diff --git a/Rhapsody of Blood/RhapsodyOfBloodRoll20sheets.html b/Rhapsody of Blood/RhapsodyOfBloodRoll20sheets.html index 7d5aafa62e..58620e1805 100644 --- a/Rhapsody of Blood/RhapsodyOfBloodRoll20sheets.html +++ b/Rhapsody of Blood/RhapsodyOfBloodRoll20sheets.html @@ -1,5613 +1,5613 @@ -
-One bloodline’s legends taught you how to be heroes. Set - your pact with them to 1. You say what legend you’ve heard, they say what secret failure the - legend left out.
-One bloodline hunted you as monsters before you forged a - treaty. Set your pact each other to 1. You say how you proved your humanity, they - say how they made amends.
-You saved another bloodline from falling to darkness. Set - your pact with them to 1. They say what dark temptation was twisting them into servants of - the castle; you say what you did to redeem them.
-You split the fabulous wealth you found with another - bloodline. Gain 1 pact on them. They say what they used the wealth for; you say - how entropy and betrayal robbed them of it.
-You taught another bloodline how to use the - castle’s power safely. Gain 1 pact on them. They - say what the ritual allows them to do; you say what it costs them instead of their souls. -
-One bloodline taught you how to fit in with the rest of - society. Set your pact with them to 1. You say what social expectation they - taught you. They say how it has changed since.
-One bloodline goes to you for prophecies and omens. Raise your pact - with them by 1. They say what fate you saved them from. You say what ill fortune you haven’t told them - about yet.
-One bloodline told you about current events… to them. Raise your pact - with them by 1. They say how this event is significant now. You say why it doesn’t matter in the future. -
-You prize heroism and valour. At the end of each play session, - pick the explorer whose heroism most impressed you and raise their pact with your bloodline by - 1.
-While at one of your camps, members of other bloodlines can - spend 1-pact to gain a weapon from your stores. Give it two perks and a flaw, and describe its - history.
-You prize integrity and sacrifice. At the end of each play - session, pick the explorer whose mercy most impressed you and raise their bloodline’s pact with - you by 1.
-While at one of your camps, other bloodlines can spend 1-pact - to transfer a point of contamination to a member of your bloodline. Say how the recipient is - further twisted.
-You prize self-sacrifice. At the end of each play session, pick - the explorer who risked the most to help others and raise their bloodline’s pact with you by 1. -
-While at one of your camps, other bloodlines can spend 1-pact - on you to take a Relic from your stores. Describe it, and suggest how it came to be owned by - your order.
-You prize entrepreneurship. At the end of each play session, - pick the explorer who most increased their wealth or power and raise their bloodline’s pact with - you by 1.
-While at one of your camps, other bloodlines can spend 1-pact - on you to get access to more luxurious supplies, giving them advantage on Shelter until they - return to a safe camp.
-You prize arcane insight. At the end of each session, pick the - explorer who wielded the most supernatural power and raise their pact with your bloodline by 1. -
-While at one of your camps, other bloodlines can spend 1 pact - on you to get an item of power from your stores. They can destroy it to cast a spell as per - Drink Deep.
-You prize the natural order. At the end of each session, pick the - explorer who went out of their way to destroy the castle, and raise their - pact with your bloodline by 1.
-While at one of your camps, members of other bloodlines can spend 1-pact - to gain an animal companion. While the animal is alive, they share one of your explorer’s moves.
-You prize the struggle against Fate. At the end of each session, pick the - explorer who had the worst luck and yet prevailed against it, and raise their pact with your bloodline by 1. -
-While at one of your camps, other bloodlines can spend 1-pact on you to - get a glimpse of what might kill them. They hold 1. They may spend that hold to declare that this is the - vision that they saw, and gain advantage on the roll. On a miss, they cannot avoid the noose: they die.
-You prize the preservation of the future. At the end of each session, - pick the explorer who was most interested in events to come and raise their pact with your bloodline by 1. -
-While at one of your camps, members of other bloodlines can spend 1-pact - to gain a strange, yet useful device. They hold 2. They may spend hold 1-for-1 to ask any question in the - See Clear list.
-Pick two:
-When your explorer confronts the Regent, roll - +Swords. On a 7-9 pick 1, on a 10+ pick 2:
-When your explorer would inflict the killing blow on - an Acolyte, they may stay their hand. If you do, roll - +Chalices. On a 7-9 pick 1 they get enough control to tell you: -
-They then retreat into the maze-like corridors of the - castle.
-On a 10+ they gain enough control to change sides and work alongside you, though - they cannot act directly against the Regent.
-When you call on your reputation in a community that knows your - legend, roll +Chalices on Reinforcements instead of - +Coins.
-There’s a particular fighting style passed down your bloodline through training, - genetics, or mystical empowerment. Pick one:
-Your bloodline has a tenacity that lets them cheat death so long as they have something to fight - for. All of your explorers start with +1 Armour. Whenever they take a blow for another - explorer, they can refresh the Armour box
-Pick two:
-All your explorers bear the curse of the castle, starts with a Blood - Move; when using it, you may choose to take 1 harm instead of marking - contamination.
-When you make an explorer, choose one:
-Human society may recoil from you, but that doesn’t mean you’re powerless. If you intimidate people into helping you or appeal to their baser - urges, roll +Swords on Reinforcements instead of +Coins. -
-When you send your bloodline members to blend in with the castle’s denizens, roll +Wands. On a 7-9 - hold one, on a 10+ hold three. Spend the hold 1-for-1 to get them to:
-Add the following option to Resist Doom:
-When they use this, the denizens become their loyal servants. - When they fight alongside you, your attacks gain the cleave tag. When you send them to act - independently of you, the GM will decide how well they do. When you take Harm, you can choose to - have the denizens be destroyed instead.
-Pick two:
-You are vigilant protectors of the mundane. When an - Acolyte ventures out to attack the mortal world, your explorer can - spend 1 Travel the Labyrinth hold to immediately intervene and confront them. -
-So long as your camps maintain a constant vigil of - prayer, they will not come under attack.
-When your explorer attempts to manifest this - shield, roll +Sulphur. On a hit, radiant light - prevents creatures of the castle from coming - within a few metres of you. On a 7-9 pick two, on a 10+ pick one:
-When an explorer on the verge of death is brought back - to one of your camps, roll +Chalices. On a 7-9 the - deadly wound is stepped down to a major wound; on a 10+ it's gone entirely. On a - 6- their soul gutters out entirely, replaced by something dark: they'll die and - become an undead Acolyte, unless 1 Relic is sacrificed to stop it.
-When you Resist Doom, your explorer can - sacrifice some of their lifespan to channel greater power. You may substitute a - minor wound for 1 relic, a major wound for 2 relics, or a deadly wound for 3 - relics.
-You can concentrate the castle's corruption in one - part of an explorer's body. Actions using the body part have advantage, but the - explorer marks an additional point every time they mark - contamination. Amputating the node of corruption deals the explorer a - major wound, and they lose a point of Blood and a Blood Gift. The removed body - part counts as 1 relic.
-Pick two:
-The strange by-products of the castle's intrusion - into our reality retain their power, if you let them feed from you. When - you would spend a relic, you may mark contamination to keep - it in your bloodline's - stocks.
-Your bloodline's resources are devoted to the creation of new weapons to be used - against darkness. Once a generation, you can gain one of these weapons for your - struggle.
-When your scholars bring their most recent creation to - your camp, roll +Coins. On a 7-9 pick one, on a 10+ - pick two:
-Your explorer has a skilled companion to back them up in the castle. - Pick one when you make your explorer: -
-When you shower luxury on a party of explorers, - you may roll +Coins to give them Rest & - Relaxation.
-Your contacts stand ready to support your war against evil. When you - roll a 7+ on ReinIronments, you may - pick one extra option.
-Pick two:
-When you warp space to move explorers between two safe - camps, roll +Wands. On a hit, they make the journey - successfully; on a 7-9, pick one:
-While at your safe camps, any explorer can archive a spell (learned via Drink Deep) and receive a Relic in return. At - any later point anyone can spend a Relic to learn a spell from the archive. - Choose two spells to have in your archive already:
-When you roll 10+ on Resist Doom, your ritual - lingers providing active opposition to the Regent. The next time their clock - would tick down, it's stopped from doing so.
-You have learned how to turn the castle's - burgeoning power towards your own ends. Whenever the - Regent's clock ticks down, gain a Relic.
-When your explorer dissects a defeated Acolyte, gain 1-organ. With a few minutes - of preparation, they may spend 1-organ to:
-Pick two:
-You can communicate with trees and other flora. When you seek Shelter - near a tree, you may treat it as a contact of your choice.
-When you claim a Forward Base, you may mark contamination to reduce the Regent’s Clock by 1.
-When you have access to natural herbs and poultices, choose one - more option from Rest and Relaxation, even on a miss.
-You can tell what is wrong with the world by looking at the moon. At the - beginning of a generation, the GM will tell you if there are any Acolytes that speed the - world’s blight, what blight they bring, and on what ticks.
-Your explorers can mark a second Minor Wound.
-Pick two:
-When you use Rest and Relaxation, you may spend 1 Relic to pick - an additional option from the list.
-When you Resist Doom, you add the following option to the list: -
-When your explorer rolls a miss, hold 1. Spend that hold to gain - advantage on a roll.
-When you sell your fortune-telling services while calling for - Reinforcements, you always get 1 Relic in addition to any other choice.
-Pick two:
-You have effective means of long-distance communication. Your explorer and their allies can - communicate with each other through great distances without having to Summon Aid.
-When you call for Reinforcements, add the following to the list: -
-Exactly once, when Darkness Falls, you may declare that you have - a final solution. Negate the effects of Darkness Falling, but it will cost you a fragment of your - souls. Your future characters start at Blood 1, as if you had left the - castle without claiming the grail and with Blood 4+.
-When you Resist Doom by replacing occult resources and ceremonial - paraphernalia with technological baubles and devices, roll +Swords instead - of +Wands.
-When you claim a Forward Base, you may spend 1 Relic to install - hidden cameras that will warn you when the base is about to come under attack.
-Pick two:
-When your explorer finds Shelter in the - castle, they can inspire the others with tales of selfless - heroism. The next time their allies would mark contamination - while trying to aid or protect another explorer, they ignore it.
-When your explorer finds Shelter in the - castle, they can use the power of the blood to push back - death. Anyone in the party can mark contamination to heal 1d6 - Harm.
-When your explorer finds Shelter in the - castle, they may lead the group in prayer. They each hold - 1: spend it to miraculously avoid a curse, spell or mystical attack.
-When your explorer finds Shelter in the - castle, they may upgrade and reinforce their party's gear. - They each hold 1: spend it to get fleeting advantage on Strike or Confront.
-When your explorer finds Shelter in the - castle, they may lead the group in a ritual of controlled - corruption. Each explorer may transfer 1 point of contamination to another explorer, with - that explorer's consent.
-When your explorer finds Shelter in the - castle, they cleanse the area of the castle’s evil. Each explorer - may clear their contamination track. Their Blood remains the same.
-When your explorer finds Shelter in the - castle, they may conduct a divination. They gain a glimpse of an Acolyte’s activities in the castle and thus their role.
-When your explorer finds Shelter in the - castle, they may send scouts ahead. Gain 1 hold to Travel the - Labyrinth.
-When your explorer finds Shelter in the - castle,
- -Each generation, pick one from each or make your own:
- - - - - - - - - - - -An inn or cafe where your sister plays music.
-A general shop run by your grandfather.
-A club, park or back alley where friendly gangs hang out
-Your love, kidnapped by the Regent.
-Your parent, cursed to waste away
-A neighbourhood, devastated by monsters.
-A grand door and a sturdy boot.
-A great stained glass window and a hefted brick.
-A high wall and a knotted rope
-A graveyard where your peers shelter.
-An aerie overlooking the land.
-Underground tunnels forgotten by man.
-The beast that turned you, serving the Regent.
-Your sibling, called to the castle by an irresistible - compulsion.
-A mob whipped into a frenzy by fear of the Regent.
-The regent's menagerie, using yourself as bait for the game wardens.
-The servant's quarters, and a stolen uniform.
-The barracks, and notes on the patrol schedule.
-An old church warded against malign influences.
-A memorial remembering the dead of the last great war.
-The home of a believer, where the faithful are waiting out the horrors.
-A saint's relics stolen from a desecrated grave.
-A great demon only vulnerable to the righteous.
-A sin that only martyrdom can wash clean.
-The tainted chapel, and the supply wagons that bring in sacraments.
-The burial catacombs, and a crevasse that's opened them to the world.
-A marble-floored museum, and its skylights.
-A mansion filled with helpful servants.
-A watch station, barricaded up against the darkness.
-A scholar's laboratory, fizzing with strange chemicals.
-A treasure rumoured to bring eternal life.
-Your political rival, empowered by the regent's corruption.
-Rare reagents created by abhorrent rites.
-The deeper vaults, and a brace of explosives.
-A grand soiree, and a forged invitation.
-The clock tower, and a zip line from great height.
-A caravan on the city's outskirts selling charms and occult paraphernalia.
-A visionary doctor's surgery-laboratory.
-A cafe where the intelligentsia gather and debate.
-A celestial conjunction promising great change.
-A chance to fix a mistake made in your training.
-An unnatural plague infesting the city's slums.
-A garden of perfect geometric statuary, and a hole in its iron fence.
-A pocket dimension outside reality, and a ritual to transport you there.
-An alchemical storage vault, and the combination for the vault door.
-A great tree, untouched by the castle’s corruption.
-The forest closest to the castle.
-A place the civilized dare not enter.
-The dying wildlife in the local area.
-A great beast turned evil by the Regent.
-The encroaching industry of the castle.
-The worn pelt of a beast of the castle.
-A growing branch tearing through a wall.
-The wind which carries you to the roof.
-A souvenir shop of trinkets and accessories.
-The local fortune-teller’s tent.
-Your house, strangely untouched by evil.
-Ill omens through your readings.
-Strange happenings in your local neighborhood.
-A traveller from the most likely future.
-Hidden away in a caravan transporting goods.
-A false pact with an Acolyte.
-The right place at the right time.
-An orbital satellite.
-The machine which brought you here.
-The ruins of an ancient civilization.
-The future, lost to the castle.
-An individual that must survive until the end.
-Knowledge of historical events.
-Beaming technology.
-A time machine.
-An anomaly in the space-time continuum.
-You start with this array; add 1 to a stat of your choice:
- -- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Blood starts at 0.
- -Looks
-- Ambiguous, Concealed, Feminine, Masculine. -
-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Body - - -
-- - - Asian, South Asian, Black, Caucasian, Hispanic, Latino, - Indigenous, Middle Eastern, - ________. -
-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Name - - -
-Make a weapon (1 perk, 1 flaw).
- - -Pick one extra armament:
- - - -Pick two pieces of utility gear:
- - - -Go around the table, introducing your explorer to the group
-Pick a covenant you have with the player to your left at rank 1.
-Examples:
- - - -Add extra details and context for the covenant the player to your right has chosen.
-Pick two:
- -- You're incredibly fast. Your attacks always have the cleave tag, and you have advantage on - Dodge. -
-Flesh and blood is less important that confidence. When - you land a successful Strike, heal the last Harm you took.
-Your weapon is versatile, enchanted or a marvel of engineering. Pick two perk/flaw - sets for it: you can switch between the two at a moment’s notice.
-You're merciless in pressing your advantage. Once you’ve - landed a Strike on a target, get advantage on future Strikes.
-You know secret rituals to preserve an enemy's power in a severed part of their body. - When you draw on the power of a trophy carved from an - Acolyte, roll +Iron on Drink - Deep instead of +Sulphur.
-Pick two:
- -When you try to catch the spirit of a defeated - minion, roll +Sulphur. On a hit, you catch it; on a 7-9, - it taints you and you mark contamination. So long as - a spirit is contained, you can freely use one of its moves. When you mark - contamination you can shift it onto the vessel, - destroying the spirit. You may have one spirit at a time.
-When you land a Strike on an adversary, choose one: -
-When you perform rites to manipulate the - castle’s power, roll - +Relics sacrificed. On a 7-9 pick one, on a 10+ pick two:
-When you scry into the future, ask the GM a yes or - no question and roll +Mercury. On a hit, they’ll answer truthfully; - get fleeting advantage acting on the answer. On a 10+ you may ask a follow-up - question.
-When you use a spell from Drink Deep, pick one:
-Pick two:
- -Your spirit has its own weapon: give it a perk and a flaw. When the spirit - fights, roll +Sulphur to Strike - and Face the - Horde. If you have Astral - Projection, the spirit can fight while you take independent action. -
-So long as you concentrate, you can project your spirit away from you, see - through its eyes, and - with effort - pull switches, open doors, move small - objects, etc.
-When you take harm from an adversary, hold 1. - Spend 1 to reveal a weakness in their fighting style and give an ally advantage - against them. Spend 3 to create an Opening.
-When you fuse with your spirit, roll - +Sulphur. On a 7-9 hold 2, on a 10+ hold 3. On a 6- hold 1 but - mark contamination. Spend a hold to use the - spirit's power; work it out with the GM, but it should be about the level of a - spell from Drink Deep. This power is draining: - to use it again, you must use Shelter or Rest and Recreation.
-When you ask your spirit for advice, roll - +Glass. On a hit, ask a question and the GM will answer - honestly... for the most part. On a 7-9 pick two, on a 10+ pick one:
-Pick two:
- -You can always recognise an illusion or supernatural deception as what it truly is. In addition, - you - get advantage on See Clear.
-You may spend Travel the Labyrinth hold, 1-for-1, to uncover one - of - these details in your environment:
-When you roll 10+ on Dodge, time slows for everyone - but you. If you can do an action within a few seconds, it'll have advantage.
-When you tell an opponent what they'll do next, - roll +Glass. On a hit, they pick one:
-On a 10+, reveal a trap you set up to take advantage of your prediction. If they do - what you predicted, the trap creates an immediate Opening or takes out a minion.
-Your shots are precise and lethal. When you attack a foe with a ranged - weapon, the foe must choose: remain where they are, or be taken out (if they're a - minion) or provide an Opening (if they're an adversary).
-Take Cornucopia and one more:
- -You carry endless satchels, packs, pouches and bandoleers. Within them is anything - your party might need as they explore the castle. You - start with 5-stock; reset to 5 every time you return to a safe camp. Spend 1-stock - to pull out a useful item: matches, rations, rope, a mirror, pitons, chalk, etc.
-You have servants helping you carry gear. Your maximum stock is 8 instead of 5, and - your staff can perform useful duties: lift something heavy, barricade a door, etc. - When they fight alongside you, get advantage on Strike and Face the - Horde.
-Your bags are bristling with weaponry and armour. Spend 1-stock to:
-You can spend 1-stock to create a poultice that can heal a minor wound, or a draught - that will heal 3 Harm. In the field, you can convert a Relic into 1-stock.
-When your pack intercepts a blow, roll - +stock spent (minimum 1). On a hit, the harm is negated; on a 7-9, - the GM will name one other piece of gear you have that is destroyed in the process. -
-Pick two:
- -When you Flow Like Water, on a 10+ you can ask the GM to give you - an additional cost to choose another option from the list.
-Poisons you make or have also give weapons they’re applied to the holy tag.
-When you See Clear, add these questions to the list:
-When you take advantage of an Opening with a ranged or thrown weapon and - your enemy can’t see you, treat the result as if you rolled a 10+.
-When you spend time in a safe space crafting a poison, describe - it. - You can use it to give a weapon lingering or stun.
-Pick two:
- -You have everyone’s back. You may Stand With Me outside of - confrontations.
-When you take the hit for a teammate, roll - +Sulphur. On a hit, you take the blow. On a 7-9, it’s worse than you thought: the - GM - will give you an additional cost: harm, contamination, or lost gear. -
-When you roll 12+ on Face the Horde, you and your teammates heal - 2 - Harm.
-You proudly carry the banner of your expedition with you. When you show - your pride and wave the banner, gain fleeting advantage on Stand - With Me.
-When all hope seems lost and you rally your teammates, roll - +Sulphur. On a hit, pick one:
-On a 7-9, the GM will give you a cost: harm, contamination, or lost - gear.
-Pick two:
- -When you hold the enemy’s attention, tell the GM what trick you - pull out and Line It Up with +Mercury instead of - +Glass.
-When you get 12+ on Flow Like Water or Dodge, you spot an - opportunity to acquire an asset: gain 1-Relic.
-Choose a move from another Explorer playbook. If you pick the Packrat’s Cornucopia move, you only have 3-stock. If you pick the Mascot’s Real Person move, you have an animal form instead.
-When you observe another explorer’s miss, get fleeting advantage - to - do the exact same thing.
-Exactly once during a confrontation with an Acolyte, you may declare you have a solution to your - current predicament. Tell the GM what it is and roll +Mercury.
-On a hit, you defeat the Acolyte by the skin of your teeth. On a 7-9, it costs you a lot. Cross off - an unmarked Blood Advance other than Retirement: you cannot take that advance. If there are none - left, - immediately take Retirement. On a miss, you mess up real bad: trigger your Death Move.
-Take Knight’s Honour and one more:
- -Your honourable soul protects you from the castle’s corruption. - Start - with 3-honour and reset to 3 every time you return to a safe camp. Spend 1-honour to avoid marking contamination.
- -Your honour protects you even from physical harm. You may spend honour 1-for-1 to reduce harm - taken. -
-When you Face the Horde, on a hit, you may choose an additional - option. If you do, gain 1-honour, up to a maximum of 3-honor.
-When you Stand With Me, you may spend 1 honour and roll - +Iron instead of +Sulphur.
-When you successfully Strike an enemy, you may spend 1-honour to - do - one of the following:
-Pick two:
- -Choose an explorer you have a covenant with. While the covenant has a - rating of 1 or more, you have access to a single move of theirs, your choice.
-You get the Packrat’s Cornucopia move, but you only have 3-stock.
-You have a human form you can switch to at will.
-You can communicate with other animals. When you coordinate your efforts - with them, gain fleeting advantage.
-When you Flow Like Water in an environment that resembles your natural - habitat, roll +Iron instead of +Mercury.
-Take Triage and one more:
- -When you assess the type of harm another character has taken, - roll - +Glass. On a 10+, choose 3. On a 7-9, choose 1.
-When you give another explorer advice and they follow through with - it, they gain fleeting advantage.
-When you heal or tend to an ally, they heal 1 additional Harm. -
-When you tend to your own wounds, you can use any Medic move - - even - ones you haven’t chosen.
-When you heal or aid someone but keep yourself emotionally - distant, - roll Stand With Me with +Glass instead of - +Sulphur.
-Take Invention and one more:
- -When you spend time in a safe space developing and building a new - invention, roll +Sulphur. On a hit, you build the invention. Choose 1 and - describe it:
-On a 7-9, choose 1 drawback from below.
-When you build an invention on the field, roll with disadvantage, - and choose an additional drawback on a 7-9.
-When you choose to invent a weapon, give it an extra perk.
-When you choose to invent a shiny object, choose 1 more from the - same list.
-When you choose to invent an enhancer, pick two exploration moves - it boosts instead of one.
-Pick one when blood increases
- - - - - -When you roll a miss on Strike, you can - mark contamination to immediately make - another Strike.
-Your teeth and fingernails gain a keen edge. You always have access to them, - as a weapon with (piercing, close).
-Your blood burns as it leaves your body. You may mark - contamination to create a wall of fire most monsters won’t - willingly cross.
-When an Adversary is bearing down on an - ally, you can mark contamination - to force them to target you instead.
-You can mark contamination to perceive the - intangible and immaterial. When you Line it - Up or See Clear with this - sight, you can roll +Mercury instead of - +Glass.
-You can consume the spirits trapped in your Soul Vessel. When you do, mark contamination but heal your last wound. -
-Your body is shifting to become something ancient. You may mark - contamination to grow an organ or limb - - arms, tentacles, etc.
-When you shed your blood to create a body for a - spirit, roll +Harm taken. On a 7-9 pick 1, on a - 10+ pick 2: they're obedient, they're knowledgeable, you can banish them at - will.
-When your spirit is away from you thanks to Astral - Projection, you may mark - contamination to swap places with it. -
-Your spirit's true, terrifying form guides your blows. Mark - contamination to give an attack - advantage and a tag of your choice.
-You're losing your mortality. Gain 1 Armour against physical attacks, but - take 1 more harm from magical/spiritual attacks.
-You can mark contamination to summon a - lesser version of your spirit. They won’t be hostile - at least, at - first.
-If you're within arm's reach of a foe, you can mark - contamination to reshape the - castle and trap you both within an empty room. The previous state - is restored when you will it, or when you take a major wound.
-If a foe's within arm's reach, you can mark - contamination to reshape the - castle such that you are separated by a deep chasm, a barricade - or a surging river (of what?).
-The shifting chaos of the castle bleeds out of - your mind and into those that meet your gaze. Your eyes are a weapon with - ranged, piercing, unstable.
-You can mark contamination and spend 1 Travel the Labyrinth hold to take your group - to or from: an individual's psyche, the land of the dead, where the - castle comes from.
-You can mark contamination to augment your strength, letting you - carry any weight. Leverage may still present issues.
-When you reach into your sack, you can mark contamination to pull out something impossible: something too - big, - or too dangerous, or on the other side of the world, or in your antagonist's hands.
-If you get something in your bag, it cannot escape without your say-so. You can mark contamination to turn the void inside the bag into a powerful - vacuum (tether, close).
-When you assemble the odds and ends in your pack into a rough human - form, you can mark contamination to give it life. It - will - follow your commands to the best of its ability, but cannot leave the - castle.
-When you successfully Strike an enemy, you can mark contamination to gain the lost Quality as a spell. The GM will - tell you what it does.
-You can craft knives from the very shadows. Treat them as weapons with flexible, - ranged, painful.
-When you hide in the shadows, you can mark contamination to move from one shadow to another, bringing any - people you wish with you.
-When you bleed, you can mark - contamination to turn the spilt blood - into a poison that gives weapons lingering or stun.
-When an ally Summons Aid, you can mark - contamination to physically show up.
-When you Drink Deep, you can mark - contamination to share the spell with your allies.
-When you Travel the Labyrinth, you may choose to mark contamination to automatically gain 1 hold.
-When you let out an intimidating war cry, mark contamination to choose an option from Stand With Me and apply it to yourself.
-When you Flow Like Water, you may leave behind an effigy of - yourself. Mark contamination to have it act in your place.
-When you successfully Strike an enemy, mark contamination to damage them twice instead.
-You can mark contamination to clear a Minor Wound, or raise - Blood - to clear a Major Wound.
-Choose a Blood Gift from another Explorer playbook.
-You craft a legendary sword with your own blood. It is a weapon with lingering, - piercing, heirloom.
-You may mark contamination instead of spending honour for any of - your moves.
-When you attune your senses to the - castle, you may spend honor 1-to-1 to ask a question from the See Clear list. -
-You can’t lose your Bloodline’s weapons. You may mark - contamination to immediately call a weapon with heirloom to you.
-When you consume a fallen Acolyte, you gain their properties. - Mark contamination to...
-If it was strengthening the Regent:
- ...give another explorer fleeting advantage.
If it was guarding the Regent:
- ...negate a hit worth 3 Harm or less.
If it was speeding the world’s blight:
- ...prevent the clock from ticking down.
You can mark contamination to maul an enemy brutally, and create - an Opening for other explorers to use.
-When you draw upon your most feral instinct, mark contamination to roll +Iron on Drink Deep instead of +Sulphur.
-When you let out a powerful roar, mark - contamination and gain fleeting advantage to Strike - and - Face the Horde.
-When you would take harm, you can choose to mark contamination 1-for-1 instead.
-When you treat someone else’s wounds, mark contamination to heal yourself for the same amount.
-When you hurt an enemy, you can mark - contamination to hold 1. Spend that hold to heal yourself or an ally 1 harm.
-When you wield a stabbing weapon, you can mark contamination to give it the lingering tag.
-When you build an invention, you can mark contamination to store a spell in it. You don’t need to know the - spell beforehand.
-When you next have shelter, you build a device that stores - the effects of the castle. Describe it. Any explorer who uses it - may transfer contamination to it, for a price. For each 3 contamination it stores, advance the Regent’s clock.
-When you Line It Up by contemplating the weird and surreal nature - of the castle, do so with +Sulphur instead of +Glass. - You may mark contamination to roll with advantage.
-When you build an invention, you may mark contamination to boost it with a Professor move you don’t have - as if you had it.
-One bloodline’s legends taught you how to be heroes. Set + your pact with them to 1. You say what legend you’ve heard, they say what secret failure the + legend left out.
+One bloodline hunted you as monsters before you forged a + treaty. Set your pact each other to 1. You say how you proved your humanity, they + say how they made amends.
+You saved another bloodline from falling to darkness. Set + your pact with them to 1. They say what dark temptation was twisting them into servants of + the castle; you say what you did to redeem them.
+You split the fabulous wealth you found with another + bloodline. Gain 1 pact on them. They say what they used the wealth for; you say + how entropy and betrayal robbed them of it.
