't going to forget what you've done here today; they may even come to see you as a symbol of the higher cause you claim to serve...",
+ "moment-soldier-lock": "You cannot lock Soldier after using your Moment of Truth.",
+ "moment-harbinger": "Everything you do could affect the future. For all you know, saving that one guy means that now the future is full of pterodactyls. The ripples are always so hard to track, and you're not sure if you've helped or hurt — not really. Until now. In this moment, it's all clear. You can see the course of events laid out before you like a river, and you know exactly what you have to do to ensure the future outcome you want. Of course, after this, you've changed enough of the timeline to invalidate your prior research — reset all the names in your Connecting Dots section.",
+ "moment-nomad": "You basically exist with one foot out the door, ready to leave this place, to go back out into the wide expanse of the universe. You've never fully committed. That is, until today. Until right now. Now, you pour everything you have and everything you are into this moment. You pull off tricks no one from this planet has ever seen before. You use your tools in ways no one here could have ever imagined. You devote yourself, here and now, to a cause, and you achieve your goal in ways that you never could've if you'd only stayed home. Of course, now you've proved to everyone that you really don't belong here, and the very skills that let you succeed are the ones you earned from out there...",
+ "moment-scion": "People have always tried to define you by your lineage. As if from the moment you were born, you were meant to be some villain to be defeated. But... they're right, aren't they? That darkness is in you. So right here, right now, you're not fighting it — you're embracing it. Both hero and villain, and greater besides. You're overcoming impossible odds in ways no hero would approve of, and no villain could comprehend. Of course, after seeing what you can really do when you embrace the whole of yourself, the rest of the world isn't going to forget who you really are...",
+ "moment-label-lock": "After you use your Moment of Truth, permanently lock one Label.",
+ "advancedspecial-view": "View after taking the corresponding Advancement",
+ "advancedspecial-brain1": "View after taking Sanctuary",
+ "advancedspecial-brain2": "View after taking Drives",
+ "burn-adv-desc": "Spend your burn on your flares. You lose all burn at the end of the scene. You get 3 Flares.",
+ "describeadvspec": "(describe your advanced special)",
"conditions:": "Conditions:",
"takeapowerfulblow": "(take a powerful blow)",
+ "toclear": "To clear:",
"afraid": "Afraid",
- "malusdirectlyengage": "(-2 to directly engage)",
+ "malusdirectlyengageathreat": "(-2 to directly engage a threat)",
+ "clearafraid": "run from something difficult",
"angry": "Angry",
"maluscomfortorsupport": "(-2 to comfort or support)",
"maluspiercethemask": "(-2 to pierce the mask)",
+ "clearangry": "hurt someone or break something important",
"guilty": "Guilty",
"malusprovokesomeone": "(-2 to provoke someone)",
"malusassessthesituation": "(-2 to assess the situation)",
+ "clearguilty": "make a sacrifice to absolve your guilt",
+ "hopeless": "Hopeless",
+ "malusunleashyourpowers": "(-2 to unleash your powers)",
+ "clearhopeless": "fling yourself into easy relief",
"insecure": "Insecure",
"malusdefend": "(-2 to defend)",
"malusreject": "(-2 to reject what others say)",
- "hopeless": "Hopeless",
- "malusunleashyourpowers": "(-2 to unleash your powers)",
+ "clearinsecure": "take foolhary action without talking to your team",
+ "newborn-optional-damage": "Enable if you take the Damage move",
+ "damaged": "Damaged",
+ "cleardamaged": "you need time, external help, or special equipment or abilities",
+ "conditions-note": "Note: Conditions do not affect Active Moves",
+ "whenyoumarkdrive": "When you mark a drive, choose one: mark potential, clear a condition, take influence over someone involved",
+ "whencompleteadriveset": "When you complete a set of drives, add another set with 4 new drives.",
+ "whenalldrivesmarked": "When all drives are marked, choose one: change playbooks, retire from the life, become a paragon of the city",
"completedthisset": "completed this set",
+ "bullheartdesc": "You can change your love or rival at any time; give the new person influence over you",
"love:": "Love:",
"rival:": "Rival:",
- "add1toallrollsthistwo": "(add 1 to all rolls that target these two)",
- "darkvisions": "Dark Visions",
- "burningbright": "Burning Bright",
- "infinitepowers": "Infinite Powers",
- "bolstered": "Bolstered",
- "portal": "Portal",
- "yourdoomcomes": "Your doom comes",
+ "bullheartongoing": "(+1 to any roll that impresses your love or frustrates your rival)",
+ "bullchooserole": "Choose a role that you fulfill for your love or rival",
+ "bullrole1": "Defender: When you leap to defend your love or rival in battle, roll +Danger instead of +Savior to defend them.",
+ "bullrole2": "Friend: When you comfort or support your love or rival, mark potential on a hit. When your love or rival comforts or supports you, mark potential when they roll a hit.",
+ "bullrole3": "Listener: When you pierce the mask of your love or rival, you can always let them ask you a question to ask them an additional question in turn, even on a miss. These additional questions do not have to be on the list.",
+ "bullrole4": "Enabler: When you provoke your love or rival, roll +Danger if you are trying to provoke them to rash or poorly thought out action.",
+ "nemesisdesc1": "Your Nemesis is an epic and powerful enemy representing and embodying your Doom.",
+ "nemesisdesc2": "At the end of every session, answer the question: Did you make progress on defeating your Nemesis? If the answer is yes, mark potential. If the answer is no, mark your Doomtrack.",
+ "sanctuarydesc1": "You have a place where you can rest, recover, and reflect upon your powers. Write 3 features of your Sanctuary:",
+ "sanctuarydesc2": "Write 2 downsides of your Sanctuary:",
+ "sanctuarydesc3": "When you call upon the resources of your Sanctuary to solve a problem, say what you want to do. The GM will give you 1 to 4 requirements from the following which you must fulfill to complete your solution:",
+ "sanctuary-req1": "First, you must...",
+ "sanctuary-req2": "You'll need help from...",
+ "sanctuary-req3": "You and your team will risk danger from...",
+ "sanctuary-req4": "The best you can do is a lesser version, unreliable and limited",
+ "sanctuary-req5": "You'll need to mark one box on your Doomtrack",
+ "sanctuary-req6": "You'll have to obtain...",
+ "legacydesc1": "Name some members of your legacy (at least 2):",
+ "legacymember1": "is still active and prominent in the city.",
+ "legacymember2": "is retired and quite judgmental.",
+ "legacymember3": "is the next possible member of your legacy.",
+ "legacymember4": "is the greatest opponent your legacy ever faced... and is still at large.",
+ "legacydesc2": "Whenever time passes, roll to see how the members of your legacy feel or react to your most recent exploits. Before rolling, have the other players answer these following questions about your performance. Take -1 to the roll for each 'no' answer:",
+ "legacyquestion1": "● Have you been upholding the traditions of your legacy?",
+ "legacyquestion2": "● Have you maintained the image of your legacy?",
+ "legacyquestion3": "● Have you made the other members of your legacy proud?",
+ "legacydesc3": "On a hit, one of them offers you meaningful encouragement, an opportunity, or an advantage. On a 7-9, another is upset with your most recent actions, and will make their displeasure known. On a miss, something you did stirred up the hornet's nest — expect several members of your legacy to meddle with your life.",
"hold:": "Hold:",
- "resetto0attheend": "(reset to 0 at the end of the scene)",
+ "mentor-desc1": "You have a mentor, someone who's taught you, trained you, given you aid, or raised you up. Someone who might have confined you a bit too rigidly to a single path.",
"embodies:": "Embodies:",
"denies:": "Denies:",
- "add1toallrollsthesepeople": "(add 1 to all rolls that target these people)",
+ "mentor-resource": "Mentor's Resources:",
+ "mentor-desc2": "Write up to 3 resources that your mentor gave you and the team",
+ "mentorresource": "(resources provided by your mentor)",
+ "haveinfluenceover": "I have influence over:",
+ "influenceroll": "(+1 to any roll that target these people)",
+ "aminfluencedby": "I am influenced by:",
"whatdidyoutake": "(what did you take?)",
"movename": "(move name)",
"movedescription": "(move description)",
+ "teammovedesc": "(team move description)",
+ "momentcustomdesc": "(moment of truth description)",
"drive": "(drive)",
"yourlove": "(your love)",
"yourrival": "(your rival)",
- "iam": "(I am...)",
- "asuperheroshould": "(A superhero should...)",
- "always": "(Always...)",
- "never": "(Never...)",
- "villainouscontact": "(villainous contact)"
+ "friendsinlowplaces1": "You have ties to villains from your previous career, a.k.a. Friends in Low Places.",
+ "friendsinlowplaces2": "Write 3 names and fill in their details. At character creation, mark 2 obligations on one villain and mark 1 obligation on another.",
+ "contactobligation": "Obligation:",
+ "villainouscontact": "(villainous contact)",
+ "theirspecialty": "(their specialty)",
+ "friendsinlowplaces-help1": "When you come to them for help with your problems, mark obligation on them and they'll help out within their specialty. If all their boxes are full, then they won't help you until you help them.",
+ "friendsinlowplaces-help2": "When time passes, roll flat + your highest obligation. On a 10+, they come crashing into your life with a crisis. On a 7-9, they call for a favor. On a miss, they don't come knocking yet, but mark obligation on them — the debts are getting heavier.",
+ "friendsinlowplaces-help3": "When you help one of these villains with their problems, erase 2 obligations on them.",
+ "lessonsnewborn-desc": "When you learn something that helps you make sense of the world, write it down as a Lesson. Fill in 2 lessons at character creation. Fill in the others during play.",
+ "lesson-newborn1": "I am",
+ "lesson-newborn2": "A superhero should",
+ "lesson-newborn3": "Always",
+ "lesson-newborn4": "Never",
+ "lessonsnewborn-embody": "When you embody one of your lessons, shift one Label up and one Label down, your choice. If you cause a misunderstanding, collateral damage, or unintended consequences in the process, mark potential.",
+ "lessonsnewborn-reject": "When you reject one of your lessons, reject its Influence as if it were an NPC. If you choose to have it lose Influence over you, erase that lesson and write a new one in its stead.",
+ "lessonsnewborn-creator1": "When you approach your creator or caretakers with a problem, tell them what obstacle you face or what you need to achieve, and they will offer you something you need. The GM chooses one:",
+ "lessonnewborn-offer1": "● secret information",
+ "lessonnewborn-offer2": "● a way to temporarily boost or expand your powers",
+ "lessonnewborn-offer3": "● access to instruments, weapons, or resources",
+ "lessonnewborn-offer4": "● official and explicit backing",
+ "lessonsnewborn-creator2": "If you accept their help, they'll rewrite one of your lessons.",
+ "audiencestar-desc": "You are a celebrity in the city. By default, your audience is a limited group of interested fans, and you speak to them through after-action interviews, infrequent press conferences, etc. Why does your audience love you? Mark all that apply.",
+ "audience-why1": "You're just like them",
+ "audience-why2": "You're a dangerous person, a bad seed",
+ "audience-why3": "You're noble warrior for justice",
+ "audience-why4": "You're stunning, unique, and beautiful",
+ "audience-why5": "You're charming, well-spoken, and smart",
+ "audience-why6": "You're a firebrand, a rabble rouser",
+ "audiencestar-adv": "Choose 2 advantages:",
+ "audience-adv1": "Your audience is utterly devoted to you",
+ "audience-adv2": "You can easily speak to them at any time",
+ "audience-adv3": "You have a PR agent to handle your audience",
+ "audience-adv4": "You earn a lot of money from their interest",
+ "audience-adv5": "You have a major hero's endorsement",
+ "audience-adv6": "You have a much wider audience",
+ "audiencestar-demand": "Choose 2 demands your audience makes on you:",
+ "audience-demand1": "They require constant stimulation",
+ "audience-demand2": "They require perfection — no mistakes",
+ "audience-demand3": "They require frequent bouts of drama",
+ "audience-demand4": "They require major acts of heroism",
+ "audience-demand5": "They require novelty and brand new action",
+ "audience-demand6": "They require chemistry with your allies",
+ "audiencestar-accept": "When you accept what your audience tells you about yourself, clear a condition.",
+ "audiencestar-reject": "When you reject what your audience tells you about yourself, on a hit mark potential and expect retribution.",
+ "audiencestar-help": "When you seek help from your audience, roll. On a hit, someone in your audience can hook you up. On a 10+, they only make a small demand. On a 7-9, their demands are a lot higher. On a miss, you've made a mistake, and your audience won't help you until you've redeemed yourself in their eyes.",
+ "otherhalfjoined-desc": "You share a deep bond with your other half. You are stronger together than you are apart, for now. If your other half's playbook has no extra, then take 2 playbook moves from them; one they have and one they don't. If your other half's playbook has extras (drives, bull's heart, burn, the mask, legacy etc.), then you share the extras, gaining further merits and demerits.",
+ "otherhalfjoined-more": "For more details, refer to pages 102 to 109 in the Masks: Halcyon City Herald Collection supplement.",
+ "otherhalfjoined-playbook": "Your Other Half's Playbook:",
+ "otherhalfextra": "(describe what extras you gain from/share with your other half)",
+ "brainshame-desc": "You have a deep and abiding sense of guilt for something you have created or had a hand in creating. Just as you are a world-class intellect, your shame is a world-class problem. Whatever the case, your role in its creation is not publicly known... yet.",
+ "brainshame-title": "Your Shame:",
+ "brainshame-list1": "A prototype AI",
+ "brainshame-list2": "A cosmic phenomenon",
+ "brainshame-list3": "A catastrophic weapon",
+ "brainshame-list4": "A dangerous chemical",
+ "brainshame-list5": "A living monstrosity",
+ "brainshame-list6": "An altered former ally",
+ "brainshame-confront": "Whenever you are confronted with your shame, either mark a condition or shift Superior down and Danger up. If your shame is an NPC, they can never lose Influence over you.",
+ "brainshame-endsession1": "At the end of every session, answer the question:",
+ "brainshame-endsession2": "● Did you take steps to make amends for your shame?",
+ "brainshame-endsession3": "If the answer is yes, mark potential. If the answer is no, give Influence to one of your teammates.",
+ "soldier": "Soldier",
+ "soldier:": "Soldier:",
+ "actonorders": "(act on orders and rely on training)",
+ "invokeauthority": "(invoke your authority",
+ "askaegis": "(ask A.E.G.I.S. for resources)",
+ "highercalling-desc": "You work for A.E.G.I.S., an agency that keeps the world safe from all manners of superhuman, supernatural, and extraterrestrial threats.",
+ "soldierlabel-desc": "The Soldier Label functions like any other Label. Characters with Influence over you can shift it, and you mark a condition if it would ever shift above +3 or below -2. You can only lock Soldier with the corresponding advancement. You can only cancel the influence A.E.G.I.S. holds over you with the corresponding advancement.",
+ "highercalling-move1": "When you're acting on orders and relying on your training, give A.E.G.I.S. influence to use Soldier instead of any other Label when you make a basic or playbook move.",
+ "highercalling-move2": "When you invoke your authority over civilians, Halcyon City personnel, or A.E.G.I.S. staff, roll +Soldier. On a hit, your words carry weight. On a 7-9, someone will push back against your instructions or orders... sooner rather than later. On a miss, your attempts to control the situation create an opportunity for your enemies within A.E.G.I.S. to act against you.",
+ "highercalling-move3": "When you ask A.E.G.I.S. for additional resources, equipment, or information during a mission, roll +Soldier. On a hit, they'll resupply you as best they can. On a 10+, the resources are highly classified or experimental; take +1 ongoing to deploying them throughout the mission. On a miss, A.E.G.I.S. sends what they think you need, regardless of what you actually requested.",
+ "scionlineage-desc": "You are the child of a true supervillain. You strive to be different than them, but they are a part of you. Answer each question below to describe them:",
+ "scionlineage-ques1": "What kind of villain are they?",
+ "scionlineage-ques2": "What is your relationship with them like?",
+ "scionlineage-ques3": "They have an array of abilities, assets, and strengths; what are some of them? (up to 3)",
+ "scionrespect-desc1": "Write down the names of at least 2 characters whose respect you need to earn in order to differentiate yourself from your parent. You may fill in new names whenever appropriate.",
+ "respect:": "Respect:",
+ "advancement:": "Advancement:",
+ "scionrespect-list1": "● Your parent's greatest enemy:",
+ "scionrespect-list2": "● Your parent's greatest victim:",
+ "scionrespect-list3": "● Your personal idol:",
+ "scionrespect-list4": "● The city's greatest leader:",
+ "scionrespect-list5": "● The city's greatest hero:",
+ "scionrespect-list6": "● The city's biggest celebrity:",
+ "scionrespect-desc2": "When you seek out one of the characters named above, roll. On a hit, you track them down. On a 7-9, they're juggling their own problems, and may not have time for you. On a miss, when you find them, the situation is dire; the GM will tell you how.",
+ "scionrespect-desc3": "If you earn Influence over the characters listed above, instead you mark 1 Respect. If you lose Influence over the characters listed above, instead you lose 1 Respect. If you lose 1 Respect and you have none marked, you immediately mark a condition, GM's choice.",
+ "scionrespect-desc4": "The first time you reach 4 Respect on an individual, take an advancement (mark the corresponding box under the character).",
+ "scionrespect-desc5": "While you have 4 Respect on an individual, you gain the following benefits. If you dip below 4 Respect on an individual, you lose these benefits.",
+ "scionrespect-desc5opt1": "● You can reject their Influence at a +3 (does not stack with the above).",
+ "scionrespect-desc5opt2": "● You take +1 to a Label of their choice (write it next to their name).",
+ "nomadinfluencedby": "I am influenced by: (max 6)",
+ "nomadinfluence-desc1": "(By default, no one has Influence over you, not even adults)",
+ "nomadinfluence-desc2": "(You gain benefits based on how much Influence you have given out. Check Roots for details.)",
+ "nomadroots-desc1": "● During play, you can only give Influence by revealing a vulnerability or weakness to someone and through the end of session move.",
+ "nomadroots-desc2": "● You cannot give Influence to somebody who already has Influence over you.",
+ "nomadroots-desc3": "● Others cannot take Influence over you; if they would, instead they choose: mark potential or inflict a condition on you.",
+ "nomadroots-desc4": "● You reject Influence at -2 by default, instead of +0 (already included in the Reject Influence roll).",
+ "nomadroots-desc5": "● When someone takes advantage of their Influence over you, they can choose 2 options.",
+ "nomadroots-desc6": "● At the end of each session, you may take away Influence from someone who has Influence over you.",
+ "nomadroots-howmuch": "How much Influence have you given out?",
+ "nomadinfluence-list1": "0 Influence",
+ "nomadinfluence-list2": "1-2 Influence",
+ "nomadinfluence-list3": "3 Influence",
+ "nomadinfluence-list4": "4 Influence",
+ "nomadinfluence-list5": "5 Influence",
+ "nomadinfluence-list6": "6 Influence",
+ "nomadinfluence-option1": "● You cannot comfort or support anyone. If you would trigger that move, instead mark a condition as you say exactly the wrong thing. If someone tries to comfort or support you, you cannot open up to them.",
+ "nomadinfluence-option2": "● When you defend someone who has Influence over you, you can ignore the Insecure condition. When you directly engage someone who has Influence over you, you can ignore the Afraid condition.",
+ "nomadinfluence-option3": "● When you take a powerful blow from someone with Influence over you, take -2 to the roll.",
+ "nomadinfluence-option4": "● When you pierce the mask of someone who has Influence over you, you can always ask them one question, even on a miss.",
+ "nomadinfluence-option5": "● When you spend 1 Team to help someone who has Influence over you, it gives them +2.",
+ "nomadinfluence-option6": "● When you accept the words of someone who has Influence over you, mark potential, clear a condition, or take +1 forward.",
+ "theirname": "(their name)",
+ "bullet": "●",
+ "rollkapow": "KAPOW!",
+ "rollfullhit": "Full hit!",
+ "rollhit": "Hit!",
+ "rollmiss": "Miss!",
+ "rollohdear": "Oh dear!"
}
diff --git a/Masks - A New Generation/translations/pl.json b/Masks - A New Generation/translations/pl.json
index e5bbff0b92..10087132e0 100644
--- a/Masks - A New Generation/translations/pl.json
+++ b/Masks - A New Generation/translations/pl.json
@@ -1,8 +1,9 @@
{
"playbook:": "Playbook:",
+ "choose-playbook": "Choose Playbook",
"thebeacon": "The Beacon",
"thebull": "The Bull",
- "thedelinquant": "The Delinquent",
+ "thedelinquent": "The Delinquent",
"thedoomed": "The Doomed",
"thejanus": "The Janus",
"thelegacy": "The Legacy",
@@ -10,83 +11,389 @@
"theoutsider": "The Outsider",
"theprotege": "The Protégé",
"thetransformed": "The Transformed",
- "theinnocent": "The Innocent",
- "thejoined": "The Joined",
- "thenewborn": "The Newborn",
"thereformed": "The Reformed",
+ "thenewborn": "The Newborn",
+ "theinnocent": "The Innocent",
"thestar": "The Star",
+ "thejoined": "The Joined",
"thebrain": "The Brain",
"thesoldier": "The Soldier",
+ "theharbinger": "The Harbinger",
+ "thenomad": "The Nomad",
+ "thescion": "The Scion",
+ "custom": "Custom",
"somethingelse": "Something Else",
- "freak:": "Freak:",
- "unleashyourpowers": "(unleash your powers)",
- "danger:": "Danger:",
- "directlyengage": "(directly engage)",
- "savior:": "Savior:",
- "savior": "Savior",
- "freak": "Freak",
+ "halcyoncityherald": "Halcyon City Herald Collection",
+ "secretsofaegis": "Secrets of A.E.G.I.S.",
+ "unbound": "Unbound",
"danger": "Danger",
+ "danger:": "Danger:",
+ "freak": "Freak",
+ "freak:": "Freak:",
+ "savior": "Savior",
+ "savior:": "Savior:",
"superior": "Superior",
- "mundane": "Mundane",
- "soldier": "Soldier",
- "defend": "(defend)",
"superior:": "Superior:",
+ "mundane": "Mundane",
+ "mundane:": "Mundane:",
+ "sumof5labels": "Sum of 5 Labels:",
+ "sumof6labels": "Sum of 6 Labels:",
+ "bydefault3": "(by default this should be a 3)",
+ "bydefault5": "(by default this should be 5)",
+ "advancementmayincrease": "(advancement may increase this)",
+ "directlyengageathreat": "(directly engage a threat)",
+ "unleashyourpowers": "(unleash your powers)",
+ "comfortorsupport": "(comfort or support)",
+ "piercethemask": "(pierce the mask)",
+ "defend": "(defend)",
"assessthesituation": "(assess the situation)",
"provokesomeone": "(provoke someone)",
- "mundane:": "Mundane:",
- "soldier:": "Soldier:",
- "piercethemask": "(pierce the mask)",
- "comfortorsupport": "(comfort or support)",
- "actonorders": "(act on orders and rely on training)",
- "invokeauthority": "(invoke your authority",
- "askaegis": "(ask A.E.G.I.S. for resources)",
"flat2d6": "Flat 2d6",
"rejectsomeonesinfluence": "(reject someone's influence)",
+ "rejectinfluence": "Reject Influence",
"customrolls": "(custom rolls)",
- "sumoflabels": "Sum of Labels:",
- "bydefault3": "(by default this should be a 3)",
- "advancementmayincrease": "(advancement may increase this)",
+ "doom-desc": "What brings your Doom closer? Choose two:",
+ "doomcloser1": "overexerting yourself",
+ "doomcloser2": "facing danger alone",
+ "doomcloser3": "showing mercy",
+ "doomcloser4": "injuring innocents",
+ "doomcloser5": "frightening loved ones",
+ "doomcloser6": "talking about it openly",
+ "doomtrack-desc": "Whenever you bring your Doom closer, mark one box on your Doomtrack",
+ "doomtrack:": "Doomtrack:",
+ "doomtrack-fill": "Whenever your Doomtrack fills, clear it and take one of your Doomsigns",
+ "doomsign-desc": "These are abilities that come to you with your approaching Doom. Once you have taken all five Doomsigns above the line, you must take \"Your doom arrives\" the next time your Doomtrack fills. Choose 1 Doomsign you already have at character creation.",
+ "doomsign1-desc": "Dark Visions: Mark your Doomtrack to have a vision about the situation at hand. After the vision, ask the GM a question; they will answer it honestly.",
+ "doomsign2-desc": "Infinite Powers: Mark your Doomtrack to use an ability from any playbook, one time.",
+ "doomsign3-desc": "Portal: Mark your Doomtrack to appear in a scene with anyone you want.",
+ "doomsign4-desc": "Burning Bright: Mark your Doomtrack to ignore one of the GM's stated requirements when you call upon the resources of your Sanctuary.",
+ "doomsign5-desc": "Bolstered: Mark your Doomtrack to use an Adult Move one time.",
+ "doomsign6-desc": "Your Doom arrives; confront it and perish.",
+ "themask-janus": "The Mask:",
+ "themask-janus-desc1": "You wear a mask and hide your real identity. Choose what Label you try to embody while wearing your mask:",
+ "themask-janus-desc2": "Once per session, you can affirm either your heroic or secret identity to switch your Mundane with your mask's Label.",
+ "themask-janus-desc3": "When you reveal your secret identity to someone who didn't know it already, mark potential.",
+ "secretid-janus-desc1": "Your mundane life comes with a series of obligations. Choose a total of 3 obligations:",
+ "obligationjanus": "(your obligations among jobs, school, home and social)",
+ "secretid-janus-desc2": "When time passes, roll to see how you're managing your obligations. On a hit, things are going pretty well — you have an opportunity or advantage thanks to one of your obligations. On a 7-9, you've lapsed on one obligation, your choice. On a miss, you haven't given your normal life anywhere near the attention it deserves; the GM chooses 2 obligations that are going to bite you in the butt.",
+ "conditions-marked": "Conditions marked:",
+ "burn-nova-desc1": "When you charge up your powers, roll. On a hit, hold 3 burn. On a 7-9, mark a condition. On a miss, hold 2 burn and mark 3 conditions.",
+ "burn-nova-desc2": "Spend your burn on your flares. You lose all burn at the end of the scene. Write 4 Flares you already have at character creation.",
+ "flare:": "Flare:",
+ "flarename": "(flare name)",
+ "flaredescription": "(flare description)",
+ "futureself-innocent-desc1": "Your future self is out there, an important figure in Halcyon City and the world beyond — and everything you'd hoped you'd never be. But finding out how they became who they are may be all it takes to push you along a similar path. Pick 1 step of your future self's path that you already know at character creation, and mark it (left side checkbox). When you learn of another step of your future self's path, mark it. You can have at most 5 steps marked.",
+ "futurepath1-desc": "They lost someone they cared about deeply",
+ "futurepath2-desc": "They failed horrifically in a noble pursuit or cause",
+ "futurepath3-desc": "They committed a major crime",
+ "futurepath4-desc": "They betrayed a close friend or ally",
+ "futurepath5-desc": "They won a victory at enormous cost to the world around them",
+ "futurepath6-desc": "They killed someone",
+ "futurepath7-desc": "They publicly battled another hero",
+ "futurepath8-desc": "They injured an innocent",
+ "futureself-innocent-desc2": "When you undergo an experience (your call) that echoes any one of the above (marked or unmarked), strike it through (right side checkbox). When you strike through a marked step, or mark a struck-through step, choose one of the following:",
+ "futurereplace1-desc": "Replace comfort or support with this: When you coldly dismiss someone, roll +Mundane. On a hit, they mark a condition or leave you alone, their choice. On a 7-9, they can also choose to inflict a condition on you.",
+ "futurereplace2-desc": "Replace defend someone with this: When you aggressively defend a large group or area, roll +Savior. On a hit, you create an opportunity for yourself to press the attack, and take +1 forward to pursue it. On a 10+, the collateral damage is minimal.",
+ "futurereplace3-desc": "Replace provoke someone with this: When you threaten someone, say what you want them to do and roll +Superior. On a hit, they either do it or they are put at a significant disadvantage against you, their choice. On a 10+, either way they mark a condition of your choice.",
+ "futurereplace4-desc": "Replace reject someone's Influence with this: When you spit in the face of guidance or Influence, roll +2. On a hit, take away their Influence over you or clear a condition, your choice. On a 7-9, you both take a powerful blow from the intensity of your words.",
+ "futurereplace5-desc": "Become an NPC antagonist — your path is irreconcilably set along the same course that your future self followed.",
+ "bond-joined-desc": "At character creation you start with Two of a kind, and choose one other bond.",
+ "bond1-desc": "Two of a kind: When time passes, you and your other half gain Influence over each other. When you or your other half pierces the other's mask, mark a condition to take a 10+.",
+ "bond2-desc": "Fastball special: When you perform a coordinated fighting maneuver with your other half, say who takes the lead and who assists. The leader rolls the adult move overwhelm a vulnerable foe. The assistant marks a condition.",
+ "bond3-desc": "Powers, activate!: When you and your other half pool your powers, say who takes the lead and who assists. The leader unleashes their powers with your combined Freak (max +4). The assistant shifts Savior down, Mundane up.",
+ "bond4-desc": "Four eyes are better: When you and your other half assess the situation from two different vantage points, one of you makes the move, and the other may either clear a condition or ask an additional question. You both get +1 when following the answers.",
+ "distinction-joined-desc": "When either you or your other half locks a Label, unmark one of your chosen bonds and choose a distinction.",
+ "distinction1-desc": "Mirror, mirror: When you pierce someone's mask, you can ask them \"What are you really feeling right now?\", even on a miss. If you do, they can ask you the same question.",
+ "distinction2-desc": "Shouldering the burden: When you push yourself to do something your other half failed at or can't do, mark a condition to use the adult move wield your powers.",
+ "distinction3-desc": "Going solo: When you directly engage a threat entirely on your own, you can roll +Superior instead of +Danger.",
+ "distinction4-desc": "Internal strife: When you snipe about your other half behind their back, remove one Team from the pool and clear a condition.",
+ "beforewegetstarted-soldier": "Before we get started:",
+ "beforestart-soldier": "When you have time to closely observe your opposition before a fight, roll. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 and mark a condition. During the fight, you can spend your hold to name a character you observed and...",
+ "beforestart-soldier-list1": "● ...redirect their attack to another character or nowhere — into a wall or the sky.",
+ "beforestart-soldier-list2": "● ...cross a distance between them and you.",
+ "beforestart-soldier-list3": "● ...stun them, close up or from a distance.",
+ "beforestart-soldier-list4": "● ...ignore all harm from one of their attacks.",
+ "beforestart-soldier-list5": "● ...escape any bindings or impediments they attempt to place on you.",
+ "memories:": "Memories:",
+ "memories-harbinger-desc": "Your Memories score starts at -1, and goes up by 1 (to a maximum of +3) for each name below. When you write a name below, they gain Influence over you if they did not already have it.",
+ "memories-role1": "● Monster:",
+ "memories-role2": "● Traitor:",
+ "memories-role3": "● Corruptor:",
+ "memories-role4": "● Martyr:",
+ "memories-role5": "● Architect:",
+ "memories-role6": "● Leader:",
+ "connect-harbinger-desc1": "When you push yourself to remember the version of someone that exists in your future, mark a condition and roll Memories. On a hit, you connect who they are now to who they are in the future; choose the role that they fulfill in the future, and the GM will tell you about their future self. On a 10+, ask a follow-up question. On a miss, they're not at all who you thought they would be; the GM will choose their role, or tell you that as far as you know, they don't exist in the future.",
+ "connect-harbinger-desc2": "At the start of each session or when time passes, roll to find out how your investigations into the timeline have been going. On a hit, choose one figure noted above or one aspect of the future world you can remember. You've found a lead to follow to learn more about how the present version of that figure or aspect became the future version. On a 10+, the lead is particularly strong; right now, you can ask the GM one question about the figure or aspect, and they will answer honestly. On a miss, you're lost in the present; the GM will tell you how things are so different here, and shift your Labels according to how it makes you feel.",
"move:": "Move:",
"label:": "Label:",
+ "activemove-hide": "Hide your Active Moves",
+ "activemove-note": "Note: Adult moves count as Active Moves",
+ "passivemove-hide": "Hide your Passive Moves",
+ "teammove-hide": "Hide your Team Moves",
+ "teammove1-beacon": "When you share a triumphant celebration with someone, tell them how they're awesome and add 1 Team to the pool. If they tell you how you're awesome in return, add 1 more Team to the pool.",
+ "teammove2-beacon": "When you share a vulnerability or weakness with someone, ask them to confirm or deny that you should be here. If they confirm it, mark potential and give them Influence over you. If they deny it, mark Angry and shift one Label up and one Label down, your choice.",
+ "teammove1-bull": "When you share a triumphant celebration with someone, make them your love or rival immediately to mark potential. If they are already your love or rival, take Influence over them and mark potential.",
+ "teammove2-bull": "When you share a vulnerability or weakness with someone, give them Influence and hold 2. Spend that hold to help them as if it were Team in the pool.",
+ "teammove1-delinquent": "When you share a triumphant celebration with someone, ask them if they think you're cool. If they say yes, give them Influence and take Influence over them. If they say no, mark a condition or spurn them immediately. If they're a teammate, then either way, add 1 Team to the pool.",
+ "teammove2-delinquent": "When you share a vulnerability or weakness with someone, give them Influence over you, and ask them who they'd like you to be. Mark potential if you show them that person. If they're a teammate, add 1 Team to the pool no matter what.",
+ "teammove1-doomed": "When you share a triumphant celebration with someone, give them Influence over you and spend 1 Team from the pool to clear one box on your Doomtrack.",
+ "teammove2-doomed": "When you share a vulnerability or weakness with someone, give them Influence over you and ask if they honestly think there's hope for you. If they say yes, mark potential or clear one box on your Doomtrack. If they say no, mark a condition or mark one box on your Doomtrack.",
+ "teammove1-janus": "When you share a triumphant celebration with someone, ask them if they see you as the person wearing the mask or the person underneath. If the former, mark potential and clear a condition. If the latter, take Influence over them if you reveal yourself.",
+ "teammove2-janus": "When you share a vulnerability or weakness with someone, tell them a secret about who you really are. Give them Influence, and shift your Mundane up and your Mask's Label down.",
+ "teammove1-legacy": "When you share a triumphant celebration with someone, tell them whether you see them as an equal. If you do, give them Influence over you and mark potential. If you don't, shift Superior up and any other Label down.",
+ "teammove2-legacy": "When you share a vulnerability or weakness with someone, tell them a secret about your legacy (including your own true feelings about it) to clear a condition and give them Influence over you.",
+ "teammove1-nova": "When you share a triumphant celebration with someone, ask them if there is any fear in their eyes when they look at you. If they say no, take +1 forward and mark potential. If they say yes, immediately shift your Danger up and Savior down.",
+ "teammove2-nova": "When you share a vulnerability or weakness with someone, tell them how they could stop you, if it came down to it. Give them Influence over you and clear a condition.",
+ "teammove1-outsider": "When you share a triumphant celebration with someone, take Influence over them if you show them meaningful affection, physical or emotional. They decide if it's meaningful.",
+ "teammove2-outsider": "When you share a vulnerability or weakness with someone, they tell you what you should do to fit in more. Take +1 forward to do it, and mark potential if you do.",
+ "teammove1-protege": "When you share a triumphant celebration with someone, ask them if you've been a good leader or effective teammate. If they say yes, your Mentor loses Influence over you and you mark potential. If they say no, your Mentor gains Influence over you, and you take +1 forward on using the Label your Mentor embodies.",
+ "teammove2-protege": "When you share a vulnerability or weakness with someone, tell them a secret about your Mentor (including your feelings towards them). Give them Influence over you and add 1 Team to the pool.",
+ "teammove1-transformed": "When you share a triumphant celebration with someone, clear a condition if they treat you like a perfectly normal person and mark potential if they praise your power or abilities.",
+ "teammove2-transformed": "When you share a vulnerability or weakness with someone, ask them if they think you're losing or gaining humanity. If they say losing, mark a condition and mark potential. If they say gaining, clear a condition and shift Mundane up and any other Label down.",
+ "teammove1-reformed": "When you share a moment of triumph with someone, ask them what gives them hope for a brighter day and give them Influence.",
+ "teammove2-reformed": "When you share a vulnerability or weakness with someone, ask them what they would do something dark for and gain Influence over them.",
+ "teammove1-newborn": "When you share a triumphant celebration with someone, ask them what makes them proud or happy about the actions they took and write a lesson based on it, either filling an empty slot or replacing an existing lesson.",
+ "teammove2-newborn": "When you share a vulnerability or weakness with someone, if their response helps you understand human feelings and problems, mark potential. If their response confuses or offends you, shift your Freak up and your Mundane down.",
+ "teammove1-innocent": "When you share a triumphant celebration with someone, ask whether they think your future self could've won this victory. If they do, mark potential and the GM shifts your Labels. If they do not, clear a condition and they shift your Labels.",
+ "teammove2-innocent": "When you share a vulnerability or weakness with someone, ask them if they think you could turn into your future self. If they do, mark potential and the GM shifts your Labels. If they do not, clear a condition and they shift your Labels.",
+ "teammove1-star": "When you share a triumphant celebration with someone, say whether it's part of the show or not. If it is, then you can shift your Labels as you choose. If it is not, then they shift your Labels, and you can clear a condition or mark potential.",
+ "teammove2-star": "When you share a vulnerability or weakness with someone, ask them if they will tell anyone the truth about you. If they agree to keep it a secret, clear a condition or mark potential. If they don't agree, the GM shifts your Labels.",
+ "teammove-joined": "When either you or your other half shares a triumphant celebration or shares a moment of vulnerability without the other one present, mark a condition to mark a potential.",
+ "teammove1-brain": "When you share a triumphant celebration with someone, ask them if they felt they could have done it without you. If they say yes, give Influence to them and mark a condition. If they say no, they give Influence to you.",
+ "teammove2-brain": "When you share a vulnerability or weakness with someone, hold 2. Spend the hold 1-for-1 to clear a condition or add 1 Team to the pool when you are with them.",
+ "teammove1-soldier": "When you share a triumphant celebration with someone, tell them what they need to do to achieve their full potential. If they accept your advice, take Influence over them and add 2 Team to the pool. If they reject what you have to say, mark a condition.",
+ "teammove2-soldier": "When you share a vulnerability or weakness with someone, ask them what cause they serve. If you find it to be a worthy cause, tell them how you will fight for it, clear a condition, and add 1 Team to the pool. If they don't have a cause (or you find it unworthy), mark a condition.",
+ "teammove1-harbinger": "When you confess to a teammate the difference between what you thought they would be and what they really are, add 1 Team to the pool, and ask them if you represent a future they'd want. If they say yes, mark potential. If they say no, mark a condition.",
+ "teammove2-harbinger": "When you share a tale of future loss with someone, ask them if they think you have the ability to avert that loss. If they believe you do, mark potential and give them Influence over you. If they don't, mark Guilty and shift one Label up and one Label down (your choice). If Guilty is already marked, mark another condition, GM's choice.",
+ "teammove1-nomad": "When you share a triumphant celebration with someone, ask them what they admire about you. The GM will shift one of your Labels up and one down based on what they say.",
+ "teammove2-nomad": "When you share a vulnerability or weakness with someone, mark a condition, give them Influence over you, and mark potential.",
+ "teammove1-scion": "When you share a triumphant celebration with someone, ask them if you have earned their respect. If you have, take Influence over them and mark potential. If you have not, give them Influence over you and mark potential.",
+ "teammove2-scion": "When you share a vulnerability or weakness with someone, ask them if they would defend you against those who mistrust you. If they say yes, clear a condition and shift Savior up and any other Label down. If they say no, mark a condition and shift Danger up and any other Label down.",
+ "momentoftruth-unlock": "Unlock your Moment of Truth",
+ "moment-beacon": "This is the moment when you show them exactly why you belong here. You do any one thing, take out any one enemy, no matter how insane, no matter how ridiculous, because that's you. Their jaws are gonna drop when you're done. Of course, pulling off a stunt like this tends to bring unwanted attention and a dangerous reputation...",
+ "moment-bull": "This is what you do best. You let loose, all the pent up strength and rage and glee, and you break whatever stands in your way. You are a walking demolition crew. What can stand up to you? Nothing. Not buildings. Not structures. Not enemies. Nothing. Of course, now the people who changed you know exactly where to find you...",
+ "moment-delinquent": "This is when you show them what you really are. Whether you're the hero underneath the rebel facade... or the one who can make the hard choices heroes can't make. You do whatever it takes to show that truth, whether it's saving the day from a terrible villain or stopping a bad guy once and for all. Of course, once you've shown what you really are, there's no going back to playing the clown...",
+ "moment-doomed": "The prickly tingling fear of your doom, always in your head — it holds you back most of the time. But right here, right now? It gives you the confidence to do anything. After all, what's the worst that could happen? Is it worse than your doom? Do impossible things. Do anything. But mark a Doomsign after you're finished.",
+ "moment-janus": "The mask is a lie, and some piece of you has always known that. Doesn't matter if others can see it. You're the one that can do the impossible. Mask off. Costume on. And you're going to save the damn day. Of course, you better hope nobody nasty is watching...",
+ "moment-legacy": "This is the moment when you prove how much the mantle belongs to you. You seize control of all your powers, and you defeat even impossible odds to prove you are worthy of the name you carry. You accomplish feats even your predecessors couldn't do. Of course, after you prove something like that, you can expect still more responsibilities to be placed on your shoulders...",
+ "moment-nova": "Your mind's eye opens, and you can see the world around you like never before. You can control it, at will, with ease. Of course, warping reality tends to have ramifications down the line, but in your moment of godhood... how could you possibly be worried?",
+ "moment-outsider": "You embrace your home and call them for aid. They will answer your call, in force, arriving exactly when you need them to turn the tide. They fight and serve you for the rest of the battle. Of course, when all is said and done... they'd probably like to take you home with them. You did, after all, just prove yourself worthy.",
+ "moment-protege": "The moment that you show who you really are: your mentor, or something different. You can do whatever your mentor could do and more. You can do the incredible, even the things they always failed to accomplish. Of course, they're not going to see you the same way, no matter which path you choose...",
+ "moment-transformed": "It's so easy to forget that you're not your body, and you're not the voice in your head — you're both. Be the monster, and save them anyway. Smash down walls, and speak softly. Because when you embrace it, you can do anything. Of course, putting on a display like this is sure to rile up those who see only the monster when they look at you...",
+ "moment-reformed": "You've seen your greatest mistakes, and the rest of the world has, too. They're all watching you now, judging every move you make. When everything is on the line and your back is against the wall, though, you'll show them what you're made of — that being a hero is a choice. An act of will. And you've got what it takes to save the day. Of course, afterward, you can expect both sides, hero and villain, to deeply question where your loyalties truly lie...",
+ "moment-newborn": "Something snaps into focus, and suddenly you're a full thing, true and complete. You'd never have known how fragmented you were before, if not for here, this moment. You're not a series of individual lessons. You're not a series of subroutines and programs. You're... a person. This must be what it's like to be... human. And this fullness? It gives you a control over yourself, a unity of purpose you've never experienced before. Of course, now that you're showing off all your potential, it's only a matter of time before someone comes forward to reduce you to a machine again...",
+ "moment-innocent": "You've fought, struggled, and worked so hard to figure out who you are, whether you're just the same as your future self or whether you're different... but right now, that's all out the window. The distinction between your future self and your present self vanishes in the face of the trial before you, and you become exactly the powerful, adamant figure that everyone fears or hopes you will one day become. You can do exactly what your future self could do, and everyone around you sees them in you more clearly than ever. Of course, after this it's going to be hard to treat you as two different people...",
+ "moment-star": "Sometimes it can be hard to tell where the show stops and where you begin — but not today. Not now. Because right now, there is no show. Right now, you are the thing you pretend to be — bold and bright and beautiful and amazing and powerful and confident. Right now, you draw strength from your audience, comfort from their belief in you, and you can do anything they think you can. Of course, after such an impassioned performance, your audience will just have even more demands...",
+ "moment-joined-choose": "When you trigger your Moment of Truth, choose — are you working with your other half, or are you on your own?",
+ "moment-joined-otherhalf": "If you're working with your other half, use the text of their Moment of Truth and treat it as if it applies to both of you. Remember to lock your Label and switch a Bond to a Distinction, because you'll probably never reach these heights of perfect connection, of being one, ever again...",
+ "moment-joined-own": "If you're on your own, use the following text:",
+ "moment-joined": "You're on your own. It's like missing an arm. Like fighting naked. Like holding your breath. You're missing something vital... but you're moving faster than ever, thinking faster than ever, doing things you couldn't even do while relying on both of your strength combined. And it's hitting you, hard — you can do this. Without them. And you can win. It's going to be hard to come down off this high and rejoin with them afterwards, isn't it? Remember to lock a Label and switch a Bond to a Distinction, after you're finished.",
+ "moment-brain": "Sooner or later, all the super powers, elite training, and experience are helpless in the face of evil or disaster. That's when somebody like you, gifted as you are with a peerless intellect, can rise to the occasion. Your plan, your invention, or your lightning-fast thought processes save the day, in a way no one else could have foreseen. Of course, after you've shown how different you are from them, that distance between you and the others is now that much greater. And the world is only going to pull you farther apart...",
+ "moment-soldier": "Freedom isn't free. But not every mission ends in tragedy. When things look bleakest, when your back is against the wall, when it seems like the dawn will never come... you find a way forward without violence. Your enemies lay down their arms and surrender; your allies step back from the brink of chaos. Of course, the people you've saved aren't going to forget what you've done here today; they may even come to see you as a symbol of the higher cause you claim to serve...",
+ "moment-soldier-lock": "You cannot lock Soldier after using your Moment of Truth.",
+ "moment-harbinger": "Everything you do could affect the future. For all you know, saving that one guy means that now the future is full of pterodactyls. The ripples are always so hard to track, and you're not sure if you've helped or hurt — not really. Until now. In this moment, it's all clear. You can see the course of events laid out before you like a river, and you know exactly what you have to do to ensure the future outcome you want. Of course, after this, you've changed enough of the timeline to invalidate your prior research — reset all the names in your Connecting Dots section.",
+ "moment-nomad": "You basically exist with one foot out the door, ready to leave this place, to go back out into the wide expanse of the universe. You've never fully committed. That is, until today. Until right now. Now, you pour everything you have and everything you are into this moment. You pull off tricks no one from this planet has ever seen before. You use your tools in ways no one here could have ever imagined. You devote yourself, here and now, to a cause, and you achieve your goal in ways that you never could've if you'd only stayed home. Of course, now you've proved to everyone that you really don't belong here, and the very skills that let you succeed are the ones you earned from out there...",
+ "moment-scion": "People have always tried to define you by your lineage. As if from the moment you were born, you were meant to be some villain to be defeated. But... they're right, aren't they? That darkness is in you. So right here, right now, you're not fighting it — you're embracing it. Both hero and villain, and greater besides. You're overcoming impossible odds in ways no hero would approve of, and no villain could comprehend. Of course, after seeing what you can really do when you embrace the whole of yourself, the rest of the world isn't going to forget who you really are...",
+ "moment-label-lock": "After you use your Moment of Truth, permanently lock one Label.",
+ "advancedspecial-view": "View after taking the corresponding Advancement",
+ "advancedspecial-brain1": "View after taking Sanctuary",
+ "advancedspecial-brain2": "View after taking Drives",
+ "burn-adv-desc": "Spend your burn on your flares. You lose all burn at the end of the scene. You get 3 Flares.",
+ "describeadvspec": "(describe your advanced special)",
"conditions:": "Conditions:",
"takeapowerfulblow": "(take a powerful blow)",
+ "toclear": "To clear:",
"afraid": "Afraid",
- "malusdirectlyengage": "(-2 to directly engage)",
+ "malusdirectlyengageathreat": "(-2 to directly engage a threat)",
+ "clearafraid": "run from something difficult",
"angry": "Angry",
"maluscomfortorsupport": "(-2 to comfort or support)",
"maluspiercethemask": "(-2 to pierce the mask)",
+ "clearangry": "hurt someone or break something important",
"guilty": "Guilty",
"malusprovokesomeone": "(-2 to provoke someone)",
"malusassessthesituation": "(-2 to assess the situation)",
+ "clearguilty": "make a sacrifice to absolve your guilt",
+ "hopeless": "Hopeless",
+ "malusunleashyourpowers": "(-2 to unleash your powers)",
+ "clearhopeless": "fling yourself into easy relief",
"insecure": "Insecure",
"malusdefend": "(-2 to defend)",
"malusreject": "(-2 to reject what others say)",
- "hopeless": "Hopeless",
- "malusunleashyourpowers": "(-2 to unleash your powers)",
+ "clearinsecure": "take foolhary action without talking to your team",
+ "newborn-optional-damage": "Enable if you take the Damage move",
+ "damaged": "Damaged",
+ "cleardamaged": "you need time, external help, or special equipment or abilities",
+ "conditions-note": "Note: Conditions do not affect Active Moves",
+ "whenyoumarkdrive": "When you mark a drive, choose one: mark potential, clear a condition, take influence over someone involved",
+ "whencompleteadriveset": "When you complete a set of drives, add another set with 4 new drives.",
+ "whenalldrivesmarked": "When all drives are marked, choose one: change playbooks, retire from the life, become a paragon of the city",
"completedthisset": "completed this set",
+ "bullheartdesc": "You can change your love or rival at any time; give the new person influence over you",
"love:": "Love:",
"rival:": "Rival:",
- "add1toallrollsthistwo": "(add 1 to all rolls that target these two)",
- "darkvisions": "Dark Visions",
- "burningbright": "Burning Bright",
- "infinitepowers": "Infinite Powers",
- "bolstered": "Bolstered",
- "portal": "Portal",
- "yourdoomcomes": "Your doom comes",
+ "bullheartongoing": "(+1 to any roll that impresses your love or frustrates your rival)",
+ "bullchooserole": "Choose a role that you fulfill for your love or rival",
+ "bullrole1": "Defender: When you leap to defend your love or rival in battle, roll +Danger instead of +Savior to defend them.",
+ "bullrole2": "Friend: When you comfort or support your love or rival, mark potential on a hit. When your love or rival comforts or supports you, mark potential when they roll a hit.",
+ "bullrole3": "Listener: When you pierce the mask of your love or rival, you can always let them ask you a question to ask them an additional question in turn, even on a miss. These additional questions do not have to be on the list.",
+ "bullrole4": "Enabler: When you provoke your love or rival, roll +Danger if you are trying to provoke them to rash or poorly thought out action.",
+ "nemesisdesc1": "Your Nemesis is an epic and powerful enemy representing and embodying your Doom.",
+ "nemesisdesc2": "At the end of every session, answer the question: Did you make progress on defeating your Nemesis? If the answer is yes, mark potential. If the answer is no, mark your Doomtrack.",
+ "sanctuarydesc1": "You have a place where you can rest, recover, and reflect upon your powers. Write 3 features of your Sanctuary:",
+ "sanctuarydesc2": "Write 2 downsides of your Sanctuary:",
+ "sanctuarydesc3": "When you call upon the resources of your Sanctuary to solve a problem, say what you want to do. The GM will give you 1 to 4 requirements from the following which you must fulfill to complete your solution:",
+ "sanctuary-req1": "First, you must...",
+ "sanctuary-req2": "You'll need help from...",
+ "sanctuary-req3": "You and your team will risk danger from...",
+ "sanctuary-req4": "The best you can do is a lesser version, unreliable and limited",
+ "sanctuary-req5": "You'll need to mark one box on your Doomtrack",
+ "sanctuary-req6": "You'll have to obtain...",
+ "legacydesc1": "Name some members of your legacy (at least 2):",
+ "legacymember1": "is still active and prominent in the city.",
+ "legacymember2": "is retired and quite judgmental.",
+ "legacymember3": "is the next possible member of your legacy.",
+ "legacymember4": "is the greatest opponent your legacy ever faced... and is still at large.",
+ "legacydesc2": "Whenever time passes, roll to see how the members of your legacy feel or react to your most recent exploits. Before rolling, have the other players answer these following questions about your performance. Take -1 to the roll for each 'no' answer:",
+ "legacyquestion1": "● Have you been upholding the traditions of your legacy?",
+ "legacyquestion2": "● Have you maintained the image of your legacy?",
+ "legacyquestion3": "● Have you made the other members of your legacy proud?",
+ "legacydesc3": "On a hit, one of them offers you meaningful encouragement, an opportunity, or an advantage. On a 7-9, another is upset with your most recent actions, and will make their displeasure known. On a miss, something you did stirred up the hornet's nest — expect several members of your legacy to meddle with your life.",
"hold:": "Hold:",
- "resetto0attheend": "(reset to 0 at the end of the scene)",
+ "mentor-desc1": "You have a mentor, someone who's taught you, trained you, given you aid, or raised you up. Someone who might have confined you a bit too rigidly to a single path.",
"embodies:": "Embodies:",
"denies:": "Denies:",
- "add1toallrollsthesepeople": "(add 1 to all rolls that target these people)",
+ "mentor-resource": "Mentor's Resources:",
+ "mentor-desc2": "Write up to 3 resources that your mentor gave you and the team",
+ "mentorresource": "(resources provided by your mentor)",
+ "haveinfluenceover": "I have influence over:",
+ "influenceroll": "(+1 to any roll that target these people)",
+ "aminfluencedby": "I am influenced by:",
"whatdidyoutake": "(what did you take?)",
"movename": "(move name)",
"movedescription": "(move description)",
+ "teammovedesc": "(team move description)",
+ "momentcustomdesc": "(moment of truth description)",
"drive": "(drive)",
"yourlove": "(your love)",
"yourrival": "(your rival)",
- "iam": "(I am...)",
- "asuperheroshould": "(A superhero should...)",
- "always": "(Always...)",
- "never": "(Never...)",
- "villainouscontact": "(villainous contact)"
+ "friendsinlowplaces1": "You have ties to villains from your previous career, a.k.a. Friends in Low Places.",
+ "friendsinlowplaces2": "Write 3 names and fill in their details. At character creation, mark 2 obligations on one villain and mark 1 obligation on another.",
+ "contactobligation": "Obligation:",
+ "villainouscontact": "(villainous contact)",
+ "theirspecialty": "(their specialty)",
+ "friendsinlowplaces-help1": "When you come to them for help with your problems, mark obligation on them and they'll help out within their specialty. If all their boxes are full, then they won't help you until you help them.",
+ "friendsinlowplaces-help2": "When time passes, roll flat + your highest obligation. On a 10+, they come crashing into your life with a crisis. On a 7-9, they call for a favor. On a miss, they don't come knocking yet, but mark obligation on them — the debts are getting heavier.",
+ "friendsinlowplaces-help3": "When you help one of these villains with their problems, erase 2 obligations on them.",
+ "lessonsnewborn-desc": "When you learn something that helps you make sense of the world, write it down as a Lesson. Fill in 2 lessons at character creation. Fill in the others during play.",
+ "lesson-newborn1": "I am",
+ "lesson-newborn2": "A superhero should",
+ "lesson-newborn3": "Always",
+ "lesson-newborn4": "Never",
+ "lessonsnewborn-embody": "When you embody one of your lessons, shift one Label up and one Label down, your choice. If you cause a misunderstanding, collateral damage, or unintended consequences in the process, mark potential.",
+ "lessonsnewborn-reject": "When you reject one of your lessons, reject its Influence as if it were an NPC. If you choose to have it lose Influence over you, erase that lesson and write a new one in its stead.",
+ "lessonsnewborn-creator1": "When you approach your creator or caretakers with a problem, tell them what obstacle you face or what you need to achieve, and they will offer you something you need. The GM chooses one:",
+ "lessonnewborn-offer1": "● secret information",
+ "lessonnewborn-offer2": "● a way to temporarily boost or expand your powers",
+ "lessonnewborn-offer3": "● access to instruments, weapons, or resources",
+ "lessonnewborn-offer4": "● official and explicit backing",
+ "lessonsnewborn-creator2": "If you accept their help, they'll rewrite one of your lessons.",
+ "audiencestar-desc": "You are a celebrity in the city. By default, your audience is a limited group of interested fans, and you speak to them through after-action interviews, infrequent press conferences, etc. Why does your audience love you? Mark all that apply.",
+ "audience-why1": "You're just like them",
+ "audience-why2": "You're a dangerous person, a bad seed",
+ "audience-why3": "You're noble warrior for justice",
+ "audience-why4": "You're stunning, unique, and beautiful",
+ "audience-why5": "You're charming, well-spoken, and smart",
+ "audience-why6": "You're a firebrand, a rabble rouser",
+ "audiencestar-adv": "Choose 2 advantages:",
+ "audience-adv1": "Your audience is utterly devoted to you",
+ "audience-adv2": "You can easily speak to them at any time",
+ "audience-adv3": "You have a PR agent to handle your audience",
+ "audience-adv4": "You earn a lot of money from their interest",
+ "audience-adv5": "You have a major hero's endorsement",
+ "audience-adv6": "You have a much wider audience",
+ "audiencestar-demand": "Choose 2 demands your audience makes on you:",
+ "audience-demand1": "They require constant stimulation",
+ "audience-demand2": "They require perfection — no mistakes",
+ "audience-demand3": "They require frequent bouts of drama",
+ "audience-demand4": "They require major acts of heroism",
+ "audience-demand5": "They require novelty and brand new action",
+ "audience-demand6": "They require chemistry with your allies",
+ "audiencestar-accept": "When you accept what your audience tells you about yourself, clear a condition.",
+ "audiencestar-reject": "When you reject what your audience tells you about yourself, on a hit mark potential and expect retribution.",
+ "audiencestar-help": "When you seek help from your audience, roll. On a hit, someone in your audience can hook you up. On a 10+, they only make a small demand. On a 7-9, their demands are a lot higher. On a miss, you've made a mistake, and your audience won't help you until you've redeemed yourself in their eyes.",
+ "otherhalfjoined-desc": "You share a deep bond with your other half. You are stronger together than you are apart, for now. If your other half's playbook has no extra, then take 2 playbook moves from them; one they have and one they don't. If your other half's playbook has extras (drives, bull's heart, burn, the mask, legacy etc.), then you share the extras, gaining further merits and demerits.",
+ "otherhalfjoined-more": "For more details, refer to pages 102 to 109 in the Masks: Halcyon City Herald Collection supplement.",
+ "otherhalfjoined-playbook": "Your Other Half's Playbook:",
+ "otherhalfextra": "(describe what extras you gain from/share with your other half)",
+ "brainshame-desc": "You have a deep and abiding sense of guilt for something you have created or had a hand in creating. Just as you are a world-class intellect, your shame is a world-class problem. Whatever the case, your role in its creation is not publicly known... yet.",
+ "brainshame-title": "Your Shame:",
+ "brainshame-list1": "A prototype AI",
+ "brainshame-list2": "A cosmic phenomenon",
+ "brainshame-list3": "A catastrophic weapon",
+ "brainshame-list4": "A dangerous chemical",
+ "brainshame-list5": "A living monstrosity",
+ "brainshame-list6": "An altered former ally",
+ "brainshame-confront": "Whenever you are confronted with your shame, either mark a condition or shift Superior down and Danger up. If your shame is an NPC, they can never lose Influence over you.",
+ "brainshame-endsession1": "At the end of every session, answer the question:",
+ "brainshame-endsession2": "● Did you take steps to make amends for your shame?",
+ "brainshame-endsession3": "If the answer is yes, mark potential. If the answer is no, give Influence to one of your teammates.",
+ "soldier": "Soldier",
+ "soldier:": "Soldier:",
+ "actonorders": "(act on orders and rely on training)",
+ "invokeauthority": "(invoke your authority",
+ "askaegis": "(ask A.E.G.I.S. for resources)",
+ "highercalling-desc": "You work for A.E.G.I.S., an agency that keeps the world safe from all manners of superhuman, supernatural, and extraterrestrial threats.",
+ "soldierlabel-desc": "The Soldier Label functions like any other Label. Characters with Influence over you can shift it, and you mark a condition if it would ever shift above +3 or below -2. You can only lock Soldier with the corresponding advancement. You can only cancel the influence A.E.G.I.S. holds over you with the corresponding advancement.",
+ "highercalling-move1": "When you're acting on orders and relying on your training, give A.E.G.I.S. influence to use Soldier instead of any other Label when you make a basic or playbook move.",
+ "highercalling-move2": "When you invoke your authority over civilians, Halcyon City personnel, or A.E.G.I.S. staff, roll +Soldier. On a hit, your words carry weight. On a 7-9, someone will push back against your instructions or orders... sooner rather than later. On a miss, your attempts to control the situation create an opportunity for your enemies within A.E.G.I.S. to act against you.",
+ "highercalling-move3": "When you ask A.E.G.I.S. for additional resources, equipment, or information during a mission, roll +Soldier. On a hit, they'll resupply you as best they can. On a 10+, the resources are highly classified or experimental; take +1 ongoing to deploying them throughout the mission. On a miss, A.E.G.I.S. sends what they think you need, regardless of what you actually requested.",
+ "scionlineage-desc": "You are the child of a true supervillain. You strive to be different than them, but they are a part of you. Answer each question below to describe them:",
+ "scionlineage-ques1": "What kind of villain are they?",
+ "scionlineage-ques2": "What is your relationship with them like?",
+ "scionlineage-ques3": "They have an array of abilities, assets, and strengths; what are some of them? (up to 3)",
+ "scionrespect-desc1": "Write down the names of at least 2 characters whose respect you need to earn in order to differentiate yourself from your parent. You may fill in new names whenever appropriate.",
+ "respect:": "Respect:",
+ "advancement:": "Advancement:",
+ "scionrespect-list1": "● Your parent's greatest enemy:",
+ "scionrespect-list2": "● Your parent's greatest victim:",
+ "scionrespect-list3": "● Your personal idol:",
+ "scionrespect-list4": "● The city's greatest leader:",
+ "scionrespect-list5": "● The city's greatest hero:",
+ "scionrespect-list6": "● The city's biggest celebrity:",
+ "scionrespect-desc2": "When you seek out one of the characters named above, roll. On a hit, you track them down. On a 7-9, they're juggling their own problems, and may not have time for you. On a miss, when you find them, the situation is dire; the GM will tell you how.",
+ "scionrespect-desc3": "If you earn Influence over the characters listed above, instead you mark 1 Respect. If you lose Influence over the characters listed above, instead you lose 1 Respect. If you lose 1 Respect and you have none marked, you immediately mark a condition, GM's choice.",
+ "scionrespect-desc4": "The first time you reach 4 Respect on an individual, take an advancement (mark the corresponding box under the character).",
+ "scionrespect-desc5": "While you have 4 Respect on an individual, you gain the following benefits. If you dip below 4 Respect on an individual, you lose these benefits.",
+ "scionrespect-desc5opt1": "● You can reject their Influence at a +3 (does not stack with the above).",
+ "scionrespect-desc5opt2": "● You take +1 to a Label of their choice (write it next to their name).",
+ "nomadinfluencedby": "I am influenced by: (max 6)",
+ "nomadinfluence-desc1": "(By default, no one has Influence over you, not even adults)",
+ "nomadinfluence-desc2": "(You gain benefits based on how much Influence you have given out. Check Roots for details.)",
+ "nomadroots-desc1": "● During play, you can only give Influence by revealing a vulnerability or weakness to someone and through the end of session move.",
+ "nomadroots-desc2": "● You cannot give Influence to somebody who already has Influence over you.",
+ "nomadroots-desc3": "● Others cannot take Influence over you; if they would, instead they choose: mark potential or inflict a condition on you.",
+ "nomadroots-desc4": "● You reject Influence at -2 by default, instead of +0 (already included in the Reject Influence roll).",
+ "nomadroots-desc5": "● When someone takes advantage of their Influence over you, they can choose 2 options.",
+ "nomadroots-desc6": "● At the end of each session, you may take away Influence from someone who has Influence over you.",
+ "nomadroots-howmuch": "How much Influence have you given out?",
+ "nomadinfluence-list1": "0 Influence",
+ "nomadinfluence-list2": "1-2 Influence",
+ "nomadinfluence-list3": "3 Influence",
+ "nomadinfluence-list4": "4 Influence",
+ "nomadinfluence-list5": "5 Influence",
+ "nomadinfluence-list6": "6 Influence",
+ "nomadinfluence-option1": "● You cannot comfort or support anyone. If you would trigger that move, instead mark a condition as you say exactly the wrong thing. If someone tries to comfort or support you, you cannot open up to them.",
+ "nomadinfluence-option2": "● When you defend someone who has Influence over you, you can ignore the Insecure condition. When you directly engage someone who has Influence over you, you can ignore the Afraid condition.",
+ "nomadinfluence-option3": "● When you take a powerful blow from someone with Influence over you, take -2 to the roll.",
+ "nomadinfluence-option4": "● When you pierce the mask of someone who has Influence over you, you can always ask them one question, even on a miss.",
+ "nomadinfluence-option5": "● When you spend 1 Team to help someone who has Influence over you, it gives them +2.",
+ "nomadinfluence-option6": "● When you accept the words of someone who has Influence over you, mark potential, clear a condition, or take +1 forward.",
+ "theirname": "(their name)",
+ "bullet": "●",
+ "rollkapow": "KAPOW!",
+ "rollfullhit": "Full hit!",
+ "rollhit": "Hit!",
+ "rollmiss": "Miss!",
+ "rollohdear": "Oh dear!"
}
diff --git a/Masks - A New Generation/translations/pt.json b/Masks - A New Generation/translations/pt.json
index e5bbff0b92..10087132e0 100644
--- a/Masks - A New Generation/translations/pt.json
+++ b/Masks - A New Generation/translations/pt.json
@@ -1,8 +1,9 @@
{
"playbook:": "Playbook:",
+ "choose-playbook": "Choose Playbook",
"thebeacon": "The Beacon",
"thebull": "The Bull",
- "thedelinquant": "The Delinquent",
+ "thedelinquent": "The Delinquent",
"thedoomed": "The Doomed",
"thejanus": "The Janus",
"thelegacy": "The Legacy",
@@ -10,83 +11,389 @@
"theoutsider": "The Outsider",
"theprotege": "The Protégé",
"thetransformed": "The Transformed",
- "theinnocent": "The Innocent",
- "thejoined": "The Joined",
- "thenewborn": "The Newborn",
"thereformed": "The Reformed",
+ "thenewborn": "The Newborn",
+ "theinnocent": "The Innocent",
"thestar": "The Star",
+ "thejoined": "The Joined",
"thebrain": "The Brain",
"thesoldier": "The Soldier",
+ "theharbinger": "The Harbinger",
+ "thenomad": "The Nomad",
+ "thescion": "The Scion",
+ "custom": "Custom",
"somethingelse": "Something Else",
- "freak:": "Freak:",
- "unleashyourpowers": "(unleash your powers)",
- "danger:": "Danger:",
- "directlyengage": "(directly engage)",
- "savior:": "Savior:",
- "savior": "Savior",
- "freak": "Freak",
+ "halcyoncityherald": "Halcyon City Herald Collection",
+ "secretsofaegis": "Secrets of A.E.G.I.S.",
+ "unbound": "Unbound",
"danger": "Danger",
+ "danger:": "Danger:",
+ "freak": "Freak",
+ "freak:": "Freak:",
+ "savior": "Savior",
+ "savior:": "Savior:",
"superior": "Superior",
- "mundane": "Mundane",
- "soldier": "Soldier",
- "defend": "(defend)",
"superior:": "Superior:",
+ "mundane": "Mundane",
+ "mundane:": "Mundane:",
+ "sumof5labels": "Sum of 5 Labels:",
+ "sumof6labels": "Sum of 6 Labels:",
+ "bydefault3": "(by default this should be a 3)",
+ "bydefault5": "(by default this should be 5)",
+ "advancementmayincrease": "(advancement may increase this)",
+ "directlyengageathreat": "(directly engage a threat)",
+ "unleashyourpowers": "(unleash your powers)",
+ "comfortorsupport": "(comfort or support)",
+ "piercethemask": "(pierce the mask)",
+ "defend": "(defend)",
"assessthesituation": "(assess the situation)",
"provokesomeone": "(provoke someone)",
- "mundane:": "Mundane:",
- "soldier:": "Soldier:",
- "piercethemask": "(pierce the mask)",
- "comfortorsupport": "(comfort or support)",
- "actonorders": "(act on orders and rely on training)",
- "invokeauthority": "(invoke your authority",
- "askaegis": "(ask A.E.G.I.S. for resources)",
"flat2d6": "Flat 2d6",
"rejectsomeonesinfluence": "(reject someone's influence)",
+ "rejectinfluence": "Reject Influence",
"customrolls": "(custom rolls)",
- "sumoflabels": "Sum of Labels:",
- "bydefault3": "(by default this should be a 3)",
- "advancementmayincrease": "(advancement may increase this)",
+ "doom-desc": "What brings your Doom closer? Choose two:",
+ "doomcloser1": "overexerting yourself",
+ "doomcloser2": "facing danger alone",
+ "doomcloser3": "showing mercy",
+ "doomcloser4": "injuring innocents",
+ "doomcloser5": "frightening loved ones",
+ "doomcloser6": "talking about it openly",
+ "doomtrack-desc": "Whenever you bring your Doom closer, mark one box on your Doomtrack",
+ "doomtrack:": "Doomtrack:",
+ "doomtrack-fill": "Whenever your Doomtrack fills, clear it and take one of your Doomsigns",
+ "doomsign-desc": "These are abilities that come to you with your approaching Doom. Once you have taken all five Doomsigns above the line, you must take \"Your doom arrives\" the next time your Doomtrack fills. Choose 1 Doomsign you already have at character creation.",
+ "doomsign1-desc": "Dark Visions: Mark your Doomtrack to have a vision about the situation at hand. After the vision, ask the GM a question; they will answer it honestly.",
+ "doomsign2-desc": "Infinite Powers: Mark your Doomtrack to use an ability from any playbook, one time.",
+ "doomsign3-desc": "Portal: Mark your Doomtrack to appear in a scene with anyone you want.",
+ "doomsign4-desc": "Burning Bright: Mark your Doomtrack to ignore one of the GM's stated requirements when you call upon the resources of your Sanctuary.",
+ "doomsign5-desc": "Bolstered: Mark your Doomtrack to use an Adult Move one time.",
+ "doomsign6-desc": "Your Doom arrives; confront it and perish.",
+ "themask-janus": "The Mask:",
+ "themask-janus-desc1": "You wear a mask and hide your real identity. Choose what Label you try to embody while wearing your mask:",
+ "themask-janus-desc2": "Once per session, you can affirm either your heroic or secret identity to switch your Mundane with your mask's Label.",
+ "themask-janus-desc3": "When you reveal your secret identity to someone who didn't know it already, mark potential.",
+ "secretid-janus-desc1": "Your mundane life comes with a series of obligations. Choose a total of 3 obligations:",
+ "obligationjanus": "(your obligations among jobs, school, home and social)",
+ "secretid-janus-desc2": "When time passes, roll to see how you're managing your obligations. On a hit, things are going pretty well — you have an opportunity or advantage thanks to one of your obligations. On a 7-9, you've lapsed on one obligation, your choice. On a miss, you haven't given your normal life anywhere near the attention it deserves; the GM chooses 2 obligations that are going to bite you in the butt.",
+ "conditions-marked": "Conditions marked:",
+ "burn-nova-desc1": "When you charge up your powers, roll. On a hit, hold 3 burn. On a 7-9, mark a condition. On a miss, hold 2 burn and mark 3 conditions.",
+ "burn-nova-desc2": "Spend your burn on your flares. You lose all burn at the end of the scene. Write 4 Flares you already have at character creation.",
+ "flare:": "Flare:",
+ "flarename": "(flare name)",
+ "flaredescription": "(flare description)",
+ "futureself-innocent-desc1": "Your future self is out there, an important figure in Halcyon City and the world beyond — and everything you'd hoped you'd never be. But finding out how they became who they are may be all it takes to push you along a similar path. Pick 1 step of your future self's path that you already know at character creation, and mark it (left side checkbox). When you learn of another step of your future self's path, mark it. You can have at most 5 steps marked.",
+ "futurepath1-desc": "They lost someone they cared about deeply",
+ "futurepath2-desc": "They failed horrifically in a noble pursuit or cause",
+ "futurepath3-desc": "They committed a major crime",
+ "futurepath4-desc": "They betrayed a close friend or ally",
+ "futurepath5-desc": "They won a victory at enormous cost to the world around them",
+ "futurepath6-desc": "They killed someone",
+ "futurepath7-desc": "They publicly battled another hero",
+ "futurepath8-desc": "They injured an innocent",
+ "futureself-innocent-desc2": "When you undergo an experience (your call) that echoes any one of the above (marked or unmarked), strike it through (right side checkbox). When you strike through a marked step, or mark a struck-through step, choose one of the following:",
+ "futurereplace1-desc": "Replace comfort or support with this: When you coldly dismiss someone, roll +Mundane. On a hit, they mark a condition or leave you alone, their choice. On a 7-9, they can also choose to inflict a condition on you.",
+ "futurereplace2-desc": "Replace defend someone with this: When you aggressively defend a large group or area, roll +Savior. On a hit, you create an opportunity for yourself to press the attack, and take +1 forward to pursue it. On a 10+, the collateral damage is minimal.",
+ "futurereplace3-desc": "Replace provoke someone with this: When you threaten someone, say what you want them to do and roll +Superior. On a hit, they either do it or they are put at a significant disadvantage against you, their choice. On a 10+, either way they mark a condition of your choice.",
+ "futurereplace4-desc": "Replace reject someone's Influence with this: When you spit in the face of guidance or Influence, roll +2. On a hit, take away their Influence over you or clear a condition, your choice. On a 7-9, you both take a powerful blow from the intensity of your words.",
+ "futurereplace5-desc": "Become an NPC antagonist — your path is irreconcilably set along the same course that your future self followed.",
+ "bond-joined-desc": "At character creation you start with Two of a kind, and choose one other bond.",
+ "bond1-desc": "Two of a kind: When time passes, you and your other half gain Influence over each other. When you or your other half pierces the other's mask, mark a condition to take a 10+.",
+ "bond2-desc": "Fastball special: When you perform a coordinated fighting maneuver with your other half, say who takes the lead and who assists. The leader rolls the adult move overwhelm a vulnerable foe. The assistant marks a condition.",
+ "bond3-desc": "Powers, activate!: When you and your other half pool your powers, say who takes the lead and who assists. The leader unleashes their powers with your combined Freak (max +4). The assistant shifts Savior down, Mundane up.",
+ "bond4-desc": "Four eyes are better: When you and your other half assess the situation from two different vantage points, one of you makes the move, and the other may either clear a condition or ask an additional question. You both get +1 when following the answers.",
+ "distinction-joined-desc": "When either you or your other half locks a Label, unmark one of your chosen bonds and choose a distinction.",
+ "distinction1-desc": "Mirror, mirror: When you pierce someone's mask, you can ask them \"What are you really feeling right now?\", even on a miss. If you do, they can ask you the same question.",
+ "distinction2-desc": "Shouldering the burden: When you push yourself to do something your other half failed at or can't do, mark a condition to use the adult move wield your powers.",
+ "distinction3-desc": "Going solo: When you directly engage a threat entirely on your own, you can roll +Superior instead of +Danger.",
+ "distinction4-desc": "Internal strife: When you snipe about your other half behind their back, remove one Team from the pool and clear a condition.",
+ "beforewegetstarted-soldier": "Before we get started:",
+ "beforestart-soldier": "When you have time to closely observe your opposition before a fight, roll. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 and mark a condition. During the fight, you can spend your hold to name a character you observed and...",
+ "beforestart-soldier-list1": "● ...redirect their attack to another character or nowhere — into a wall or the sky.",
+ "beforestart-soldier-list2": "● ...cross a distance between them and you.",
+ "beforestart-soldier-list3": "● ...stun them, close up or from a distance.",
+ "beforestart-soldier-list4": "● ...ignore all harm from one of their attacks.",
+ "beforestart-soldier-list5": "● ...escape any bindings or impediments they attempt to place on you.",
+ "memories:": "Memories:",
+ "memories-harbinger-desc": "Your Memories score starts at -1, and goes up by 1 (to a maximum of +3) for each name below. When you write a name below, they gain Influence over you if they did not already have it.",
+ "memories-role1": "● Monster:",
+ "memories-role2": "● Traitor:",
+ "memories-role3": "● Corruptor:",
+ "memories-role4": "● Martyr:",
+ "memories-role5": "● Architect:",
+ "memories-role6": "● Leader:",
+ "connect-harbinger-desc1": "When you push yourself to remember the version of someone that exists in your future, mark a condition and roll Memories. On a hit, you connect who they are now to who they are in the future; choose the role that they fulfill in the future, and the GM will tell you about their future self. On a 10+, ask a follow-up question. On a miss, they're not at all who you thought they would be; the GM will choose their role, or tell you that as far as you know, they don't exist in the future.",
+ "connect-harbinger-desc2": "At the start of each session or when time passes, roll to find out how your investigations into the timeline have been going. On a hit, choose one figure noted above or one aspect of the future world you can remember. You've found a lead to follow to learn more about how the present version of that figure or aspect became the future version. On a 10+, the lead is particularly strong; right now, you can ask the GM one question about the figure or aspect, and they will answer honestly. On a miss, you're lost in the present; the GM will tell you how things are so different here, and shift your Labels according to how it makes you feel.",
"move:": "Move:",
"label:": "Label:",
+ "activemove-hide": "Hide your Active Moves",
+ "activemove-note": "Note: Adult moves count as Active Moves",
+ "passivemove-hide": "Hide your Passive Moves",
+ "teammove-hide": "Hide your Team Moves",
+ "teammove1-beacon": "When you share a triumphant celebration with someone, tell them how they're awesome and add 1 Team to the pool. If they tell you how you're awesome in return, add 1 more Team to the pool.",
+ "teammove2-beacon": "When you share a vulnerability or weakness with someone, ask them to confirm or deny that you should be here. If they confirm it, mark potential and give them Influence over you. If they deny it, mark Angry and shift one Label up and one Label down, your choice.",
+ "teammove1-bull": "When you share a triumphant celebration with someone, make them your love or rival immediately to mark potential. If they are already your love or rival, take Influence over them and mark potential.",
+ "teammove2-bull": "When you share a vulnerability or weakness with someone, give them Influence and hold 2. Spend that hold to help them as if it were Team in the pool.",
+ "teammove1-delinquent": "When you share a triumphant celebration with someone, ask them if they think you're cool. If they say yes, give them Influence and take Influence over them. If they say no, mark a condition or spurn them immediately. If they're a teammate, then either way, add 1 Team to the pool.",
+ "teammove2-delinquent": "When you share a vulnerability or weakness with someone, give them Influence over you, and ask them who they'd like you to be. Mark potential if you show them that person. If they're a teammate, add 1 Team to the pool no matter what.",
+ "teammove1-doomed": "When you share a triumphant celebration with someone, give them Influence over you and spend 1 Team from the pool to clear one box on your Doomtrack.",
+ "teammove2-doomed": "When you share a vulnerability or weakness with someone, give them Influence over you and ask if they honestly think there's hope for you. If they say yes, mark potential or clear one box on your Doomtrack. If they say no, mark a condition or mark one box on your Doomtrack.",
+ "teammove1-janus": "When you share a triumphant celebration with someone, ask them if they see you as the person wearing the mask or the person underneath. If the former, mark potential and clear a condition. If the latter, take Influence over them if you reveal yourself.",
+ "teammove2-janus": "When you share a vulnerability or weakness with someone, tell them a secret about who you really are. Give them Influence, and shift your Mundane up and your Mask's Label down.",
+ "teammove1-legacy": "When you share a triumphant celebration with someone, tell them whether you see them as an equal. If you do, give them Influence over you and mark potential. If you don't, shift Superior up and any other Label down.",
+ "teammove2-legacy": "When you share a vulnerability or weakness with someone, tell them a secret about your legacy (including your own true feelings about it) to clear a condition and give them Influence over you.",
+ "teammove1-nova": "When you share a triumphant celebration with someone, ask them if there is any fear in their eyes when they look at you. If they say no, take +1 forward and mark potential. If they say yes, immediately shift your Danger up and Savior down.",
+ "teammove2-nova": "When you share a vulnerability or weakness with someone, tell them how they could stop you, if it came down to it. Give them Influence over you and clear a condition.",
+ "teammove1-outsider": "When you share a triumphant celebration with someone, take Influence over them if you show them meaningful affection, physical or emotional. They decide if it's meaningful.",
+ "teammove2-outsider": "When you share a vulnerability or weakness with someone, they tell you what you should do to fit in more. Take +1 forward to do it, and mark potential if you do.",
+ "teammove1-protege": "When you share a triumphant celebration with someone, ask them if you've been a good leader or effective teammate. If they say yes, your Mentor loses Influence over you and you mark potential. If they say no, your Mentor gains Influence over you, and you take +1 forward on using the Label your Mentor embodies.",
+ "teammove2-protege": "When you share a vulnerability or weakness with someone, tell them a secret about your Mentor (including your feelings towards them). Give them Influence over you and add 1 Team to the pool.",
+ "teammove1-transformed": "When you share a triumphant celebration with someone, clear a condition if they treat you like a perfectly normal person and mark potential if they praise your power or abilities.",
+ "teammove2-transformed": "When you share a vulnerability or weakness with someone, ask them if they think you're losing or gaining humanity. If they say losing, mark a condition and mark potential. If they say gaining, clear a condition and shift Mundane up and any other Label down.",
+ "teammove1-reformed": "When you share a moment of triumph with someone, ask them what gives them hope for a brighter day and give them Influence.",
+ "teammove2-reformed": "When you share a vulnerability or weakness with someone, ask them what they would do something dark for and gain Influence over them.",
+ "teammove1-newborn": "When you share a triumphant celebration with someone, ask them what makes them proud or happy about the actions they took and write a lesson based on it, either filling an empty slot or replacing an existing lesson.",
+ "teammove2-newborn": "When you share a vulnerability or weakness with someone, if their response helps you understand human feelings and problems, mark potential. If their response confuses or offends you, shift your Freak up and your Mundane down.",
+ "teammove1-innocent": "When you share a triumphant celebration with someone, ask whether they think your future self could've won this victory. If they do, mark potential and the GM shifts your Labels. If they do not, clear a condition and they shift your Labels.",
+ "teammove2-innocent": "When you share a vulnerability or weakness with someone, ask them if they think you could turn into your future self. If they do, mark potential and the GM shifts your Labels. If they do not, clear a condition and they shift your Labels.",
+ "teammove1-star": "When you share a triumphant celebration with someone, say whether it's part of the show or not. If it is, then you can shift your Labels as you choose. If it is not, then they shift your Labels, and you can clear a condition or mark potential.",
+ "teammove2-star": "When you share a vulnerability or weakness with someone, ask them if they will tell anyone the truth about you. If they agree to keep it a secret, clear a condition or mark potential. If they don't agree, the GM shifts your Labels.",
+ "teammove-joined": "When either you or your other half shares a triumphant celebration or shares a moment of vulnerability without the other one present, mark a condition to mark a potential.",
+ "teammove1-brain": "When you share a triumphant celebration with someone, ask them if they felt they could have done it without you. If they say yes, give Influence to them and mark a condition. If they say no, they give Influence to you.",
+ "teammove2-brain": "When you share a vulnerability or weakness with someone, hold 2. Spend the hold 1-for-1 to clear a condition or add 1 Team to the pool when you are with them.",
+ "teammove1-soldier": "When you share a triumphant celebration with someone, tell them what they need to do to achieve their full potential. If they accept your advice, take Influence over them and add 2 Team to the pool. If they reject what you have to say, mark a condition.",
+ "teammove2-soldier": "When you share a vulnerability or weakness with someone, ask them what cause they serve. If you find it to be a worthy cause, tell them how you will fight for it, clear a condition, and add 1 Team to the pool. If they don't have a cause (or you find it unworthy), mark a condition.",
+ "teammove1-harbinger": "When you confess to a teammate the difference between what you thought they would be and what they really are, add 1 Team to the pool, and ask them if you represent a future they'd want. If they say yes, mark potential. If they say no, mark a condition.",
+ "teammove2-harbinger": "When you share a tale of future loss with someone, ask them if they think you have the ability to avert that loss. If they believe you do, mark potential and give them Influence over you. If they don't, mark Guilty and shift one Label up and one Label down (your choice). If Guilty is already marked, mark another condition, GM's choice.",
+ "teammove1-nomad": "When you share a triumphant celebration with someone, ask them what they admire about you. The GM will shift one of your Labels up and one down based on what they say.",
+ "teammove2-nomad": "When you share a vulnerability or weakness with someone, mark a condition, give them Influence over you, and mark potential.",
+ "teammove1-scion": "When you share a triumphant celebration with someone, ask them if you have earned their respect. If you have, take Influence over them and mark potential. If you have not, give them Influence over you and mark potential.",
+ "teammove2-scion": "When you share a vulnerability or weakness with someone, ask them if they would defend you against those who mistrust you. If they say yes, clear a condition and shift Savior up and any other Label down. If they say no, mark a condition and shift Danger up and any other Label down.",
+ "momentoftruth-unlock": "Unlock your Moment of Truth",
+ "moment-beacon": "This is the moment when you show them exactly why you belong here. You do any one thing, take out any one enemy, no matter how insane, no matter how ridiculous, because that's you. Their jaws are gonna drop when you're done. Of course, pulling off a stunt like this tends to bring unwanted attention and a dangerous reputation...",
+ "moment-bull": "This is what you do best. You let loose, all the pent up strength and rage and glee, and you break whatever stands in your way. You are a walking demolition crew. What can stand up to you? Nothing. Not buildings. Not structures. Not enemies. Nothing. Of course, now the people who changed you know exactly where to find you...",
+ "moment-delinquent": "This is when you show them what you really are. Whether you're the hero underneath the rebel facade... or the one who can make the hard choices heroes can't make. You do whatever it takes to show that truth, whether it's saving the day from a terrible villain or stopping a bad guy once and for all. Of course, once you've shown what you really are, there's no going back to playing the clown...",
+ "moment-doomed": "The prickly tingling fear of your doom, always in your head — it holds you back most of the time. But right here, right now? It gives you the confidence to do anything. After all, what's the worst that could happen? Is it worse than your doom? Do impossible things. Do anything. But mark a Doomsign after you're finished.",
+ "moment-janus": "The mask is a lie, and some piece of you has always known that. Doesn't matter if others can see it. You're the one that can do the impossible. Mask off. Costume on. And you're going to save the damn day. Of course, you better hope nobody nasty is watching...",
+ "moment-legacy": "This is the moment when you prove how much the mantle belongs to you. You seize control of all your powers, and you defeat even impossible odds to prove you are worthy of the name you carry. You accomplish feats even your predecessors couldn't do. Of course, after you prove something like that, you can expect still more responsibilities to be placed on your shoulders...",
+ "moment-nova": "Your mind's eye opens, and you can see the world around you like never before. You can control it, at will, with ease. Of course, warping reality tends to have ramifications down the line, but in your moment of godhood... how could you possibly be worried?",
+ "moment-outsider": "You embrace your home and call them for aid. They will answer your call, in force, arriving exactly when you need them to turn the tide. They fight and serve you for the rest of the battle. Of course, when all is said and done... they'd probably like to take you home with them. You did, after all, just prove yourself worthy.",
+ "moment-protege": "The moment that you show who you really are: your mentor, or something different. You can do whatever your mentor could do and more. You can do the incredible, even the things they always failed to accomplish. Of course, they're not going to see you the same way, no matter which path you choose...",
+ "moment-transformed": "It's so easy to forget that you're not your body, and you're not the voice in your head — you're both. Be the monster, and save them anyway. Smash down walls, and speak softly. Because when you embrace it, you can do anything. Of course, putting on a display like this is sure to rile up those who see only the monster when they look at you...",
+ "moment-reformed": "You've seen your greatest mistakes, and the rest of the world has, too. They're all watching you now, judging every move you make. When everything is on the line and your back is against the wall, though, you'll show them what you're made of — that being a hero is a choice. An act of will. And you've got what it takes to save the day. Of course, afterward, you can expect both sides, hero and villain, to deeply question where your loyalties truly lie...",
+ "moment-newborn": "Something snaps into focus, and suddenly you're a full thing, true and complete. You'd never have known how fragmented you were before, if not for here, this moment. You're not a series of individual lessons. You're not a series of subroutines and programs. You're... a person. This must be what it's like to be... human. And this fullness? It gives you a control over yourself, a unity of purpose you've never experienced before. Of course, now that you're showing off all your potential, it's only a matter of time before someone comes forward to reduce you to a machine again...",
+ "moment-innocent": "You've fought, struggled, and worked so hard to figure out who you are, whether you're just the same as your future self or whether you're different... but right now, that's all out the window. The distinction between your future self and your present self vanishes in the face of the trial before you, and you become exactly the powerful, adamant figure that everyone fears or hopes you will one day become. You can do exactly what your future self could do, and everyone around you sees them in you more clearly than ever. Of course, after this it's going to be hard to treat you as two different people...",
+ "moment-star": "Sometimes it can be hard to tell where the show stops and where you begin — but not today. Not now. Because right now, there is no show. Right now, you are the thing you pretend to be — bold and bright and beautiful and amazing and powerful and confident. Right now, you draw strength from your audience, comfort from their belief in you, and you can do anything they think you can. Of course, after such an impassioned performance, your audience will just have even more demands...",
+ "moment-joined-choose": "When you trigger your Moment of Truth, choose — are you working with your other half, or are you on your own?",
+ "moment-joined-otherhalf": "If you're working with your other half, use the text of their Moment of Truth and treat it as if it applies to both of you. Remember to lock your Label and switch a Bond to a Distinction, because you'll probably never reach these heights of perfect connection, of being one, ever again...",
+ "moment-joined-own": "If you're on your own, use the following text:",
+ "moment-joined": "You're on your own. It's like missing an arm. Like fighting naked. Like holding your breath. You're missing something vital... but you're moving faster than ever, thinking faster than ever, doing things you couldn't even do while relying on both of your strength combined. And it's hitting you, hard — you can do this. Without them. And you can win. It's going to be hard to come down off this high and rejoin with them afterwards, isn't it? Remember to lock a Label and switch a Bond to a Distinction, after you're finished.",
+ "moment-brain": "Sooner or later, all the super powers, elite training, and experience are helpless in the face of evil or disaster. That's when somebody like you, gifted as you are with a peerless intellect, can rise to the occasion. Your plan, your invention, or your lightning-fast thought processes save the day, in a way no one else could have foreseen. Of course, after you've shown how different you are from them, that distance between you and the others is now that much greater. And the world is only going to pull you farther apart...",
+ "moment-soldier": "Freedom isn't free. But not every mission ends in tragedy. When things look bleakest, when your back is against the wall, when it seems like the dawn will never come... you find a way forward without violence. Your enemies lay down their arms and surrender; your allies step back from the brink of chaos. Of course, the people you've saved aren't going to forget what you've done here today; they may even come to see you as a symbol of the higher cause you claim to serve...",
+ "moment-soldier-lock": "You cannot lock Soldier after using your Moment of Truth.",
+ "moment-harbinger": "Everything you do could affect the future. For all you know, saving that one guy means that now the future is full of pterodactyls. The ripples are always so hard to track, and you're not sure if you've helped or hurt — not really. Until now. In this moment, it's all clear. You can see the course of events laid out before you like a river, and you know exactly what you have to do to ensure the future outcome you want. Of course, after this, you've changed enough of the timeline to invalidate your prior research — reset all the names in your Connecting Dots section.",
+ "moment-nomad": "You basically exist with one foot out the door, ready to leave this place, to go back out into the wide expanse of the universe. You've never fully committed. That is, until today. Until right now. Now, you pour everything you have and everything you are into this moment. You pull off tricks no one from this planet has ever seen before. You use your tools in ways no one here could have ever imagined. You devote yourself, here and now, to a cause, and you achieve your goal in ways that you never could've if you'd only stayed home. Of course, now you've proved to everyone that you really don't belong here, and the very skills that let you succeed are the ones you earned from out there...",
+ "moment-scion": "People have always tried to define you by your lineage. As if from the moment you were born, you were meant to be some villain to be defeated. But... they're right, aren't they? That darkness is in you. So right here, right now, you're not fighting it — you're embracing it. Both hero and villain, and greater besides. You're overcoming impossible odds in ways no hero would approve of, and no villain could comprehend. Of course, after seeing what you can really do when you embrace the whole of yourself, the rest of the world isn't going to forget who you really are...",
+ "moment-label-lock": "After you use your Moment of Truth, permanently lock one Label.",
+ "advancedspecial-view": "View after taking the corresponding Advancement",
+ "advancedspecial-brain1": "View after taking Sanctuary",
+ "advancedspecial-brain2": "View after taking Drives",
+ "burn-adv-desc": "Spend your burn on your flares. You lose all burn at the end of the scene. You get 3 Flares.",
+ "describeadvspec": "(describe your advanced special)",
"conditions:": "Conditions:",
"takeapowerfulblow": "(take a powerful blow)",
+ "toclear": "To clear:",
"afraid": "Afraid",
- "malusdirectlyengage": "(-2 to directly engage)",
+ "malusdirectlyengageathreat": "(-2 to directly engage a threat)",
+ "clearafraid": "run from something difficult",
"angry": "Angry",
"maluscomfortorsupport": "(-2 to comfort or support)",
"maluspiercethemask": "(-2 to pierce the mask)",
+ "clearangry": "hurt someone or break something important",
"guilty": "Guilty",
"malusprovokesomeone": "(-2 to provoke someone)",
"malusassessthesituation": "(-2 to assess the situation)",
+ "clearguilty": "make a sacrifice to absolve your guilt",
+ "hopeless": "Hopeless",
+ "malusunleashyourpowers": "(-2 to unleash your powers)",
+ "clearhopeless": "fling yourself into easy relief",
"insecure": "Insecure",
"malusdefend": "(-2 to defend)",
"malusreject": "(-2 to reject what others say)",
- "hopeless": "Hopeless",
- "malusunleashyourpowers": "(-2 to unleash your powers)",
+ "clearinsecure": "take foolhary action without talking to your team",
+ "newborn-optional-damage": "Enable if you take the Damage move",
+ "damaged": "Damaged",
+ "cleardamaged": "you need time, external help, or special equipment or abilities",
+ "conditions-note": "Note: Conditions do not affect Active Moves",
+ "whenyoumarkdrive": "When you mark a drive, choose one: mark potential, clear a condition, take influence over someone involved",
+ "whencompleteadriveset": "When you complete a set of drives, add another set with 4 new drives.",
+ "whenalldrivesmarked": "When all drives are marked, choose one: change playbooks, retire from the life, become a paragon of the city",
"completedthisset": "completed this set",
+ "bullheartdesc": "You can change your love or rival at any time; give the new person influence over you",
"love:": "Love:",
"rival:": "Rival:",
- "add1toallrollsthistwo": "(add 1 to all rolls that target these two)",
- "darkvisions": "Dark Visions",
- "burningbright": "Burning Bright",
- "infinitepowers": "Infinite Powers",
- "bolstered": "Bolstered",
- "portal": "Portal",
- "yourdoomcomes": "Your doom comes",
+ "bullheartongoing": "(+1 to any roll that impresses your love or frustrates your rival)",
+ "bullchooserole": "Choose a role that you fulfill for your love or rival",
+ "bullrole1": "Defender: When you leap to defend your love or rival in battle, roll +Danger instead of +Savior to defend them.",
+ "bullrole2": "Friend: When you comfort or support your love or rival, mark potential on a hit. When your love or rival comforts or supports you, mark potential when they roll a hit.",
+ "bullrole3": "Listener: When you pierce the mask of your love or rival, you can always let them ask you a question to ask them an additional question in turn, even on a miss. These additional questions do not have to be on the list.",
+ "bullrole4": "Enabler: When you provoke your love or rival, roll +Danger if you are trying to provoke them to rash or poorly thought out action.",
+ "nemesisdesc1": "Your Nemesis is an epic and powerful enemy representing and embodying your Doom.",
+ "nemesisdesc2": "At the end of every session, answer the question: Did you make progress on defeating your Nemesis? If the answer is yes, mark potential. If the answer is no, mark your Doomtrack.",
+ "sanctuarydesc1": "You have a place where you can rest, recover, and reflect upon your powers. Write 3 features of your Sanctuary:",
+ "sanctuarydesc2": "Write 2 downsides of your Sanctuary:",
+ "sanctuarydesc3": "When you call upon the resources of your Sanctuary to solve a problem, say what you want to do. The GM will give you 1 to 4 requirements from the following which you must fulfill to complete your solution:",
+ "sanctuary-req1": "First, you must...",
+ "sanctuary-req2": "You'll need help from...",
+ "sanctuary-req3": "You and your team will risk danger from...",
+ "sanctuary-req4": "The best you can do is a lesser version, unreliable and limited",
+ "sanctuary-req5": "You'll need to mark one box on your Doomtrack",
+ "sanctuary-req6": "You'll have to obtain...",
+ "legacydesc1": "Name some members of your legacy (at least 2):",
+ "legacymember1": "is still active and prominent in the city.",
+ "legacymember2": "is retired and quite judgmental.",
+ "legacymember3": "is the next possible member of your legacy.",
+ "legacymember4": "is the greatest opponent your legacy ever faced... and is still at large.",
+ "legacydesc2": "Whenever time passes, roll to see how the members of your legacy feel or react to your most recent exploits. Before rolling, have the other players answer these following questions about your performance. Take -1 to the roll for each 'no' answer:",
+ "legacyquestion1": "● Have you been upholding the traditions of your legacy?",
+ "legacyquestion2": "● Have you maintained the image of your legacy?",
+ "legacyquestion3": "● Have you made the other members of your legacy proud?",
+ "legacydesc3": "On a hit, one of them offers you meaningful encouragement, an opportunity, or an advantage. On a 7-9, another is upset with your most recent actions, and will make their displeasure known. On a miss, something you did stirred up the hornet's nest — expect several members of your legacy to meddle with your life.",
"hold:": "Hold:",
- "resetto0attheend": "(reset to 0 at the end of the scene)",
+ "mentor-desc1": "You have a mentor, someone who's taught you, trained you, given you aid, or raised you up. Someone who might have confined you a bit too rigidly to a single path.",
"embodies:": "Embodies:",
"denies:": "Denies:",
- "add1toallrollsthesepeople": "(add 1 to all rolls that target these people)",
+ "mentor-resource": "Mentor's Resources:",
+ "mentor-desc2": "Write up to 3 resources that your mentor gave you and the team",
+ "mentorresource": "(resources provided by your mentor)",
+ "haveinfluenceover": "I have influence over:",
+ "influenceroll": "(+1 to any roll that target these people)",
+ "aminfluencedby": "I am influenced by:",
"whatdidyoutake": "(what did you take?)",
"movename": "(move name)",
"movedescription": "(move description)",
+ "teammovedesc": "(team move description)",
+ "momentcustomdesc": "(moment of truth description)",
"drive": "(drive)",
"yourlove": "(your love)",
"yourrival": "(your rival)",
- "iam": "(I am...)",
- "asuperheroshould": "(A superhero should...)",
- "always": "(Always...)",
- "never": "(Never...)",
- "villainouscontact": "(villainous contact)"
+ "friendsinlowplaces1": "You have ties to villains from your previous career, a.k.a. Friends in Low Places.",
+ "friendsinlowplaces2": "Write 3 names and fill in their details. At character creation, mark 2 obligations on one villain and mark 1 obligation on another.",
+ "contactobligation": "Obligation:",
+ "villainouscontact": "(villainous contact)",
+ "theirspecialty": "(their specialty)",
+ "friendsinlowplaces-help1": "When you come to them for help with your problems, mark obligation on them and they'll help out within their specialty. If all their boxes are full, then they won't help you until you help them.",
+ "friendsinlowplaces-help2": "When time passes, roll flat + your highest obligation. On a 10+, they come crashing into your life with a crisis. On a 7-9, they call for a favor. On a miss, they don't come knocking yet, but mark obligation on them — the debts are getting heavier.",
+ "friendsinlowplaces-help3": "When you help one of these villains with their problems, erase 2 obligations on them.",
+ "lessonsnewborn-desc": "When you learn something that helps you make sense of the world, write it down as a Lesson. Fill in 2 lessons at character creation. Fill in the others during play.",
+ "lesson-newborn1": "I am",
+ "lesson-newborn2": "A superhero should",
+ "lesson-newborn3": "Always",
+ "lesson-newborn4": "Never",
+ "lessonsnewborn-embody": "When you embody one of your lessons, shift one Label up and one Label down, your choice. If you cause a misunderstanding, collateral damage, or unintended consequences in the process, mark potential.",
+ "lessonsnewborn-reject": "When you reject one of your lessons, reject its Influence as if it were an NPC. If you choose to have it lose Influence over you, erase that lesson and write a new one in its stead.",
+ "lessonsnewborn-creator1": "When you approach your creator or caretakers with a problem, tell them what obstacle you face or what you need to achieve, and they will offer you something you need. The GM chooses one:",
+ "lessonnewborn-offer1": "● secret information",
+ "lessonnewborn-offer2": "● a way to temporarily boost or expand your powers",
+ "lessonnewborn-offer3": "● access to instruments, weapons, or resources",
+ "lessonnewborn-offer4": "● official and explicit backing",
+ "lessonsnewborn-creator2": "If you accept their help, they'll rewrite one of your lessons.",
+ "audiencestar-desc": "You are a celebrity in the city. By default, your audience is a limited group of interested fans, and you speak to them through after-action interviews, infrequent press conferences, etc. Why does your audience love you? Mark all that apply.",
+ "audience-why1": "You're just like them",
+ "audience-why2": "You're a dangerous person, a bad seed",
+ "audience-why3": "You're noble warrior for justice",
+ "audience-why4": "You're stunning, unique, and beautiful",
+ "audience-why5": "You're charming, well-spoken, and smart",
+ "audience-why6": "You're a firebrand, a rabble rouser",
+ "audiencestar-adv": "Choose 2 advantages:",
+ "audience-adv1": "Your audience is utterly devoted to you",
+ "audience-adv2": "You can easily speak to them at any time",
+ "audience-adv3": "You have a PR agent to handle your audience",
+ "audience-adv4": "You earn a lot of money from their interest",
+ "audience-adv5": "You have a major hero's endorsement",
+ "audience-adv6": "You have a much wider audience",
+ "audiencestar-demand": "Choose 2 demands your audience makes on you:",
+ "audience-demand1": "They require constant stimulation",
+ "audience-demand2": "They require perfection — no mistakes",
+ "audience-demand3": "They require frequent bouts of drama",
+ "audience-demand4": "They require major acts of heroism",
+ "audience-demand5": "They require novelty and brand new action",
+ "audience-demand6": "They require chemistry with your allies",
+ "audiencestar-accept": "When you accept what your audience tells you about yourself, clear a condition.",
+ "audiencestar-reject": "When you reject what your audience tells you about yourself, on a hit mark potential and expect retribution.",
+ "audiencestar-help": "When you seek help from your audience, roll. On a hit, someone in your audience can hook you up. On a 10+, they only make a small demand. On a 7-9, their demands are a lot higher. On a miss, you've made a mistake, and your audience won't help you until you've redeemed yourself in their eyes.",
+ "otherhalfjoined-desc": "You share a deep bond with your other half. You are stronger together than you are apart, for now. If your other half's playbook has no extra, then take 2 playbook moves from them; one they have and one they don't. If your other half's playbook has extras (drives, bull's heart, burn, the mask, legacy etc.), then you share the extras, gaining further merits and demerits.",
+ "otherhalfjoined-more": "For more details, refer to pages 102 to 109 in the Masks: Halcyon City Herald Collection supplement.",
+ "otherhalfjoined-playbook": "Your Other Half's Playbook:",
+ "otherhalfextra": "(describe what extras you gain from/share with your other half)",
+ "brainshame-desc": "You have a deep and abiding sense of guilt for something you have created or had a hand in creating. Just as you are a world-class intellect, your shame is a world-class problem. Whatever the case, your role in its creation is not publicly known... yet.",
+ "brainshame-title": "Your Shame:",
+ "brainshame-list1": "A prototype AI",
+ "brainshame-list2": "A cosmic phenomenon",
+ "brainshame-list3": "A catastrophic weapon",
+ "brainshame-list4": "A dangerous chemical",
+ "brainshame-list5": "A living monstrosity",
+ "brainshame-list6": "An altered former ally",
+ "brainshame-confront": "Whenever you are confronted with your shame, either mark a condition or shift Superior down and Danger up. If your shame is an NPC, they can never lose Influence over you.",
+ "brainshame-endsession1": "At the end of every session, answer the question:",
+ "brainshame-endsession2": "● Did you take steps to make amends for your shame?",
+ "brainshame-endsession3": "If the answer is yes, mark potential. If the answer is no, give Influence to one of your teammates.",
+ "soldier": "Soldier",
+ "soldier:": "Soldier:",
+ "actonorders": "(act on orders and rely on training)",
+ "invokeauthority": "(invoke your authority",
+ "askaegis": "(ask A.E.G.I.S. for resources)",
+ "highercalling-desc": "You work for A.E.G.I.S., an agency that keeps the world safe from all manners of superhuman, supernatural, and extraterrestrial threats.",
+ "soldierlabel-desc": "The Soldier Label functions like any other Label. Characters with Influence over you can shift it, and you mark a condition if it would ever shift above +3 or below -2. You can only lock Soldier with the corresponding advancement. You can only cancel the influence A.E.G.I.S. holds over you with the corresponding advancement.",
+ "highercalling-move1": "When you're acting on orders and relying on your training, give A.E.G.I.S. influence to use Soldier instead of any other Label when you make a basic or playbook move.",
+ "highercalling-move2": "When you invoke your authority over civilians, Halcyon City personnel, or A.E.G.I.S. staff, roll +Soldier. On a hit, your words carry weight. On a 7-9, someone will push back against your instructions or orders... sooner rather than later. On a miss, your attempts to control the situation create an opportunity for your enemies within A.E.G.I.S. to act against you.",
+ "highercalling-move3": "When you ask A.E.G.I.S. for additional resources, equipment, or information during a mission, roll +Soldier. On a hit, they'll resupply you as best they can. On a 10+, the resources are highly classified or experimental; take +1 ongoing to deploying them throughout the mission. On a miss, A.E.G.I.S. sends what they think you need, regardless of what you actually requested.",
+ "scionlineage-desc": "You are the child of a true supervillain. You strive to be different than them, but they are a part of you. Answer each question below to describe them:",
+ "scionlineage-ques1": "What kind of villain are they?",
+ "scionlineage-ques2": "What is your relationship with them like?",
+ "scionlineage-ques3": "They have an array of abilities, assets, and strengths; what are some of them? (up to 3)",
+ "scionrespect-desc1": "Write down the names of at least 2 characters whose respect you need to earn in order to differentiate yourself from your parent. You may fill in new names whenever appropriate.",
+ "respect:": "Respect:",
+ "advancement:": "Advancement:",
+ "scionrespect-list1": "● Your parent's greatest enemy:",
+ "scionrespect-list2": "● Your parent's greatest victim:",
+ "scionrespect-list3": "● Your personal idol:",
+ "scionrespect-list4": "● The city's greatest leader:",
+ "scionrespect-list5": "● The city's greatest hero:",
+ "scionrespect-list6": "● The city's biggest celebrity:",
+ "scionrespect-desc2": "When you seek out one of the characters named above, roll. On a hit, you track them down. On a 7-9, they're juggling their own problems, and may not have time for you. On a miss, when you find them, the situation is dire; the GM will tell you how.",
+ "scionrespect-desc3": "If you earn Influence over the characters listed above, instead you mark 1 Respect. If you lose Influence over the characters listed above, instead you lose 1 Respect. If you lose 1 Respect and you have none marked, you immediately mark a condition, GM's choice.",
+ "scionrespect-desc4": "The first time you reach 4 Respect on an individual, take an advancement (mark the corresponding box under the character).",
+ "scionrespect-desc5": "While you have 4 Respect on an individual, you gain the following benefits. If you dip below 4 Respect on an individual, you lose these benefits.",
+ "scionrespect-desc5opt1": "● You can reject their Influence at a +3 (does not stack with the above).",
+ "scionrespect-desc5opt2": "● You take +1 to a Label of their choice (write it next to their name).",
+ "nomadinfluencedby": "I am influenced by: (max 6)",
+ "nomadinfluence-desc1": "(By default, no one has Influence over you, not even adults)",
+ "nomadinfluence-desc2": "(You gain benefits based on how much Influence you have given out. Check Roots for details.)",
+ "nomadroots-desc1": "● During play, you can only give Influence by revealing a vulnerability or weakness to someone and through the end of session move.",
+ "nomadroots-desc2": "● You cannot give Influence to somebody who already has Influence over you.",
+ "nomadroots-desc3": "● Others cannot take Influence over you; if they would, instead they choose: mark potential or inflict a condition on you.",
+ "nomadroots-desc4": "● You reject Influence at -2 by default, instead of +0 (already included in the Reject Influence roll).",
+ "nomadroots-desc5": "● When someone takes advantage of their Influence over you, they can choose 2 options.",
+ "nomadroots-desc6": "● At the end of each session, you may take away Influence from someone who has Influence over you.",
+ "nomadroots-howmuch": "How much Influence have you given out?",
+ "nomadinfluence-list1": "0 Influence",
+ "nomadinfluence-list2": "1-2 Influence",
+ "nomadinfluence-list3": "3 Influence",
+ "nomadinfluence-list4": "4 Influence",
+ "nomadinfluence-list5": "5 Influence",
+ "nomadinfluence-list6": "6 Influence",
+ "nomadinfluence-option1": "● You cannot comfort or support anyone. If you would trigger that move, instead mark a condition as you say exactly the wrong thing. If someone tries to comfort or support you, you cannot open up to them.",
+ "nomadinfluence-option2": "● When you defend someone who has Influence over you, you can ignore the Insecure condition. When you directly engage someone who has Influence over you, you can ignore the Afraid condition.",
+ "nomadinfluence-option3": "● When you take a powerful blow from someone with Influence over you, take -2 to the roll.",
+ "nomadinfluence-option4": "● When you pierce the mask of someone who has Influence over you, you can always ask them one question, even on a miss.",
+ "nomadinfluence-option5": "● When you spend 1 Team to help someone who has Influence over you, it gives them +2.",
+ "nomadinfluence-option6": "● When you accept the words of someone who has Influence over you, mark potential, clear a condition, or take +1 forward.",
+ "theirname": "(their name)",
+ "bullet": "●",
+ "rollkapow": "KAPOW!",
+ "rollfullhit": "Full hit!",
+ "rollhit": "Hit!",
+ "rollmiss": "Miss!",
+ "rollohdear": "Oh dear!"