+You taught another bloodline how to use the + castle’s power safely. Gain 1 pact on them. They + say what the ritual allows them to do; you say what it costs them instead of their souls. +
+One bloodline taught you how to fit in with the rest of + society. Set your pact with them to 1. You say what social expectation they + taught you. They say how it has changed since.
+One bloodline goes to you for prophecies and omens. Raise your pact + with them by 1. They say what fate you saved them from. You say what ill fortune you haven’t told them + about yet.
+One bloodline told you about current events… to them. Raise your pact + with them by 1. They say how this event is significant now. You say why it doesn’t matter in the future. +
+You prize heroism and valour. At the end of each play session, + pick the explorer whose heroism most impressed you and raise their pact with your bloodline by + 1.
+While at one of your camps, members of other bloodlines can + spend 1-pact to gain a weapon from your stores. Give it two perks and a flaw, and describe its + history.
+You prize integrity and sacrifice. At the end of each play + session, pick the explorer whose mercy most impressed you and raise their bloodline’s pact with + you by 1.
+While at one of your camps, other bloodlines can spend 1-pact + to transfer a point of contamination to a member of your bloodline. Say how the recipient is + further twisted.
+You prize self-sacrifice. At the end of each play session, pick + the explorer who risked the most to help others and raise their bloodline’s pact with you by 1. +
+While at one of your camps, other bloodlines can spend 1-pact + on you to take a Relic from your stores. Describe it, and suggest how it came to be owned by + your order.
+You prize entrepreneurship. At the end of each play session, + pick the explorer who most increased their wealth or power and raise their bloodline’s pact with + you by 1.
+While at one of your camps, other bloodlines can spend 1-pact + on you to get access to more luxurious supplies, giving them advantage on Shelter until they + return to a safe camp.
+You prize arcane insight. At the end of each session, pick the + explorer who wielded the most supernatural power and raise their pact with your bloodline by 1. +
+While at one of your camps, other bloodlines can spend 1 pact + on you to get an item of power from your stores. They can destroy it to cast a spell as per + Drink Deep.
+You prize the natural order. At the end of each session, pick the + explorer who went out of their way to destroy the castle, and raise their + pact with your bloodline by 1.
+While at one of your camps, members of other bloodlines can spend 1-pact + to gain an animal companion. While the animal is alive, they share one of your explorer’s moves.
+You prize the struggle against Fate. At the end of each session, pick the + explorer who had the worst luck and yet prevailed against it, and raise their pact with your bloodline by 1. +
+While at one of your camps, other bloodlines can spend 1-pact on you to + get a glimpse of what might kill them. They hold 1. They may spend that hold to declare that this is the + vision that they saw, and gain advantage on the roll. On a miss, they cannot avoid the noose: they die.
+You prize the preservation of the future. At the end of each session, + pick the explorer who was most interested in events to come and raise their pact with your bloodline by 1. +
+While at one of your camps, members of other bloodlines can spend 1-pact + to gain a strange, yet useful device. They hold 2. They may spend hold 1-for-1 to ask any question in the + See Clear list.
+Pick two:
+When your explorer confronts the Regent, roll + +Swords. On a 7-9 pick 1, on a 10+ pick 2:
+When your explorer would inflict the killing blow on + an Acolyte, they may stay their hand. If you do, roll + +Chalices. On a 7-9 pick 1 they get enough control to tell you: +
+They then retreat into the maze-like corridors of the + castle.
+On a 10+ they gain enough control to change sides and work alongside you, though + they cannot act directly against the Regent.
+When you call on your reputation in a community that knows your + legend, roll +Chalices on Reinforcements instead of + +Coins.
+There’s a particular fighting style passed down your bloodline through training, + genetics, or mystical empowerment. Pick one:
+Your bloodline has a tenacity that lets them cheat death so long as they have something to fight + for. All of your explorers start with +1 Armour. Whenever they take a blow for another + explorer, they can refresh the Armour box
+Pick two:
+All your explorers bear the curse of the castle, starts with a Blood + Move; when using it, you may choose to take 1 harm instead of marking + contamination.
+When you make an explorer, choose one:
+Human society may recoil from you, but that doesn’t mean you’re powerless. If you intimidate people into helping you or appeal to their baser + urges, roll +Swords on Reinforcements instead of +Coins. +
+When you send your bloodline members to blend in with the castle’s denizens, roll +Wands. On a 7-9 + hold one, on a 10+ hold three. Spend the hold 1-for-1 to get them to:
+Add the following option to Resist Doom:
+When they use this, the denizens become their loyal servants. + When they fight alongside you, your attacks gain the cleave tag. When you send them to act + independently of you, the GM will decide how well they do. When you take Harm, you can choose to + have the denizens be destroyed instead.
+Pick two:
+You are vigilant protectors of the mundane. When an + Acolyte ventures out to attack the mortal world, your explorer can + spend 1 Travel the Labyrinth hold to immediately intervene and confront them. +
+So long as your camps maintain a constant vigil of + prayer, they will not come under attack.
+When your explorer attempts to manifest this + shield, roll +Sulphur. On a hit, radiant light + prevents creatures of the castle from coming + within a few metres of you. On a 7-9 pick two, on a 10+ pick one:
+When an explorer on the verge of death is brought back + to one of your camps, roll +Chalices. On a 7-9 the + deadly wound is stepped down to a major wound; on a 10+ it's gone entirely. On a + 6- their soul gutters out entirely, replaced by something dark: they'll die and + become an undead Acolyte, unless 1 Relic is sacrificed to stop it.
+When you Resist Doom, your explorer can + sacrifice some of their lifespan to channel greater power. You may substitute a + minor wound for 1 relic, a major wound for 2 relics, or a deadly wound for 3 + relics.
+You can concentrate the castle's corruption in one + part of an explorer's body. Actions using the body part have advantage, but the + explorer marks an additional point every time they mark + contamination. Amputating the node of corruption deals the explorer a + major wound, and they lose a point of Blood and a Blood Gift. The removed body + part counts as 1 relic.
+Pick two:
+The strange by-products of the castle's intrusion + into our reality retain their power, if you let them feed from you. When + you would spend a relic, you may mark contamination to keep + it in your bloodline's + stocks.
+Your bloodline's resources are devoted to the creation of new weapons to be used + against darkness. Once a generation, you can gain one of these weapons for your + struggle.
+When your scholars bring their most recent creation to + your camp, roll +Coins. On a 7-9 pick one, on a 10+ + pick two:
+Your explorer has a skilled companion to back them up in the castle. + Pick one when you make your explorer: +
+When you shower luxury on a party of explorers, + you may roll +Coins to give them Rest & + Relaxation.
+Your contacts stand ready to support your war against evil. When you + roll a 7+ on ReinIronments, you may + pick one extra option.
+Pick two:
+When you warp space to move explorers between two safe + camps, roll +Wands. On a hit, they make the journey + successfully; on a 7-9, pick one:
+While at your safe camps, any explorer can archive a spell (learned via Drink Deep) and receive a Relic in return. At + any later point anyone can spend a Relic to learn a spell from the archive. + Choose two spells to have in your archive already:
+When you roll 10+ on Resist Doom, your ritual + lingers providing active opposition to the Regent. The next time their clock + would tick down, it's stopped from doing so.
+You have learned how to turn the castle's + burgeoning power towards your own ends. Whenever the + Regent's clock ticks down, gain a Relic.
+When your explorer dissects a defeated Acolyte, gain 1-organ. With a few minutes + of preparation, they may spend 1-organ to:
+Pick two:
+You can communicate with trees and other flora. When you seek Shelter + near a tree, you may treat it as a contact of your choice.
+When you claim a Forward Base, you may mark contamination to reduce the Regent’s Clock by 1.
+When you have access to natural herbs and poultices, choose one + more option from Rest and Relaxation, even on a miss.
+You can tell what is wrong with the world by looking at the moon. At the + beginning of a generation, the GM will tell you if there are any Acolytes that speed the + world’s blight, what blight they bring, and on what ticks.
+Your explorers can mark a second Minor Wound.
+Pick two:
+When you use Rest and Relaxation, you may spend 1 Relic to pick + an additional option from the list.
+When you Resist Doom, you add the following option to the list: +
+When your explorer rolls a miss, hold 1. Spend that hold to gain + advantage on a roll.
+When you sell your fortune-telling services while calling for + Reinforcements, you always get 1 Relic in addition to any other choice.
+Pick two:
+You have effective means of long-distance communication. Your explorer and their allies can + communicate with each other through great distances without having to Summon Aid.
+When you call for Reinforcements, add the following to the list: +
+Exactly once, when Darkness Falls, you may declare that you have + a final solution. Negate the effects of Darkness Falling, but it will cost you a fragment of your + souls. Your future characters start at Blood 1, as if you had left the + castle without claiming the grail and with Blood 4+.
+When you Resist Doom by replacing occult resources and ceremonial + paraphernalia with technological baubles and devices, roll +Swords instead + of +Wands.
+When you claim a Forward Base, you may spend 1 Relic to install + hidden cameras that will warn you when the base is about to come under attack.
+Pick two:
+When your explorer finds Shelter in the + castle, they can inspire the others with tales of selfless + heroism. The next time their allies would mark contamination + while trying to aid or protect another explorer, they ignore it.
+When your explorer finds Shelter in the + castle, they can use the power of the blood to push back + death. Anyone in the party can mark contamination to heal 1d6 + Harm.
+When your explorer finds Shelter in the + castle, they may lead the group in prayer. They each hold + 1: spend it to miraculously avoid a curse, spell or mystical attack.
+When your explorer finds Shelter in the + castle, they may upgrade and reinforce their party's gear. + They each hold 1: spend it to get fleeting advantage on Strike or Confront.
+When your explorer finds Shelter in the + castle, they may lead the group in a ritual of controlled + corruption. Each explorer may transfer 1 point of contamination to another explorer, with + that explorer's consent.
+When your explorer finds Shelter in the + castle, they cleanse the area of the castle’s evil. Each explorer + may clear their contamination track. Their Blood remains the same.
+When your explorer finds Shelter in the + castle, they may conduct a divination. They gain a glimpse of an Acolyte’s activities in the castle and thus their role.
+When your explorer finds Shelter in the + castle, they may send scouts ahead. Gain 1 hold to Travel the + Labyrinth.
+When your explorer finds Shelter in the + castle,
+ +Each generation, pick one from each or make your own:
+ + + + + + + + + + + +An inn or cafe where your sister plays music.
+A general shop run by your grandfather.
+A club, park or back alley where friendly gangs hang out
+Your love, kidnapped by the Regent.
+Your parent, cursed to waste away
+A neighbourhood, devastated by monsters.
+A grand door and a sturdy boot.
+A great stained glass window and a hefted brick.
+A high wall and a knotted rope
+A graveyard where your peers shelter.
+An aerie overlooking the land.
+Underground tunnels forgotten by man.
+The beast that turned you, serving the Regent.
+Your sibling, called to the castle by an irresistible + compulsion.
+A mob whipped into a frenzy by fear of the Regent.
+The regent's menagerie, using yourself as bait for the game wardens.
+The servant's quarters, and a stolen uniform.
+The barracks, and notes on the patrol schedule.
+An old church warded against malign influences.
+A memorial remembering the dead of the last great war.
+The home of a believer, where the faithful are waiting out the horrors.
+A saint's relics stolen from a desecrated grave.
+A great demon only vulnerable to the righteous.
+A sin that only martyrdom can wash clean.
+The tainted chapel, and the supply wagons that bring in sacraments.
+The burial catacombs, and a crevasse that's opened them to the world.
+A marble-floored museum, and its skylights.
+A mansion filled with helpful servants.
+A watch station, barricaded up against the darkness.
+A scholar's laboratory, fizzing with strange chemicals.
+A treasure rumoured to bring eternal life.
+Your political rival, empowered by the regent's corruption.
+Rare reagents created by abhorrent rites.
+The deeper vaults, and a brace of explosives.
+A grand soiree, and a forged invitation.
+The clock tower, and a zip line from great height.
+A caravan on the city's outskirts selling charms and occult paraphernalia.
+A visionary doctor's surgery-laboratory.
+A cafe where the intelligentsia gather and debate.
+A celestial conjunction promising great change.
+A chance to fix a mistake made in your training.
+An unnatural plague infesting the city's slums.
+A garden of perfect geometric statuary, and a hole in its iron fence.
+A pocket dimension outside reality, and a ritual to transport you there.
+An alchemical storage vault, and the combination for the vault door.
+A great tree, untouched by the castle’s corruption.
+The forest closest to the castle.
+A place the civilized dare not enter.
+The dying wildlife in the local area.
+A great beast turned evil by the Regent.
+The encroaching industry of the castle.
+The worn pelt of a beast of the castle.
+A growing branch tearing through a wall.
+The wind which carries you to the roof.
+A souvenir shop of trinkets and accessories.
+The local fortune-teller’s tent.
+Your house, strangely untouched by evil.
+Ill omens through your readings.
+Strange happenings in your local neighborhood.
+A traveller from the most likely future.
+Hidden away in a caravan transporting goods.
+A false pact with an Acolyte.
+The right place at the right time.
+An orbital satellite.
+The machine which brought you here.
+The ruins of an ancient civilization.
+The future, lost to the castle.
+An individual that must survive until the end.
+Knowledge of historical events.
+Beaming technology.
+A time machine.
+An anomaly in the space-time continuum.
+You start with this array; add 1 to a stat of your choice:
+ ++ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Blood starts at 0.
+ +Looks
++ Ambiguous, Concealed, Feminine, Masculine. +
++ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Body + + +
++ + + Asian, South Asian, Black, Caucasian, Hispanic, Latino, + Indigenous, Middle Eastern, + ________. +
++ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Name + + +
+Make a weapon (1 perk, 1 flaw).
+ + +Pick one extra armament:
+ + + +Pick two pieces of utility gear:
+ + + +Go around the table, introducing your explorer to the group
+Pick a covenant you have with the player to your left at rank 1.
+Examples:
+ + + +Add extra details and context for the covenant the player to your right has chosen.
+Pick two:
+ ++ You're incredibly fast. Your attacks always have the cleave tag, and you have advantage on + Dodge. +
+Flesh and blood is less important that confidence. When + you land a successful Strike, heal the last Harm you took.
+Your weapon is versatile, enchanted or a marvel of engineering. Pick two perk/flaw + sets for it: you can switch between the two at a moment’s notice.
+You're merciless in pressing your advantage. Once you’ve + landed a Strike on a target, get advantage on future Strikes.
+You know secret rituals to preserve an enemy's power in a severed part of their body. + When you draw on the power of a trophy carved from an + Acolyte, roll +Iron on Drink + Deep instead of +Sulphur.
+Pick two:
+ +When you try to catch the spirit of a defeated + minion, roll +Sulphur. On a hit, you catch it; on a 7-9, + it taints you and you mark contamination. So long as + a spirit is contained, you can freely use one of its moves. When you mark + contamination you can shift it onto the vessel, + destroying the spirit. You may have one spirit at a time.
+When you land a Strike on an adversary, choose one: +
+When you perform rites to manipulate the + castle’s power, roll + +Relics sacrificed. On a 7-9 pick one, on a 10+ pick two:
+When you scry into the future, ask the GM a yes or + no question and roll +Mercury. On a hit, they’ll answer truthfully; + get fleeting advantage acting on the answer. On a 10+ you may ask a follow-up + question.
+When you use a spell from Drink Deep, pick one:
+Pick two:
+ +Your spirit has its own weapon: give it a perk and a flaw. When the spirit + fights, roll +Sulphur to Strike + and Face the + Horde. If you have Astral + Projection, the spirit can fight while you take independent action. +
+So long as you concentrate, you can project your spirit away from you, see + through its eyes, and - with effort - pull switches, open doors, move small + objects, etc.
+When you take harm from an adversary, hold 1. + Spend 1 to reveal a weakness in their fighting style and give an ally advantage + against them. Spend 3 to create an Opening.
+When you fuse with your spirit, roll + +Sulphur. On a 7-9 hold 2, on a 10+ hold 3. On a 6- hold 1 but + mark contamination. Spend a hold to use the + spirit's power; work it out with the GM, but it should be about the level of a + spell from Drink Deep. This power is draining: + to use it again, you must use Shelter or Rest and Recreation.
+When you ask your spirit for advice, roll + +Glass. On a hit, ask a question and the GM will answer + honestly... for the most part. On a 7-9 pick two, on a 10+ pick one:
+Pick two:
+ +You can always recognise an illusion or supernatural deception as what it truly is. In addition, + you + get advantage on See Clear.
+You may spend Travel the Labyrinth hold, 1-for-1, to uncover one + of + these details in your environment:
+When you roll 10+ on Dodge, time slows for everyone + but you. If you can do an action within a few seconds, it'll have advantage.
+When you tell an opponent what they'll do next, + roll +Glass. On a hit, they pick one:
+On a 10+, reveal a trap you set up to take advantage of your prediction. If they do + what you predicted, the trap creates an immediate Opening or takes out a minion.
+Your shots are precise and lethal. When you attack a foe with a ranged + weapon, the foe must choose: remain where they are, or be taken out (if they're a + minion) or provide an Opening (if they're an adversary).
+Take Cornucopia and one more:
+ +You carry endless satchels, packs, pouches and bandoleers. Within them is anything + your party might need as they explore the castle. You + start with 5-stock; reset to 5 every time you return to a safe camp. Spend 1-stock + to pull out a useful item: matches, rations, rope, a mirror, pitons, chalk, etc.
+You have servants helping you carry gear. Your maximum stock is 8 instead of 5, and + your staff can perform useful duties: lift something heavy, barricade a door, etc. + When they fight alongside you, get advantage on Strike and Face the + Horde.
+Your bags are bristling with weaponry and armour. Spend 1-stock to:
+You can spend 1-stock to create a poultice that can heal a minor wound, or a draught + that will heal 3 Harm. In the field, you can convert a Relic into 1-stock.
+When your pack intercepts a blow, roll + +stock spent (minimum 1). On a hit, the harm is negated; on a 7-9, + the GM will name one other piece of gear you have that is destroyed in the process. +
+Pick two:
+ +When you Flow Like Water, on a 10+ you can ask the GM to give you + an additional cost to choose another option from the list.
+Poisons you make or have also give weapons they’re applied to the holy tag.
+When you See Clear, add these questions to the list:
+When you take advantage of an Opening with a ranged or thrown weapon and + your enemy can’t see you, treat the result as if you rolled a 10+.
+When you spend time in a safe space crafting a poison, describe + it. + You can use it to give a weapon lingering or stun.
+Pick two:
+ +You have everyone’s back. You may Stand With Me outside of + confrontations.
+When you take the hit for a teammate, roll + +Sulphur. On a hit, you take the blow. On a 7-9, it’s worse than you thought: the + GM + will give you an additional cost: harm, contamination, or lost gear. +
+When you roll 12+ on Face the Horde, you and your teammates heal + 2 + Harm.
+You proudly carry the banner of your expedition with you. When you show + your pride and wave the banner, gain fleeting advantage on Stand + With Me.
+When all hope seems lost and you rally your teammates, roll + +Sulphur. On a hit, pick one:
+On a 7-9, the GM will give you a cost: harm, contamination, or lost + gear.
+Pick two:
+ +When you hold the enemy’s attention, tell the GM what trick you + pull out and Line It Up with +Mercury instead of + +Glass.
+When you get 12+ on Flow Like Water or Dodge, you spot an + opportunity to acquire an asset: gain 1-Relic.
+Choose a move from another Explorer playbook. If you pick the Packrat’s Cornucopia move, you only have 3-stock. If you pick the Mascot’s Real Person move, you have an animal form instead.
+When you observe another explorer’s miss, get fleeting advantage + to + do the exact same thing.
+Exactly once during a confrontation with an Acolyte, you may declare you have a solution to your + current predicament. Tell the GM what it is and roll +Mercury.
+On a hit, you defeat the Acolyte by the skin of your teeth. On a 7-9, it costs you a lot. Cross off + an unmarked Blood Advance other than Retirement: you cannot take that advance. If there are none + left, + immediately take Retirement. On a miss, you mess up real bad: trigger your Death Move.
+Take Knight’s Honour and one more:
+ +Your honourable soul protects you from the castle’s corruption. + Start + with 3-honour and reset to 3 every time you return to a safe camp. Spend 1-honour to avoid marking contamination.
+ +Your honour protects you even from physical harm. You may spend honour 1-for-1 to reduce harm + taken. +
+When you Face the Horde, on a hit, you may choose an additional + option. If you do, gain 1-honour, up to a maximum of 3-honor.
+When you Stand With Me, you may spend 1 honour and roll + +Iron instead of +Sulphur.
+When you successfully Strike an enemy, you may spend 1-honour to + do + one of the following:
+Pick two:
+ +Choose an explorer you have a covenant with. While the covenant has a + rating of 1 or more, you have access to a single move of theirs, your choice.
+You get the Packrat’s Cornucopia move, but you only have 3-stock.
+You have a human form you can switch to at will.
+You can communicate with other animals. When you coordinate your efforts + with them, gain fleeting advantage.
+When you Flow Like Water in an environment that resembles your natural + habitat, roll +Iron instead of +Mercury.
+Take Triage and one more:
+ +When you assess the type of harm another character has taken, + roll + +Glass. On a 10+, choose 3. On a 7-9, choose 1.
+When you give another explorer advice and they follow through with + it, they gain fleeting advantage.
+When you heal or tend to an ally, they heal 1 additional Harm. +
+When you tend to your own wounds, you can use any Medic move - + even + ones you haven’t chosen.
+When you heal or aid someone but keep yourself emotionally + distant, + roll Stand With Me with +Glass instead of + +Sulphur.
+Take Invention and one more:
+ +When you spend time in a safe space developing and building a new + invention, roll +Sulphur. On a hit, you build the invention. Choose 1 and + describe it:
+On a 7-9, choose 1 drawback from below.
+When you build an invention on the field, roll with disadvantage, + and choose an additional drawback on a 7-9.
+When you choose to invent a weapon, give it an extra perk.
+When you choose to invent a shiny object, choose 1 more from the + same list.
+When you choose to invent an enhancer, pick two exploration moves + it boosts instead of one.
+Pick one when blood increases
+ + + + + +When you roll a miss on Strike, you can + mark contamination to immediately make + another Strike.
+Your teeth and fingernails gain a keen edge. You always have access to them, + as a weapon with (piercing, close).
+Your blood burns as it leaves your body. You may mark + contamination to create a wall of fire most monsters won’t + willingly cross.
+When an Adversary is bearing down on an + ally, you can mark contamination + to force them to target you instead.
+You can mark contamination to perceive the + intangible and immaterial. When you Line it + Up or See Clear with this + sight, you can roll +Mercury instead of + +Glass.
+You can consume the spirits trapped in your Soul Vessel. When you do, mark contamination but heal your last wound. +
+Your body is shifting to become something ancient. You may mark + contamination to grow an organ or limb - + arms, tentacles, etc.
+When you shed your blood to create a body for a + spirit, roll +Harm taken. On a 7-9 pick 1, on a + 10+ pick 2: they're obedient, they're knowledgeable, you can banish them at + will.
+When your spirit is away from you thanks to Astral + Projection, you may mark + contamination to swap places with it. +
+Your spirit's true, terrifying form guides your blows. Mark + contamination to give an attack + advantage and a tag of your choice.
+You're losing your mortality. Gain 1 Armour against physical attacks, but + take 1 more harm from magical/spiritual attacks.
+You can mark contamination to summon a + lesser version of your spirit. They won’t be hostile - at least, at + first.
+If you're within arm's reach of a foe, you can mark + contamination to reshape the + castle and trap you both within an empty room. The previous state + is restored when you will it, or when you take a major wound.
+If a foe's within arm's reach, you can mark + contamination to reshape the + castle such that you are separated by a deep chasm, a barricade + or a surging river (of what?).
+The shifting chaos of the castle bleeds out of + your mind and into those that meet your gaze. Your eyes are a weapon with + ranged, piercing, unstable.
+You can mark contamination and spend 1 Travel the Labyrinth hold to take your group + to or from: an individual's psyche, the land of the dead, where the + castle comes from.
+You can mark contamination to augment your strength, letting you + carry any weight. Leverage may still present issues.
+When you reach into your sack, you can mark contamination to pull out something impossible: something too + big, + or too dangerous, or on the other side of the world, or in your antagonist's hands.
+If you get something in your bag, it cannot escape without your say-so. You can mark contamination to turn the void inside the bag into a powerful + vacuum (tether, close).
+When you assemble the odds and ends in your pack into a rough human + form, you can mark contamination to give it life. It + will + follow your commands to the best of its ability, but cannot leave the + castle.
+When you successfully Strike an enemy, you can mark contamination to gain the lost Quality as a spell. The GM will + tell you what it does.
+You can craft knives from the very shadows. Treat them as weapons with flexible, + ranged, painful.
+When you hide in the shadows, you can mark contamination to move from one shadow to another, bringing any + people you wish with you.
+When you bleed, you can mark + contamination to turn the spilt blood + into a poison that gives weapons lingering or stun.
+When an ally Summons Aid, you can mark + contamination to physically show up.
+When you Drink Deep, you can mark + contamination to share the spell with your allies.
+When you Travel the Labyrinth, you may choose to mark contamination to automatically gain 1 hold.
+When you let out an intimidating war cry, mark contamination to choose an option from Stand With Me and apply it to yourself.
+When you Flow Like Water, you may leave behind an effigy of + yourself. Mark contamination to have it act in your place.
+When you successfully Strike an enemy, mark contamination to damage them twice instead.
+You can mark contamination to clear a Minor Wound, or raise + Blood + to clear a Major Wound.
+Choose a Blood Gift from another Explorer playbook.
+You craft a legendary sword with your own blood. It is a weapon with lingering, + piercing, heirloom.
+You may mark contamination instead of spending honour for any of + your moves.
+When you attune your senses to the + castle, you may spend honor 1-to-1 to ask a question from the See Clear list. +
+You can’t lose your Bloodline’s weapons. You may mark + contamination to immediately call a weapon with heirloom to you.
+When you consume a fallen Acolyte, you gain their properties. + Mark contamination to...
+If it was strengthening the Regent:
+ ...give another explorer fleeting advantage.
If it was guarding the Regent:
+ ...negate a hit worth 3 Harm or less.
If it was speeding the world’s blight:
+ ...prevent the clock from ticking down.
You can mark contamination to maul an enemy brutally, and create + an Opening for other explorers to use.
+When you draw upon your most feral instinct, mark contamination to roll +Iron on Drink Deep instead of +Sulphur.
+When you let out a powerful roar, mark + contamination and gain fleeting advantage to Strike + and + Face the Horde.
+When you would take harm, you can choose to mark contamination 1-for-1 instead.
+When you treat someone else’s wounds, mark contamination to heal yourself for the same amount.
+When you hurt an enemy, you can mark + contamination to hold 1. Spend that hold to heal yourself or an ally 1 harm.
+When you wield a stabbing weapon, you can mark contamination to give it the lingering tag.
+When you build an invention, you can mark contamination to store a spell in it. You don’t need to know the + spell beforehand.
+When you next have shelter, you build a device that stores + the effects of the castle. Describe it. Any explorer who uses it + may transfer contamination to it, for a price. For each 3 contamination it stores, advance the Regent’s clock.
+When you Line It Up by contemplating the weird and surreal nature + of the castle, do so with +Sulphur instead of +Glass. + You may mark contamination to roll with advantage.
+When you build an invention, you may mark contamination to boost it with a Professor move you don’t have + as if you had it.
+When you die, you may reveal that your body was a mere shadow or effigy, and you actually survived. Tell us where you were all along. That trick won’t work again. Cross off this move.
", - "assassin_moves": "Assassin Moves", - "assassin_names": "Deviant, Weary, Dagger, Edge, Whisper", - "assassin_starting_array": "Iron 0 Glass 0 Sulphur -1 Mercury +1", - "assorted_coins_from_your_home_country": "Assorted coins from your home country.", - "bandages_and_healing_salves": "Bandages and healing salves.", - "blood": "Blood", - "blood_starts_at_zero": "Blood starts at 0.", - "bloodline": "Bloodline", - "bloodline_move_a_miracle_of_science": "A Miracle of Science", - "bloodline_move_a_miracle_of_science_desc": "When your explorer dissects a defeated Acolyte, gain 1-organ. With a few minutes of preparation, they may spend 1-organ to:
Your contacts stand ready to support your war against evil. When you roll a 7+ on ReinIronments, you may pick one extra option.
", - "bloodline_move_arcane_library": "Arcane Library†", - "bloodline_move_arcane_library_desc": "While at your safe camps, any explorer can archive a spell (learned via Drink Deep) and receive a Relic in return. At any later point anyone can spend a Relic to learn a spell from the archive. Choose two spells to have in your archive already:
When your explorer confronts the Regent, roll +Swords. On a 7-9 pick 1, on a 10+ pick 2:
The strange by-products of the castle's intrusion into our reality retain their power, if you let them feed from you. When you would spend a relic, you may mark contamination to keep it in your bloodline's stocks.
", - "bloodline_move_bodyguard": "Bodyguard†", - "bloodline_move_bodyguard_desc": "Your explorer has a skilled companion to back them up in the castle. Pick one when you make your explorer:
You have effective means of long-distance communication. Your explorer and their allies can communicate with each other through great distances without having to Summon Aid.
", - "bloodline_move_dark_legacy": "Dark Legacy†", - "bloodline_move_dark_legacy_desc": "All your explorers bear the curse of the castle, starts with a Blood Move; when using it, you may choose to take 1 harm instead of marking contamination.
", - "bloodline_move_death_ray": "Death Ray", - "bloodline_move_death_ray_desc": "Exactly once, when Darkness Falls, you may declare that you have a final solution. Negate the effects of Darkness Falling, but it will cost you a fragment of your souls. Your future characters start at Blood 1, as if you had left the castle without claiming the grail and with Blood 4+.
", - "bloodline_move_defeat_means_friendship": "Defeat Means Friendship†", - "bloodline_move_defeat_means_friendship_desc": "When your explorer would inflict the killing blow on an Acolyte, they may stay their hand. If you do, roll +Chalices. On a 7-9 pick 1 they get enough control to tell you:
They then retreat into the maze-like corridors of the castle.
On a 10+ they gain enough control to change sides and work alongside you, though they cannot act directly against the Regent.
", - "bloodline_move_dimensional_relocation": "Dimensional Relocation", - "bloodline_move_dimensional_relocation_desc": "When you warp space to move explorers between two safe camps, roll +Wands. On a hit, they make the journey successfully; on a 7-9, pick one:
You have learned how to turn the castle's burgeoning power towards your own ends. Whenever the Regent's clock ticks down, gain a Relic.
", - "bloodline_move_electric_eye": "Electric Eye", - "bloodline_move_electric_eye_desc": "When you claim a Forward Base, you may spend 1 Relic to install hidden cameras that will warn you when the base is about to come under attack.
", - "bloodline_move_empowered_wards": "Empowered Wards", - "bloodline_move_empowered_wards_desc": "When you roll 10+ on Resist Doom, your ritual lingers providing active opposition to the Regent. The next time their clock would tick down, it's stopped from doing so.
", - "bloodline_move_experimental_weaponry": "Experimental Weaponry", - "bloodline_move_experimental_weaponry_desc": "Your bloodline's resources are devoted to the creation of new weapons to be used against darkness. Once a generation, you can gain one of these weapons for your struggle.
When your scholars bring their most recent creation to your camp, roll +Coins. On a 7-9 pick one, on a 10+ pick two:
When you use Rest and Relaxation, you may spend 1 Relic to pick an additional option from the list.
", - "bloodline_move_grim_portents": "Grim Portents", - "bloodline_move_grim_portents_desc": "When you Resist Doom, you add the following option to the list:
You are vigilant protectors of the mundane. When an Acolyte ventures out to attack the mortal world, your explorer can spend 1 Travel the Labyrinth hold to immediately intervene and confront them.
", - "bloodline_move_lend_aid": "Lend Aid", - "bloodline_move_martyrdom": "Martyrdom", - "bloodline_move_martyrdom_desc": "When you Resist Doom, your explorer can sacrifice some of their lifespan to channel greater power. You may substitute a minor wound for 1 relic, a major wound for 2 relics, or a deadly wound for 3 relics.
", - "bloodline_move_medicinal_herbs": "Medicinal Herbs", - "bloodline_move_medicinal_herbs_desc": "When you have access to natural herbs and poultices, choose one more option from Rest and Relaxation, even on a miss.
", - "bloodline_move_more_than_human": "More Than Human", - "bloodline_move_more_than_human_desc": "When you make an explorer, choose one:
Your explorers can mark a second Minor Wound.
", - "bloodline_move_one_of_the_horde": "One of the Horde", - "bloodline_move_one_of_the_horde_desc": "When you send your bloodline members to blend in with the castle’s denizens, roll +Wands. On a 7-9 hold one, on a 10+ hold three. Spend the hold 1-for-1 to get them to:
When you shower luxury on a party of explorers, you may roll +Coins to give them Rest & Relaxation.
", - "bloodline_move_our_town": "Our Town", - "bloodline_move_our_town_desc": "When you call on your reputation in a community that knows your legend, roll +Chalices on Reinforcements instead of +Coins.
", - "bloodline_move_out_of_this_world": "Out of This World", - "bloodline_move_out_of_this_world_desc": "When you call for Reinforcements, add the following to the list:
When you claim a Forward Base, you may mark contamination to reduce the Regent’s Clock by 1.
", - "bloodline_move_phases_of_the_moon_": "Phases Of The Moon ", - "bloodline_move_phases_of_the_moon__desc": "You can tell what is wrong with the world by looking at the moon. At the beginning of a generation, the GM will tell you if there are any Acolytes that speed the world’s blight, what blight they bring, and on what ticks.
", - "bloodline_move_plant_whisperer": "Plant Whisperer†", - "bloodline_move_plant_whisperer_desc": "You can communicate with trees and other flora. When you seek Shelter near a tree, you may treat it as a contact of your choice.
", - "bloodline_move_reinforcements": "Reinforcements", - "bloodline_move_resist_doom": "Resist Doom", - "bloodline_move_rest_and_relaxation": "Rest And Relaxation", - "bloodline_move_science": "Science", - "bloodline_move_science_desc": "When you Resist Doom by replacing occult resources and ceremonial paraphernalia with technological baubles and devices, roll +Swords instead of +Wands.
", - "bloodline_move_secret_technique": "Secret Technique†", - "bloodline_move_secret_technique_desc": "There’s a particular fighting style passed down your bloodline through training, genetics, or mystical empowerment. Pick one:
Human society may recoil from you, but that doesn’t mean you’re powerless. If you intimidate people into helping you or appeal to their baser urges, roll +Swords on Reinforcements instead of +Coins.
", - "bloodline_move_shield_of_faith": "Shield of Faith†", - "bloodline_move_shield_of_faith_desc": "So long as your camps maintain a constant vigil of prayer, they will not come under attack.
When your explorer attempts to manifest this shield, roll +Sulphur. On a hit, radiant light prevents creatures of the castle from coming within a few metres of you. On a 7-9 pick two, on a 10+ pick one:
When you sell your fortune-telling services while calling for Reinforcements, you always get 1 Relic in addition to any other choice.
", - "bloodline_move_stoke_the_flame": "Stoke the Flame", - "bloodline_move_stoke_the_flame_desc": "When an explorer on the verge of death is brought back to one of your camps, roll +Chalices. On a 7-9 the deadly wound is stepped down to a major wound; on a 10+ it's gone entirely. On a 6- their soul gutters out entirely, replaced by something dark: they'll die and become an undead Acolyte, unless 1 Relic is sacrificed to stop it.
", - "bloodline_move_switcheroo": "Switcheroo†", - "bloodline_move_switcheroo_desc": "You can concentrate the castle's corruption in one part of an explorer's body. Actions using the body part have advantage, but the explorer marks an additional point every time they mark contamination. Amputating the node of corruption deals the explorer a major wound, and they lose a point of Blood and a Blood Gift. The removed body part counts as 1 relic.
", - "bloodline_move_the_will_to_fight": "The Will to Fight†", - "bloodline_move_the_will_to_fight_desc": "Your bloodline has a tenacity that lets them cheat death so long as they have something to fight for. All of your explorers start with +1 Armour. Whenever they take a blow for another explorer, they can refresh the Armour box
", - "bloodline_move_two_faced_coin_": "Two-Faced Coin† ", - "bloodline_move_two_faced_coin__desc": "When your explorer rolls a miss, hold 1. Spend that hold to gain advantage on a roll.
", - "bloodline_move_voice_of_the_regent": "Voice of the Regent", - "bloodline_move_voice_of_the_regent_desc": "Add the following option to Resist Doom:
When they use this, the denizens become their loyal servants. When they fight alongside you, your attacks gain the cleave tag. When you send them to act independently of you, the GM will decide how well they do. When you take Harm, you can choose to have the denizens be destroyed instead.
", - "body_built_muscular_lithe_hard": "Built, muscular, lithe, hard.", - "body_bulky_muscular_fit_lithe": "Bulky, muscular, fit, lithe.", - "body_burly_bent_stocky_weaselly": "Burly, bent, stocky, weaselly.", - "body_lanky_lithe_fit_warped": "Lanky, lithe, fit, warped.", - "body_lanky_strange_pretty_wide": "Lanky, strange, pretty, wide.", - "body_maimed_lithe_muscular_stout": "Maimed, lithe, muscular, stout.", - "body_normal_dire_cartoonish": "Normal, dire, cartoonish.", - "body_scrawny_lithe_spindly_frail": "Scrawny, lithe, spindly, frail.", - "body_slim_athletic_stout_frail": "Slim, athletic, stout, frail.", - "body_spindly_stout_athletic_out_of_shape": "Spindly, stout, athletic, out-of-shape.", - "body_thin_fit_portly_hard": "Thin, fit, portly, hard.", - "bonded": "The Bonded", - "bonded_covenant_example_1": "You grew up together.", - "bonded_covenant_example_2": "You were close friends or lovers.", - "bonded_covenant_example_3": "You have a grudge between you.", - "bonded_death_move": "As your life fades, the spirit and the castle fight for your soul. Pick one:
As you’re dying, name another explorer to lead the expedition. They gain all Captain Moves, even those you haven’t chosen.
", - "captain_desc": "The Captain is a supportive leader and combatant.", - "captain_moves": "Captain Moves", - "captain_names": "Brigitte, Ash, Reinhardt, Tirant, Quixote, Rodrigo", - "captain_starting_array": "Iron 0 Glass 1 Sulphur +1 Mercury 0", - "making_your_heroes": "Making Your Heroes", - "castle_exploration": "Castle Exploration", - "castle_exploration_drink_deep": "Drink Deep", - "castle_exploration_face_the_horde": "Face The Horde", - "castle_exploration_flow_like_water": "Flow Like Water", - "castle_exploration_see_clear": "See Clear", - "castle_exploration_shelter": "Shelter", - "castle_exploration_travel_the_labyrinth": "Travel The Labyrinth", - "chalices": "Chalices", - "chalices_description": "Their ability to provide aid to the characters and let them rest and heal.", - "chalk_paints_and_dyes_to_mark_the_corridors": "Chalk, paints and dyes to mark the corridors.", - "claws_fangs_or_other_natural_weapons": "Claws, fangs, or other natural weapons (piercing, close).", - "coins": "Coins", - "coins_description": "Their ability to influence mortal institutions and draw resources from them.", - "confrontation_move_confront": "Confront", - "confrontation_move_dodge": "Dodge", - "confrontation_move_flee": "Flee", - "confrontation_move_line_it_up": "Line It Up", - "confrontation_move_stand_with_me": "Stand With Me", - "confrontation_move_strike": "Strike", - "confrontation_move_victory": "Victory", - "contamination": "Contamination", - "convenant_instructions_4": "Add extra details and context for the covenant the player to your right has chosen.", - "covenant_betray_when": "Betray the Covenant When...", - "covenant_instructions_1": "Go around the table, introducing your explorer to the group.", - "covenant_instructions_2": "Pick a covenant you have with the player to your left at rank 1.", - "covenant_instructions_3": "Examples:", - "covenant_rating": "Rating", - "covenant_strengthen_when": "Strengthen the Covenant When...", - "covenants": "Covenants", - "crossbow": "Crossbow (ranged, reload).", - "crystals_that_glow_like_candles": "Crystals that glow like candles.", - "dark_cloaks_and_camouflage": "Dark cloaks and camouflage.", - "death_move": "Death Move", - "defenders_of_tomorrow": "The Defenders Of Tomorrow", - "defenders_of_tomorrow_at_camp": "While at one of your camps, members of other bloodlines can spend 1-pact to gain a strange, yet useful device. They hold 2. They may spend hold 1-for-1 to ask any question in the See Clear list.", - "defenders_of_tomorrow_bloodline_name": "The name of a future organization; a numeric designation; an unknown name.", - "defenders_of_tomorrow_breach_1": "Beaming technology.", - "defenders_of_tomorrow_breach_2": "A time machine.", - "defenders_of_tomorrow_breach_3": "An anomaly in the space-time continuum.", - "defenders_of_tomorrow_desc": "", - "defenders_of_tomorrow_drive_1": "The future, lost to the castle.", - "defenders_of_tomorrow_drive_2": "An individual that must survive until the end.", - "defenders_of_tomorrow_drive_3": "Knowledge of historical events.", - "defenders_of_tomorrow_founder_desc": "You came here to stop the greatest threat ever known to the universe. You’ve gotten this far with the help of the locals, and you will aid them with your knowledge. Failure is not an option.", - "defenders_of_tomorrow_founder_title": "The Visitor", - "defenders_of_tomorrow_history": "One bloodline told you about current events… to them. Raise your pact with them by 1. They say how this event is significant now. You say why it doesn’t matter in the future. ", - "defenders_of_tomorrow_lore": "Notes on the other Bloodlines; technology of a time to be; scraps of knowledge.", - "defenders_of_tomorrow_pact_name": "The Way of Chrome", - "defenders_of_tomorrow_prizes": "You prize the preservation of the future. At the end of each session, pick the explorer who was most interested in events to come and raise their pact with your bloodline by 1. ", - "defenders_of_tomorrow_refuge_1": "An orbital satellite.", - "defenders_of_tomorrow_refuge_2": "The machine which brought you here.", - "defenders_of_tomorrow_refuge_3": "The ruins of an ancient civilization.", - "defenders_of_tomorrow_shelter": "When your explorer finds Shelter in the castle, they may send scouts ahead. Gain 1 hold to Travel the Labyrinth.", - "defenders_of_tomorrow_starting_array_1": "Chalices -1 Swords 1 Coins 1 Wands 0", - "defenders_of_tomorrow_starting_array_1_desc": "if your military might is unparalleled, but you stick out like a sore thumb.", - "defenders_of_tomorrow_starting_array_2": "Chalices 1 Swords 1 Coins -1 Wands 0", - "defenders_of_tomorrow_starting_array_2_desc": "if you’re stranded in this world with no resources to get back.", - "defenders_of_tomorrow_starting_array_3": "Chalices 0 Swords 1 Coins 1 Wands -1", - "defenders_of_tomorrow_starting_array_3_desc": "if your knowledge of technology is vast, but know next to nothing about the supernatural.", - "defenders_of_tomorrow_style": "Flowing robes; skin-tight suits; trench coats.", - "drive": "Drive", - "effect_query": "?{Effect|Standard|Limited|Great|Extreme|Zero}", - "empty_explorer": "The Empty Explorer", - "empty_explorer_desc": "The Empty Explorer is a blank playbook.", - "empty_explorer_moves": "Playbook Moves", - "enchanted_shirt": "Enchanted shirt (1 Armour).", - "explorer": "Explorer", - "explorer_blood_gift_apotheosis": "Apotheosis", - "explorer_blood_gift_apotheosis_description": "Your spirit's true, terrifying form guides your blows. Mark contamination to give an attack advantage and a tag of your choice.
", - "explorer_blood_gift_arcane_device": "Arcane Device", - "explorer_blood_gift_arcane_device_description": "When you build an invention, you can mark contamination to store a spell in it. You don’t need to know the spell beforehand.
", - "explorer_blood_gift_blink": "Blink", - "explorer_blood_gift_blink_description": "When your spirit is away from you thanks to Astral Projection, you may mark contamination to swap places with it.
", - "explorer_blood_gift_blood_sword": "Blood Sword", - "explorer_blood_gift_blood_sword_description": "You craft a legendary sword with your own blood. It is a weapon with lingering, piercing, heirloom.
", - "explorer_blood_gift_burning_blood": "Burning Blood", - "explorer_blood_gift_burning_blood_description": "Your blood burns as it leaves your body. You may mark contamination to create a wall of fire most monsters won’t willingly cross.
", - "explorer_blood_gift_chaos_eyes": "Chaos Eyes", - "explorer_blood_gift_chaos_eyes_description": "The shifting chaos of the castle bleeds out of your mind and into those that meet your gaze. Your eyes are a weapon with ranged, piercing, unstable.
", - "explorer_blood_gift_contamination_engine": "Contamination Engine", - "explorer_blood_gift_contamination_engine_description": "When you next have shelter, you build a device that stores the effects of the castle. Describe it. Any explorer who uses it may transfer contamination to it, for a price. For each 3 contamination it stores, advance the Regent’s clock.
", - "explorer_blood_gift_creatures_of_darkness": "Creatures of Darkness", - "explorer_blood_gift_creatures_of_darkness_description": "When you consume a fallen Acolyte, you gain their properties. Mark contamination to...
If it was strengthening the Regent:
...give another explorer fleeting advantage.
If it was guarding the Regent:
...negate a hit worth 3 Harm or less.
If it was speeding the world’s blight:
...prevent the clock from ticking down.
You may mark contamination instead of spending honour for any of your moves.
", - "explorer_blood_gift_dont_split_the_party": "Don’t Split the Party", - "explorer_blood_gift_dont_split_the_party_description": "When an ally Summons Aid, you can mark contamination to physically show up.
", - "explorer_blood_gift_dummy!": "Dummy!", - "explorer_blood_gift_dummy_description!": "When you Flow Like Water, you may leave behind an effigy of yourself. Mark contamination to have it act in your place.
", - "explorer_blood_gift_eldritch_bloodletting": "Eldritch Bloodletting", - "explorer_blood_gift_eldritch_bloodletting_description": "When you would take harm, you can choose to mark contamination 1-for-1 instead.
", - "explorer_blood_gift_everything_is_permitted": "Everything is Permitted", - "explorer_blood_gift_everything_is_permitted_description": "When you successfully Strike an enemy, you can mark contamination to gain the lost Quality as a spell. The GM will tell you what it does.
", - "explorer_blood_gift_eyes_on_the_inside": "Eyes on the Inside", - "explorer_blood_gift_eyes_on_the_inside_description": "You can mark contamination to perceive the intangible and immaterial. When you Line it Up or See Clear with this sight, you can roll +Mercury instead of +Glass.
", - "explorer_blood_gift_frenzy": "Frenzy", - "explorer_blood_gift_frenzy_description": "When you roll a miss on Strike, you can mark contamination to immediately make another Strike.
", - "explorer_blood_gift_fridge_logic": "Fridge Logic", - "explorer_blood_gift_fridge_logic_description": "When you Line It Up by contemplating the weird and surreal nature of the castle, do so with +Sulphur instead of +Glass. You may mark contamination to roll with advantage.
", - "explorer_blood_gift_ghost_eater": "Ghost Eater", - "explorer_blood_gift_ghost_eater_description": "You can consume the spirits trapped in your Soul Vessel. When you do, mark contamination but heal your last wound.
", - "explorer_blood_gift_guiding_light": "Guiding Light", - "explorer_blood_gift_guiding_light_description": "When you attune your senses to the castle, you may spend honor 1-to-1 to ask a question from the See Clear list.
", - "explorer_blood_gift_half_dead": "Half-Dead", - "explorer_blood_gift_half_dead_description": "You're losing your mortality. Gain 1 Armour against physical attacks, but take 1 more harm from magical/spiritual attacks.
", - "explorer_blood_gift_healers_touch": "Healer’s Touch", - "explorer_blood_gift_healers_touch_description": "When you treat someone else’s wounds, mark contamination to heal yourself for the same amount.
", - "explorer_blood_gift_healing_corruption": "Healing Corruption", - "explorer_blood_gift_healing_corruption_description": "When you hurt an enemy, you can mark contamination to hold 1. Spend that hold to heal yourself or an ally 1 harm.
", - "explorer_blood_gift_junk_homunculus": "Junk Homunculus", - "explorer_blood_gift_junk_homunculus_description": "When you assemble the odds and ends in your pack into a rough human form, you can mark contamination to give it life. It will follow your commands to the best of its ability, but cannot leave the castle.
", - "explorer_blood_gift_just_you_and_me": "Just You and Me", - "explorer_blood_gift_just_you_and_me_description": "If you're within arm's reach of a foe, you can mark contamination to reshape the castle and trap you both within an empty room. The previous state is restored when you will it, or when you take a major wound.
", - "explorer_blood_gift_knives_of_shadow": "Knives of Shadow", - "explorer_blood_gift_knives_of_shadow_description": "You can craft knives from the very shadows. Treat them as weapons with flexible, ranged, painful.
", - "explorer_blood_gift_last_surprise": "Last Surprise", - "explorer_blood_gift_last_surprise_description": "When you successfully Strike an enemy, mark contamination to damage them twice instead.
", - "explorer_blood_gift_laugh_away_the_pain": "Laugh Away the Pain", - "explorer_blood_gift_laugh_away_the_pain_description": "You can mark contamination to clear a Minor Wound, or raise Blood to clear a Major Wound.
", - "explorer_blood_gift_lupine": "Lupine", - "explorer_blood_gift_lupine_description": "Your teeth and fingernails gain a keen edge. You always have access to them, as a weapon with (piercing, close).
", - "explorer_blood_gift_maw_of_the_void": "Maw of the Void", - "explorer_blood_gift_maw_of_the_void_description": "If you get something in your bag, it cannot escape without your say-so. You can mark contamination to turn the void inside the bag into a powerful vacuum (tether, close).
", - "explorer_blood_gift_medium": "Medium", - "explorer_blood_gift_medium_description": "You can mark contamination to summon a lesser version of your spirit. They won’t be hostile - at least, at first.
", - "explorer_blood_gift_paradox_bag": "Paradox Bag", - "explorer_blood_gift_paradox_bag_description": "When you reach into your sack, you can mark contamination to pull out something impossible: something too big, or too dangerous, or on the other side of the world, or in your antagonist's hands.
", - "explorer_blood_gift_psychopomp": "Psychopomp", - "explorer_blood_gift_psychopomp_description": "You can mark contamination and spend 1 Travel the Labyrinth hold to take your group to or from: an individual's psyche, the land of the dead, where the castle comes from.
", - "explorer_blood_gift_pushing_the_limit": "Pushing the Limit", - "explorer_blood_gift_pushing_the_limit_description": "When you build an invention, you may mark contamination to boost it with a Professor move you don’t have as if you had it.
", - "explorer_blood_gift_questionable_sources": "Questionable Sources", - "explorer_blood_gift_questionable_sources_description": "When you draw upon your most feral instinct, mark contamination to roll +Iron on Drink Deep instead of +Sulphur.
", - "explorer_blood_gift_rabid_attack": "Rabid Attack", - "explorer_blood_gift_rabid_attack_description": "You can mark contamination to maul an enemy brutally, and create an Opening for other explorers to use.
", - "explorer_blood_gift_shadow_walking": "Shadow-Walking", - "explorer_blood_gift_shadow_walking_description": "When you hide in the shadows, you can mark contamination to move from one shadow to another, bringing any people you wish with you.
", - "explorer_blood_gift_shared_information": "Shared Information", - "explorer_blood_gift_shared_information_description": "When you Drink Deep, you can mark contamination to share the spell with your allies.
", - "explorer_blood_gift_summon_blade": "Summon Blade", - "explorer_blood_gift_summon_blade_description": "You can’t lose your Bloodline’s weapons. You may mark contamination to immediately call a weapon with heirloom to you.
", - "explorer_blood_gift_the_blood_is_life": "The Blood is Life", - "explorer_blood_gift_the_blood_is_life_description": "When you shed your blood to create a body for a spirit, roll +Harm taken. On a 7-9 pick 1, on a 10+ pick 2: they're obedient, they're knowledgeable, you can banish them at will.
", - "explorer_blood_gift_the_unquiet_flesh": "The Unquiet Flesh", - "explorer_blood_gift_the_unquiet_flesh_description": "Your body is shifting to become something ancient. You may mark contamination to grow an organ or limb - arms, tentacles, etc.
", - "explorer_blood_gift_titans_might": "Titan's Might", - "explorer_blood_gift_titans_might_description": "You can mark contamination to augment your strength, letting you carry any weight. Leverage may still present issues.
", - "explorer_blood_gift_trailblazer": "Trailblazer", - "explorer_blood_gift_trailblazer_description": "When you Travel the Labyrinth, you may choose to mark contamination to automatically gain 1 hold.
", - "explorer_blood_gift_venom_veins": "Venom Veins", - "explorer_blood_gift_venom_veins_description": "When you bleed, you can mark contamination to turn the spilt blood into a poison that gives weapons lingering or stun.
", - "explorer_blood_gift_voice_of_command": "Voice of Command", - "explorer_blood_gift_voice_of_command_description": "When an Adversary is bearing down on an ally, you can mark contamination to force them to target you instead.
", - "explorer_blood_gift_void_needle": "Void Needle", - "explorer_blood_gift_void_needle_description": "When you wield a stabbing weapon, you can mark contamination to give it the lingering tag.
", - "explorer_blood_gift_war_cry": "War Cry", - "explorer_blood_gift_war_cry_description": "When you let out an intimidating war cry, mark contamination to choose an option from Stand With Me and apply it to yourself.
", - "explorer_blood_gift_wild_card": "Wild Card", - "explorer_blood_gift_wild_card_description": "Choose a Blood Gift from another Explorer playbook.
", - "explorer_blood_gift_wild_roar": "Wild Roar", - "explorer_blood_gift_wild_roar_description": "When you let out a powerful roar, mark contamination and gain fleeting advantage to Strike and Face the Horde.
", - "explorer_blood_gift_worlds_away": "Worlds Away", - "explorer_blood_gift_worlds_away_description": "If a foe's within arm's reach, you can mark contamination to reshape the castle such that you are separated by a deep chasm, a barricade or a surging river (of what?).
", - "explorer_move_ace_up_my_sleeve": "Ace Up My Sleeve", - "explorer_move_ace_up_my_sleeve_description": "When you hold the enemy’s attention, tell the GM what trick you pull out and Line It Up with +Mercury instead of +Glass.
", - "explorer_move_always_vigilant": "Always Vigilant", - "explorer_move_always_vigilant_description": "You have everyone’s back. You may Stand With Me outside of confrontations.
", - "explorer_move_and_next_youll_say": "And Next You'll Say...", - "explorer_move_and_next_youll_say_description": "When you tell an opponent what they'll do next, roll +Glass. On a hit, they pick one:
On a 10+, reveal a trap you set up to take advantage of your prediction. If they do what you predicted, the trap creates an immediate Opening or takes out a minion.
", - "explorer_move_apothecary": "Apothecary", - "explorer_move_apothecary_description": "You can spend 1-stock to create a poultice that can heal a minor wound, or a draught that will heal 3 Harm. In the field, you can convert a Relic into 1-stock.
", - "explorer_move_arcanist": "Arcanist", - "explorer_move_arcanist_description": "When you use a spell from Drink Deep, pick one:
So long as you concentrate, you can project your spirit away from you, see through its eyes, and - with effort - pull switches, open doors, move small objects, etc.
", - "explorer_move_bend_time": "Bend Time", - "explorer_move_bend_time_description": "When you roll 10+ on Dodge, time slows for everyone but you. If you can do an action within a few seconds, it'll have advantage.
", - "explorer_move_best_friend": "Best Friend", - "explorer_move_best_friend_description": "Choose an explorer you have a covenant with. While the covenant has a rating of 1 or more, you have access to a single move of theirs, your choice.
", - "explorer_move_binding": "Binding", - "explorer_move_binding_description": "When you land a Strike on an adversary, choose one:
When you perform rites to manipulate the castle’s power, roll +Relics sacrificed. On a 7-9 pick one, on a 10+ pick two:
You're merciless in pressing your advantage. Once you’ve landed a Strike on a target, get advantage on future Strikes.
", - "explorer_move_bloody_insight": "Bloody Insight", - "explorer_move_bloody_insight_description": "When you take harm from an adversary, hold 1. Spend 1 to reveal a weakness in their fighting style and give an ally advantage against them. Spend 3 to create an Opening.
", - "explorer_move_cast_the_runes": "Cast the Runes", - "explorer_move_cast_the_runes_description": "When you scry into the future, ask the GM a yes or no question and roll +Mercury. On a hit, they’ll answer truthfully; get fleeting advantage acting on the answer. On a 10+ you may ask a follow-up question.
", - "explorer_move_copycat": "Copycat", - "explorer_move_copycat_description": "Choose a move from another Explorer playbook. If you pick the Packrat’s Cornucopia move, you only have 3-stock. If you pick the Mascot’s Real Person move, you have an animal form instead.
", - "explorer_move_cornucopia": "Cornucopia", - "explorer_move_cornucopia_description": "You carry endless satchels, packs, pouches and bandoleers. Within them is anything your party might need as they explore the castle. You start with 5-stock; reset to 5 every time you return to a safe camp. Spend 1-stock to pull out a useful item: matches, rations, rope, a mirror, pitons, chalk, etc.
", - "explorer_move_doctors_orders": "Doctor’s Orders", - "explorer_move_doctors_orders_description": "When you give another explorer advice and they follow through with it, they gain fleeting advantage.
", - "explorer_move_first_aid": "First Aid", - "explorer_move_first_aid_description": "When you heal or tend to an ally, they heal 1 additional Harm.
", - "explorer_move_free_running": "Free Running", - "explorer_move_free_running_description": "When you Flow Like Water, on a 10+ you can ask the GM to give you an additional cost to choose another option from the list.
", - "explorer_move_get_behind_me!": "Get Behind Me!", - "explorer_move_get_behind_me_description!": "When you take the hit for a teammate, roll +Sulphur. On a hit, you take the blow. On a 7-9, it’s worse than you thought: the GM will give you an additional cost: harm, contamination, or lost gear.