}
diff --git a/Masks - A New Generation/translations/ru.json b/Masks - A New Generation/translations/ru.json
index e5bbff0b92..10087132e0 100644
--- a/Masks - A New Generation/translations/ru.json
+++ b/Masks - A New Generation/translations/ru.json
@@ -1,8 +1,9 @@
{
"playbook:": "Playbook:",
+ "choose-playbook": "Choose Playbook",
"thebeacon": "The Beacon",
"thebull": "The Bull",
- "thedelinquant": "The Delinquent",
+ "thedelinquent": "The Delinquent",
"thedoomed": "The Doomed",
"thejanus": "The Janus",
"thelegacy": "The Legacy",
@@ -10,83 +11,389 @@
"theoutsider": "The Outsider",
"theprotege": "The Protégé",
"thetransformed": "The Transformed",
- "theinnocent": "The Innocent",
- "thejoined": "The Joined",
- "thenewborn": "The Newborn",
"thereformed": "The Reformed",
+ "thenewborn": "The Newborn",
+ "theinnocent": "The Innocent",
"thestar": "The Star",
+ "thejoined": "The Joined",
"thebrain": "The Brain",
"thesoldier": "The Soldier",
+ "theharbinger": "The Harbinger",
+ "thenomad": "The Nomad",
+ "thescion": "The Scion",
+ "custom": "Custom",
"somethingelse": "Something Else",
- "freak:": "Freak:",
- "unleashyourpowers": "(unleash your powers)",
- "danger:": "Danger:",
- "directlyengage": "(directly engage)",
- "savior:": "Savior:",
- "savior": "Savior",
- "freak": "Freak",
+ "halcyoncityherald": "Halcyon City Herald Collection",
+ "secretsofaegis": "Secrets of A.E.G.I.S.",
+ "unbound": "Unbound",
"danger": "Danger",
+ "danger:": "Danger:",
+ "freak": "Freak",
+ "freak:": "Freak:",
+ "savior": "Savior",
+ "savior:": "Savior:",
"superior": "Superior",
- "mundane": "Mundane",
- "soldier": "Soldier",
- "defend": "(defend)",
"superior:": "Superior:",
+ "mundane": "Mundane",
+ "mundane:": "Mundane:",
+ "sumof5labels": "Sum of 5 Labels:",
+ "sumof6labels": "Sum of 6 Labels:",
+ "bydefault3": "(by default this should be a 3)",
+ "bydefault5": "(by default this should be 5)",
+ "advancementmayincrease": "(advancement may increase this)",
+ "directlyengageathreat": "(directly engage a threat)",
+ "unleashyourpowers": "(unleash your powers)",
+ "comfortorsupport": "(comfort or support)",
+ "piercethemask": "(pierce the mask)",
+ "defend": "(defend)",
"assessthesituation": "(assess the situation)",
"provokesomeone": "(provoke someone)",
- "mundane:": "Mundane:",
- "soldier:": "Soldier:",
- "piercethemask": "(pierce the mask)",
- "comfortorsupport": "(comfort or support)",
- "actonorders": "(act on orders and rely on training)",
- "invokeauthority": "(invoke your authority",
- "askaegis": "(ask A.E.G.I.S. for resources)",
"flat2d6": "Flat 2d6",
"rejectsomeonesinfluence": "(reject someone's influence)",
+ "rejectinfluence": "Reject Influence",
"customrolls": "(custom rolls)",
- "sumoflabels": "Sum of Labels:",
- "bydefault3": "(by default this should be a 3)",
- "advancementmayincrease": "(advancement may increase this)",
+ "doom-desc": "What brings your Doom closer? Choose two:",
+ "doomcloser1": "overexerting yourself",
+ "doomcloser2": "facing danger alone",
+ "doomcloser3": "showing mercy",
+ "doomcloser4": "injuring innocents",
+ "doomcloser5": "frightening loved ones",
+ "doomcloser6": "talking about it openly",
+ "doomtrack-desc": "Whenever you bring your Doom closer, mark one box on your Doomtrack",
+ "doomtrack:": "Doomtrack:",
+ "doomtrack-fill": "Whenever your Doomtrack fills, clear it and take one of your Doomsigns",
+ "doomsign-desc": "These are abilities that come to you with your approaching Doom. Once you have taken all five Doomsigns above the line, you must take \"Your doom arrives\" the next time your Doomtrack fills. Choose 1 Doomsign you already have at character creation.",
+ "doomsign1-desc": "Dark Visions: Mark your Doomtrack to have a vision about the situation at hand. After the vision, ask the GM a question; they will answer it honestly.",
+ "doomsign2-desc": "Infinite Powers: Mark your Doomtrack to use an ability from any playbook, one time.",
+ "doomsign3-desc": "Portal: Mark your Doomtrack to appear in a scene with anyone you want.",
+ "doomsign4-desc": "Burning Bright: Mark your Doomtrack to ignore one of the GM's stated requirements when you call upon the resources of your Sanctuary.",
+ "doomsign5-desc": "Bolstered: Mark your Doomtrack to use an Adult Move one time.",
+ "doomsign6-desc": "Your Doom arrives; confront it and perish.",
+ "themask-janus": "The Mask:",
+ "themask-janus-desc1": "You wear a mask and hide your real identity. Choose what Label you try to embody while wearing your mask:",
+ "themask-janus-desc2": "Once per session, you can affirm either your heroic or secret identity to switch your Mundane with your mask's Label.",
+ "themask-janus-desc3": "When you reveal your secret identity to someone who didn't know it already, mark potential.",
+ "secretid-janus-desc1": "Your mundane life comes with a series of obligations. Choose a total of 3 obligations:",
+ "obligationjanus": "(your obligations among jobs, school, home and social)",
+ "secretid-janus-desc2": "When time passes, roll to see how you're managing your obligations. On a hit, things are going pretty well — you have an opportunity or advantage thanks to one of your obligations. On a 7-9, you've lapsed on one obligation, your choice. On a miss, you haven't given your normal life anywhere near the attention it deserves; the GM chooses 2 obligations that are going to bite you in the butt.",
+ "conditions-marked": "Conditions marked:",
+ "burn-nova-desc1": "When you charge up your powers, roll. On a hit, hold 3 burn. On a 7-9, mark a condition. On a miss, hold 2 burn and mark 3 conditions.",
+ "burn-nova-desc2": "Spend your burn on your flares. You lose all burn at the end of the scene. Write 4 Flares you already have at character creation.",
+ "flare:": "Flare:",
+ "flarename": "(flare name)",
+ "flaredescription": "(flare description)",
+ "futureself-innocent-desc1": "Your future self is out there, an important figure in Halcyon City and the world beyond — and everything you'd hoped you'd never be. But finding out how they became who they are may be all it takes to push you along a similar path. Pick 1 step of your future self's path that you already know at character creation, and mark it (left side checkbox). When you learn of another step of your future self's path, mark it. You can have at most 5 steps marked.",
+ "futurepath1-desc": "They lost someone they cared about deeply",
+ "futurepath2-desc": "They failed horrifically in a noble pursuit or cause",
+ "futurepath3-desc": "They committed a major crime",
+ "futurepath4-desc": "They betrayed a close friend or ally",
+ "futurepath5-desc": "They won a victory at enormous cost to the world around them",
+ "futurepath6-desc": "They killed someone",
+ "futurepath7-desc": "They publicly battled another hero",
+ "futurepath8-desc": "They injured an innocent",
+ "futureself-innocent-desc2": "When you undergo an experience (your call) that echoes any one of the above (marked or unmarked), strike it through (right side checkbox). When you strike through a marked step, or mark a struck-through step, choose one of the following:",
+ "futurereplace1-desc": "Replace comfort or support with this: When you coldly dismiss someone, roll +Mundane. On a hit, they mark a condition or leave you alone, their choice. On a 7-9, they can also choose to inflict a condition on you.",
+ "futurereplace2-desc": "Replace defend someone with this: When you aggressively defend a large group or area, roll +Savior. On a hit, you create an opportunity for yourself to press the attack, and take +1 forward to pursue it. On a 10+, the collateral damage is minimal.",
+ "futurereplace3-desc": "Replace provoke someone with this: When you threaten someone, say what you want them to do and roll +Superior. On a hit, they either do it or they are put at a significant disadvantage against you, their choice. On a 10+, either way they mark a condition of your choice.",
+ "futurereplace4-desc": "Replace reject someone's Influence with this: When you spit in the face of guidance or Influence, roll +2. On a hit, take away their Influence over you or clear a condition, your choice. On a 7-9, you both take a powerful blow from the intensity of your words.",
+ "futurereplace5-desc": "Become an NPC antagonist — your path is irreconcilably set along the same course that your future self followed.",
+ "bond-joined-desc": "At character creation you start with Two of a kind, and choose one other bond.",
+ "bond1-desc": "Two of a kind: When time passes, you and your other half gain Influence over each other. When you or your other half pierces the other's mask, mark a condition to take a 10+.",
+ "bond2-desc": "Fastball special: When you perform a coordinated fighting maneuver with your other half, say who takes the lead and who assists. The leader rolls the adult move overwhelm a vulnerable foe. The assistant marks a condition.",
+ "bond3-desc": "Powers, activate!: When you and your other half pool your powers, say who takes the lead and who assists. The leader unleashes their powers with your combined Freak (max +4). The assistant shifts Savior down, Mundane up.",
+ "bond4-desc": "Four eyes are better: When you and your other half assess the situation from two different vantage points, one of you makes the move, and the other may either clear a condition or ask an additional question. You both get +1 when following the answers.",
+ "distinction-joined-desc": "When either you or your other half locks a Label, unmark one of your chosen bonds and choose a distinction.",
+ "distinction1-desc": "Mirror, mirror: When you pierce someone's mask, you can ask them \"What are you really feeling right now?\", even on a miss. If you do, they can ask you the same question.",
+ "distinction2-desc": "Shouldering the burden: When you push yourself to do something your other half failed at or can't do, mark a condition to use the adult move wield your powers.",
+ "distinction3-desc": "Going solo: When you directly engage a threat entirely on your own, you can roll +Superior instead of +Danger.",
+ "distinction4-desc": "Internal strife: When you snipe about your other half behind their back, remove one Team from the pool and clear a condition.",
+ "beforewegetstarted-soldier": "Before we get started:",
+ "beforestart-soldier": "When you have time to closely observe your opposition before a fight, roll. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 and mark a condition. During the fight, you can spend your hold to name a character you observed and...",
+ "beforestart-soldier-list1": "● ...redirect their attack to another character or nowhere — into a wall or the sky.",
+ "beforestart-soldier-list2": "● ...cross a distance between them and you.",
+ "beforestart-soldier-list3": "● ...stun them, close up or from a distance.",
+ "beforestart-soldier-list4": "● ...ignore all harm from one of their attacks.",
+ "beforestart-soldier-list5": "● ...escape any bindings or impediments they attempt to place on you.",
+ "memories:": "Memories:",
+ "memories-harbinger-desc": "Your Memories score starts at -1, and goes up by 1 (to a maximum of +3) for each name below. When you write a name below, they gain Influence over you if they did not already have it.",
+ "memories-role1": "● Monster:",
+ "memories-role2": "● Traitor:",
+ "memories-role3": "● Corruptor:",
+ "memories-role4": "● Martyr:",
+ "memories-role5": "● Architect:",
+ "memories-role6": "● Leader:",
+ "connect-harbinger-desc1": "When you push yourself to remember the version of someone that exists in your future, mark a condition and roll Memories. On a hit, you connect who they are now to who they are in the future; choose the role that they fulfill in the future, and the GM will tell you about their future self. On a 10+, ask a follow-up question. On a miss, they're not at all who you thought they would be; the GM will choose their role, or tell you that as far as you know, they don't exist in the future.",
+ "connect-harbinger-desc2": "At the start of each session or when time passes, roll to find out how your investigations into the timeline have been going. On a hit, choose one figure noted above or one aspect of the future world you can remember. You've found a lead to follow to learn more about how the present version of that figure or aspect became the future version. On a 10+, the lead is particularly strong; right now, you can ask the GM one question about the figure or aspect, and they will answer honestly. On a miss, you're lost in the present; the GM will tell you how things are so different here, and shift your Labels according to how it makes you feel.",
"move:": "Move:",
"label:": "Label:",
+ "activemove-hide": "Hide your Active Moves",
+ "activemove-note": "Note: Adult moves count as Active Moves",
+ "passivemove-hide": "Hide your Passive Moves",
+ "teammove-hide": "Hide your Team Moves",
+ "teammove1-beacon": "When you share a triumphant celebration with someone, tell them how they're awesome and add 1 Team to the pool. If they tell you how you're awesome in return, add 1 more Team to the pool.",
+ "teammove2-beacon": "When you share a vulnerability or weakness with someone, ask them to confirm or deny that you should be here. If they confirm it, mark potential and give them Influence over you. If they deny it, mark Angry and shift one Label up and one Label down, your choice.",
+ "teammove1-bull": "When you share a triumphant celebration with someone, make them your love or rival immediately to mark potential. If they are already your love or rival, take Influence over them and mark potential.",
+ "teammove2-bull": "When you share a vulnerability or weakness with someone, give them Influence and hold 2. Spend that hold to help them as if it were Team in the pool.",
+ "teammove1-delinquent": "When you share a triumphant celebration with someone, ask them if they think you're cool. If they say yes, give them Influence and take Influence over them. If they say no, mark a condition or spurn them immediately. If they're a teammate, then either way, add 1 Team to the pool.",
+ "teammove2-delinquent": "When you share a vulnerability or weakness with someone, give them Influence over you, and ask them who they'd like you to be. Mark potential if you show them that person. If they're a teammate, add 1 Team to the pool no matter what.",
+ "teammove1-doomed": "When you share a triumphant celebration with someone, give them Influence over you and spend 1 Team from the pool to clear one box on your Doomtrack.",
+ "teammove2-doomed": "When you share a vulnerability or weakness with someone, give them Influence over you and ask if they honestly think there's hope for you. If they say yes, mark potential or clear one box on your Doomtrack. If they say no, mark a condition or mark one box on your Doomtrack.",
+ "teammove1-janus": "When you share a triumphant celebration with someone, ask them if they see you as the person wearing the mask or the person underneath. If the former, mark potential and clear a condition. If the latter, take Influence over them if you reveal yourself.",
+ "teammove2-janus": "When you share a vulnerability or weakness with someone, tell them a secret about who you really are. Give them Influence, and shift your Mundane up and your Mask's Label down.",
+ "teammove1-legacy": "When you share a triumphant celebration with someone, tell them whether you see them as an equal. If you do, give them Influence over you and mark potential. If you don't, shift Superior up and any other Label down.",
+ "teammove2-legacy": "When you share a vulnerability or weakness with someone, tell them a secret about your legacy (including your own true feelings about it) to clear a condition and give them Influence over you.",
+ "teammove1-nova": "When you share a triumphant celebration with someone, ask them if there is any fear in their eyes when they look at you. If they say no, take +1 forward and mark potential. If they say yes, immediately shift your Danger up and Savior down.",
+ "teammove2-nova": "When you share a vulnerability or weakness with someone, tell them how they could stop you, if it came down to it. Give them Influence over you and clear a condition.",
+ "teammove1-outsider": "When you share a triumphant celebration with someone, take Influence over them if you show them meaningful affection, physical or emotional. They decide if it's meaningful.",
+ "teammove2-outsider": "When you share a vulnerability or weakness with someone, they tell you what you should do to fit in more. Take +1 forward to do it, and mark potential if you do.",
+ "teammove1-protege": "When you share a triumphant celebration with someone, ask them if you've been a good leader or effective teammate. If they say yes, your Mentor loses Influence over you and you mark potential. If they say no, your Mentor gains Influence over you, and you take +1 forward on using the Label your Mentor embodies.",
+ "teammove2-protege": "When you share a vulnerability or weakness with someone, tell them a secret about your Mentor (including your feelings towards them). Give them Influence over you and add 1 Team to the pool.",
+ "teammove1-transformed": "When you share a triumphant celebration with someone, clear a condition if they treat you like a perfectly normal person and mark potential if they praise your power or abilities.",
+ "teammove2-transformed": "When you share a vulnerability or weakness with someone, ask them if they think you're losing or gaining humanity. If they say losing, mark a condition and mark potential. If they say gaining, clear a condition and shift Mundane up and any other Label down.",
+ "teammove1-reformed": "When you share a moment of triumph with someone, ask them what gives them hope for a brighter day and give them Influence.",
+ "teammove2-reformed": "When you share a vulnerability or weakness with someone, ask them what they would do something dark for and gain Influence over them.",
+ "teammove1-newborn": "When you share a triumphant celebration with someone, ask them what makes them proud or happy about the actions they took and write a lesson based on it, either filling an empty slot or replacing an existing lesson.",
+ "teammove2-newborn": "When you share a vulnerability or weakness with someone, if their response helps you understand human feelings and problems, mark potential. If their response confuses or offends you, shift your Freak up and your Mundane down.",
+ "teammove1-innocent": "When you share a triumphant celebration with someone, ask whether they think your future self could've won this victory. If they do, mark potential and the GM shifts your Labels. If they do not, clear a condition and they shift your Labels.",
+ "teammove2-innocent": "When you share a vulnerability or weakness with someone, ask them if they think you could turn into your future self. If they do, mark potential and the GM shifts your Labels. If they do not, clear a condition and they shift your Labels.",
+ "teammove1-star": "When you share a triumphant celebration with someone, say whether it's part of the show or not. If it is, then you can shift your Labels as you choose. If it is not, then they shift your Labels, and you can clear a condition or mark potential.",
+ "teammove2-star": "When you share a vulnerability or weakness with someone, ask them if they will tell anyone the truth about you. If they agree to keep it a secret, clear a condition or mark potential. If they don't agree, the GM shifts your Labels.",
+ "teammove-joined": "When either you or your other half shares a triumphant celebration or shares a moment of vulnerability without the other one present, mark a condition to mark a potential.",
+ "teammove1-brain": "When you share a triumphant celebration with someone, ask them if they felt they could have done it without you. If they say yes, give Influence to them and mark a condition. If they say no, they give Influence to you.",
+ "teammove2-brain": "When you share a vulnerability or weakness with someone, hold 2. Spend the hold 1-for-1 to clear a condition or add 1 Team to the pool when you are with them.",
+ "teammove1-soldier": "When you share a triumphant celebration with someone, tell them what they need to do to achieve their full potential. If they accept your advice, take Influence over them and add 2 Team to the pool. If they reject what you have to say, mark a condition.",
+ "teammove2-soldier": "When you share a vulnerability or weakness with someone, ask them what cause they serve. If you find it to be a worthy cause, tell them how you will fight for it, clear a condition, and add 1 Team to the pool. If they don't have a cause (or you find it unworthy), mark a condition.",
+ "teammove1-harbinger": "When you confess to a teammate the difference between what you thought they would be and what they really are, add 1 Team to the pool, and ask them if you represent a future they'd want. If they say yes, mark potential. If they say no, mark a condition.",
+ "teammove2-harbinger": "When you share a tale of future loss with someone, ask them if they think you have the ability to avert that loss. If they believe you do, mark potential and give them Influence over you. If they don't, mark Guilty and shift one Label up and one Label down (your choice). If Guilty is already marked, mark another condition, GM's choice.",
+ "teammove1-nomad": "When you share a triumphant celebration with someone, ask them what they admire about you. The GM will shift one of your Labels up and one down based on what they say.",
+ "teammove2-nomad": "When you share a vulnerability or weakness with someone, mark a condition, give them Influence over you, and mark potential.",
+ "teammove1-scion": "When you share a triumphant celebration with someone, ask them if you have earned their respect. If you have, take Influence over them and mark potential. If you have not, give them Influence over you and mark potential.",
+ "teammove2-scion": "When you share a vulnerability or weakness with someone, ask them if they would defend you against those who mistrust you. If they say yes, clear a condition and shift Savior up and any other Label down. If they say no, mark a condition and shift Danger up and any other Label down.",
+ "momentoftruth-unlock": "Unlock your Moment of Truth",
+ "moment-beacon": "This is the moment when you show them exactly why you belong here. You do any one thing, take out any one enemy, no matter how insane, no matter how ridiculous, because that's you. Their jaws are gonna drop when you're done. Of course, pulling off a stunt like this tends to bring unwanted attention and a dangerous reputation...",
+ "moment-bull": "This is what you do best. You let loose, all the pent up strength and rage and glee, and you break whatever stands in your way. You are a walking demolition crew. What can stand up to you? Nothing. Not buildings. Not structures. Not enemies. Nothing. Of course, now the people who changed you know exactly where to find you...",
+ "moment-delinquent": "This is when you show them what you really are. Whether you're the hero underneath the rebel facade... or the one who can make the hard choices heroes can't make. You do whatever it takes to show that truth, whether it's saving the day from a terrible villain or stopping a bad guy once and for all. Of course, once you've shown what you really are, there's no going back to playing the clown...",
+ "moment-doomed": "The prickly tingling fear of your doom, always in your head — it holds you back most of the time. But right here, right now? It gives you the confidence to do anything. After all, what's the worst that could happen? Is it worse than your doom? Do impossible things. Do anything. But mark a Doomsign after you're finished.",
+ "moment-janus": "The mask is a lie, and some piece of you has always known that. Doesn't matter if others can see it. You're the one that can do the impossible. Mask off. Costume on. And you're going to save the damn day. Of course, you better hope nobody nasty is watching...",
+ "moment-legacy": "This is the moment when you prove how much the mantle belongs to you. You seize control of all your powers, and you defeat even impossible odds to prove you are worthy of the name you carry. You accomplish feats even your predecessors couldn't do. Of course, after you prove something like that, you can expect still more responsibilities to be placed on your shoulders...",
+ "moment-nova": "Your mind's eye opens, and you can see the world around you like never before. You can control it, at will, with ease. Of course, warping reality tends to have ramifications down the line, but in your moment of godhood... how could you possibly be worried?",
+ "moment-outsider": "You embrace your home and call them for aid. They will answer your call, in force, arriving exactly when you need them to turn the tide. They fight and serve you for the rest of the battle. Of course, when all is said and done... they'd probably like to take you home with them. You did, after all, just prove yourself worthy.",
+ "moment-protege": "The moment that you show who you really are: your mentor, or something different. You can do whatever your mentor could do and more. You can do the incredible, even the things they always failed to accomplish. Of course, they're not going to see you the same way, no matter which path you choose...",
+ "moment-transformed": "It's so easy to forget that you're not your body, and you're not the voice in your head — you're both. Be the monster, and save them anyway. Smash down walls, and speak softly. Because when you embrace it, you can do anything. Of course, putting on a display like this is sure to rile up those who see only the monster when they look at you...",
+ "moment-reformed": "You've seen your greatest mistakes, and the rest of the world has, too. They're all watching you now, judging every move you make. When everything is on the line and your back is against the wall, though, you'll show them what you're made of — that being a hero is a choice. An act of will. And you've got what it takes to save the day. Of course, afterward, you can expect both sides, hero and villain, to deeply question where your loyalties truly lie...",
+ "moment-newborn": "Something snaps into focus, and suddenly you're a full thing, true and complete. You'd never have known how fragmented you were before, if not for here, this moment. You're not a series of individual lessons. You're not a series of subroutines and programs. You're... a person. This must be what it's like to be... human. And this fullness? It gives you a control over yourself, a unity of purpose you've never experienced before. Of course, now that you're showing off all your potential, it's only a matter of time before someone comes forward to reduce you to a machine again...",
+ "moment-innocent": "You've fought, struggled, and worked so hard to figure out who you are, whether you're just the same as your future self or whether you're different... but right now, that's all out the window. The distinction between your future self and your present self vanishes in the face of the trial before you, and you become exactly the powerful, adamant figure that everyone fears or hopes you will one day become. You can do exactly what your future self could do, and everyone around you sees them in you more clearly than ever. Of course, after this it's going to be hard to treat you as two different people...",
+ "moment-star": "Sometimes it can be hard to tell where the show stops and where you begin — but not today. Not now. Because right now, there is no show. Right now, you are the thing you pretend to be — bold and bright and beautiful and amazing and powerful and confident. Right now, you draw strength from your audience, comfort from their belief in you, and you can do anything they think you can. Of course, after such an impassioned performance, your audience will just have even more demands...",
+ "moment-joined-choose": "When you trigger your Moment of Truth, choose — are you working with your other half, or are you on your own?",
+ "moment-joined-otherhalf": "If you're working with your other half, use the text of their Moment of Truth and treat it as if it applies to both of you. Remember to lock your Label and switch a Bond to a Distinction, because you'll probably never reach these heights of perfect connection, of being one, ever again...",
+ "moment-joined-own": "If you're on your own, use the following text:",
+ "moment-joined": "You're on your own. It's like missing an arm. Like fighting naked. Like holding your breath. You're missing something vital... but you're moving faster than ever, thinking faster than ever, doing things you couldn't even do while relying on both of your strength combined. And it's hitting you, hard — you can do this. Without them. And you can win. It's going to be hard to come down off this high and rejoin with them afterwards, isn't it? Remember to lock a Label and switch a Bond to a Distinction, after you're finished.",
+ "moment-brain": "Sooner or later, all the super powers, elite training, and experience are helpless in the face of evil or disaster. That's when somebody like you, gifted as you are with a peerless intellect, can rise to the occasion. Your plan, your invention, or your lightning-fast thought processes save the day, in a way no one else could have foreseen. Of course, after you've shown how different you are from them, that distance between you and the others is now that much greater. And the world is only going to pull you farther apart...",
+ "moment-soldier": "Freedom isn't free. But not every mission ends in tragedy. When things look bleakest, when your back is against the wall, when it seems like the dawn will never come... you find a way forward without violence. Your enemies lay down their arms and surrender; your allies step back from the brink of chaos. Of course, the people you've saved aren't going to forget what you've done here today; they may even come to see you as a symbol of the higher cause you claim to serve...",
+ "moment-soldier-lock": "You cannot lock Soldier after using your Moment of Truth.",
+ "moment-harbinger": "Everything you do could affect the future. For all you know, saving that one guy means that now the future is full of pterodactyls. The ripples are always so hard to track, and you're not sure if you've helped or hurt — not really. Until now. In this moment, it's all clear. You can see the course of events laid out before you like a river, and you know exactly what you have to do to ensure the future outcome you want. Of course, after this, you've changed enough of the timeline to invalidate your prior research — reset all the names in your Connecting Dots section.",
+ "moment-nomad": "You basically exist with one foot out the door, ready to leave this place, to go back out into the wide expanse of the universe. You've never fully committed. That is, until today. Until right now. Now, you pour everything you have and everything you are into this moment. You pull off tricks no one from this planet has ever seen before. You use your tools in ways no one here could have ever imagined. You devote yourself, here and now, to a cause, and you achieve your goal in ways that you never could've if you'd only stayed home. Of course, now you've proved to everyone that you really don't belong here, and the very skills that let you succeed are the ones you earned from out there...",
+ "moment-scion": "People have always tried to define you by your lineage. As if from the moment you were born, you were meant to be some villain to be defeated. But... they're right, aren't they? That darkness is in you. So right here, right now, you're not fighting it — you're embracing it. Both hero and villain, and greater besides. You're overcoming impossible odds in ways no hero would approve of, and no villain could comprehend. Of course, after seeing what you can really do when you embrace the whole of yourself, the rest of the world isn't going to forget who you really are...",
+ "moment-label-lock": "After you use your Moment of Truth, permanently lock one Label.",
+ "advancedspecial-view": "View after taking the corresponding Advancement",
+ "advancedspecial-brain1": "View after taking Sanctuary",
+ "advancedspecial-brain2": "View after taking Drives",
+ "burn-adv-desc": "Spend your burn on your flares. You lose all burn at the end of the scene. You get 3 Flares.",
+ "describeadvspec": "(describe your advanced special)",
"conditions:": "Conditions:",
"takeapowerfulblow": "(take a powerful blow)",
+ "toclear": "To clear:",
"afraid": "Afraid",
- "malusdirectlyengage": "(-2 to directly engage)",
+ "malusdirectlyengageathreat": "(-2 to directly engage a threat)",
+ "clearafraid": "run from something difficult",
"angry": "Angry",
"maluscomfortorsupport": "(-2 to comfort or support)",
"maluspiercethemask": "(-2 to pierce the mask)",
+ "clearangry": "hurt someone or break something important",
"guilty": "Guilty",
"malusprovokesomeone": "(-2 to provoke someone)",
"malusassessthesituation": "(-2 to assess the situation)",
+ "clearguilty": "make a sacrifice to absolve your guilt",
+ "hopeless": "Hopeless",
+ "malusunleashyourpowers": "(-2 to unleash your powers)",
+ "clearhopeless": "fling yourself into easy relief",
"insecure": "Insecure",
"malusdefend": "(-2 to defend)",
"malusreject": "(-2 to reject what others say)",
- "hopeless": "Hopeless",
- "malusunleashyourpowers": "(-2 to unleash your powers)",
+ "clearinsecure": "take foolhary action without talking to your team",
+ "newborn-optional-damage": "Enable if you take the Damage move",
+ "damaged": "Damaged",
+ "cleardamaged": "you need time, external help, or special equipment or abilities",
+ "conditions-note": "Note: Conditions do not affect Active Moves",
+ "whenyoumarkdrive": "When you mark a drive, choose one: mark potential, clear a condition, take influence over someone involved",
+ "whencompleteadriveset": "When you complete a set of drives, add another set with 4 new drives.",
+ "whenalldrivesmarked": "When all drives are marked, choose one: change playbooks, retire from the life, become a paragon of the city",
"completedthisset": "completed this set",
+ "bullheartdesc": "You can change your love or rival at any time; give the new person influence over you",
"love:": "Love:",
"rival:": "Rival:",
- "add1toallrollsthistwo": "(add 1 to all rolls that target these two)",
- "darkvisions": "Dark Visions",
- "burningbright": "Burning Bright",
- "infinitepowers": "Infinite Powers",
- "bolstered": "Bolstered",
- "portal": "Portal",
- "yourdoomcomes": "Your doom comes",
+ "bullheartongoing": "(+1 to any roll that impresses your love or frustrates your rival)",
+ "bullchooserole": "Choose a role that you fulfill for your love or rival",
+ "bullrole1": "Defender: When you leap to defend your love or rival in battle, roll +Danger instead of +Savior to defend them.",
+ "bullrole2": "Friend: When you comfort or support your love or rival, mark potential on a hit. When your love or rival comforts or supports you, mark potential when they roll a hit.",
+ "bullrole3": "Listener: When you pierce the mask of your love or rival, you can always let them ask you a question to ask them an additional question in turn, even on a miss. These additional questions do not have to be on the list.",
+ "bullrole4": "Enabler: When you provoke your love or rival, roll +Danger if you are trying to provoke them to rash or poorly thought out action.",
+ "nemesisdesc1": "Your Nemesis is an epic and powerful enemy representing and embodying your Doom.",
+ "nemesisdesc2": "At the end of every session, answer the question: Did you make progress on defeating your Nemesis? If the answer is yes, mark potential. If the answer is no, mark your Doomtrack.",
+ "sanctuarydesc1": "You have a place where you can rest, recover, and reflect upon your powers. Write 3 features of your Sanctuary:",
+ "sanctuarydesc2": "Write 2 downsides of your Sanctuary:",
+ "sanctuarydesc3": "When you call upon the resources of your Sanctuary to solve a problem, say what you want to do. The GM will give you 1 to 4 requirements from the following which you must fulfill to complete your solution:",
+ "sanctuary-req1": "First, you must...",
+ "sanctuary-req2": "You'll need help from...",
+ "sanctuary-req3": "You and your team will risk danger from...",
+ "sanctuary-req4": "The best you can do is a lesser version, unreliable and limited",
+ "sanctuary-req5": "You'll need to mark one box on your Doomtrack",
+ "sanctuary-req6": "You'll have to obtain...",
+ "legacydesc1": "Name some members of your legacy (at least 2):",
+ "legacymember1": "is still active and prominent in the city.",
+ "legacymember2": "is retired and quite judgmental.",
+ "legacymember3": "is the next possible member of your legacy.",
+ "legacymember4": "is the greatest opponent your legacy ever faced... and is still at large.",
+ "legacydesc2": "Whenever time passes, roll to see how the members of your legacy feel or react to your most recent exploits. Before rolling, have the other players answer these following questions about your performance. Take -1 to the roll for each 'no' answer:",
+ "legacyquestion1": "● Have you been upholding the traditions of your legacy?",
+ "legacyquestion2": "● Have you maintained the image of your legacy?",
+ "legacyquestion3": "● Have you made the other members of your legacy proud?",
+ "legacydesc3": "On a hit, one of them offers you meaningful encouragement, an opportunity, or an advantage. On a 7-9, another is upset with your most recent actions, and will make their displeasure known. On a miss, something you did stirred up the hornet's nest — expect several members of your legacy to meddle with your life.",
"hold:": "Hold:",
- "resetto0attheend": "(reset to 0 at the end of the scene)",
+ "mentor-desc1": "You have a mentor, someone who's taught you, trained you, given you aid, or raised you up. Someone who might have confined you a bit too rigidly to a single path.",
"embodies:": "Embodies:",
"denies:": "Denies:",
- "add1toallrollsthesepeople": "(add 1 to all rolls that target these people)",
+ "mentor-resource": "Mentor's Resources:",
+ "mentor-desc2": "Write up to 3 resources that your mentor gave you and the team",
+ "mentorresource": "(resources provided by your mentor)",
+ "haveinfluenceover": "I have influence over:",
+ "influenceroll": "(+1 to any roll that target these people)",
+ "aminfluencedby": "I am influenced by:",
"whatdidyoutake": "(what did you take?)",
"movename": "(move name)",
"movedescription": "(move description)",
+ "teammovedesc": "(team move description)",
+ "momentcustomdesc": "(moment of truth description)",
"drive": "(drive)",
"yourlove": "(your love)",
"yourrival": "(your rival)",
- "iam": "(I am...)",
- "asuperheroshould": "(A superhero should...)",
- "always": "(Always...)",
- "never": "(Never...)",
- "villainouscontact": "(villainous contact)"
+ "friendsinlowplaces1": "You have ties to villains from your previous career, a.k.a. Friends in Low Places.",
+ "friendsinlowplaces2": "Write 3 names and fill in their details. At character creation, mark 2 obligations on one villain and mark 1 obligation on another.",
+ "contactobligation": "Obligation:",
+ "villainouscontact": "(villainous contact)",
+ "theirspecialty": "(their specialty)",
+ "friendsinlowplaces-help1": "When you come to them for help with your problems, mark obligation on them and they'll help out within their specialty. If all their boxes are full, then they won't help you until you help them.",
+ "friendsinlowplaces-help2": "When time passes, roll flat + your highest obligation. On a 10+, they come crashing into your life with a crisis. On a 7-9, they call for a favor. On a miss, they don't come knocking yet, but mark obligation on them — the debts are getting heavier.",
+ "friendsinlowplaces-help3": "When you help one of these villains with their problems, erase 2 obligations on them.",
+ "lessonsnewborn-desc": "When you learn something that helps you make sense of the world, write it down as a Lesson. Fill in 2 lessons at character creation. Fill in the others during play.",
+ "lesson-newborn1": "I am",
+ "lesson-newborn2": "A superhero should",
+ "lesson-newborn3": "Always",
+ "lesson-newborn4": "Never",
+ "lessonsnewborn-embody": "When you embody one of your lessons, shift one Label up and one Label down, your choice. If you cause a misunderstanding, collateral damage, or unintended consequences in the process, mark potential.",
+ "lessonsnewborn-reject": "When you reject one of your lessons, reject its Influence as if it were an NPC. If you choose to have it lose Influence over you, erase that lesson and write a new one in its stead.",
+ "lessonsnewborn-creator1": "When you approach your creator or caretakers with a problem, tell them what obstacle you face or what you need to achieve, and they will offer you something you need. The GM chooses one:",
+ "lessonnewborn-offer1": "● secret information",
+ "lessonnewborn-offer2": "● a way to temporarily boost or expand your powers",
+ "lessonnewborn-offer3": "● access to instruments, weapons, or resources",
+ "lessonnewborn-offer4": "● official and explicit backing",
+ "lessonsnewborn-creator2": "If you accept their help, they'll rewrite one of your lessons.",
+ "audiencestar-desc": "You are a celebrity in the city. By default, your audience is a limited group of interested fans, and you speak to them through after-action interviews, infrequent press conferences, etc. Why does your audience love you? Mark all that apply.",
+ "audience-why1": "You're just like them",
+ "audience-why2": "You're a dangerous person, a bad seed",
+ "audience-why3": "You're noble warrior for justice",
+ "audience-why4": "You're stunning, unique, and beautiful",
+ "audience-why5": "You're charming, well-spoken, and smart",
+ "audience-why6": "You're a firebrand, a rabble rouser",
+ "audiencestar-adv": "Choose 2 advantages:",
+ "audience-adv1": "Your audience is utterly devoted to you",
+ "audience-adv2": "You can easily speak to them at any time",
+ "audience-adv3": "You have a PR agent to handle your audience",
+ "audience-adv4": "You earn a lot of money from their interest",
+ "audience-adv5": "You have a major hero's endorsement",
+ "audience-adv6": "You have a much wider audience",
+ "audiencestar-demand": "Choose 2 demands your audience makes on you:",
+ "audience-demand1": "They require constant stimulation",
+ "audience-demand2": "They require perfection — no mistakes",
+ "audience-demand3": "They require frequent bouts of drama",
+ "audience-demand4": "They require major acts of heroism",
+ "audience-demand5": "They require novelty and brand new action",
+ "audience-demand6": "They require chemistry with your allies",
+ "audiencestar-accept": "When you accept what your audience tells you about yourself, clear a condition.",
+ "audiencestar-reject": "When you reject what your audience tells you about yourself, on a hit mark potential and expect retribution.",
+ "audiencestar-help": "When you seek help from your audience, roll. On a hit, someone in your audience can hook you up. On a 10+, they only make a small demand. On a 7-9, their demands are a lot higher. On a miss, you've made a mistake, and your audience won't help you until you've redeemed yourself in their eyes.",
+ "otherhalfjoined-desc": "You share a deep bond with your other half. You are stronger together than you are apart, for now. If your other half's playbook has no extra, then take 2 playbook moves from them; one they have and one they don't. If your other half's playbook has extras (drives, bull's heart, burn, the mask, legacy etc.), then you share the extras, gaining further merits and demerits.",
+ "otherhalfjoined-more": "For more details, refer to pages 102 to 109 in the Masks: Halcyon City Herald Collection supplement.",
+ "otherhalfjoined-playbook": "Your Other Half's Playbook:",
+ "otherhalfextra": "(describe what extras you gain from/share with your other half)",
+ "brainshame-desc": "You have a deep and abiding sense of guilt for something you have created or had a hand in creating. Just as you are a world-class intellect, your shame is a world-class problem. Whatever the case, your role in its creation is not publicly known... yet.",
+ "brainshame-title": "Your Shame:",
+ "brainshame-list1": "A prototype AI",
+ "brainshame-list2": "A cosmic phenomenon",
+ "brainshame-list3": "A catastrophic weapon",
+ "brainshame-list4": "A dangerous chemical",
+ "brainshame-list5": "A living monstrosity",
+ "brainshame-list6": "An altered former ally",
+ "brainshame-confront": "Whenever you are confronted with your shame, either mark a condition or shift Superior down and Danger up. If your shame is an NPC, they can never lose Influence over you.",
+ "brainshame-endsession1": "At the end of every session, answer the question:",
+ "brainshame-endsession2": "● Did you take steps to make amends for your shame?",
+ "brainshame-endsession3": "If the answer is yes, mark potential. If the answer is no, give Influence to one of your teammates.",
+ "soldier": "Soldier",
+ "soldier:": "Soldier:",
+ "actonorders": "(act on orders and rely on training)",
+ "invokeauthority": "(invoke your authority",
+ "askaegis": "(ask A.E.G.I.S. for resources)",
+ "highercalling-desc": "You work for A.E.G.I.S., an agency that keeps the world safe from all manners of superhuman, supernatural, and extraterrestrial threats.",
+ "soldierlabel-desc": "The Soldier Label functions like any other Label. Characters with Influence over you can shift it, and you mark a condition if it would ever shift above +3 or below -2. You can only lock Soldier with the corresponding advancement. You can only cancel the influence A.E.G.I.S. holds over you with the corresponding advancement.",
+ "highercalling-move1": "When you're acting on orders and relying on your training, give A.E.G.I.S. influence to use Soldier instead of any other Label when you make a basic or playbook move.",
+ "highercalling-move2": "When you invoke your authority over civilians, Halcyon City personnel, or A.E.G.I.S. staff, roll +Soldier. On a hit, your words carry weight. On a 7-9, someone will push back against your instructions or orders... sooner rather than later. On a miss, your attempts to control the situation create an opportunity for your enemies within A.E.G.I.S. to act against you.",
+ "highercalling-move3": "When you ask A.E.G.I.S. for additional resources, equipment, or information during a mission, roll +Soldier. On a hit, they'll resupply you as best they can. On a 10+, the resources are highly classified or experimental; take +1 ongoing to deploying them throughout the mission. On a miss, A.E.G.I.S. sends what they think you need, regardless of what you actually requested.",
+ "scionlineage-desc": "You are the child of a true supervillain. You strive to be different than them, but they are a part of you. Answer each question below to describe them:",
+ "scionlineage-ques1": "What kind of villain are they?",
+ "scionlineage-ques2": "What is your relationship with them like?",
+ "scionlineage-ques3": "They have an array of abilities, assets, and strengths; what are some of them? (up to 3)",
+ "scionrespect-desc1": "Write down the names of at least 2 characters whose respect you need to earn in order to differentiate yourself from your parent. You may fill in new names whenever appropriate.",
+ "respect:": "Respect:",
+ "advancement:": "Advancement:",
+ "scionrespect-list1": "● Your parent's greatest enemy:",
+ "scionrespect-list2": "● Your parent's greatest victim:",
+ "scionrespect-list3": "● Your personal idol:",
+ "scionrespect-list4": "● The city's greatest leader:",
+ "scionrespect-list5": "● The city's greatest hero:",
+ "scionrespect-list6": "● The city's biggest celebrity:",
+ "scionrespect-desc2": "When you seek out one of the characters named above, roll. On a hit, you track them down. On a 7-9, they're juggling their own problems, and may not have time for you. On a miss, when you find them, the situation is dire; the GM will tell you how.",
+ "scionrespect-desc3": "If you earn Influence over the characters listed above, instead you mark 1 Respect. If you lose Influence over the characters listed above, instead you lose 1 Respect. If you lose 1 Respect and you have none marked, you immediately mark a condition, GM's choice.",
+ "scionrespect-desc4": "The first time you reach 4 Respect on an individual, take an advancement (mark the corresponding box under the character).",
+ "scionrespect-desc5": "While you have 4 Respect on an individual, you gain the following benefits. If you dip below 4 Respect on an individual, you lose these benefits.",
+ "scionrespect-desc5opt1": "● You can reject their Influence at a +3 (does not stack with the above).",
+ "scionrespect-desc5opt2": "● You take +1 to a Label of their choice (write it next to their name).",
+ "nomadinfluencedby": "I am influenced by: (max 6)",
+ "nomadinfluence-desc1": "(By default, no one has Influence over you, not even adults)",
+ "nomadinfluence-desc2": "(You gain benefits based on how much Influence you have given out. Check Roots for details.)",
+ "nomadroots-desc1": "● During play, you can only give Influence by revealing a vulnerability or weakness to someone and through the end of session move.",
+ "nomadroots-desc2": "● You cannot give Influence to somebody who already has Influence over you.",
+ "nomadroots-desc3": "● Others cannot take Influence over you; if they would, instead they choose: mark potential or inflict a condition on you.",
+ "nomadroots-desc4": "● You reject Influence at -2 by default, instead of +0 (already included in the Reject Influence roll).",
+ "nomadroots-desc5": "● When someone takes advantage of their Influence over you, they can choose 2 options.",
+ "nomadroots-desc6": "● At the end of each session, you may take away Influence from someone who has Influence over you.",
+ "nomadroots-howmuch": "How much Influence have you given out?",
+ "nomadinfluence-list1": "0 Influence",
+ "nomadinfluence-list2": "1-2 Influence",
+ "nomadinfluence-list3": "3 Influence",
+ "nomadinfluence-list4": "4 Influence",
+ "nomadinfluence-list5": "5 Influence",
+ "nomadinfluence-list6": "6 Influence",
+ "nomadinfluence-option1": "● You cannot comfort or support anyone. If you would trigger that move, instead mark a condition as you say exactly the wrong thing. If someone tries to comfort or support you, you cannot open up to them.",
+ "nomadinfluence-option2": "● When you defend someone who has Influence over you, you can ignore the Insecure condition. When you directly engage someone who has Influence over you, you can ignore the Afraid condition.",
+ "nomadinfluence-option3": "● When you take a powerful blow from someone with Influence over you, take -2 to the roll.",
+ "nomadinfluence-option4": "● When you pierce the mask of someone who has Influence over you, you can always ask them one question, even on a miss.",
+ "nomadinfluence-option5": "● When you spend 1 Team to help someone who has Influence over you, it gives them +2.",
+ "nomadinfluence-option6": "● When you accept the words of someone who has Influence over you, mark potential, clear a condition, or take +1 forward.",
+ "theirname": "(their name)",
+ "bullet": "●",
+ "rollkapow": "KAPOW!",
+ "rollfullhit": "Full hit!",
+ "rollhit": "Hit!",
+ "rollmiss": "Miss!",
+ "rollohdear": "Oh dear!"
}
diff --git a/Masks - A New Generation/translations/sv.json b/Masks - A New Generation/translations/sv.json
index e5bbff0b92..10087132e0 100644
--- a/Masks - A New Generation/translations/sv.json
+++ b/Masks - A New Generation/translations/sv.json
@@ -1,8 +1,9 @@
{
"playbook:": "Playbook:",
+ "choose-playbook": "Choose Playbook",
"thebeacon": "The Beacon",
"thebull": "The Bull",
- "thedelinquant": "The Delinquent",
+ "thedelinquent": "The Delinquent",
"thedoomed": "The Doomed",
"thejanus": "The Janus",
"thelegacy": "The Legacy",
@@ -10,83 +11,389 @@
"theoutsider": "The Outsider",
"theprotege": "The Protégé",
"thetransformed": "The Transformed",
- "theinnocent": "The Innocent",
- "thejoined": "The Joined",
- "thenewborn": "The Newborn",
"thereformed": "The Reformed",
+ "thenewborn": "The Newborn",
+ "theinnocent": "The Innocent",
"thestar": "The Star",
+ "thejoined": "The Joined",
"thebrain": "The Brain",
"thesoldier": "The Soldier",
+ "theharbinger": "The Harbinger",
+ "thenomad": "The Nomad",
+ "thescion": "The Scion",
+ "custom": "Custom",
"somethingelse": "Something Else",
- "freak:": "Freak:",
- "unleashyourpowers": "(unleash your powers)",
- "danger:": "Danger:",
- "directlyengage": "(directly engage)",
- "savior:": "Savior:",
- "savior": "Savior",
- "freak": "Freak",
+ "halcyoncityherald": "Halcyon City Herald Collection",
+ "secretsofaegis": "Secrets of A.E.G.I.S.",
+ "unbound": "Unbound",
"danger": "Danger",
+ "danger:": "Danger:",
+ "freak": "Freak",
+ "freak:": "Freak:",
+ "savior": "Savior",
+ "savior:": "Savior:",
"superior": "Superior",
- "mundane": "Mundane",
- "soldier": "Soldier",
- "defend": "(defend)",
"superior:": "Superior:",
+ "mundane": "Mundane",
+ "mundane:": "Mundane:",
+ "sumof5labels": "Sum of 5 Labels:",
+ "sumof6labels": "Sum of 6 Labels:",
+ "bydefault3": "(by default this should be a 3)",
+ "bydefault5": "(by default this should be 5)",
+ "advancementmayincrease": "(advancement may increase this)",
+ "directlyengageathreat": "(directly engage a threat)",
+ "unleashyourpowers": "(unleash your powers)",
+ "comfortorsupport": "(comfort or support)",
+ "piercethemask": "(pierce the mask)",
+ "defend": "(defend)",
"assessthesituation": "(assess the situation)",
"provokesomeone": "(provoke someone)",
- "mundane:": "Mundane:",
- "soldier:": "Soldier:",
- "piercethemask": "(pierce the mask)",
- "comfortorsupport": "(comfort or support)",
- "actonorders": "(act on orders and rely on training)",
- "invokeauthority": "(invoke your authority",
- "askaegis": "(ask A.E.G.I.S. for resources)",
"flat2d6": "Flat 2d6",
"rejectsomeonesinfluence": "(reject someone's influence)",
+ "rejectinfluence": "Reject Influence",
"customrolls": "(custom rolls)",
- "sumoflabels": "Sum of Labels:",
- "bydefault3": "(by default this should be a 3)",
- "advancementmayincrease": "(advancement may increase this)",
+ "doom-desc": "What brings your Doom closer? Choose two:",
+ "doomcloser1": "overexerting yourself",
+ "doomcloser2": "facing danger alone",
+ "doomcloser3": "showing mercy",
+ "doomcloser4": "injuring innocents",
+ "doomcloser5": "frightening loved ones",
+ "doomcloser6": "talking about it openly",
+ "doomtrack-desc": "Whenever you bring your Doom closer, mark one box on your Doomtrack",
+ "doomtrack:": "Doomtrack:",
+ "doomtrack-fill": "Whenever your Doomtrack fills, clear it and take one of your Doomsigns",
+ "doomsign-desc": "These are abilities that come to you with your approaching Doom. Once you have taken all five Doomsigns above the line, you must take \"Your doom arrives\" the next time your Doomtrack fills. Choose 1 Doomsign you already have at character creation.",
+ "doomsign1-desc": "Dark Visions: Mark your Doomtrack to have a vision about the situation at hand. After the vision, ask the GM a question; they will answer it honestly.",
+ "doomsign2-desc": "Infinite Powers: Mark your Doomtrack to use an ability from any playbook, one time.",
+ "doomsign3-desc": "Portal: Mark your Doomtrack to appear in a scene with anyone you want.",
+ "doomsign4-desc": "Burning Bright: Mark your Doomtrack to ignore one of the GM's stated requirements when you call upon the resources of your Sanctuary.",
+ "doomsign5-desc": "Bolstered: Mark your Doomtrack to use an Adult Move one time.",
+ "doomsign6-desc": "Your Doom arrives; confront it and perish.",
+ "themask-janus": "The Mask:",
+ "themask-janus-desc1": "You wear a mask and hide your real identity. Choose what Label you try to embody while wearing your mask:",
+ "themask-janus-desc2": "Once per session, you can affirm either your heroic or secret identity to switch your Mundane with your mask's Label.",
+ "themask-janus-desc3": "When you reveal your secret identity to someone who didn't know it already, mark potential.",
+ "secretid-janus-desc1": "Your mundane life comes with a series of obligations. Choose a total of 3 obligations:",
+ "obligationjanus": "(your obligations among jobs, school, home and social)",
+ "secretid-janus-desc2": "When time passes, roll to see how you're managing your obligations. On a hit, things are going pretty well — you have an opportunity or advantage thanks to one of your obligations. On a 7-9, you've lapsed on one obligation, your choice. On a miss, you haven't given your normal life anywhere near the attention it deserves; the GM chooses 2 obligations that are going to bite you in the butt.",
+ "conditions-marked": "Conditions marked:",
+ "burn-nova-desc1": "When you charge up your powers, roll. On a hit, hold 3 burn. On a 7-9, mark a condition. On a miss, hold 2 burn and mark 3 conditions.",
+ "burn-nova-desc2": "Spend your burn on your flares. You lose all burn at the end of the scene. Write 4 Flares you already have at character creation.",
+ "flare:": "Flare:",
+ "flarename": "(flare name)",
+ "flaredescription": "(flare description)",
+ "futureself-innocent-desc1": "Your future self is out there, an important figure in Halcyon City and the world beyond — and everything you'd hoped you'd never be. But finding out how they became who they are may be all it takes to push you along a similar path. Pick 1 step of your future self's path that you already know at character creation, and mark it (left side checkbox). When you learn of another step of your future self's path, mark it. You can have at most 5 steps marked.",
+ "futurepath1-desc": "They lost someone they cared about deeply",
+ "futurepath2-desc": "They failed horrifically in a noble pursuit or cause",
+ "futurepath3-desc": "They committed a major crime",
+ "futurepath4-desc": "They betrayed a close friend or ally",
+ "futurepath5-desc": "They won a victory at enormous cost to the world around them",
+ "futurepath6-desc": "They killed someone",
+ "futurepath7-desc": "They publicly battled another hero",
+ "futurepath8-desc": "They injured an innocent",
+ "futureself-innocent-desc2": "When you undergo an experience (your call) that echoes any one of the above (marked or unmarked), strike it through (right side checkbox). When you strike through a marked step, or mark a struck-through step, choose one of the following:",
+ "futurereplace1-desc": "Replace comfort or support with this: When you coldly dismiss someone, roll +Mundane. On a hit, they mark a condition or leave you alone, their choice. On a 7-9, they can also choose to inflict a condition on you.",
+ "futurereplace2-desc": "Replace defend someone with this: When you aggressively defend a large group or area, roll +Savior. On a hit, you create an opportunity for yourself to press the attack, and take +1 forward to pursue it. On a 10+, the collateral damage is minimal.",
+ "futurereplace3-desc": "Replace provoke someone with this: When you threaten someone, say what you want them to do and roll +Superior. On a hit, they either do it or they are put at a significant disadvantage against you, their choice. On a 10+, either way they mark a condition of your choice.",
+ "futurereplace4-desc": "Replace reject someone's Influence with this: When you spit in the face of guidance or Influence, roll +2. On a hit, take away their Influence over you or clear a condition, your choice. On a 7-9, you both take a powerful blow from the intensity of your words.",
+ "futurereplace5-desc": "Become an NPC antagonist — your path is irreconcilably set along the same course that your future self followed.",
+ "bond-joined-desc": "At character creation you start with Two of a kind, and choose one other bond.",
+ "bond1-desc": "Two of a kind: When time passes, you and your other half gain Influence over each other. When you or your other half pierces the other's mask, mark a condition to take a 10+.",
+ "bond2-desc": "Fastball special: When you perform a coordinated fighting maneuver with your other half, say who takes the lead and who assists. The leader rolls the adult move overwhelm a vulnerable foe. The assistant marks a condition.",
+ "bond3-desc": "Powers, activate!: When you and your other half pool your powers, say who takes the lead and who assists. The leader unleashes their powers with your combined Freak (max +4). The assistant shifts Savior down, Mundane up.",
+ "bond4-desc": "Four eyes are better: When you and your other half assess the situation from two different vantage points, one of you makes the move, and the other may either clear a condition or ask an additional question. You both get +1 when following the answers.",
+ "distinction-joined-desc": "When either you or your other half locks a Label, unmark one of your chosen bonds and choose a distinction.",
+ "distinction1-desc": "Mirror, mirror: When you pierce someone's mask, you can ask them \"What are you really feeling right now?\", even on a miss. If you do, they can ask you the same question.",
+ "distinction2-desc": "Shouldering the burden: When you push yourself to do something your other half failed at or can't do, mark a condition to use the adult move wield your powers.",
+ "distinction3-desc": "Going solo: When you directly engage a threat entirely on your own, you can roll +Superior instead of +Danger.",
+ "distinction4-desc": "Internal strife: When you snipe about your other half behind their back, remove one Team from the pool and clear a condition.",
+ "beforewegetstarted-soldier": "Before we get started:",
+ "beforestart-soldier": "When you have time to closely observe your opposition before a fight, roll. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 and mark a condition. During the fight, you can spend your hold to name a character you observed and...",
+ "beforestart-soldier-list1": "● ...redirect their attack to another character or nowhere — into a wall or the sky.",
+ "beforestart-soldier-list2": "● ...cross a distance between them and you.",
+ "beforestart-soldier-list3": "● ...stun them, close up or from a distance.",
+ "beforestart-soldier-list4": "● ...ignore all harm from one of their attacks.",
+ "beforestart-soldier-list5": "● ...escape any bindings or impediments they attempt to place on you.",
+ "memories:": "Memories:",
+ "memories-harbinger-desc": "Your Memories score starts at -1, and goes up by 1 (to a maximum of +3) for each name below. When you write a name below, they gain Influence over you if they did not already have it.",
+ "memories-role1": "● Monster:",
+ "memories-role2": "● Traitor:",
+ "memories-role3": "● Corruptor:",
+ "memories-role4": "● Martyr:",
+ "memories-role5": "● Architect:",
+ "memories-role6": "● Leader:",
+ "connect-harbinger-desc1": "When you push yourself to remember the version of someone that exists in your future, mark a condition and roll Memories. On a hit, you connect who they are now to who they are in the future; choose the role that they fulfill in the future, and the GM will tell you about their future self. On a 10+, ask a follow-up question. On a miss, they're not at all who you thought they would be; the GM will choose their role, or tell you that as far as you know, they don't exist in the future.",
+ "connect-harbinger-desc2": "At the start of each session or when time passes, roll to find out how your investigations into the timeline have been going. On a hit, choose one figure noted above or one aspect of the future world you can remember. You've found a lead to follow to learn more about how the present version of that figure or aspect became the future version. On a 10+, the lead is particularly strong; right now, you can ask the GM one question about the figure or aspect, and they will answer honestly. On a miss, you're lost in the present; the GM will tell you how things are so different here, and shift your Labels according to how it makes you feel.",
"move:": "Move:",
"label:": "Label:",
+ "activemove-hide": "Hide your Active Moves",
+ "activemove-note": "Note: Adult moves count as Active Moves",
+ "passivemove-hide": "Hide your Passive Moves",
+ "teammove-hide": "Hide your Team Moves",
+ "teammove1-beacon": "When you share a triumphant celebration with someone, tell them how they're awesome and add 1 Team to the pool. If they tell you how you're awesome in return, add 1 more Team to the pool.",
+ "teammove2-beacon": "When you share a vulnerability or weakness with someone, ask them to confirm or deny that you should be here. If they confirm it, mark potential and give them Influence over you. If they deny it, mark Angry and shift one Label up and one Label down, your choice.",
+ "teammove1-bull": "When you share a triumphant celebration with someone, make them your love or rival immediately to mark potential. If they are already your love or rival, take Influence over them and mark potential.",
+ "teammove2-bull": "When you share a vulnerability or weakness with someone, give them Influence and hold 2. Spend that hold to help them as if it were Team in the pool.",
+ "teammove1-delinquent": "When you share a triumphant celebration with someone, ask them if they think you're cool. If they say yes, give them Influence and take Influence over them. If they say no, mark a condition or spurn them immediately. If they're a teammate, then either way, add 1 Team to the pool.",
+ "teammove2-delinquent": "When you share a vulnerability or weakness with someone, give them Influence over you, and ask them who they'd like you to be. Mark potential if you show them that person. If they're a teammate, add 1 Team to the pool no matter what.",
+ "teammove1-doomed": "When you share a triumphant celebration with someone, give them Influence over you and spend 1 Team from the pool to clear one box on your Doomtrack.",
+ "teammove2-doomed": "When you share a vulnerability or weakness with someone, give them Influence over you and ask if they honestly think there's hope for you. If they say yes, mark potential or clear one box on your Doomtrack. If they say no, mark a condition or mark one box on your Doomtrack.",
+ "teammove1-janus": "When you share a triumphant celebration with someone, ask them if they see you as the person wearing the mask or the person underneath. If the former, mark potential and clear a condition. If the latter, take Influence over them if you reveal yourself.",
+ "teammove2-janus": "When you share a vulnerability or weakness with someone, tell them a secret about who you really are. Give them Influence, and shift your Mundane up and your Mask's Label down.",
+ "teammove1-legacy": "When you share a triumphant celebration with someone, tell them whether you see them as an equal. If you do, give them Influence over you and mark potential. If you don't, shift Superior up and any other Label down.",
+ "teammove2-legacy": "When you share a vulnerability or weakness with someone, tell them a secret about your legacy (including your own true feelings about it) to clear a condition and give them Influence over you.",
+ "teammove1-nova": "When you share a triumphant celebration with someone, ask them if there is any fear in their eyes when they look at you. If they say no, take +1 forward and mark potential. If they say yes, immediately shift your Danger up and Savior down.",
+ "teammove2-nova": "When you share a vulnerability or weakness with someone, tell them how they could stop you, if it came down to it. Give them Influence over you and clear a condition.",
+ "teammove1-outsider": "When you share a triumphant celebration with someone, take Influence over them if you show them meaningful affection, physical or emotional. They decide if it's meaningful.",
+ "teammove2-outsider": "When you share a vulnerability or weakness with someone, they tell you what you should do to fit in more. Take +1 forward to do it, and mark potential if you do.",
+ "teammove1-protege": "When you share a triumphant celebration with someone, ask them if you've been a good leader or effective teammate. If they say yes, your Mentor loses Influence over you and you mark potential. If they say no, your Mentor gains Influence over you, and you take +1 forward on using the Label your Mentor embodies.",
+ "teammove2-protege": "When you share a vulnerability or weakness with someone, tell them a secret about your Mentor (including your feelings towards them). Give them Influence over you and add 1 Team to the pool.",
+ "teammove1-transformed": "When you share a triumphant celebration with someone, clear a condition if they treat you like a perfectly normal person and mark potential if they praise your power or abilities.",
+ "teammove2-transformed": "When you share a vulnerability or weakness with someone, ask them if they think you're losing or gaining humanity. If they say losing, mark a condition and mark potential. If they say gaining, clear a condition and shift Mundane up and any other Label down.",
+ "teammove1-reformed": "When you share a moment of triumph with someone, ask them what gives them hope for a brighter day and give them Influence.",
+ "teammove2-reformed": "When you share a vulnerability or weakness with someone, ask them what they would do something dark for and gain Influence over them.",
+ "teammove1-newborn": "When you share a triumphant celebration with someone, ask them what makes them proud or happy about the actions they took and write a lesson based on it, either filling an empty slot or replacing an existing lesson.",
+ "teammove2-newborn": "When you share a vulnerability or weakness with someone, if their response helps you understand human feelings and problems, mark potential. If their response confuses or offends you, shift your Freak up and your Mundane down.",
+ "teammove1-innocent": "When you share a triumphant celebration with someone, ask whether they think your future self could've won this victory. If they do, mark potential and the GM shifts your Labels. If they do not, clear a condition and they shift your Labels.",
+ "teammove2-innocent": "When you share a vulnerability or weakness with someone, ask them if they think you could turn into your future self. If they do, mark potential and the GM shifts your Labels. If they do not, clear a condition and they shift your Labels.",
+ "teammove1-star": "When you share a triumphant celebration with someone, say whether it's part of the show or not. If it is, then you can shift your Labels as you choose. If it is not, then they shift your Labels, and you can clear a condition or mark potential.",
+ "teammove2-star": "When you share a vulnerability or weakness with someone, ask them if they will tell anyone the truth about you. If they agree to keep it a secret, clear a condition or mark potential. If they don't agree, the GM shifts your Labels.",
+ "teammove-joined": "When either you or your other half shares a triumphant celebration or shares a moment of vulnerability without the other one present, mark a condition to mark a potential.",
+ "teammove1-brain": "When you share a triumphant celebration with someone, ask them if they felt they could have done it without you. If they say yes, give Influence to them and mark a condition. If they say no, they give Influence to you.",
+ "teammove2-brain": "When you share a vulnerability or weakness with someone, hold 2. Spend the hold 1-for-1 to clear a condition or add 1 Team to the pool when you are with them.",
+ "teammove1-soldier": "When you share a triumphant celebration with someone, tell them what they need to do to achieve their full potential. If they accept your advice, take Influence over them and add 2 Team to the pool. If they reject what you have to say, mark a condition.",
+ "teammove2-soldier": "When you share a vulnerability or weakness with someone, ask them what cause they serve. If you find it to be a worthy cause, tell them how you will fight for it, clear a condition, and add 1 Team to the pool. If they don't have a cause (or you find it unworthy), mark a condition.",
+ "teammove1-harbinger": "When you confess to a teammate the difference between what you thought they would be and what they really are, add 1 Team to the pool, and ask them if you represent a future they'd want. If they say yes, mark potential. If they say no, mark a condition.",
+ "teammove2-harbinger": "When you share a tale of future loss with someone, ask them if they think you have the ability to avert that loss. If they believe you do, mark potential and give them Influence over you. If they don't, mark Guilty and shift one Label up and one Label down (your choice). If Guilty is already marked, mark another condition, GM's choice.",
+ "teammove1-nomad": "When you share a triumphant celebration with someone, ask them what they admire about you. The GM will shift one of your Labels up and one down based on what they say.",
+ "teammove2-nomad": "When you share a vulnerability or weakness with someone, mark a condition, give them Influence over you, and mark potential.",
+ "teammove1-scion": "When you share a triumphant celebration with someone, ask them if you have earned their respect. If you have, take Influence over them and mark potential. If you have not, give them Influence over you and mark potential.",
+ "teammove2-scion": "When you share a vulnerability or weakness with someone, ask them if they would defend you against those who mistrust you. If they say yes, clear a condition and shift Savior up and any other Label down. If they say no, mark a condition and shift Danger up and any other Label down.",
+ "momentoftruth-unlock": "Unlock your Moment of Truth",
+ "moment-beacon": "This is the moment when you show them exactly why you belong here. You do any one thing, take out any one enemy, no matter how insane, no matter how ridiculous, because that's you. Their jaws are gonna drop when you're done. Of course, pulling off a stunt like this tends to bring unwanted attention and a dangerous reputation...",
+ "moment-bull": "This is what you do best. You let loose, all the pent up strength and rage and glee, and you break whatever stands in your way. You are a walking demolition crew. What can stand up to you? Nothing. Not buildings. Not structures. Not enemies. Nothing. Of course, now the people who changed you know exactly where to find you...",
+ "moment-delinquent": "This is when you show them what you really are. Whether you're the hero underneath the rebel facade... or the one who can make the hard choices heroes can't make. You do whatever it takes to show that truth, whether it's saving the day from a terrible villain or stopping a bad guy once and for all. Of course, once you've shown what you really are, there's no going back to playing the clown...",
+ "moment-doomed": "The prickly tingling fear of your doom, always in your head — it holds you back most of the time. But right here, right now? It gives you the confidence to do anything. After all, what's the worst that could happen? Is it worse than your doom? Do impossible things. Do anything. But mark a Doomsign after you're finished.",
+ "moment-janus": "The mask is a lie, and some piece of you has always known that. Doesn't matter if others can see it. You're the one that can do the impossible. Mask off. Costume on. And you're going to save the damn day. Of course, you better hope nobody nasty is watching...",
+ "moment-legacy": "This is the moment when you prove how much the mantle belongs to you. You seize control of all your powers, and you defeat even impossible odds to prove you are worthy of the name you carry. You accomplish feats even your predecessors couldn't do. Of course, after you prove something like that, you can expect still more responsibilities to be placed on your shoulders...",
+ "moment-nova": "Your mind's eye opens, and you can see the world around you like never before. You can control it, at will, with ease. Of course, warping reality tends to have ramifications down the line, but in your moment of godhood... how could you possibly be worried?",
+ "moment-outsider": "You embrace your home and call them for aid. They will answer your call, in force, arriving exactly when you need them to turn the tide. They fight and serve you for the rest of the battle. Of course, when all is said and done... they'd probably like to take you home with them. You did, after all, just prove yourself worthy.",
+ "moment-protege": "The moment that you show who you really are: your mentor, or something different. You can do whatever your mentor could do and more. You can do the incredible, even the things they always failed to accomplish. Of course, they're not going to see you the same way, no matter which path you choose...",
+ "moment-transformed": "It's so easy to forget that you're not your body, and you're not the voice in your head — you're both. Be the monster, and save them anyway. Smash down walls, and speak softly. Because when you embrace it, you can do anything. Of course, putting on a display like this is sure to rile up those who see only the monster when they look at you...",
+ "moment-reformed": "You've seen your greatest mistakes, and the rest of the world has, too. They're all watching you now, judging every move you make. When everything is on the line and your back is against the wall, though, you'll show them what you're made of — that being a hero is a choice. An act of will. And you've got what it takes to save the day. Of course, afterward, you can expect both sides, hero and villain, to deeply question where your loyalties truly lie...",
+ "moment-newborn": "Something snaps into focus, and suddenly you're a full thing, true and complete. You'd never have known how fragmented you were before, if not for here, this moment. You're not a series of individual lessons. You're not a series of subroutines and programs. You're... a person. This must be what it's like to be... human. And this fullness? It gives you a control over yourself, a unity of purpose you've never experienced before. Of course, now that you're showing off all your potential, it's only a matter of time before someone comes forward to reduce you to a machine again...",
+ "moment-innocent": "You've fought, struggled, and worked so hard to figure out who you are, whether you're just the same as your future self or whether you're different... but right now, that's all out the window. The distinction between your future self and your present self vanishes in the face of the trial before you, and you become exactly the powerful, adamant figure that everyone fears or hopes you will one day become. You can do exactly what your future self could do, and everyone around you sees them in you more clearly than ever. Of course, after this it's going to be hard to treat you as two different people...",
+ "moment-star": "Sometimes it can be hard to tell where the show stops and where you begin — but not today. Not now. Because right now, there is no show. Right now, you are the thing you pretend to be — bold and bright and beautiful and amazing and powerful and confident. Right now, you draw strength from your audience, comfort from their belief in you, and you can do anything they think you can. Of course, after such an impassioned performance, your audience will just have even more demands...",
+ "moment-joined-choose": "When you trigger your Moment of Truth, choose — are you working with your other half, or are you on your own?",
+ "moment-joined-otherhalf": "If you're working with your other half, use the text of their Moment of Truth and treat it as if it applies to both of you. Remember to lock your Label and switch a Bond to a Distinction, because you'll probably never reach these heights of perfect connection, of being one, ever again...",
+ "moment-joined-own": "If you're on your own, use the following text:",
+ "moment-joined": "You're on your own. It's like missing an arm. Like fighting naked. Like holding your breath. You're missing something vital... but you're moving faster than ever, thinking faster than ever, doing things you couldn't even do while relying on both of your strength combined. And it's hitting you, hard — you can do this. Without them. And you can win. It's going to be hard to come down off this high and rejoin with them afterwards, isn't it? Remember to lock a Label and switch a Bond to a Distinction, after you're finished.",
+ "moment-brain": "Sooner or later, all the super powers, elite training, and experience are helpless in the face of evil or disaster. That's when somebody like you, gifted as you are with a peerless intellect, can rise to the occasion. Your plan, your invention, or your lightning-fast thought processes save the day, in a way no one else could have foreseen. Of course, after you've shown how different you are from them, that distance between you and the others is now that much greater. And the world is only going to pull you farther apart...",
+ "moment-soldier": "Freedom isn't free. But not every mission ends in tragedy. When things look bleakest, when your back is against the wall, when it seems like the dawn will never come... you find a way forward without violence. Your enemies lay down their arms and surrender; your allies step back from the brink of chaos. Of course, the people you've saved aren't going to forget what you've done here today; they may even come to see you as a symbol of the higher cause you claim to serve...",
+ "moment-soldier-lock": "You cannot lock Soldier after using your Moment of Truth.",
+ "moment-harbinger": "Everything you do could affect the future. For all you know, saving that one guy means that now the future is full of pterodactyls. The ripples are always so hard to track, and you're not sure if you've helped or hurt — not really. Until now. In this moment, it's all clear. You can see the course of events laid out before you like a river, and you know exactly what you have to do to ensure the future outcome you want. Of course, after this, you've changed enough of the timeline to invalidate your prior research — reset all the names in your Connecting Dots section.",
+ "moment-nomad": "You basically exist with one foot out the door, ready to leave this place, to go back out into the wide expanse of the universe. You've never fully committed. That is, until today. Until right now. Now, you pour everything you have and everything you are into this moment. You pull off tricks no one from this planet has ever seen before. You use your tools in ways no one here could have ever imagined. You devote yourself, here and now, to a cause, and you achieve your goal in ways that you never could've if you'd only stayed home. Of course, now you've proved to everyone that you really don't belong here, and the very skills that let you succeed are the ones you earned from out there...",
+ "moment-scion": "People have always tried to define you by your lineage. As if from the moment you were born, you were meant to be some villain to be defeated. But... they're right, aren't they? That darkness is in you. So right here, right now, you're not fighting it — you're embracing it. Both hero and villain, and greater besides. You're overcoming impossible odds in ways no hero would approve of, and no villain could comprehend. Of course, after seeing what you can really do when you embrace the whole of yourself, the rest of the world isn't going to forget who you really are...",
+ "moment-label-lock": "After you use your Moment of Truth, permanently lock one Label.",
+ "advancedspecial-view": "View after taking the corresponding Advancement",
+ "advancedspecial-brain1": "View after taking Sanctuary",
+ "advancedspecial-brain2": "View after taking Drives",
+ "burn-adv-desc": "Spend your burn on your flares. You lose all burn at the end of the scene. You get 3 Flares.",
+ "describeadvspec": "(describe your advanced special)",
"conditions:": "Conditions:",
"takeapowerfulblow": "(take a powerful blow)",
+ "toclear": "To clear:",
"afraid": "Afraid",
- "malusdirectlyengage": "(-2 to directly engage)",
+ "malusdirectlyengageathreat": "(-2 to directly engage a threat)",
+ "clearafraid": "run from something difficult",
"angry": "Angry",
"maluscomfortorsupport": "(-2 to comfort or support)",
"maluspiercethemask": "(-2 to pierce the mask)",
+ "clearangry": "hurt someone or break something important",
"guilty": "Guilty",
"malusprovokesomeone": "(-2 to provoke someone)",
"malusassessthesituation": "(-2 to assess the situation)",
+ "clearguilty": "make a sacrifice to absolve your guilt",
+ "hopeless": "Hopeless",
+ "malusunleashyourpowers": "(-2 to unleash your powers)",
+ "clearhopeless": "fling yourself into easy relief",
"insecure": "Insecure",
"malusdefend": "(-2 to defend)",
"malusreject": "(-2 to reject what others say)",
- "hopeless": "Hopeless",
- "malusunleashyourpowers": "(-2 to unleash your powers)",
+ "clearinsecure": "take foolhary action without talking to your team",
+ "newborn-optional-damage": "Enable if you take the Damage move",
+ "damaged": "Damaged",
+ "cleardamaged": "you need time, external help, or special equipment or abilities",
+ "conditions-note": "Note: Conditions do not affect Active Moves",
+ "whenyoumarkdrive": "When you mark a drive, choose one: mark potential, clear a condition, take influence over someone involved",
+ "whencompleteadriveset": "When you complete a set of drives, add another set with 4 new drives.",
+ "whenalldrivesmarked": "When all drives are marked, choose one: change playbooks, retire from the life, become a paragon of the city",
"completedthisset": "completed this set",
+ "bullheartdesc": "You can change your love or rival at any time; give the new person influence over you",
"love:": "Love:",
"rival:": "Rival:",
- "add1toallrollsthistwo": "(add 1 to all rolls that target these two)",
- "darkvisions": "Dark Visions",
- "burningbright": "Burning Bright",
- "infinitepowers": "Infinite Powers",
- "bolstered": "Bolstered",
- "portal": "Portal",
- "yourdoomcomes": "Your doom comes",
+ "bullheartongoing": "(+1 to any roll that impresses your love or frustrates your rival)",
+ "bullchooserole": "Choose a role that you fulfill for your love or rival",
+ "bullrole1": "Defender: When you leap to defend your love or rival in battle, roll +Danger instead of +Savior to defend them.",
+ "bullrole2": "Friend: When you comfort or support your love or rival, mark potential on a hit. When your love or rival comforts or supports you, mark potential when they roll a hit.",
+ "bullrole3": "Listener: When you pierce the mask of your love or rival, you can always let them ask you a question to ask them an additional question in turn, even on a miss. These additional questions do not have to be on the list.",
+ "bullrole4": "Enabler: When you provoke your love or rival, roll +Danger if you are trying to provoke them to rash or poorly thought out action.",
+ "nemesisdesc1": "Your Nemesis is an epic and powerful enemy representing and embodying your Doom.",
+ "nemesisdesc2": "At the end of every session, answer the question: Did you make progress on defeating your Nemesis? If the answer is yes, mark potential. If the answer is no, mark your Doomtrack.",
+ "sanctuarydesc1": "You have a place where you can rest, recover, and reflect upon your powers. Write 3 features of your Sanctuary:",
+ "sanctuarydesc2": "Write 2 downsides of your Sanctuary:",
+ "sanctuarydesc3": "When you call upon the resources of your Sanctuary to solve a problem, say what you want to do. The GM will give you 1 to 4 requirements from the following which you must fulfill to complete your solution:",
+ "sanctuary-req1": "First, you must...",
+ "sanctuary-req2": "You'll need help from...",
+ "sanctuary-req3": "You and your team will risk danger from...",
+ "sanctuary-req4": "The best you can do is a lesser version, unreliable and limited",
+ "sanctuary-req5": "You'll need to mark one box on your Doomtrack",
+ "sanctuary-req6": "You'll have to obtain...",
+ "legacydesc1": "Name some members of your legacy (at least 2):",
+ "legacymember1": "is still active and prominent in the city.",
+ "legacymember2": "is retired and quite judgmental.",
+ "legacymember3": "is the next possible member of your legacy.",
+ "legacymember4": "is the greatest opponent your legacy ever faced... and is still at large.",
+ "legacydesc2": "Whenever time passes, roll to see how the members of your legacy feel or react to your most recent exploits. Before rolling, have the other players answer these following questions about your performance. Take -1 to the roll for each 'no' answer:",
+ "legacyquestion1": "● Have you been upholding the traditions of your legacy?",
+ "legacyquestion2": "● Have you maintained the image of your legacy?",
+ "legacyquestion3": "● Have you made the other members of your legacy proud?",
+ "legacydesc3": "On a hit, one of them offers you meaningful encouragement, an opportunity, or an advantage. On a 7-9, another is upset with your most recent actions, and will make their displeasure known. On a miss, something you did stirred up the hornet's nest — expect several members of your legacy to meddle with your life.",
"hold:": "Hold:",
- "resetto0attheend": "(reset to 0 at the end of the scene)",
+ "mentor-desc1": "You have a mentor, someone who's taught you, trained you, given you aid, or raised you up. Someone who might have confined you a bit too rigidly to a single path.",
"embodies:": "Embodies:",
"denies:": "Denies:",
- "add1toallrollsthesepeople": "(add 1 to all rolls that target these people)",
+ "mentor-resource": "Mentor's Resources:",
+ "mentor-desc2": "Write up to 3 resources that your mentor gave you and the team",
+ "mentorresource": "(resources provided by your mentor)",
+ "haveinfluenceover": "I have influence over:",
+ "influenceroll": "(+1 to any roll that target these people)",
+ "aminfluencedby": "I am influenced by:",
"whatdidyoutake": "(what did you take?)",
"movename": "(move name)",
"movedescription": "(move description)",
+ "teammovedesc": "(team move description)",
+ "momentcustomdesc": "(moment of truth description)",
"drive": "(drive)",
"yourlove": "(your love)",
"yourrival": "(your rival)",
- "iam": "(I am...)",
- "asuperheroshould": "(A superhero should...)",
- "always": "(Always...)",
- "never": "(Never...)",
- "villainouscontact": "(villainous contact)"
+ "friendsinlowplaces1": "You have ties to villains from your previous career, a.k.a. Friends in Low Places.",
+ "friendsinlowplaces2": "Write 3 names and fill in their details. At character creation, mark 2 obligations on one villain and mark 1 obligation on another.",
+ "contactobligation": "Obligation:",
+ "villainouscontact": "(villainous contact)",
+ "theirspecialty": "(their specialty)",
+ "friendsinlowplaces-help1": "When you come to them for help with your problems, mark obligation on them and they'll help out within their specialty. If all their boxes are full, then they won't help you until you help them.",
+ "friendsinlowplaces-help2": "When time passes, roll flat + your highest obligation. On a 10+, they come crashing into your life with a crisis. On a 7-9, they call for a favor. On a miss, they don't come knocking yet, but mark obligation on them — the debts are getting heavier.",
+ "friendsinlowplaces-help3": "When you help one of these villains with their problems, erase 2 obligations on them.",
+ "lessonsnewborn-desc": "When you learn something that helps you make sense of the world, write it down as a Lesson. Fill in 2 lessons at character creation. Fill in the others during play.",
+ "lesson-newborn1": "I am",
+ "lesson-newborn2": "A superhero should",
+ "lesson-newborn3": "Always",
+ "lesson-newborn4": "Never",
+ "lessonsnewborn-embody": "When you embody one of your lessons, shift one Label up and one Label down, your choice. If you cause a misunderstanding, collateral damage, or unintended consequences in the process, mark potential.",
+ "lessonsnewborn-reject": "When you reject one of your lessons, reject its Influence as if it were an NPC. If you choose to have it lose Influence over you, erase that lesson and write a new one in its stead.",
+ "lessonsnewborn-creator1": "When you approach your creator or caretakers with a problem, tell them what obstacle you face or what you need to achieve, and they will offer you something you need. The GM chooses one:",
+ "lessonnewborn-offer1": "● secret information",
+ "lessonnewborn-offer2": "● a way to temporarily boost or expand your powers",
+ "lessonnewborn-offer3": "● access to instruments, weapons, or resources",
+ "lessonnewborn-offer4": "● official and explicit backing",
+ "lessonsnewborn-creator2": "If you accept their help, they'll rewrite one of your lessons.",
+ "audiencestar-desc": "You are a celebrity in the city. By default, your audience is a limited group of interested fans, and you speak to them through after-action interviews, infrequent press conferences, etc. Why does your audience love you? Mark all that apply.",
+ "audience-why1": "You're just like them",
+ "audience-why2": "You're a dangerous person, a bad seed",
+ "audience-why3": "You're noble warrior for justice",
+ "audience-why4": "You're stunning, unique, and beautiful",
+ "audience-why5": "You're charming, well-spoken, and smart",
+ "audience-why6": "You're a firebrand, a rabble rouser",
+ "audiencestar-adv": "Choose 2 advantages:",
+ "audience-adv1": "Your audience is utterly devoted to you",
+ "audience-adv2": "You can easily speak to them at any time",
+ "audience-adv3": "You have a PR agent to handle your audience",
+ "audience-adv4": "You earn a lot of money from their interest",
+ "audience-adv5": "You have a major hero's endorsement",
+ "audience-adv6": "You have a much wider audience",
+ "audiencestar-demand": "Choose 2 demands your audience makes on you:",
+ "audience-demand1": "They require constant stimulation",
+ "audience-demand2": "They require perfection — no mistakes",
+ "audience-demand3": "They require frequent bouts of drama",
+ "audience-demand4": "They require major acts of heroism",
+ "audience-demand5": "They require novelty and brand new action",
+ "audience-demand6": "They require chemistry with your allies",
+ "audiencestar-accept": "When you accept what your audience tells you about yourself, clear a condition.",
+ "audiencestar-reject": "When you reject what your audience tells you about yourself, on a hit mark potential and expect retribution.",
+ "audiencestar-help": "When you seek help from your audience, roll. On a hit, someone in your audience can hook you up. On a 10+, they only make a small demand. On a 7-9, their demands are a lot higher. On a miss, you've made a mistake, and your audience won't help you until you've redeemed yourself in their eyes.",
+ "otherhalfjoined-desc": "You share a deep bond with your other half. You are stronger together than you are apart, for now. If your other half's playbook has no extra, then take 2 playbook moves from them; one they have and one they don't. If your other half's playbook has extras (drives, bull's heart, burn, the mask, legacy etc.), then you share the extras, gaining further merits and demerits.",
+ "otherhalfjoined-more": "For more details, refer to pages 102 to 109 in the Masks: Halcyon City Herald Collection supplement.",
+ "otherhalfjoined-playbook": "Your Other Half's Playbook:",
+ "otherhalfextra": "(describe what extras you gain from/share with your other half)",
+ "brainshame-desc": "You have a deep and abiding sense of guilt for something you have created or had a hand in creating. Just as you are a world-class intellect, your shame is a world-class problem. Whatever the case, your role in its creation is not publicly known... yet.",
+ "brainshame-title": "Your Shame:",
+ "brainshame-list1": "A prototype AI",
+ "brainshame-list2": "A cosmic phenomenon",
+ "brainshame-list3": "A catastrophic weapon",
+ "brainshame-list4": "A dangerous chemical",
+ "brainshame-list5": "A living monstrosity",
+ "brainshame-list6": "An altered former ally",
+ "brainshame-confront": "Whenever you are confronted with your shame, either mark a condition or shift Superior down and Danger up. If your shame is an NPC, they can never lose Influence over you.",
+ "brainshame-endsession1": "At the end of every session, answer the question:",
+ "brainshame-endsession2": "● Did you take steps to make amends for your shame?",
+ "brainshame-endsession3": "If the answer is yes, mark potential. If the answer is no, give Influence to one of your teammates.",
+ "soldier": "Soldier",
+ "soldier:": "Soldier:",
+ "actonorders": "(act on orders and rely on training)",
+ "invokeauthority": "(invoke your authority",
+ "askaegis": "(ask A.E.G.I.S. for resources)",
+ "highercalling-desc": "You work for A.E.G.I.S., an agency that keeps the world safe from all manners of superhuman, supernatural, and extraterrestrial threats.",
+ "soldierlabel-desc": "The Soldier Label functions like any other Label. Characters with Influence over you can shift it, and you mark a condition if it would ever shift above +3 or below -2. You can only lock Soldier with the corresponding advancement. You can only cancel the influence A.E.G.I.S. holds over you with the corresponding advancement.",
+ "highercalling-move1": "When you're acting on orders and relying on your training, give A.E.G.I.S. influence to use Soldier instead of any other Label when you make a basic or playbook move.",
+ "highercalling-move2": "When you invoke your authority over civilians, Halcyon City personnel, or A.E.G.I.S. staff, roll +Soldier. On a hit, your words carry weight. On a 7-9, someone will push back against your instructions or orders... sooner rather than later. On a miss, your attempts to control the situation create an opportunity for your enemies within A.E.G.I.S. to act against you.",
+ "highercalling-move3": "When you ask A.E.G.I.S. for additional resources, equipment, or information during a mission, roll +Soldier. On a hit, they'll resupply you as best they can. On a 10+, the resources are highly classified or experimental; take +1 ongoing to deploying them throughout the mission. On a miss, A.E.G.I.S. sends what they think you need, regardless of what you actually requested.",
+ "scionlineage-desc": "You are the child of a true supervillain. You strive to be different than them, but they are a part of you. Answer each question below to describe them:",
+ "scionlineage-ques1": "What kind of villain are they?",
+ "scionlineage-ques2": "What is your relationship with them like?",
+ "scionlineage-ques3": "They have an array of abilities, assets, and strengths; what are some of them? (up to 3)",
+ "scionrespect-desc1": "Write down the names of at least 2 characters whose respect you need to earn in order to differentiate yourself from your parent. You may fill in new names whenever appropriate.",
+ "respect:": "Respect:",
+ "advancement:": "Advancement:",
+ "scionrespect-list1": "● Your parent's greatest enemy:",
+ "scionrespect-list2": "● Your parent's greatest victim:",
+ "scionrespect-list3": "● Your personal idol:",
+ "scionrespect-list4": "● The city's greatest leader:",
+ "scionrespect-list5": "● The city's greatest hero:",
+ "scionrespect-list6": "● The city's biggest celebrity:",
+ "scionrespect-desc2": "When you seek out one of the characters named above, roll. On a hit, you track them down. On a 7-9, they're juggling their own problems, and may not have time for you. On a miss, when you find them, the situation is dire; the GM will tell you how.",
+ "scionrespect-desc3": "If you earn Influence over the characters listed above, instead you mark 1 Respect. If you lose Influence over the characters listed above, instead you lose 1 Respect. If you lose 1 Respect and you have none marked, you immediately mark a condition, GM's choice.",
+ "scionrespect-desc4": "The first time you reach 4 Respect on an individual, take an advancement (mark the corresponding box under the character).",
+ "scionrespect-desc5": "While you have 4 Respect on an individual, you gain the following benefits. If you dip below 4 Respect on an individual, you lose these benefits.",
+ "scionrespect-desc5opt1": "● You can reject their Influence at a +3 (does not stack with the above).",
+ "scionrespect-desc5opt2": "● You take +1 to a Label of their choice (write it next to their name).",
+ "nomadinfluencedby": "I am influenced by: (max 6)",
+ "nomadinfluence-desc1": "(By default, no one has Influence over you, not even adults)",
+ "nomadinfluence-desc2": "(You gain benefits based on how much Influence you have given out. Check Roots for details.)",
+ "nomadroots-desc1": "● During play, you can only give Influence by revealing a vulnerability or weakness to someone and through the end of session move.",
+ "nomadroots-desc2": "● You cannot give Influence to somebody who already has Influence over you.",
+ "nomadroots-desc3": "● Others cannot take Influence over you; if they would, instead they choose: mark potential or inflict a condition on you.",
+ "nomadroots-desc4": "● You reject Influence at -2 by default, instead of +0 (already included in the Reject Influence roll).",
+ "nomadroots-desc5": "● When someone takes advantage of their Influence over you, they can choose 2 options.",
+ "nomadroots-desc6": "● At the end of each session, you may take away Influence from someone who has Influence over you.",
+ "nomadroots-howmuch": "How much Influence have you given out?",
+ "nomadinfluence-list1": "0 Influence",
+ "nomadinfluence-list2": "1-2 Influence",
+ "nomadinfluence-list3": "3 Influence",
+ "nomadinfluence-list4": "4 Influence",
+ "nomadinfluence-list5": "5 Influence",
+ "nomadinfluence-list6": "6 Influence",
+ "nomadinfluence-option1": "● You cannot comfort or support anyone. If you would trigger that move, instead mark a condition as you say exactly the wrong thing. If someone tries to comfort or support you, you cannot open up to them.",
+ "nomadinfluence-option2": "● When you defend someone who has Influence over you, you can ignore the Insecure condition. When you directly engage someone who has Influence over you, you can ignore the Afraid condition.",
+ "nomadinfluence-option3": "● When you take a powerful blow from someone with Influence over you, take -2 to the roll.",
+ "nomadinfluence-option4": "● When you pierce the mask of someone who has Influence over you, you can always ask them one question, even on a miss.",
+ "nomadinfluence-option5": "● When you spend 1 Team to help someone who has Influence over you, it gives them +2.",
+ "nomadinfluence-option6": "● When you accept the words of someone who has Influence over you, mark potential, clear a condition, or take +1 forward.",
+ "theirname": "(their name)",
+ "bullet": "●",
+ "rollkapow": "KAPOW!",
+ "rollfullhit": "Full hit!",
+ "rollhit": "Hit!",
+ "rollmiss": "Miss!",
+ "rollohdear": "Oh dear!"
}
diff --git a/Masks - A New Generation/translations/tr.json b/Masks - A New Generation/translations/tr.json
index e5bbff0b92..10087132e0 100644
--- a/Masks - A New Generation/translations/tr.json
+++ b/Masks - A New Generation/translations/tr.json
@@ -1,8 +1,9 @@
{
"playbook:": "Playbook:",
+ "choose-playbook": "Choose Playbook",
"thebeacon": "The Beacon",
"thebull": "The Bull",
- "thedelinquant": "The Delinquent",
+ "thedelinquent": "The Delinquent",
"thedoomed": "The Doomed",
"thejanus": "The Janus",
"thelegacy": "The Legacy",
@@ -10,83 +11,389 @@
"theoutsider": "The Outsider",
"theprotege": "The Protégé",
"thetransformed": "The Transformed",
- "theinnocent": "The Innocent",
- "thejoined": "The Joined",
- "thenewborn": "The Newborn",
"thereformed": "The Reformed",
+ "thenewborn": "The Newborn",
+ "theinnocent": "The Innocent",
"thestar": "The Star",
+ "thejoined": "The Joined",
"thebrain": "The Brain",
"thesoldier": "The Soldier",
+ "theharbinger": "The Harbinger",
+ "thenomad": "The Nomad",
+ "thescion": "The Scion",
+ "custom": "Custom",
"somethingelse": "Something Else",
- "freak:": "Freak:",
- "unleashyourpowers": "(unleash your powers)",
- "danger:": "Danger:",
- "directlyengage": "(directly engage)",
- "savior:": "Savior:",
- "savior": "Savior",
- "freak": "Freak",
+ "halcyoncityherald": "Halcyon City Herald Collection",
+ "secretsofaegis": "Secrets of A.E.G.I.S.",
+ "unbound": "Unbound",
"danger": "Danger",
+ "danger:": "Danger:",
+ "freak": "Freak",
+ "freak:": "Freak:",
+ "savior": "Savior",
+ "savior:": "Savior:",
"superior": "Superior",
- "mundane": "Mundane",
- "soldier": "Soldier",
- "defend": "(defend)",
"superior:": "Superior:",
+ "mundane": "Mundane",
+ "mundane:": "Mundane:",
+ "sumof5labels": "Sum of 5 Labels:",
+ "sumof6labels": "Sum of 6 Labels:",
+ "bydefault3": "(by default this should be a 3)",
+ "bydefault5": "(by default this should be 5)",
+ "advancementmayincrease": "(advancement may increase this)",
+ "directlyengageathreat": "(directly engage a threat)",
+ "unleashyourpowers": "(unleash your powers)",
+ "comfortorsupport": "(comfort or support)",
+ "piercethemask": "(pierce the mask)",
+ "defend": "(defend)",
"assessthesituation": "(assess the situation)",
"provokesomeone": "(provoke someone)",
- "mundane:": "Mundane:",
- "soldier:": "Soldier:",
- "piercethemask": "(pierce the mask)",
- "comfortorsupport": "(comfort or support)",
- "actonorders": "(act on orders and rely on training)",
- "invokeauthority": "(invoke your authority",
- "askaegis": "(ask A.E.G.I.S. for resources)",
"flat2d6": "Flat 2d6",
"rejectsomeonesinfluence": "(reject someone's influence)",
+ "rejectinfluence": "Reject Influence",
"customrolls": "(custom rolls)",
- "sumoflabels": "Sum of Labels:",
- "bydefault3": "(by default this should be a 3)",
- "advancementmayincrease": "(advancement may increase this)",
+ "doom-desc": "What brings your Doom closer? Choose two:",
+ "doomcloser1": "overexerting yourself",
+ "doomcloser2": "facing danger alone",
+ "doomcloser3": "showing mercy",
+ "doomcloser4": "injuring innocents",
+ "doomcloser5": "frightening loved ones",
+ "doomcloser6": "talking about it openly",
+ "doomtrack-desc": "Whenever you bring your Doom closer, mark one box on your Doomtrack",
+ "doomtrack:": "Doomtrack:",
+ "doomtrack-fill": "Whenever your Doomtrack fills, clear it and take one of your Doomsigns",
+ "doomsign-desc": "These are abilities that come to you with your approaching Doom. Once you have taken all five Doomsigns above the line, you must take \"Your doom arrives\" the next time your Doomtrack fills. Choose 1 Doomsign you already have at character creation.",
+ "doomsign1-desc": "Dark Visions: Mark your Doomtrack to have a vision about the situation at hand. After the vision, ask the GM a question; they will answer it honestly.",
+ "doomsign2-desc": "Infinite Powers: Mark your Doomtrack to use an ability from any playbook, one time.",
+ "doomsign3-desc": "Portal: Mark your Doomtrack to appear in a scene with anyone you want.",
+ "doomsign4-desc": "Burning Bright: Mark your Doomtrack to ignore one of the GM's stated requirements when you call upon the resources of your Sanctuary.",
+ "doomsign5-desc": "Bolstered: Mark your Doomtrack to use an Adult Move one time.",
+ "doomsign6-desc": "Your Doom arrives; confront it and perish.",
+ "themask-janus": "The Mask:",
+ "themask-janus-desc1": "You wear a mask and hide your real identity. Choose what Label you try to embody while wearing your mask:",
+ "themask-janus-desc2": "Once per session, you can affirm either your heroic or secret identity to switch your Mundane with your mask's Label.",
+ "themask-janus-desc3": "When you reveal your secret identity to someone who didn't know it already, mark potential.",
+ "secretid-janus-desc1": "Your mundane life comes with a series of obligations. Choose a total of 3 obligations:",
+ "obligationjanus": "(your obligations among jobs, school, home and social)",
+ "secretid-janus-desc2": "When time passes, roll to see how you're managing your obligations. On a hit, things are going pretty well — you have an opportunity or advantage thanks to one of your obligations. On a 7-9, you've lapsed on one obligation, your choice. On a miss, you haven't given your normal life anywhere near the attention it deserves; the GM chooses 2 obligations that are going to bite you in the butt.",
+ "conditions-marked": "Conditions marked:",
+ "burn-nova-desc1": "When you charge up your powers, roll. On a hit, hold 3 burn. On a 7-9, mark a condition. On a miss, hold 2 burn and mark 3 conditions.",
+ "burn-nova-desc2": "Spend your burn on your flares. You lose all burn at the end of the scene. Write 4 Flares you already have at character creation.",
+ "flare:": "Flare:",
+ "flarename": "(flare name)",
+ "flaredescription": "(flare description)",
+ "futureself-innocent-desc1": "Your future self is out there, an important figure in Halcyon City and the world beyond — and everything you'd hoped you'd never be. But finding out how they became who they are may be all it takes to push you along a similar path. Pick 1 step of your future self's path that you already know at character creation, and mark it (left side checkbox). When you learn of another step of your future self's path, mark it. You can have at most 5 steps marked.",
+ "futurepath1-desc": "They lost someone they cared about deeply",
+ "futurepath2-desc": "They failed horrifically in a noble pursuit or cause",
+ "futurepath3-desc": "They committed a major crime",
+ "futurepath4-desc": "They betrayed a close friend or ally",
+ "futurepath5-desc": "They won a victory at enormous cost to the world around them",
+ "futurepath6-desc": "They killed someone",
+ "futurepath7-desc": "They publicly battled another hero",
+ "futurepath8-desc": "They injured an innocent",
+ "futureself-innocent-desc2": "When you undergo an experience (your call) that echoes any one of the above (marked or unmarked), strike it through (right side checkbox). When you strike through a marked step, or mark a struck-through step, choose one of the following:",
+ "futurereplace1-desc": "Replace comfort or support with this: When you coldly dismiss someone, roll +Mundane. On a hit, they mark a condition or leave you alone, their choice. On a 7-9, they can also choose to inflict a condition on you.",
+ "futurereplace2-desc": "Replace defend someone with this: When you aggressively defend a large group or area, roll +Savior. On a hit, you create an opportunity for yourself to press the attack, and take +1 forward to pursue it. On a 10+, the collateral damage is minimal.",
+ "futurereplace3-desc": "Replace provoke someone with this: When you threaten someone, say what you want them to do and roll +Superior. On a hit, they either do it or they are put at a significant disadvantage against you, their choice. On a 10+, either way they mark a condition of your choice.",
+ "futurereplace4-desc": "Replace reject someone's Influence with this: When you spit in the face of guidance or Influence, roll +2. On a hit, take away their Influence over you or clear a condition, your choice. On a 7-9, you both take a powerful blow from the intensity of your words.",
+ "futurereplace5-desc": "Become an NPC antagonist — your path is irreconcilably set along the same course that your future self followed.",
+ "bond-joined-desc": "At character creation you start with Two of a kind, and choose one other bond.",
+ "bond1-desc": "Two of a kind: When time passes, you and your other half gain Influence over each other. When you or your other half pierces the other's mask, mark a condition to take a 10+.",
+ "bond2-desc": "Fastball special: When you perform a coordinated fighting maneuver with your other half, say who takes the lead and who assists. The leader rolls the adult move overwhelm a vulnerable foe. The assistant marks a condition.",
+ "bond3-desc": "Powers, activate!: When you and your other half pool your powers, say who takes the lead and who assists. The leader unleashes their powers with your combined Freak (max +4). The assistant shifts Savior down, Mundane up.",
+ "bond4-desc": "Four eyes are better: When you and your other half assess the situation from two different vantage points, one of you makes the move, and the other may either clear a condition or ask an additional question. You both get +1 when following the answers.",
+ "distinction-joined-desc": "When either you or your other half locks a Label, unmark one of your chosen bonds and choose a distinction.",
+ "distinction1-desc": "Mirror, mirror: When you pierce someone's mask, you can ask them \"What are you really feeling right now?\", even on a miss. If you do, they can ask you the same question.",
+ "distinction2-desc": "Shouldering the burden: When you push yourself to do something your other half failed at or can't do, mark a condition to use the adult move wield your powers.",
+ "distinction3-desc": "Going solo: When you directly engage a threat entirely on your own, you can roll +Superior instead of +Danger.",
+ "distinction4-desc": "Internal strife: When you snipe about your other half behind their back, remove one Team from the pool and clear a condition.",
+ "beforewegetstarted-soldier": "Before we get started:",
+ "beforestart-soldier": "When you have time to closely observe your opposition before a fight, roll. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 and mark a condition. During the fight, you can spend your hold to name a character you observed and...",
+ "beforestart-soldier-list1": "● ...redirect their attack to another character or nowhere — into a wall or the sky.",
+ "beforestart-soldier-list2": "● ...cross a distance between them and you.",
+ "beforestart-soldier-list3": "● ...stun them, close up or from a distance.",
+ "beforestart-soldier-list4": "● ...ignore all harm from one of their attacks.",
+ "beforestart-soldier-list5": "● ...escape any bindings or impediments they attempt to place on you.",
+ "memories:": "Memories:",
+ "memories-harbinger-desc": "Your Memories score starts at -1, and goes up by 1 (to a maximum of +3) for each name below. When you write a name below, they gain Influence over you if they did not already have it.",
+ "memories-role1": "● Monster:",
+ "memories-role2": "● Traitor:",
+ "memories-role3": "● Corruptor:",
+ "memories-role4": "● Martyr:",
+ "memories-role5": "● Architect:",
+ "memories-role6": "● Leader:",
+ "connect-harbinger-desc1": "When you push yourself to remember the version of someone that exists in your future, mark a condition and roll Memories. On a hit, you connect who they are now to who they are in the future; choose the role that they fulfill in the future, and the GM will tell you about their future self. On a 10+, ask a follow-up question. On a miss, they're not at all who you thought they would be; the GM will choose their role, or tell you that as far as you know, they don't exist in the future.",
+ "connect-harbinger-desc2": "At the start of each session or when time passes, roll to find out how your investigations into the timeline have been going. On a hit, choose one figure noted above or one aspect of the future world you can remember. You've found a lead to follow to learn more about how the present version of that figure or aspect became the future version. On a 10+, the lead is particularly strong; right now, you can ask the GM one question about the figure or aspect, and they will answer honestly. On a miss, you're lost in the present; the GM will tell you how things are so different here, and shift your Labels according to how it makes you feel.",
"move:": "Move:",
"label:": "Label:",
+ "activemove-hide": "Hide your Active Moves",
+ "activemove-note": "Note: Adult moves count as Active Moves",
+ "passivemove-hide": "Hide your Passive Moves",
+ "teammove-hide": "Hide your Team Moves",
+ "teammove1-beacon": "When you share a triumphant celebration with someone, tell them how they're awesome and add 1 Team to the pool. If they tell you how you're awesome in return, add 1 more Team to the pool.",
+ "teammove2-beacon": "When you share a vulnerability or weakness with someone, ask them to confirm or deny that you should be here. If they confirm it, mark potential and give them Influence over you. If they deny it, mark Angry and shift one Label up and one Label down, your choice.",
+ "teammove1-bull": "When you share a triumphant celebration with someone, make them your love or rival immediately to mark potential. If they are already your love or rival, take Influence over them and mark potential.",
+ "teammove2-bull": "When you share a vulnerability or weakness with someone, give them Influence and hold 2. Spend that hold to help them as if it were Team in the pool.",
+ "teammove1-delinquent": "When you share a triumphant celebration with someone, ask them if they think you're cool. If they say yes, give them Influence and take Influence over them. If they say no, mark a condition or spurn them immediately. If they're a teammate, then either way, add 1 Team to the pool.",
+ "teammove2-delinquent": "When you share a vulnerability or weakness with someone, give them Influence over you, and ask them who they'd like you to be. Mark potential if you show them that person. If they're a teammate, add 1 Team to the pool no matter what.",
+ "teammove1-doomed": "When you share a triumphant celebration with someone, give them Influence over you and spend 1 Team from the pool to clear one box on your Doomtrack.",
+ "teammove2-doomed": "When you share a vulnerability or weakness with someone, give them Influence over you and ask if they honestly think there's hope for you. If they say yes, mark potential or clear one box on your Doomtrack. If they say no, mark a condition or mark one box on your Doomtrack.",
+ "teammove1-janus": "When you share a triumphant celebration with someone, ask them if they see you as the person wearing the mask or the person underneath. If the former, mark potential and clear a condition. If the latter, take Influence over them if you reveal yourself.",
+ "teammove2-janus": "When you share a vulnerability or weakness with someone, tell them a secret about who you really are. Give them Influence, and shift your Mundane up and your Mask's Label down.",
+ "teammove1-legacy": "When you share a triumphant celebration with someone, tell them whether you see them as an equal. If you do, give them Influence over you and mark potential. If you don't, shift Superior up and any other Label down.",
+ "teammove2-legacy": "When you share a vulnerability or weakness with someone, tell them a secret about your legacy (including your own true feelings about it) to clear a condition and give them Influence over you.",
+ "teammove1-nova": "When you share a triumphant celebration with someone, ask them if there is any fear in their eyes when they look at you. If they say no, take +1 forward and mark potential. If they say yes, immediately shift your Danger up and Savior down.",
+ "teammove2-nova": "When you share a vulnerability or weakness with someone, tell them how they could stop you, if it came down to it. Give them Influence over you and clear a condition.",
+ "teammove1-outsider": "When you share a triumphant celebration with someone, take Influence over them if you show them meaningful affection, physical or emotional. They decide if it's meaningful.",
+ "teammove2-outsider": "When you share a vulnerability or weakness with someone, they tell you what you should do to fit in more. Take +1 forward to do it, and mark potential if you do.",
+ "teammove1-protege": "When you share a triumphant celebration with someone, ask them if you've been a good leader or effective teammate. If they say yes, your Mentor loses Influence over you and you mark potential. If they say no, your Mentor gains Influence over you, and you take +1 forward on using the Label your Mentor embodies.",
+ "teammove2-protege": "When you share a vulnerability or weakness with someone, tell them a secret about your Mentor (including your feelings towards them). Give them Influence over you and add 1 Team to the pool.",
+ "teammove1-transformed": "When you share a triumphant celebration with someone, clear a condition if they treat you like a perfectly normal person and mark potential if they praise your power or abilities.",
+ "teammove2-transformed": "When you share a vulnerability or weakness with someone, ask them if they think you're losing or gaining humanity. If they say losing, mark a condition and mark potential. If they say gaining, clear a condition and shift Mundane up and any other Label down.",
+ "teammove1-reformed": "When you share a moment of triumph with someone, ask them what gives them hope for a brighter day and give them Influence.",
+ "teammove2-reformed": "When you share a vulnerability or weakness with someone, ask them what they would do something dark for and gain Influence over them.",
+ "teammove1-newborn": "When you share a triumphant celebration with someone, ask them what makes them proud or happy about the actions they took and write a lesson based on it, either filling an empty slot or replacing an existing lesson.",
+ "teammove2-newborn": "When you share a vulnerability or weakness with someone, if their response helps you understand human feelings and problems, mark potential. If their response confuses or offends you, shift your Freak up and your Mundane down.",
+ "teammove1-innocent": "When you share a triumphant celebration with someone, ask whether they think your future self could've won this victory. If they do, mark potential and the GM shifts your Labels. If they do not, clear a condition and they shift your Labels.",
+ "teammove2-innocent": "When you share a vulnerability or weakness with someone, ask them if they think you could turn into your future self. If they do, mark potential and the GM shifts your Labels. If they do not, clear a condition and they shift your Labels.",
+ "teammove1-star": "When you share a triumphant celebration with someone, say whether it's part of the show or not. If it is, then you can shift your Labels as you choose. If it is not, then they shift your Labels, and you can clear a condition or mark potential.",
+ "teammove2-star": "When you share a vulnerability or weakness with someone, ask them if they will tell anyone the truth about you. If they agree to keep it a secret, clear a condition or mark potential. If they don't agree, the GM shifts your Labels.",
+ "teammove-joined": "When either you or your other half shares a triumphant celebration or shares a moment of vulnerability without the other one present, mark a condition to mark a potential.",
+ "teammove1-brain": "When you share a triumphant celebration with someone, ask them if they felt they could have done it without you. If they say yes, give Influence to them and mark a condition. If they say no, they give Influence to you.",
+ "teammove2-brain": "When you share a vulnerability or weakness with someone, hold 2. Spend the hold 1-for-1 to clear a condition or add 1 Team to the pool when you are with them.",
+ "teammove1-soldier": "When you share a triumphant celebration with someone, tell them what they need to do to achieve their full potential. If they accept your advice, take Influence over them and add 2 Team to the pool. If they reject what you have to say, mark a condition.",
+ "teammove2-soldier": "When you share a vulnerability or weakness with someone, ask them what cause they serve. If you find it to be a worthy cause, tell them how you will fight for it, clear a condition, and add 1 Team to the pool. If they don't have a cause (or you find it unworthy), mark a condition.",
+ "teammove1-harbinger": "When you confess to a teammate the difference between what you thought they would be and what they really are, add 1 Team to the pool, and ask them if you represent a future they'd want. If they say yes, mark potential. If they say no, mark a condition.",
+ "teammove2-harbinger": "When you share a tale of future loss with someone, ask them if they think you have the ability to avert that loss. If they believe you do, mark potential and give them Influence over you. If they don't, mark Guilty and shift one Label up and one Label down (your choice). If Guilty is already marked, mark another condition, GM's choice.",
+ "teammove1-nomad": "When you share a triumphant celebration with someone, ask them what they admire about you. The GM will shift one of your Labels up and one down based on what they say.",
+ "teammove2-nomad": "When you share a vulnerability or weakness with someone, mark a condition, give them Influence over you, and mark potential.",
+ "teammove1-scion": "When you share a triumphant celebration with someone, ask them if you have earned their respect. If you have, take Influence over them and mark potential. If you have not, give them Influence over you and mark potential.",
+ "teammove2-scion": "When you share a vulnerability or weakness with someone, ask them if they would defend you against those who mistrust you. If they say yes, clear a condition and shift Savior up and any other Label down. If they say no, mark a condition and shift Danger up and any other Label down.",
+ "momentoftruth-unlock": "Unlock your Moment of Truth",
+ "moment-beacon": "This is the moment when you show them exactly why you belong here. You do any one thing, take out any one enemy, no matter how insane, no matter how ridiculous, because that's you. Their jaws are gonna drop when you're done. Of course, pulling off a stunt like this tends to bring unwanted attention and a dangerous reputation...",
+ "moment-bull": "This is what you do best. You let loose, all the pent up strength and rage and glee, and you break whatever stands in your way. You are a walking demolition crew. What can stand up to you? Nothing. Not buildings. Not structures. Not enemies. Nothing. Of course, now the people who changed you know exactly where to find you...",
+ "moment-delinquent": "This is when you show them what you really are. Whether you're the hero underneath the rebel facade... or the one who can make the hard choices heroes can't make. You do whatever it takes to show that truth, whether it's saving the day from a terrible villain or stopping a bad guy once and for all. Of course, once you've shown what you really are, there's no going back to playing the clown...",
+ "moment-doomed": "The prickly tingling fear of your doom, always in your head — it holds you back most of the time. But right here, right now? It gives you the confidence to do anything. After all, what's the worst that could happen? Is it worse than your doom? Do impossible things. Do anything. But mark a Doomsign after you're finished.",
+ "moment-janus": "The mask is a lie, and some piece of you has always known that. Doesn't matter if others can see it. You're the one that can do the impossible. Mask off. Costume on. And you're going to save the damn day. Of course, you better hope nobody nasty is watching...",
+ "moment-legacy": "This is the moment when you prove how much the mantle belongs to you. You seize control of all your powers, and you defeat even impossible odds to prove you are worthy of the name you carry. You accomplish feats even your predecessors couldn't do. Of course, after you prove something like that, you can expect still more responsibilities to be placed on your shoulders...",
+ "moment-nova": "Your mind's eye opens, and you can see the world around you like never before. You can control it, at will, with ease. Of course, warping reality tends to have ramifications down the line, but in your moment of godhood... how could you possibly be worried?",
+ "moment-outsider": "You embrace your home and call them for aid. They will answer your call, in force, arriving exactly when you need them to turn the tide. They fight and serve you for the rest of the battle. Of course, when all is said and done... they'd probably like to take you home with them. You did, after all, just prove yourself worthy.",
+ "moment-protege": "The moment that you show who you really are: your mentor, or something different. You can do whatever your mentor could do and more. You can do the incredible, even the things they always failed to accomplish. Of course, they're not going to see you the same way, no matter which path you choose...",
+ "moment-transformed": "It's so easy to forget that you're not your body, and you're not the voice in your head — you're both. Be the monster, and save them anyway. Smash down walls, and speak softly. Because when you embrace it, you can do anything. Of course, putting on a display like this is sure to rile up those who see only the monster when they look at you...",
+ "moment-reformed": "You've seen your greatest mistakes, and the rest of the world has, too. They're all watching you now, judging every move you make. When everything is on the line and your back is against the wall, though, you'll show them what you're made of — that being a hero is a choice. An act of will. And you've got what it takes to save the day. Of course, afterward, you can expect both sides, hero and villain, to deeply question where your loyalties truly lie...",
+ "moment-newborn": "Something snaps into focus, and suddenly you're a full thing, true and complete. You'd never have known how fragmented you were before, if not for here, this moment. You're not a series of individual lessons. You're not a series of subroutines and programs. You're... a person. This must be what it's like to be... human. And this fullness? It gives you a control over yourself, a unity of purpose you've never experienced before. Of course, now that you're showing off all your potential, it's only a matter of time before someone comes forward to reduce you to a machine again...",
+ "moment-innocent": "You've fought, struggled, and worked so hard to figure out who you are, whether you're just the same as your future self or whether you're different... but right now, that's all out the window. The distinction between your future self and your present self vanishes in the face of the trial before you, and you become exactly the powerful, adamant figure that everyone fears or hopes you will one day become. You can do exactly what your future self could do, and everyone around you sees them in you more clearly than ever. Of course, after this it's going to be hard to treat you as two different people...",
+ "moment-star": "Sometimes it can be hard to tell where the show stops and where you begin — but not today. Not now. Because right now, there is no show. Right now, you are the thing you pretend to be — bold and bright and beautiful and amazing and powerful and confident. Right now, you draw strength from your audience, comfort from their belief in you, and you can do anything they think you can. Of course, after such an impassioned performance, your audience will just have even more demands...",
+ "moment-joined-choose": "When you trigger your Moment of Truth, choose — are you working with your other half, or are you on your own?",
+ "moment-joined-otherhalf": "If you're working with your other half, use the text of their Moment of Truth and treat it as if it applies to both of you. Remember to lock your Label and switch a Bond to a Distinction, because you'll probably never reach these heights of perfect connection, of being one, ever again...",
+ "moment-joined-own": "If you're on your own, use the following text:",
+ "moment-joined": "You're on your own. It's like missing an arm. Like fighting naked. Like holding your breath. You're missing something vital... but you're moving faster than ever, thinking faster than ever, doing things you couldn't even do while relying on both of your strength combined. And it's hitting you, hard — you can do this. Without them. And you can win. It's going to be hard to come down off this high and rejoin with them afterwards, isn't it? Remember to lock a Label and switch a Bond to a Distinction, after you're finished.",
+ "moment-brain": "Sooner or later, all the super powers, elite training, and experience are helpless in the face of evil or disaster. That's when somebody like you, gifted as you are with a peerless intellect, can rise to the occasion. Your plan, your invention, or your lightning-fast thought processes save the day, in a way no one else could have foreseen. Of course, after you've shown how different you are from them, that distance between you and the others is now that much greater. And the world is only going to pull you farther apart...",
+ "moment-soldier": "Freedom isn't free. But not every mission ends in tragedy. When things look bleakest, when your back is against the wall, when it seems like the dawn will never come... you find a way forward without violence. Your enemies lay down their arms and surrender; your allies step back from the brink of chaos. Of course, the people you've saved aren't going to forget what you've done here today; they may even come to see you as a symbol of the higher cause you claim to serve...",
+ "moment-soldier-lock": "You cannot lock Soldier after using your Moment of Truth.",
+ "moment-harbinger": "Everything you do could affect the future. For all you know, saving that one guy means that now the future is full of pterodactyls. The ripples are always so hard to track, and you're not sure if you've helped or hurt — not really. Until now. In this moment, it's all clear. You can see the course of events laid out before you like a river, and you know exactly what you have to do to ensure the future outcome you want. Of course, after this, you've changed enough of the timeline to invalidate your prior research — reset all the names in your Connecting Dots section.",
+ "moment-nomad": "You basically exist with one foot out the door, ready to leave this place, to go back out into the wide expanse of the universe. You've never fully committed. That is, until today. Until right now. Now, you pour everything you have and everything you are into this moment. You pull off tricks no one from this planet has ever seen before. You use your tools in ways no one here could have ever imagined. You devote yourself, here and now, to a cause, and you achieve your goal in ways that you never could've if you'd only stayed home. Of course, now you've proved to everyone that you really don't belong here, and the very skills that let you succeed are the ones you earned from out there...",
+ "moment-scion": "People have always tried to define you by your lineage. As if from the moment you were born, you were meant to be some villain to be defeated. But... they're right, aren't they? That darkness is in you. So right here, right now, you're not fighting it — you're embracing it. Both hero and villain, and greater besides. You're overcoming impossible odds in ways no hero would approve of, and no villain could comprehend. Of course, after seeing what you can really do when you embrace the whole of yourself, the rest of the world isn't going to forget who you really are...",
+ "moment-label-lock": "After you use your Moment of Truth, permanently lock one Label.",
+ "advancedspecial-view": "View after taking the corresponding Advancement",
+ "advancedspecial-brain1": "View after taking Sanctuary",
+ "advancedspecial-brain2": "View after taking Drives",
+ "burn-adv-desc": "Spend your burn on your flares. You lose all burn at the end of the scene. You get 3 Flares.",
+ "describeadvspec": "(describe your advanced special)",
"conditions:": "Conditions:",
"takeapowerfulblow": "(take a powerful blow)",
+ "toclear": "To clear:",
"afraid": "Afraid",
- "malusdirectlyengage": "(-2 to directly engage)",
+ "malusdirectlyengageathreat": "(-2 to directly engage a threat)",
+ "clearafraid": "run from something difficult",
"angry": "Angry",
"maluscomfortorsupport": "(-2 to comfort or support)",
"maluspiercethemask": "(-2 to pierce the mask)",
+ "clearangry": "hurt someone or break something important",
"guilty": "Guilty",
"malusprovokesomeone": "(-2 to provoke someone)",
"malusassessthesituation": "(-2 to assess the situation)",
+ "clearguilty": "make a sacrifice to absolve your guilt",
+ "hopeless": "Hopeless",
+ "malusunleashyourpowers": "(-2 to unleash your powers)",
+ "clearhopeless": "fling yourself into easy relief",
"insecure": "Insecure",
"malusdefend": "(-2 to defend)",
"malusreject": "(-2 to reject what others say)",
- "hopeless": "Hopeless",
- "malusunleashyourpowers": "(-2 to unleash your powers)",
+ "clearinsecure": "take foolhary action without talking to your team",
+ "newborn-optional-damage": "Enable if you take the Damage move",
+ "damaged": "Damaged",
+ "cleardamaged": "you need time, external help, or special equipment or abilities",
+ "conditions-note": "Note: Conditions do not affect Active Moves",
+ "whenyoumarkdrive": "When you mark a drive, choose one: mark potential, clear a condition, take influence over someone involved",
+ "whencompleteadriveset": "When you complete a set of drives, add another set with 4 new drives.",
+ "whenalldrivesmarked": "When all drives are marked, choose one: change playbooks, retire from the life, become a paragon of the city",
"completedthisset": "completed this set",
+ "bullheartdesc": "You can change your love or rival at any time; give the new person influence over you",
"love:": "Love:",
"rival:": "Rival:",
- "add1toallrollsthistwo": "(add 1 to all rolls that target these two)",
- "darkvisions": "Dark Visions",
- "burningbright": "Burning Bright",
- "infinitepowers": "Infinite Powers",
- "bolstered": "Bolstered",
- "portal": "Portal",
- "yourdoomcomes": "Your doom comes",
+ "bullheartongoing": "(+1 to any roll that impresses your love or frustrates your rival)",
+ "bullchooserole": "Choose a role that you fulfill for your love or rival",
+ "bullrole1": "Defender: When you leap to defend your love or rival in battle, roll +Danger instead of +Savior to defend them.",
+ "bullrole2": "Friend: When you comfort or support your love or rival, mark potential on a hit. When your love or rival comforts or supports you, mark potential when they roll a hit.",
+ "bullrole3": "Listener: When you pierce the mask of your love or rival, you can always let them ask you a question to ask them an additional question in turn, even on a miss. These additional questions do not have to be on the list.",
+ "bullrole4": "Enabler: When you provoke your love or rival, roll +Danger if you are trying to provoke them to rash or poorly thought out action.",
+ "nemesisdesc1": "Your Nemesis is an epic and powerful enemy representing and embodying your Doom.",
+ "nemesisdesc2": "At the end of every session, answer the question: Did you make progress on defeating your Nemesis? If the answer is yes, mark potential. If the answer is no, mark your Doomtrack.",
+ "sanctuarydesc1": "You have a place where you can rest, recover, and reflect upon your powers. Write 3 features of your Sanctuary:",
+ "sanctuarydesc2": "Write 2 downsides of your Sanctuary:",
+ "sanctuarydesc3": "When you call upon the resources of your Sanctuary to solve a problem, say what you want to do. The GM will give you 1 to 4 requirements from the following which you must fulfill to complete your solution:",
+ "sanctuary-req1": "First, you must...",
+ "sanctuary-req2": "You'll need help from...",
+ "sanctuary-req3": "You and your team will risk danger from...",
+ "sanctuary-req4": "The best you can do is a lesser version, unreliable and limited",
+ "sanctuary-req5": "You'll need to mark one box on your Doomtrack",
+ "sanctuary-req6": "You'll have to obtain...",
+ "legacydesc1": "Name some members of your legacy (at least 2):",
+ "legacymember1": "is still active and prominent in the city.",
+ "legacymember2": "is retired and quite judgmental.",
+ "legacymember3": "is the next possible member of your legacy.",
+ "legacymember4": "is the greatest opponent your legacy ever faced... and is still at large.",
+ "legacydesc2": "Whenever time passes, roll to see how the members of your legacy feel or react to your most recent exploits. Before rolling, have the other players answer these following questions about your performance. Take -1 to the roll for each 'no' answer:",
+ "legacyquestion1": "● Have you been upholding the traditions of your legacy?",
+ "legacyquestion2": "● Have you maintained the image of your legacy?",
+ "legacyquestion3": "● Have you made the other members of your legacy proud?",
+ "legacydesc3": "On a hit, one of them offers you meaningful encouragement, an opportunity, or an advantage. On a 7-9, another is upset with your most recent actions, and will make their displeasure known. On a miss, something you did stirred up the hornet's nest — expect several members of your legacy to meddle with your life.",
"hold:": "Hold:",
- "resetto0attheend": "(reset to 0 at the end of the scene)",
+ "mentor-desc1": "You have a mentor, someone who's taught you, trained you, given you aid, or raised you up. Someone who might have confined you a bit too rigidly to a single path.",
"embodies:": "Embodies:",
"denies:": "Denies:",
- "add1toallrollsthesepeople": "(add 1 to all rolls that target these people)",
+ "mentor-resource": "Mentor's Resources:",
+ "mentor-desc2": "Write up to 3 resources that your mentor gave you and the team",
+ "mentorresource": "(resources provided by your mentor)",
+ "haveinfluenceover": "I have influence over:",
+ "influenceroll": "(+1 to any roll that target these people)",
+ "aminfluencedby": "I am influenced by:",
"whatdidyoutake": "(what did you take?)",
"movename": "(move name)",
"movedescription": "(move description)",
+ "teammovedesc": "(team move description)",
+ "momentcustomdesc": "(moment of truth description)",
"drive": "(drive)",
"yourlove": "(your love)",
"yourrival": "(your rival)",
- "iam": "(I am...)",
- "asuperheroshould": "(A superhero should...)",
- "always": "(Always...)",
- "never": "(Never...)",
- "villainouscontact": "(villainous contact)"
+ "friendsinlowplaces1": "You have ties to villains from your previous career, a.k.a. Friends in Low Places.",
+ "friendsinlowplaces2": "Write 3 names and fill in their details. At character creation, mark 2 obligations on one villain and mark 1 obligation on another.",
+ "contactobligation": "Obligation:",
+ "villainouscontact": "(villainous contact)",
+ "theirspecialty": "(their specialty)",
+ "friendsinlowplaces-help1": "When you come to them for help with your problems, mark obligation on them and they'll help out within their specialty. If all their boxes are full, then they won't help you until you help them.",
+ "friendsinlowplaces-help2": "When time passes, roll flat + your highest obligation. On a 10+, they come crashing into your life with a crisis. On a 7-9, they call for a favor. On a miss, they don't come knocking yet, but mark obligation on them — the debts are getting heavier.",
+ "friendsinlowplaces-help3": "When you help one of these villains with their problems, erase 2 obligations on them.",
+ "lessonsnewborn-desc": "When you learn something that helps you make sense of the world, write it down as a Lesson. Fill in 2 lessons at character creation. Fill in the others during play.",
+ "lesson-newborn1": "I am",
+ "lesson-newborn2": "A superhero should",
+ "lesson-newborn3": "Always",
+ "lesson-newborn4": "Never",
+ "lessonsnewborn-embody": "When you embody one of your lessons, shift one Label up and one Label down, your choice. If you cause a misunderstanding, collateral damage, or unintended consequences in the process, mark potential.",
+ "lessonsnewborn-reject": "When you reject one of your lessons, reject its Influence as if it were an NPC. If you choose to have it lose Influence over you, erase that lesson and write a new one in its stead.",
+ "lessonsnewborn-creator1": "When you approach your creator or caretakers with a problem, tell them what obstacle you face or what you need to achieve, and they will offer you something you need. The GM chooses one:",
+ "lessonnewborn-offer1": "● secret information",
+ "lessonnewborn-offer2": "● a way to temporarily boost or expand your powers",
+ "lessonnewborn-offer3": "● access to instruments, weapons, or resources",
+ "lessonnewborn-offer4": "● official and explicit backing",
+ "lessonsnewborn-creator2": "If you accept their help, they'll rewrite one of your lessons.",
+ "audiencestar-desc": "You are a celebrity in the city. By default, your audience is a limited group of interested fans, and you speak to them through after-action interviews, infrequent press conferences, etc. Why does your audience love you? Mark all that apply.",
+ "audience-why1": "You're just like them",
+ "audience-why2": "You're a dangerous person, a bad seed",
+ "audience-why3": "You're noble warrior for justice",
+ "audience-why4": "You're stunning, unique, and beautiful",
+ "audience-why5": "You're charming, well-spoken, and smart",
+ "audience-why6": "You're a firebrand, a rabble rouser",
+ "audiencestar-adv": "Choose 2 advantages:",
+ "audience-adv1": "Your audience is utterly devoted to you",
+ "audience-adv2": "You can easily speak to them at any time",
+ "audience-adv3": "You have a PR agent to handle your audience",
+ "audience-adv4": "You earn a lot of money from their interest",
+ "audience-adv5": "You have a major hero's endorsement",
+ "audience-adv6": "You have a much wider audience",
+ "audiencestar-demand": "Choose 2 demands your audience makes on you:",
+ "audience-demand1": "They require constant stimulation",
+ "audience-demand2": "They require perfection — no mistakes",
+ "audience-demand3": "They require frequent bouts of drama",
+ "audience-demand4": "They require major acts of heroism",
+ "audience-demand5": "They require novelty and brand new action",
+ "audience-demand6": "They require chemistry with your allies",
+ "audiencestar-accept": "When you accept what your audience tells you about yourself, clear a condition.",
+ "audiencestar-reject": "When you reject what your audience tells you about yourself, on a hit mark potential and expect retribution.",
+ "audiencestar-help": "When you seek help from your audience, roll. On a hit, someone in your audience can hook you up. On a 10+, they only make a small demand. On a 7-9, their demands are a lot higher. On a miss, you've made a mistake, and your audience won't help you until you've redeemed yourself in their eyes.",
+ "otherhalfjoined-desc": "You share a deep bond with your other half. You are stronger together than you are apart, for now. If your other half's playbook has no extra, then take 2 playbook moves from them; one they have and one they don't. If your other half's playbook has extras (drives, bull's heart, burn, the mask, legacy etc.), then you share the extras, gaining further merits and demerits.",
+ "otherhalfjoined-more": "For more details, refer to pages 102 to 109 in the Masks: Halcyon City Herald Collection supplement.",
+ "otherhalfjoined-playbook": "Your Other Half's Playbook:",
+ "otherhalfextra": "(describe what extras you gain from/share with your other half)",
+ "brainshame-desc": "You have a deep and abiding sense of guilt for something you have created or had a hand in creating. Just as you are a world-class intellect, your shame is a world-class problem. Whatever the case, your role in its creation is not publicly known... yet.",
+ "brainshame-title": "Your Shame:",
+ "brainshame-list1": "A prototype AI",
+ "brainshame-list2": "A cosmic phenomenon",
+ "brainshame-list3": "A catastrophic weapon",
+ "brainshame-list4": "A dangerous chemical",
+ "brainshame-list5": "A living monstrosity",
+ "brainshame-list6": "An altered former ally",
+ "brainshame-confront": "Whenever you are confronted with your shame, either mark a condition or shift Superior down and Danger up. If your shame is an NPC, they can never lose Influence over you.",
+ "brainshame-endsession1": "At the end of every session, answer the question:",
+ "brainshame-endsession2": "● Did you take steps to make amends for your shame?",
+ "brainshame-endsession3": "If the answer is yes, mark potential. If the answer is no, give Influence to one of your teammates.",
+ "soldier": "Soldier",
+ "soldier:": "Soldier:",
+ "actonorders": "(act on orders and rely on training)",
+ "invokeauthority": "(invoke your authority",
+ "askaegis": "(ask A.E.G.I.S. for resources)",
+ "highercalling-desc": "You work for A.E.G.I.S., an agency that keeps the world safe from all manners of superhuman, supernatural, and extraterrestrial threats.",
+ "soldierlabel-desc": "The Soldier Label functions like any other Label. Characters with Influence over you can shift it, and you mark a condition if it would ever shift above +3 or below -2. You can only lock Soldier with the corresponding advancement. You can only cancel the influence A.E.G.I.S. holds over you with the corresponding advancement.",
+ "highercalling-move1": "When you're acting on orders and relying on your training, give A.E.G.I.S. influence to use Soldier instead of any other Label when you make a basic or playbook move.",
+ "highercalling-move2": "When you invoke your authority over civilians, Halcyon City personnel, or A.E.G.I.S. staff, roll +Soldier. On a hit, your words carry weight. On a 7-9, someone will push back against your instructions or orders... sooner rather than later. On a miss, your attempts to control the situation create an opportunity for your enemies within A.E.G.I.S. to act against you.",
+ "highercalling-move3": "When you ask A.E.G.I.S. for additional resources, equipment, or information during a mission, roll +Soldier. On a hit, they'll resupply you as best they can. On a 10+, the resources are highly classified or experimental; take +1 ongoing to deploying them throughout the mission. On a miss, A.E.G.I.S. sends what they think you need, regardless of what you actually requested.",
+ "scionlineage-desc": "You are the child of a true supervillain. You strive to be different than them, but they are a part of you. Answer each question below to describe them:",
+ "scionlineage-ques1": "What kind of villain are they?",
+ "scionlineage-ques2": "What is your relationship with them like?",
+ "scionlineage-ques3": "They have an array of abilities, assets, and strengths; what are some of them? (up to 3)",
+ "scionrespect-desc1": "Write down the names of at least 2 characters whose respect you need to earn in order to differentiate yourself from your parent. You may fill in new names whenever appropriate.",
+ "respect:": "Respect:",
+ "advancement:": "Advancement:",
+ "scionrespect-list1": "● Your parent's greatest enemy:",
+ "scionrespect-list2": "● Your parent's greatest victim:",
+ "scionrespect-list3": "● Your personal idol:",
+ "scionrespect-list4": "● The city's greatest leader:",
+ "scionrespect-list5": "● The city's greatest hero:",
+ "scionrespect-list6": "● The city's biggest celebrity:",
+ "scionrespect-desc2": "When you seek out one of the characters named above, roll. On a hit, you track them down. On a 7-9, they're juggling their own problems, and may not have time for you. On a miss, when you find them, the situation is dire; the GM will tell you how.",
+ "scionrespect-desc3": "If you earn Influence over the characters listed above, instead you mark 1 Respect. If you lose Influence over the characters listed above, instead you lose 1 Respect. If you lose 1 Respect and you have none marked, you immediately mark a condition, GM's choice.",
+ "scionrespect-desc4": "The first time you reach 4 Respect on an individual, take an advancement (mark the corresponding box under the character).",
+ "scionrespect-desc5": "While you have 4 Respect on an individual, you gain the following benefits. If you dip below 4 Respect on an individual, you lose these benefits.",
+ "scionrespect-desc5opt1": "● You can reject their Influence at a +3 (does not stack with the above).",
+ "scionrespect-desc5opt2": "● You take +1 to a Label of their choice (write it next to their name).",
+ "nomadinfluencedby": "I am influenced by: (max 6)",
+ "nomadinfluence-desc1": "(By default, no one has Influence over you, not even adults)",
+ "nomadinfluence-desc2": "(You gain benefits based on how much Influence you have given out. Check Roots for details.)",
+ "nomadroots-desc1": "● During play, you can only give Influence by revealing a vulnerability or weakness to someone and through the end of session move.",
+ "nomadroots-desc2": "● You cannot give Influence to somebody who already has Influence over you.",
+ "nomadroots-desc3": "● Others cannot take Influence over you; if they would, instead they choose: mark potential or inflict a condition on you.",
+ "nomadroots-desc4": "● You reject Influence at -2 by default, instead of +0 (already included in the Reject Influence roll).",
+ "nomadroots-desc5": "● When someone takes advantage of their Influence over you, they can choose 2 options.",
+ "nomadroots-desc6": "● At the end of each session, you may take away Influence from someone who has Influence over you.",
+ "nomadroots-howmuch": "How much Influence have you given out?",
+ "nomadinfluence-list1": "0 Influence",
+ "nomadinfluence-list2": "1-2 Influence",
+ "nomadinfluence-list3": "3 Influence",
+ "nomadinfluence-list4": "4 Influence",
+ "nomadinfluence-list5": "5 Influence",
+ "nomadinfluence-list6": "6 Influence",
+ "nomadinfluence-option1": "● You cannot comfort or support anyone. If you would trigger that move, instead mark a condition as you say exactly the wrong thing. If someone tries to comfort or support you, you cannot open up to them.",
+ "nomadinfluence-option2": "● When you defend someone who has Influence over you, you can ignore the Insecure condition. When you directly engage someone who has Influence over you, you can ignore the Afraid condition.",
+ "nomadinfluence-option3": "● When you take a powerful blow from someone with Influence over you, take -2 to the roll.",
+ "nomadinfluence-option4": "● When you pierce the mask of someone who has Influence over you, you can always ask them one question, even on a miss.",
+ "nomadinfluence-option5": "● When you spend 1 Team to help someone who has Influence over you, it gives them +2.",
+ "nomadinfluence-option6": "● When you accept the words of someone who has Influence over you, mark potential, clear a condition, or take +1 forward.",
+ "theirname": "(their name)",
+ "bullet": "●",
+ "rollkapow": "KAPOW!",
+ "rollfullhit": "Full hit!",
+ "rollhit": "Hit!",
+ "rollmiss": "Miss!",
+ "rollohdear": "Oh dear!"