", - "explorer_move_glorious_combat": "Glorious Combat", - "explorer_move_glorious_combat_description": "When you successfully Strike an enemy, you may spend 1-honour to do one of the following:
You have servants helping you carry gear. Your maximum stock is 8 instead of 5, and your staff can perform useful duties: lift something heavy, barricade a door, etc. When they fight alongside you, get advantage on Strike and Face the Horde.
", - "explorer_move_honorable_ally": "Honorable Ally", - "explorer_move_honorable_ally_description": "When you Stand With Me, you may spend 1 honour and roll +Iron instead of +Sulphur.
", - "explorer_move_i_can_do_that_better": "I Can Do That Better", - "explorer_move_i_can_do_that_better_description": "When you observe another explorer’s miss, get fleeting advantage to do the exact same thing.
", - "explorer_move_inspire": "Inspire", - "explorer_move_inspire_description": "When you roll 12+ on Face the Horde, you and your teammates heal 2 Harm.
", - "explorer_move_invention": "Invention", - "explorer_move_invention_description": "When you spend time in a safe space developing and building a new invention, roll +Sulphur. On a hit, you build the invention. Choose 1 and describe it:
On a 7-9, choose 1 drawback from below.
When you build an invention on the field, roll with disadvantage, and choose an additional drawback on a 7-9.
", - "explorer_move_knights_honour": "Knight’s Honour", - "explorer_move_knights_honour_description": "Your honourable soul protects you from the castle’s corruption. Start with 3-honour and reset to 3 every time you return to a safe camp. Spend 1-honour to avoid marking contamination.
", - "explorer_move_legerdemain": "Legerdemain", - "explorer_move_legerdemain_description": "When you get 12+ on Flow Like Water or Dodge, you spot an opportunity to acquire an asset: gain 1-Relic.
", - "explorer_move_lightning_swift": "Lightning Swift", - "explorer_move_lightning_swift_description": "You're incredibly fast. Your attacks always have the cleave tag, and you have advantage on Dodge.
", - "explorer_move_literal_packrat": "Literal Packrat", - "explorer_move_literal_packrat_description": "You get the Packrat’s Cornucopia move, but you only have 3-stock.
", - "explorer_move_lucky_cigarette_case": "Lucky Cigarette Case", - "explorer_move_lucky_cigarette_case_description": "When your pack intercepts a blow, roll +stock spent (minimum 1). On a hit, the harm is negated; on a 7-9, the GM will name one other piece of gear you have that is destroyed in the process.
", - "explorer_move_more_firepower": "More Firepower", - "explorer_move_more_firepower_description": "When you choose to invent a weapon, give it an extra perk.
", - "explorer_move_nerves_of_steel": "Nerves of Steel", - "explorer_move_nerves_of_steel_description": "Your honour protects you even from physical harm. You may spend honour 1-for-1 to reduce harm taken.
", - "explorer_move_noble_charge": "Noble Charge", - "explorer_move_noble_charge_description": "When you Face the Horde, on a hit, you may choose an additional option. If you do, gain 1-honour, up to a maximum of 3-honor.
", - "explorer_move_nothing_is_true": "Nothing is True", - "explorer_move_nothing_is_true_description": "When you See Clear, add these questions to the list:
When you tend to your own wounds, you can use any Medic move - even ones you haven’t chosen.
", - "explorer_move_pinning_fire": "Pinning Fire", - "explorer_move_pinning_fire_description": "Your shots are precise and lethal. When you attack a foe with a ranged weapon, the foe must choose: remain where they are, or be taken out (if they're a minion) or provide an Opening (if they're an adversary).
", - "explorer_move_poisoner": "Poisoner", - "explorer_move_poisoner_description": "When you spend time in a safe space crafting a poison, describe it. You can use it to give a weapon lingering or stun.
When you heal or aid someone but keep yourself emotionally distant, roll Stand With Me with +Glass instead of +Sulphur.
", - "explorer_move_rally": "Rally", - "explorer_move_rally_description": "When all hope seems lost and you rally your teammates, roll +Sulphur. On a hit, pick one:
On a 7-9, the GM will give you a cost: harm, contamination, or lost gear.
", - "explorer_move_real_person": "Real Person", - "explorer_move_real_person_description": "You have a human form you can switch to at will.
", - "explorer_move_regain_momentum": "Regain Momentum", - "explorer_move_regain_momentum_description": "Flesh and blood is less important that confidence. When you land a successful Strike, heal the last Harm you took.
", - "explorer_move_reshape_chaos": "Reshape Chaos", - "explorer_move_reshape_chaos_description": "You may spend Travel the Labyrinth hold, 1-for-1, to uncover one of these details in your environment:
Poisons you make or have also give weapons they’re applied to the holy tag.
", - "explorer_move_sniper": "Sniper", - "explorer_move_sniper_description": "When you take advantage of an Opening with a ranged or thrown weapon and your enemy can’t see you, treat the result as if you rolled a 10+.
", - "explorer_move_soul_blade": "Soul Blade", - "explorer_move_soul_blade_description": "Your spirit has its own weapon: give it a perk and a flaw. When the spirit fights, roll +Sulphur to Strike and Face the Horde. If you have Astral Projection, the spirit can fight while you take independent action.
", - "explorer_move_soul_vessel": "Soul Vessel", - "explorer_move_soul_vessel_description": "When you try to catch the spirit of a defeated minion, roll +Sulphur. On a hit, you catch it; on a 7-9, it taints you and you mark contamination. So long as a spirit is contained, you can freely use one of its moves. When you mark contamination you can shift it onto the vessel, destroying the spirit. You may have one spirit at a time.
", - "explorer_move_spectral_knowledge": "Spectral Knowledge", - "explorer_move_spectral_knowledge_description": "When you ask your spirit for advice, roll +Glass. On a hit, ask a question and the GM will answer honestly... for the most part. On a 7-9 pick two, on a 10+ pick one:
When you fuse with your spirit, roll +Sulphur. On a 7-9 hold 2, on a 10+ hold 3. On a 6- hold 1 but mark contamination. Spend a hold to use the spirit's power; work it out with the GM, but it should be about the level of a spell from Drink Deep. This power is draining: to use it again, you must use Shelter or Rest and Recreation.
", - "explorer_move_stampede": "Stampede", - "explorer_move_stampede_description": "You can communicate with other animals. When you coordinate your efforts with them, gain fleeting advantage.
", - "explorer_move_standard_bearer": "Standard Bearer", - "explorer_move_standard_bearer_description": "You proudly carry the banner of your expedition with you. When you show your pride and wave the banner, gain fleeting advantage on Stand With Me.
", - "explorer_move_triage": "Triage", - "explorer_move_triage_description": "When you assess the type of harm another character has taken, roll +Glass. On a 10+, choose 3. On a 7-9, choose 1.
Your weapon is versatile, enchanted or a marvel of engineering. Pick two perk/flaw sets for it: you can switch between the two at a moment’s notice.
", - "explorer_move_trophy": "Trophy", - "explorer_move_trophy_description": "You know secret rituals to preserve an enemy's power in a severed part of their body. When you draw on the power of a trophy carved from an Acolyte, roll +Iron on Drink Deep instead of +Sulphur.
", - "explorer_move_true_sight": "True Sight", - "explorer_move_true_sight_description": "You can always recognise an illusion or supernatural deception as what it truly is. In addition, you get advantage on See Clear.
", - "explorer_move_trump_card": "Trump Card", - "explorer_move_trump_card_description": "Exactly once during a confrontation with an Acolyte, you may declare you have a solution to your current predicament. Tell the GM what it is and roll +Mercury.
On a hit, you defeat the Acolyte by the skin of your teeth. On a 7-9, it costs you a lot. Cross off an unmarked Blood Advance other than Retirement: you cannot take that advance. If there are none left, immediately take Retirement. On a miss, you mess up real bad: trigger your Death Move.
", - "explorer_move_unnatural_habitat": "Unnatural Habitat", - "explorer_move_unnatural_habitat_description": "When you Flow Like Water in an environment that resembles your natural habitat, roll +Iron instead of +Mercury.
", - "explorer_move_useful_bling": "Useful Bling", - "explorer_move_useful_bling_description": "When you choose to invent a shiny object, choose 1 more from the same list.
", - "explorer_move_versatility": "Versatility", - "explorer_move_versatility_description": "When you choose to invent an enhancer, pick two exploration moves it boosts instead of one.
", - "explorer_move_walking_armory": "Walking Armory", - "explorer_move_walking_armory_description": "Your bags are bristling with weaponry and armour. Spend 1-stock to:
One bloodline goes to you for prophecies and omens. Raise your pact with them by 1. They say what fate you saved them from. You say what ill fortune you haven’t told them about yet.
", - "fate_dealers_lore": "Cartomancy; astrology; runecasting.", - "fate_dealers_pact_name": "The Way of Violet", - "fate_dealers_prizes": "You prize the struggle against Fate. At the end of each session, pick the explorer who had the worst luck and yet prevailed against it, and raise their pact with your bloodline by 1. ", - "fate_dealers_refuge_1": "A souvenir shop of trinkets and accessories.", - "fate_dealers_refuge_2": "The local fortune-teller’s tent.", - "fate_dealers_refuge_3": "Your house, strangely untouched by evil.", - "fate_dealers_shelter": "When your explorer finds Shelter in the castle, they may conduct a divination. They gain a glimpse of an Acolyte’s activities in the castle and thus their role.", - "fate_dealers_starting_array_1": "Chalices 1 Swords -1 Coins 0 Wands 1", - "fate_dealers_starting_array_1_desc": "if you advise people against the coming harm but lack the military strength to save them alone.", - "fate_dealers_starting_array_2": "Chalices -1 Swords 0 Coins 1 Wands 1", - "fate_dealers_starting_array_2_desc": "if you defy Fate by gathering as many resources as possible at the expense of others.", - "fate_dealers_starting_array_3": "Chalices -1 Swords 1 Coins 0 Wands 1", - "fate_dealers_starting_array_3_desc": "if you stare death in the face, everything else be damned.", - "fate_dealers_style": "Ostentatious clothing; simple robes; unrecognizable from common folk.", - "first_aid_kit": "First Aid Kit (Use to heal 1 Harm).", - "flail": "Flail (cleave, brace).", - "gear": "Gear", - "gender": "Ambiguous, Concealed, Feminine, Masculine.", - "glass": "Glass", - "glass_description": "Your ability to stay sane and clear-eyed. When exploring, use it to find your way through and assess your surroundings. When fighting a powerful adversary, use it to spot openings and help your allies exploit them.", - "glowing_crystals": "Glowing crystals.", - "guardians_of_nature": "The Guardians Of Nature", - "guardians_of_nature_at_camp": "While at one of your camps, members of other bloodlines can spend 1-pact to gain an animal companion. While the animal is alive, they share one of your explorer’s moves.", - "guardians_of_nature_bloodline_name": "A sacred tree or animal; the name the whispers give you; no given name.", - "guardians_of_nature_breach_1": "The worn pelt of a beast of the castle.", - "guardians_of_nature_breach_2": "A growing branch tearing through a wall.", - "guardians_of_nature_breach_3": "The wind which carries you to the roof.", - "guardians_of_nature_desc": "", - "guardians_of_nature_drive_1": "The dying wildlife in the local area.", - "guardians_of_nature_drive_2": "A great beast turned evil by the Regent.", - "guardians_of_nature_drive_3": "The encroaching industry of the castle.", - "guardians_of_nature_founder_desc": "You’ve left the comfort of the wilds to find the source of all evil. Now that you have found it, it’s time to destroy it, for the good of the natural order.", - "guardians_of_nature_founder_title": "The Archdruid", - "guardians_of_nature_history": "One bloodline taught you how to fit in with the rest of society. Set your pact with them to 1. You say what social expectation they taught you. They say how it has changed since.
", - "guardians_of_nature_lore": "Secret meetings; whispers of nature; hidden enclaves.", - "guardians_of_nature_pact_name": "The Way of Green", - "guardians_of_nature_prizes": "You prize the natural order. At the end of each session, pick the explorer who went out of their way to destroy the castle, and raise their pact with your bloodline by 1.", - "guardians_of_nature_refuge_1": "A great tree, untouched by the castle’s corruption.", - "guardians_of_nature_refuge_2": "The forest closest to the castle.", - "guardians_of_nature_refuge_3": "A place the civilized dare not enter.", - "guardians_of_nature_shelter": "When your explorer finds Shelter in the castle, they cleanse the area of the castle’s evil. Each explorer may clear their contamination track. Their Blood remains the same.", - "guardians_of_nature_starting_array_1": "Chalices 1 Swords -1 Coins 0 Wands 1", - "guardians_of_nature_starting_array_1_desc": "if you focus on caring for people while the castle corrupts the outskirts.", - "guardians_of_nature_starting_array_2": "Chalices 0 Swords 1 Coins -1 Wands 0", - "guardians_of_nature_starting_array_2_desc": "if you focus on fighting the corruption at the source, caring little for material gain.", - "guardians_of_nature_starting_array_3": "Chalices -1 Swords 1 Coins 0 Wands 1", - "guardians_of_nature_starting_array_3_desc": "if you focus on defending your territory at the cost of personal relations.", - "guardians_of_nature_style": "Rustic clothing; furs and pelts; barely any clothing.", - "half_damned": "The Half-Damned", - "half_damned_at_camp": "While at one of your camps, other bloodlines can spend 1-pact to transfer a point of contamination to a member of your bloodline. Say how the recipient is further twisted.", - "half_damned_bloodline_name": "A shared mark or feature; after your progenitor; what zealots and bigots call you.", - "half_damned_breach_1": "The regent's menagerie, using yourself as bait for the game wardens.", - "half_damned_breach_2": "The servant's quarters, and a stolen uniform.", - "half_damned_breach_3": "The barracks, and notes on the patrol schedule.", - "half_damned_desc": "The Half-Damned show clearer than most the marks of corruption. Lurking on the fringes of society, they fight a constant struggle against the dark blood within. In the castle they have the unique advantage of blending in with its inhabitants, giving them unmatched powers to infiltrate and gain information on the regent’s plans.", - "half_damned_drive_1": "The beast that turned you, serving the Regent.", - "half_damned_drive_2": "Your sibling, called to the castle by an irresistible compulsion.", - "half_damned_drive_3": "A mob whipped into a frenzy by fear of the Regent.", - "half_damned_founder_desc": "Maybe the castle almost claimed you, and it was only thanks to your fellows that you remained human. Maybe the darkness was always inside you, and your struggle to stay in control is even harder now the castle has given it physical form. Either way, it's time to put these gifts to use.", - "half_damned_founder_title": "The Tainted", - "half_damned_history": "One bloodline hunted you as monsters before you forged a treaty. Set your pact each other to 1. You say how you proved your humanity, they say how they made amends.
", - "half_damned_lore": "Ancient immortals with flawed memories; a voice whispering in your nightmares; religious texts that damn you but offer advice.", - "half_damned_pact_name": "The Way of Red", - "half_damned_prizes": "You prize integrity and sacrifice. At the end of each play session, pick the explorer whose mercy most impressed you and raise their bloodline’s pact with you by 1.", - "half_damned_refuge_1": "A graveyard where your peers shelter.", - "half_damned_refuge_2": "An aerie overlooking the land.", - "half_damned_refuge_3": "Underground tunnels forgotten by man.", - "half_damned_shelter": "When your explorer finds Shelter in the castle, they can use the power of the blood to push back death. Anyone in the party can mark contamination to heal 1d6 Harm.", - "half_damned_starting_array_1": "Chalices 0 Swords 1 Coins -1 Wands 1", - "half_damned_starting_array_1_desc": "if your bloodline is cursed with obvious signs of damnation and must live on the fringes of society.", - "half_damned_starting_array_2": "Chalices -1 Swords 1 Coins 1 Wands 0", - "half_damned_starting_array_2_desc": "if your bloodline is cursed with terrible hungers or a lingering blight, even as they appear completely human.", - "half_damned_starting_array_3": "Chalices 1 Swords 0 Coins -1 Wands 1", - "half_damned_starting_array_3_desc": "if one bloodline member in each generation shows the physical gifts of the curse, while the rest suffer the frailties imposed.", - "half_damned_style": "Ragged fabrics and animal skins; fastidiously clean and modern clothing; anonymous peasant or low class clothing.", - "harm": "Harm", - "heavy_cloak": "Heavy cloak (1 Armour).", - "hidden_hand": "The Hidden Hand", - "hidden_hand_at_camp": "While at one of your camps, other bloodlines can spend 1-pact on you to get access to more luxurious supplies, giving them advantage on Shelter until they return to a safe camp.", - "hidden_hand_bloodline_name": "a mythical creature, an alchemical process, a feudal role.", - "hidden_hand_breach_1": "The deeper vaults, and a brace of explosives.", - "hidden_hand_breach_2": "A grand soiree, and a forged invitation.", - "hidden_hand_breach_3": "The clock tower, and a zip line from great height.", - "hidden_hand_desc": "The Hidden Hand focus on temporal power, using the treasures of the blood to shape mortal society. When the castle returns they call on legions of allies and cutting-edge technology to push it back and get rich in the process.", - "hidden_hand_drive_1": "A treasure rumoured to bring eternal life.", - "hidden_hand_drive_2": "Your political rival, empowered by the regent's corruption.", - "hidden_hand_drive_3": "Rare reagents created by abhorrent rites.", - "hidden_hand_founder_desc": "You're not here out of the goodness of your heart, but raw pragmatism. Frankly, hordes of monsters are liable to ruin your plans for wealth, prestige and power. At least your talent for command has come in useful managing this ragtag band of 'heroes'.", - "hidden_hand_founder_title": "The Mastermind", - "hidden_hand_history": "You split the fabulous wealth you found with another bloodline. Gain 1 pact on them. They say what they used the wealth for; you say how entropy and betrayal robbed them of it.
", - "hidden_hand_lore": "Reports from agents scattered around the world, an iron grip on the rare book market, a private institution of scholars probing the boundaries of knowledge.", - "hidden_hand_pact_name": "The Way of Silver", - "hidden_hand_prizes": "You prize entrepreneurship. At the end of each play session, pick the explorer who most increased their wealth or power and raise their bloodline’s pact with you by 1.", - "hidden_hand_refuge_1": "A mansion filled with helpful servants.", - "hidden_hand_refuge_2": "A watch station, barricaded up against the darkness.", - "hidden_hand_refuge_3": "A scholar's laboratory, fizzing with strange chemicals.", - "hidden_hand_shelter": "When your explorer finds Shelter in the castle, they may upgrade and reinforce their party's gear. They each hold 1: spend it to get fleeting advantage on Strike or Confront.", - "hidden_hand_starting_array_1": "Chalices 1 Swords 0 Coins 1 Wands -1", - "hidden_hand_starting_array_1_desc": "if you live lives of luxury and try not to think too hard about the source of your wealth.", - "hidden_hand_starting_array_2": "Chalices -1 Swords 1 Coins 1 Wands 0", - "hidden_hand_starting_array_2_desc": "if you act as a mercenary group, guiding the world’s conflicts in a direction that benefits you.", - "hidden_hand_starting_array_3": "Chalices 0 Swords -1 Coins 1 Wands 1", - "hidden_hand_starting_array_3_desc": "if you’ve suborned the world’s elite into a secret society bound by occult rituals and mutual blackmail.", - "hidden_hand_style": "Formal wear and subtle marks of membership, opulent clothes and impractical accessories, state-of-the-art arms and armour.", - "history": "History", - "history_and_notes": "History and Notes", - "holy_church": "The Holy Church", - "holy_church_at_camp": "While at one of your camps, other bloodlines can spend 1-pact on you to take a Relic from your stores. Describe it, and suggest how it came to be owned by your order.", - "holy_church_bloodline_name": "The virtue you follow, the mark you wear, your hope for the future.", - "holy_church_breach_1": "The tainted chapel, and the supply wagons that bring in sacraments.", - "holy_church_breach_2": "The burial catacombs, and a crevasse that's opened them to the world.", - "holy_church_breach_3": "A marble-floored museum, and its skylights.", - "holy_church_desc": "The Holy Church draw power from their faith. Whatever the truth of their particular creed they’re defenders of humanity able to purge contamination, build protections against evil and provide respite to the afflicted.", - "holy_church_drive_1": "A saint's relics stolen from a desecrated grave.", - "holy_church_drive_2": "A great demon only vulnerable to the righteous.", - "holy_church_drive_3": "A sin that only martyrdom can wash clean.", - "holy_church_founder_desc": "You may not be trained in occult lore, or mortal combat. But you know evil, and you know good. And so long as good people stand against evil, you will be there with them to keep them safe.", - "holy_church_founder_title": "The Saint", - "holy_church_history": "You saved another bloodline from falling to darkness. Set your pact with them to 1. They say what dark temptation was twisting them into servants of the castle; you say what you did to redeem them.
", - "holy_church_lore": "Dreams of whispering martyrs, a holy book filled with ecstatic visions, accumulated folkGlass from your flock.", - "holy_church_pact_name": "The Way of White", - "holy_church_prizes": "You prize self-sacrifice. At the end of each play session, pick the explorer who risked the most to help others and raise their bloodline’s pact with you by 1. ", - "holy_church_refuge_1": "An old church warded against malign influences.", - "holy_church_refuge_2": "A memorial remembering the dead of the last great war.", - "holy_church_refuge_3": "The home of a believer, where the faithful are waiting out the horrors.", - "holy_church_shelter": "When your explorer finds Shelter in the castle, they may lead the group in prayer. They each hold 1: spend it to miraculously avoid a curse, spell or mystical attack.", - "holy_church_starting_array_1": "Chalices 1 Swords 0 Coins -1 Wands 1", - "holy_church_starting_array_1_desc": "if you act as a mystery cult, revealing deeper truths to those who have earned them.", - "holy_church_starting_array_2": "Chalices 1 Swords 0 Coins 1 Wands -1", - "holy_church_starting_array_2_desc": "if you are part of a grander church, trading freedom to dabble in the occult for temporal influence.", - "holy_church_starting_array_3": "Chalices 1 Swords 1 Coins -1 Wands 0", - "holy_church_starting_array_3_desc": "if you're a scattered group of devotees resisting persecution in pursuit of righteousness.", - "holy_church_style": "A simple symbol of faith, fastidious clerical robes, joyous flowing colours.", - "homemade_explosives": "Homemade explosives (lingering, ammo).", - "honoured_longsword": "Honoured longsword (piercing, heirloom).", - "human_voice_animal_noises_a_weird_combination": "Human voice, animal noises, a weird combination.", - "iron": "Iron", - "iron_description": "Your stubborn will and ability to fight and kill. When exploring, you use it to fight hordes. When fighting a powerful adversary, use this to take advantage of an opening and strike them down.", - "joker": "The Joker", - "joker_covenant_example_1": "You healed them up from a mortal wound.", - "joker_covenant_example_2": "They’re heavily in debt to you.", - "joker_covenant_example_3": "You’ve sworn loyalty to them.", - "joker_death_move": "Well, the charade’s up. Switch to a different playbook or die. If you switch, keep your stats and Blood Advances, but none of your Joker moves.
", - "joker_desc": "The Joker is a trickster and a jack-of-all-trades.", - "joker_moves": "Joker Moves", - "joker_names": "Akira, Jack, Nancy, Ivan, Renart, Lilith", - "joker_starting_array": "Iron 0 Glass -1 Sulphur 0 Mercury +1", - "knight": "The Knight", - "knight_covenant_example_1": "You healed them up from a mortal wound.", - "knight_covenant_example_2": "They’re heavily in debt to you.", - "knight_covenant_example_3": "You’ve sworn loyalty to them.", - "knight_death_move": "When you die, name another explorer who was moved by your bravery. They gain the Knight’s Honor move, except their base honor is 5 instead of 3.
", - "knight_desc": "The Knight is an honorbound warrior.", - "knight_moves": "Knight Moves", - "knight_names": "Alexander, Bertrand, Jeanne, Athena, Camilla, Brunhild", - "knight_starting_array": "Iron +1 Glass 0 Sulphur -1 Mercury 0", - "knight_take_moves": "Take Knight’s Honour and one more:", - "lantern_and_oil": "Lantern and oil.", - "legendary_heroes": "The Legendary Heroes", - "legendary_heroes_at_camp": "While at one of your camps, members of other bloodlines can spend 1-pact to gain a weapon from your stores. Give it two perks and a flaw, and describe its history.", - "legendary_heroes_bloodline_name": "A noble title; an inherited naming convention; bearers of the ________.", - "legendary_heroes_breach_1": "A grand door and a sturdy boot.", - "legendary_heroes_breach_2": "A great stained glass window and a hefted brick.", - "legendary_heroes_breach_3": "A high wall and a knotted rope", - "legendary_heroes_desc": "The Legendary Heroes are a bloodline in the truest sense of the word: a lineage where the virtues of heroism recur again and again. Whether they’ve been trained from birth to match the deeds of their forbears or brought to the castle by the winds of fate ignorant of their destiny, they’re tenacious and audacious foes of the regent.", - "legendary_heroes_drive_1": "Your love, kidnapped by the Regent.", - "legendary_heroes_drive_2": "Your parent, cursed to waste away", - "legendary_heroes_drive_3": "A neighbourhood, devastated by monsters.", - "legendary_heroes_founder_desc": "You're brave and bold, and where your fellows faltered you inspired them to press on. Now the regent stands before you, and they will answer for the evils they have brought to the land.", - "legendary_heroes_founder_title": "The Paladin", - "legendary_heroes_history": "One bloodline’s legends taught you how to be heroes. Set your pact with them to 1. You say what legend you’ve heard, they say what secret failure the legend left out.
", - "legendary_heroes_lore": "Picking it up as they go along; ancestor’s crumbling journals; oral history passed from parent to child.", - "legendary_heroes_pact_name": "The Way of Gold", - "legendary_heroes_prizes": "You prize heroism and valour. At the end of each play session, pick the explorer whose heroism most impressed you and raise their pact with your bloodline by 1.", - "legendary_heroes_refuge_1": "An inn or cafe where your sister plays music.", - "legendary_heroes_refuge_2": "A general shop run by your grandfather.", - "legendary_heroes_refuge_3": "A club, park or back alley where friendly gangs hang out", - "legendary_heroes_shelter": "When your explorer finds Shelter in the castle, they can inspire the others with tales of selfless heroism. The next time their allies would mark contamination while trying to aid or protect another explorer, they ignore it.", - "legendary_heroes_starting_array_1": "Chalices 1 Swords 1 Coins 0 Wands -1", - "legendary_heroes_starting_array_1_desc": "if fate and coincidence keep bringing your bloodline to the castle despite their ignorance of mystical matters.", - "legendary_heroes_starting_array_2": "Chalices 0 Swords 1 Coins -1 Wands 1", - "legendary_heroes_starting_array_2_desc": "if your bloodline is tested from childhood for martial aptitude and trained to face the castle.", - "legendary_heroes_starting_array_3": "Chalices 0 Swords 1 Coins 1 Wands -1", - "legendary_heroes_starting_array_3_desc": "if your bloodline are world travellers with a fortune built on castle raids.", - "legendary_heroes_style": "Stylish contemporary fashion; bloodline crests and heirlooms; rustic or utilitarian clothing.", - "light_bulbs_and_mechanical_lanterns": "Light bulbs and mechanical lanterns.", - "long-burning_glow_sticks": "Long-burning glow sticks.", - "looks": "Looks", - "looks_regional": "Asian, South Asian, Black, Caucasian, Hispanic, Latino, Indigenous, Middle Eastern, ________.", - "lore": "Lore", - "lucky_charm": "Lucky charm (destroy to negate up to 2 Harm).", - "magi": "The Magi", - "magi_at_camp": "While at one of your camps, other bloodlines can spend 1 pact on you to get an item of power from your stores. They can destroy it to cast a spell as per Drink Deep.", - "magi_bloodline_name": "The name of your school, The ____ Way, The Path of ______ .", - "magi_breach_1": "A garden of perfect geometric statuary, and a hole in its iron fence.", - "magi_breach_2": "A pocket dimension outside reality, and a ritual to transport you there.", - "magi_breach_3": "An alchemical storage vault, and the combination for the vault door.", - "magi_desc": "The Magi use secretive and arcane rituals to draw power from the blood. Where other bloodlines may draw on its power recklessly and spiral down into corruption, the Magi precisely measure out each portion of their soul as they trade it for power.", - "magi_drive_1": "A celestial conjunction promising great change.", - "magi_drive_2": "A chance to fix a mistake made in your training.", - "magi_drive_3": "An unnatural plague infesting the city's slums.", - "magi_founder_desc": "Ancient lore and improvised cantrips have got you this far, but you can feel the power rolling off the Regent in the next chamber. You'll set your soul alight if that's what it takes to burn this place down.", - "magi_founder_title": "The Ritualist", - "magi_history": "You taught another bloodline how to use the castle’s power safely. Gain 1 pact on them. They say what the ritual allows them to do; you say what it costs them instead of their souls.
", - "magi_lore": "A bag full of scholarly texts, drilled-in mnemonics, a chorus of spirits bound into your gear to offer advice.", - "magi_pact_name": "The Way of Blue", - "magi_prizes": "You prize arcane insight. At the end of each session, pick the explorer who wielded the most supernatural power and raise their pact with your bloodline by 1. ", - "magi_refuge_1": "A caravan on the city's outskirts selling charms and occult paraphernalia.", - "magi_refuge_2": "A visionary doctor's surgery-laboratory.", - "magi_refuge_3": "A cafe where the intelligentsia gather and debate.", - "magi_shelter": "When your explorer finds Shelter in the castle, they may lead the group in a ritual of controlled corruption. Each explorer may transfer 1 point of contamination to another explorer, with that explorer's consent.", - "magi_starting_array_1": "Chalices 0 Swords -1 Coins 1 Wands 1", - "magi_starting_array_1_desc": "if you’re a selective academic institution teaching occult rituals to those that can afford your fees.", - "magi_starting_array_2": "Chalices 0 Swords 1 Coins -1 Wands 1", - "magi_starting_array_2_desc": "if you’re hands-on learners, extracting occult wisdom from the beasts and devils you hunt.", - "magi_starting_array_3": "Chalices 1 Swords 0 Coins -1 Wands 1", - "magi_starting_array_3_desc": "if you’re occultists without borders, travelling the world and pushing back blights wherever you find them.", - "magi_style": "Skin covered in arcane glyphs, thick robes of strange fabrics, bags and bandoleers loaded with reagents.", - "major_wound": "Major Wound", - "make_a_weapon": "Make a weapon (1 perk, 1 flaw).", - "martial_arts_training": "Martial arts training (tether, close).", - "mascot": "The Mascot", - "mascot_covenant_example_1": "You healed them up from a mortal wound.", - "mascot_covenant_example_2": "They’re heavily in debt to you.", - "mascot_covenant_example_3": "You’ve sworn loyalty to them.", - "mascot_death_move": "When you die, your death inspires the other explorers to act, at least for the time being. They all gain fleeting advantage.
", - "mascot_desc": "The Mascot is an animal or creature that is sapient.", - "mascot_moves": "Mascot Moves", - "mascot_names": "Rex, Lucky, Teddie, Whiskers, Grump", - "mascot_starting_array": "Iron +1 Glass -1 Sulphur 0 Mercury 0", - "medic": "The Medic", - "medic_covenant_example_1": "You healed them up from a mortal wound.", - "medic_covenant_example_2": "They’re heavily in debt to you.", - "medic_covenant_example_3": "You’ve sworn loyalty to them.", - "medic_death_move": "You can’t prevent your own death, but you can save others. When someone else would die, tell us how you helped them survive instead, and cross off this move.
", - "medic_desc": "The Medic is a perceptive healer.", - "medic_moves": "Medic Moves", - "medic_names": "Shrishti, Elizabeth, Charaka, Galen, Benedict, Sushruta, Paul, Virginia", - "medic_starting_array": "Iron 0 Glass +1 Sulphur 0 Mercury -1", - "medic_take_moves": "Take Triage and one more:", - "mercury": "Mercury", - "mercury_description": "Your ability to be stealthy, quick and graceful. When exploring, use it to find safe refuge from the castle’s inhabitants; when fighting, use it to dodge away from blows and use trickery and guile. Blood tracks how corrupted your explorer has been by the castle’s power. As it increases you unlock advances, gaining improved stats and strange gifts, but risk falling under the permanent sway of the regent.", - "minor_wound": "Minor Wound", - "miscellaneous_trinkets": "Miscellaneous trinkets.", - "miss": "Miss", - "mortal_wound": "Mortal Wound", - "mystic": "The Mystic", - "mystic_covenant_example_1": "You’re afflicted with the same curse.", - "mystic_covenant_example_2": "You’re studying their dreams.", - "mystic_covenant_example_3": "You follow different faiths.", - "mystic_death_move": "As you die, you perform a feat of soul alchemy. Each explorer may lose a point of Blood and a Blood Advance of their choice but keep the stat advance/blood gift. For each, one part of your corpse becomes a Relic.
", - "mystic_desc": "The Mystic is an expert at extracting occult power from the castle. In their hands the blood is coaxed into amulets, weapons and explosive incantations.", - "mystic_moves": "Mystic Moves", - "mystic_names": "Reuben, Harland, Maria, Ume, Emilio, Mercurio, Abaris, Julia, Hugh, Miles", - "mystic_starting_array": "Iron -1 Glass 0 Sulphur 0 Mercury +1", - "nice_leather_jacket": "Nice leather jacket (1 Armour).", - "odd_fighting_style": "Odd fighting style (cleave, close).", - "old_journals_from_past_explorers": "Old journals from past explorers.", - "open_bloodline": "The Open Bloodline", - "open_bloodline_desc": "The Open Bloodline is a blank Bloodline.", - "open_bloodline_founder_desc": "", - "open_bloodline_founder_title": "The Founder of the Open Bloodline.", - "open_bloodline_shelter": "When your explorer finds Shelter in the castle,", - "packrat": "The Packrat", - "packrat_covenant_example_1": "You healed them up from a mortal wound.", - "packrat_covenant_example_2": "They’re heavily in debt to you.", - "packrat_covenant_example_3": "You’ve sworn loyalty to them.", - "packrat_death_move": "As you die, you reveal a final pouch - one packed with explosives. Pick one:
You have created an invention specifically for this moment. Tell the GM what it does. Afterwards it becomes a valuable object worth 3-Relic.
", - "professor_desc": "The Professor is an inventor and a tinkerer.", - "professor_moves": "Professor Moves", - "professor_names": "Dr. Micawber, Amadeus, Victoria, Sergio, Roger, Samuel, Kukui", - "professor_starting_array": "Iron -1 Glass 0 Sulphur +1 Mercury 0", - "professor_take_moves": "Take Invention and one more:", - "purified_salt": "Purified salt (1 Armour when you stand within a circle of it).", - "reckoner": "The Reckoner", - "reckoner_covenant_example_1": "You’re working together to find a lost treasure.", - "reckoner_covenant_example_2": "You’re heavily in debt to them.", - "reckoner_covenant_example_3": "You’ve hunted many monsters together.", - "reckoner_death_move": "As you die, you work one final effort of will to enforce order on the castle. Pick one:
As the final blow comes down you choose not to defend yourself, instead using your attacker’s momentum to drive your weapon home. Now it’s lodged in them, slowing them down and creating a weakness your allies can use to take revenge. Until the embedded weapon is used as an Opening, your allies take advantage on Dodge and Confront.
", - "slayer_desc": "The Slayer is a monster hunter, plain and simple. They’re fast and lethal, equally at home confronting a horde of beasts and a single towering colossus.", - "slayer_moves": "Slayer Moves", - "slayer_names": "Lilianna, Isidor, Ayako, Farhana, Laura, Peter, Simon, Julian, Laurens, Jiddu", - "slayer_starting_array": "Iron +1 Glass 0 Sulphur 0 Mercury -1", - "spiritual_aura": "Spiritual aura (Advantage to attack intangible foes).", - "squire": "Squire (A contact of your choice).", - "starting_stats": "Starting Stats", - "starting_stats_help": "(Choose One)", - "stats": "Stats", - "stock": "Stock", - "style": "Style", - "success": "Success!", - "sulphur": "Sulphur", - "sulphur_description": "The strength of your passions and ability to tap into occult power. When exploring, use it to learn magic from the castle’s relics. When fighting a powerful adversary, use it to pull allies from danger.", - "survivalist_gear": "Survivalist gear.", - "swords": "Swords", - "swords_description": "Their ability to project force into the castle and claim forward bases.", - "syringe": "Syringe (lingering, close).", - "thick_hide_or_suit": "Thick hide or suit (1 Armour).", - "thick_mask_or_suit": "Thick mask or suit (1 Armour).", - "thieves_tools": "Thieves’ tools.", - "three_uses_of_a_poison": "3 uses of a poison (describe it, 1 use gives a weapon lingering or stun).", - "titles_and_honours": "Titles and honours.", - "torches_and_fire_lighting_kit": "Torches and fire lighting kit.", - "tower_shield": "Tower Shield (1 Armour).", - "traditions": "Traditions", - "traditions_help": "Choose one of each or invent your own.", - "unstable_gun_prototype": "Unstable Gun Prototype (ranged, painful).", - "wands": "Wands", - "wands_description": "Their ability to push back against the occult predations of the regent.", - "when_blood_increases": "Pick one when blood increases", - "when_blood_increases_get_gift": "Get a Blood Gift.", - "when_blood_increases_get_stat": "Get +1 to a stat (max 3).", - "when_blood_increases_retire": "Retire your explorer; they may return as an Acolyte.", - "you_start_with_this_array": "You start with this array; add 1 to a stat of your choice:", - - - "test_evaluation": "", - "zzend_of_file": "" +{ + "a_backup_pistol": "A backup pistol (ranged, reload).", + "a_bag_of_healing_salves": "A bag of healing salves.", + "a_clever_disguise": "A clever disguise (can pass as a castle minion).", + "a_collar_with_a_glowing_light": "A collar with a glowing light.", + "a_crossbow": "A crossbow (ranged, reload).", + "a_deck_of_playing_cards": "A deck of playing cards.", + "a_hip_flask_wineskin_or_tobacco_pouch": "A hip flask, wineskin or tobacco pouch.", + "a_last_ditch_ice_burst": "A last-ditch ice burst (stun, painful).", + "a_musical_instrument": "A musical instrument.", + "a_pouch_of_alchemical_samples": "A pouch of alchemical samples.", + "a_shield": "A shield (advantage on Confront, disadvantage on Dodge).", + "a_small_light_source": "A small light source.", + "a_theodolite_and_a_spirit_level": "A theodolite and a spirit level.", + "a_toolbox": "A toolbox.", + "a_warhorse": "A warhorse.", + "an_amulet": "An amulet (destroy to lose 1 contamination).", + "an_old_map": "An old map (sacrifice to get 2 Travel the Labyrinth hold).", + "anti_venoms_and_stimulants": "Anti-venoms and stimulants.", + "antitoxins_and_miracle_cures": "Antitoxins and miracle cures.", + "armoured_plates": "Armoured Plates (1 Armour).", + "as_many_rations_as_you_need": "As many rations as you need.", + "assassin": "The Assassin", + "assassin_covenant_example_1": "You healed them up from a mortal wound.", + "assassin_covenant_example_2": "They’re heavily in debt to you.", + "assassin_covenant_example_3": "You’ve sworn loyalty to them.", + "assassin_death_move": "When you die, you may reveal that your body was a mere shadow or effigy, and you actually survived. Tell us where you were all along. That trick won’t work again. Cross off this move.
", + "assassin_moves": "Assassin Moves", + "assassin_names": "Deviant, Weary, Dagger, Edge, Whisper", + "assassin_starting_array": "Iron 0 Glass 0 Sulphur -1 Mercury +1", + "assorted_coins_from_your_home_country": "Assorted coins from your home country.", + "bandages_and_healing_salves": "Bandages and healing salves.", + "blood": "Blood", + "blood_starts_at_zero": "Blood starts at 0.", + "bloodline": "Bloodline", + "bloodline_move_a_miracle_of_science": "A Miracle of Science", + "bloodline_move_a_miracle_of_science_desc": "When your explorer dissects a defeated Acolyte, gain 1-organ. With a few minutes of preparation, they may spend 1-organ to:
Your contacts stand ready to support your war against evil. When you roll a 7+ on ReinIronments, you may pick one extra option.
", + "bloodline_move_arcane_library": "Arcane Library†", + "bloodline_move_arcane_library_desc": "While at your safe camps, any explorer can archive a spell (learned via Drink Deep) and receive a Relic in return. At any later point anyone can spend a Relic to learn a spell from the archive. Choose two spells to have in your archive already:
When your explorer confronts the Regent, roll +Swords. On a 7-9 pick 1, on a 10+ pick 2:
The strange by-products of the castle's intrusion into our reality retain their power, if you let them feed from you. When you would spend a relic, you may mark contamination to keep it in your bloodline's stocks.
", + "bloodline_move_bodyguard": "Bodyguard†", + "bloodline_move_bodyguard_desc": "Your explorer has a skilled companion to back them up in the castle. Pick one when you make your explorer:
You have effective means of long-distance communication. Your explorer and their allies can communicate with each other through great distances without having to Summon Aid.
", + "bloodline_move_dark_legacy": "Dark Legacy†", + "bloodline_move_dark_legacy_desc": "All your explorers bear the curse of the castle, starts with a Blood Move; when using it, you may choose to take 1 harm instead of marking contamination.
", + "bloodline_move_death_ray": "Death Ray", + "bloodline_move_death_ray_desc": "Exactly once, when Darkness Falls, you may declare that you have a final solution. Negate the effects of Darkness Falling, but it will cost you a fragment of your souls. Your future characters start at Blood 1, as if you had left the castle without claiming the grail and with Blood 4+.
", + "bloodline_move_defeat_means_friendship": "Defeat Means Friendship†", + "bloodline_move_defeat_means_friendship_desc": "When your explorer would inflict the killing blow on an Acolyte, they may stay their hand. If you do, roll +Chalices. On a 7-9 pick 1 they get enough control to tell you:
They then retreat into the maze-like corridors of the castle.
On a 10+ they gain enough control to change sides and work alongside you, though they cannot act directly against the Regent.
", + "bloodline_move_dimensional_relocation": "Dimensional Relocation", + "bloodline_move_dimensional_relocation_desc": "When you warp space to move explorers between two safe camps, roll +Wands. On a hit, they make the journey successfully; on a 7-9, pick one:
You have learned how to turn the castle's burgeoning power towards your own ends. Whenever the Regent's clock ticks down, gain a Relic.
", + "bloodline_move_electric_eye": "Electric Eye", + "bloodline_move_electric_eye_desc": "When you claim a Forward Base, you may spend 1 Relic to install hidden cameras that will warn you when the base is about to come under attack.
", + "bloodline_move_empowered_wards": "Empowered Wards", + "bloodline_move_empowered_wards_desc": "When you roll 10+ on Resist Doom, your ritual lingers providing active opposition to the Regent. The next time their clock would tick down, it's stopped from doing so.
", + "bloodline_move_experimental_weaponry": "Experimental Weaponry", + "bloodline_move_experimental_weaponry_desc": "Your bloodline's resources are devoted to the creation of new weapons to be used against darkness. Once a generation, you can gain one of these weapons for your struggle.
When your scholars bring their most recent creation to your camp, roll +Coins. On a 7-9 pick one, on a 10+ pick two:
When you use Rest and Relaxation, you may spend 1 Relic to pick an additional option from the list.
", + "bloodline_move_grim_portents": "Grim Portents", + "bloodline_move_grim_portents_desc": "When you Resist Doom, you add the following option to the list:
You are vigilant protectors of the mundane. When an Acolyte ventures out to attack the mortal world, your explorer can spend 1 Travel the Labyrinth hold to immediately intervene and confront them.
", + "bloodline_move_lend_aid": "Lend Aid", + "bloodline_move_martyrdom": "Martyrdom", + "bloodline_move_martyrdom_desc": "When you Resist Doom, your explorer can sacrifice some of their lifespan to channel greater power. You may substitute a minor wound for 1 relic, a major wound for 2 relics, or a deadly wound for 3 relics.
", + "bloodline_move_medicinal_herbs": "Medicinal Herbs", + "bloodline_move_medicinal_herbs_desc": "When you have access to natural herbs and poultices, choose one more option from Rest and Relaxation, even on a miss.
", + "bloodline_move_more_than_human": "More Than Human", + "bloodline_move_more_than_human_desc": "When you make an explorer, choose one:
Your explorers can mark a second Minor Wound.
", + "bloodline_move_one_of_the_horde": "One of the Horde", + "bloodline_move_one_of_the_horde_desc": "When you send your bloodline members to blend in with the castle’s denizens, roll +Wands. On a 7-9 hold one, on a 10+ hold three. Spend the hold 1-for-1 to get them to:
When you shower luxury on a party of explorers, you may roll +Coins to give them Rest & Relaxation.
", + "bloodline_move_our_town": "Our Town", + "bloodline_move_our_town_desc": "When you call on your reputation in a community that knows your legend, roll +Chalices on Reinforcements instead of +Coins.
", + "bloodline_move_out_of_this_world": "Out of This World", + "bloodline_move_out_of_this_world_desc": "When you call for Reinforcements, add the following to the list:
When you claim a Forward Base, you may mark contamination to reduce the Regent’s Clock by 1.
", + "bloodline_move_phases_of_the_moon_": "Phases Of The Moon ", + "bloodline_move_phases_of_the_moon__desc": "You can tell what is wrong with the world by looking at the moon. At the beginning of a generation, the GM will tell you if there are any Acolytes that speed the world’s blight, what blight they bring, and on what ticks.
", + "bloodline_move_plant_whisperer": "Plant Whisperer†", + "bloodline_move_plant_whisperer_desc": "You can communicate with trees and other flora. When you seek Shelter near a tree, you may treat it as a contact of your choice.
", + "bloodline_move_reinforcements": "Reinforcements", + "bloodline_move_resist_doom": "Resist Doom", + "bloodline_move_rest_and_relaxation": "Rest And Relaxation", + "bloodline_move_science": "Science", + "bloodline_move_science_desc": "When you Resist Doom by replacing occult resources and ceremonial paraphernalia with technological baubles and devices, roll +Swords instead of +Wands.
", + "bloodline_move_secret_technique": "Secret Technique†", + "bloodline_move_secret_technique_desc": "There’s a particular fighting style passed down your bloodline through training, genetics, or mystical empowerment. Pick one:
Human society may recoil from you, but that doesn’t mean you’re powerless. If you intimidate people into helping you or appeal to their baser urges, roll +Swords on Reinforcements instead of +Coins.
", + "bloodline_move_shield_of_faith": "Shield of Faith†", + "bloodline_move_shield_of_faith_desc": "So long as your camps maintain a constant vigil of prayer, they will not come under attack.
When your explorer attempts to manifest this shield, roll +Sulphur. On a hit, radiant light prevents creatures of the castle from coming within a few metres of you. On a 7-9 pick two, on a 10+ pick one:
When you sell your fortune-telling services while calling for Reinforcements, you always get 1 Relic in addition to any other choice.
", + "bloodline_move_stoke_the_flame": "Stoke the Flame", + "bloodline_move_stoke_the_flame_desc": "When an explorer on the verge of death is brought back to one of your camps, roll +Chalices. On a 7-9 the deadly wound is stepped down to a major wound; on a 10+ it's gone entirely. On a 6- their soul gutters out entirely, replaced by something dark: they'll die and become an undead Acolyte, unless 1 Relic is sacrificed to stop it.
", + "bloodline_move_switcheroo": "Switcheroo†", + "bloodline_move_switcheroo_desc": "You can concentrate the castle's corruption in one part of an explorer's body. Actions using the body part have advantage, but the explorer marks an additional point every time they mark contamination. Amputating the node of corruption deals the explorer a major wound, and they lose a point of Blood and a Blood Gift. The removed body part counts as 1 relic.
", + "bloodline_move_the_will_to_fight": "The Will to Fight†", + "bloodline_move_the_will_to_fight_desc": "Your bloodline has a tenacity that lets them cheat death so long as they have something to fight for. All of your explorers start with +1 Armour. Whenever they take a blow for another explorer, they can refresh the Armour box
", + "bloodline_move_two_faced_coin_": "Two-Faced Coin† ", + "bloodline_move_two_faced_coin__desc": "When your explorer rolls a miss, hold 1. Spend that hold to gain advantage on a roll.
", + "bloodline_move_voice_of_the_regent": "Voice of the Regent", + "bloodline_move_voice_of_the_regent_desc": "Add the following option to Resist Doom:
When they use this, the denizens become their loyal servants. When they fight alongside you, your attacks gain the cleave tag. When you send them to act independently of you, the GM will decide how well they do. When you take Harm, you can choose to have the denizens be destroyed instead.
", + "body_built_muscular_lithe_hard": "Built, muscular, lithe, hard.", + "body_bulky_muscular_fit_lithe": "Bulky, muscular, fit, lithe.", + "body_burly_bent_stocky_weaselly": "Burly, bent, stocky, weaselly.", + "body_lanky_lithe_fit_warped": "Lanky, lithe, fit, warped.", + "body_lanky_strange_pretty_wide": "Lanky, strange, pretty, wide.", + "body_maimed_lithe_muscular_stout": "Maimed, lithe, muscular, stout.", + "body_normal_dire_cartoonish": "Normal, dire, cartoonish.", + "body_scrawny_lithe_spindly_frail": "Scrawny, lithe, spindly, frail.", + "body_slim_athletic_stout_frail": "Slim, athletic, stout, frail.", + "body_spindly_stout_athletic_out_of_shape": "Spindly, stout, athletic, out-of-shape.", + "body_thin_fit_portly_hard": "Thin, fit, portly, hard.", + "bonded": "The Bonded", + "bonded_covenant_example_1": "You grew up together.", + "bonded_covenant_example_2": "You were close friends or lovers.", + "bonded_covenant_example_3": "You have a grudge between you.", + "bonded_death_move": "As your life fades, the spirit and the castle fight for your soul. Pick one:
As you’re dying, name another explorer to lead the expedition. They gain all Captain Moves, even those you haven’t chosen.
", + "captain_desc": "The Captain is a supportive leader and combatant.", + "captain_moves": "Captain Moves", + "captain_names": "Brigitte, Ash, Reinhardt, Tirant, Quixote, Rodrigo", + "captain_starting_array": "Iron 0 Glass 1 Sulphur +1 Mercury 0", + "making_your_heroes": "Making Your Heroes", + "castle_exploration": "Castle Exploration", + "castle_exploration_drink_deep": "Drink Deep", + "castle_exploration_face_the_horde": "Face The Horde", + "castle_exploration_flow_like_water": "Flow Like Water", + "castle_exploration_see_clear": "See Clear", + "castle_exploration_shelter": "Shelter", + "castle_exploration_travel_the_labyrinth": "Travel The Labyrinth", + "chalices": "Chalices", + "chalices_description": "Their ability to provide aid to the characters and let them rest and heal.", + "chalk_paints_and_dyes_to_mark_the_corridors": "Chalk, paints and dyes to mark the corridors.", + "claws_fangs_or_other_natural_weapons": "Claws, fangs, or other natural weapons (piercing, close).", + "coins": "Coins", + "coins_description": "Their ability to influence mortal institutions and draw resources from them.", + "confrontation_move_confront": "Confront", + "confrontation_move_dodge": "Dodge", + "confrontation_move_flee": "Flee", + "confrontation_move_line_it_up": "Line It Up", + "confrontation_move_stand_with_me": "Stand With Me", + "confrontation_move_strike": "Strike", + "confrontation_move_victory": "Victory", + "contamination": "Contamination", + "convenant_instructions_4": "Add extra details and context for the covenant the player to your right has chosen.", + "covenant_betray_when": "Betray the Covenant When...", + "covenant_instructions_1": "Go around the table, introducing your explorer to the group.", + "covenant_instructions_2": "Pick a covenant you have with the player to your left at rank 1.", + "covenant_instructions_3": "Examples:", + "covenant_rating": "Rating", + "covenant_strengthen_when": "Strengthen the Covenant When...", + "covenants": "Covenants", + "crossbow": "Crossbow (ranged, reload).", + "crystals_that_glow_like_candles": "Crystals that glow like candles.", + "dark_cloaks_and_camouflage": "Dark cloaks and camouflage.", + "death_move": "Death Move", + "defenders_of_tomorrow": "The Defenders Of Tomorrow", + "defenders_of_tomorrow_at_camp": "While at one of your camps, members of other bloodlines can spend 1-pact to gain a strange, yet useful device. They hold 2. They may spend hold 1-for-1 to ask any question in the See Clear list.", + "defenders_of_tomorrow_bloodline_name": "The name of a future organization; a numeric designation; an unknown name.", + "defenders_of_tomorrow_breach_1": "Beaming technology.", + "defenders_of_tomorrow_breach_2": "A time machine.", + "defenders_of_tomorrow_breach_3": "An anomaly in the space-time continuum.", + "defenders_of_tomorrow_desc": "", + "defenders_of_tomorrow_drive_1": "The future, lost to the castle.", + "defenders_of_tomorrow_drive_2": "An individual that must survive until the end.", + "defenders_of_tomorrow_drive_3": "Knowledge of historical events.", + "defenders_of_tomorrow_founder_desc": "You came here to stop the greatest threat ever known to the universe. You’ve gotten this far with the help of the locals, and you will aid them with your knowledge. Failure is not an option.", + "defenders_of_tomorrow_founder_title": "The Visitor", + "defenders_of_tomorrow_history": "One bloodline told you about current events… to them. Raise your pact with them by 1. They say how this event is significant now. You say why it doesn’t matter in the future. ", + "defenders_of_tomorrow_lore": "Notes on the other Bloodlines; technology of a time to be; scraps of knowledge.", + "defenders_of_tomorrow_pact_name": "The Way of Chrome", + "defenders_of_tomorrow_prizes": "You prize the preservation of the future. At the end of each session, pick the explorer who was most interested in events to come and raise their pact with your bloodline by 1. ", + "defenders_of_tomorrow_refuge_1": "An orbital satellite.", + "defenders_of_tomorrow_refuge_2": "The machine which brought you here.", + "defenders_of_tomorrow_refuge_3": "The ruins of an ancient civilization.", + "defenders_of_tomorrow_shelter": "When your explorer finds Shelter in the castle, they may send scouts ahead. Gain 1 hold to Travel the Labyrinth.", + "defenders_of_tomorrow_starting_array_1": "Chalices -1 Swords 1 Coins 1 Wands 0", + "defenders_of_tomorrow_starting_array_1_desc": "if your military might is unparalleled, but you stick out like a sore thumb.", + "defenders_of_tomorrow_starting_array_2": "Chalices 1 Swords 1 Coins -1 Wands 0", + "defenders_of_tomorrow_starting_array_2_desc": "if you’re stranded in this world with no resources to get back.", + "defenders_of_tomorrow_starting_array_3": "Chalices 0 Swords 1 Coins 1 Wands -1", + "defenders_of_tomorrow_starting_array_3_desc": "if your knowledge of technology is vast, but know next to nothing about the supernatural.", + "defenders_of_tomorrow_style": "Flowing robes; skin-tight suits; trench coats.", + "drive": "Drive", + "effect_query": "?{Effect|Standard|Limited|Great|Extreme|Zero}", + "empty_explorer": "The Empty Explorer", + "empty_explorer_desc": "The Empty Explorer is a blank playbook.", + "empty_explorer_moves": "Playbook Moves", + "enchanted_shirt": "Enchanted shirt (1 Armour).", + "explorer": "Explorer", + "explorer_blood_gift_apotheosis": "Apotheosis", + "explorer_blood_gift_apotheosis_description": "Your spirit's true, terrifying form guides your blows. Mark contamination to give an attack advantage and a tag of your choice.
", + "explorer_blood_gift_arcane_device": "Arcane Device", + "explorer_blood_gift_arcane_device_description": "When you build an invention, you can mark contamination to store a spell in it. You don’t need to know the spell beforehand.
", + "explorer_blood_gift_blink": "Blink", + "explorer_blood_gift_blink_description": "When your spirit is away from you thanks to Astral Projection, you may mark contamination to swap places with it.
", + "explorer_blood_gift_blood_sword": "Blood Sword", + "explorer_blood_gift_blood_sword_description": "You craft a legendary sword with your own blood. It is a weapon with lingering, piercing, heirloom.
", + "explorer_blood_gift_burning_blood": "Burning Blood", + "explorer_blood_gift_burning_blood_description": "Your blood burns as it leaves your body. You may mark contamination to create a wall of fire most monsters won’t willingly cross.
", + "explorer_blood_gift_chaos_eyes": "Chaos Eyes", + "explorer_blood_gift_chaos_eyes_description": "The shifting chaos of the castle bleeds out of your mind and into those that meet your gaze. Your eyes are a weapon with ranged, piercing, unstable.
", + "explorer_blood_gift_contamination_engine": "Contamination Engine", + "explorer_blood_gift_contamination_engine_description": "When you next have shelter, you build a device that stores the effects of the castle. Describe it. Any explorer who uses it may transfer contamination to it, for a price. For each 3 contamination it stores, advance the Regent’s clock.
", + "explorer_blood_gift_creatures_of_darkness": "Creatures of Darkness", + "explorer_blood_gift_creatures_of_darkness_description": "When you consume a fallen Acolyte, you gain their properties. Mark contamination to...
If it was strengthening the Regent:
...give another explorer fleeting advantage.
If it was guarding the Regent:
...negate a hit worth 3 Harm or less.
If it was speeding the world’s blight:
...prevent the clock from ticking down.
You may mark contamination instead of spending honour for any of your moves.
", + "explorer_blood_gift_dont_split_the_party": "Don’t Split the Party", + "explorer_blood_gift_dont_split_the_party_description": "When an ally Summons Aid, you can mark contamination to physically show up.
", + "explorer_blood_gift_dummy!": "Dummy!", + "explorer_blood_gift_dummy_description!": "When you Flow Like Water, you may leave behind an effigy of yourself. Mark contamination to have it act in your place.