}
diff --git a/Masks - A New Generation/translations/zh.json b/Masks - A New Generation/translations/zh.json
index e5bbff0b92..10087132e0 100644
--- a/Masks - A New Generation/translations/zh.json
+++ b/Masks - A New Generation/translations/zh.json
@@ -1,8 +1,9 @@
{
"playbook:": "Playbook:",
+ "choose-playbook": "Choose Playbook",
"thebeacon": "The Beacon",
"thebull": "The Bull",
- "thedelinquant": "The Delinquent",
+ "thedelinquent": "The Delinquent",
"thedoomed": "The Doomed",
"thejanus": "The Janus",
"thelegacy": "The Legacy",
@@ -10,83 +11,389 @@
"theoutsider": "The Outsider",
"theprotege": "The Protégé",
"thetransformed": "The Transformed",
- "theinnocent": "The Innocent",
- "thejoined": "The Joined",
- "thenewborn": "The Newborn",
"thereformed": "The Reformed",
+ "thenewborn": "The Newborn",
+ "theinnocent": "The Innocent",
"thestar": "The Star",
+ "thejoined": "The Joined",
"thebrain": "The Brain",
"thesoldier": "The Soldier",
+ "theharbinger": "The Harbinger",
+ "thenomad": "The Nomad",
+ "thescion": "The Scion",
+ "custom": "Custom",
"somethingelse": "Something Else",
- "freak:": "Freak:",
- "unleashyourpowers": "(unleash your powers)",
- "danger:": "Danger:",
- "directlyengage": "(directly engage)",
- "savior:": "Savior:",
- "savior": "Savior",
- "freak": "Freak",
+ "halcyoncityherald": "Halcyon City Herald Collection",
+ "secretsofaegis": "Secrets of A.E.G.I.S.",
+ "unbound": "Unbound",
"danger": "Danger",
+ "danger:": "Danger:",
+ "freak": "Freak",
+ "freak:": "Freak:",
+ "savior": "Savior",
+ "savior:": "Savior:",
"superior": "Superior",
- "mundane": "Mundane",
- "soldier": "Soldier",
- "defend": "(defend)",
"superior:": "Superior:",
+ "mundane": "Mundane",
+ "mundane:": "Mundane:",
+ "sumof5labels": "Sum of 5 Labels:",
+ "sumof6labels": "Sum of 6 Labels:",
+ "bydefault3": "(by default this should be a 3)",
+ "bydefault5": "(by default this should be 5)",
+ "advancementmayincrease": "(advancement may increase this)",
+ "directlyengageathreat": "(directly engage a threat)",
+ "unleashyourpowers": "(unleash your powers)",
+ "comfortorsupport": "(comfort or support)",
+ "piercethemask": "(pierce the mask)",
+ "defend": "(defend)",
"assessthesituation": "(assess the situation)",
"provokesomeone": "(provoke someone)",
- "mundane:": "Mundane:",
- "soldier:": "Soldier:",
- "piercethemask": "(pierce the mask)",
- "comfortorsupport": "(comfort or support)",
- "actonorders": "(act on orders and rely on training)",
- "invokeauthority": "(invoke your authority",
- "askaegis": "(ask A.E.G.I.S. for resources)",
"flat2d6": "Flat 2d6",
"rejectsomeonesinfluence": "(reject someone's influence)",
+ "rejectinfluence": "Reject Influence",
"customrolls": "(custom rolls)",
- "sumoflabels": "Sum of Labels:",
- "bydefault3": "(by default this should be a 3)",
- "advancementmayincrease": "(advancement may increase this)",
+ "doom-desc": "What brings your Doom closer? Choose two:",
+ "doomcloser1": "overexerting yourself",
+ "doomcloser2": "facing danger alone",
+ "doomcloser3": "showing mercy",
+ "doomcloser4": "injuring innocents",
+ "doomcloser5": "frightening loved ones",
+ "doomcloser6": "talking about it openly",
+ "doomtrack-desc": "Whenever you bring your Doom closer, mark one box on your Doomtrack",
+ "doomtrack:": "Doomtrack:",
+ "doomtrack-fill": "Whenever your Doomtrack fills, clear it and take one of your Doomsigns",
+ "doomsign-desc": "These are abilities that come to you with your approaching Doom. Once you have taken all five Doomsigns above the line, you must take \"Your doom arrives\" the next time your Doomtrack fills. Choose 1 Doomsign you already have at character creation.",
+ "doomsign1-desc": "Dark Visions: Mark your Doomtrack to have a vision about the situation at hand. After the vision, ask the GM a question; they will answer it honestly.",
+ "doomsign2-desc": "Infinite Powers: Mark your Doomtrack to use an ability from any playbook, one time.",
+ "doomsign3-desc": "Portal: Mark your Doomtrack to appear in a scene with anyone you want.",
+ "doomsign4-desc": "Burning Bright: Mark your Doomtrack to ignore one of the GM's stated requirements when you call upon the resources of your Sanctuary.",
+ "doomsign5-desc": "Bolstered: Mark your Doomtrack to use an Adult Move one time.",
+ "doomsign6-desc": "Your Doom arrives; confront it and perish.",
+ "themask-janus": "The Mask:",
+ "themask-janus-desc1": "You wear a mask and hide your real identity. Choose what Label you try to embody while wearing your mask:",
+ "themask-janus-desc2": "Once per session, you can affirm either your heroic or secret identity to switch your Mundane with your mask's Label.",
+ "themask-janus-desc3": "When you reveal your secret identity to someone who didn't know it already, mark potential.",
+ "secretid-janus-desc1": "Your mundane life comes with a series of obligations. Choose a total of 3 obligations:",
+ "obligationjanus": "(your obligations among jobs, school, home and social)",
+ "secretid-janus-desc2": "When time passes, roll to see how you're managing your obligations. On a hit, things are going pretty well — you have an opportunity or advantage thanks to one of your obligations. On a 7-9, you've lapsed on one obligation, your choice. On a miss, you haven't given your normal life anywhere near the attention it deserves; the GM chooses 2 obligations that are going to bite you in the butt.",
+ "conditions-marked": "Conditions marked:",
+ "burn-nova-desc1": "When you charge up your powers, roll. On a hit, hold 3 burn. On a 7-9, mark a condition. On a miss, hold 2 burn and mark 3 conditions.",
+ "burn-nova-desc2": "Spend your burn on your flares. You lose all burn at the end of the scene. Write 4 Flares you already have at character creation.",
+ "flare:": "Flare:",
+ "flarename": "(flare name)",
+ "flaredescription": "(flare description)",
+ "futureself-innocent-desc1": "Your future self is out there, an important figure in Halcyon City and the world beyond — and everything you'd hoped you'd never be. But finding out how they became who they are may be all it takes to push you along a similar path. Pick 1 step of your future self's path that you already know at character creation, and mark it (left side checkbox). When you learn of another step of your future self's path, mark it. You can have at most 5 steps marked.",
+ "futurepath1-desc": "They lost someone they cared about deeply",
+ "futurepath2-desc": "They failed horrifically in a noble pursuit or cause",
+ "futurepath3-desc": "They committed a major crime",
+ "futurepath4-desc": "They betrayed a close friend or ally",
+ "futurepath5-desc": "They won a victory at enormous cost to the world around them",
+ "futurepath6-desc": "They killed someone",
+ "futurepath7-desc": "They publicly battled another hero",
+ "futurepath8-desc": "They injured an innocent",
+ "futureself-innocent-desc2": "When you undergo an experience (your call) that echoes any one of the above (marked or unmarked), strike it through (right side checkbox). When you strike through a marked step, or mark a struck-through step, choose one of the following:",
+ "futurereplace1-desc": "Replace comfort or support with this: When you coldly dismiss someone, roll +Mundane. On a hit, they mark a condition or leave you alone, their choice. On a 7-9, they can also choose to inflict a condition on you.",
+ "futurereplace2-desc": "Replace defend someone with this: When you aggressively defend a large group or area, roll +Savior. On a hit, you create an opportunity for yourself to press the attack, and take +1 forward to pursue it. On a 10+, the collateral damage is minimal.",
+ "futurereplace3-desc": "Replace provoke someone with this: When you threaten someone, say what you want them to do and roll +Superior. On a hit, they either do it or they are put at a significant disadvantage against you, their choice. On a 10+, either way they mark a condition of your choice.",
+ "futurereplace4-desc": "Replace reject someone's Influence with this: When you spit in the face of guidance or Influence, roll +2. On a hit, take away their Influence over you or clear a condition, your choice. On a 7-9, you both take a powerful blow from the intensity of your words.",
+ "futurereplace5-desc": "Become an NPC antagonist — your path is irreconcilably set along the same course that your future self followed.",
+ "bond-joined-desc": "At character creation you start with Two of a kind, and choose one other bond.",
+ "bond1-desc": "Two of a kind: When time passes, you and your other half gain Influence over each other. When you or your other half pierces the other's mask, mark a condition to take a 10+.",
+ "bond2-desc": "Fastball special: When you perform a coordinated fighting maneuver with your other half, say who takes the lead and who assists. The leader rolls the adult move overwhelm a vulnerable foe. The assistant marks a condition.",
+ "bond3-desc": "Powers, activate!: When you and your other half pool your powers, say who takes the lead and who assists. The leader unleashes their powers with your combined Freak (max +4). The assistant shifts Savior down, Mundane up.",
+ "bond4-desc": "Four eyes are better: When you and your other half assess the situation from two different vantage points, one of you makes the move, and the other may either clear a condition or ask an additional question. You both get +1 when following the answers.",
+ "distinction-joined-desc": "When either you or your other half locks a Label, unmark one of your chosen bonds and choose a distinction.",
+ "distinction1-desc": "Mirror, mirror: When you pierce someone's mask, you can ask them \"What are you really feeling right now?\", even on a miss. If you do, they can ask you the same question.",
+ "distinction2-desc": "Shouldering the burden: When you push yourself to do something your other half failed at or can't do, mark a condition to use the adult move wield your powers.",
+ "distinction3-desc": "Going solo: When you directly engage a threat entirely on your own, you can roll +Superior instead of +Danger.",
+ "distinction4-desc": "Internal strife: When you snipe about your other half behind their back, remove one Team from the pool and clear a condition.",
+ "beforewegetstarted-soldier": "Before we get started:",
+ "beforestart-soldier": "When you have time to closely observe your opposition before a fight, roll. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 and mark a condition. During the fight, you can spend your hold to name a character you observed and...",
+ "beforestart-soldier-list1": "● ...redirect their attack to another character or nowhere — into a wall or the sky.",
+ "beforestart-soldier-list2": "● ...cross a distance between them and you.",
+ "beforestart-soldier-list3": "● ...stun them, close up or from a distance.",
+ "beforestart-soldier-list4": "● ...ignore all harm from one of their attacks.",
+ "beforestart-soldier-list5": "● ...escape any bindings or impediments they attempt to place on you.",
+ "memories:": "Memories:",
+ "memories-harbinger-desc": "Your Memories score starts at -1, and goes up by 1 (to a maximum of +3) for each name below. When you write a name below, they gain Influence over you if they did not already have it.",
+ "memories-role1": "● Monster:",
+ "memories-role2": "● Traitor:",
+ "memories-role3": "● Corruptor:",
+ "memories-role4": "● Martyr:",
+ "memories-role5": "● Architect:",
+ "memories-role6": "● Leader:",
+ "connect-harbinger-desc1": "When you push yourself to remember the version of someone that exists in your future, mark a condition and roll Memories. On a hit, you connect who they are now to who they are in the future; choose the role that they fulfill in the future, and the GM will tell you about their future self. On a 10+, ask a follow-up question. On a miss, they're not at all who you thought they would be; the GM will choose their role, or tell you that as far as you know, they don't exist in the future.",
+ "connect-harbinger-desc2": "At the start of each session or when time passes, roll to find out how your investigations into the timeline have been going. On a hit, choose one figure noted above or one aspect of the future world you can remember. You've found a lead to follow to learn more about how the present version of that figure or aspect became the future version. On a 10+, the lead is particularly strong; right now, you can ask the GM one question about the figure or aspect, and they will answer honestly. On a miss, you're lost in the present; the GM will tell you how things are so different here, and shift your Labels according to how it makes you feel.",
"move:": "Move:",
"label:": "Label:",
+ "activemove-hide": "Hide your Active Moves",
+ "activemove-note": "Note: Adult moves count as Active Moves",
+ "passivemove-hide": "Hide your Passive Moves",
+ "teammove-hide": "Hide your Team Moves",
+ "teammove1-beacon": "When you share a triumphant celebration with someone, tell them how they're awesome and add 1 Team to the pool. If they tell you how you're awesome in return, add 1 more Team to the pool.",
+ "teammove2-beacon": "When you share a vulnerability or weakness with someone, ask them to confirm or deny that you should be here. If they confirm it, mark potential and give them Influence over you. If they deny it, mark Angry and shift one Label up and one Label down, your choice.",
+ "teammove1-bull": "When you share a triumphant celebration with someone, make them your love or rival immediately to mark potential. If they are already your love or rival, take Influence over them and mark potential.",
+ "teammove2-bull": "When you share a vulnerability or weakness with someone, give them Influence and hold 2. Spend that hold to help them as if it were Team in the pool.",
+ "teammove1-delinquent": "When you share a triumphant celebration with someone, ask them if they think you're cool. If they say yes, give them Influence and take Influence over them. If they say no, mark a condition or spurn them immediately. If they're a teammate, then either way, add 1 Team to the pool.",
+ "teammove2-delinquent": "When you share a vulnerability or weakness with someone, give them Influence over you, and ask them who they'd like you to be. Mark potential if you show them that person. If they're a teammate, add 1 Team to the pool no matter what.",
+ "teammove1-doomed": "When you share a triumphant celebration with someone, give them Influence over you and spend 1 Team from the pool to clear one box on your Doomtrack.",
+ "teammove2-doomed": "When you share a vulnerability or weakness with someone, give them Influence over you and ask if they honestly think there's hope for you. If they say yes, mark potential or clear one box on your Doomtrack. If they say no, mark a condition or mark one box on your Doomtrack.",
+ "teammove1-janus": "When you share a triumphant celebration with someone, ask them if they see you as the person wearing the mask or the person underneath. If the former, mark potential and clear a condition. If the latter, take Influence over them if you reveal yourself.",
+ "teammove2-janus": "When you share a vulnerability or weakness with someone, tell them a secret about who you really are. Give them Influence, and shift your Mundane up and your Mask's Label down.",
+ "teammove1-legacy": "When you share a triumphant celebration with someone, tell them whether you see them as an equal. If you do, give them Influence over you and mark potential. If you don't, shift Superior up and any other Label down.",
+ "teammove2-legacy": "When you share a vulnerability or weakness with someone, tell them a secret about your legacy (including your own true feelings about it) to clear a condition and give them Influence over you.",
+ "teammove1-nova": "When you share a triumphant celebration with someone, ask them if there is any fear in their eyes when they look at you. If they say no, take +1 forward and mark potential. If they say yes, immediately shift your Danger up and Savior down.",
+ "teammove2-nova": "When you share a vulnerability or weakness with someone, tell them how they could stop you, if it came down to it. Give them Influence over you and clear a condition.",
+ "teammove1-outsider": "When you share a triumphant celebration with someone, take Influence over them if you show them meaningful affection, physical or emotional. They decide if it's meaningful.",
+ "teammove2-outsider": "When you share a vulnerability or weakness with someone, they tell you what you should do to fit in more. Take +1 forward to do it, and mark potential if you do.",
+ "teammove1-protege": "When you share a triumphant celebration with someone, ask them if you've been a good leader or effective teammate. If they say yes, your Mentor loses Influence over you and you mark potential. If they say no, your Mentor gains Influence over you, and you take +1 forward on using the Label your Mentor embodies.",
+ "teammove2-protege": "When you share a vulnerability or weakness with someone, tell them a secret about your Mentor (including your feelings towards them). Give them Influence over you and add 1 Team to the pool.",
+ "teammove1-transformed": "When you share a triumphant celebration with someone, clear a condition if they treat you like a perfectly normal person and mark potential if they praise your power or abilities.",
+ "teammove2-transformed": "When you share a vulnerability or weakness with someone, ask them if they think you're losing or gaining humanity. If they say losing, mark a condition and mark potential. If they say gaining, clear a condition and shift Mundane up and any other Label down.",
+ "teammove1-reformed": "When you share a moment of triumph with someone, ask them what gives them hope for a brighter day and give them Influence.",
+ "teammove2-reformed": "When you share a vulnerability or weakness with someone, ask them what they would do something dark for and gain Influence over them.",
+ "teammove1-newborn": "When you share a triumphant celebration with someone, ask them what makes them proud or happy about the actions they took and write a lesson based on it, either filling an empty slot or replacing an existing lesson.",
+ "teammove2-newborn": "When you share a vulnerability or weakness with someone, if their response helps you understand human feelings and problems, mark potential. If their response confuses or offends you, shift your Freak up and your Mundane down.",
+ "teammove1-innocent": "When you share a triumphant celebration with someone, ask whether they think your future self could've won this victory. If they do, mark potential and the GM shifts your Labels. If they do not, clear a condition and they shift your Labels.",
+ "teammove2-innocent": "When you share a vulnerability or weakness with someone, ask them if they think you could turn into your future self. If they do, mark potential and the GM shifts your Labels. If they do not, clear a condition and they shift your Labels.",
+ "teammove1-star": "When you share a triumphant celebration with someone, say whether it's part of the show or not. If it is, then you can shift your Labels as you choose. If it is not, then they shift your Labels, and you can clear a condition or mark potential.",
+ "teammove2-star": "When you share a vulnerability or weakness with someone, ask them if they will tell anyone the truth about you. If they agree to keep it a secret, clear a condition or mark potential. If they don't agree, the GM shifts your Labels.",
+ "teammove-joined": "When either you or your other half shares a triumphant celebration or shares a moment of vulnerability without the other one present, mark a condition to mark a potential.",
+ "teammove1-brain": "When you share a triumphant celebration with someone, ask them if they felt they could have done it without you. If they say yes, give Influence to them and mark a condition. If they say no, they give Influence to you.",
+ "teammove2-brain": "When you share a vulnerability or weakness with someone, hold 2. Spend the hold 1-for-1 to clear a condition or add 1 Team to the pool when you are with them.",
+ "teammove1-soldier": "When you share a triumphant celebration with someone, tell them what they need to do to achieve their full potential. If they accept your advice, take Influence over them and add 2 Team to the pool. If they reject what you have to say, mark a condition.",
+ "teammove2-soldier": "When you share a vulnerability or weakness with someone, ask them what cause they serve. If you find it to be a worthy cause, tell them how you will fight for it, clear a condition, and add 1 Team to the pool. If they don't have a cause (or you find it unworthy), mark a condition.",
+ "teammove1-harbinger": "When you confess to a teammate the difference between what you thought they would be and what they really are, add 1 Team to the pool, and ask them if you represent a future they'd want. If they say yes, mark potential. If they say no, mark a condition.",
+ "teammove2-harbinger": "When you share a tale of future loss with someone, ask them if they think you have the ability to avert that loss. If they believe you do, mark potential and give them Influence over you. If they don't, mark Guilty and shift one Label up and one Label down (your choice). If Guilty is already marked, mark another condition, GM's choice.",
+ "teammove1-nomad": "When you share a triumphant celebration with someone, ask them what they admire about you. The GM will shift one of your Labels up and one down based on what they say.",
+ "teammove2-nomad": "When you share a vulnerability or weakness with someone, mark a condition, give them Influence over you, and mark potential.",
+ "teammove1-scion": "When you share a triumphant celebration with someone, ask them if you have earned their respect. If you have, take Influence over them and mark potential. If you have not, give them Influence over you and mark potential.",
+ "teammove2-scion": "When you share a vulnerability or weakness with someone, ask them if they would defend you against those who mistrust you. If they say yes, clear a condition and shift Savior up and any other Label down. If they say no, mark a condition and shift Danger up and any other Label down.",
+ "momentoftruth-unlock": "Unlock your Moment of Truth",
+ "moment-beacon": "This is the moment when you show them exactly why you belong here. You do any one thing, take out any one enemy, no matter how insane, no matter how ridiculous, because that's you. Their jaws are gonna drop when you're done. Of course, pulling off a stunt like this tends to bring unwanted attention and a dangerous reputation...",
+ "moment-bull": "This is what you do best. You let loose, all the pent up strength and rage and glee, and you break whatever stands in your way. You are a walking demolition crew. What can stand up to you? Nothing. Not buildings. Not structures. Not enemies. Nothing. Of course, now the people who changed you know exactly where to find you...",
+ "moment-delinquent": "This is when you show them what you really are. Whether you're the hero underneath the rebel facade... or the one who can make the hard choices heroes can't make. You do whatever it takes to show that truth, whether it's saving the day from a terrible villain or stopping a bad guy once and for all. Of course, once you've shown what you really are, there's no going back to playing the clown...",
+ "moment-doomed": "The prickly tingling fear of your doom, always in your head — it holds you back most of the time. But right here, right now? It gives you the confidence to do anything. After all, what's the worst that could happen? Is it worse than your doom? Do impossible things. Do anything. But mark a Doomsign after you're finished.",
+ "moment-janus": "The mask is a lie, and some piece of you has always known that. Doesn't matter if others can see it. You're the one that can do the impossible. Mask off. Costume on. And you're going to save the damn day. Of course, you better hope nobody nasty is watching...",
+ "moment-legacy": "This is the moment when you prove how much the mantle belongs to you. You seize control of all your powers, and you defeat even impossible odds to prove you are worthy of the name you carry. You accomplish feats even your predecessors couldn't do. Of course, after you prove something like that, you can expect still more responsibilities to be placed on your shoulders...",
+ "moment-nova": "Your mind's eye opens, and you can see the world around you like never before. You can control it, at will, with ease. Of course, warping reality tends to have ramifications down the line, but in your moment of godhood... how could you possibly be worried?",
+ "moment-outsider": "You embrace your home and call them for aid. They will answer your call, in force, arriving exactly when you need them to turn the tide. They fight and serve you for the rest of the battle. Of course, when all is said and done... they'd probably like to take you home with them. You did, after all, just prove yourself worthy.",
+ "moment-protege": "The moment that you show who you really are: your mentor, or something different. You can do whatever your mentor could do and more. You can do the incredible, even the things they always failed to accomplish. Of course, they're not going to see you the same way, no matter which path you choose...",
+ "moment-transformed": "It's so easy to forget that you're not your body, and you're not the voice in your head — you're both. Be the monster, and save them anyway. Smash down walls, and speak softly. Because when you embrace it, you can do anything. Of course, putting on a display like this is sure to rile up those who see only the monster when they look at you...",
+ "moment-reformed": "You've seen your greatest mistakes, and the rest of the world has, too. They're all watching you now, judging every move you make. When everything is on the line and your back is against the wall, though, you'll show them what you're made of — that being a hero is a choice. An act of will. And you've got what it takes to save the day. Of course, afterward, you can expect both sides, hero and villain, to deeply question where your loyalties truly lie...",
+ "moment-newborn": "Something snaps into focus, and suddenly you're a full thing, true and complete. You'd never have known how fragmented you were before, if not for here, this moment. You're not a series of individual lessons. You're not a series of subroutines and programs. You're... a person. This must be what it's like to be... human. And this fullness? It gives you a control over yourself, a unity of purpose you've never experienced before. Of course, now that you're showing off all your potential, it's only a matter of time before someone comes forward to reduce you to a machine again...",
+ "moment-innocent": "You've fought, struggled, and worked so hard to figure out who you are, whether you're just the same as your future self or whether you're different... but right now, that's all out the window. The distinction between your future self and your present self vanishes in the face of the trial before you, and you become exactly the powerful, adamant figure that everyone fears or hopes you will one day become. You can do exactly what your future self could do, and everyone around you sees them in you more clearly than ever. Of course, after this it's going to be hard to treat you as two different people...",
+ "moment-star": "Sometimes it can be hard to tell where the show stops and where you begin — but not today. Not now. Because right now, there is no show. Right now, you are the thing you pretend to be — bold and bright and beautiful and amazing and powerful and confident. Right now, you draw strength from your audience, comfort from their belief in you, and you can do anything they think you can. Of course, after such an impassioned performance, your audience will just have even more demands...",
+ "moment-joined-choose": "When you trigger your Moment of Truth, choose — are you working with your other half, or are you on your own?",
+ "moment-joined-otherhalf": "If you're working with your other half, use the text of their Moment of Truth and treat it as if it applies to both of you. Remember to lock your Label and switch a Bond to a Distinction, because you'll probably never reach these heights of perfect connection, of being one, ever again...",
+ "moment-joined-own": "If you're on your own, use the following text:",
+ "moment-joined": "You're on your own. It's like missing an arm. Like fighting naked. Like holding your breath. You're missing something vital... but you're moving faster than ever, thinking faster than ever, doing things you couldn't even do while relying on both of your strength combined. And it's hitting you, hard — you can do this. Without them. And you can win. It's going to be hard to come down off this high and rejoin with them afterwards, isn't it? Remember to lock a Label and switch a Bond to a Distinction, after you're finished.",
+ "moment-brain": "Sooner or later, all the super powers, elite training, and experience are helpless in the face of evil or disaster. That's when somebody like you, gifted as you are with a peerless intellect, can rise to the occasion. Your plan, your invention, or your lightning-fast thought processes save the day, in a way no one else could have foreseen. Of course, after you've shown how different you are from them, that distance between you and the others is now that much greater. And the world is only going to pull you farther apart...",
+ "moment-soldier": "Freedom isn't free. But not every mission ends in tragedy. When things look bleakest, when your back is against the wall, when it seems like the dawn will never come... you find a way forward without violence. Your enemies lay down their arms and surrender; your allies step back from the brink of chaos. Of course, the people you've saved aren't going to forget what you've done here today; they may even come to see you as a symbol of the higher cause you claim to serve...",
+ "moment-soldier-lock": "You cannot lock Soldier after using your Moment of Truth.",
+ "moment-harbinger": "Everything you do could affect the future. For all you know, saving that one guy means that now the future is full of pterodactyls. The ripples are always so hard to track, and you're not sure if you've helped or hurt — not really. Until now. In this moment, it's all clear. You can see the course of events laid out before you like a river, and you know exactly what you have to do to ensure the future outcome you want. Of course, after this, you've changed enough of the timeline to invalidate your prior research — reset all the names in your Connecting Dots section.",
+ "moment-nomad": "You basically exist with one foot out the door, ready to leave this place, to go back out into the wide expanse of the universe. You've never fully committed. That is, until today. Until right now. Now, you pour everything you have and everything you are into this moment. You pull off tricks no one from this planet has ever seen before. You use your tools in ways no one here could have ever imagined. You devote yourself, here and now, to a cause, and you achieve your goal in ways that you never could've if you'd only stayed home. Of course, now you've proved to everyone that you really don't belong here, and the very skills that let you succeed are the ones you earned from out there...",
+ "moment-scion": "People have always tried to define you by your lineage. As if from the moment you were born, you were meant to be some villain to be defeated. But... they're right, aren't they? That darkness is in you. So right here, right now, you're not fighting it — you're embracing it. Both hero and villain, and greater besides. You're overcoming impossible odds in ways no hero would approve of, and no villain could comprehend. Of course, after seeing what you can really do when you embrace the whole of yourself, the rest of the world isn't going to forget who you really are...",
+ "moment-label-lock": "After you use your Moment of Truth, permanently lock one Label.",
+ "advancedspecial-view": "View after taking the corresponding Advancement",
+ "advancedspecial-brain1": "View after taking Sanctuary",
+ "advancedspecial-brain2": "View after taking Drives",
+ "burn-adv-desc": "Spend your burn on your flares. You lose all burn at the end of the scene. You get 3 Flares.",
+ "describeadvspec": "(describe your advanced special)",
"conditions:": "Conditions:",
"takeapowerfulblow": "(take a powerful blow)",
+ "toclear": "To clear:",
"afraid": "Afraid",
- "malusdirectlyengage": "(-2 to directly engage)",
+ "malusdirectlyengageathreat": "(-2 to directly engage a threat)",
+ "clearafraid": "run from something difficult",
"angry": "Angry",
"maluscomfortorsupport": "(-2 to comfort or support)",
"maluspiercethemask": "(-2 to pierce the mask)",
+ "clearangry": "hurt someone or break something important",
"guilty": "Guilty",
"malusprovokesomeone": "(-2 to provoke someone)",
"malusassessthesituation": "(-2 to assess the situation)",
+ "clearguilty": "make a sacrifice to absolve your guilt",
+ "hopeless": "Hopeless",
+ "malusunleashyourpowers": "(-2 to unleash your powers)",
+ "clearhopeless": "fling yourself into easy relief",
"insecure": "Insecure",
"malusdefend": "(-2 to defend)",
"malusreject": "(-2 to reject what others say)",
- "hopeless": "Hopeless",
- "malusunleashyourpowers": "(-2 to unleash your powers)",
+ "clearinsecure": "take foolhary action without talking to your team",
+ "newborn-optional-damage": "Enable if you take the Damage move",
+ "damaged": "Damaged",
+ "cleardamaged": "you need time, external help, or special equipment or abilities",
+ "conditions-note": "Note: Conditions do not affect Active Moves",
+ "whenyoumarkdrive": "When you mark a drive, choose one: mark potential, clear a condition, take influence over someone involved",
+ "whencompleteadriveset": "When you complete a set of drives, add another set with 4 new drives.",
+ "whenalldrivesmarked": "When all drives are marked, choose one: change playbooks, retire from the life, become a paragon of the city",
"completedthisset": "completed this set",
+ "bullheartdesc": "You can change your love or rival at any time; give the new person influence over you",
"love:": "Love:",
"rival:": "Rival:",
- "add1toallrollsthistwo": "(add 1 to all rolls that target these two)",
- "darkvisions": "Dark Visions",
- "burningbright": "Burning Bright",
- "infinitepowers": "Infinite Powers",
- "bolstered": "Bolstered",
- "portal": "Portal",
- "yourdoomcomes": "Your doom comes",
+ "bullheartongoing": "(+1 to any roll that impresses your love or frustrates your rival)",
+ "bullchooserole": "Choose a role that you fulfill for your love or rival",
+ "bullrole1": "Defender: When you leap to defend your love or rival in battle, roll +Danger instead of +Savior to defend them.",
+ "bullrole2": "Friend: When you comfort or support your love or rival, mark potential on a hit. When your love or rival comforts or supports you, mark potential when they roll a hit.",
+ "bullrole3": "Listener: When you pierce the mask of your love or rival, you can always let them ask you a question to ask them an additional question in turn, even on a miss. These additional questions do not have to be on the list.",
+ "bullrole4": "Enabler: When you provoke your love or rival, roll +Danger if you are trying to provoke them to rash or poorly thought out action.",
+ "nemesisdesc1": "Your Nemesis is an epic and powerful enemy representing and embodying your Doom.",
+ "nemesisdesc2": "At the end of every session, answer the question: Did you make progress on defeating your Nemesis? If the answer is yes, mark potential. If the answer is no, mark your Doomtrack.",
+ "sanctuarydesc1": "You have a place where you can rest, recover, and reflect upon your powers. Write 3 features of your Sanctuary:",
+ "sanctuarydesc2": "Write 2 downsides of your Sanctuary:",
+ "sanctuarydesc3": "When you call upon the resources of your Sanctuary to solve a problem, say what you want to do. The GM will give you 1 to 4 requirements from the following which you must fulfill to complete your solution:",
+ "sanctuary-req1": "First, you must...",
+ "sanctuary-req2": "You'll need help from...",
+ "sanctuary-req3": "You and your team will risk danger from...",
+ "sanctuary-req4": "The best you can do is a lesser version, unreliable and limited",
+ "sanctuary-req5": "You'll need to mark one box on your Doomtrack",
+ "sanctuary-req6": "You'll have to obtain...",
+ "legacydesc1": "Name some members of your legacy (at least 2):",
+ "legacymember1": "is still active and prominent in the city.",
+ "legacymember2": "is retired and quite judgmental.",
+ "legacymember3": "is the next possible member of your legacy.",
+ "legacymember4": "is the greatest opponent your legacy ever faced... and is still at large.",
+ "legacydesc2": "Whenever time passes, roll to see how the members of your legacy feel or react to your most recent exploits. Before rolling, have the other players answer these following questions about your performance. Take -1 to the roll for each 'no' answer:",
+ "legacyquestion1": "● Have you been upholding the traditions of your legacy?",
+ "legacyquestion2": "● Have you maintained the image of your legacy?",
+ "legacyquestion3": "● Have you made the other members of your legacy proud?",
+ "legacydesc3": "On a hit, one of them offers you meaningful encouragement, an opportunity, or an advantage. On a 7-9, another is upset with your most recent actions, and will make their displeasure known. On a miss, something you did stirred up the hornet's nest — expect several members of your legacy to meddle with your life.",
"hold:": "Hold:",
- "resetto0attheend": "(reset to 0 at the end of the scene)",
+ "mentor-desc1": "You have a mentor, someone who's taught you, trained you, given you aid, or raised you up. Someone who might have confined you a bit too rigidly to a single path.",
"embodies:": "Embodies:",
"denies:": "Denies:",
- "add1toallrollsthesepeople": "(add 1 to all rolls that target these people)",
+ "mentor-resource": "Mentor's Resources:",
+ "mentor-desc2": "Write up to 3 resources that your mentor gave you and the team",
+ "mentorresource": "(resources provided by your mentor)",
+ "haveinfluenceover": "I have influence over:",
+ "influenceroll": "(+1 to any roll that target these people)",
+ "aminfluencedby": "I am influenced by:",
"whatdidyoutake": "(what did you take?)",
"movename": "(move name)",
"movedescription": "(move description)",
+ "teammovedesc": "(team move description)",
+ "momentcustomdesc": "(moment of truth description)",
"drive": "(drive)",
"yourlove": "(your love)",
"yourrival": "(your rival)",
- "iam": "(I am...)",
- "asuperheroshould": "(A superhero should...)",
- "always": "(Always...)",
- "never": "(Never...)",
- "villainouscontact": "(villainous contact)"
+ "friendsinlowplaces1": "You have ties to villains from your previous career, a.k.a. Friends in Low Places.",
+ "friendsinlowplaces2": "Write 3 names and fill in their details. At character creation, mark 2 obligations on one villain and mark 1 obligation on another.",
+ "contactobligation": "Obligation:",
+ "villainouscontact": "(villainous contact)",
+ "theirspecialty": "(their specialty)",
+ "friendsinlowplaces-help1": "When you come to them for help with your problems, mark obligation on them and they'll help out within their specialty. If all their boxes are full, then they won't help you until you help them.",
+ "friendsinlowplaces-help2": "When time passes, roll flat + your highest obligation. On a 10+, they come crashing into your life with a crisis. On a 7-9, they call for a favor. On a miss, they don't come knocking yet, but mark obligation on them — the debts are getting heavier.",
+ "friendsinlowplaces-help3": "When you help one of these villains with their problems, erase 2 obligations on them.",
+ "lessonsnewborn-desc": "When you learn something that helps you make sense of the world, write it down as a Lesson. Fill in 2 lessons at character creation. Fill in the others during play.",
+ "lesson-newborn1": "I am",
+ "lesson-newborn2": "A superhero should",
+ "lesson-newborn3": "Always",
+ "lesson-newborn4": "Never",
+ "lessonsnewborn-embody": "When you embody one of your lessons, shift one Label up and one Label down, your choice. If you cause a misunderstanding, collateral damage, or unintended consequences in the process, mark potential.",
+ "lessonsnewborn-reject": "When you reject one of your lessons, reject its Influence as if it were an NPC. If you choose to have it lose Influence over you, erase that lesson and write a new one in its stead.",
+ "lessonsnewborn-creator1": "When you approach your creator or caretakers with a problem, tell them what obstacle you face or what you need to achieve, and they will offer you something you need. The GM chooses one:",
+ "lessonnewborn-offer1": "● secret information",
+ "lessonnewborn-offer2": "● a way to temporarily boost or expand your powers",
+ "lessonnewborn-offer3": "● access to instruments, weapons, or resources",
+ "lessonnewborn-offer4": "● official and explicit backing",
+ "lessonsnewborn-creator2": "If you accept their help, they'll rewrite one of your lessons.",
+ "audiencestar-desc": "You are a celebrity in the city. By default, your audience is a limited group of interested fans, and you speak to them through after-action interviews, infrequent press conferences, etc. Why does your audience love you? Mark all that apply.",
+ "audience-why1": "You're just like them",
+ "audience-why2": "You're a dangerous person, a bad seed",
+ "audience-why3": "You're noble warrior for justice",
+ "audience-why4": "You're stunning, unique, and beautiful",
+ "audience-why5": "You're charming, well-spoken, and smart",
+ "audience-why6": "You're a firebrand, a rabble rouser",
+ "audiencestar-adv": "Choose 2 advantages:",
+ "audience-adv1": "Your audience is utterly devoted to you",
+ "audience-adv2": "You can easily speak to them at any time",
+ "audience-adv3": "You have a PR agent to handle your audience",
+ "audience-adv4": "You earn a lot of money from their interest",
+ "audience-adv5": "You have a major hero's endorsement",
+ "audience-adv6": "You have a much wider audience",
+ "audiencestar-demand": "Choose 2 demands your audience makes on you:",
+ "audience-demand1": "They require constant stimulation",
+ "audience-demand2": "They require perfection — no mistakes",
+ "audience-demand3": "They require frequent bouts of drama",
+ "audience-demand4": "They require major acts of heroism",
+ "audience-demand5": "They require novelty and brand new action",
+ "audience-demand6": "They require chemistry with your allies",
+ "audiencestar-accept": "When you accept what your audience tells you about yourself, clear a condition.",
+ "audiencestar-reject": "When you reject what your audience tells you about yourself, on a hit mark potential and expect retribution.",
+ "audiencestar-help": "When you seek help from your audience, roll. On a hit, someone in your audience can hook you up. On a 10+, they only make a small demand. On a 7-9, their demands are a lot higher. On a miss, you've made a mistake, and your audience won't help you until you've redeemed yourself in their eyes.",
+ "otherhalfjoined-desc": "You share a deep bond with your other half. You are stronger together than you are apart, for now. If your other half's playbook has no extra, then take 2 playbook moves from them; one they have and one they don't. If your other half's playbook has extras (drives, bull's heart, burn, the mask, legacy etc.), then you share the extras, gaining further merits and demerits.",
+ "otherhalfjoined-more": "For more details, refer to pages 102 to 109 in the Masks: Halcyon City Herald Collection supplement.",
+ "otherhalfjoined-playbook": "Your Other Half's Playbook:",
+ "otherhalfextra": "(describe what extras you gain from/share with your other half)",
+ "brainshame-desc": "You have a deep and abiding sense of guilt for something you have created or had a hand in creating. Just as you are a world-class intellect, your shame is a world-class problem. Whatever the case, your role in its creation is not publicly known... yet.",
+ "brainshame-title": "Your Shame:",
+ "brainshame-list1": "A prototype AI",
+ "brainshame-list2": "A cosmic phenomenon",
+ "brainshame-list3": "A catastrophic weapon",
+ "brainshame-list4": "A dangerous chemical",
+ "brainshame-list5": "A living monstrosity",
+ "brainshame-list6": "An altered former ally",
+ "brainshame-confront": "Whenever you are confronted with your shame, either mark a condition or shift Superior down and Danger up. If your shame is an NPC, they can never lose Influence over you.",
+ "brainshame-endsession1": "At the end of every session, answer the question:",
+ "brainshame-endsession2": "● Did you take steps to make amends for your shame?",
+ "brainshame-endsession3": "If the answer is yes, mark potential. If the answer is no, give Influence to one of your teammates.",
+ "soldier": "Soldier",
+ "soldier:": "Soldier:",
+ "actonorders": "(act on orders and rely on training)",
+ "invokeauthority": "(invoke your authority",
+ "askaegis": "(ask A.E.G.I.S. for resources)",
+ "highercalling-desc": "You work for A.E.G.I.S., an agency that keeps the world safe from all manners of superhuman, supernatural, and extraterrestrial threats.",
+ "soldierlabel-desc": "The Soldier Label functions like any other Label. Characters with Influence over you can shift it, and you mark a condition if it would ever shift above +3 or below -2. You can only lock Soldier with the corresponding advancement. You can only cancel the influence A.E.G.I.S. holds over you with the corresponding advancement.",
+ "highercalling-move1": "When you're acting on orders and relying on your training, give A.E.G.I.S. influence to use Soldier instead of any other Label when you make a basic or playbook move.",
+ "highercalling-move2": "When you invoke your authority over civilians, Halcyon City personnel, or A.E.G.I.S. staff, roll +Soldier. On a hit, your words carry weight. On a 7-9, someone will push back against your instructions or orders... sooner rather than later. On a miss, your attempts to control the situation create an opportunity for your enemies within A.E.G.I.S. to act against you.",
+ "highercalling-move3": "When you ask A.E.G.I.S. for additional resources, equipment, or information during a mission, roll +Soldier. On a hit, they'll resupply you as best they can. On a 10+, the resources are highly classified or experimental; take +1 ongoing to deploying them throughout the mission. On a miss, A.E.G.I.S. sends what they think you need, regardless of what you actually requested.",
+ "scionlineage-desc": "You are the child of a true supervillain. You strive to be different than them, but they are a part of you. Answer each question below to describe them:",
+ "scionlineage-ques1": "What kind of villain are they?",
+ "scionlineage-ques2": "What is your relationship with them like?",
+ "scionlineage-ques3": "They have an array of abilities, assets, and strengths; what are some of them? (up to 3)",
+ "scionrespect-desc1": "Write down the names of at least 2 characters whose respect you need to earn in order to differentiate yourself from your parent. You may fill in new names whenever appropriate.",
+ "respect:": "Respect:",
+ "advancement:": "Advancement:",
+ "scionrespect-list1": "● Your parent's greatest enemy:",
+ "scionrespect-list2": "● Your parent's greatest victim:",
+ "scionrespect-list3": "● Your personal idol:",
+ "scionrespect-list4": "● The city's greatest leader:",
+ "scionrespect-list5": "● The city's greatest hero:",
+ "scionrespect-list6": "● The city's biggest celebrity:",
+ "scionrespect-desc2": "When you seek out one of the characters named above, roll. On a hit, you track them down. On a 7-9, they're juggling their own problems, and may not have time for you. On a miss, when you find them, the situation is dire; the GM will tell you how.",
+ "scionrespect-desc3": "If you earn Influence over the characters listed above, instead you mark 1 Respect. If you lose Influence over the characters listed above, instead you lose 1 Respect. If you lose 1 Respect and you have none marked, you immediately mark a condition, GM's choice.",
+ "scionrespect-desc4": "The first time you reach 4 Respect on an individual, take an advancement (mark the corresponding box under the character).",
+ "scionrespect-desc5": "While you have 4 Respect on an individual, you gain the following benefits. If you dip below 4 Respect on an individual, you lose these benefits.",
+ "scionrespect-desc5opt1": "● You can reject their Influence at a +3 (does not stack with the above).",
+ "scionrespect-desc5opt2": "● You take +1 to a Label of their choice (write it next to their name).",
+ "nomadinfluencedby": "I am influenced by: (max 6)",
+ "nomadinfluence-desc1": "(By default, no one has Influence over you, not even adults)",
+ "nomadinfluence-desc2": "(You gain benefits based on how much Influence you have given out. Check Roots for details.)",
+ "nomadroots-desc1": "● During play, you can only give Influence by revealing a vulnerability or weakness to someone and through the end of session move.",
+ "nomadroots-desc2": "● You cannot give Influence to somebody who already has Influence over you.",
+ "nomadroots-desc3": "● Others cannot take Influence over you; if they would, instead they choose: mark potential or inflict a condition on you.",
+ "nomadroots-desc4": "● You reject Influence at -2 by default, instead of +0 (already included in the Reject Influence roll).",
+ "nomadroots-desc5": "● When someone takes advantage of their Influence over you, they can choose 2 options.",
+ "nomadroots-desc6": "● At the end of each session, you may take away Influence from someone who has Influence over you.",
+ "nomadroots-howmuch": "How much Influence have you given out?",
+ "nomadinfluence-list1": "0 Influence",
+ "nomadinfluence-list2": "1-2 Influence",
+ "nomadinfluence-list3": "3 Influence",
+ "nomadinfluence-list4": "4 Influence",
+ "nomadinfluence-list5": "5 Influence",
+ "nomadinfluence-list6": "6 Influence",
+ "nomadinfluence-option1": "● You cannot comfort or support anyone. If you would trigger that move, instead mark a condition as you say exactly the wrong thing. If someone tries to comfort or support you, you cannot open up to them.",
+ "nomadinfluence-option2": "● When you defend someone who has Influence over you, you can ignore the Insecure condition. When you directly engage someone who has Influence over you, you can ignore the Afraid condition.",
+ "nomadinfluence-option3": "● When you take a powerful blow from someone with Influence over you, take -2 to the roll.",
+ "nomadinfluence-option4": "● When you pierce the mask of someone who has Influence over you, you can always ask them one question, even on a miss.",
+ "nomadinfluence-option5": "● When you spend 1 Team to help someone who has Influence over you, it gives them +2.",
+ "nomadinfluence-option6": "● When you accept the words of someone who has Influence over you, mark potential, clear a condition, or take +1 forward.",
+ "theirname": "(their name)",
+ "bullet": "●",
+ "rollkapow": "KAPOW!",
+ "rollfullhit": "Full hit!",
+ "rollhit": "Hit!",
+ "rollmiss": "Miss!",
+ "rollohdear": "Oh dear!"
}
diff --git a/Masks - A New Generation/translations/zu.json b/Masks - A New Generation/translations/zu.json
index f2975bd932..adaba1b1fd 100644
--- a/Masks - A New Generation/translations/zu.json
+++ b/Masks - A New Generation/translations/zu.json
@@ -1,8 +1,9 @@
{
"playbook:": "crwdns70075:0crwdne70075:0",
+ "choose-playbook": "crwdns158136:0crwdne158136:0",
"thebeacon": "crwdns70076:0crwdne70076:0",
"thebull": "crwdns70077:0crwdne70077:0",
- "thedelinquant": "crwdns70078:0crwdne70078:0",
+ "thedelinquent": "crwdns158138:0crwdne158138:0",
"thedoomed": "crwdns70079:0crwdne70079:0",
"thejanus": "crwdns70080:0crwdne70080:0",
"thelegacy": "crwdns70081:0crwdne70081:0",
@@ -10,83 +11,389 @@
"theoutsider": "crwdns70083:0crwdne70083:0",
"theprotege": "crwdns70084:0crwdne70084:0",
"thetransformed": "crwdns70085:0crwdne70085:0",
- "theinnocent": "crwdns70086:0crwdne70086:0",
- "thejoined": "crwdns70087:0crwdne70087:0",
- "thenewborn": "crwdns70088:0crwdne70088:0",
"thereformed": "crwdns70089:0crwdne70089:0",
+ "thenewborn": "crwdns70088:0crwdne70088:0",
+ "theinnocent": "crwdns70086:0crwdne70086:0",
"thestar": "crwdns70090:0crwdne70090:0",
+ "thejoined": "crwdns70087:0crwdne70087:0",
"thebrain": "crwdns137701:0crwdne137701:0",
"thesoldier": "crwdns137703:0crwdne137703:0",
+ "theharbinger": "crwdns158140:0crwdne158140:0",
+ "thenomad": "crwdns158142:0crwdne158142:0",
+ "thescion": "crwdns158144:0crwdne158144:0",
+ "custom": "crwdns158146:0crwdne158146:0",
"somethingelse": "crwdns70091:0crwdne70091:0",
- "freak:": "crwdns70092:0crwdne70092:0",
- "unleashyourpowers": "crwdns70093:0crwdne70093:0",
- "danger:": "crwdns70094:0crwdne70094:0",
- "directlyengage": "crwdns70095:0crwdne70095:0",
- "savior:": "crwdns70096:0crwdne70096:0",
- "savior": "crwdns72016:0crwdne72016:0",
- "freak": "crwdns72017:0crwdne72017:0",
+ "halcyoncityherald": "crwdns158148:0crwdne158148:0",
+ "secretsofaegis": "crwdns158150:0crwdne158150:0",
+ "unbound": "crwdns158152:0crwdne158152:0",
"danger": "crwdns72018:0crwdne72018:0",
+ "danger:": "crwdns70094:0crwdne70094:0",
+ "freak": "crwdns72017:0crwdne72017:0",
+ "freak:": "crwdns70092:0crwdne70092:0",
+ "savior": "crwdns72016:0crwdne72016:0",
+ "savior:": "crwdns70096:0crwdne70096:0",
"superior": "crwdns72019:0crwdne72019:0",
- "mundane": "crwdns72020:0crwdne72020:0",
- "soldier": "crwdns137705:0crwdne137705:0",
- "defend": "crwdns70097:0crwdne70097:0",
"superior:": "crwdns70098:0crwdne70098:0",
+ "mundane": "crwdns72020:0crwdne72020:0",
+ "mundane:": "crwdns70101:0crwdne70101:0",
+ "sumof5labels": "crwdns158154:0crwdne158154:0",
+ "sumof6labels": "crwdns158156:0crwdne158156:0",
+ "bydefault3": "crwdns158158:0crwdne158158:0",
+ "bydefault5": "crwdns158160:0crwdne158160:0",
+ "advancementmayincrease": "crwdns158162:0crwdne158162:0",
+ "directlyengageathreat": "crwdns158164:0crwdne158164:0",
+ "unleashyourpowers": "crwdns70093:0crwdne70093:0",
+ "comfortorsupport": "crwdns70103:0crwdne70103:0",
+ "piercethemask": "crwdns70102:0crwdne70102:0",
+ "defend": "crwdns70097:0crwdne70097:0",
"assessthesituation": "crwdns70099:0crwdne70099:0",
"provokesomeone": "crwdns70100:0crwdne70100:0",
- "mundane:": "crwdns70101:0crwdne70101:0",
- "soldier:": "crwdns137707:0crwdne137707:0",
- "piercethemask": "crwdns70102:0crwdne70102:0",
- "comfortorsupport": "crwdns70103:0crwdne70103:0",
- "actonorders": "crwdns137709:0crwdne137709:0",
- "invokeauthority": "crwdns137711:0crwdne137711:0",
- "askaegis": "crwdns137713:0crwdne137713:0",
"flat2d6": "crwdns70104:0crwdne70104:0",
"rejectsomeonesinfluence": "crwdns70105:0crwdne70105:0",
+ "rejectinfluence": "crwdns158166:0crwdne158166:0",
"customrolls": "crwdns70106:0crwdne70106:0",
- "sumoflabels": "crwdns70107:0crwdne70107:0",
- "bydefault3": "crwdns70108:0crwdne70108:0",
- "advancementmayincrease": "crwdns70109:0crwdne70109:0",
+ "doom-desc": "crwdns158168:0crwdne158168:0",
+ "doomcloser1": "crwdns158170:0crwdne158170:0",
+ "doomcloser2": "crwdns158172:0crwdne158172:0",
+ "doomcloser3": "crwdns158174:0crwdne158174:0",
+ "doomcloser4": "crwdns158176:0crwdne158176:0",
+ "doomcloser5": "crwdns158178:0crwdne158178:0",
+ "doomcloser6": "crwdns158180:0crwdne158180:0",
+ "doomtrack-desc": "crwdns158182:0crwdne158182:0",
+ "doomtrack:": "crwdns158184:0crwdne158184:0",
+ "doomtrack-fill": "crwdns158186:0crwdne158186:0",
+ "doomsign-desc": "crwdns158188:0crwdne158188:0",
+ "doomsign1-desc": "crwdns158190:0crwdne158190:0",
+ "doomsign2-desc": "crwdns158192:0crwdne158192:0",
+ "doomsign3-desc": "crwdns158194:0crwdne158194:0",
+ "doomsign4-desc": "crwdns158196:0crwdne158196:0",
+ "doomsign5-desc": "crwdns158198:0crwdne158198:0",
+ "doomsign6-desc": "crwdns158200:0crwdne158200:0",
+ "themask-janus": "crwdns158202:0crwdne158202:0",
+ "themask-janus-desc1": "crwdns158204:0crwdne158204:0",
+ "themask-janus-desc2": "crwdns158206:0crwdne158206:0",
+ "themask-janus-desc3": "crwdns158208:0crwdne158208:0",
+ "secretid-janus-desc1": "crwdns158210:0crwdne158210:0",
+ "obligationjanus": "crwdns158212:0crwdne158212:0",
+ "secretid-janus-desc2": "crwdns158214:0crwdne158214:0",
+ "conditions-marked": "crwdns158216:0crwdne158216:0",
+ "burn-nova-desc1": "crwdns158218:0crwdne158218:0",
+ "burn-nova-desc2": "crwdns158220:0crwdne158220:0",
+ "flare:": "crwdns158222:0crwdne158222:0",
+ "flarename": "crwdns158224:0crwdne158224:0",
+ "flaredescription": "crwdns158226:0crwdne158226:0",
+ "futureself-innocent-desc1": "crwdns158228:0crwdne158228:0",
+ "futurepath1-desc": "crwdns158230:0crwdne158230:0",
+ "futurepath2-desc": "crwdns158232:0crwdne158232:0",
+ "futurepath3-desc": "crwdns158234:0crwdne158234:0",
+ "futurepath4-desc": "crwdns158236:0crwdne158236:0",
+ "futurepath5-desc": "crwdns158238:0crwdne158238:0",
+ "futurepath6-desc": "crwdns158240:0crwdne158240:0",
+ "futurepath7-desc": "crwdns158242:0crwdne158242:0",
+ "futurepath8-desc": "crwdns158244:0crwdne158244:0",
+ "futureself-innocent-desc2": "crwdns158246:0crwdne158246:0",
+ "futurereplace1-desc": "crwdns158248:0crwdne158248:0",
+ "futurereplace2-desc": "crwdns158250:0crwdne158250:0",
+ "futurereplace3-desc": "crwdns158252:0crwdne158252:0",
+ "futurereplace4-desc": "crwdns158254:0crwdne158254:0",
+ "futurereplace5-desc": "crwdns158256:0crwdne158256:0",
+ "bond-joined-desc": "crwdns158258:0crwdne158258:0",
+ "bond1-desc": "crwdns158260:0crwdne158260:0",
+ "bond2-desc": "crwdns158262:0crwdne158262:0",
+ "bond3-desc": "crwdns158264:0crwdne158264:0",
+ "bond4-desc": "crwdns158266:0crwdne158266:0",
+ "distinction-joined-desc": "crwdns158268:0crwdne158268:0",
+ "distinction1-desc": "crwdns158270:0crwdne158270:0",
+ "distinction2-desc": "crwdns158272:0crwdne158272:0",
+ "distinction3-desc": "crwdns158274:0crwdne158274:0",
+ "distinction4-desc": "crwdns158276:0crwdne158276:0",
+ "beforewegetstarted-soldier": "crwdns158278:0crwdne158278:0",
+ "beforestart-soldier": "crwdns158280:0crwdne158280:0",
+ "beforestart-soldier-list1": "crwdns158282:0crwdne158282:0",
+ "beforestart-soldier-list2": "crwdns158284:0crwdne158284:0",
+ "beforestart-soldier-list3": "crwdns158286:0crwdne158286:0",
+ "beforestart-soldier-list4": "crwdns158288:0crwdne158288:0",
+ "beforestart-soldier-list5": "crwdns158290:0crwdne158290:0",
+ "memories:": "crwdns158292:0crwdne158292:0",
+ "memories-harbinger-desc": "crwdns158294:0crwdne158294:0",
+ "memories-role1": "crwdns158296:0crwdne158296:0",
+ "memories-role2": "crwdns158298:0crwdne158298:0",
+ "memories-role3": "crwdns158300:0crwdne158300:0",
+ "memories-role4": "crwdns158302:0crwdne158302:0",
+ "memories-role5": "crwdns158304:0crwdne158304:0",
+ "memories-role6": "crwdns158306:0crwdne158306:0",
+ "connect-harbinger-desc1": "crwdns158308:0crwdne158308:0",
+ "connect-harbinger-desc2": "crwdns158310:0crwdne158310:0",
"move:": "crwdns70110:0crwdne70110:0",
"label:": "crwdns70111:0crwdne70111:0",
+ "activemove-hide": "crwdns158312:0crwdne158312:0",
+ "activemove-note": "crwdns158314:0crwdne158314:0",
+ "passivemove-hide": "crwdns158316:0crwdne158316:0",
+ "teammove-hide": "crwdns158318:0crwdne158318:0",
+ "teammove1-beacon": "crwdns158320:0crwdne158320:0",
+ "teammove2-beacon": "crwdns158322:0crwdne158322:0",
+ "teammove1-bull": "crwdns158324:0crwdne158324:0",
+ "teammove2-bull": "crwdns158326:0crwdne158326:0",
+ "teammove1-delinquent": "crwdns158328:0crwdne158328:0",
+ "teammove2-delinquent": "crwdns158330:0crwdne158330:0",
+ "teammove1-doomed": "crwdns158332:0crwdne158332:0",
+ "teammove2-doomed": "crwdns158334:0crwdne158334:0",
+ "teammove1-janus": "crwdns158336:0crwdne158336:0",
+ "teammove2-janus": "crwdns158338:0crwdne158338:0",
+ "teammove1-legacy": "crwdns158340:0crwdne158340:0",
+ "teammove2-legacy": "crwdns158342:0crwdne158342:0",
+ "teammove1-nova": "crwdns158344:0crwdne158344:0",
+ "teammove2-nova": "crwdns158346:0crwdne158346:0",
+ "teammove1-outsider": "crwdns158348:0crwdne158348:0",
+ "teammove2-outsider": "crwdns158350:0crwdne158350:0",
+ "teammove1-protege": "crwdns158352:0crwdne158352:0",
+ "teammove2-protege": "crwdns158354:0crwdne158354:0",
+ "teammove1-transformed": "crwdns158356:0crwdne158356:0",
+ "teammove2-transformed": "crwdns158358:0crwdne158358:0",
+ "teammove1-reformed": "crwdns158360:0crwdne158360:0",
+ "teammove2-reformed": "crwdns158362:0crwdne158362:0",
+ "teammove1-newborn": "crwdns158364:0crwdne158364:0",
+ "teammove2-newborn": "crwdns158366:0crwdne158366:0",
+ "teammove1-innocent": "crwdns158368:0crwdne158368:0",
+ "teammove2-innocent": "crwdns158370:0crwdne158370:0",
+ "teammove1-star": "crwdns158372:0crwdne158372:0",
+ "teammove2-star": "crwdns158374:0crwdne158374:0",
+ "teammove-joined": "crwdns158376:0crwdne158376:0",
+ "teammove1-brain": "crwdns158378:0crwdne158378:0",
+ "teammove2-brain": "crwdns158380:0crwdne158380:0",
+ "teammove1-soldier": "crwdns158382:0crwdne158382:0",
+ "teammove2-soldier": "crwdns158384:0crwdne158384:0",
+ "teammove1-harbinger": "crwdns158386:0crwdne158386:0",
+ "teammove2-harbinger": "crwdns158388:0crwdne158388:0",
+ "teammove1-nomad": "crwdns158390:0crwdne158390:0",
+ "teammove2-nomad": "crwdns158392:0crwdne158392:0",
+ "teammove1-scion": "crwdns158394:0crwdne158394:0",
+ "teammove2-scion": "crwdns158396:0crwdne158396:0",
+ "momentoftruth-unlock": "crwdns158398:0crwdne158398:0",
+ "moment-beacon": "crwdns158400:0crwdne158400:0",
+ "moment-bull": "crwdns158402:0crwdne158402:0",
+ "moment-delinquent": "crwdns158404:0crwdne158404:0",
+ "moment-doomed": "crwdns158406:0crwdne158406:0",
+ "moment-janus": "crwdns158408:0crwdne158408:0",
+ "moment-legacy": "crwdns158410:0crwdne158410:0",
+ "moment-nova": "crwdns158412:0crwdne158412:0",
+ "moment-outsider": "crwdns158414:0crwdne158414:0",
+ "moment-protege": "crwdns158416:0crwdne158416:0",
+ "moment-transformed": "crwdns158418:0crwdne158418:0",
+ "moment-reformed": "crwdns158420:0crwdne158420:0",
+ "moment-newborn": "crwdns158422:0crwdne158422:0",
+ "moment-innocent": "crwdns158424:0crwdne158424:0",
+ "moment-star": "crwdns158426:0crwdne158426:0",
+ "moment-joined-choose": "crwdns158428:0crwdne158428:0",
+ "moment-joined-otherhalf": "crwdns158430:0crwdne158430:0",
+ "moment-joined-own": "crwdns158432:0crwdne158432:0",
+ "moment-joined": "crwdns158434:0crwdne158434:0",
+ "moment-brain": "crwdns158436:0crwdne158436:0",
+ "moment-soldier": "crwdns158438:0crwdne158438:0",
+ "moment-soldier-lock": "crwdns158440:0crwdne158440:0",
+ "moment-harbinger": "crwdns158442:0crwdne158442:0",
+ "moment-nomad": "crwdns158444:0crwdne158444:0",
+ "moment-scion": "crwdns158446:0crwdne158446:0",
+ "moment-label-lock": "crwdns158448:0crwdne158448:0",
+ "advancedspecial-view": "crwdns158450:0crwdne158450:0",
+ "advancedspecial-brain1": "crwdns158452:0crwdne158452:0",
+ "advancedspecial-brain2": "crwdns158454:0crwdne158454:0",
+ "burn-adv-desc": "crwdns158456:0crwdne158456:0",
+ "describeadvspec": "crwdns158458:0crwdne158458:0",
"conditions:": "crwdns70112:0crwdne70112:0",
"takeapowerfulblow": "crwdns70113:0crwdne70113:0",
+ "toclear": "crwdns158460:0crwdne158460:0",
"afraid": "crwdns70114:0crwdne70114:0",
- "malusdirectlyengage": "crwdns70115:0crwdne70115:0",
+ "malusdirectlyengageathreat": "crwdns158462:0crwdne158462:0",
+ "clearafraid": "crwdns158464:0crwdne158464:0",
"angry": "crwdns70116:0crwdne70116:0",
"maluscomfortorsupport": "crwdns70117:0crwdne70117:0",
"maluspiercethemask": "crwdns70118:0crwdne70118:0",
+ "clearangry": "crwdns158466:0crwdne158466:0",
"guilty": "crwdns70119:0crwdne70119:0",
"malusprovokesomeone": "crwdns70120:0crwdne70120:0",
"malusassessthesituation": "crwdns70121:0crwdne70121:0",
- "insecure": "crwdns70122:0crwdne70122:0",
- "malusdefend": "crwdns70123:0crwdne70123:0",
- "malusreject": "crwdns70124:0crwdne70124:0",
+ "clearguilty": "crwdns158468:0crwdne158468:0",
"hopeless": "crwdns70125:0crwdne70125:0",
"malusunleashyourpowers": "crwdns70126:0crwdne70126:0",
+ "clearhopeless": "crwdns158470:0crwdne158470:0",
+ "insecure": "crwdns70122:0crwdne70122:0",
+ "malusdefend": "crwdns70123:0crwdne70123:0",
+ "malusreject": "crwdns158472:0crwdne158472:0",
+ "clearinsecure": "crwdns158474:0crwdne158474:0",
+ "newborn-optional-damage": "crwdns158476:0crwdne158476:0",
+ "damaged": "crwdns158478:0crwdne158478:0",
+ "cleardamaged": "crwdns158480:0crwdne158480:0",
+ "conditions-note": "crwdns158482:0crwdne158482:0",
+ "whenyoumarkdrive": "crwdns158484:0crwdne158484:0",
+ "whencompleteadriveset": "crwdns158486:0crwdne158486:0",
+ "whenalldrivesmarked": "crwdns158488:0crwdne158488:0",
"completedthisset": "crwdns70127:0crwdne70127:0",
+ "bullheartdesc": "crwdns158490:0crwdne158490:0",
"love:": "crwdns70128:0crwdne70128:0",
"rival:": "crwdns70129:0crwdne70129:0",
- "add1toallrollsthistwo": "crwdns70130:0crwdne70130:0",
- "darkvisions": "crwdns70131:0crwdne70131:0",
- "burningbright": "crwdns70132:0crwdne70132:0",
- "infinitepowers": "crwdns70133:0crwdne70133:0",
- "bolstered": "crwdns70134:0crwdne70134:0",
- "portal": "crwdns70135:0crwdne70135:0",
- "yourdoomcomes": "crwdns70136:0crwdne70136:0",
+ "bullheartongoing": "crwdns158492:0crwdne158492:0",
+ "bullchooserole": "crwdns158494:0crwdne158494:0",
+ "bullrole1": "crwdns158496:0crwdne158496:0",
+ "bullrole2": "crwdns158498:0crwdne158498:0",
+ "bullrole3": "crwdns158500:0crwdne158500:0",
+ "bullrole4": "crwdns158502:0crwdne158502:0",
+ "nemesisdesc1": "crwdns158504:0crwdne158504:0",
+ "nemesisdesc2": "crwdns158506:0crwdne158506:0",
+ "sanctuarydesc1": "crwdns158508:0crwdne158508:0",
+ "sanctuarydesc2": "crwdns158510:0crwdne158510:0",
+ "sanctuarydesc3": "crwdns158512:0crwdne158512:0",
+ "sanctuary-req1": "crwdns158514:0crwdne158514:0",
+ "sanctuary-req2": "crwdns158516:0crwdne158516:0",
+ "sanctuary-req3": "crwdns158518:0crwdne158518:0",
+ "sanctuary-req4": "crwdns158520:0crwdne158520:0",
+ "sanctuary-req5": "crwdns158522:0crwdne158522:0",
+ "sanctuary-req6": "crwdns158524:0crwdne158524:0",
+ "legacydesc1": "crwdns158526:0crwdne158526:0",
+ "legacymember1": "crwdns158528:0crwdne158528:0",
+ "legacymember2": "crwdns158530:0crwdne158530:0",
+ "legacymember3": "crwdns158532:0crwdne158532:0",
+ "legacymember4": "crwdns158534:0crwdne158534:0",
+ "legacydesc2": "crwdns158536:0crwdne158536:0",
+ "legacyquestion1": "crwdns158538:0crwdne158538:0",
+ "legacyquestion2": "crwdns158540:0crwdne158540:0",
+ "legacyquestion3": "crwdns158542:0crwdne158542:0",
+ "legacydesc3": "crwdns158544:0crwdne158544:0",
"hold:": "crwdns70137:0crwdne70137:0",
- "resetto0attheend": "crwdns70138:0crwdne70138:0",
+ "mentor-desc1": "crwdns158546:0crwdne158546:0",
"embodies:": "crwdns70139:0crwdne70139:0",
"denies:": "crwdns70140:0crwdne70140:0",
- "add1toallrollsthesepeople": "crwdns70141:0crwdne70141:0",
+ "mentor-resource": "crwdns158548:0crwdne158548:0",
+ "mentor-desc2": "crwdns158550:0crwdne158550:0",
+ "mentorresource": "crwdns158552:0crwdne158552:0",
+ "haveinfluenceover": "crwdns158554:0crwdne158554:0",
+ "influenceroll": "crwdns158556:0crwdne158556:0",
+ "aminfluencedby": "crwdns158558:0crwdne158558:0",
"whatdidyoutake": "crwdns70142:0crwdne70142:0",
"movename": "crwdns70143:0crwdne70143:0",
"movedescription": "crwdns70144:0crwdne70144:0",
+ "teammovedesc": "crwdns158560:0crwdne158560:0",
+ "momentcustomdesc": "crwdns158562:0crwdne158562:0",
"drive": "crwdns70145:0crwdne70145:0",
"yourlove": "crwdns70146:0crwdne70146:0",
"yourrival": "crwdns70147:0crwdne70147:0",
- "iam": "crwdns70148:0crwdne70148:0",
- "asuperheroshould": "crwdns70149:0crwdne70149:0",
- "always": "crwdns70150:0crwdne70150:0",
- "never": "crwdns70151:0crwdne70151:0",
- "villainouscontact": "crwdns70152:0crwdne70152:0"
+ "friendsinlowplaces1": "crwdns158564:0crwdne158564:0",
+ "friendsinlowplaces2": "crwdns158566:0crwdne158566:0",
+ "contactobligation": "crwdns158568:0crwdne158568:0",
+ "villainouscontact": "crwdns70152:0crwdne70152:0",
+ "theirspecialty": "crwdns158570:0crwdne158570:0",
+ "friendsinlowplaces-help1": "crwdns158572:0crwdne158572:0",
+ "friendsinlowplaces-help2": "crwdns158574:0crwdne158574:0",
+ "friendsinlowplaces-help3": "crwdns158576:0crwdne158576:0",
+ "lessonsnewborn-desc": "crwdns158578:0crwdne158578:0",
+ "lesson-newborn1": "crwdns158580:0crwdne158580:0",
+ "lesson-newborn2": "crwdns158582:0crwdne158582:0",
+ "lesson-newborn3": "crwdns158584:0crwdne158584:0",
+ "lesson-newborn4": "crwdns158586:0crwdne158586:0",
+ "lessonsnewborn-embody": "crwdns158588:0crwdne158588:0",
+ "lessonsnewborn-reject": "crwdns158590:0crwdne158590:0",
+ "lessonsnewborn-creator1": "crwdns158592:0crwdne158592:0",
+ "lessonnewborn-offer1": "crwdns158594:0crwdne158594:0",
+ "lessonnewborn-offer2": "crwdns158596:0crwdne158596:0",
+ "lessonnewborn-offer3": "crwdns158598:0crwdne158598:0",
+ "lessonnewborn-offer4": "crwdns158600:0crwdne158600:0",
+ "lessonsnewborn-creator2": "crwdns158602:0crwdne158602:0",
+ "audiencestar-desc": "crwdns158604:0crwdne158604:0",
+ "audience-why1": "crwdns158606:0crwdne158606:0",
+ "audience-why2": "crwdns158608:0crwdne158608:0",
+ "audience-why3": "crwdns158610:0crwdne158610:0",
+ "audience-why4": "crwdns158612:0crwdne158612:0",
+ "audience-why5": "crwdns158614:0crwdne158614:0",
+ "audience-why6": "crwdns158616:0crwdne158616:0",
+ "audiencestar-adv": "crwdns158618:0crwdne158618:0",
+ "audience-adv1": "crwdns158620:0crwdne158620:0",
+ "audience-adv2": "crwdns158622:0crwdne158622:0",
+ "audience-adv3": "crwdns158624:0crwdne158624:0",
+ "audience-adv4": "crwdns158626:0crwdne158626:0",
+ "audience-adv5": "crwdns158628:0crwdne158628:0",
+ "audience-adv6": "crwdns158630:0crwdne158630:0",
+ "audiencestar-demand": "crwdns158632:0crwdne158632:0",
+ "audience-demand1": "crwdns158634:0crwdne158634:0",
+ "audience-demand2": "crwdns158636:0crwdne158636:0",
+ "audience-demand3": "crwdns158638:0crwdne158638:0",
+ "audience-demand4": "crwdns158640:0crwdne158640:0",
+ "audience-demand5": "crwdns158642:0crwdne158642:0",
+ "audience-demand6": "crwdns158644:0crwdne158644:0",
+ "audiencestar-accept": "crwdns158646:0crwdne158646:0",
+ "audiencestar-reject": "crwdns158648:0crwdne158648:0",
+ "audiencestar-help": "crwdns158650:0crwdne158650:0",
+ "otherhalfjoined-desc": "crwdns158652:0crwdne158652:0",
+ "otherhalfjoined-more": "crwdns158654:0crwdne158654:0",
+ "otherhalfjoined-playbook": "crwdns158656:0crwdne158656:0",
+ "otherhalfextra": "crwdns158658:0crwdne158658:0",
+ "brainshame-desc": "crwdns158660:0crwdne158660:0",
+ "brainshame-title": "crwdns158662:0crwdne158662:0",
+ "brainshame-list1": "crwdns158664:0crwdne158664:0",
+ "brainshame-list2": "crwdns158666:0crwdne158666:0",
+ "brainshame-list3": "crwdns158668:0crwdne158668:0",
+ "brainshame-list4": "crwdns158670:0crwdne158670:0",
+ "brainshame-list5": "crwdns158672:0crwdne158672:0",
+ "brainshame-list6": "crwdns158674:0crwdne158674:0",
+ "brainshame-confront": "crwdns158676:0crwdne158676:0",
+ "brainshame-endsession1": "crwdns158678:0crwdne158678:0",
+ "brainshame-endsession2": "crwdns158680:0crwdne158680:0",
+ "brainshame-endsession3": "crwdns158682:0crwdne158682:0",
+ "soldier": "crwdns137705:0crwdne137705:0",
+ "soldier:": "crwdns137707:0crwdne137707:0",
+ "actonorders": "crwdns137709:0crwdne137709:0",
+ "invokeauthority": "crwdns158684:0crwdne158684:0",
+ "askaegis": "crwdns137713:0crwdne137713:0",
+ "highercalling-desc": "crwdns158686:0crwdne158686:0",
+ "soldierlabel-desc": "crwdns158688:0crwdne158688:0",
+ "highercalling-move1": "crwdns158690:0crwdne158690:0",
+ "highercalling-move2": "crwdns158692:0crwdne158692:0",
+ "highercalling-move3": "crwdns158694:0crwdne158694:0",
+ "scionlineage-desc": "crwdns158696:0crwdne158696:0",
+ "scionlineage-ques1": "crwdns158698:0crwdne158698:0",
+ "scionlineage-ques2": "crwdns158700:0crwdne158700:0",
+ "scionlineage-ques3": "crwdns158702:0crwdne158702:0",
+ "scionrespect-desc1": "crwdns158704:0crwdne158704:0",
+ "respect:": "crwdns158706:0crwdne158706:0",
+ "advancement:": "crwdns158708:0crwdne158708:0",
+ "scionrespect-list1": "crwdns158710:0crwdne158710:0",
+ "scionrespect-list2": "crwdns158712:0crwdne158712:0",
+ "scionrespect-list3": "crwdns158714:0crwdne158714:0",
+ "scionrespect-list4": "crwdns158716:0crwdne158716:0",
+ "scionrespect-list5": "crwdns158718:0crwdne158718:0",
+ "scionrespect-list6": "crwdns158720:0crwdne158720:0",
+ "scionrespect-desc2": "crwdns158722:0crwdne158722:0",
+ "scionrespect-desc3": "crwdns158724:0crwdne158724:0",
+ "scionrespect-desc4": "crwdns158726:0crwdne158726:0",
+ "scionrespect-desc5": "crwdns158728:0crwdne158728:0",
+ "scionrespect-desc5opt1": "crwdns158730:0crwdne158730:0",
+ "scionrespect-desc5opt2": "crwdns158732:0crwdne158732:0",
+ "nomadinfluencedby": "crwdns158734:0crwdne158734:0",
+ "nomadinfluence-desc1": "crwdns158736:0crwdne158736:0",
+ "nomadinfluence-desc2": "crwdns158738:0crwdne158738:0",
+ "nomadroots-desc1": "crwdns158740:0crwdne158740:0",
+ "nomadroots-desc2": "crwdns158742:0crwdne158742:0",
+ "nomadroots-desc3": "crwdns158744:0crwdne158744:0",
+ "nomadroots-desc4": "crwdns158746:0crwdne158746:0",
+ "nomadroots-desc5": "crwdns158748:0crwdne158748:0",
+ "nomadroots-desc6": "crwdns158750:0crwdne158750:0",
+ "nomadroots-howmuch": "crwdns158752:0crwdne158752:0",
+ "nomadinfluence-list1": "crwdns158754:0crwdne158754:0",
+ "nomadinfluence-list2": "crwdns158756:0crwdne158756:0",
+ "nomadinfluence-list3": "crwdns158758:0crwdne158758:0",
+ "nomadinfluence-list4": "crwdns158760:0crwdne158760:0",
+ "nomadinfluence-list5": "crwdns158762:0crwdne158762:0",
+ "nomadinfluence-list6": "crwdns158764:0crwdne158764:0",
+ "nomadinfluence-option1": "crwdns158766:0crwdne158766:0",
+ "nomadinfluence-option2": "crwdns158768:0crwdne158768:0",
+ "nomadinfluence-option3": "crwdns158770:0crwdne158770:0",
+ "nomadinfluence-option4": "crwdns158772:0crwdne158772:0",
+ "nomadinfluence-option5": "crwdns158774:0crwdne158774:0",
+ "nomadinfluence-option6": "crwdns158776:0crwdne158776:0",
+ "theirname": "crwdns158778:0crwdne158778:0",
+ "bullet": "crwdns158780:0crwdne158780:0",
+ "rollkapow": "crwdns158782:0crwdne158782:0",
+ "rollfullhit": "crwdns158784:0crwdne158784:0",
+ "rollhit": "crwdns158786:0crwdne158786:0",
+ "rollmiss": "crwdns158788:0crwdne158788:0",
+ "rollohdear": "crwdns158790:0crwdne158790:0"
}
diff --git a/Monster of the Week/translations/fr.json b/Monster of the Week/translations/fr.json
index 2716dec2d6..b43861f591 100644
--- a/Monster of the Week/translations/fr.json
+++ b/Monster of the Week/translations/fr.json
@@ -29,7 +29,7 @@
"improvements": "Améliorations",
"improvements-description": "Dès que vous avez coché 5 cases d'expérience, choisissez une amélioration parmi les suivantes : (Conservez vos choix cochés)",
"max": "max",
- "another-move": "Take another move from your own playbook",
+ "another-move": "Prenez un manoeuvre de votre livret.",
"ally": "Gagnez un allié",
"playbook-move": "Prenez une manoeuvre d'un autre livret.",
"advanced-improvements": "Après avoir pris du galon 5 fois, vous pouvez aussi choisir parmi les améliorations avancées ci-dessous.",
@@ -168,12 +168,12 @@
"background6": "Charlatan : Quand vous voulez que les gens croient que vous avez recours à la magie, lancez 2D+Cool. Sur un 10+, votre public est captivé et totalement berné par votre illusion. Sur un 7-9, vous faites quelques erreurs, qui n’ont peut-être pas échappé à quelqu’un. ",
"background6.1": "Vous pouvez également manipuler quelqu'un en lui disant la bonne aventure. Dans ce cas, demandez gratuitement : \" Qu’espèrent-ils à l’instant même ? \" (y compris en cas d’échec).",
"background7": "Pickpocket : Quand vous volez un objet de petite taille, lancez 2D+Charme. Sur un 10+, vous parvenez à vos fins et votre victime ne s’aperçoit de rien. Sur un 7-9, vous ratez votre coup, vous mettez la main sur le mauvais objet, ou votre victime ne vous oubliera pas de sitôt (au choix).",
- "crooked-move1": "Artefact : Vous avez « découvert » un artefact magique aux pouvoirs bien pratiques. Au choix : Amulette de protection (armure 1, magique, rechargement), Porte-bonheur (peut être utilisé comme un point de Chance, mais une seule fois), Grimoire (l’étude de l’ouvrage confère +1 temporaire pour utiliser la magie), Passe-partout (ouvre toute serrure verrouillée magiquement), Pierre du diablotin (un démon mineur sert le détenteur de l’objet ; il doit être invoqué avec la manœuvre utiliser la magie )",
- "crooked-artifact1": "Protective amulet (1 amour, magic, recharge)",
- "crooked-artifact2": "Lucky charm (may be used as a Luck point just once)",
- "crooked-artifact3": "Grimoire (studying the book gives +1 forward to use magic)",
- "crooked-artifact4": "Skeleton key (opens any magically sealed lock)",
- "crooked-artifact5": "Imp stone (a weak demon is bound to serve the holder. The imp must be summoned with Use Magic)",
+ "crooked-move1": "Artefact : Vous avez « découvert » un artefact magique aux pouvoirs bien pratiques. Au choix",
+ "crooked-artifact1": "Amulette de protection (armure 1, magique, rechargement)",
+ "crooked-artifact2": "Porte-bonheur (peut être utilisé comme un point de Chance, mais une seule fois)",
+ "crooked-artifact3": "Grimoire (l’étude de l’ouvrage confère +1 temporaire pour utiliser la magie)",
+ "crooked-artifact4": "Passe-partout (ouvre toute serrure verrouillée magiquement)",
+ "crooked-artifact5": "Pierre du diablotin (un démon mineur sert le détenteur de l’objet ; il doit être invoqué avec la manœuvre utiliser la magie )",
"crooked-move2": "Équipe : Vous disposez d’un groupe de trois ou quatre personnes qui peut vous aider en toutes circonstances. Gérez la comme une \"Equipe\" (cf page 122).",
"crooked-move3": "Pacte avec le diable : Vous avez vendu votre âme au diable (ou un équivalent). Choisissez une ou deux choses que vous avez reçues en échange : richesse, célébrité, jeunesse, sexe, perfectionnement (ajoutez +1 à deux caractéristiques). Le paiement s’effectuera à votre mort, dans six mois (si vous avez choisi deux choses) ou dans un an.",
"crooked-move4": "Amis flics : Vous connaissez quelques flics susceptibles de fermer les yeux ou de vous rendre service en échange d’une rétribution. Vous pouvez agir sous pression pour entrer en contact avec eux quand vous avez besoin de détourner l’attention des forces de l’ordre. Leur intervention a un prix, même s’ils ne vous demandent pas tout de suite de leur renvoyer l’ascenseur.",
@@ -816,31 +816,31 @@
"pararomantic-advance2": "Change your Guide, as you fall for another supernatural being",
"pararomantic-advance3": "Gain a second Guide. Track the Relationship Status of both Guides separately. Both Guides initially hate each other, but this could change through play. All moves that applied to your original Guide can now apply to either one",
"pararomantic-advance4": "Erase all marks from the Relationship Status track(s)",
- "Searcher": "Searcher",
+ "Searcher": "Chercheur",
"searcher-extra-luck": "Point de chance additionnel",
- "searcher-extra-luck-desc": "Use if you have the corresponding First Encounter move",
- "luck-special-searcher": "When you spend Luck, your First Encounter comes up in play. It could be a flashback, new occurrence, or related event.",
- "searcher-gear-base": "A laptop, a car or motorcycle, a camera, and binoculars",
- "searcher-tools": "Investigation Tools",
- "searcher-gear1": "A bag of cameras and microphones",
- "searcher-gear2": "Forensic tools",
- "searcher-gear3": "Ghost hunting tools",
- "searcher-gear4": "Scientific measuring tools",
- "searcher-gear5": "Cryptid hunting gear",
- "searcher-gear6": "Historical documents and witness reports of strange events",
- "searcher-gear7": "Maps, blueprints, and building reports for significant places",
- "searcher-weapon": "Self-defence Weapons",
- "searcher-gear8": "Walking stick (1 harm, hand, innocuous)",
- "searcher-gear9": "Small handgun (2 harm, close, reload, loud)",
- "searcher-gear10": "Small knife (1 harm, hand, messy)",
- "searcher-gear11": "Martial arts training (1 harm, hand, innocuous)",
- "searcher-gear12": "Incapacitating spray (0 harm, hand, irritating)",
- "searcher-gear13": "Heavy flashlight (1 harm, hand, innocuous)",
- "searcher-fixed-move1": "First Encounter: One strange event started you down this path, sparking your need to discover the truth behind the unexplained. Decide what that event was, pick a category below and take the associated move. Then tell everyone what happened to you (or someone close to you).",
- "searcher-fixed-move1.1": "Cryptid Sighting: You take note of any reports of strange creatures. Whenever you first see a new type of creature, you may immediately ask one of the investigate a mystery questions.",
- "searcher-fixed-move1.2": "Zone of Strangeness: Things are not fixed. You never need to act under pressure when supernatural forces alter the environment around you, and you get protection (2 armour) against harm from sudden changes to the laws of physics.",
- "searcher-fixed-move1.3": "Psychic Event: Your mind is awakened. You may act under pressure to use the sensitive weird move, or (if you already have sensitive) the empath weird move.",
- "searcher-fixed-move1.4": "Higher Power: Something looks out for you. You start with an extra Luck point.",
+ "searcher-extra-luck-desc": "Disponible avec l'option Une Force Supérieure de la manoeuvre Premier Contact.",
+ "luck-special-searcher": "Quand vous dépensez un point de Chance, votre Premier Contact entre en jeu sous la forme d'un Flashback, d'un nouvel événement ou dans la continuité d'un précédent.",
+ "searcher-gear-base": "Un ordinateur portable, une voiture ou une moto, une camera/appareil photo et des jumelles.",
+ "searcher-tools": "Outillage d'enquête",
+ "searcher-gear1": "Une valisette de caméras et de micro",
+ "searcher-gear2": "Des outils de criminalistique",
+ "searcher-gear3": "Des outils de chasse aux fantômes",
+ "searcher-gear4": "De l'outillage de mesures scientifiques",
+ "searcher-gear5": "Équipement de chasse aux cryptides",
+ "searcher-gear6": "Des documents historiques et des rapports de témoins à propos d'événements étranges",
+ "searcher-gear7": "Des cartes, des plans et des dossiers d'architectes pour des lieux importants",
+ "searcher-weapon": "Armes de self-défense",
+ "searcher-gear8": "Bâton de marche (1 dégât, allonge, inoffensif)",
+ "searcher-gear9": "Arme de poing de petit calibre (2 dégâts, proche, rechargement, bruyant)",
+ "searcher-gear10": "Couteau pliable (1 dégâts, allonge, sanglant)",
+ "searcher-gear11": "Stage en arts martiaux (1 dégât, allonge, inoffensif)",
+ "searcher-gear12": "Spray de défense (0 dégâts, allonge, irritant)",
+ "searcher-gear13": "Grosse torche (1 dégât, allonge, inoffensif)",
+ "searcher-fixed-move1": "Premier Contact : Tout a commencé par un événement déclencheur qui vous pousse à découvrir la vérité derrière l'inexpliqué. Choisissez un type d'événement ci-dessous avec sa manoeuvre. Racontez à tous ce qui vous est arrivé (à vous ou quelqu'un de vos proches).",
+ "searcher-fixed-move1.1": "Témoin oculaire d'un Cryptide : Vous accumulez les notes de témoignages sur les créatures étranges. Quand vous découvrez une nouvelle créature, vous pouvez immédiatement poser une des questions de la liste Enquêter sur un Mystère. ",
+ "searcher-fixed-move1.2": "Un Environnement Étrange : Les affres du chaos. Vous n'avez jamais besoin d'Agir sous Pression lorsque votre environnement est altéré par des forces surnaturelles. Par ailleurs, vous savez vous prémunir (2 armures) contre les dommages causés par les changements brutaux des lois de la physique.",
+ "searcher-fixed-move1.3": "Un Événement Psychique : Votre esprit s'est ouvert. En Agissant sous Pression, vous pouvez user des effets de la manoeuvre étrange Sensible, ou (si vous la possédez déjà) de la manoeuvre Empathie.",
+ "searcher-fixed-move1.4": "Une Force Supérieure : Quelque chose veille sur vous. Vous démarrez avec un point de Chance additionnel.",
"searcher-fixed-move1.5": "Strange Dangers: You are always watching for hazards. When you have no armour, you still count as having protection (1 armour).",
"searcher-fixed-move1.6": "Abduction: They taught you hidden knowledge. Gain +1 to any move when you research strange or ancient secrets to do it.",
"searcher-fixed-move1.7": "Cosmic Insight: You have encompassed the soul of the universe. You never need to act under pressure due to feelings of fear, despair, or isolation.",
diff --git a/Mythras/translations/pt.json b/Mythras/translations/pt.json
index bf30b76ca1..e2287a3f45 100644
--- a/Mythras/translations/pt.json
+++ b/Mythras/translations/pt.json
@@ -895,4 +895,4 @@
"d10plus10-location-u": "localização d10+10",
"ship-location-u": "Localização de Nave",
"vehicle-location-u": "Localização de Veículo"
-}
+}
\ No newline at end of file
diff --git a/Old School Essentials - AAC/translations/af.json b/Old School Essentials - AAC/translations/af.json
index a261a2f22f..610043d199 100644
--- a/Old School Essentials - AAC/translations/af.json
+++ b/Old School Essentials - AAC/translations/af.json
@@ -54,6 +54,8 @@
"find-secret-door": "Find secret door",
"find-secret-room-full": "Find secret room",
"gold-piece-abbr": "GP",
+ "hit-dice-number-abbr": "# HD",
+ "hit-dice-number": "Number of Hit Dice",
"hit-dice-abbr": "HD",
"hit-dice": "Hit Dice",
"hit-points-abbr": "HP",
@@ -129,5 +131,9 @@
"wisdom-abbr": "WIS",
"wisdom": "Wisdom",
"worn-question": "Worn?",
- "thac0": "THAC0"
+ "thac0": "THAC0",
+ "enabled": "Enabled",
+ "disabled": "Disabled",
+ "threshold-modifier-enabled": "Threshold Modifier Enabled?",
+ "saves-as": "Saves as"
}
diff --git a/Old School Essentials - AAC/translations/cs.json b/Old School Essentials - AAC/translations/cs.json
index a261a2f22f..610043d199 100644
--- a/Old School Essentials - AAC/translations/cs.json
+++ b/Old School Essentials - AAC/translations/cs.json
@@ -54,6 +54,8 @@
"find-secret-door": "Find secret door",
"find-secret-room-full": "Find secret room",
"gold-piece-abbr": "GP",
+ "hit-dice-number-abbr": "# HD",
+ "hit-dice-number": "Number of Hit Dice",
"hit-dice-abbr": "HD",
"hit-dice": "Hit Dice",
"hit-points-abbr": "HP",
@@ -129,5 +131,9 @@
"wisdom-abbr": "WIS",
"wisdom": "Wisdom",
"worn-question": "Worn?",
- "thac0": "THAC0"
+ "thac0": "THAC0",
+ "enabled": "Enabled",
+ "disabled": "Disabled",
+ "threshold-modifier-enabled": "Threshold Modifier Enabled?",
+ "saves-as": "Saves as"
}
diff --git a/Old School Essentials - AAC/translations/da.json b/Old School Essentials - AAC/translations/da.json
index a261a2f22f..610043d199 100644
--- a/Old School Essentials - AAC/translations/da.json
+++ b/Old School Essentials - AAC/translations/da.json
@@ -54,6 +54,8 @@
"find-secret-door": "Find secret door",
"find-secret-room-full": "Find secret room",
"gold-piece-abbr": "GP",
+ "hit-dice-number-abbr": "# HD",
+ "hit-dice-number": "Number of Hit Dice",
"hit-dice-abbr": "HD",
"hit-dice": "Hit Dice",
"hit-points-abbr": "HP",
@@ -129,5 +131,9 @@
"wisdom-abbr": "WIS",
"wisdom": "Wisdom",
"worn-question": "Worn?",
- "thac0": "THAC0"
+ "thac0": "THAC0",
+ "enabled": "Enabled",
+ "disabled": "Disabled",
+ "threshold-modifier-enabled": "Threshold Modifier Enabled?",
+ "saves-as": "Saves as"
}
diff --git a/Old School Essentials - AAC/translations/de.json b/Old School Essentials - AAC/translations/de.json
index a261a2f22f..610043d199 100644
--- a/Old School Essentials - AAC/translations/de.json
+++ b/Old School Essentials - AAC/translations/de.json
@@ -54,6 +54,8 @@
"find-secret-door": "Find secret door",
"find-secret-room-full": "Find secret room",
"gold-piece-abbr": "GP",
+ "hit-dice-number-abbr": "# HD",
+ "hit-dice-number": "Number of Hit Dice",
"hit-dice-abbr": "HD",
"hit-dice": "Hit Dice",
"hit-points-abbr": "HP",
@@ -129,5 +131,9 @@
"wisdom-abbr": "WIS",
"wisdom": "Wisdom",
"worn-question": "Worn?",
- "thac0": "THAC0"
+ "thac0": "THAC0",
+ "enabled": "Enabled",
+ "disabled": "Disabled",
+ "threshold-modifier-enabled": "Threshold Modifier Enabled?",
+ "saves-as": "Saves as"
}
diff --git a/Old School Essentials - AAC/translations/el.json b/Old School Essentials - AAC/translations/el.json
index a261a2f22f..610043d199 100644
--- a/Old School Essentials - AAC/translations/el.json
+++ b/Old School Essentials - AAC/translations/el.json
@@ -54,6 +54,8 @@
"find-secret-door": "Find secret door",
"find-secret-room-full": "Find secret room",
"gold-piece-abbr": "GP",
+ "hit-dice-number-abbr": "# HD",
+ "hit-dice-number": "Number of Hit Dice",
"hit-dice-abbr": "HD",
"hit-dice": "Hit Dice",
"hit-points-abbr": "HP",
@@ -129,5 +131,9 @@
"wisdom-abbr": "WIS",
"wisdom": "Wisdom",
"worn-question": "Worn?",
- "thac0": "THAC0"
+ "thac0": "THAC0",
+ "enabled": "Enabled",
+ "disabled": "Disabled",
+ "threshold-modifier-enabled": "Threshold Modifier Enabled?",
+ "saves-as": "Saves as"
}
diff --git a/Old School Essentials - AAC/translations/en.json b/Old School Essentials - AAC/translations/en.json
index a261a2f22f..610043d199 100644
--- a/Old School Essentials - AAC/translations/en.json
+++ b/Old School Essentials - AAC/translations/en.json
@@ -54,6 +54,8 @@
"find-secret-door": "Find secret door",
"find-secret-room-full": "Find secret room",
"gold-piece-abbr": "GP",
+ "hit-dice-number-abbr": "# HD",
+ "hit-dice-number": "Number of Hit Dice",
"hit-dice-abbr": "HD",
"hit-dice": "Hit Dice",
"hit-points-abbr": "HP",
@@ -129,5 +131,9 @@
"wisdom-abbr": "WIS",
"wisdom": "Wisdom",
"worn-question": "Worn?",
- "thac0": "THAC0"
+ "thac0": "THAC0",
+ "enabled": "Enabled",
+ "disabled": "Disabled",
+ "threshold-modifier-enabled": "Threshold Modifier Enabled?",
+ "saves-as": "Saves as"
}
diff --git a/Old School Essentials - AAC/translations/es.json b/Old School Essentials - AAC/translations/es.json
index a261a2f22f..610043d199 100644
--- a/Old School Essentials - AAC/translations/es.json
+++ b/Old School Essentials - AAC/translations/es.json
@@ -54,6 +54,8 @@
"find-secret-door": "Find secret door",
"find-secret-room-full": "Find secret room",
"gold-piece-abbr": "GP",
+ "hit-dice-number-abbr": "# HD",
+ "hit-dice-number": "Number of Hit Dice",
"hit-dice-abbr": "HD",
"hit-dice": "Hit Dice",
"hit-points-abbr": "HP",
@@ -129,5 +131,9 @@
"wisdom-abbr": "WIS",
"wisdom": "Wisdom",
"worn-question": "Worn?",
- "thac0": "THAC0"
+ "thac0": "THAC0",
+ "enabled": "Enabled",
+ "disabled": "Disabled",
+ "threshold-modifier-enabled": "Threshold Modifier Enabled?",
+ "saves-as": "Saves as"
}
diff --git a/Old School Essentials - AAC/translations/fr.json b/Old School Essentials - AAC/translations/fr.json
index a261a2f22f..610043d199 100644
--- a/Old School Essentials - AAC/translations/fr.json
+++ b/Old School Essentials - AAC/translations/fr.json
@@ -54,6 +54,8 @@
"find-secret-door": "Find secret door",
"find-secret-room-full": "Find secret room",
"gold-piece-abbr": "GP",
+ "hit-dice-number-abbr": "# HD",
+ "hit-dice-number": "Number of Hit Dice",
"hit-dice-abbr": "HD",
"hit-dice": "Hit Dice",
"hit-points-abbr": "HP",
@@ -129,5 +131,9 @@
"wisdom-abbr": "WIS",
"wisdom": "Wisdom",
"worn-question": "Worn?",
- "thac0": "THAC0"
+ "thac0": "THAC0",
+ "enabled": "Enabled",
+ "disabled": "Disabled",
+ "threshold-modifier-enabled": "Threshold Modifier Enabled?",
+ "saves-as": "Saves as"
}
diff --git a/Old School Essentials - AAC/translations/he.json b/Old School Essentials - AAC/translations/he.json
index a261a2f22f..610043d199 100644
--- a/Old School Essentials - AAC/translations/he.json
+++ b/Old School Essentials - AAC/translations/he.json
@@ -54,6 +54,8 @@
"find-secret-door": "Find secret door",
"find-secret-room-full": "Find secret room",
"gold-piece-abbr": "GP",
+ "hit-dice-number-abbr": "# HD",
+ "hit-dice-number": "Number of Hit Dice",
"hit-dice-abbr": "HD",
"hit-dice": "Hit Dice",
"hit-points-abbr": "HP",
@@ -129,5 +131,9 @@
"wisdom-abbr": "WIS",
"wisdom": "Wisdom",
"worn-question": "Worn?",
- "thac0": "THAC0"
+ "thac0": "THAC0",
+ "enabled": "Enabled",
+ "disabled": "Disabled",
+ "threshold-modifier-enabled": "Threshold Modifier Enabled?",
+ "saves-as": "Saves as"
}
diff --git a/Old School Essentials - AAC/translations/it.json b/Old School Essentials - AAC/translations/it.json
index a261a2f22f..610043d199 100644
--- a/Old School Essentials - AAC/translations/it.json
+++ b/Old School Essentials - AAC/translations/it.json
@@ -54,6 +54,8 @@
"find-secret-door": "Find secret door",
"find-secret-room-full": "Find secret room",
"gold-piece-abbr": "GP",
+ "hit-dice-number-abbr": "# HD",
+ "hit-dice-number": "Number of Hit Dice",
"hit-dice-abbr": "HD",
"hit-dice": "Hit Dice",
"hit-points-abbr": "HP",
@@ -129,5 +131,9 @@
"wisdom-abbr": "WIS",
"wisdom": "Wisdom",
"worn-question": "Worn?",
- "thac0": "THAC0"
+ "thac0": "THAC0",
+ "enabled": "Enabled",
+ "disabled": "Disabled",
+ "threshold-modifier-enabled": "Threshold Modifier Enabled?",
+ "saves-as": "Saves as"
}
diff --git a/Old School Essentials - AAC/translations/ja.json b/Old School Essentials - AAC/translations/ja.json
index a261a2f22f..610043d199 100644
--- a/Old School Essentials - AAC/translations/ja.json
+++ b/Old School Essentials - AAC/translations/ja.json
@@ -54,6 +54,8 @@
"find-secret-door": "Find secret door",
"find-secret-room-full": "Find secret room",
"gold-piece-abbr": "GP",
+ "hit-dice-number-abbr": "# HD",
+ "hit-dice-number": "Number of Hit Dice",
"hit-dice-abbr": "HD",
"hit-dice": "Hit Dice",
"hit-points-abbr": "HP",
@@ -129,5 +131,9 @@
"wisdom-abbr": "WIS",
"wisdom": "Wisdom",
"worn-question": "Worn?",
- "thac0": "THAC0"
+ "thac0": "THAC0",
+ "enabled": "Enabled",
+ "disabled": "Disabled",
+ "threshold-modifier-enabled": "Threshold Modifier Enabled?",
+ "saves-as": "Saves as"
}
diff --git a/Old School Essentials - AAC/translations/ko.json b/Old School Essentials - AAC/translations/ko.json
index a261a2f22f..610043d199 100644
--- a/Old School Essentials - AAC/translations/ko.json
+++ b/Old School Essentials - AAC/translations/ko.json
@@ -54,6 +54,8 @@
"find-secret-door": "Find secret door",
"find-secret-room-full": "Find secret room",
"gold-piece-abbr": "GP",
+ "hit-dice-number-abbr": "# HD",
+ "hit-dice-number": "Number of Hit Dice",
"hit-dice-abbr": "HD",
"hit-dice": "Hit Dice",
"hit-points-abbr": "HP",
@@ -129,5 +131,9 @@
"wisdom-abbr": "WIS",
"wisdom": "Wisdom",
"worn-question": "Worn?",
- "thac0": "THAC0"
+ "thac0": "THAC0",
+ "enabled": "Enabled",
+ "disabled": "Disabled",
+ "threshold-modifier-enabled": "Threshold Modifier Enabled?",
+ "saves-as": "Saves as"
}
diff --git a/Old School Essentials - AAC/translations/nl.json b/Old School Essentials - AAC/translations/nl.json
index a261a2f22f..610043d199 100644
--- a/Old School Essentials - AAC/translations/nl.json
+++ b/Old School Essentials - AAC/translations/nl.json
@@ -54,6 +54,8 @@
"find-secret-door": "Find secret door",
"find-secret-room-full": "Find secret room",
"gold-piece-abbr": "GP",
+ "hit-dice-number-abbr": "# HD",
+ "hit-dice-number": "Number of Hit Dice",
"hit-dice-abbr": "HD",
"hit-dice": "Hit Dice",
"hit-points-abbr": "HP",
@@ -129,5 +131,9 @@
"wisdom-abbr": "WIS",
"wisdom": "Wisdom",
"worn-question": "Worn?",
- "thac0": "THAC0"
+ "thac0": "THAC0",
+ "enabled": "Enabled",
+ "disabled": "Disabled",
+ "threshold-modifier-enabled": "Threshold Modifier Enabled?",
+ "saves-as": "Saves as"
}
diff --git a/Old School Essentials - AAC/translations/pl.json b/Old School Essentials - AAC/translations/pl.json
index a261a2f22f..610043d199 100644
--- a/Old School Essentials - AAC/translations/pl.json
+++ b/Old School Essentials - AAC/translations/pl.json
@@ -54,6 +54,8 @@
"find-secret-door": "Find secret door",
"find-secret-room-full": "Find secret room",
"gold-piece-abbr": "GP",
+ "hit-dice-number-abbr": "# HD",
+ "hit-dice-number": "Number of Hit Dice",
"hit-dice-abbr": "HD",
"hit-dice": "Hit Dice",
"hit-points-abbr": "HP",
@@ -129,5 +131,9 @@
"wisdom-abbr": "WIS",
"wisdom": "Wisdom",
"worn-question": "Worn?",
- "thac0": "THAC0"
+ "thac0": "THAC0",
+ "enabled": "Enabled",
+ "disabled": "Disabled",
+ "threshold-modifier-enabled": "Threshold Modifier Enabled?",
+ "saves-as": "Saves as"
}
diff --git a/Old School Essentials - AAC/translations/pt.json b/Old School Essentials - AAC/translations/pt.json
index a261a2f22f..610043d199 100644
--- a/Old School Essentials - AAC/translations/pt.json
+++ b/Old School Essentials - AAC/translations/pt.json
@@ -54,6 +54,8 @@
"find-secret-door": "Find secret door",
"find-secret-room-full": "Find secret room",
"gold-piece-abbr": "GP",
+ "hit-dice-number-abbr": "# HD",
+ "hit-dice-number": "Number of Hit Dice",
"hit-dice-abbr": "HD",
"hit-dice": "Hit Dice",
"hit-points-abbr": "HP",
@@ -129,5 +131,9 @@
"wisdom-abbr": "WIS",
"wisdom": "Wisdom",
"worn-question": "Worn?",
- "thac0": "THAC0"
+ "thac0": "THAC0",
+ "enabled": "Enabled",
+ "disabled": "Disabled",
+ "threshold-modifier-enabled": "Threshold Modifier Enabled?",
+ "saves-as": "Saves as"
}
diff --git a/Old School Essentials - AAC/translations/ru.json b/Old School Essentials - AAC/translations/ru.json
index a261a2f22f..610043d199 100644
--- a/Old School Essentials - AAC/translations/ru.json
+++ b/Old School Essentials - AAC/translations/ru.json
@@ -54,6 +54,8 @@
"find-secret-door": "Find secret door",
"find-secret-room-full": "Find secret room",
"gold-piece-abbr": "GP",
+ "hit-dice-number-abbr": "# HD",
+ "hit-dice-number": "Number of Hit Dice",
"hit-dice-abbr": "HD",
"hit-dice": "Hit Dice",
"hit-points-abbr": "HP",
@@ -129,5 +131,9 @@
"wisdom-abbr": "WIS",
"wisdom": "Wisdom",
"worn-question": "Worn?",
- "thac0": "THAC0"
+ "thac0": "THAC0",
+ "enabled": "Enabled",
+ "disabled": "Disabled",
+ "threshold-modifier-enabled": "Threshold Modifier Enabled?",
+ "saves-as": "Saves as"
}
diff --git a/Old School Essentials - AAC/translations/sv.json b/Old School Essentials - AAC/translations/sv.json
index a261a2f22f..610043d199 100644
--- a/Old School Essentials - AAC/translations/sv.json
+++ b/Old School Essentials - AAC/translations/sv.json
@@ -54,6 +54,8 @@
"find-secret-door": "Find secret door",
"find-secret-room-full": "Find secret room",
"gold-piece-abbr": "GP",
+ "hit-dice-number-abbr": "# HD",
+ "hit-dice-number": "Number of Hit Dice",
"hit-dice-abbr": "HD",
"hit-dice": "Hit Dice",
"hit-points-abbr": "HP",
@@ -129,5 +131,9 @@
"wisdom-abbr": "WIS",
"wisdom": "Wisdom",
"worn-question": "Worn?",
- "thac0": "THAC0"
+ "thac0": "THAC0",
+ "enabled": "Enabled",
+ "disabled": "Disabled",
+ "threshold-modifier-enabled": "Threshold Modifier Enabled?",
+ "saves-as": "Saves as"
}
diff --git a/Old School Essentials - AAC/translations/tr.json b/Old School Essentials - AAC/translations/tr.json
index a261a2f22f..610043d199 100644
--- a/Old School Essentials - AAC/translations/tr.json
+++ b/Old School Essentials - AAC/translations/tr.json
@@ -54,6 +54,8 @@
"find-secret-door": "Find secret door",
"find-secret-room-full": "Find secret room",
"gold-piece-abbr": "GP",
+ "hit-dice-number-abbr": "# HD",
+ "hit-dice-number": "Number of Hit Dice",
"hit-dice-abbr": "HD",
"hit-dice": "Hit Dice",
"hit-points-abbr": "HP",
@@ -129,5 +131,9 @@
"wisdom-abbr": "WIS",
"wisdom": "Wisdom",
"worn-question": "Worn?",
- "thac0": "THAC0"
+ "thac0": "THAC0",
+ "enabled": "Enabled",
+ "disabled": "Disabled",
+ "threshold-modifier-enabled": "Threshold Modifier Enabled?",
+ "saves-as": "Saves as"
}
diff --git a/Old School Essentials - AAC/translations/zh.json b/Old School Essentials - AAC/translations/zh.json
index a261a2f22f..610043d199 100644
--- a/Old School Essentials - AAC/translations/zh.json
+++ b/Old School Essentials - AAC/translations/zh.json
@@ -54,6 +54,8 @@