", + "explorer_blood_gift_eldritch_bloodletting": "Eldritch Bloodletting", + "explorer_blood_gift_eldritch_bloodletting_description": "When you would take harm, you can choose to mark contamination 1-for-1 instead.
", + "explorer_blood_gift_everything_is_permitted": "Everything is Permitted", + "explorer_blood_gift_everything_is_permitted_description": "When you successfully Strike an enemy, you can mark contamination to gain the lost Quality as a spell. The GM will tell you what it does.
", + "explorer_blood_gift_eyes_on_the_inside": "Eyes on the Inside", + "explorer_blood_gift_eyes_on_the_inside_description": "You can mark contamination to perceive the intangible and immaterial. When you Line it Up or See Clear with this sight, you can roll +Mercury instead of +Glass.
", + "explorer_blood_gift_frenzy": "Frenzy", + "explorer_blood_gift_frenzy_description": "When you roll a miss on Strike, you can mark contamination to immediately make another Strike.
", + "explorer_blood_gift_fridge_logic": "Fridge Logic", + "explorer_blood_gift_fridge_logic_description": "When you Line It Up by contemplating the weird and surreal nature of the castle, do so with +Sulphur instead of +Glass. You may mark contamination to roll with advantage.
", + "explorer_blood_gift_ghost_eater": "Ghost Eater", + "explorer_blood_gift_ghost_eater_description": "You can consume the spirits trapped in your Soul Vessel. When you do, mark contamination but heal your last wound.
", + "explorer_blood_gift_guiding_light": "Guiding Light", + "explorer_blood_gift_guiding_light_description": "When you attune your senses to the castle, you may spend honor 1-to-1 to ask a question from the See Clear list.
", + "explorer_blood_gift_half_dead": "Half-Dead", + "explorer_blood_gift_half_dead_description": "You're losing your mortality. Gain 1 Armour against physical attacks, but take 1 more harm from magical/spiritual attacks.
", + "explorer_blood_gift_healers_touch": "Healer’s Touch", + "explorer_blood_gift_healers_touch_description": "When you treat someone else’s wounds, mark contamination to heal yourself for the same amount.
", + "explorer_blood_gift_healing_corruption": "Healing Corruption", + "explorer_blood_gift_healing_corruption_description": "When you hurt an enemy, you can mark contamination to hold 1. Spend that hold to heal yourself or an ally 1 harm.
", + "explorer_blood_gift_junk_homunculus": "Junk Homunculus", + "explorer_blood_gift_junk_homunculus_description": "When you assemble the odds and ends in your pack into a rough human form, you can mark contamination to give it life. It will follow your commands to the best of its ability, but cannot leave the castle.
", + "explorer_blood_gift_just_you_and_me": "Just You and Me", + "explorer_blood_gift_just_you_and_me_description": "If you're within arm's reach of a foe, you can mark contamination to reshape the castle and trap you both within an empty room. The previous state is restored when you will it, or when you take a major wound.
", + "explorer_blood_gift_knives_of_shadow": "Knives of Shadow", + "explorer_blood_gift_knives_of_shadow_description": "You can craft knives from the very shadows. Treat them as weapons with flexible, ranged, painful.
", + "explorer_blood_gift_last_surprise": "Last Surprise", + "explorer_blood_gift_last_surprise_description": "When you successfully Strike an enemy, mark contamination to damage them twice instead.
", + "explorer_blood_gift_laugh_away_the_pain": "Laugh Away the Pain", + "explorer_blood_gift_laugh_away_the_pain_description": "You can mark contamination to clear a Minor Wound, or raise Blood to clear a Major Wound.
", + "explorer_blood_gift_lupine": "Lupine", + "explorer_blood_gift_lupine_description": "Your teeth and fingernails gain a keen edge. You always have access to them, as a weapon with (piercing, close).
", + "explorer_blood_gift_maw_of_the_void": "Maw of the Void", + "explorer_blood_gift_maw_of_the_void_description": "If you get something in your bag, it cannot escape without your say-so. You can mark contamination to turn the void inside the bag into a powerful vacuum (tether, close).
", + "explorer_blood_gift_medium": "Medium", + "explorer_blood_gift_medium_description": "You can mark contamination to summon a lesser version of your spirit. They won’t be hostile - at least, at first.
", + "explorer_blood_gift_paradox_bag": "Paradox Bag", + "explorer_blood_gift_paradox_bag_description": "When you reach into your sack, you can mark contamination to pull out something impossible: something too big, or too dangerous, or on the other side of the world, or in your antagonist's hands.
", + "explorer_blood_gift_psychopomp": "Psychopomp", + "explorer_blood_gift_psychopomp_description": "You can mark contamination and spend 1 Travel the Labyrinth hold to take your group to or from: an individual's psyche, the land of the dead, where the castle comes from.
", + "explorer_blood_gift_pushing_the_limit": "Pushing the Limit", + "explorer_blood_gift_pushing_the_limit_description": "When you build an invention, you may mark contamination to boost it with a Professor move you don’t have as if you had it.
", + "explorer_blood_gift_questionable_sources": "Questionable Sources", + "explorer_blood_gift_questionable_sources_description": "When you draw upon your most feral instinct, mark contamination to roll +Iron on Drink Deep instead of +Sulphur.
", + "explorer_blood_gift_rabid_attack": "Rabid Attack", + "explorer_blood_gift_rabid_attack_description": "You can mark contamination to maul an enemy brutally, and create an Opening for other explorers to use.
", + "explorer_blood_gift_shadow_walking": "Shadow-Walking", + "explorer_blood_gift_shadow_walking_description": "When you hide in the shadows, you can mark contamination to move from one shadow to another, bringing any people you wish with you.
", + "explorer_blood_gift_shared_information": "Shared Information", + "explorer_blood_gift_shared_information_description": "When you Drink Deep, you can mark contamination to share the spell with your allies.
", + "explorer_blood_gift_summon_blade": "Summon Blade", + "explorer_blood_gift_summon_blade_description": "You can’t lose your Bloodline’s weapons. You may mark contamination to immediately call a weapon with heirloom to you.
", + "explorer_blood_gift_the_blood_is_life": "The Blood is Life", + "explorer_blood_gift_the_blood_is_life_description": "When you shed your blood to create a body for a spirit, roll +Harm taken. On a 7-9 pick 1, on a 10+ pick 2: they're obedient, they're knowledgeable, you can banish them at will.
", + "explorer_blood_gift_the_unquiet_flesh": "The Unquiet Flesh", + "explorer_blood_gift_the_unquiet_flesh_description": "Your body is shifting to become something ancient. You may mark contamination to grow an organ or limb - arms, tentacles, etc.
", + "explorer_blood_gift_titans_might": "Titan's Might", + "explorer_blood_gift_titans_might_description": "You can mark contamination to augment your strength, letting you carry any weight. Leverage may still present issues.
", + "explorer_blood_gift_trailblazer": "Trailblazer", + "explorer_blood_gift_trailblazer_description": "When you Travel the Labyrinth, you may choose to mark contamination to automatically gain 1 hold.
", + "explorer_blood_gift_venom_veins": "Venom Veins", + "explorer_blood_gift_venom_veins_description": "When you bleed, you can mark contamination to turn the spilt blood into a poison that gives weapons lingering or stun.
", + "explorer_blood_gift_voice_of_command": "Voice of Command", + "explorer_blood_gift_voice_of_command_description": "When an Adversary is bearing down on an ally, you can mark contamination to force them to target you instead.
", + "explorer_blood_gift_void_needle": "Void Needle", + "explorer_blood_gift_void_needle_description": "When you wield a stabbing weapon, you can mark contamination to give it the lingering tag.
", + "explorer_blood_gift_war_cry": "War Cry", + "explorer_blood_gift_war_cry_description": "When you let out an intimidating war cry, mark contamination to choose an option from Stand With Me and apply it to yourself.
", + "explorer_blood_gift_wild_card": "Wild Card", + "explorer_blood_gift_wild_card_description": "Choose a Blood Gift from another Explorer playbook.
", + "explorer_blood_gift_wild_roar": "Wild Roar", + "explorer_blood_gift_wild_roar_description": "When you let out a powerful roar, mark contamination and gain fleeting advantage to Strike and Face the Horde.
", + "explorer_blood_gift_worlds_away": "Worlds Away", + "explorer_blood_gift_worlds_away_description": "If a foe's within arm's reach, you can mark contamination to reshape the castle such that you are separated by a deep chasm, a barricade or a surging river (of what?).
", + "explorer_move_ace_up_my_sleeve": "Ace Up My Sleeve", + "explorer_move_ace_up_my_sleeve_description": "When you hold the enemy’s attention, tell the GM what trick you pull out and Line It Up with +Mercury instead of +Glass.
", + "explorer_move_always_vigilant": "Always Vigilant", + "explorer_move_always_vigilant_description": "You have everyone’s back. You may Stand With Me outside of confrontations.
", + "explorer_move_and_next_youll_say": "And Next You'll Say...", + "explorer_move_and_next_youll_say_description": "When you tell an opponent what they'll do next, roll +Glass. On a hit, they pick one:
On a 10+, reveal a trap you set up to take advantage of your prediction. If they do what you predicted, the trap creates an immediate Opening or takes out a minion.
", + "explorer_move_apothecary": "Apothecary", + "explorer_move_apothecary_description": "You can spend 1-stock to create a poultice that can heal a minor wound, or a draught that will heal 3 Harm. In the field, you can convert a Relic into 1-stock.
", + "explorer_move_arcanist": "Arcanist", + "explorer_move_arcanist_description": "When you use a spell from Drink Deep, pick one:
So long as you concentrate, you can project your spirit away from you, see through its eyes, and - with effort - pull switches, open doors, move small objects, etc.
", + "explorer_move_bend_time": "Bend Time", + "explorer_move_bend_time_description": "When you roll 10+ on Dodge, time slows for everyone but you. If you can do an action within a few seconds, it'll have advantage.
", + "explorer_move_best_friend": "Best Friend", + "explorer_move_best_friend_description": "Choose an explorer you have a covenant with. While the covenant has a rating of 1 or more, you have access to a single move of theirs, your choice.
", + "explorer_move_binding": "Binding", + "explorer_move_binding_description": "When you land a Strike on an adversary, choose one:
When you perform rites to manipulate the castle’s power, roll +Relics sacrificed. On a 7-9 pick one, on a 10+ pick two:
You're merciless in pressing your advantage. Once you’ve landed a Strike on a target, get advantage on future Strikes.
", + "explorer_move_bloody_insight": "Bloody Insight", + "explorer_move_bloody_insight_description": "When you take harm from an adversary, hold 1. Spend 1 to reveal a weakness in their fighting style and give an ally advantage against them. Spend 3 to create an Opening.
", + "explorer_move_cast_the_runes": "Cast the Runes", + "explorer_move_cast_the_runes_description": "When you scry into the future, ask the GM a yes or no question and roll +Mercury. On a hit, they’ll answer truthfully; get fleeting advantage acting on the answer. On a 10+ you may ask a follow-up question.
", + "explorer_move_copycat": "Copycat", + "explorer_move_copycat_description": "Choose a move from another Explorer playbook. If you pick the Packrat’s Cornucopia move, you only have 3-stock. If you pick the Mascot’s Real Person move, you have an animal form instead.
", + "explorer_move_cornucopia": "Cornucopia", + "explorer_move_cornucopia_description": "You carry endless satchels, packs, pouches and bandoleers. Within them is anything your party might need as they explore the castle. You start with 5-stock; reset to 5 every time you return to a safe camp. Spend 1-stock to pull out a useful item: matches, rations, rope, a mirror, pitons, chalk, etc.
", + "explorer_move_doctors_orders": "Doctor’s Orders", + "explorer_move_doctors_orders_description": "When you give another explorer advice and they follow through with it, they gain fleeting advantage.
", + "explorer_move_first_aid": "First Aid", + "explorer_move_first_aid_description": "When you heal or tend to an ally, they heal 1 additional Harm.
", + "explorer_move_free_running": "Free Running", + "explorer_move_free_running_description": "When you Flow Like Water, on a 10+ you can ask the GM to give you an additional cost to choose another option from the list.
", + "explorer_move_get_behind_me!": "Get Behind Me!", + "explorer_move_get_behind_me_description!": "When you take the hit for a teammate, roll +Sulphur. On a hit, you take the blow. On a 7-9, it’s worse than you thought: the GM will give you an additional cost: harm, contamination, or lost gear.
", + "explorer_move_glorious_combat": "Glorious Combat", + "explorer_move_glorious_combat_description": "When you successfully Strike an enemy, you may spend 1-honour to do one of the following:
You have servants helping you carry gear. Your maximum stock is 8 instead of 5, and your staff can perform useful duties: lift something heavy, barricade a door, etc. When they fight alongside you, get advantage on Strike and Face the Horde.
", + "explorer_move_honorable_ally": "Honorable Ally", + "explorer_move_honorable_ally_description": "When you Stand With Me, you may spend 1 honour and roll +Iron instead of +Sulphur.
", + "explorer_move_i_can_do_that_better": "I Can Do That Better", + "explorer_move_i_can_do_that_better_description": "When you observe another explorer’s miss, get fleeting advantage to do the exact same thing.
", + "explorer_move_inspire": "Inspire", + "explorer_move_inspire_description": "When you roll 12+ on Face the Horde, you and your teammates heal 2 Harm.
", + "explorer_move_invention": "Invention", + "explorer_move_invention_description": "When you spend time in a safe space developing and building a new invention, roll +Sulphur. On a hit, you build the invention. Choose 1 and describe it:
On a 7-9, choose 1 drawback from below.
When you build an invention on the field, roll with disadvantage, and choose an additional drawback on a 7-9.
", + "explorer_move_knights_honour": "Knight’s Honour", + "explorer_move_knights_honour_description": "Your honourable soul protects you from the castle’s corruption. Start with 3-honour and reset to 3 every time you return to a safe camp. Spend 1-honour to avoid marking contamination.
", + "explorer_move_legerdemain": "Legerdemain", + "explorer_move_legerdemain_description": "When you get 12+ on Flow Like Water or Dodge, you spot an opportunity to acquire an asset: gain 1-Relic.
", + "explorer_move_lightning_swift": "Lightning Swift", + "explorer_move_lightning_swift_description": "You're incredibly fast. Your attacks always have the cleave tag, and you have advantage on Dodge.
", + "explorer_move_literal_packrat": "Literal Packrat", + "explorer_move_literal_packrat_description": "You get the Packrat’s Cornucopia move, but you only have 3-stock.
", + "explorer_move_lucky_cigarette_case": "Lucky Cigarette Case", + "explorer_move_lucky_cigarette_case_description": "When your pack intercepts a blow, roll +stock spent (minimum 1). On a hit, the harm is negated; on a 7-9, the GM will name one other piece of gear you have that is destroyed in the process.
", + "explorer_move_more_firepower": "More Firepower", + "explorer_move_more_firepower_description": "When you choose to invent a weapon, give it an extra perk.
", + "explorer_move_nerves_of_steel": "Nerves of Steel", + "explorer_move_nerves_of_steel_description": "Your honour protects you even from physical harm. You may spend honour 1-for-1 to reduce harm taken.
", + "explorer_move_noble_charge": "Noble Charge", + "explorer_move_noble_charge_description": "When you Face the Horde, on a hit, you may choose an additional option. If you do, gain 1-honour, up to a maximum of 3-honor.
", + "explorer_move_nothing_is_true": "Nothing is True", + "explorer_move_nothing_is_true_description": "When you See Clear, add these questions to the list:
When you tend to your own wounds, you can use any Medic move - even ones you haven’t chosen.
", + "explorer_move_pinning_fire": "Pinning Fire", + "explorer_move_pinning_fire_description": "Your shots are precise and lethal. When you attack a foe with a ranged weapon, the foe must choose: remain where they are, or be taken out (if they're a minion) or provide an Opening (if they're an adversary).
", + "explorer_move_poisoner": "Poisoner", + "explorer_move_poisoner_description": "When you spend time in a safe space crafting a poison, describe it. You can use it to give a weapon lingering or stun.
When you heal or aid someone but keep yourself emotionally distant, roll Stand With Me with +Glass instead of +Sulphur.
", + "explorer_move_rally": "Rally", + "explorer_move_rally_description": "When all hope seems lost and you rally your teammates, roll +Sulphur. On a hit, pick one:
On a 7-9, the GM will give you a cost: harm, contamination, or lost gear.
", + "explorer_move_real_person": "Real Person", + "explorer_move_real_person_description": "You have a human form you can switch to at will.
", + "explorer_move_regain_momentum": "Regain Momentum", + "explorer_move_regain_momentum_description": "Flesh and blood is less important that confidence. When you land a successful Strike, heal the last Harm you took.
", + "explorer_move_reshape_chaos": "Reshape Chaos", + "explorer_move_reshape_chaos_description": "You may spend Travel the Labyrinth hold, 1-for-1, to uncover one of these details in your environment:
Poisons you make or have also give weapons they’re applied to the holy tag.
", + "explorer_move_sniper": "Sniper", + "explorer_move_sniper_description": "When you take advantage of an Opening with a ranged or thrown weapon and your enemy can’t see you, treat the result as if you rolled a 10+.
", + "explorer_move_soul_blade": "Soul Blade", + "explorer_move_soul_blade_description": "Your spirit has its own weapon: give it a perk and a flaw. When the spirit fights, roll +Sulphur to Strike and Face the Horde. If you have Astral Projection, the spirit can fight while you take independent action.
", + "explorer_move_soul_vessel": "Soul Vessel", + "explorer_move_soul_vessel_description": "When you try to catch the spirit of a defeated minion, roll +Sulphur. On a hit, you catch it; on a 7-9, it taints you and you mark contamination. So long as a spirit is contained, you can freely use one of its moves. When you mark contamination you can shift it onto the vessel, destroying the spirit. You may have one spirit at a time.
", + "explorer_move_spectral_knowledge": "Spectral Knowledge", + "explorer_move_spectral_knowledge_description": "When you ask your spirit for advice, roll +Glass. On a hit, ask a question and the GM will answer honestly... for the most part. On a 7-9 pick two, on a 10+ pick one:
When you fuse with your spirit, roll +Sulphur. On a 7-9 hold 2, on a 10+ hold 3. On a 6- hold 1 but mark contamination. Spend a hold to use the spirit's power; work it out with the GM, but it should be about the level of a spell from Drink Deep. This power is draining: to use it again, you must use Shelter or Rest and Recreation.
", + "explorer_move_stampede": "Stampede", + "explorer_move_stampede_description": "You can communicate with other animals. When you coordinate your efforts with them, gain fleeting advantage.
", + "explorer_move_standard_bearer": "Standard Bearer", + "explorer_move_standard_bearer_description": "You proudly carry the banner of your expedition with you. When you show your pride and wave the banner, gain fleeting advantage on Stand With Me.
", + "explorer_move_triage": "Triage", + "explorer_move_triage_description": "When you assess the type of harm another character has taken, roll +Glass. On a 10+, choose 3. On a 7-9, choose 1.
Your weapon is versatile, enchanted or a marvel of engineering. Pick two perk/flaw sets for it: you can switch between the two at a moment’s notice.
", + "explorer_move_trophy": "Trophy", + "explorer_move_trophy_description": "You know secret rituals to preserve an enemy's power in a severed part of their body. When you draw on the power of a trophy carved from an Acolyte, roll +Iron on Drink Deep instead of +Sulphur.
", + "explorer_move_true_sight": "True Sight", + "explorer_move_true_sight_description": "You can always recognise an illusion or supernatural deception as what it truly is. In addition, you get advantage on See Clear.
", + "explorer_move_trump_card": "Trump Card", + "explorer_move_trump_card_description": "Exactly once during a confrontation with an Acolyte, you may declare you have a solution to your current predicament. Tell the GM what it is and roll +Mercury.
On a hit, you defeat the Acolyte by the skin of your teeth. On a 7-9, it costs you a lot. Cross off an unmarked Blood Advance other than Retirement: you cannot take that advance. If there are none left, immediately take Retirement. On a miss, you mess up real bad: trigger your Death Move.
", + "explorer_move_unnatural_habitat": "Unnatural Habitat", + "explorer_move_unnatural_habitat_description": "When you Flow Like Water in an environment that resembles your natural habitat, roll +Iron instead of +Mercury.
", + "explorer_move_useful_bling": "Useful Bling", + "explorer_move_useful_bling_description": "When you choose to invent a shiny object, choose 1 more from the same list.
", + "explorer_move_versatility": "Versatility", + "explorer_move_versatility_description": "When you choose to invent an enhancer, pick two exploration moves it boosts instead of one.
", + "explorer_move_walking_armory": "Walking Armory", + "explorer_move_walking_armory_description": "Your bags are bristling with weaponry and armour. Spend 1-stock to:
One bloodline goes to you for prophecies and omens. Raise your pact with them by 1. They say what fate you saved them from. You say what ill fortune you haven’t told them about yet.
", + "fate_dealers_lore": "Cartomancy; astrology; runecasting.", + "fate_dealers_pact_name": "The Way of Violet", + "fate_dealers_prizes": "You prize the struggle against Fate. At the end of each session, pick the explorer who had the worst luck and yet prevailed against it, and raise their pact with your bloodline by 1. ", + "fate_dealers_refuge_1": "A souvenir shop of trinkets and accessories.", + "fate_dealers_refuge_2": "The local fortune-teller’s tent.", + "fate_dealers_refuge_3": "Your house, strangely untouched by evil.", + "fate_dealers_shelter": "When your explorer finds Shelter in the castle, they may conduct a divination. They gain a glimpse of an Acolyte’s activities in the castle and thus their role.", + "fate_dealers_starting_array_1": "Chalices 1 Swords -1 Coins 0 Wands 1", + "fate_dealers_starting_array_1_desc": "if you advise people against the coming harm but lack the military strength to save them alone.", + "fate_dealers_starting_array_2": "Chalices -1 Swords 0 Coins 1 Wands 1", + "fate_dealers_starting_array_2_desc": "if you defy Fate by gathering as many resources as possible at the expense of others.", + "fate_dealers_starting_array_3": "Chalices -1 Swords 1 Coins 0 Wands 1", + "fate_dealers_starting_array_3_desc": "if you stare death in the face, everything else be damned.", + "fate_dealers_style": "Ostentatious clothing; simple robes; unrecognizable from common folk.", + "first_aid_kit": "First Aid Kit (Use to heal 1 Harm).", + "flail": "Flail (cleave, brace).", + "gear": "Gear", + "gender": "Ambiguous, Concealed, Feminine, Masculine.", + "glass": "Glass", + "glass_description": "Your ability to stay sane and clear-eyed. When exploring, use it to find your way through and assess your surroundings. When fighting a powerful adversary, use it to spot openings and help your allies exploit them.", + "glowing_crystals": "Glowing crystals.", + "guardians_of_nature": "The Guardians Of Nature", + "guardians_of_nature_at_camp": "While at one of your camps, members of other bloodlines can spend 1-pact to gain an animal companion. While the animal is alive, they share one of your explorer’s moves.", + "guardians_of_nature_bloodline_name": "A sacred tree or animal; the name the whispers give you; no given name.", + "guardians_of_nature_breach_1": "The worn pelt of a beast of the castle.", + "guardians_of_nature_breach_2": "A growing branch tearing through a wall.", + "guardians_of_nature_breach_3": "The wind which carries you to the roof.", + "guardians_of_nature_desc": "", + "guardians_of_nature_drive_1": "The dying wildlife in the local area.", + "guardians_of_nature_drive_2": "A great beast turned evil by the Regent.", + "guardians_of_nature_drive_3": "The encroaching industry of the castle.", + "guardians_of_nature_founder_desc": "You’ve left the comfort of the wilds to find the source of all evil. Now that you have found it, it’s time to destroy it, for the good of the natural order.", + "guardians_of_nature_founder_title": "The Archdruid", + "guardians_of_nature_history": "One bloodline taught you how to fit in with the rest of society. Set your pact with them to 1. You say what social expectation they taught you. They say how it has changed since.
", + "guardians_of_nature_lore": "Secret meetings; whispers of nature; hidden enclaves.", + "guardians_of_nature_pact_name": "The Way of Green", + "guardians_of_nature_prizes": "You prize the natural order. At the end of each session, pick the explorer who went out of their way to destroy the castle, and raise their pact with your bloodline by 1.", + "guardians_of_nature_refuge_1": "A great tree, untouched by the castle’s corruption.", + "guardians_of_nature_refuge_2": "The forest closest to the castle.", + "guardians_of_nature_refuge_3": "A place the civilized dare not enter.", + "guardians_of_nature_shelter": "When your explorer finds Shelter in the castle, they cleanse the area of the castle’s evil. Each explorer may clear their contamination track. Their Blood remains the same.", + "guardians_of_nature_starting_array_1": "Chalices 1 Swords -1 Coins 0 Wands 1", + "guardians_of_nature_starting_array_1_desc": "if you focus on caring for people while the castle corrupts the outskirts.", + "guardians_of_nature_starting_array_2": "Chalices 0 Swords 1 Coins -1 Wands 0", + "guardians_of_nature_starting_array_2_desc": "if you focus on fighting the corruption at the source, caring little for material gain.", + "guardians_of_nature_starting_array_3": "Chalices -1 Swords 1 Coins 0 Wands 1", + "guardians_of_nature_starting_array_3_desc": "if you focus on defending your territory at the cost of personal relations.", + "guardians_of_nature_style": "Rustic clothing; furs and pelts; barely any clothing.", + "half_damned": "The Half-Damned", + "half_damned_at_camp": "While at one of your camps, other bloodlines can spend 1-pact to transfer a point of contamination to a member of your bloodline. Say how the recipient is further twisted.", + "half_damned_bloodline_name": "A shared mark or feature; after your progenitor; what zealots and bigots call you.", + "half_damned_breach_1": "The regent's menagerie, using yourself as bait for the game wardens.", + "half_damned_breach_2": "The servant's quarters, and a stolen uniform.", + "half_damned_breach_3": "The barracks, and notes on the patrol schedule.", + "half_damned_desc": "The Half-Damned show clearer than most the marks of corruption. Lurking on the fringes of society, they fight a constant struggle against the dark blood within. In the castle they have the unique advantage of blending in with its inhabitants, giving them unmatched powers to infiltrate and gain information on the regent’s plans.", + "half_damned_drive_1": "The beast that turned you, serving the Regent.", + "half_damned_drive_2": "Your sibling, called to the castle by an irresistible compulsion.", + "half_damned_drive_3": "A mob whipped into a frenzy by fear of the Regent.", + "half_damned_founder_desc": "Maybe the castle almost claimed you, and it was only thanks to your fellows that you remained human. Maybe the darkness was always inside you, and your struggle to stay in control is even harder now the castle has given it physical form. Either way, it's time to put these gifts to use.", + "half_damned_founder_title": "The Tainted", + "half_damned_history": "One bloodline hunted you as monsters before you forged a treaty. Set your pact each other to 1. You say how you proved your humanity, they say how they made amends.
", + "half_damned_lore": "Ancient immortals with flawed memories; a voice whispering in your nightmares; religious texts that damn you but offer advice.", + "half_damned_pact_name": "The Way of Red", + "half_damned_prizes": "You prize integrity and sacrifice. At the end of each play session, pick the explorer whose mercy most impressed you and raise their bloodline’s pact with you by 1.", + "half_damned_refuge_1": "A graveyard where your peers shelter.", + "half_damned_refuge_2": "An aerie overlooking the land.", + "half_damned_refuge_3": "Underground tunnels forgotten by man.", + "half_damned_shelter": "When your explorer finds Shelter in the castle, they can use the power of the blood to push back death. Anyone in the party can mark contamination to heal 1d6 Harm.", + "half_damned_starting_array_1": "Chalices 0 Swords 1 Coins -1 Wands 1", + "half_damned_starting_array_1_desc": "if your bloodline is cursed with obvious signs of damnation and must live on the fringes of society.", + "half_damned_starting_array_2": "Chalices -1 Swords 1 Coins 1 Wands 0", + "half_damned_starting_array_2_desc": "if your bloodline is cursed with terrible hungers or a lingering blight, even as they appear completely human.", + "half_damned_starting_array_3": "Chalices 1 Swords 0 Coins -1 Wands 1", + "half_damned_starting_array_3_desc": "if one bloodline member in each generation shows the physical gifts of the curse, while the rest suffer the frailties imposed.", + "half_damned_style": "Ragged fabrics and animal skins; fastidiously clean and modern clothing; anonymous peasant or low class clothing.", + "harm": "Harm", + "heavy_cloak": "Heavy cloak (1 Armour).", + "hidden_hand": "The Hidden Hand", + "hidden_hand_at_camp": "While at one of your camps, other bloodlines can spend 1-pact on you to get access to more luxurious supplies, giving them advantage on Shelter until they return to a safe camp.", + "hidden_hand_bloodline_name": "a mythical creature, an alchemical process, a feudal role.", + "hidden_hand_breach_1": "The deeper vaults, and a brace of explosives.", + "hidden_hand_breach_2": "A grand soiree, and a forged invitation.", + "hidden_hand_breach_3": "The clock tower, and a zip line from great height.", + "hidden_hand_desc": "The Hidden Hand focus on temporal power, using the treasures of the blood to shape mortal society. When the castle returns they call on legions of allies and cutting-edge technology to push it back and get rich in the process.", + "hidden_hand_drive_1": "A treasure rumoured to bring eternal life.", + "hidden_hand_drive_2": "Your political rival, empowered by the regent's corruption.", + "hidden_hand_drive_3": "Rare reagents created by abhorrent rites.", + "hidden_hand_founder_desc": "You're not here out of the goodness of your heart, but raw pragmatism. Frankly, hordes of monsters are liable to ruin your plans for wealth, prestige and power. At least your talent for command has come in useful managing this ragtag band of 'heroes'.", + "hidden_hand_founder_title": "The Mastermind", + "hidden_hand_history": "You split the fabulous wealth you found with another bloodline. Gain 1 pact on them. They say what they used the wealth for; you say how entropy and betrayal robbed them of it.
", + "hidden_hand_lore": "Reports from agents scattered around the world, an iron grip on the rare book market, a private institution of scholars probing the boundaries of knowledge.", + "hidden_hand_pact_name": "The Way of Silver", + "hidden_hand_prizes": "You prize entrepreneurship. At the end of each play session, pick the explorer who most increased their wealth or power and raise their bloodline’s pact with you by 1.", + "hidden_hand_refuge_1": "A mansion filled with helpful servants.", + "hidden_hand_refuge_2": "A watch station, barricaded up against the darkness.", + "hidden_hand_refuge_3": "A scholar's laboratory, fizzing with strange chemicals.", + "hidden_hand_shelter": "When your explorer finds Shelter in the castle, they may upgrade and reinforce their party's gear. They each hold 1: spend it to get fleeting advantage on Strike or Confront.", + "hidden_hand_starting_array_1": "Chalices 1 Swords 0 Coins 1 Wands -1", + "hidden_hand_starting_array_1_desc": "if you live lives of luxury and try not to think too hard about the source of your wealth.", + "hidden_hand_starting_array_2": "Chalices -1 Swords 1 Coins 1 Wands 0", + "hidden_hand_starting_array_2_desc": "if you act as a mercenary group, guiding the world’s conflicts in a direction that benefits you.", + "hidden_hand_starting_array_3": "Chalices 0 Swords -1 Coins 1 Wands 1", + "hidden_hand_starting_array_3_desc": "if you’ve suborned the world’s elite into a secret society bound by occult rituals and mutual blackmail.", + "hidden_hand_style": "Formal wear and subtle marks of membership, opulent clothes and impractical accessories, state-of-the-art arms and armour.", + "history": "History", + "history_and_notes": "History and Notes", + "holy_church": "The Holy Church", + "holy_church_at_camp": "While at one of your camps, other bloodlines can spend 1-pact on you to take a Relic from your stores. Describe it, and suggest how it came to be owned by your order.", + "holy_church_bloodline_name": "The virtue you follow, the mark you wear, your hope for the future.", + "holy_church_breach_1": "The tainted chapel, and the supply wagons that bring in sacraments.", + "holy_church_breach_2": "The burial catacombs, and a crevasse that's opened them to the world.", + "holy_church_breach_3": "A marble-floored museum, and its skylights.", + "holy_church_desc": "The Holy Church draw power from their faith. Whatever the truth of their particular creed they’re defenders of humanity able to purge contamination, build protections against evil and provide respite to the afflicted.", + "holy_church_drive_1": "A saint's relics stolen from a desecrated grave.", + "holy_church_drive_2": "A great demon only vulnerable to the righteous.", + "holy_church_drive_3": "A sin that only martyrdom can wash clean.", + "holy_church_founder_desc": "You may not be trained in occult lore, or mortal combat. But you know evil, and you know good. And so long as good people stand against evil, you will be there with them to keep them safe.", + "holy_church_founder_title": "The Saint", + "holy_church_history": "You saved another bloodline from falling to darkness. Set your pact with them to 1. They say what dark temptation was twisting them into servants of the castle; you say what you did to redeem them.
", + "holy_church_lore": "Dreams of whispering martyrs, a holy book filled with ecstatic visions, accumulated folkGlass from your flock.", + "holy_church_pact_name": "The Way of White", + "holy_church_prizes": "You prize self-sacrifice. At the end of each play session, pick the explorer who risked the most to help others and raise their bloodline’s pact with you by 1. ", + "holy_church_refuge_1": "An old church warded against malign influences.", + "holy_church_refuge_2": "A memorial remembering the dead of the last great war.", + "holy_church_refuge_3": "The home of a believer, where the faithful are waiting out the horrors.", + "holy_church_shelter": "When your explorer finds Shelter in the castle, they may lead the group in prayer. They each hold 1: spend it to miraculously avoid a curse, spell or mystical attack.", + "holy_church_starting_array_1": "Chalices 1 Swords 0 Coins -1 Wands 1", + "holy_church_starting_array_1_desc": "if you act as a mystery cult, revealing deeper truths to those who have earned them.", + "holy_church_starting_array_2": "Chalices 1 Swords 0 Coins 1 Wands -1", + "holy_church_starting_array_2_desc": "if you are part of a grander church, trading freedom to dabble in the occult for temporal influence.", + "holy_church_starting_array_3": "Chalices 1 Swords 1 Coins -1 Wands 0", + "holy_church_starting_array_3_desc": "if you're a scattered group of devotees resisting persecution in pursuit of righteousness.", + "holy_church_style": "A simple symbol of faith, fastidious clerical robes, joyous flowing colours.", + "homemade_explosives": "Homemade explosives (lingering, ammo).", + "honoured_longsword": "Honoured longsword (piercing, heirloom).", + "human_voice_animal_noises_a_weird_combination": "Human voice, animal noises, a weird combination.", + "iron": "Iron", + "iron_description": "Your stubborn will and ability to fight and kill. When exploring, you use it to fight hordes. When fighting a powerful adversary, use this to take advantage of an opening and strike them down.", + "joker": "The Joker", + "joker_covenant_example_1": "You healed them up from a mortal wound.", + "joker_covenant_example_2": "They’re heavily in debt to you.", + "joker_covenant_example_3": "You’ve sworn loyalty to them.", + "joker_death_move": "Well, the charade’s up. Switch to a different playbook or die. If you switch, keep your stats and Blood Advances, but none of your Joker moves.
", + "joker_desc": "The Joker is a trickster and a jack-of-all-trades.", + "joker_moves": "Joker Moves", + "joker_names": "Akira, Jack, Nancy, Ivan, Renart, Lilith", + "joker_starting_array": "Iron 0 Glass -1 Sulphur 0 Mercury +1", + "knight": "The Knight", + "knight_covenant_example_1": "You healed them up from a mortal wound.", + "knight_covenant_example_2": "They’re heavily in debt to you.", + "knight_covenant_example_3": "You’ve sworn loyalty to them.", + "knight_death_move": "When you die, name another explorer who was moved by your bravery. They gain the Knight’s Honor move, except their base honor is 5 instead of 3.
", + "knight_desc": "The Knight is an honorbound warrior.", + "knight_moves": "Knight Moves", + "knight_names": "Alexander, Bertrand, Jeanne, Athena, Camilla, Brunhild", + "knight_starting_array": "Iron +1 Glass 0 Sulphur -1 Mercury 0", + "knight_take_moves": "Take Knight’s Honour and one more:", + "lantern_and_oil": "Lantern and oil.", + "legendary_heroes": "The Legendary Heroes", + "legendary_heroes_at_camp": "While at one of your camps, members of other bloodlines can spend 1-pact to gain a weapon from your stores. Give it two perks and a flaw, and describe its history.", + "legendary_heroes_bloodline_name": "A noble title; an inherited naming convention; bearers of the ________.", + "legendary_heroes_breach_1": "A grand door and a sturdy boot.", + "legendary_heroes_breach_2": "A great stained glass window and a hefted brick.", + "legendary_heroes_breach_3": "A high wall and a knotted rope", + "legendary_heroes_desc": "The Legendary Heroes are a bloodline in the truest sense of the word: a lineage where the virtues of heroism recur again and again. Whether they’ve been trained from birth to match the deeds of their forbears or brought to the castle by the winds of fate ignorant of their destiny, they’re tenacious and audacious foes of the regent.", + "legendary_heroes_drive_1": "Your love, kidnapped by the Regent.", + "legendary_heroes_drive_2": "Your parent, cursed to waste away", + "legendary_heroes_drive_3": "A neighbourhood, devastated by monsters.", + "legendary_heroes_founder_desc": "You're brave and bold, and where your fellows faltered you inspired them to press on. Now the regent stands before you, and they will answer for the evils they have brought to the land.", + "legendary_heroes_founder_title": "The Paladin", + "legendary_heroes_history": "One bloodline’s legends taught you how to be heroes. Set your pact with them to 1. You say what legend you’ve heard, they say what secret failure the legend left out.
", + "legendary_heroes_lore": "Picking it up as they go along; ancestor’s crumbling journals; oral history passed from parent to child.", + "legendary_heroes_pact_name": "The Way of Gold", + "legendary_heroes_prizes": "You prize heroism and valour. At the end of each play session, pick the explorer whose heroism most impressed you and raise their pact with your bloodline by 1.", + "legendary_heroes_refuge_1": "An inn or cafe where your sister plays music.", + "legendary_heroes_refuge_2": "A general shop run by your grandfather.", + "legendary_heroes_refuge_3": "A club, park or back alley where friendly gangs hang out", + "legendary_heroes_shelter": "When your explorer finds Shelter in the castle, they can inspire the others with tales of selfless heroism. The next time their allies would mark contamination while trying to aid or protect another explorer, they ignore it.", + "legendary_heroes_starting_array_1": "Chalices 1 Swords 1 Coins 0 Wands -1", + "legendary_heroes_starting_array_1_desc": "if fate and coincidence keep bringing your bloodline to the castle despite their ignorance of mystical matters.", + "legendary_heroes_starting_array_2": "Chalices 0 Swords 1 Coins -1 Wands 1", + "legendary_heroes_starting_array_2_desc": "if your bloodline is tested from childhood for martial aptitude and trained to face the castle.", + "legendary_heroes_starting_array_3": "Chalices 0 Swords 1 Coins 1 Wands -1", + "legendary_heroes_starting_array_3_desc": "if your bloodline are world travellers with a fortune built on castle raids.", + "legendary_heroes_style": "Stylish contemporary fashion; bloodline crests and heirlooms; rustic or utilitarian clothing.", + "light_bulbs_and_mechanical_lanterns": "Light bulbs and mechanical lanterns.", + "long-burning_glow_sticks": "Long-burning glow sticks.", + "looks": "Looks", + "looks_regional": "Asian, South Asian, Black, Caucasian, Hispanic, Latino, Indigenous, Middle Eastern, ________.", + "lore": "Lore", + "lucky_charm": "Lucky charm (destroy to negate up to 2 Harm).", + "magi": "The Magi", + "magi_at_camp": "While at one of your camps, other bloodlines can spend 1 pact on you to get an item of power from your stores. They can destroy it to cast a spell as per Drink Deep.", + "magi_bloodline_name": "The name of your school, The ____ Way, The Path of ______ .", + "magi_breach_1": "A garden of perfect geometric statuary, and a hole in its iron fence.", + "magi_breach_2": "A pocket dimension outside reality, and a ritual to transport you there.", + "magi_breach_3": "An alchemical storage vault, and the combination for the vault door.", + "magi_desc": "The Magi use secretive and arcane rituals to draw power from the blood. Where other bloodlines may draw on its power recklessly and spiral down into corruption, the Magi precisely measure out each portion of their soul as they trade it for power.", + "magi_drive_1": "A celestial conjunction promising great change.", + "magi_drive_2": "A chance to fix a mistake made in your training.", + "magi_drive_3": "An unnatural plague infesting the city's slums.", + "magi_founder_desc": "Ancient lore and improvised cantrips have got you this far, but you can feel the power rolling off the Regent in the next chamber. You'll set your soul alight if that's what it takes to burn this place down.", + "magi_founder_title": "The Ritualist", + "magi_history": "You taught another bloodline how to use the castle’s power safely. Gain 1 pact on them. They say what the ritual allows them to do; you say what it costs them instead of their souls.
", + "magi_lore": "A bag full of scholarly texts, drilled-in mnemonics, a chorus of spirits bound into your gear to offer advice.", + "magi_pact_name": "The Way of Blue", + "magi_prizes": "You prize arcane insight. At the end of each session, pick the explorer who wielded the most supernatural power and raise their pact with your bloodline by 1. ", + "magi_refuge_1": "A caravan on the city's outskirts selling charms and occult paraphernalia.", + "magi_refuge_2": "A visionary doctor's surgery-laboratory.", + "magi_refuge_3": "A cafe where the intelligentsia gather and debate.", + "magi_shelter": "When your explorer finds Shelter in the castle, they may lead the group in a ritual of controlled corruption. Each explorer may transfer 1 point of contamination to another explorer, with that explorer's consent.", + "magi_starting_array_1": "Chalices 0 Swords -1 Coins 1 Wands 1", + "magi_starting_array_1_desc": "if you’re a selective academic institution teaching occult rituals to those that can afford your fees.", + "magi_starting_array_2": "Chalices 0 Swords 1 Coins -1 Wands 1", + "magi_starting_array_2_desc": "if you’re hands-on learners, extracting occult wisdom from the beasts and devils you hunt.", + "magi_starting_array_3": "Chalices 1 Swords 0 Coins -1 Wands 1", + "magi_starting_array_3_desc": "if you’re occultists without borders, travelling the world and pushing back blights wherever you find them.", + "magi_style": "Skin covered in arcane glyphs, thick robes of strange fabrics, bags and bandoleers loaded with reagents.", + "major_wound": "Major Wound", + "make_a_weapon": "Make a weapon (1 perk, 1 flaw).", + "martial_arts_training": "Martial arts training (tether, close).", + "mascot": "The Mascot", + "mascot_covenant_example_1": "You healed them up from a mortal wound.", + "mascot_covenant_example_2": "They’re heavily in debt to you.", + "mascot_covenant_example_3": "You’ve sworn loyalty to them.", + "mascot_death_move": "When you die, your death inspires the other explorers to act, at least for the time being. They all gain fleeting advantage.
", + "mascot_desc": "The Mascot is an animal or creature that is sapient.", + "mascot_moves": "Mascot Moves", + "mascot_names": "Rex, Lucky, Teddie, Whiskers, Grump", + "mascot_starting_array": "Iron +1 Glass -1 Sulphur 0 Mercury 0", + "medic": "The Medic", + "medic_covenant_example_1": "You healed them up from a mortal wound.", + "medic_covenant_example_2": "They’re heavily in debt to you.", + "medic_covenant_example_3": "You’ve sworn loyalty to them.", + "medic_death_move": "You can’t prevent your own death, but you can save others. When someone else would die, tell us how you helped them survive instead, and cross off this move.
", + "medic_desc": "The Medic is a perceptive healer.", + "medic_moves": "Medic Moves", + "medic_names": "Shrishti, Elizabeth, Charaka, Galen, Benedict, Sushruta, Paul, Virginia", + "medic_starting_array": "Iron 0 Glass +1 Sulphur 0 Mercury -1", + "medic_take_moves": "Take Triage and one more:", + "mercury": "Mercury", + "mercury_description": "Your ability to be stealthy, quick and graceful. When exploring, use it to find safe refuge from the castle’s inhabitants; when fighting, use it to dodge away from blows and use trickery and guile. Blood tracks how corrupted your explorer has been by the castle’s power. As it increases you unlock advances, gaining improved stats and strange gifts, but risk falling under the permanent sway of the regent.", + "minor_wound": "Minor Wound", + "miscellaneous_trinkets": "Miscellaneous trinkets.", + "miss": "Miss", + "mortal_wound": "Mortal Wound", + "mystic": "The Mystic", + "mystic_covenant_example_1": "You’re afflicted with the same curse.", + "mystic_covenant_example_2": "You’re studying their dreams.", + "mystic_covenant_example_3": "You follow different faiths.", + "mystic_death_move": "As you die, you perform a feat of soul alchemy. Each explorer may lose a point of Blood and a Blood Advance of their choice but keep the stat advance/blood gift. For each, one part of your corpse becomes a Relic.
", + "mystic_desc": "The Mystic is an expert at extracting occult power from the castle. In their hands the blood is coaxed into amulets, weapons and explosive incantations.", + "mystic_moves": "Mystic Moves", + "mystic_names": "Reuben, Harland, Maria, Ume, Emilio, Mercurio, Abaris, Julia, Hugh, Miles", + "mystic_starting_array": "Iron -1 Glass 0 Sulphur 0 Mercury +1", + "nice_leather_jacket": "Nice leather jacket (1 Armour).", + "odd_fighting_style": "Odd fighting style (cleave, close).", + "old_journals_from_past_explorers": "Old journals from past explorers.", + "open_bloodline": "The Open Bloodline", + "open_bloodline_desc": "The Open Bloodline is a blank Bloodline.", + "open_bloodline_founder_desc": "", + "open_bloodline_founder_title": "The Founder of the Open Bloodline.", + "open_bloodline_shelter": "When your explorer finds Shelter in the castle,", + "packrat": "The Packrat", + "packrat_covenant_example_1": "You healed them up from a mortal wound.", + "packrat_covenant_example_2": "They’re heavily in debt to you.", + "packrat_covenant_example_3": "You’ve sworn loyalty to them.", + "packrat_death_move": "As you die, you reveal a final pouch - one packed with explosives. Pick one:
You have created an invention specifically for this moment. Tell the GM what it does. Afterwards it becomes a valuable object worth 3-Relic.
", + "professor_desc": "The Professor is an inventor and a tinkerer.", + "professor_moves": "Professor Moves", + "professor_names": "Dr. Micawber, Amadeus, Victoria, Sergio, Roger, Samuel, Kukui", + "professor_starting_array": "Iron -1 Glass 0 Sulphur +1 Mercury 0", + "professor_take_moves": "Take Invention and one more:", + "purified_salt": "Purified salt (1 Armour when you stand within a circle of it).", + "reckoner": "The Reckoner", + "reckoner_covenant_example_1": "You’re working together to find a lost treasure.", + "reckoner_covenant_example_2": "You’re heavily in debt to them.", + "reckoner_covenant_example_3": "You’ve hunted many monsters together.", + "reckoner_death_move": "As you die, you work one final effort of will to enforce order on the castle. Pick one:
As the final blow comes down you choose not to defend yourself, instead using your attacker’s momentum to drive your weapon home. Now it’s lodged in them, slowing them down and creating a weakness your allies can use to take revenge. Until the embedded weapon is used as an Opening, your allies take advantage on Dodge and Confront.
", + "slayer_desc": "The Slayer is a monster hunter, plain and simple. They’re fast and lethal, equally at home confronting a horde of beasts and a single towering colossus.", + "slayer_moves": "Slayer Moves", + "slayer_names": "Lilianna, Isidor, Ayako, Farhana, Laura, Peter, Simon, Julian, Laurens, Jiddu", + "slayer_starting_array": "Iron +1 Glass 0 Sulphur 0 Mercury -1", + "spiritual_aura": "Spiritual aura (Advantage to attack intangible foes).", + "squire": "Squire (A contact of your choice).", + "starting_stats": "Starting Stats", + "starting_stats_help": "(Choose One)", + "stats": "Stats", + "stock": "Stock", + "style": "Style", + "success": "Success!", + "sulphur": "Sulphur", + "sulphur_description": "The strength of your passions and ability to tap into occult power. When exploring, use it to learn magic from the castle’s relics. When fighting a powerful adversary, use it to pull allies from danger.", + "survivalist_gear": "Survivalist gear.", + "swords": "Swords", + "swords_description": "Their ability to project force into the castle and claim forward bases.", + "syringe": "Syringe (lingering, close).", + "thick_hide_or_suit": "Thick hide or suit (1 Armour).", + "thick_mask_or_suit": "Thick mask or suit (1 Armour).", + "thieves_tools": "Thieves’ tools.", + "three_uses_of_a_poison": "3 uses of a poison (describe it, 1 use gives a weapon lingering or stun).", + "titles_and_honours": "Titles and honours.", + "torches_and_fire_lighting_kit": "Torches and fire lighting kit.", + "tower_shield": "Tower Shield (1 Armour).", + "traditions": "Traditions", + "traditions_help": "Choose one of each or invent your own.", + "unstable_gun_prototype": "Unstable Gun Prototype (ranged, painful).", + "wands": "Wands", + "wands_description": "Their ability to push back against the occult predations of the regent.", + "when_blood_increases": "Pick one when blood increases", + "when_blood_increases_get_gift": "Get a Blood Gift.", + "when_blood_increases_get_stat": "Get +1 to a stat (max 3).", + "when_blood_increases_retire": "Retire your explorer; they may return as an Acolyte.", + "you_start_with_this_array": "You start with this array; add 1 to a stat of your choice:", + + + "test_evaluation": "", + "zzend_of_file": "" } \ No newline at end of file diff --git a/TOMOE genesis (ex redpoint genesis)/TOMOE.css b/TOMOE genesis (ex redpoint genesis)/TOMOE.css index b3368ecf35..7300b7cec5 100644 --- a/TOMOE genesis (ex redpoint genesis)/TOMOE.css +++ b/TOMOE genesis (ex redpoint genesis)/TOMOE.css @@ -1,1157 +1,1157 @@ -/* Roll20 - Fiche TOMOE / ex-Red Point Genesis V1.0 by Giovanninatale, surfandko */ - -.charsheet { - font-size: 10pt; - line-height: 1em; - background: white; -} - -.charsheet .sheet-2colrow .sheet-col { - width: calc(50% - 8px) !important; - margin-right: 10px !important; -} - -.charsheet .sheet-3colrow .sheet-col, - -.repcontainer[data-groupname=repeating_locations] .repitem, - -.repcontainer[data-groupname=repeating_faces] .repitem { - width: calc(33% - 7px) !important; - margin-right: 10px !important; -} - -.repcontainer[data-groupname=repeating_locations] .repitem:nth-child(3n), - -.repcontainer[data-groupname=repeating_faces] .repitem:nth-child(3n) { - margin-right: 0 !important; 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- display: inline-block; - margin-bottom: 0; - min-width: 92px; -} - -.sheet-superb-skills .sheet-slots, - -.sheet-great-skills .sheet-slots, - -.sheet-good-skills .sheet-slots, - -.sheet-fair-skills .sheet-slots, - -.sheet-average-skills .sheet-slots, - -.sheet-mediocre-skills .sheet-slots { - font-family: "Trajan Pro", serif; - font-variant: small-caps; - margin: 5px; - margin-top: 5px; -} - -.sheet-slots button[type=roll] { - float: right; - font-family: monospace; - font-weight: bold; - letter-spacing: 4.6px; - position: relative; - width: 76px; - padding: 0 0 2px 2px; -} -.charsheet button[type=roll].sheet-display-potentiel { - width: 18px; -} - -.sheet-slots button[type=roll]::before { - content: '0000'; - font-family: 'dicefontd6'; - letter-spacing: 2px; - position: absolute; - left: 4px; - top: 0; -} - .charsheet button[type=roll].sheet-display-potentiel::before { - content: ""; - font-family: none; - letter-spacing: 0px; - position: absolute; - left: 4px; - top: 0; -} - -.sheet-superb-skills .sheet-repeating, - -.sheet-great-skills .sheet-repeating, - -.sheet-good-skills .sheet-repeating, - -.sheet-fair-skills .sheet-repeating, - -.sheet-average-skills .sheet-repeating, - -.sheet-mediocre-skills .sheet-repeating { - display: inline-block; 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-} -.sheet-hexagon-moyen-2, .sheet-hexagon-moyen-2:before{ - clip-path: polygon(25% 0, 75% 0, 100% 50%, 75% 100%, 25% 100%, 0 50%); -} -.sheet-chevauche-hexagon-moyen{ - position:relative; - left:10px; - top:16px; -} -.sheet-chevauche-hexagon-moyen-2{ - position:relative; - left:13px; - top:16px; -} -.sheet-chevauche-hexagon-moyen-button{ - position:relative; - left:23px; - top:16px; -} -.sheet-hexagon-grey { - background: lightgray; -} -.sheet-hexagone-diagonale{ - bottom: -38.5px; - right: 28.25px; - position:relative; -} -.sheet-decale-gauche{ - bottom: 0px; - right: 19px; - position:relative; -} -.sheet-decale-gauche-fatigue{ - bottom: 0px; - right: 38px; - position:relative; -} - -/* affichage potentiel */ -input[type="number"].sheet-potentiel { - background: none; - box-shadow: none; - padding: 0; - border: none; - border-bottom: 0px solid black; - display: inline-block; - font-size: 10px; - width: 30px; -} - -/* affichage jet de dés attribut */ -.sheet-rolltemplate-attribut div.sheet-attribut_container { - border: 2px solid black !important; - border-radius: 10px; - z-index:1; - background-color: #f1ecda; -} - -.sheet-rolltemplate-attribut .sheet-attribut_header { - background-color: #5e80ba; - padding: 2px; - border-bottom: 1px solid black; - border-radius: 8px 8px 0px 0px; - line-height: 1.6em; - font-size: 1.2em; -} - -.sheet-rolltemplate-attribut .sheet-attribut_subheader { - padding: 2px; - font-weight: bold; -} -.sheet-rolltemplate-attribut div.sheet-attribut_rowcolor1 { - border-bottom: 1px solid black; -} - -.sheet-rolltemplate-attribut div.sheet-attribut_rowcolor2 { - border-bottom: 1px solid black; - background-color: #b8c7e0; -} - -.sheet-rolltemplate-attribut div.sheet-attribut_rowcolor { - background-color: #b8c7e0; - border-radius: 0px 0px 8px 8px; -} - -/* affichage jet de dés atout */ -.sheet-rolltemplate-atout div.sheet-atout_container { - border: 2px solid black !important; - border-radius: 10px; - z-index:1; - background-color: #f1ecda; -} - -.sheet-rolltemplate-atout .sheet-atout_header { - background-color: #5e80ba; - padding: 2px; - border-bottom: 1px solid black; - border-radius: 8px 8px 0px 0px; - line-height: 1.6em; - font-size: 1.2em; -} - -.sheet-rolltemplate-atout .sheet-atout_subheader { - padding: 2px; - font-weight: bold; -} -.sheet-rolltemplate-atout div.sheet-atout_rowcolor1 { - border-bottom: 1px solid black; -} - -.sheet-rolltemplate-atout div.sheet-atout_rowcolor2 { - border-bottom: 1px solid black; - background-color: #b8c7e0; -} - -.sheet-rolltemplate-atout div.sheet-atout_rowcolor { - background-color: #b8c7e0; - border-radius: 0px 0px 8px 8px; -} - -/* affichage jet de dés faiblesse */ -.sheet-rolltemplate-faiblesse div.sheet-atout_container { - border: 2px solid black !important; - border-radius: 10px; - z-index:1; - background-color: #f1ecda; -} - -.sheet-rolltemplate-faiblesse .sheet-atout_header { - background-color: #5e80ba; - padding: 2px; - border-bottom: 1px solid black; - border-radius: 8px 8px 0px 0px; - line-height: 1.6em; - font-size: 1.2em; -} - -.sheet-rolltemplate-faiblesse .sheet-atout_subheader { - padding: 2px; - font-weight: bold; -} -.sheet-rolltemplate-faiblesse div.sheet-atout_rowcolor1 { - border-bottom: 1px solid black; -} - -.sheet-rolltemplate-faiblesse div.sheet-atout_rowcolor2 { - border-bottom: 1px solid black; - background-color: #b8c7e0; -} - -.sheet-rolltemplate-faiblesse div.sheet-atout_rowcolor { - background-color: #b8c7e0; - border-radius: 0px 0px 8px 8px; -} - -/* affichage atout-soutenir-entraver */ -.sheet-rolltemplate-atout-soutenir-entraver div.sheet-atout_container { - border: 2px solid black !important; - border-radius: 10px; - z-index:1; - background-color: #f1ecda; -} - -.sheet-rolltemplate-atout-soutenir-entraver .sheet-atout_header { - background-color: #5e80ba; - padding: 2px; - border-bottom: 1px solid black; - border-radius: 8px 8px 0px 0px; - line-height: 1.6em; - font-size: 1.2em; -} - -.sheet-rolltemplate-atout-soutenir-entraver .sheet-atout_subheader { - padding: 2px; - font-weight: bold; -} -.sheet-rolltemplate-atout-soutenir-entraver div.sheet-atout_rowcolor1 { - border-bottom: 1px solid black; -} - -.sheet-rolltemplate-atout-soutenir-entraver div.sheet-atout_rowcolor2 { - border-bottom: 1px solid black; - background-color: #b8c7e0; -} - -.sheet-rolltemplate-atout-soutenir-entraver div.sheet-atout_rowcolor { - background-color: #b8c7e0; - border-radius: 0px 0px 8px 8px; -} - -/* affichage rolltemplate avantage */ -.sheet-rolltemplate-avantage div.sheet-atout_container { - border: 2px solid black !important; - border-radius: 10px; - z-index:1; - background-color: #f1ecda; -} - -.sheet-rolltemplate-avantage .sheet-atout_header { - background-color: #5e80ba; - padding: 2px; - border-bottom: 1px solid black; - border-radius: 8px 8px 0px 0px; - line-height: 1.6em; - font-size: 1.2em; -} - -.sheet-rolltemplate-avantage .sheet-atout_subheader { - padding: 2px; - font-weight: bold; -} -.sheet-rolltemplate-avantage div.sheet-atout_rowcolor1 { - border-bottom: 1px solid black; -} - -.sheet-rolltemplate-avantage div.sheet-atout_rowcolor2 { - border-bottom: 1px solid black; - background-color: #b8c7e0; -} - -.sheet-rolltemplate-avantage div.sheet-atout_rowcolor { - background-color: #b8c7e0; - border-radius: 0px 0px 8px 8px; -} - -/* Tooltip container */ -.sheet-tooltip { - position: relative; - display: inline-block; - border-bottom: 1px dotted black; /* If you want dots under the hoverable text */ -} - -/* Tooltip text */ -.sheet-tooltip .sheet-tooltiptext { - visibility: hidden; - width: 120px; - background-color: black; - color: #fff; - text-align: center; - padding: 5px 10px; - border-radius: 6px; - - /* Position the tooltip text - see examples below! */ - position: absolute; - z-index: 1; -} - -/* Show the tooltip text when you mouse over the tooltip container */ -.sheet-tooltip:hover .sheet-tooltiptext { - visibility: visible; -} - -/* affichage public/MJ */ -input.sheet-CSSJetPGM -{ - opacity: 0; - height: 26px; - width: 66px; - top:4px; -} - -span.sheet-CSSJetPGM -{ - display: inline-block; - border: 2px outset; - height: 20px; - width: 60px; - line-height: 20px; - font-size: 15px; - margin-left: -66px; - text-align: center; - margin-top: 0px; -} - -input.sheet-CSSJetPGM:checked + span.sheet-CSSJetPGM -{ - background-color:blue; - border: 2px inset !important; -} +/* Roll20 - Fiche TOMOE / ex-Red Point Genesis V1.0 by Giovanninatale, surfandko */ + +.charsheet { + font-size: 10pt; + line-height: 1em; + background: white; +} + +.charsheet .sheet-2colrow .sheet-col { + width: calc(50% - 8px) !important; + margin-right: 10px !important; +} + +.charsheet .sheet-3colrow .sheet-col, + +.repcontainer[data-groupname=repeating_locations] .repitem, + +.repcontainer[data-groupname=repeating_faces] .repitem { + width: calc(33% - 7px) !important; + margin-right: 10px !important; +} + +.repcontainer[data-groupname=repeating_locations] .repitem:nth-child(3n), + +.repcontainer[data-groupname=repeating_faces] .repitem:nth-child(3n) { + margin-right: 0 !important; +} + +input, select, textarea { + font-family: "Lucida Handwriting", cursive; + font-size:14px; + color: #05356b +} + +p { + font-size: 11px; +} + +.sheet-ladder { + float: right; + width: 30%; + margin-bottom: 0 !important; +} + +.sheet-ladder ul { + list-style-type: none; + margin: 0; + font-family: "Trajan Pro", serif; + font-variant: small-caps; +} + +.sheet-ladder .sheet-value { float: right; } + +.sheet-refresh-adjust { + position: absolute; + left: 10px; + bottom: 10px; + width: 55%; +} + +.sheet-refresh-adjust h4, + +.sheet-refresh-adjust input { + text-align: left; + display: inline-block; + margin: 0; +} + +.sheet-refresh-adjust h4 { + width: 70%; + vertical-align: middle; +} + +.sheet-powers input[type=text] { + width: calc(100% - 60px); +} + +.sheet-inline-input { + max-width: 8em; +} + +.sheet-superb-skills h4, + +.sheet-great-skills h4, + +.sheet-good-skills h4, + +.sheet-fair-skills h4, + +.sheet-average-skills h4, + +.sheet-mediocre-skills h4 { + text-align: left; + font-weight: normal; + display: inline-block; + margin-bottom: 0; + min-width: 92px; +} + +.sheet-superb-skills .sheet-slots, + +.sheet-great-skills .sheet-slots, + +.sheet-good-skills .sheet-slots, + +.sheet-fair-skills .sheet-slots, + +.sheet-average-skills .sheet-slots, + +.sheet-mediocre-skills .sheet-slots { + font-family: "Trajan Pro", serif; + font-variant: small-caps; + margin: 5px; + margin-top: 5px; +} + +.sheet-slots button[type=roll] { + float: right; + font-family: monospace; + font-weight: bold; + letter-spacing: 4.6px; + position: relative; + width: 76px; + padding: 0 0 2px 2px; +} +.charsheet button[type=roll].sheet-display-potentiel { + width: 18px; +} + +.sheet-slots button[type=roll]::before { + content: '0000'; + font-family: 'dicefontd6'; + letter-spacing: 2px; + position: absolute; + left: 4px; + top: 0; +} + .charsheet button[type=roll].sheet-display-potentiel::before { + content: ""; + font-family: none; + letter-spacing: 0px; + position: absolute; + left: 4px; + top: 0; +} + +.sheet-superb-skills .sheet-repeating, + +.sheet-great-skills .sheet-repeating, + +.sheet-good-skills .sheet-repeating, + +.sheet-fair-skills .sheet-repeating, + +.sheet-average-skills .sheet-repeating, + +.sheet-mediocre-skills .sheet-repeating { + display: inline-block; + vertical-align: top; + width: 65%; +} + +.sheet-fate-points img { + width: 90%; + margin: 5%; +} + +.sheet-fate-points, + +.sheet-fate-points + div { + background: white; + border-radius: 50%; + position: absolute; + z-index: 5; + bottom: -10px; + left: -10px; + width: 150px; + height: 150px; +} + +.sheet-fate-points { + background: none; + border: 1px solid black; + clip: rect(0, 152px, 142px, 10px); + z-index: 6; +} + +.sheet-fp-overlay { + position: absolute; + top: 35%; + left: 15%; + z-index: 7; + text-shadow: -3px -3px 0 white, + 3px -3px 0 white, + -3px 3px 0 white, + 3px 3px 0 white; +} + +.charsheet.lang-es .sheet-fp-overlay { + top: 32%; + left: 0; +} + +.sheet-base-refresh h4, + +.sheet-adjusted-refresh h4, + +.sheet-current-fate-points h4 { display: inline-block; } + +.sheet-base-refresh, + +.sheet-adjusted-refresh, + +.sheet-current-fate-points { + position: relative; + top: -15px; + left: 130px; + z-index: 12; +} + +.sheet-base-refresh { + top: -15px; + left: 115px; +} + +.sheet-current-fate-points { + top: -12px; + left: 127px; +} + +input.sheet-enable-additional-stress ~ span { display: none; } + +table.sheet-stress input[type=checkbox].sheet-enable-additional-stress { + width: 100%; + height: 10px; + position: relative; + left: 0; + opacity: 0; + z-index: 2; +} + +input.sheet-enable-additional-stress:not(:checked) + span, + +input.sheet-enable-additional-stress:checked + span + span { + font-size: 10px; + line-height: 10px; + display: block; + text-align: center; + position: relative; + top: -15px; + border: 1px #77f dashed; + background-color: #eee; + color: #338; +} + +input.sheet-enable-additional-stress:hover, + +input.sheet-enable-additional-stress:not(:checked):hover + span, + +input.sheet-enable-additional-stress:checked:hover + span + span { + height: 18px; + line-height: 18px; + font-size: 18px; +} + +tr.sheet-additional-stress { display: none; } + +input.sheet-additional-stress-helper:checked + table tr.sheet-additional-stress { display: table-row; } + +input.sheet-tab { + width: 29px; + z-index: 4; + opacity: 0; +} + +input.sheet-tab, + +input.sheet-tab + span { + position: absolute; + right: 20px; +} + +input.sheet-tab + span { + -webkit-transform: rotate(90deg); + -moz-transform: rotate(90deg); + -ms-transform: rotate(90deg); + -o-transform: rotate(90deg); + filter: progid:DXImageTransform.Microsoft.BasicImage(rotation=1); + display: inline-block; + padding: 5px; + border: 1px solid black; + border-bottom: none; + border-radius: 4px 4px 0 0; + box-shadow: 1px -1px 1px black; + background: #ddd; + z-index: 1; +} + +input.sheet-tab + span::before { + content: attr(title); +} + +/* onglet 1 - zone clicable Position */ +input.sheet-tab[value=worksheet] { + top: 75px; + right: 16px; + height: 75px; +} + +/* onglet 1 - affichage Position */ +input.sheet-tab[value=worksheet] + span { + top: 101px; + right: -9px; +} + +/* onglet 2 - zone clicable Position */ +input.sheet-tab[value=character] { + top: 156px; + right: 20px; + height: 64px; +} + +/* onglet 2 - affichage Position */ +input.sheet-tab[value=character] + span { + top: 176px; + right: 1px; +} + +input.sheet-tab[value=city-high] { + top: 219px; + right: 24px; + height: 34px; +} + +input.sheet-tab[value=city-high] + span { + top: 225px; + right: 18px; +} + +/* onglet 4 - affichage Position */ +input.sheet-tab[value=city-locs] { + top: 256px; + right: 19px; + height: 66px; +} + +/* onglet 4 - affichage Position */ +input.sheet-tab[value=city-locs] + span { + top: 278px; + right: 2px; +} + +input.sheet-tab[value=city-face] { + top: 324px; + right: 19px; + height: 37px; +} + +input.sheet-tab[value=city-face] + span { + top: 330px; + right: 14px; +} + +input.sheet-tab:checked + span { + z-index: 3; + background: white; +} + +div.sheet-tab { + padding: 5px; + width: calc(100% - 2em); + box-shadow: 2px 2px 5px 0px black; + display: none; + position: relative; + z-index: 2; + min-height: 1254px; +} + +input.sheet-tab[value=worksheet]:checked ~ div.sheet-tab-worksheet, + +input.sheet-tab[value=character]:checked ~ div.sheet-tab-character, + +input.sheet-tab[value=city-high]:checked ~ div.sheet-tab-city-high, + +input.sheet-tab[value=city-locs]:checked ~ div.sheet-tab-city-locs, + +input.sheet-tab[value=city-face]:checked ~ div.sheet-tab-city-face { display: block; } + +h1,h2,h3,h4,p.sheet-consequence { + font-family: "Trajan Pro", serif; + font-variant: small-caps; + font-weight: normal; + text-align: center; +} + +p.sheet-consequence { + text-align: left; + font-style: italic; + width: auto; + line-height: 1em; + margin: 0; +} + +h1 { + font-size: 250%; + font-weight: bold; + margin-bottom: 15px; +} + +h2 { + font-size: 170%; + margin-bottom: 10px; +} + +h3 { + font-size: 120%; + margin-bottom: 5px; +} + +h4 { + font-size: 100%; + font-weight: bold; + margin: 5px; +} + +h3.sheet-phase { + -webkit-transform: rotate(-90deg); + -moz-transform: rotate(-90deg); + -ms-transform: rotate(-90deg); + -o-transform: rotate(-90deg); + filter: progid:DXImageTransform.Microsoft.BasicImage(rotation=3); + position: absolute; + top: 4.75em; +} + +h3.sheet-phase-one, + +h3.sheet-phase-two, + +h3.sheet-phase-four, + +.charsheet.lang-es h3.sheet-phase-five { + left: -2em; +} + +.charsheet.lang-es h3.sheet-phase-one, + +.charsheet.lang-es h3.sheet-phase-two, + +.charsheet.lang-es h3.sheet-phase-three { + left: -1.5em; +} + +h3.sheet-phase-three, + +.charsheet.lang-es h3.sheet-phase-four { + left: -2.25em; +} + +h3.sheet-phase-five { + left: -1.75em; +} + +h3.sheet-theme-threat { + display: inline-block; + padding-left: 7px; +} + +.sheet-tab-city-locs div h3.sheet-theme-threat { padding-left: 42px; } + +.sheet-faces h4 { font-weight: normal; } + +select { + padding: 0; + margin-bottom: 0; + border: none; + width: auto; + border-radius: 3px; +} + +select:not(:focus) { box-shadow: inset 0 0 5px #ccc; } + +table { width: 100%; } + +table.sheet-stress th:first-child > h4, + +table.sheet-consequences td:first-child h4, + +table.sheet-stress h3 { text-align: left; } + +table.sheet-stress th:first-child > h4, + +table.sheet-consequences td h4 { font-weight: normal; } + +table.sheet-consequences td:nth-child(3) { text-align: center; } + +.charsheet.lang-es table.sheet-consequences td:nth-child(2) { font-size: 90%; } + +table.sheet-stress h3 { font-weight: bold; } + +.sheet-tab-city-high .sheet-section, + +.sheet-tab-city-locs .sheet-section { position: relative; } + + +table.sheet-consequences { font-size: 90%; } + +table.sheet-consequences td:nth-child(4), + +table.sheet-stress td { + position: relative; +} + +table.sheet-consequences input[type=checkbox] { + width: 25px; + height: 25px; + position: absolute; + left: calc(50% - 12px); + top: calc(50% - 12px); + opacity: 0; + z-index: 2; +} + +table.sheet-consequences td:first-child select { width: 97px; } + +table.sheet-consequences td:nth-child(2) select { width: 85px; } + +.sheet-section, +.sheet-input { + border: 1px solid black; + position: relative; + border-radius: 10px; + margin-bottom: 10px; +} + +.sheet-section { padding: 5px; } +.sheet-section-epais {border: 2px solid black;} + +.sheet-section-repeating { + border-radius: 0px; + margin-bottom: 0px; +} +.sheet-section .sheet-input { + position: absolute; + width: calc(50% - 15px); + bottom: 0; +} + +.sheet-input { + font-size: 120%; + min-height: 2em; +} + +.sheet-input > .sheet-input-left + input, + +.sheet-input > .sheet-input-right + input { + display: block; + font-size: 110%; + border-radius: 10px; + padding: 5px 5px 13pt 20px; + width: 100%; + height: 2em; +} + +.sheet-input > .sheet-input-right + input { + padding: 5px 13pt 20px 5px; +} + +.sheet-input-left, + +.sheet-input-right { + font-family: "Trajan Pro", serif; + font-variant: small-caps; + position: absolute; + left: 5px; + bottom: 5px; +} + +.sheet-input-right { + left: auto; + right: 5px; +} + +p.sheet-aspect-events, + +.sheet-aspect-desc { + font-style: italic; + position: relative; + left: 2.5em; + margin-bottom: 0; +} + +.sheet-aspect-desc { left: auto; } + +.sheet-aspect-label { + text-align: right; + margin-right: 10px; +} + +.sheet-face-name, + +.sheet-face-concept { + display: inline-block; + font-weight: normal; +} + +.sheet-face-name { float: left; } + +.sheet-face-concept { float: right; } + +div.sheet-theme-threat-faces { margin-bottom: 5px; } + +div.sheet-theme-threat-faces input:first-child { + width: 35%; + margin-left: 5px; +} + +div.sheet-theme-threat-faces input:nth-child(2) { width: calc(65% - 10px); } + +textarea.sheet-theme-threat, + +textarea.sheet-aspect-events, + +textarea.sheet-movers-shakers, + +textarea[name=attr_additional-notes], + +.sheet-location textarea, + +.sheet-faces textarea, + +.sheet-status-quo textarea { + border: none; + resize: none; +} + +.sheet-status-quo { padding: 0 0 1px 0; } + +.sheet-status-quo textarea { + width: calc(100% - 8px); + height: 8.5em; + border-radius: 10px; + margin: 0; +} + +textarea.sheet-aspect-events { + margin-left: 2em; + width: 91%; + height: 8.5em; +} + +textarea.sheet-theme-threat { + margin-left: 0; + width: calc(100% - 10px); + height: 4.25em; +} + +textarea[name=attr_additional-notes] { + display: block; + width: calc(100% - 10px); + height: 8.5em; +} + +.sheet-location textarea, + +.sheet-faces textarea { + width: calc(100% - 10px); + height: 2.75em; +} + +.sheet-faces textarea:last-child { height: 5.75em; } + +textarea.sheet-theme-threat:not(:focus), + +textarea.sheet-aspect-events:not(:focus), + +textarea[name=attr_additional-notes]:not(:focus), + +.sheet-location textarea:not(:focus), + +.sheet-faces textarea:not(:focus), + +input.sheet-invisible:not(:focus) { box-shadow: inset 0 0 5px #ccc; } + +div.sheet-movers-shakers { + padding: 0; + width: 87%; + margin-left: calc(14% - 15px); +} + +div.sheet-movers-shakers textarea.sheet-movers-shakers { + float: right; + display: inline-block; + width: calc(50% - 9px); + margin: 0; +} + +div.sheet-movers-shakers textarea:first-child { + border-radius: 0 10px 0 0; + border-left: 1px dashed black; +} + +div.sheet-movers-shakers textarea:nth-child(2) { + border-radius: 10px 0 0 0; +} + +div.sheet-movers-shakers textarea:nth-child(3) { + border-radius: 0 0 10px 0; + border-left: 1px dashed black; + border-top: 1px dashed black; +} + +div.sheet-movers-shakers textarea:nth-child(4) { + border-radius: 0 0 0 10px; + border-top: 1px dashed black; +} + +.sheet-movers-shakers-y, + +.sheet-movers-shakers-y2 { + -webkit-transform: rotate(-90deg); + -moz-transform: rotate(-90deg); + -ms-transform: rotate(-90deg); + -o-transform: rotate(-90deg); + filter: progid:DXImageTransform.Microsoft.BasicImage(rotation=3); +} + +.sheet-movers-shakers-y { + width: 38%; + position: absolute; + left: -17%; + bottom: 26%; +} + +.sheet-movers-shakers-y2 { + font-weight: normal; + width: 19%; + position: absolute; + left: -1em; + bottom: 12%; +} + +.sheet-movers-shakers-y2 + .sheet-movers-shakers-y2 { bottom: 39%; } + +.sheet-movers-shakers-x2 { + font-weight: normal; + display: inline-block; + margin-left: 15%; +} + +.sheet-movers-shakers-x2 + .sheet-movers-shakers-x2 { + margin-left: 7%; +} + +input.sheet-invisible { + width: 100%; + border: none; +} + +input.sheet-invisible:focus { + box-shadow: inset 0 1px 1px rgba(0, 0, 0,0.075), + 0 0 8px rgba(82,168,236,0.6); +} + +@font-face { + font-family: "Lucida Handwriting"; + src: local('Lucida Handwriting'), + url(http://static.cmdr-class.com/lucida-handwriting.ttf) format('truetype'); +} + +@font-face { + font-family: "Trajan Pro"; + src: local('Trajan Pro'), + url(http://static.cmdr-class.com/trajan-pro.otf) format('truetype'); +} + +/* couleur bordure */ +.sheet-rouge { +border-color: red; + +} +.sheet-vert { +border-color: green; + +} + +/* Fdp */ +.sheet-nom { + grid-template-columns: 50px 240px 60px 230px 40px 150px; + grid-column-gap: 10px; + grid-row-gap: 10px; + display: grid; +} +.sheet-informations { + grid-template-columns: 90px 90px 70px 70px 70px 70px 70px 70px 100px; + grid-column-gap: 15px; + grid-row-gap: 10px; + display: grid; +} +.sheet-attributs-atouts { + grid-template-columns: 265px 265px 265px; + grid-column-gap: 5px; + grid-row-gap: 10px; + display: grid; +} + +.sheet-avantages { + grid-template-columns: 265px 265px 265px; + grid-column-gap: 5px; + grid-row-gap: 0px; + display: grid; +} +.sheet-faiblesse-notes { + grid-template-columns: 400px 400px; + grid-column-gap: 5px; + grid-row-gap: 0px; + display: grid; +} + +/* affichage avantages */ +.sheet-avantage-singe { + grid-template-columns: 25% 25% 25% 25%; + grid-column-gap: 0px; + grid-row-gap: 0px; + display: grid; +} +.sheet-avantage-guepard { + grid-template-columns: 25% 25% 25% 25%; + grid-column-gap: 0px; + grid-row-gap: 0px; + display: grid; +} +.sheet-avantage-sanglier { + grid-template-columns: 33% 33% 33%; + grid-column-gap: 0px; + grid-row-gap: 0px; + display: grid; +} +.sheet-avantage-dragon { + grid-template-columns: 33% 33% 33%; + grid-column-gap: 0px; + grid-row-gap: 0px; + display: grid; +} +.sheet-avantage-serpent { + grid-template-columns: 33% 33% 33%; + grid-column-gap: 0px; + grid-row-gap: 0px; + display: grid; +} + +/* Affichage hexagones */ +.sheet-hexagon { + position: relative; + background: black; + float: left; +} +.sheet-hexagon:before { + position: absolute; + content: ''; +} +.sheet-hexagon:before { + top: 2px; /* border width */ + left: 2px; /* border width */ + height: calc(100% - 4px); /* 100% - (2 * border width) */ + width: calc(100% - 4px); /* 100% - (2 * border width) */ + background: white; +} +.sheet-hexagon-moyen { + height: 70px; + width: 70px; +} +.sheet-hexagon-moyen-2 { + height: 75px; + width: 75px; +} +.sheet-hexagon-moyen, .sheet-hexagon-moyen:before{ + clip-path: polygon(25% 0, 75% 0, 100% 50%, 75% 100%, 25% 100%, 0 50%); +} +.sheet-hexagon-moyen-2, .sheet-hexagon-moyen-2:before{ + clip-path: polygon(25% 0, 75% 0, 100% 50%, 75% 100%, 25% 100%, 0 50%); +} +.sheet-chevauche-hexagon-moyen{ + position:relative; + left:10px; + top:16px; +} +.sheet-chevauche-hexagon-moyen-2{ + position:relative; + left:13px; + top:16px; +} +.sheet-chevauche-hexagon-moyen-button{ + position:relative; + left:23px; + top:16px; +} +.sheet-hexagon-grey { + background: lightgray; +} +.sheet-hexagone-diagonale{ + bottom: -38.5px; + right: 28.25px; + position:relative; +} +.sheet-decale-gauche{ + bottom: 0px; + right: 19px; + position:relative; +} +.sheet-decale-gauche-fatigue{ + bottom: 0px; + right: 38px; + position:relative; +} + +/* affichage potentiel */ +input[type="number"].sheet-potentiel { + background: none; + box-shadow: none; + padding: 0; + border: none; + border-bottom: 0px solid black; + display: inline-block; + font-size: 10px; + width: 30px; +} + +/* affichage jet de dés attribut */ +.sheet-rolltemplate-attribut div.sheet-attribut_container { + border: 2px solid black !important; + border-radius: 10px; + z-index:1; + background-color: #f1ecda; +} + +.sheet-rolltemplate-attribut .sheet-attribut_header { + background-color: #5e80ba; + padding: 2px; + border-bottom: 1px solid black; + border-radius: 8px 8px 0px 0px; + line-height: 1.6em; + font-size: 1.2em; +} + +.sheet-rolltemplate-attribut .sheet-attribut_subheader { + padding: 2px; + font-weight: bold; +} +.sheet-rolltemplate-attribut div.sheet-attribut_rowcolor1 { + border-bottom: 1px solid black; +} + +.sheet-rolltemplate-attribut div.sheet-attribut_rowcolor2 { + border-bottom: 1px solid black; + background-color: #b8c7e0; +} + +.sheet-rolltemplate-attribut div.sheet-attribut_rowcolor { + background-color: #b8c7e0; + border-radius: 0px 0px 8px 8px; +} + +/* affichage jet de dés atout */ +.sheet-rolltemplate-atout div.sheet-atout_container { + border: 2px solid black !important; + border-radius: 10px; + z-index:1; + background-color: #f1ecda; +} + +.sheet-rolltemplate-atout .sheet-atout_header { + background-color: #5e80ba; + padding: 2px; + border-bottom: 1px solid black; + border-radius: 8px 8px 0px 0px; + line-height: 1.6em; + font-size: 1.2em; +} + +.sheet-rolltemplate-atout .sheet-atout_subheader { + padding: 2px; + font-weight: bold; +} +.sheet-rolltemplate-atout div.sheet-atout_rowcolor1 { + border-bottom: 1px solid black; +} + +.sheet-rolltemplate-atout div.sheet-atout_rowcolor2 { + border-bottom: 1px solid black; + background-color: #b8c7e0; +} + +.sheet-rolltemplate-atout div.sheet-atout_rowcolor { + background-color: #b8c7e0; + border-radius: 0px 0px 8px 8px; +} + +/* affichage jet de dés faiblesse */ +.sheet-rolltemplate-faiblesse div.sheet-atout_container { + border: 2px solid black !important; + border-radius: 10px; + z-index:1; + background-color: #f1ecda; +} + +.sheet-rolltemplate-faiblesse .sheet-atout_header { + background-color: #5e80ba; + padding: 2px; + border-bottom: 1px solid black; + border-radius: 8px 8px 0px 0px; + line-height: 1.6em; + font-size: 1.2em; +} + +.sheet-rolltemplate-faiblesse .sheet-atout_subheader { + padding: 2px; + font-weight: bold; +} +.sheet-rolltemplate-faiblesse div.sheet-atout_rowcolor1 { + border-bottom: 1px solid black; +} + +.sheet-rolltemplate-faiblesse div.sheet-atout_rowcolor2 { + border-bottom: 1px solid black; + background-color: #b8c7e0; +} + +.sheet-rolltemplate-faiblesse div.sheet-atout_rowcolor { + background-color: #b8c7e0; + border-radius: 0px 0px 8px 8px; +} + +/* affichage atout-soutenir-entraver */ +.sheet-rolltemplate-atout-soutenir-entraver div.sheet-atout_container { + border: 2px solid black !important; + border-radius: 10px; + z-index:1; + background-color: #f1ecda; +} + +.sheet-rolltemplate-atout-soutenir-entraver .sheet-atout_header { + background-color: #5e80ba; + padding: 2px; + border-bottom: 1px solid black; + border-radius: 8px 8px 0px 0px; + line-height: 1.6em; + font-size: 1.2em; +} + +.sheet-rolltemplate-atout-soutenir-entraver .sheet-atout_subheader { + padding: 2px; + font-weight: bold; +} +.sheet-rolltemplate-atout-soutenir-entraver div.sheet-atout_rowcolor1 { + border-bottom: 1px solid black; +} + +.sheet-rolltemplate-atout-soutenir-entraver div.sheet-atout_rowcolor2 { + border-bottom: 1px solid black; + background-color: #b8c7e0; +} + +.sheet-rolltemplate-atout-soutenir-entraver div.sheet-atout_rowcolor { + background-color: #b8c7e0; + border-radius: 0px 0px 8px 8px; +} + +/* affichage rolltemplate avantage */ +.sheet-rolltemplate-avantage div.sheet-atout_container { + border: 2px solid black !important; + border-radius: 10px; + z-index:1; + background-color: #f1ecda; +} + +.sheet-rolltemplate-avantage .sheet-atout_header { + background-color: #5e80ba; + padding: 2px; + border-bottom: 1px solid black; + border-radius: 8px 8px 0px 0px; + line-height: 1.6em; + font-size: 1.2em; +} + +.sheet-rolltemplate-avantage .sheet-atout_subheader { + padding: 2px; + font-weight: bold; +} +.sheet-rolltemplate-avantage div.sheet-atout_rowcolor1 { + border-bottom: 1px solid black; +} + +.sheet-rolltemplate-avantage div.sheet-atout_rowcolor2 { + border-bottom: 1px solid black; + background-color: #b8c7e0; +} + +.sheet-rolltemplate-avantage div.sheet-atout_rowcolor { + background-color: #b8c7e0; + border-radius: 0px 0px 8px 8px; +} + +/* Tooltip container */ +.sheet-tooltip { + position: relative; + display: inline-block; + border-bottom: 1px dotted black; /* If you want dots under the hoverable text */ +} + +/* Tooltip text */ +.sheet-tooltip .sheet-tooltiptext { + visibility: hidden; + width: 120px; + background-color: black; + color: #fff; + text-align: center; + padding: 5px 10px; + border-radius: 6px; + + /* Position the tooltip text - see examples below! */ + position: absolute; + z-index: 1; +} + +/* Show the tooltip text when you mouse over the tooltip container */ +.sheet-tooltip:hover .sheet-tooltiptext { + visibility: visible; +} + +/* affichage public/MJ */ +input.sheet-CSSJetPGM +{ + opacity: 0; + height: 26px; + width: 66px; + top:4px; +} + +span.sheet-CSSJetPGM +{ + display: inline-block; + border: 2px outset; + height: 20px; + width: 60px; + line-height: 20px; + font-size: 15px; + margin-left: -66px; + text-align: center; + margin-top: 0px; +} + +input.sheet-CSSJetPGM:checked + span.sheet-CSSJetPGM +{ + background-color:blue; + border: 2px inset !important; +} diff --git a/TOMOE genesis (ex redpoint genesis)/TOMOE.html b/TOMOE genesis (ex redpoint genesis)/TOMOE.html index d20757194f..4695a165c2 100644 --- a/TOMOE genesis (ex redpoint genesis)/TOMOE.html +++ b/TOMOE genesis (ex redpoint genesis)/TOMOE.html @@ -1,697 +1,697 @@ - - - - - - -