"find-secret-door": "Find secret door",
"find-secret-room-full": "Find secret room",
"gold-piece-abbr": "GP",
+ "hit-dice-number-abbr": "# HD",
+ "hit-dice-number": "Number of Hit Dice",
"hit-dice-abbr": "HD",
"hit-dice": "Hit Dice",
"hit-points-abbr": "HP",
@@ -129,5 +131,9 @@
"wisdom-abbr": "WIS",
"wisdom": "Wisdom",
"worn-question": "Worn?",
- "thac0": "THAC0"
+ "thac0": "THAC0",
+ "enabled": "Enabled",
+ "disabled": "Disabled",
+ "threshold-modifier-enabled": "Threshold Modifier Enabled?",
+ "saves-as": "Saves as"
}
diff --git a/Old School Essentials - AAC/translations/zu.json b/Old School Essentials - AAC/translations/zu.json
index 86aaf4b9ed..a044ca82bf 100644
--- a/Old School Essentials - AAC/translations/zu.json
+++ b/Old School Essentials - AAC/translations/zu.json
@@ -54,6 +54,8 @@
"find-secret-door": "crwdns147988:0crwdne147988:0",
"find-secret-room-full": "crwdns148104:0crwdne148104:0",
"gold-piece-abbr": "crwdns148206:0crwdne148206:0",
+ "hit-dice-number-abbr": "crwdns158938:0crwdne158938:0",
+ "hit-dice-number": "crwdns158940:0crwdne158940:0",
"hit-dice-abbr": "crwdns148126:0crwdne148126:0",
"hit-dice": "crwdns148224:0crwdne148224:0",
"hit-points-abbr": "crwdns148158:0crwdne148158:0",
@@ -129,5 +131,9 @@
"wisdom-abbr": "crwdns148136:0crwdne148136:0",
"wisdom": "crwdns148082:0crwdne148082:0",
"worn-question": "crwdns148200:0crwdne148200:0",
- "thac0": "crwdns153848:0crwdne153848:0"
+ "thac0": "crwdns153848:0crwdne153848:0",
+ "enabled": "crwdns158942:0crwdne158942:0",
+ "disabled": "crwdns158944:0crwdne158944:0",
+ "threshold-modifier-enabled": "crwdns158946:0crwdne158946:0",
+ "saves-as": "crwdns158948:0crwdne158948:0"
}
diff --git a/Pathfinder Community/translations/it.json b/Pathfinder Community/translations/it.json
index a602128d41..b8b61596cb 100644
--- a/Pathfinder Community/translations/it.json
+++ b/Pathfinder Community/translations/it.json
@@ -241,7 +241,7 @@
"bonus-or-penalty": "Bonus o Penalità da applicare",
"bonus-points": "Bonus Caratteristica",
"bonus-power-points-abbrv": "PP Bonus",
- "bonus-spells": "Bonus all'incantesimo",
+ "bonus-spells": "Incantesimi Bonus",
"bonus-type": "Tipo di Bonus",
"bonus-type-title": "Tipi di bonus da accumulare. Considerare l'armatura, lo scudo e l'armatura come bonus, non come bonus alla CA.",
"brown": "Marrone",
diff --git a/Rolemaster-Standard-System/translations/af.json b/Rolemaster-Standard-System/translations/af.json
index 7a377fc050..37e3be3e8c 100644
--- a/Rolemaster-Standard-System/translations/af.json
+++ b/Rolemaster-Standard-System/translations/af.json
@@ -69,6 +69,7 @@
"inch-a": "in",
"weight": "Weight",
"size": "Size",
+ "current-movement-rate": "Current Movement Rate",
"base-movement-rate": "Base Movement Rate",
"bonus-base-movement-rate": "Bonus Base Movement Rate",
"running-horizontal-jump": "Running Horizontal Jump",
@@ -660,8 +661,9 @@
"encumbrance-penalty-scaling": "Encumbrance Penalty Scaling",
"weight-unit": "Unit for Weight",
"height-unit": "Unit for Height",
- "Change from inches to centimeters or other length unit of choice.": "change-height-unit",
- "Change from pounds to kilograms or other weight unit of choice.": "change-weight-unit",
+ "change-height-unit": "Change from inches to centimeters or other length unit of choice.",
+ "change-weight-unit": "Change from pounds to kilograms or other weight unit of choice.",
+ "movement-calculation-plea": "Movement calculations for centimeters/meters are not in; if you know what the formula looks like, please let me know.",
"coins-per-pound": "Coins per Pound (RMSS suggested value is 64 coins weigh 1 pound)",
"standard-progression": "Standard Progression",
"progression-for-standard-progression-skills": "Progression for Standard-Progression Skills",
diff --git a/Rolemaster-Standard-System/translations/cs.json b/Rolemaster-Standard-System/translations/cs.json
index 7a377fc050..37e3be3e8c 100644
--- a/Rolemaster-Standard-System/translations/cs.json
+++ b/Rolemaster-Standard-System/translations/cs.json
@@ -69,6 +69,7 @@
"inch-a": "in",
"weight": "Weight",
"size": "Size",
+ "current-movement-rate": "Current Movement Rate",
"base-movement-rate": "Base Movement Rate",
"bonus-base-movement-rate": "Bonus Base Movement Rate",
"running-horizontal-jump": "Running Horizontal Jump",
@@ -660,8 +661,9 @@
"encumbrance-penalty-scaling": "Encumbrance Penalty Scaling",
"weight-unit": "Unit for Weight",
"height-unit": "Unit for Height",
- "Change from inches to centimeters or other length unit of choice.": "change-height-unit",
- "Change from pounds to kilograms or other weight unit of choice.": "change-weight-unit",
+ "change-height-unit": "Change from inches to centimeters or other length unit of choice.",
+ "change-weight-unit": "Change from pounds to kilograms or other weight unit of choice.",
+ "movement-calculation-plea": "Movement calculations for centimeters/meters are not in; if you know what the formula looks like, please let me know.",
"coins-per-pound": "Coins per Pound (RMSS suggested value is 64 coins weigh 1 pound)",
"standard-progression": "Standard Progression",
"progression-for-standard-progression-skills": "Progression for Standard-Progression Skills",
diff --git a/Rolemaster-Standard-System/translations/da.json b/Rolemaster-Standard-System/translations/da.json
index 7a377fc050..37e3be3e8c 100644
--- a/Rolemaster-Standard-System/translations/da.json
+++ b/Rolemaster-Standard-System/translations/da.json
@@ -69,6 +69,7 @@
"inch-a": "in",
"weight": "Weight",
"size": "Size",
+ "current-movement-rate": "Current Movement Rate",
"base-movement-rate": "Base Movement Rate",
"bonus-base-movement-rate": "Bonus Base Movement Rate",
"running-horizontal-jump": "Running Horizontal Jump",
@@ -660,8 +661,9 @@
"encumbrance-penalty-scaling": "Encumbrance Penalty Scaling",
"weight-unit": "Unit for Weight",
"height-unit": "Unit for Height",
- "Change from inches to centimeters or other length unit of choice.": "change-height-unit",
- "Change from pounds to kilograms or other weight unit of choice.": "change-weight-unit",
+ "change-height-unit": "Change from inches to centimeters or other length unit of choice.",
+ "change-weight-unit": "Change from pounds to kilograms or other weight unit of choice.",
+ "movement-calculation-plea": "Movement calculations for centimeters/meters are not in; if you know what the formula looks like, please let me know.",
"coins-per-pound": "Coins per Pound (RMSS suggested value is 64 coins weigh 1 pound)",
"standard-progression": "Standard Progression",
"progression-for-standard-progression-skills": "Progression for Standard-Progression Skills",
diff --git a/Rolemaster-Standard-System/translations/de.json b/Rolemaster-Standard-System/translations/de.json
index 7a377fc050..37e3be3e8c 100644
--- a/Rolemaster-Standard-System/translations/de.json
+++ b/Rolemaster-Standard-System/translations/de.json
@@ -69,6 +69,7 @@
"inch-a": "in",
"weight": "Weight",
"size": "Size",
+ "current-movement-rate": "Current Movement Rate",
"base-movement-rate": "Base Movement Rate",
"bonus-base-movement-rate": "Bonus Base Movement Rate",
"running-horizontal-jump": "Running Horizontal Jump",
@@ -660,8 +661,9 @@
"encumbrance-penalty-scaling": "Encumbrance Penalty Scaling",
"weight-unit": "Unit for Weight",
"height-unit": "Unit for Height",
- "Change from inches to centimeters or other length unit of choice.": "change-height-unit",
- "Change from pounds to kilograms or other weight unit of choice.": "change-weight-unit",
+ "change-height-unit": "Change from inches to centimeters or other length unit of choice.",
+ "change-weight-unit": "Change from pounds to kilograms or other weight unit of choice.",
+ "movement-calculation-plea": "Movement calculations for centimeters/meters are not in; if you know what the formula looks like, please let me know.",
"coins-per-pound": "Coins per Pound (RMSS suggested value is 64 coins weigh 1 pound)",
"standard-progression": "Standard Progression",
"progression-for-standard-progression-skills": "Progression for Standard-Progression Skills",
diff --git a/Rolemaster-Standard-System/translations/el.json b/Rolemaster-Standard-System/translations/el.json
index 7a377fc050..37e3be3e8c 100644
--- a/Rolemaster-Standard-System/translations/el.json
+++ b/Rolemaster-Standard-System/translations/el.json
@@ -69,6 +69,7 @@
"inch-a": "in",
"weight": "Weight",
"size": "Size",
+ "current-movement-rate": "Current Movement Rate",
"base-movement-rate": "Base Movement Rate",
"bonus-base-movement-rate": "Bonus Base Movement Rate",
"running-horizontal-jump": "Running Horizontal Jump",
@@ -660,8 +661,9 @@
"encumbrance-penalty-scaling": "Encumbrance Penalty Scaling",
"weight-unit": "Unit for Weight",
"height-unit": "Unit for Height",
- "Change from inches to centimeters or other length unit of choice.": "change-height-unit",
- "Change from pounds to kilograms or other weight unit of choice.": "change-weight-unit",
+ "change-height-unit": "Change from inches to centimeters or other length unit of choice.",
+ "change-weight-unit": "Change from pounds to kilograms or other weight unit of choice.",
+ "movement-calculation-plea": "Movement calculations for centimeters/meters are not in; if you know what the formula looks like, please let me know.",
"coins-per-pound": "Coins per Pound (RMSS suggested value is 64 coins weigh 1 pound)",
"standard-progression": "Standard Progression",
"progression-for-standard-progression-skills": "Progression for Standard-Progression Skills",
diff --git a/Rolemaster-Standard-System/translations/en.json b/Rolemaster-Standard-System/translations/en.json
index 7a377fc050..37e3be3e8c 100644
--- a/Rolemaster-Standard-System/translations/en.json
+++ b/Rolemaster-Standard-System/translations/en.json
@@ -69,6 +69,7 @@
"inch-a": "in",
"weight": "Weight",
"size": "Size",
+ "current-movement-rate": "Current Movement Rate",
"base-movement-rate": "Base Movement Rate",
"bonus-base-movement-rate": "Bonus Base Movement Rate",
"running-horizontal-jump": "Running Horizontal Jump",
@@ -660,8 +661,9 @@
"encumbrance-penalty-scaling": "Encumbrance Penalty Scaling",
"weight-unit": "Unit for Weight",
"height-unit": "Unit for Height",
- "Change from inches to centimeters or other length unit of choice.": "change-height-unit",
- "Change from pounds to kilograms or other weight unit of choice.": "change-weight-unit",
+ "change-height-unit": "Change from inches to centimeters or other length unit of choice.",
+ "change-weight-unit": "Change from pounds to kilograms or other weight unit of choice.",
+ "movement-calculation-plea": "Movement calculations for centimeters/meters are not in; if you know what the formula looks like, please let me know.",
"coins-per-pound": "Coins per Pound (RMSS suggested value is 64 coins weigh 1 pound)",
"standard-progression": "Standard Progression",
"progression-for-standard-progression-skills": "Progression for Standard-Progression Skills",
diff --git a/Rolemaster-Standard-System/translations/es.json b/Rolemaster-Standard-System/translations/es.json
index 7a377fc050..37e3be3e8c 100644
--- a/Rolemaster-Standard-System/translations/es.json
+++ b/Rolemaster-Standard-System/translations/es.json
@@ -69,6 +69,7 @@
"inch-a": "in",
"weight": "Weight",
"size": "Size",
+ "current-movement-rate": "Current Movement Rate",
"base-movement-rate": "Base Movement Rate",
"bonus-base-movement-rate": "Bonus Base Movement Rate",
"running-horizontal-jump": "Running Horizontal Jump",
@@ -660,8 +661,9 @@
"encumbrance-penalty-scaling": "Encumbrance Penalty Scaling",
"weight-unit": "Unit for Weight",
"height-unit": "Unit for Height",
- "Change from inches to centimeters or other length unit of choice.": "change-height-unit",
- "Change from pounds to kilograms or other weight unit of choice.": "change-weight-unit",
+ "change-height-unit": "Change from inches to centimeters or other length unit of choice.",
+ "change-weight-unit": "Change from pounds to kilograms or other weight unit of choice.",
+ "movement-calculation-plea": "Movement calculations for centimeters/meters are not in; if you know what the formula looks like, please let me know.",
"coins-per-pound": "Coins per Pound (RMSS suggested value is 64 coins weigh 1 pound)",
"standard-progression": "Standard Progression",
"progression-for-standard-progression-skills": "Progression for Standard-Progression Skills",
diff --git a/Rolemaster-Standard-System/translations/fr.json b/Rolemaster-Standard-System/translations/fr.json
index 7a377fc050..37e3be3e8c 100644
--- a/Rolemaster-Standard-System/translations/fr.json
+++ b/Rolemaster-Standard-System/translations/fr.json
@@ -69,6 +69,7 @@
"inch-a": "in",
"weight": "Weight",
"size": "Size",
+ "current-movement-rate": "Current Movement Rate",
"base-movement-rate": "Base Movement Rate",
"bonus-base-movement-rate": "Bonus Base Movement Rate",
"running-horizontal-jump": "Running Horizontal Jump",
@@ -660,8 +661,9 @@
"encumbrance-penalty-scaling": "Encumbrance Penalty Scaling",
"weight-unit": "Unit for Weight",
"height-unit": "Unit for Height",
- "Change from inches to centimeters or other length unit of choice.": "change-height-unit",
- "Change from pounds to kilograms or other weight unit of choice.": "change-weight-unit",
+ "change-height-unit": "Change from inches to centimeters or other length unit of choice.",
+ "change-weight-unit": "Change from pounds to kilograms or other weight unit of choice.",
+ "movement-calculation-plea": "Movement calculations for centimeters/meters are not in; if you know what the formula looks like, please let me know.",
"coins-per-pound": "Coins per Pound (RMSS suggested value is 64 coins weigh 1 pound)",
"standard-progression": "Standard Progression",
"progression-for-standard-progression-skills": "Progression for Standard-Progression Skills",
diff --git a/Rolemaster-Standard-System/translations/he.json b/Rolemaster-Standard-System/translations/he.json
index 7a377fc050..37e3be3e8c 100644
--- a/Rolemaster-Standard-System/translations/he.json
+++ b/Rolemaster-Standard-System/translations/he.json
@@ -69,6 +69,7 @@
"inch-a": "in",
"weight": "Weight",
"size": "Size",
+ "current-movement-rate": "Current Movement Rate",
"base-movement-rate": "Base Movement Rate",
"bonus-base-movement-rate": "Bonus Base Movement Rate",
"running-horizontal-jump": "Running Horizontal Jump",
@@ -660,8 +661,9 @@
"encumbrance-penalty-scaling": "Encumbrance Penalty Scaling",
"weight-unit": "Unit for Weight",
"height-unit": "Unit for Height",
- "Change from inches to centimeters or other length unit of choice.": "change-height-unit",
- "Change from pounds to kilograms or other weight unit of choice.": "change-weight-unit",
+ "change-height-unit": "Change from inches to centimeters or other length unit of choice.",
+ "change-weight-unit": "Change from pounds to kilograms or other weight unit of choice.",
+ "movement-calculation-plea": "Movement calculations for centimeters/meters are not in; if you know what the formula looks like, please let me know.",
"coins-per-pound": "Coins per Pound (RMSS suggested value is 64 coins weigh 1 pound)",
"standard-progression": "Standard Progression",
"progression-for-standard-progression-skills": "Progression for Standard-Progression Skills",
diff --git a/Rolemaster-Standard-System/translations/it.json b/Rolemaster-Standard-System/translations/it.json
index 7a377fc050..37e3be3e8c 100644
--- a/Rolemaster-Standard-System/translations/it.json
+++ b/Rolemaster-Standard-System/translations/it.json
@@ -69,6 +69,7 @@
"inch-a": "in",
"weight": "Weight",
"size": "Size",
+ "current-movement-rate": "Current Movement Rate",
"base-movement-rate": "Base Movement Rate",
"bonus-base-movement-rate": "Bonus Base Movement Rate",
"running-horizontal-jump": "Running Horizontal Jump",
@@ -660,8 +661,9 @@
"encumbrance-penalty-scaling": "Encumbrance Penalty Scaling",
"weight-unit": "Unit for Weight",
"height-unit": "Unit for Height",
- "Change from inches to centimeters or other length unit of choice.": "change-height-unit",
- "Change from pounds to kilograms or other weight unit of choice.": "change-weight-unit",
+ "change-height-unit": "Change from inches to centimeters or other length unit of choice.",
+ "change-weight-unit": "Change from pounds to kilograms or other weight unit of choice.",
+ "movement-calculation-plea": "Movement calculations for centimeters/meters are not in; if you know what the formula looks like, please let me know.",
"coins-per-pound": "Coins per Pound (RMSS suggested value is 64 coins weigh 1 pound)",
"standard-progression": "Standard Progression",
"progression-for-standard-progression-skills": "Progression for Standard-Progression Skills",
diff --git a/Rolemaster-Standard-System/translations/ja.json b/Rolemaster-Standard-System/translations/ja.json
index 7a377fc050..37e3be3e8c 100644
--- a/Rolemaster-Standard-System/translations/ja.json
+++ b/Rolemaster-Standard-System/translations/ja.json
@@ -69,6 +69,7 @@
"inch-a": "in",
"weight": "Weight",
"size": "Size",
+ "current-movement-rate": "Current Movement Rate",
"base-movement-rate": "Base Movement Rate",
"bonus-base-movement-rate": "Bonus Base Movement Rate",
"running-horizontal-jump": "Running Horizontal Jump",
@@ -660,8 +661,9 @@
"encumbrance-penalty-scaling": "Encumbrance Penalty Scaling",
"weight-unit": "Unit for Weight",
"height-unit": "Unit for Height",
- "Change from inches to centimeters or other length unit of choice.": "change-height-unit",
- "Change from pounds to kilograms or other weight unit of choice.": "change-weight-unit",
+ "change-height-unit": "Change from inches to centimeters or other length unit of choice.",
+ "change-weight-unit": "Change from pounds to kilograms or other weight unit of choice.",
+ "movement-calculation-plea": "Movement calculations for centimeters/meters are not in; if you know what the formula looks like, please let me know.",
"coins-per-pound": "Coins per Pound (RMSS suggested value is 64 coins weigh 1 pound)",
"standard-progression": "Standard Progression",
"progression-for-standard-progression-skills": "Progression for Standard-Progression Skills",
diff --git a/Rolemaster-Standard-System/translations/ko.json b/Rolemaster-Standard-System/translations/ko.json
index 7a377fc050..37e3be3e8c 100644
--- a/Rolemaster-Standard-System/translations/ko.json
+++ b/Rolemaster-Standard-System/translations/ko.json
@@ -69,6 +69,7 @@
"inch-a": "in",
"weight": "Weight",
"size": "Size",
+ "current-movement-rate": "Current Movement Rate",
"base-movement-rate": "Base Movement Rate",
"bonus-base-movement-rate": "Bonus Base Movement Rate",
"running-horizontal-jump": "Running Horizontal Jump",
@@ -660,8 +661,9 @@
"encumbrance-penalty-scaling": "Encumbrance Penalty Scaling",
"weight-unit": "Unit for Weight",
"height-unit": "Unit for Height",
- "Change from inches to centimeters or other length unit of choice.": "change-height-unit",
- "Change from pounds to kilograms or other weight unit of choice.": "change-weight-unit",
+ "change-height-unit": "Change from inches to centimeters or other length unit of choice.",
+ "change-weight-unit": "Change from pounds to kilograms or other weight unit of choice.",
+ "movement-calculation-plea": "Movement calculations for centimeters/meters are not in; if you know what the formula looks like, please let me know.",
"coins-per-pound": "Coins per Pound (RMSS suggested value is 64 coins weigh 1 pound)",
"standard-progression": "Standard Progression",
"progression-for-standard-progression-skills": "Progression for Standard-Progression Skills",
diff --git a/Rolemaster-Standard-System/translations/nl.json b/Rolemaster-Standard-System/translations/nl.json
index 7a377fc050..37e3be3e8c 100644
--- a/Rolemaster-Standard-System/translations/nl.json
+++ b/Rolemaster-Standard-System/translations/nl.json
@@ -69,6 +69,7 @@
"inch-a": "in",
"weight": "Weight",
"size": "Size",
+ "current-movement-rate": "Current Movement Rate",
"base-movement-rate": "Base Movement Rate",
"bonus-base-movement-rate": "Bonus Base Movement Rate",
"running-horizontal-jump": "Running Horizontal Jump",
@@ -660,8 +661,9 @@
"encumbrance-penalty-scaling": "Encumbrance Penalty Scaling",
"weight-unit": "Unit for Weight",
"height-unit": "Unit for Height",
- "Change from inches to centimeters or other length unit of choice.": "change-height-unit",
- "Change from pounds to kilograms or other weight unit of choice.": "change-weight-unit",
+ "change-height-unit": "Change from inches to centimeters or other length unit of choice.",
+ "change-weight-unit": "Change from pounds to kilograms or other weight unit of choice.",
+ "movement-calculation-plea": "Movement calculations for centimeters/meters are not in; if you know what the formula looks like, please let me know.",
"coins-per-pound": "Coins per Pound (RMSS suggested value is 64 coins weigh 1 pound)",
"standard-progression": "Standard Progression",
"progression-for-standard-progression-skills": "Progression for Standard-Progression Skills",
diff --git a/Rolemaster-Standard-System/translations/pl.json b/Rolemaster-Standard-System/translations/pl.json
index 7ffbab1fd2..09c2c83a8c 100644
--- a/Rolemaster-Standard-System/translations/pl.json
+++ b/Rolemaster-Standard-System/translations/pl.json
@@ -69,6 +69,7 @@
"inch-a": "in",
"weight": "Weight",
"size": "Size",
+ "current-movement-rate": "Current Movement Rate",
"base-movement-rate": "Base Movement Rate",
"bonus-base-movement-rate": "Bonus Base Movement Rate",
"running-horizontal-jump": "Running Horizontal Jump",
@@ -660,8 +661,9 @@
"encumbrance-penalty-scaling": "Encumbrance Penalty Scaling",
"weight-unit": "Unit for Weight",
"height-unit": "Unit for Height",
- "Change from inches to centimeters or other length unit of choice.": "change-height-unit",
- "Change from pounds to kilograms or other weight unit of choice.": "change-weight-unit",
+ "change-height-unit": "Change from inches to centimeters or other length unit of choice.",
+ "change-weight-unit": "Change from pounds to kilograms or other weight unit of choice.",
+ "movement-calculation-plea": "Movement calculations for centimeters/meters are not in; if you know what the formula looks like, please let me know.",
"coins-per-pound": "Coins per Pound (RMSS suggested value is 64 coins weigh 1 pound)",
"standard-progression": "Standard Progression",
"progression-for-standard-progression-skills": "Progression for Standard-Progression Skills",
diff --git a/Rolemaster-Standard-System/translations/pt.json b/Rolemaster-Standard-System/translations/pt.json
index ae3bd84c79..bdc9234ddf 100644
--- a/Rolemaster-Standard-System/translations/pt.json
+++ b/Rolemaster-Standard-System/translations/pt.json
@@ -69,6 +69,7 @@
"inch-a": "in",
"weight": "Weight",
"size": "Size",
+ "current-movement-rate": "Current Movement Rate",
"base-movement-rate": "Base Movement Rate",
"bonus-base-movement-rate": "Bonus Base Movement Rate",
"running-horizontal-jump": "Running Horizontal Jump",
@@ -660,8 +661,9 @@
"encumbrance-penalty-scaling": "Encumbrance Penalty Scaling",
"weight-unit": "Unit for Weight",
"height-unit": "Unit for Height",
- "Change from inches to centimeters or other length unit of choice.": "change-height-unit",
- "Change from pounds to kilograms or other weight unit of choice.": "change-weight-unit",
+ "change-height-unit": "Change from inches to centimeters or other length unit of choice.",
+ "change-weight-unit": "Change from pounds to kilograms or other weight unit of choice.",
+ "movement-calculation-plea": "Movement calculations for centimeters/meters are not in; if you know what the formula looks like, please let me know.",
"coins-per-pound": "Coins per Pound (RMSS suggested value is 64 coins weigh 1 pound)",
"standard-progression": "Standard Progression",
"progression-for-standard-progression-skills": "Progression for Standard-Progression Skills",
diff --git a/Rolemaster-Standard-System/translations/ru.json b/Rolemaster-Standard-System/translations/ru.json
index 7a377fc050..37e3be3e8c 100644
--- a/Rolemaster-Standard-System/translations/ru.json
+++ b/Rolemaster-Standard-System/translations/ru.json
@@ -69,6 +69,7 @@
"inch-a": "in",
"weight": "Weight",
"size": "Size",
+ "current-movement-rate": "Current Movement Rate",
"base-movement-rate": "Base Movement Rate",
"bonus-base-movement-rate": "Bonus Base Movement Rate",
"running-horizontal-jump": "Running Horizontal Jump",
@@ -660,8 +661,9 @@
"encumbrance-penalty-scaling": "Encumbrance Penalty Scaling",
"weight-unit": "Unit for Weight",
"height-unit": "Unit for Height",
- "Change from inches to centimeters or other length unit of choice.": "change-height-unit",
- "Change from pounds to kilograms or other weight unit of choice.": "change-weight-unit",
+ "change-height-unit": "Change from inches to centimeters or other length unit of choice.",
+ "change-weight-unit": "Change from pounds to kilograms or other weight unit of choice.",
+ "movement-calculation-plea": "Movement calculations for centimeters/meters are not in; if you know what the formula looks like, please let me know.",
"coins-per-pound": "Coins per Pound (RMSS suggested value is 64 coins weigh 1 pound)",
"standard-progression": "Standard Progression",
"progression-for-standard-progression-skills": "Progression for Standard-Progression Skills",
diff --git a/Rolemaster-Standard-System/translations/sv.json b/Rolemaster-Standard-System/translations/sv.json
index 7a377fc050..37e3be3e8c 100644
--- a/Rolemaster-Standard-System/translations/sv.json
+++ b/Rolemaster-Standard-System/translations/sv.json
@@ -69,6 +69,7 @@
"inch-a": "in",
"weight": "Weight",
"size": "Size",
+ "current-movement-rate": "Current Movement Rate",
"base-movement-rate": "Base Movement Rate",
"bonus-base-movement-rate": "Bonus Base Movement Rate",
"running-horizontal-jump": "Running Horizontal Jump",
@@ -660,8 +661,9 @@
"encumbrance-penalty-scaling": "Encumbrance Penalty Scaling",
"weight-unit": "Unit for Weight",
"height-unit": "Unit for Height",
- "Change from inches to centimeters or other length unit of choice.": "change-height-unit",
- "Change from pounds to kilograms or other weight unit of choice.": "change-weight-unit",
+ "change-height-unit": "Change from inches to centimeters or other length unit of choice.",
+ "change-weight-unit": "Change from pounds to kilograms or other weight unit of choice.",
+ "movement-calculation-plea": "Movement calculations for centimeters/meters are not in; if you know what the formula looks like, please let me know.",
"coins-per-pound": "Coins per Pound (RMSS suggested value is 64 coins weigh 1 pound)",
"standard-progression": "Standard Progression",
"progression-for-standard-progression-skills": "Progression for Standard-Progression Skills",
diff --git a/Rolemaster-Standard-System/translations/tr.json b/Rolemaster-Standard-System/translations/tr.json
index 7a377fc050..37e3be3e8c 100644
--- a/Rolemaster-Standard-System/translations/tr.json
+++ b/Rolemaster-Standard-System/translations/tr.json
@@ -69,6 +69,7 @@
"inch-a": "in",
"weight": "Weight",
"size": "Size",
+ "current-movement-rate": "Current Movement Rate",
"base-movement-rate": "Base Movement Rate",
"bonus-base-movement-rate": "Bonus Base Movement Rate",
"running-horizontal-jump": "Running Horizontal Jump",
@@ -660,8 +661,9 @@
"encumbrance-penalty-scaling": "Encumbrance Penalty Scaling",
"weight-unit": "Unit for Weight",
"height-unit": "Unit for Height",
- "Change from inches to centimeters or other length unit of choice.": "change-height-unit",
- "Change from pounds to kilograms or other weight unit of choice.": "change-weight-unit",
+ "change-height-unit": "Change from inches to centimeters or other length unit of choice.",
+ "change-weight-unit": "Change from pounds to kilograms or other weight unit of choice.",
+ "movement-calculation-plea": "Movement calculations for centimeters/meters are not in; if you know what the formula looks like, please let me know.",
"coins-per-pound": "Coins per Pound (RMSS suggested value is 64 coins weigh 1 pound)",
"standard-progression": "Standard Progression",
"progression-for-standard-progression-skills": "Progression for Standard-Progression Skills",
diff --git a/Rolemaster-Standard-System/translations/zh.json b/Rolemaster-Standard-System/translations/zh.json
index 7a377fc050..37e3be3e8c 100644
--- a/Rolemaster-Standard-System/translations/zh.json
+++ b/Rolemaster-Standard-System/translations/zh.json
@@ -69,6 +69,7 @@
"inch-a": "in",
"weight": "Weight",
"size": "Size",
+ "current-movement-rate": "Current Movement Rate",
"base-movement-rate": "Base Movement Rate",
"bonus-base-movement-rate": "Bonus Base Movement Rate",
"running-horizontal-jump": "Running Horizontal Jump",
@@ -660,8 +661,9 @@
"encumbrance-penalty-scaling": "Encumbrance Penalty Scaling",
"weight-unit": "Unit for Weight",
"height-unit": "Unit for Height",
- "Change from inches to centimeters or other length unit of choice.": "change-height-unit",
- "Change from pounds to kilograms or other weight unit of choice.": "change-weight-unit",
+ "change-height-unit": "Change from inches to centimeters or other length unit of choice.",
+ "change-weight-unit": "Change from pounds to kilograms or other weight unit of choice.",
+ "movement-calculation-plea": "Movement calculations for centimeters/meters are not in; if you know what the formula looks like, please let me know.",
"coins-per-pound": "Coins per Pound (RMSS suggested value is 64 coins weigh 1 pound)",
"standard-progression": "Standard Progression",
"progression-for-standard-progression-skills": "Progression for Standard-Progression Skills",
diff --git a/Rolemaster-Standard-System/translations/zu.json b/Rolemaster-Standard-System/translations/zu.json
index 5b3170ee8b..ac527eaf32 100644
--- a/Rolemaster-Standard-System/translations/zu.json
+++ b/Rolemaster-Standard-System/translations/zu.json
@@ -69,6 +69,7 @@
"inch-a": "crwdns39690:0crwdne39690:0",
"weight": "crwdns39691:0crwdne39691:0",
"size": "crwdns39692:0crwdne39692:0",
+ "current-movement-rate": "crwdns158128:0crwdne158128:0",
"base-movement-rate": "crwdns39693:0crwdne39693:0",
"bonus-base-movement-rate": "crwdns133729:0crwdne133729:0",
"running-horizontal-jump": "crwdns39694:0crwdne39694:0",
@@ -660,8 +661,9 @@
"encumbrance-penalty-scaling": "crwdns133805:0crwdne133805:0",
"weight-unit": "crwdns156406:0crwdne156406:0",
"height-unit": "crwdns156408:0crwdne156408:0",
- "Change from inches to centimeters or other length unit of choice.": "crwdns156410:0crwdne156410:0",
- "Change from pounds to kilograms or other weight unit of choice.": "crwdns156412:0crwdne156412:0",
+ "change-height-unit": "crwdns158130:0crwdne158130:0",
+ "change-weight-unit": "crwdns158132:0crwdne158132:0",
+ "movement-calculation-plea": "crwdns158134:0crwdne158134:0",
"coins-per-pound": "crwdns133807:0crwdne133807:0",
"standard-progression": "crwdns40194:0crwdne40194:0",
"progression-for-standard-progression-skills": "crwdns40195:0crwdne40195:0",
diff --git a/Shadowrun5thEdition/translations/fr.json b/Shadowrun5thEdition/translations/fr.json
index 442f95631b..8a710d4821 100644
--- a/Shadowrun5thEdition/translations/fr.json
+++ b/Shadowrun5thEdition/translations/fr.json
@@ -44,7 +44,7 @@
"biotechgroup": "Groupe Biotech",
"biotechnology": "Biotechnologie",
"blades": "Armes tranchantes",
- "body": "Constit.",
+ "body": "Constitution",
"bonuses": "Bonus",
"c": "C",
"character": "Personnage",
diff --git a/Stars_Without_Number_Revised/translations/af.json b/Stars_Without_Number_Revised/translations/af.json
index 7cda81a7f8..480a77e73a 100644
--- a/Stars_Without_Number_Revised/translations/af.json
+++ b/Stars_Without_Number_Revised/translations/af.json
@@ -77,6 +77,7 @@
"ATTACKS": "Attacks",
"ATTACK_BONUS": "Attack Bonus",
"ATTACK_BONUS_SHORT": "AB",
+ "ATTR": "Attr",
"ATTRIBUTE": "Attribute",
"AUGMENTED_PLATING": "Augmented Plating",
"AUTHORITY": "Authority",
@@ -562,6 +563,7 @@
"MOBILE_EXTRACTOR_DESC": "Space mining and refinery fittings.",
"MOBILE_FACTORY": "Mobile factory",
"MOBILE_FACTORY_DESC": "Self-sustaining factory and repair facilities.",
+ "MOD": "Mod",
"MODEL": "Model",
"MODIFIER": "Modifier",
"MODIFIER_SHORT": "Mod",
diff --git a/Stars_Without_Number_Revised/translations/cs.json b/Stars_Without_Number_Revised/translations/cs.json
index 7cda81a7f8..480a77e73a 100644
--- a/Stars_Without_Number_Revised/translations/cs.json
+++ b/Stars_Without_Number_Revised/translations/cs.json
@@ -77,6 +77,7 @@
"ATTACKS": "Attacks",
"ATTACK_BONUS": "Attack Bonus",
"ATTACK_BONUS_SHORT": "AB",
+ "ATTR": "Attr",
"ATTRIBUTE": "Attribute",
"AUGMENTED_PLATING": "Augmented Plating",
"AUTHORITY": "Authority",
@@ -562,6 +563,7 @@
"MOBILE_EXTRACTOR_DESC": "Space mining and refinery fittings.",
"MOBILE_FACTORY": "Mobile factory",
"MOBILE_FACTORY_DESC": "Self-sustaining factory and repair facilities.",
+ "MOD": "Mod",
"MODEL": "Model",
"MODIFIER": "Modifier",
"MODIFIER_SHORT": "Mod",
diff --git a/Stars_Without_Number_Revised/translations/da.json b/Stars_Without_Number_Revised/translations/da.json
index 7cda81a7f8..480a77e73a 100644
--- a/Stars_Without_Number_Revised/translations/da.json
+++ b/Stars_Without_Number_Revised/translations/da.json
@@ -77,6 +77,7 @@
"ATTACKS": "Attacks",
"ATTACK_BONUS": "Attack Bonus",
"ATTACK_BONUS_SHORT": "AB",
+ "ATTR": "Attr",
"ATTRIBUTE": "Attribute",
"AUGMENTED_PLATING": "Augmented Plating",
"AUTHORITY": "Authority",
@@ -562,6 +563,7 @@
"MOBILE_EXTRACTOR_DESC": "Space mining and refinery fittings.",
"MOBILE_FACTORY": "Mobile factory",
"MOBILE_FACTORY_DESC": "Self-sustaining factory and repair facilities.",
+ "MOD": "Mod",
"MODEL": "Model",
"MODIFIER": "Modifier",
"MODIFIER_SHORT": "Mod",
diff --git a/Stars_Without_Number_Revised/translations/de.json b/Stars_Without_Number_Revised/translations/de.json
index eb3346721d..05bc4e54db 100644
--- a/Stars_Without_Number_Revised/translations/de.json
+++ b/Stars_Without_Number_Revised/translations/de.json
@@ -77,6 +77,7 @@
"ATTACKS": "Angriffe",
"ATTACK_BONUS": "Angriffsbonus",
"ATTACK_BONUS_SHORT": "AB",
+ "ATTR": "Attr",
"ATTRIBUTE": "Eigenschaft",
"AUGMENTED_PLATING": "Augmentierte Oberfläche",
"AUTHORITY": "Autorität",
@@ -562,6 +563,7 @@
"MOBILE_EXTRACTOR_DESC": "Space mining and refinery fittings.",
"MOBILE_FACTORY": "Mobile factory",
"MOBILE_FACTORY_DESC": "Self-sustaining factory and repair facilities.",
+ "MOD": "Mod",
"MODEL": "Model",
"MODIFIER": "Modifikator",
"MODIFIER_SHORT": "Mod",
diff --git a/Stars_Without_Number_Revised/translations/el.json b/Stars_Without_Number_Revised/translations/el.json
index 7cda81a7f8..480a77e73a 100644
--- a/Stars_Without_Number_Revised/translations/el.json
+++ b/Stars_Without_Number_Revised/translations/el.json
@@ -77,6 +77,7 @@
"ATTACKS": "Attacks",
"ATTACK_BONUS": "Attack Bonus",
"ATTACK_BONUS_SHORT": "AB",
+ "ATTR": "Attr",
"ATTRIBUTE": "Attribute",
"AUGMENTED_PLATING": "Augmented Plating",
"AUTHORITY": "Authority",
@@ -562,6 +563,7 @@
"MOBILE_EXTRACTOR_DESC": "Space mining and refinery fittings.",
"MOBILE_FACTORY": "Mobile factory",
"MOBILE_FACTORY_DESC": "Self-sustaining factory and repair facilities.",
+ "MOD": "Mod",
"MODEL": "Model",
"MODIFIER": "Modifier",
"MODIFIER_SHORT": "Mod",
diff --git a/Stars_Without_Number_Revised/translations/en.json b/Stars_Without_Number_Revised/translations/en.json
index 7cda81a7f8..480a77e73a 100644
--- a/Stars_Without_Number_Revised/translations/en.json
+++ b/Stars_Without_Number_Revised/translations/en.json
@@ -77,6 +77,7 @@
"ATTACKS": "Attacks",
"ATTACK_BONUS": "Attack Bonus",
"ATTACK_BONUS_SHORT": "AB",
+ "ATTR": "Attr",
"ATTRIBUTE": "Attribute",
"AUGMENTED_PLATING": "Augmented Plating",
"AUTHORITY": "Authority",
@@ -562,6 +563,7 @@
"MOBILE_EXTRACTOR_DESC": "Space mining and refinery fittings.",
"MOBILE_FACTORY": "Mobile factory",
"MOBILE_FACTORY_DESC": "Self-sustaining factory and repair facilities.",
+ "MOD": "Mod",
"MODEL": "Model",
"MODIFIER": "Modifier",
"MODIFIER_SHORT": "Mod",
diff --git a/Stars_Without_Number_Revised/translations/es.json b/Stars_Without_Number_Revised/translations/es.json
index d92b2d8dc8..0ecf3e2b9c 100644
--- a/Stars_Without_Number_Revised/translations/es.json
+++ b/Stars_Without_Number_Revised/translations/es.json
@@ -77,6 +77,7 @@
"ATTACKS": "Attacks",
"ATTACK_BONUS": "Bonus de Ataque",
"ATTACK_BONUS_SHORT": "B.At.",
+ "ATTR": "Attr",
"ATTRIBUTE": "Attribute",
"AUGMENTED_PLATING": "Augmented Plating",
"AUTHORITY": "Autoridad",
@@ -562,6 +563,7 @@
"MOBILE_EXTRACTOR_DESC": "Space mining and refinery fittings.",
"MOBILE_FACTORY": "Mobile factory",
"MOBILE_FACTORY_DESC": "Self-sustaining factory and repair facilities.",
+ "MOD": "Mod",
"MODEL": "Modelo",
"MODIFIER": "Modificador",
"MODIFIER_SHORT": "Mod",
diff --git a/Stars_Without_Number_Revised/translations/fr.json b/Stars_Without_Number_Revised/translations/fr.json
index 63b9e4864e..0b945f4346 100644
--- a/Stars_Without_Number_Revised/translations/fr.json
+++ b/Stars_Without_Number_Revised/translations/fr.json
@@ -77,6 +77,7 @@
"ATTACKS": "Attacks",
"ATTACK_BONUS": "Attack Bonus",
"ATTACK_BONUS_SHORT": "AB",
+ "ATTR": "Attr",
"ATTRIBUTE": "Attribute",
"AUGMENTED_PLATING": "Augmented Plating",
"AUTHORITY": "Authority",
@@ -562,6 +563,7 @@
"MOBILE_EXTRACTOR_DESC": "Space mining and refinery fittings.",
"MOBILE_FACTORY": "Mobile factory",
"MOBILE_FACTORY_DESC": "Self-sustaining factory and repair facilities.",
+ "MOD": "Mod",
"MODEL": "Model",
"MODIFIER": "Modifier",
"MODIFIER_SHORT": "Mod",
diff --git a/Stars_Without_Number_Revised/translations/he.json b/Stars_Without_Number_Revised/translations/he.json
index 7cda81a7f8..480a77e73a 100644
--- a/Stars_Without_Number_Revised/translations/he.json
+++ b/Stars_Without_Number_Revised/translations/he.json
@@ -77,6 +77,7 @@
"ATTACKS": "Attacks",
"ATTACK_BONUS": "Attack Bonus",
"ATTACK_BONUS_SHORT": "AB",
+ "ATTR": "Attr",
"ATTRIBUTE": "Attribute",
"AUGMENTED_PLATING": "Augmented Plating",
"AUTHORITY": "Authority",
@@ -562,6 +563,7 @@
"MOBILE_EXTRACTOR_DESC": "Space mining and refinery fittings.",
"MOBILE_FACTORY": "Mobile factory",
"MOBILE_FACTORY_DESC": "Self-sustaining factory and repair facilities.",
+ "MOD": "Mod",
"MODEL": "Model",
"MODIFIER": "Modifier",
"MODIFIER_SHORT": "Mod",
diff --git a/Stars_Without_Number_Revised/translations/it.json b/Stars_Without_Number_Revised/translations/it.json
index 7cda81a7f8..480a77e73a 100644
--- a/Stars_Without_Number_Revised/translations/it.json
+++ b/Stars_Without_Number_Revised/translations/it.json
@@ -77,6 +77,7 @@
"ATTACKS": "Attacks",
"ATTACK_BONUS": "Attack Bonus",
"ATTACK_BONUS_SHORT": "AB",
+ "ATTR": "Attr",
"ATTRIBUTE": "Attribute",
"AUGMENTED_PLATING": "Augmented Plating",
"AUTHORITY": "Authority",
@@ -562,6 +563,7 @@
"MOBILE_EXTRACTOR_DESC": "Space mining and refinery fittings.",
"MOBILE_FACTORY": "Mobile factory",
"MOBILE_FACTORY_DESC": "Self-sustaining factory and repair facilities.",
+ "MOD": "Mod",
"MODEL": "Model",
"MODIFIER": "Modifier",
"MODIFIER_SHORT": "Mod",
diff --git a/Stars_Without_Number_Revised/translations/ja.json b/Stars_Without_Number_Revised/translations/ja.json
index 7cda81a7f8..480a77e73a 100644
--- a/Stars_Without_Number_Revised/translations/ja.json
+++ b/Stars_Without_Number_Revised/translations/ja.json
@@ -77,6 +77,7 @@
"ATTACKS": "Attacks",
"ATTACK_BONUS": "Attack Bonus",
"ATTACK_BONUS_SHORT": "AB",
+ "ATTR": "Attr",
"ATTRIBUTE": "Attribute",
"AUGMENTED_PLATING": "Augmented Plating",
"AUTHORITY": "Authority",
@@ -562,6 +563,7 @@
"MOBILE_EXTRACTOR_DESC": "Space mining and refinery fittings.",
"MOBILE_FACTORY": "Mobile factory",
"MOBILE_FACTORY_DESC": "Self-sustaining factory and repair facilities.",
+ "MOD": "Mod",
"MODEL": "Model",
"MODIFIER": "Modifier",
"MODIFIER_SHORT": "Mod",
diff --git a/Stars_Without_Number_Revised/translations/ko.json b/Stars_Without_Number_Revised/translations/ko.json
index 7cda81a7f8..480a77e73a 100644
--- a/Stars_Without_Number_Revised/translations/ko.json
+++ b/Stars_Without_Number_Revised/translations/ko.json
@@ -77,6 +77,7 @@
"ATTACKS": "Attacks",
"ATTACK_BONUS": "Attack Bonus",
"ATTACK_BONUS_SHORT": "AB",
+ "ATTR": "Attr",
"ATTRIBUTE": "Attribute",
"AUGMENTED_PLATING": "Augmented Plating",
"AUTHORITY": "Authority",
@@ -562,6 +563,7 @@
"MOBILE_EXTRACTOR_DESC": "Space mining and refinery fittings.",
"MOBILE_FACTORY": "Mobile factory",
"MOBILE_FACTORY_DESC": "Self-sustaining factory and repair facilities.",
+ "MOD": "Mod",
"MODEL": "Model",
"MODIFIER": "Modifier",
"MODIFIER_SHORT": "Mod",
diff --git a/Stars_Without_Number_Revised/translations/nl.json b/Stars_Without_Number_Revised/translations/nl.json
index 7cda81a7f8..480a77e73a 100644
--- a/Stars_Without_Number_Revised/translations/nl.json
+++ b/Stars_Without_Number_Revised/translations/nl.json
@@ -77,6 +77,7 @@
"ATTACKS": "Attacks",
"ATTACK_BONUS": "Attack Bonus",
"ATTACK_BONUS_SHORT": "AB",
+ "ATTR": "Attr",
"ATTRIBUTE": "Attribute",
"AUGMENTED_PLATING": "Augmented Plating",
"AUTHORITY": "Authority",
@@ -562,6 +563,7 @@
"MOBILE_EXTRACTOR_DESC": "Space mining and refinery fittings.",
"MOBILE_FACTORY": "Mobile factory",
"MOBILE_FACTORY_DESC": "Self-sustaining factory and repair facilities.",
+ "MOD": "Mod",
"MODEL": "Model",
"MODIFIER": "Modifier",
"MODIFIER_SHORT": "Mod",
diff --git a/Stars_Without_Number_Revised/translations/pl.json b/Stars_Without_Number_Revised/translations/pl.json
index 413951c136..8767f6bc8e 100644
--- a/Stars_Without_Number_Revised/translations/pl.json
+++ b/Stars_Without_Number_Revised/translations/pl.json
@@ -77,6 +77,7 @@
"ATTACKS": "Attacks",
"ATTACK_BONUS": "Attack Bonus",
"ATTACK_BONUS_SHORT": "AB",
+ "ATTR": "Attr",
"ATTRIBUTE": "Attribute",
"AUGMENTED_PLATING": "Augmented Plating",
"AUTHORITY": "Authority",
@@ -562,6 +563,7 @@
"MOBILE_EXTRACTOR_DESC": "Space mining and refinery fittings.",
"MOBILE_FACTORY": "Mobile factory",
"MOBILE_FACTORY_DESC": "Self-sustaining factory and repair facilities.",
+ "MOD": "Mod",
"MODEL": "Model",
"MODIFIER": "Modifier",
"MODIFIER_SHORT": "Mod",
diff --git a/Stars_Without_Number_Revised/translations/pt.json b/Stars_Without_Number_Revised/translations/pt.json
index 4dc8f03b3d..5c232e7019 100644
--- a/Stars_Without_Number_Revised/translations/pt.json
+++ b/Stars_Without_Number_Revised/translations/pt.json
@@ -77,6 +77,7 @@
"ATTACKS": "Attacks",
"ATTACK_BONUS": "Attack Bonus",
"ATTACK_BONUS_SHORT": "AB",
+ "ATTR": "Attr",
"ATTRIBUTE": "Attribute",
"AUGMENTED_PLATING": "Augmented Plating",
"AUTHORITY": "Authority",
@@ -562,6 +563,7 @@
"MOBILE_EXTRACTOR_DESC": "Space mining and refinery fittings.",
"MOBILE_FACTORY": "Mobile factory",
"MOBILE_FACTORY_DESC": "Self-sustaining factory and repair facilities.",
+ "MOD": "Mod",
"MODEL": "Model",
"MODIFIER": "Modifier",
"MODIFIER_SHORT": "Mod",
diff --git a/Stars_Without_Number_Revised/translations/ru.json b/Stars_Without_Number_Revised/translations/ru.json
index 7cda81a7f8..480a77e73a 100644
--- a/Stars_Without_Number_Revised/translations/ru.json
+++ b/Stars_Without_Number_Revised/translations/ru.json
@@ -77,6 +77,7 @@
"ATTACKS": "Attacks",
"ATTACK_BONUS": "Attack Bonus",
"ATTACK_BONUS_SHORT": "AB",
+ "ATTR": "Attr",
"ATTRIBUTE": "Attribute",
"AUGMENTED_PLATING": "Augmented Plating",
"AUTHORITY": "Authority",
@@ -562,6 +563,7 @@
"MOBILE_EXTRACTOR_DESC": "Space mining and refinery fittings.",
"MOBILE_FACTORY": "Mobile factory",
"MOBILE_FACTORY_DESC": "Self-sustaining factory and repair facilities.",
+ "MOD": "Mod",
"MODEL": "Model",
"MODIFIER": "Modifier",
"MODIFIER_SHORT": "Mod",
diff --git a/Stars_Without_Number_Revised/translations/sv.json b/Stars_Without_Number_Revised/translations/sv.json
index 7cda81a7f8..480a77e73a 100644
--- a/Stars_Without_Number_Revised/translations/sv.json
+++ b/Stars_Without_Number_Revised/translations/sv.json
@@ -77,6 +77,7 @@
"ATTACKS": "Attacks",
"ATTACK_BONUS": "Attack Bonus",
"ATTACK_BONUS_SHORT": "AB",
+ "ATTR": "Attr",
"ATTRIBUTE": "Attribute",
"AUGMENTED_PLATING": "Augmented Plating",
"AUTHORITY": "Authority",
@@ -562,6 +563,7 @@
"MOBILE_EXTRACTOR_DESC": "Space mining and refinery fittings.",
"MOBILE_FACTORY": "Mobile factory",
"MOBILE_FACTORY_DESC": "Self-sustaining factory and repair facilities.",
+ "MOD": "Mod",
"MODEL": "Model",
"MODIFIER": "Modifier",
"MODIFIER_SHORT": "Mod",
diff --git a/Stars_Without_Number_Revised/translations/tr.json b/Stars_Without_Number_Revised/translations/tr.json
index 7cda81a7f8..480a77e73a 100644
--- a/Stars_Without_Number_Revised/translations/tr.json
+++ b/Stars_Without_Number_Revised/translations/tr.json
@@ -77,6 +77,7 @@
"ATTACKS": "Attacks",
"ATTACK_BONUS": "Attack Bonus",
"ATTACK_BONUS_SHORT": "AB",
+ "ATTR": "Attr",
"ATTRIBUTE": "Attribute",
"AUGMENTED_PLATING": "Augmented Plating",
"AUTHORITY": "Authority",
@@ -562,6 +563,7 @@
"MOBILE_EXTRACTOR_DESC": "Space mining and refinery fittings.",
"MOBILE_FACTORY": "Mobile factory",
"MOBILE_FACTORY_DESC": "Self-sustaining factory and repair facilities.",
+ "MOD": "Mod",
"MODEL": "Model",
"MODIFIER": "Modifier",
"MODIFIER_SHORT": "Mod",
diff --git a/Stars_Without_Number_Revised/translations/zh.json b/Stars_Without_Number_Revised/translations/zh.json
index 7cda81a7f8..480a77e73a 100644
--- a/Stars_Without_Number_Revised/translations/zh.json
+++ b/Stars_Without_Number_Revised/translations/zh.json
@@ -77,6 +77,7 @@
"ATTACKS": "Attacks",
"ATTACK_BONUS": "Attack Bonus",
"ATTACK_BONUS_SHORT": "AB",
+ "ATTR": "Attr",
"ATTRIBUTE": "Attribute",
"AUGMENTED_PLATING": "Augmented Plating",
"AUTHORITY": "Authority",
@@ -562,6 +563,7 @@
"MOBILE_EXTRACTOR_DESC": "Space mining and refinery fittings.",
"MOBILE_FACTORY": "Mobile factory",
"MOBILE_FACTORY_DESC": "Self-sustaining factory and repair facilities.",
+ "MOD": "Mod",
"MODEL": "Model",
"MODIFIER": "Modifier",
"MODIFIER_SHORT": "Mod",
diff --git a/Stars_Without_Number_Revised/translations/zu.json b/Stars_Without_Number_Revised/translations/zu.json
index a402922726..25ca596b5f 100644
--- a/Stars_Without_Number_Revised/translations/zu.json
+++ b/Stars_Without_Number_Revised/translations/zu.json
@@ -77,6 +77,7 @@
"ATTACKS": "crwdns69592:0crwdne69592:0",
"ATTACK_BONUS": "crwdns69590:0crwdne69590:0",
"ATTACK_BONUS_SHORT": "crwdns69591:0crwdne69591:0",
+ "ATTR": "crwdns158792:0crwdne158792:0",
"ATTRIBUTE": "crwdns69593:0crwdne69593:0",
"AUGMENTED_PLATING": "crwdns69947:0crwdne69947:0",
"AUTHORITY": "crwdns70893:0crwdne70893:0",
@@ -562,6 +563,7 @@
"MOBILE_EXTRACTOR_DESC": "crwdns70011:0crwdne70011:0",
"MOBILE_FACTORY": "crwdns70012:0crwdne70012:0",
"MOBILE_FACTORY_DESC": "crwdns70013:0crwdne70013:0",
+ "MOD": "crwdns158794:0crwdne158794:0",
"MODEL": "crwdns72251:0crwdne72251:0",
"MODIFIER": "crwdns69743:0crwdne69743:0",
"MODIFIER_SHORT": "crwdns70014:0crwdne70014:0",
diff --git a/Tales from the Loop Official/translations/af.json b/Tales from the Loop Official/translations/af.json
new file mode 100644
index 0000000000..7c2b9604a1
--- /dev/null
+++ b/Tales from the Loop Official/translations/af.json
@@ -0,0 +1,47 @@
+{
+ "Attributes": "Attributes",
+ "Body": "Body",
+ "Tech": "Tech",
+ "Heart": "Heart",
+ "Mind": "Mind",
+ "Conditions": "Conditions",
+ "Upset": "Upset",
+ "Scared": "Scared",
+ "Exhausted": "Exhausted",
+ "Injured": "Injured",
+ "Broken": "Broken",
+ "Skills": "Skills",
+ "Sneak (Body)": "Sneak (Body)",
+ "Force (Body)": "Force (Body)",
+ "Move (Body)": "Move (Body)",
+ "Tinker (Tech)": "Tinker (Tech)",
+ "Program (Tech)": "Program (Tech)",
+ "Calculate (Tech)": "Calculate (Tech)",
+ "Contact (Heart)": "Contact (Heart)",
+ "Charm (Heart)": "Charm (Heart)",
+ "Lead (Heart)": "Lead (Heart)",
+ "Investigate (Mind)": "Investigate (Mind)",
+ "Comprehend (Mind)": "Comprehend (Mind)",
+ "Empathize (Mind)": "Empathize (Mind)",
+ "Experience": "Experience",
+ "Name": "Name",
+ "Type": "Type",
+ "Age": "Age",
+ "Luck": "Luck",
+ "Drive": "Drive",
+ "Problem": "Problem",
+ "Pride": "Pride",
+ "Description": "Description",
+ "Favourite Song": "Favourite Song",
+ "Anchor": "Anchor",
+ "Relationships": "Relationships",
+ "PC": "PC",
+ "NPC": "NPC",
+ "Items": "Items",
+ "Bonus": "Bonus",
+ "Iconic Item": "Iconic Item",
+ "Hideout": "Hideout",
+ "Notes": "Notes",
+ "Reroll": "Reroll",
+ "Spend a point of luck, or take a condition": "Spend a point of luck, or take a condition"
+}
\ No newline at end of file
diff --git a/Tales from the Loop Official/translations/cs.json b/Tales from the Loop Official/translations/cs.json
new file mode 100644
index 0000000000..7c2b9604a1
--- /dev/null
+++ b/Tales from the Loop Official/translations/cs.json
@@ -0,0 +1,47 @@
+{
+ "Attributes": "Attributes",
+ "Body": "Body",
+ "Tech": "Tech",
+ "Heart": "Heart",
+ "Mind": "Mind",
+ "Conditions": "Conditions",
+ "Upset": "Upset",
+ "Scared": "Scared",
+ "Exhausted": "Exhausted",
+ "Injured": "Injured",
+ "Broken": "Broken",
+ "Skills": "Skills",
+ "Sneak (Body)": "Sneak (Body)",
+ "Force (Body)": "Force (Body)",
+ "Move (Body)": "Move (Body)",
+ "Tinker (Tech)": "Tinker (Tech)",
+ "Program (Tech)": "Program (Tech)",
+ "Calculate (Tech)": "Calculate (Tech)",
+ "Contact (Heart)": "Contact (Heart)",
+ "Charm (Heart)": "Charm (Heart)",
+ "Lead (Heart)": "Lead (Heart)",
+ "Investigate (Mind)": "Investigate (Mind)",
+ "Comprehend (Mind)": "Comprehend (Mind)",
+ "Empathize (Mind)": "Empathize (Mind)",
+ "Experience": "Experience",
+ "Name": "Name",
+ "Type": "Type",
+ "Age": "Age",
+ "Luck": "Luck",
+ "Drive": "Drive",
+ "Problem": "Problem",
+ "Pride": "Pride",
+ "Description": "Description",
+ "Favourite Song": "Favourite Song",
+ "Anchor": "Anchor",
+ "Relationships": "Relationships",
+ "PC": "PC",
+ "NPC": "NPC",
+ "Items": "Items",
+ "Bonus": "Bonus",
+ "Iconic Item": "Iconic Item",
+ "Hideout": "Hideout",
+ "Notes": "Notes",
+ "Reroll": "Reroll",
+ "Spend a point of luck, or take a condition": "Spend a point of luck, or take a condition"
+}
\ No newline at end of file
diff --git a/Tales from the Loop Official/translations/da.json b/Tales from the Loop Official/translations/da.json
new file mode 100644
index 0000000000..7c2b9604a1
--- /dev/null
+++ b/Tales from the Loop Official/translations/da.json
@@ -0,0 +1,47 @@
+{
+ "Attributes": "Attributes",
+ "Body": "Body",
+ "Tech": "Tech",
+ "Heart": "Heart",
+ "Mind": "Mind",
+ "Conditions": "Conditions",
+ "Upset": "Upset",
+ "Scared": "Scared",
+ "Exhausted": "Exhausted",
+ "Injured": "Injured",
+ "Broken": "Broken",
+ "Skills": "Skills",
+ "Sneak (Body)": "Sneak (Body)",
+ "Force (Body)": "Force (Body)",
+ "Move (Body)": "Move (Body)",
+ "Tinker (Tech)": "Tinker (Tech)",
+ "Program (Tech)": "Program (Tech)",
+ "Calculate (Tech)": "Calculate (Tech)",
+ "Contact (Heart)": "Contact (Heart)",
+ "Charm (Heart)": "Charm (Heart)",
+ "Lead (Heart)": "Lead (Heart)",
+ "Investigate (Mind)": "Investigate (Mind)",
+ "Comprehend (Mind)": "Comprehend (Mind)",
+ "Empathize (Mind)": "Empathize (Mind)",
+ "Experience": "Experience",
+ "Name": "Name",
+ "Type": "Type",
+ "Age": "Age",
+ "Luck": "Luck",
+ "Drive": "Drive",
+ "Problem": "Problem",
+ "Pride": "Pride",
+ "Description": "Description",
+ "Favourite Song": "Favourite Song",
+ "Anchor": "Anchor",
+ "Relationships": "Relationships",
+ "PC": "PC",
+ "NPC": "NPC",
+ "Items": "Items",
+ "Bonus": "Bonus",
+ "Iconic Item": "Iconic Item",
+ "Hideout": "Hideout",
+ "Notes": "Notes",
+ "Reroll": "Reroll",
+ "Spend a point of luck, or take a condition": "Spend a point of luck, or take a condition"
+}
\ No newline at end of file
diff --git a/Tales from the Loop Official/translations/de.json b/Tales from the Loop Official/translations/de.json
new file mode 100644
index 0000000000..7c2b9604a1
--- /dev/null
+++ b/Tales from the Loop Official/translations/de.json
@@ -0,0 +1,47 @@
+{
+ "Attributes": "Attributes",
+ "Body": "Body",
+ "Tech": "Tech",
+ "Heart": "Heart",
+ "Mind": "Mind",
+ "Conditions": "Conditions",
+ "Upset": "Upset",
+ "Scared": "Scared",
+ "Exhausted": "Exhausted",
+ "Injured": "Injured",
+ "Broken": "Broken",
+ "Skills": "Skills",
+ "Sneak (Body)": "Sneak (Body)",
+ "Force (Body)": "Force (Body)",
+ "Move (Body)": "Move (Body)",
+ "Tinker (Tech)": "Tinker (Tech)",
+ "Program (Tech)": "Program (Tech)",
+ "Calculate (Tech)": "Calculate (Tech)",
+ "Contact (Heart)": "Contact (Heart)",
+ "Charm (Heart)": "Charm (Heart)",
+ "Lead (Heart)": "Lead (Heart)",
+ "Investigate (Mind)": "Investigate (Mind)",
+ "Comprehend (Mind)": "Comprehend (Mind)",
+ "Empathize (Mind)": "Empathize (Mind)",
+ "Experience": "Experience",
+ "Name": "Name",
+ "Type": "Type",
+ "Age": "Age",
+ "Luck": "Luck",
+ "Drive": "Drive",
+ "Problem": "Problem",
+ "Pride": "Pride",
+ "Description": "Description",
+ "Favourite Song": "Favourite Song",
+ "Anchor": "Anchor",
+ "Relationships": "Relationships",
+ "PC": "PC",
+ "NPC": "NPC",
+ "Items": "Items",
+ "Bonus": "Bonus",
+ "Iconic Item": "Iconic Item",
+ "Hideout": "Hideout",
+ "Notes": "Notes",
+ "Reroll": "Reroll",
+ "Spend a point of luck, or take a condition": "Spend a point of luck, or take a condition"
+}
\ No newline at end of file
diff --git a/Tales from the Loop Official/translations/el.json b/Tales from the Loop Official/translations/el.json
new file mode 100644
index 0000000000..7c2b9604a1
--- /dev/null
+++ b/Tales from the Loop Official/translations/el.json
@@ -0,0 +1,47 @@
+{
+ "Attributes": "Attributes",
+ "Body": "Body",
+ "Tech": "Tech",
+ "Heart": "Heart",
+ "Mind": "Mind",
+ "Conditions": "Conditions",
+ "Upset": "Upset",
+ "Scared": "Scared",
+ "Exhausted": "Exhausted",
+ "Injured": "Injured",
+ "Broken": "Broken",
+ "Skills": "Skills",
+ "Sneak (Body)": "Sneak (Body)",
+ "Force (Body)": "Force (Body)",
+ "Move (Body)": "Move (Body)",
+ "Tinker (Tech)": "Tinker (Tech)",
+ "Program (Tech)": "Program (Tech)",
+ "Calculate (Tech)": "Calculate (Tech)",
+ "Contact (Heart)": "Contact (Heart)",
+ "Charm (Heart)": "Charm (Heart)",
+ "Lead (Heart)": "Lead (Heart)",
+ "Investigate (Mind)": "Investigate (Mind)",
+ "Comprehend (Mind)": "Comprehend (Mind)",
+ "Empathize (Mind)": "Empathize (Mind)",
+ "Experience": "Experience",
+ "Name": "Name",
+ "Type": "Type",
+ "Age": "Age",
+ "Luck": "Luck",
+ "Drive": "Drive",
+ "Problem": "Problem",
+ "Pride": "Pride",
+ "Description": "Description",
+ "Favourite Song": "Favourite Song",
+ "Anchor": "Anchor",
+ "Relationships": "Relationships",
+ "PC": "PC",
+ "NPC": "NPC",
+ "Items": "Items",
+ "Bonus": "Bonus",
+ "Iconic Item": "Iconic Item",
+ "Hideout": "Hideout",
+ "Notes": "Notes",
+ "Reroll": "Reroll",
+ "Spend a point of luck, or take a condition": "Spend a point of luck, or take a condition"
+}
\ No newline at end of file
diff --git a/Tales from the Loop Official/translations/en.json b/Tales from the Loop Official/translations/en.json
new file mode 100644
index 0000000000..7c2b9604a1
--- /dev/null
+++ b/Tales from the Loop Official/translations/en.json
@@ -0,0 +1,47 @@
+{
+ "Attributes": "Attributes",
+ "Body": "Body",
+ "Tech": "Tech",
+ "Heart": "Heart",
+ "Mind": "Mind",
+ "Conditions": "Conditions",
+ "Upset": "Upset",
+ "Scared": "Scared",
+ "Exhausted": "Exhausted",
+ "Injured": "Injured",
+ "Broken": "Broken",
+ "Skills": "Skills",
+ "Sneak (Body)": "Sneak (Body)",
+ "Force (Body)": "Force (Body)",
+ "Move (Body)": "Move (Body)",
+ "Tinker (Tech)": "Tinker (Tech)",
+ "Program (Tech)": "Program (Tech)",
+ "Calculate (Tech)": "Calculate (Tech)",
+ "Contact (Heart)": "Contact (Heart)",
+ "Charm (Heart)": "Charm (Heart)",
+ "Lead (Heart)": "Lead (Heart)",
+ "Investigate (Mind)": "Investigate (Mind)",
+ "Comprehend (Mind)": "Comprehend (Mind)",
+ "Empathize (Mind)": "Empathize (Mind)",
+ "Experience": "Experience",
+ "Name": "Name",
+ "Type": "Type",
+ "Age": "Age",
+ "Luck": "Luck",
+ "Drive": "Drive",
+ "Problem": "Problem",
+ "Pride": "Pride",
+ "Description": "Description",
+ "Favourite Song": "Favourite Song",
+ "Anchor": "Anchor",
+ "Relationships": "Relationships",
+ "PC": "PC",
+ "NPC": "NPC",
+ "Items": "Items",
+ "Bonus": "Bonus",
+ "Iconic Item": "Iconic Item",
+ "Hideout": "Hideout",
+ "Notes": "Notes",
+ "Reroll": "Reroll",
+ "Spend a point of luck, or take a condition": "Spend a point of luck, or take a condition"
+}
\ No newline at end of file
diff --git a/Tales from the Loop Official/translations/es.json b/Tales from the Loop Official/translations/es.json
new file mode 100644
index 0000000000..7c2b9604a1
--- /dev/null
+++ b/Tales from the Loop Official/translations/es.json
@@ -0,0 +1,47 @@
+{
+ "Attributes": "Attributes",
+ "Body": "Body",
+ "Tech": "Tech",
+ "Heart": "Heart",
+ "Mind": "Mind",
+ "Conditions": "Conditions",
+ "Upset": "Upset",
+ "Scared": "Scared",
+ "Exhausted": "Exhausted",
+ "Injured": "Injured",
+ "Broken": "Broken",
+ "Skills": "Skills",
+ "Sneak (Body)": "Sneak (Body)",
+ "Force (Body)": "Force (Body)",
+ "Move (Body)": "Move (Body)",
+ "Tinker (Tech)": "Tinker (Tech)",
+ "Program (Tech)": "Program (Tech)",
+ "Calculate (Tech)": "Calculate (Tech)",
+ "Contact (Heart)": "Contact (Heart)",
+ "Charm (Heart)": "Charm (Heart)",
+ "Lead (Heart)": "Lead (Heart)",
+ "Investigate (Mind)": "Investigate (Mind)",
+ "Comprehend (Mind)": "Comprehend (Mind)",
+ "Empathize (Mind)": "Empathize (Mind)",
+ "Experience": "Experience",
+ "Name": "Name",
+ "Type": "Type",
+ "Age": "Age",
+ "Luck": "Luck",
+ "Drive": "Drive",
+ "Problem": "Problem",
+ "Pride": "Pride",
+ "Description": "Description",
+ "Favourite Song": "Favourite Song",
+ "Anchor": "Anchor",
+ "Relationships": "Relationships",
+ "PC": "PC",
+ "NPC": "NPC",
+ "Items": "Items",
+ "Bonus": "Bonus",
+ "Iconic Item": "Iconic Item",
+ "Hideout": "Hideout",
+ "Notes": "Notes",
+ "Reroll": "Reroll",
+ "Spend a point of luck, or take a condition": "Spend a point of luck, or take a condition"
+}
\ No newline at end of file
diff --git a/Tales from the Loop Official/translations/fr.json b/Tales from the Loop Official/translations/fr.json
new file mode 100644
index 0000000000..7c2b9604a1
--- /dev/null
+++ b/Tales from the Loop Official/translations/fr.json
@@ -0,0 +1,47 @@
+{
+ "Attributes": "Attributes",
+ "Body": "Body",
+ "Tech": "Tech",
+ "Heart": "Heart",
+ "Mind": "Mind",
+ "Conditions": "Conditions",
+ "Upset": "Upset",
+ "Scared": "Scared",
+ "Exhausted": "Exhausted",
+ "Injured": "Injured",
+ "Broken": "Broken",
+ "Skills": "Skills",
+ "Sneak (Body)": "Sneak (Body)",
+ "Force (Body)": "Force (Body)",
+ "Move (Body)": "Move (Body)",
+ "Tinker (Tech)": "Tinker (Tech)",
+ "Program (Tech)": "Program (Tech)",
+ "Calculate (Tech)": "Calculate (Tech)",
+ "Contact (Heart)": "Contact (Heart)",
+ "Charm (Heart)": "Charm (Heart)",
+ "Lead (Heart)": "Lead (Heart)",
+ "Investigate (Mind)": "Investigate (Mind)",
+ "Comprehend (Mind)": "Comprehend (Mind)",
+ "Empathize (Mind)": "Empathize (Mind)",
+ "Experience": "Experience",
+ "Name": "Name",
+ "Type": "Type",
+ "Age": "Age",
+ "Luck": "Luck",
+ "Drive": "Drive",
+ "Problem": "Problem",
+ "Pride": "Pride",
+ "Description": "Description",
+ "Favourite Song": "Favourite Song",
+ "Anchor": "Anchor",
+ "Relationships": "Relationships",
+ "PC": "PC",
+ "NPC": "NPC",
+ "Items": "Items",
+ "Bonus": "Bonus",
+ "Iconic Item": "Iconic Item",
+ "Hideout": "Hideout",
+ "Notes": "Notes",
+ "Reroll": "Reroll",
+ "Spend a point of luck, or take a condition": "Spend a point of luck, or take a condition"
+}
\ No newline at end of file
diff --git a/Tales from the Loop Official/translations/he.json b/Tales from the Loop Official/translations/he.json
new file mode 100644
index 0000000000..7c2b9604a1
--- /dev/null
+++ b/Tales from the Loop Official/translations/he.json
@@ -0,0 +1,47 @@
+{
+ "Attributes": "Attributes",
+ "Body": "Body",
+ "Tech": "Tech",
+ "Heart": "Heart",
+ "Mind": "Mind",
+ "Conditions": "Conditions",
+ "Upset": "Upset",
+ "Scared": "Scared",
+ "Exhausted": "Exhausted",
+ "Injured": "Injured",
+ "Broken": "Broken",
+ "Skills": "Skills",
+ "Sneak (Body)": "Sneak (Body)",
+ "Force (Body)": "Force (Body)",
+ "Move (Body)": "Move (Body)",
+ "Tinker (Tech)": "Tinker (Tech)",
+ "Program (Tech)": "Program (Tech)",
+ "Calculate (Tech)": "Calculate (Tech)",
+ "Contact (Heart)": "Contact (Heart)",
+ "Charm (Heart)": "Charm (Heart)",
+ "Lead (Heart)": "Lead (Heart)",
+ "Investigate (Mind)": "Investigate (Mind)",
+ "Comprehend (Mind)": "Comprehend (Mind)",
+ "Empathize (Mind)": "Empathize (Mind)",
+ "Experience": "Experience",
+ "Name": "Name",
+ "Type": "Type",
+ "Age": "Age",
+ "Luck": "Luck",
+ "Drive": "Drive",
+ "Problem": "Problem",
+ "Pride": "Pride",
+ "Description": "Description",
+ "Favourite Song": "Favourite Song",
+ "Anchor": "Anchor",
+ "Relationships": "Relationships",
+ "PC": "PC",
+ "NPC": "NPC",
+ "Items": "Items",
+ "Bonus": "Bonus",
+ "Iconic Item": "Iconic Item",
+ "Hideout": "Hideout",
+ "Notes": "Notes",
+ "Reroll": "Reroll",
+ "Spend a point of luck, or take a condition": "Spend a point of luck, or take a condition"
+}
\ No newline at end of file
diff --git a/Tales from the Loop Official/translations/it.json b/Tales from the Loop Official/translations/it.json
new file mode 100644
index 0000000000..7c2b9604a1
--- /dev/null
+++ b/Tales from the Loop Official/translations/it.json
@@ -0,0 +1,47 @@
+{
+ "Attributes": "Attributes",
+ "Body": "Body",
+ "Tech": "Tech",
+ "Heart": "Heart",
+ "Mind": "Mind",
+ "Conditions": "Conditions",
+ "Upset": "Upset",
+ "Scared": "Scared",
+ "Exhausted": "Exhausted",
+ "Injured": "Injured",
+ "Broken": "Broken",
+ "Skills": "Skills",
+ "Sneak (Body)": "Sneak (Body)",
+ "Force (Body)": "Force (Body)",
+ "Move (Body)": "Move (Body)",
+ "Tinker (Tech)": "Tinker (Tech)",
+ "Program (Tech)": "Program (Tech)",
+ "Calculate (Tech)": "Calculate (Tech)",
+ "Contact (Heart)": "Contact (Heart)",
+ "Charm (Heart)": "Charm (Heart)",
+ "Lead (Heart)": "Lead (Heart)",
+ "Investigate (Mind)": "Investigate (Mind)",
+ "Comprehend (Mind)": "Comprehend (Mind)",
+ "Empathize (Mind)": "Empathize (Mind)",
+ "Experience": "Experience",
+ "Name": "Name",
+ "Type": "Type",
+ "Age": "Age",
+ "Luck": "Luck",
+ "Drive": "Drive",
+ "Problem": "Problem",
+ "Pride": "Pride",
+ "Description": "Description",
+ "Favourite Song": "Favourite Song",
+ "Anchor": "Anchor",
+ "Relationships": "Relationships",
+ "PC": "PC",
+ "NPC": "NPC",
+ "Items": "Items",
+ "Bonus": "Bonus",
+ "Iconic Item": "Iconic Item",
+ "Hideout": "Hideout",
+ "Notes": "Notes",
+ "Reroll": "Reroll",
+ "Spend a point of luck, or take a condition": "Spend a point of luck, or take a condition"
+}
\ No newline at end of file
diff --git a/Tales from the Loop Official/translations/ja.json b/Tales from the Loop Official/translations/ja.json
new file mode 100644
index 0000000000..7c2b9604a1
--- /dev/null
+++ b/Tales from the Loop Official/translations/ja.json
@@ -0,0 +1,47 @@
+{
+ "Attributes": "Attributes",
+ "Body": "Body",
+ "Tech": "Tech",
+ "Heart": "Heart",
+ "Mind": "Mind",
+ "Conditions": "Conditions",
+ "Upset": "Upset",
+ "Scared": "Scared",
+ "Exhausted": "Exhausted",
+ "Injured": "Injured",
+ "Broken": "Broken",
+ "Skills": "Skills",
+ "Sneak (Body)": "Sneak (Body)",
+ "Force (Body)": "Force (Body)",
+ "Move (Body)": "Move (Body)",
+ "Tinker (Tech)": "Tinker (Tech)",
+ "Program (Tech)": "Program (Tech)",
+ "Calculate (Tech)": "Calculate (Tech)",
+ "Contact (Heart)": "Contact (Heart)",
+ "Charm (Heart)": "Charm (Heart)",
+ "Lead (Heart)": "Lead (Heart)",
+ "Investigate (Mind)": "Investigate (Mind)",
+ "Comprehend (Mind)": "Comprehend (Mind)",
+ "Empathize (Mind)": "Empathize (Mind)",
+ "Experience": "Experience",
+ "Name": "Name",
+ "Type": "Type",
+ "Age": "Age",
+ "Luck": "Luck",
+ "Drive": "Drive",
+ "Problem": "Problem",
+ "Pride": "Pride",
+ "Description": "Description",
+ "Favourite Song": "Favourite Song",
+ "Anchor": "Anchor",
+ "Relationships": "Relationships",
+ "PC": "PC",
+ "NPC": "NPC",
+ "Items": "Items",
+ "Bonus": "Bonus",
+ "Iconic Item": "Iconic Item",
+ "Hideout": "Hideout",
+ "Notes": "Notes",
+ "Reroll": "Reroll",
+ "Spend a point of luck, or take a condition": "Spend a point of luck, or take a condition"
+}
\ No newline at end of file
diff --git a/Tales from the Loop Official/translations/ko.json b/Tales from the Loop Official/translations/ko.json
new file mode 100644
index 0000000000..7c2b9604a1
--- /dev/null
+++ b/Tales from the Loop Official/translations/ko.json
@@ -0,0 +1,47 @@
+{
+ "Attributes": "Attributes",
+ "Body": "Body",
+ "Tech": "Tech",
+ "Heart": "Heart",
+ "Mind": "Mind",
+ "Conditions": "Conditions",
+ "Upset": "Upset",
+ "Scared": "Scared",
+ "Exhausted": "Exhausted",
+ "Injured": "Injured",
+ "Broken": "Broken",
+ "Skills": "Skills",
+ "Sneak (Body)": "Sneak (Body)",
+ "Force (Body)": "Force (Body)",
+ "Move (Body)": "Move (Body)",
+ "Tinker (Tech)": "Tinker (Tech)",
+ "Program (Tech)": "Program (Tech)",
+ "Calculate (Tech)": "Calculate (Tech)",
+ "Contact (Heart)": "Contact (Heart)",
+ "Charm (Heart)": "Charm (Heart)",
+ "Lead (Heart)": "Lead (Heart)",
+ "Investigate (Mind)": "Investigate (Mind)",
+ "Comprehend (Mind)": "Comprehend (Mind)",
+ "Empathize (Mind)": "Empathize (Mind)",
+ "Experience": "Experience",
+ "Name": "Name",
+ "Type": "Type",
+ "Age": "Age",
+ "Luck": "Luck",
+ "Drive": "Drive",
+ "Problem": "Problem",
+ "Pride": "Pride",
+ "Description": "Description",
+ "Favourite Song": "Favourite Song",
+ "Anchor": "Anchor",
+ "Relationships": "Relationships",
+ "PC": "PC",
+ "NPC": "NPC",
+ "Items": "Items",
+ "Bonus": "Bonus",
+ "Iconic Item": "Iconic Item",
+ "Hideout": "Hideout",
+ "Notes": "Notes",
+ "Reroll": "Reroll",
+ "Spend a point of luck, or take a condition": "Spend a point of luck, or take a condition"
+}
\ No newline at end of file
diff --git a/Tales from the Loop Official/translations/nl.json b/Tales from the Loop Official/translations/nl.json
new file mode 100644
index 0000000000..7c2b9604a1
--- /dev/null
+++ b/Tales from the Loop Official/translations/nl.json
@@ -0,0 +1,47 @@
+{
+ "Attributes": "Attributes",
+ "Body": "Body",
+ "Tech": "Tech",
+ "Heart": "Heart",
+ "Mind": "Mind",
+ "Conditions": "Conditions",
+ "Upset": "Upset",
+ "Scared": "Scared",
+ "Exhausted": "Exhausted",
+ "Injured": "Injured",
+ "Broken": "Broken",
+ "Skills": "Skills",
+ "Sneak (Body)": "Sneak (Body)",
+ "Force (Body)": "Force (Body)",
+ "Move (Body)": "Move (Body)",
+ "Tinker (Tech)": "Tinker (Tech)",
+ "Program (Tech)": "Program (Tech)",
+ "Calculate (Tech)": "Calculate (Tech)",
+ "Contact (Heart)": "Contact (Heart)",
+ "Charm (Heart)": "Charm (Heart)",
+ "Lead (Heart)": "Lead (Heart)",
+ "Investigate (Mind)": "Investigate (Mind)",
+ "Comprehend (Mind)": "Comprehend (Mind)",
+ "Empathize (Mind)": "Empathize (Mind)",
+ "Experience": "Experience",
+ "Name": "Name",
+ "Type": "Type",
+ "Age": "Age",
+ "Luck": "Luck",
+ "Drive": "Drive",
+ "Problem": "Problem",
+ "Pride": "Pride",
+ "Description": "Description",
+ "Favourite Song": "Favourite Song",
+ "Anchor": "Anchor",
+ "Relationships": "Relationships",
+ "PC": "PC",
+ "NPC": "NPC",
+ "Items": "Items",
+ "Bonus": "Bonus",
+ "Iconic Item": "Iconic Item",
+ "Hideout": "Hideout",
+ "Notes": "Notes",
+ "Reroll": "Reroll",
+ "Spend a point of luck, or take a condition": "Spend a point of luck, or take a condition"
+}
\ No newline at end of file
diff --git a/Tales from the Loop Official/translations/pl.json b/Tales from the Loop Official/translations/pl.json
new file mode 100644
index 0000000000..7c2b9604a1
--- /dev/null
+++ b/Tales from the Loop Official/translations/pl.json
@@ -0,0 +1,47 @@
+{
+ "Attributes": "Attributes",
+ "Body": "Body",
+ "Tech": "Tech",
+ "Heart": "Heart",
+ "Mind": "Mind",
+ "Conditions": "Conditions",
+ "Upset": "Upset",
+ "Scared": "Scared",
+ "Exhausted": "Exhausted",
+ "Injured": "Injured",
+ "Broken": "Broken",
+ "Skills": "Skills",
+ "Sneak (Body)": "Sneak (Body)",
+ "Force (Body)": "Force (Body)",
+ "Move (Body)": "Move (Body)",
+ "Tinker (Tech)": "Tinker (Tech)",
+ "Program (Tech)": "Program (Tech)",
+ "Calculate (Tech)": "Calculate (Tech)",
+ "Contact (Heart)": "Contact (Heart)",
+ "Charm (Heart)": "Charm (Heart)",
+ "Lead (Heart)": "Lead (Heart)",
+ "Investigate (Mind)": "Investigate (Mind)",
+ "Comprehend (Mind)": "Comprehend (Mind)",
+ "Empathize (Mind)": "Empathize (Mind)",
+ "Experience": "Experience",
+ "Name": "Name",
+ "Type": "Type",
+ "Age": "Age",
+ "Luck": "Luck",
+ "Drive": "Drive",
+ "Problem": "Problem",
+ "Pride": "Pride",
+ "Description": "Description",
+ "Favourite Song": "Favourite Song",
+ "Anchor": "Anchor",
+ "Relationships": "Relationships",
+ "PC": "PC",
+ "NPC": "NPC",
+ "Items": "Items",
+ "Bonus": "Bonus",
+ "Iconic Item": "Iconic Item",
+ "Hideout": "Hideout",
+ "Notes": "Notes",
+ "Reroll": "Reroll",
+ "Spend a point of luck, or take a condition": "Spend a point of luck, or take a condition"
+}
\ No newline at end of file
diff --git a/Tales from the Loop Official/translations/pt.json b/Tales from the Loop Official/translations/pt.json
new file mode 100644
index 0000000000..7c2b9604a1
--- /dev/null
+++ b/Tales from the Loop Official/translations/pt.json
@@ -0,0 +1,47 @@
+{
+ "Attributes": "Attributes",
+ "Body": "Body",
+ "Tech": "Tech",
+ "Heart": "Heart",
+ "Mind": "Mind",
+ "Conditions": "Conditions",
+ "Upset": "Upset",
+ "Scared": "Scared",
+ "Exhausted": "Exhausted",
+ "Injured": "Injured",
+ "Broken": "Broken",
+ "Skills": "Skills",
+ "Sneak (Body)": "Sneak (Body)",
+ "Force (Body)": "Force (Body)",
+ "Move (Body)": "Move (Body)",
+ "Tinker (Tech)": "Tinker (Tech)",
+ "Program (Tech)": "Program (Tech)",
+ "Calculate (Tech)": "Calculate (Tech)",
+ "Contact (Heart)": "Contact (Heart)",
+ "Charm (Heart)": "Charm (Heart)",
+ "Lead (Heart)": "Lead (Heart)",
+ "Investigate (Mind)": "Investigate (Mind)",
+ "Comprehend (Mind)": "Comprehend (Mind)",
+ "Empathize (Mind)": "Empathize (Mind)",
+ "Experience": "Experience",
+ "Name": "Name",
+ "Type": "Type",
+ "Age": "Age",
+ "Luck": "Luck",
+ "Drive": "Drive",
+ "Problem": "Problem",
+ "Pride": "Pride",
+ "Description": "Description",
+ "Favourite Song": "Favourite Song",
+ "Anchor": "Anchor",
+ "Relationships": "Relationships",
+ "PC": "PC",
+ "NPC": "NPC",
+ "Items": "Items",
+ "Bonus": "Bonus",
+ "Iconic Item": "Iconic Item",
+ "Hideout": "Hideout",
+ "Notes": "Notes",
+ "Reroll": "Reroll",
+ "Spend a point of luck, or take a condition": "Spend a point of luck, or take a condition"
+}
\ No newline at end of file
diff --git a/Tales from the Loop Official/translations/ru.json b/Tales from the Loop Official/translations/ru.json
new file mode 100644
index 0000000000..7c2b9604a1
--- /dev/null
+++ b/Tales from the Loop Official/translations/ru.json
@@ -0,0 +1,47 @@
+{
+ "Attributes": "Attributes",
+ "Body": "Body",
+ "Tech": "Tech",
+ "Heart": "Heart",
+ "Mind": "Mind",
+ "Conditions": "Conditions",
+ "Upset": "Upset",
+ "Scared": "Scared",
+ "Exhausted": "Exhausted",
+ "Injured": "Injured",
+ "Broken": "Broken",
+ "Skills": "Skills",
+ "Sneak (Body)": "Sneak (Body)",
+ "Force (Body)": "Force (Body)",
+ "Move (Body)": "Move (Body)",
+ "Tinker (Tech)": "Tinker (Tech)",
+ "Program (Tech)": "Program (Tech)",
+ "Calculate (Tech)": "Calculate (Tech)",
+ "Contact (Heart)": "Contact (Heart)",
+ "Charm (Heart)": "Charm (Heart)",
+ "Lead (Heart)": "Lead (Heart)",
+ "Investigate (Mind)": "Investigate (Mind)",
+ "Comprehend (Mind)": "Comprehend (Mind)",
+ "Empathize (Mind)": "Empathize (Mind)",
+ "Experience": "Experience",
+ "Name": "Name",
+ "Type": "Type",
+ "Age": "Age",
+ "Luck": "Luck",
+ "Drive": "Drive",
+ "Problem": "Problem",
+ "Pride": "Pride",
+ "Description": "Description",
+ "Favourite Song": "Favourite Song",
+ "Anchor": "Anchor",
+ "Relationships": "Relationships",
+ "PC": "PC",
+ "NPC": "NPC",
+ "Items": "Items",
+ "Bonus": "Bonus",
+ "Iconic Item": "Iconic Item",
+ "Hideout": "Hideout",
+ "Notes": "Notes",
+ "Reroll": "Reroll",
+ "Spend a point of luck, or take a condition": "Spend a point of luck, or take a condition"
+}
\ No newline at end of file
diff --git a/Tales from the Loop Official/translations/sv.json b/Tales from the Loop Official/translations/sv.json
new file mode 100644
index 0000000000..7c2b9604a1
--- /dev/null
+++ b/Tales from the Loop Official/translations/sv.json
@@ -0,0 +1,47 @@
+{
+ "Attributes": "Attributes",
+ "Body": "Body",
+ "Tech": "Tech",
+ "Heart": "Heart",
+ "Mind": "Mind",
+ "Conditions": "Conditions",
+ "Upset": "Upset",
+ "Scared": "Scared",
+ "Exhausted": "Exhausted",
+ "Injured": "Injured",
+ "Broken": "Broken",
+ "Skills": "Skills",
+ "Sneak (Body)": "Sneak (Body)",
+ "Force (Body)": "Force (Body)",
+ "Move (Body)": "Move (Body)",
+ "Tinker (Tech)": "Tinker (Tech)",
+ "Program (Tech)": "Program (Tech)",
+ "Calculate (Tech)": "Calculate (Tech)",
+ "Contact (Heart)": "Contact (Heart)",
+ "Charm (Heart)": "Charm (Heart)",
+ "Lead (Heart)": "Lead (Heart)",
+ "Investigate (Mind)": "Investigate (Mind)",
+ "Comprehend (Mind)": "Comprehend (Mind)",
+ "Empathize (Mind)": "Empathize (Mind)",
+ "Experience": "Experience",
+ "Name": "Name",
+ "Type": "Type",
+ "Age": "Age",
+ "Luck": "Luck",
+ "Drive": "Drive",
+ "Problem": "Problem",
+ "Pride": "Pride",
+ "Description": "Description",
+ "Favourite Song": "Favourite Song",
+ "Anchor": "Anchor",
+ "Relationships": "Relationships",
+ "PC": "PC",
+ "NPC": "NPC",
+ "Items": "Items",
+ "Bonus": "Bonus",
+ "Iconic Item": "Iconic Item",
+ "Hideout": "Hideout",
+ "Notes": "Notes",
+ "Reroll": "Reroll",
+ "Spend a point of luck, or take a condition": "Spend a point of luck, or take a condition"
+}
\ No newline at end of file
diff --git a/Tales from the Loop Official/translations/tr.json b/Tales from the Loop Official/translations/tr.json
new file mode 100644
index 0000000000..7c2b9604a1
--- /dev/null
+++ b/Tales from the Loop Official/translations/tr.json
@@ -0,0 +1,47 @@
+{
+ "Attributes": "Attributes",
+ "Body": "Body",
+ "Tech": "Tech",
+ "Heart": "Heart",
+ "Mind": "Mind",
+ "Conditions": "Conditions",
+ "Upset": "Upset",
+ "Scared": "Scared",
+ "Exhausted": "Exhausted",
+ "Injured": "Injured",
+ "Broken": "Broken",
+ "Skills": "Skills",
+ "Sneak (Body)": "Sneak (Body)",
+ "Force (Body)": "Force (Body)",
+ "Move (Body)": "Move (Body)",
+ "Tinker (Tech)": "Tinker (Tech)",
+ "Program (Tech)": "Program (Tech)",
+ "Calculate (Tech)": "Calculate (Tech)",
+ "Contact (Heart)": "Contact (Heart)",
+ "Charm (Heart)": "Charm (Heart)",
+ "Lead (Heart)": "Lead (Heart)",
+ "Investigate (Mind)": "Investigate (Mind)",
+ "Comprehend (Mind)": "Comprehend (Mind)",
+ "Empathize (Mind)": "Empathize (Mind)",
+ "Experience": "Experience",
+ "Name": "Name",
+ "Type": "Type",
+ "Age": "Age",
+ "Luck": "Luck",
+ "Drive": "Drive",
+ "Problem": "Problem",
+ "Pride": "Pride",
+ "Description": "Description",
+ "Favourite Song": "Favourite Song",
+ "Anchor": "Anchor",
+ "Relationships": "Relationships",
+ "PC": "PC",
+ "NPC": "NPC",
+ "Items": "Items",
+ "Bonus": "Bonus",
+ "Iconic Item": "Iconic Item",
+ "Hideout": "Hideout",
+ "Notes": "Notes",
+ "Reroll": "Reroll",
+ "Spend a point of luck, or take a condition": "Spend a point of luck, or take a condition"
+}
\ No newline at end of file
diff --git a/Tales from the Loop Official/translations/zh.json b/Tales from the Loop Official/translations/zh.json
new file mode 100644
index 0000000000..7c2b9604a1
--- /dev/null
+++ b/Tales from the Loop Official/translations/zh.json
@@ -0,0 +1,47 @@
+{
+ "Attributes": "Attributes",
+ "Body": "Body",
+ "Tech": "Tech",
+ "Heart": "Heart",
+ "Mind": "Mind",
+ "Conditions": "Conditions",
+ "Upset": "Upset",
+ "Scared": "Scared",
+ "Exhausted": "Exhausted",
+ "Injured": "Injured",
+ "Broken": "Broken",
+ "Skills": "Skills",
+ "Sneak (Body)": "Sneak (Body)",
+ "Force (Body)": "Force (Body)",
+ "Move (Body)": "Move (Body)",
+ "Tinker (Tech)": "Tinker (Tech)",
+ "Program (Tech)": "Program (Tech)",
+ "Calculate (Tech)": "Calculate (Tech)",
+ "Contact (Heart)": "Contact (Heart)",
+ "Charm (Heart)": "Charm (Heart)",
+ "Lead (Heart)": "Lead (Heart)",
+ "Investigate (Mind)": "Investigate (Mind)",
+ "Comprehend (Mind)": "Comprehend (Mind)",
+ "Empathize (Mind)": "Empathize (Mind)",
+ "Experience": "Experience",
+ "Name": "Name",
+ "Type": "Type",
+ "Age": "Age",
+ "Luck": "Luck",
+ "Drive": "Drive",
+ "Problem": "Problem",
+ "Pride": "Pride",
+ "Description": "Description",
+ "Favourite Song": "Favourite Song",
+ "Anchor": "Anchor",
+ "Relationships": "Relationships",
+ "PC": "PC",
+ "NPC": "NPC",
+ "Items": "Items",
+ "Bonus": "Bonus",
+ "Iconic Item": "Iconic Item",
+ "Hideout": "Hideout",
+ "Notes": "Notes",
+ "Reroll": "Reroll",
+ "Spend a point of luck, or take a condition": "Spend a point of luck, or take a condition"
+}
\ No newline at end of file
diff --git a/Tales from the Loop Official/translations/zu.json b/Tales from the Loop Official/translations/zu.json
new file mode 100644
index 0000000000..a23315fd2b
--- /dev/null
+++ b/Tales from the Loop Official/translations/zu.json
@@ -0,0 +1,47 @@
+{
+ "Attributes": "crwdns156770:0crwdne156770:0",
+ "Body": "crwdns156772:0crwdne156772:0",
+ "Tech": "crwdns156774:0crwdne156774:0",
+ "Heart": "crwdns156776:0crwdne156776:0",
+ "Mind": "crwdns156778:0crwdne156778:0",
+ "Conditions": "crwdns156780:0crwdne156780:0",
+ "Upset": "crwdns156782:0crwdne156782:0",
+ "Scared": "crwdns156784:0crwdne156784:0",
+ "Exhausted": "crwdns156786:0crwdne156786:0",
+ "Injured": "crwdns156788:0crwdne156788:0",
+ "Broken": "crwdns156790:0crwdne156790:0",
+ "Skills": "crwdns156792:0crwdne156792:0",
+ "Sneak (Body)": "crwdns156794:0crwdne156794:0",
+ "Force (Body)": "crwdns156796:0crwdne156796:0",
+ "Move (Body)": "crwdns156798:0crwdne156798:0",
+ "Tinker (Tech)": "crwdns156800:0crwdne156800:0",
+ "Program (Tech)": "crwdns156802:0crwdne156802:0",
+ "Calculate (Tech)": "crwdns156804:0crwdne156804:0",
+ "Contact (Heart)": "crwdns156806:0crwdne156806:0",
+ "Charm (Heart)": "crwdns156808:0crwdne156808:0",
+ "Lead (Heart)": "crwdns156810:0crwdne156810:0",
+ "Investigate (Mind)": "crwdns156812:0crwdne156812:0",
+ "Comprehend (Mind)": "crwdns156814:0crwdne156814:0",
+ "Empathize (Mind)": "crwdns156816:0crwdne156816:0",
+ "Experience": "crwdns156818:0crwdne156818:0",
+ "Name": "crwdns156820:0crwdne156820:0",
+ "Type": "crwdns156822:0crwdne156822:0",
+ "Age": "crwdns156824:0crwdne156824:0",
+ "Luck": "crwdns156826:0crwdne156826:0",
+ "Drive": "crwdns156828:0crwdne156828:0",
+ "Problem": "crwdns156830:0crwdne156830:0",
+ "Pride": "crwdns156832:0crwdne156832:0",
+ "Description": "crwdns156834:0crwdne156834:0",
+ "Favourite Song": "crwdns156836:0crwdne156836:0",
+ "Anchor": "crwdns156838:0crwdne156838:0",
+ "Relationships": "crwdns156840:0crwdne156840:0",
+ "PC": "crwdns156842:0crwdne156842:0",
+ "NPC": "crwdns156844:0crwdne156844:0",
+ "Items": "crwdns156846:0crwdne156846:0",
+ "Bonus": "crwdns156848:0crwdne156848:0",
+ "Iconic Item": "crwdns156850:0crwdne156850:0",
+ "Hideout": "crwdns156852:0crwdne156852:0",
+ "Notes": "crwdns156854:0crwdne156854:0",
+ "Reroll": "crwdns156856:0crwdne156856:0",
+ "Spend a point of luck, or take a condition": "crwdns156858:0crwdne156858:0"
+}
\ No newline at end of file
diff --git a/TheWitcher/translations/it.json b/TheWitcher/translations/it.json
index 071f34a853..681faff6f2 100644
--- a/TheWitcher/translations/it.json
+++ b/TheWitcher/translations/it.json
@@ -98,7 +98,7 @@
"trap-crafting-u": "COSTRUIRE TRAPPOLE*",
"courag-u": "CORAGGIO",
"hex-weaving-u": "GETTARE FATTURE*",
- "detailed-rol-u": "DETAILED ROLL",
+ "detailed-rol-u": "TIRO DETTAGLIATO",
"intimidatio-u": "INTIMIDIRE",
"spell-casting-u": "LANCIARE INCANTESIMI*",
"resist-magic-u": "RESISTERE ALLA MAGIA",
diff --git a/Torchbearer/translations/af.json b/Torchbearer/translations/af.json
index 78d8c5efd1..dd1b3e6cb5 100644
--- a/Torchbearer/translations/af.json
+++ b/Torchbearer/translations/af.json
@@ -61,6 +61,9 @@
"TraitUsedFor": "Used For",
"TraitUsedAgainst": "Used Against",
"TraitNamePlaceholder": "Name",
+ "TraitFirstLevelEffect": "1: +1D per session",
+ "TraitSecondLevelEffect": "2: +1D per roll",
+ "TraitThirdLevelEffect": "3: 1s on suc/tie roll",
"Abilities": "Abilities",
"RawAbilities": "Raw Abilities",
"Rating": "Rating",
@@ -137,5 +140,7 @@
"Memory": "Memory",
"SpellRulesPlaceholder": "Spell Rules",
"LevelRequirementsAndBenefits": "Level Requirements & Benefits",
- "LevelTitleAndBenefits": "Level Title & Benefits"
+ "LevelTitleAndBenefits": "Level Title & Benefits",
+ "GrindConditionsOrder": "The Grind",
+ "BeginnersLuck": "BL"
}
diff --git a/Torchbearer/translations/cs.json b/Torchbearer/translations/cs.json
index 78d8c5efd1..dd1b3e6cb5 100644
--- a/Torchbearer/translations/cs.json
+++ b/Torchbearer/translations/cs.json
@@ -61,6 +61,9 @@
"TraitUsedFor": "Used For",
"TraitUsedAgainst": "Used Against",
"TraitNamePlaceholder": "Name",
+ "TraitFirstLevelEffect": "1: +1D per session",
+ "TraitSecondLevelEffect": "2: +1D per roll",
+ "TraitThirdLevelEffect": "3: 1s on suc/tie roll",
"Abilities": "Abilities",
"RawAbilities": "Raw Abilities",
"Rating": "Rating",
@@ -137,5 +140,7 @@
"Memory": "Memory",
"SpellRulesPlaceholder": "Spell Rules",
"LevelRequirementsAndBenefits": "Level Requirements & Benefits",
- "LevelTitleAndBenefits": "Level Title & Benefits"
+ "LevelTitleAndBenefits": "Level Title & Benefits",
+ "GrindConditionsOrder": "The Grind",
+ "BeginnersLuck": "BL"
}
diff --git a/Torchbearer/translations/da.json b/Torchbearer/translations/da.json
index 78d8c5efd1..dd1b3e6cb5 100644
--- a/Torchbearer/translations/da.json
+++ b/Torchbearer/translations/da.json
@@ -61,6 +61,9 @@
"TraitUsedFor": "Used For",
"TraitUsedAgainst": "Used Against",
"TraitNamePlaceholder": "Name",
+ "TraitFirstLevelEffect": "1: +1D per session",
+ "TraitSecondLevelEffect": "2: +1D per roll",
+ "TraitThirdLevelEffect": "3: 1s on suc/tie roll",
"Abilities": "Abilities",
"RawAbilities": "Raw Abilities",
"Rating": "Rating",
@@ -137,5 +140,7 @@
"Memory": "Memory",
"SpellRulesPlaceholder": "Spell Rules",
"LevelRequirementsAndBenefits": "Level Requirements & Benefits",
- "LevelTitleAndBenefits": "Level Title & Benefits"
+ "LevelTitleAndBenefits": "Level Title & Benefits",
+ "GrindConditionsOrder": "The Grind",
+ "BeginnersLuck": "BL"
}
diff --git a/Torchbearer/translations/de.json b/Torchbearer/translations/de.json
index 78d8c5efd1..dd1b3e6cb5 100644
--- a/Torchbearer/translations/de.json
+++ b/Torchbearer/translations/de.json
@@ -61,6 +61,9 @@
"TraitUsedFor": "Used For",
"TraitUsedAgainst": "Used Against",
"TraitNamePlaceholder": "Name",
+ "TraitFirstLevelEffect": "1: +1D per session",
+ "TraitSecondLevelEffect": "2: +1D per roll",
+ "TraitThirdLevelEffect": "3: 1s on suc/tie roll",
"Abilities": "Abilities",
"RawAbilities": "Raw Abilities",
"Rating": "Rating",
@@ -137,5 +140,7 @@
"Memory": "Memory",
"SpellRulesPlaceholder": "Spell Rules",
"LevelRequirementsAndBenefits": "Level Requirements & Benefits",
- "LevelTitleAndBenefits": "Level Title & Benefits"
+ "LevelTitleAndBenefits": "Level Title & Benefits",
+ "GrindConditionsOrder": "The Grind",
+ "BeginnersLuck": "BL"
}
diff --git a/Torchbearer/translations/el.json b/Torchbearer/translations/el.json
index 78d8c5efd1..dd1b3e6cb5 100644
--- a/Torchbearer/translations/el.json
+++ b/Torchbearer/translations/el.json
@@ -61,6 +61,9 @@
"TraitUsedFor": "Used For",
"TraitUsedAgainst": "Used Against",
"TraitNamePlaceholder": "Name",
+ "TraitFirstLevelEffect": "1: +1D per session",
+ "TraitSecondLevelEffect": "2: +1D per roll",
+ "TraitThirdLevelEffect": "3: 1s on suc/tie roll",
"Abilities": "Abilities",
"RawAbilities": "Raw Abilities",
"Rating": "Rating",
@@ -137,5 +140,7 @@
"Memory": "Memory",
"SpellRulesPlaceholder": "Spell Rules",
"LevelRequirementsAndBenefits": "Level Requirements & Benefits",
- "LevelTitleAndBenefits": "Level Title & Benefits"
+ "LevelTitleAndBenefits": "Level Title & Benefits",
+ "GrindConditionsOrder": "The Grind",
+ "BeginnersLuck": "BL"
}
diff --git a/Torchbearer/translations/en.json b/Torchbearer/translations/en.json
index 78d8c5efd1..dd1b3e6cb5 100644
--- a/Torchbearer/translations/en.json
+++ b/Torchbearer/translations/en.json
@@ -61,6 +61,9 @@
"TraitUsedFor": "Used For",
"TraitUsedAgainst": "Used Against",
"TraitNamePlaceholder": "Name",
+ "TraitFirstLevelEffect": "1: +1D per session",
+ "TraitSecondLevelEffect": "2: +1D per roll",
+ "TraitThirdLevelEffect": "3: 1s on suc/tie roll",
"Abilities": "Abilities",
"RawAbilities": "Raw Abilities",
"Rating": "Rating",
@@ -137,5 +140,7 @@
"Memory": "Memory",
"SpellRulesPlaceholder": "Spell Rules",
"LevelRequirementsAndBenefits": "Level Requirements & Benefits",
- "LevelTitleAndBenefits": "Level Title & Benefits"
+ "LevelTitleAndBenefits": "Level Title & Benefits",
+ "GrindConditionsOrder": "The Grind",
+ "BeginnersLuck": "BL"
}
diff --git a/Torchbearer/translations/es.json b/Torchbearer/translations/es.json
index 78d8c5efd1..dd1b3e6cb5 100644
--- a/Torchbearer/translations/es.json
+++ b/Torchbearer/translations/es.json
@@ -61,6 +61,9 @@
"TraitUsedFor": "Used For",
"TraitUsedAgainst": "Used Against",
"TraitNamePlaceholder": "Name",
+ "TraitFirstLevelEffect": "1: +1D per session",
+ "TraitSecondLevelEffect": "2: +1D per roll",
+ "TraitThirdLevelEffect": "3: 1s on suc/tie roll",
"Abilities": "Abilities",
"RawAbilities": "Raw Abilities",
"Rating": "Rating",
@@ -137,5 +140,7 @@
"Memory": "Memory",
"SpellRulesPlaceholder": "Spell Rules",
"LevelRequirementsAndBenefits": "Level Requirements & Benefits",
- "LevelTitleAndBenefits": "Level Title & Benefits"
+ "LevelTitleAndBenefits": "Level Title & Benefits",
+ "GrindConditionsOrder": "The Grind",
+ "BeginnersLuck": "BL"
}
diff --git a/Torchbearer/translations/fr.json b/Torchbearer/translations/fr.json
index 78d8c5efd1..dd1b3e6cb5 100644
--- a/Torchbearer/translations/fr.json
+++ b/Torchbearer/translations/fr.json
@@ -61,6 +61,9 @@
"TraitUsedFor": "Used For",
"TraitUsedAgainst": "Used Against",
"TraitNamePlaceholder": "Name",
+ "TraitFirstLevelEffect": "1: +1D per session",
+ "TraitSecondLevelEffect": "2: +1D per roll",
+ "TraitThirdLevelEffect": "3: 1s on suc/tie roll",
"Abilities": "Abilities",
"RawAbilities": "Raw Abilities",
"Rating": "Rating",
@@ -137,5 +140,7 @@
"Memory": "Memory",
"SpellRulesPlaceholder": "Spell Rules",
"LevelRequirementsAndBenefits": "Level Requirements & Benefits",
- "LevelTitleAndBenefits": "Level Title & Benefits"
+ "LevelTitleAndBenefits": "Level Title & Benefits",
+ "GrindConditionsOrder": "The Grind",
+ "BeginnersLuck": "BL"
}
diff --git a/Torchbearer/translations/he.json b/Torchbearer/translations/he.json
index 78d8c5efd1..dd1b3e6cb5 100644
--- a/Torchbearer/translations/he.json
+++ b/Torchbearer/translations/he.json
@@ -61,6 +61,9 @@
"TraitUsedFor": "Used For",
"TraitUsedAgainst": "Used Against",
"TraitNamePlaceholder": "Name",
+ "TraitFirstLevelEffect": "1: +1D per session",
+ "TraitSecondLevelEffect": "2: +1D per roll",
+ "TraitThirdLevelEffect": "3: 1s on suc/tie roll",
"Abilities": "Abilities",
"RawAbilities": "Raw Abilities",
"Rating": "Rating",
@@ -137,5 +140,7 @@
"Memory": "Memory",
"SpellRulesPlaceholder": "Spell Rules",
"LevelRequirementsAndBenefits": "Level Requirements & Benefits",
- "LevelTitleAndBenefits": "Level Title & Benefits"
+ "LevelTitleAndBenefits": "Level Title & Benefits",
+ "GrindConditionsOrder": "The Grind",
+ "BeginnersLuck": "BL"
}
diff --git a/Torchbearer/translations/it.json b/Torchbearer/translations/it.json
index 78d8c5efd1..dd1b3e6cb5 100644
--- a/Torchbearer/translations/it.json
+++ b/Torchbearer/translations/it.json
@@ -61,6 +61,9 @@
"TraitUsedFor": "Used For",
"TraitUsedAgainst": "Used Against",
"TraitNamePlaceholder": "Name",
+ "TraitFirstLevelEffect": "1: +1D per session",
+ "TraitSecondLevelEffect": "2: +1D per roll",
+ "TraitThirdLevelEffect": "3: 1s on suc/tie roll",
"Abilities": "Abilities",
"RawAbilities": "Raw Abilities",
"Rating": "Rating",
@@ -137,5 +140,7 @@
"Memory": "Memory",
"SpellRulesPlaceholder": "Spell Rules",
"LevelRequirementsAndBenefits": "Level Requirements & Benefits",
- "LevelTitleAndBenefits": "Level Title & Benefits"
+ "LevelTitleAndBenefits": "Level Title & Benefits",
+ "GrindConditionsOrder": "The Grind",
+ "BeginnersLuck": "BL"
}
diff --git a/Torchbearer/translations/ja.json b/Torchbearer/translations/ja.json
index 78d8c5efd1..dd1b3e6cb5 100644
--- a/Torchbearer/translations/ja.json
+++ b/Torchbearer/translations/ja.json
@@ -61,6 +61,9 @@
"TraitUsedFor": "Used For",
"TraitUsedAgainst": "Used Against",
"TraitNamePlaceholder": "Name",
+ "TraitFirstLevelEffect": "1: +1D per session",
+ "TraitSecondLevelEffect": "2: +1D per roll",
+ "TraitThirdLevelEffect": "3: 1s on suc/tie roll",
"Abilities": "Abilities",
"RawAbilities": "Raw Abilities",
"Rating": "Rating",
@@ -137,5 +140,7 @@
"Memory": "Memory",
"SpellRulesPlaceholder": "Spell Rules",
"LevelRequirementsAndBenefits": "Level Requirements & Benefits",
- "LevelTitleAndBenefits": "Level Title & Benefits"
+ "LevelTitleAndBenefits": "Level Title & Benefits",
+ "GrindConditionsOrder": "The Grind",
+ "BeginnersLuck": "BL"
}
diff --git a/Torchbearer/translations/ko.json b/Torchbearer/translations/ko.json
index 78d8c5efd1..dd1b3e6cb5 100644
--- a/Torchbearer/translations/ko.json
+++ b/Torchbearer/translations/ko.json
@@ -61,6 +61,9 @@
"TraitUsedFor": "Used For",
"TraitUsedAgainst": "Used Against",
"TraitNamePlaceholder": "Name",
+ "TraitFirstLevelEffect": "1: +1D per session",
+ "TraitSecondLevelEffect": "2: +1D per roll",
+ "TraitThirdLevelEffect": "3: 1s on suc/tie roll",
"Abilities": "Abilities",
"RawAbilities": "Raw Abilities",
"Rating": "Rating",
@@ -137,5 +140,7 @@
"Memory": "Memory",
"SpellRulesPlaceholder": "Spell Rules",
"LevelRequirementsAndBenefits": "Level Requirements & Benefits",
- "LevelTitleAndBenefits": "Level Title & Benefits"
+ "LevelTitleAndBenefits": "Level Title & Benefits",
+ "GrindConditionsOrder": "The Grind",
+ "BeginnersLuck": "BL"
}
diff --git a/Torchbearer/translations/nl.json b/Torchbearer/translations/nl.json
index 78d8c5efd1..dd1b3e6cb5 100644
--- a/Torchbearer/translations/nl.json
+++ b/Torchbearer/translations/nl.json
@@ -61,6 +61,9 @@
"TraitUsedFor": "Used For",
"TraitUsedAgainst": "Used Against",
"TraitNamePlaceholder": "Name",
+ "TraitFirstLevelEffect": "1: +1D per session",
+ "TraitSecondLevelEffect": "2: +1D per roll",
+ "TraitThirdLevelEffect": "3: 1s on suc/tie roll",
"Abilities": "Abilities",
"RawAbilities": "Raw Abilities",
"Rating": "Rating",
@@ -137,5 +140,7 @@
"Memory": "Memory",
"SpellRulesPlaceholder": "Spell Rules",
"LevelRequirementsAndBenefits": "Level Requirements & Benefits",
- "LevelTitleAndBenefits": "Level Title & Benefits"
+ "LevelTitleAndBenefits": "Level Title & Benefits",
+ "GrindConditionsOrder": "The Grind",
+ "BeginnersLuck": "BL"
}
diff --git a/Torchbearer/translations/pl.json b/Torchbearer/translations/pl.json
index 78d8c5efd1..dd1b3e6cb5 100644
--- a/Torchbearer/translations/pl.json
+++ b/Torchbearer/translations/pl.json
@@ -61,6 +61,9 @@
"TraitUsedFor": "Used For",
"TraitUsedAgainst": "Used Against",
"TraitNamePlaceholder": "Name",
+ "TraitFirstLevelEffect": "1: +1D per session",
+ "TraitSecondLevelEffect": "2: +1D per roll",
+ "TraitThirdLevelEffect": "3: 1s on suc/tie roll",
"Abilities": "Abilities",
"RawAbilities": "Raw Abilities",
"Rating": "Rating",
@@ -137,5 +140,7 @@
"Memory": "Memory",
"SpellRulesPlaceholder": "Spell Rules",
"LevelRequirementsAndBenefits": "Level Requirements & Benefits",
- "LevelTitleAndBenefits": "Level Title & Benefits"
+ "LevelTitleAndBenefits": "Level Title & Benefits",
+ "GrindConditionsOrder": "The Grind",
+ "BeginnersLuck": "BL"
}
diff --git a/Torchbearer/translations/pt.json b/Torchbearer/translations/pt.json
index 78d8c5efd1..dd1b3e6cb5 100644
--- a/Torchbearer/translations/pt.json
+++ b/Torchbearer/translations/pt.json
@@ -61,6 +61,9 @@
"TraitUsedFor": "Used For",
"TraitUsedAgainst": "Used Against",
"TraitNamePlaceholder": "Name",
+ "TraitFirstLevelEffect": "1: +1D per session",
+ "TraitSecondLevelEffect": "2: +1D per roll",
+ "TraitThirdLevelEffect": "3: 1s on suc/tie roll",
"Abilities": "Abilities",
"RawAbilities": "Raw Abilities",
"Rating": "Rating",
@@ -137,5 +140,7 @@
"Memory": "Memory",
"SpellRulesPlaceholder": "Spell Rules",
"LevelRequirementsAndBenefits": "Level Requirements & Benefits",
- "LevelTitleAndBenefits": "Level Title & Benefits"
+ "LevelTitleAndBenefits": "Level Title & Benefits",
+ "GrindConditionsOrder": "The Grind",
+ "BeginnersLuck": "BL"
}
diff --git a/Torchbearer/translations/ru.json b/Torchbearer/translations/ru.json
index 8061f0ccf4..9538f6b667 100644
--- a/Torchbearer/translations/ru.json
+++ b/Torchbearer/translations/ru.json
@@ -61,6 +61,9 @@
"TraitUsedFor": "Использовать для помощи",
"TraitUsedAgainst": "Проверочные баллы",
"TraitNamePlaceholder": "Название",
+ "TraitFirstLevelEffect": "1: +1D per session",
+ "TraitSecondLevelEffect": "2: +1D per roll",
+ "TraitThirdLevelEffect": "3: 1s on suc/tie roll",
"Abilities": "Способности",
"RawAbilities": "Основные Способности",
"Rating": "Рейтинг",
@@ -138,6 +141,6 @@
"SpellRulesPlaceholder": "Правила для заклинания",
"LevelRequirementsAndBenefits": "Требования и Преимущества Уровней",
"LevelTitleAndBenefits": "Титул уровня и прочие преимущества",
- "GrindConditionsOrder":"Жернова",
- "BeginnersLuck":"НВ!"
+ "GrindConditionsOrder": "Жернова",
+ "BeginnersLuck": "НВ!"
}
diff --git a/Torchbearer/translations/sv.json b/Torchbearer/translations/sv.json
index 78d8c5efd1..dd1b3e6cb5 100644
--- a/Torchbearer/translations/sv.json
+++ b/Torchbearer/translations/sv.json
@@ -61,6 +61,9 @@
"TraitUsedFor": "Used For",
"TraitUsedAgainst": "Used Against",
"TraitNamePlaceholder": "Name",
+ "TraitFirstLevelEffect": "1: +1D per session",
+ "TraitSecondLevelEffect": "2: +1D per roll",
+ "TraitThirdLevelEffect": "3: 1s on suc/tie roll",
"Abilities": "Abilities",
"RawAbilities": "Raw Abilities",
"Rating": "Rating",
@@ -137,5 +140,7 @@
"Memory": "Memory",
"SpellRulesPlaceholder": "Spell Rules",
"LevelRequirementsAndBenefits": "Level Requirements & Benefits",
- "LevelTitleAndBenefits": "Level Title & Benefits"
+ "LevelTitleAndBenefits": "Level Title & Benefits",
+ "GrindConditionsOrder": "The Grind",
+ "BeginnersLuck": "BL"
}
diff --git a/Torchbearer/translations/tr.json b/Torchbearer/translations/tr.json
index 78d8c5efd1..dd1b3e6cb5 100644
--- a/Torchbearer/translations/tr.json
+++ b/Torchbearer/translations/tr.json
@@ -61,6 +61,9 @@
"TraitUsedFor": "Used For",
"TraitUsedAgainst": "Used Against",
"TraitNamePlaceholder": "Name",
+ "TraitFirstLevelEffect": "1: +1D per session",
+ "TraitSecondLevelEffect": "2: +1D per roll",
+ "TraitThirdLevelEffect": "3: 1s on suc/tie roll",
"Abilities": "Abilities",
"RawAbilities": "Raw Abilities",
"Rating": "Rating",
@@ -137,5 +140,7 @@
"Memory": "Memory",
"SpellRulesPlaceholder": "Spell Rules",
"LevelRequirementsAndBenefits": "Level Requirements & Benefits",
- "LevelTitleAndBenefits": "Level Title & Benefits"
+ "LevelTitleAndBenefits": "Level Title & Benefits",
+ "GrindConditionsOrder": "The Grind",
+ "BeginnersLuck": "BL"
}
diff --git a/Torchbearer/translations/zh.json b/Torchbearer/translations/zh.json
index 78d8c5efd1..dd1b3e6cb5 100644
--- a/Torchbearer/translations/zh.json
+++ b/Torchbearer/translations/zh.json
@@ -61,6 +61,9 @@
"TraitUsedFor": "Used For",
"TraitUsedAgainst": "Used Against",
"TraitNamePlaceholder": "Name",
+ "TraitFirstLevelEffect": "1: +1D per session",
+ "TraitSecondLevelEffect": "2: +1D per roll",
+ "TraitThirdLevelEffect": "3: 1s on suc/tie roll",
"Abilities": "Abilities",
"RawAbilities": "Raw Abilities",
"Rating": "Rating",
@@ -137,5 +140,7 @@
"Memory": "Memory",
"SpellRulesPlaceholder": "Spell Rules",
"LevelRequirementsAndBenefits": "Level Requirements & Benefits",
- "LevelTitleAndBenefits": "Level Title & Benefits"
+ "LevelTitleAndBenefits": "Level Title & Benefits",
+ "GrindConditionsOrder": "The Grind",
+ "BeginnersLuck": "BL"
}
diff --git a/Torchbearer/translations/zu.json b/Torchbearer/translations/zu.json
index 4735baeaf3..dcd143d453 100644
--- a/Torchbearer/translations/zu.json
+++ b/Torchbearer/translations/zu.json
@@ -61,6 +61,9 @@
"TraitUsedFor": "crwdns149426:0crwdne149426:0",
"TraitUsedAgainst": "crwdns149428:0crwdne149428:0",
"TraitNamePlaceholder": "crwdns149430:0crwdne149430:0",
+ "TraitFirstLevelEffect": "crwdns158796:0crwdne158796:0",
+ "TraitSecondLevelEffect": "crwdns158798:0crwdne158798:0",
+ "TraitThirdLevelEffect": "crwdns158800:0crwdne158800:0",
"Abilities": "crwdns149432:0crwdne149432:0",
"RawAbilities": "crwdns149434:0crwdne149434:0",
"Rating": "crwdns149436:0crwdne149436:0",
@@ -137,5 +140,7 @@
"Memory": "crwdns149578:0crwdne149578:0",
"SpellRulesPlaceholder": "crwdns149580:0crwdne149580:0",
"LevelRequirementsAndBenefits": "crwdns149582:0crwdne149582:0",
- "LevelTitleAndBenefits": "crwdns149584:0crwdne149584:0"
+ "LevelTitleAndBenefits": "crwdns149584:0crwdne149584:0",
+ "GrindConditionsOrder": "crwdns158802:0crwdne158802:0",
+ "BeginnersLuck": "crwdns158804:0crwdne158804:0"
}