[Monster of the Week Official] Updates Week of 2020-07-17 (#6997)
* Update MotWHTML.html Added Harm-TotalCapacity, Harm-Remaining, and Harm-Taken calculated summary attributes for easy checking on the health status of characters. (To indicate health on a token, Harm-TotalCapacity is the maximum Harm the character can take, and Harm-Remaining is the number of unchecked harm boxes.) * Gender relabeled as Pronouns Relabeled the "Gender" field as "Pronouns" to match coming changes to the PDF playbooks * Spooktacular Updates Text updates to bring the Spooktacular playbook into alignment with the published version. * Exile updated to 2020 version * Meddling kid update Updated Meddling Kid playbook to match 2020 revisions; mostly rewording for clarity and consistency, added two new moves (Best Bud! and Hard Head!), a few new gear options. * Sidekick updates Cosmetic rewordings, starting stat options changes, 9mm g ear option replaced by stun gun * Snoop update Cosmetic/clarity/consistency rewordings, starting stat options changes. Various gear renamed: tarot deck, smartphone, and baseball bat added; .32 revolver removed replaced by stun gun. * Summoned update Summoned update: Cosmetic/clarity/consistency rewordings, added a new advanced improvement option, updated some tags on gear. Added hobby section. * Hardcase 2020 Implementation Hardcase 2020 playbook added separately, because it's essentially a new playbook in its revised form. Original Hardcase playbook retained and marked as such. Placeholder added for Constructed 2020, which has similar new-playbookness. * Update MotWHTML.html Correction of starting stats for Sidekick * Constructed tweaks Minor constructed tweaks. The only version we provide on the sheet is already the 2020 version, this brings it more into line with the released text.
This commit is contained in:
@@ -53,10 +53,9 @@ span.sheet-Snoop, div.sheet-Snoop,
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span.sheet-Summoned, div.sheet-Summoned,
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span.sheet-Traveler, div.sheet-Traveler,
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span.sheet-Actionscientist, div.sheet-Actionscientist,
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span.sheet-Biggamehunter, div.sheet-Biggamehunter,
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span.sheet-Constructed, div.sheet-Constructed,
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span.sheet-Madscientist, div.sheet-Madscientist,
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span.sheet-Spooktacular, div.sheet-Spooktacular,
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span.sheet-Hardcase2020, div.sheet-Hardcase2020,
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span.sheet-Custom, div.sheet-Custom
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{
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display: none;
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@@ -86,6 +85,8 @@ span.sheet-Custom, div.sheet-Custom
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display: block;
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}
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/* SkinCheck value 28 is unallocated; keep in mind for future playbooks */
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.sheet-SkinCheck[value="-1"] ~ div.sheet-Keeper,
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.sheet-SkinCheck[value="0"] ~ div.sheet-Null,
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.sheet-SkinCheck[value="1"] ~ div.sheet-Chosen,
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@@ -113,9 +114,8 @@ span.sheet-Custom, div.sheet-Custom
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.sheet-SkinCheck[value="23"] ~ div.sheet-Summoned,
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.sheet-SkinCheck[value="24"] ~ div.sheet-Traveler,
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.sheet-SkinCheck[value="25"] ~ div.sheet-Actionscientist,
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.sheet-SkinCheck[value="26"] ~ div.sheet-Biggamehunter, /* Not implemented, not likely to implement. */
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.sheet-SkinCheck[value="27"] ~ div.sheet-Constructed,
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.sheet-SkinCheck[value="28"] ~ div.sheet-Madscientist, /* Not implemented, not likely to implement. */
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.sheet-SkinCheck[value="26"] ~ div.sheet-Hardcase2020,
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.sheet-SkinCheck[value="27"] ~ div.sheet-Constructed,
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.sheet-SkinCheck[value="29"] ~ div.sheet-Spooktacular,
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.sheet-SkinCheck[value="99"] ~ div.sheet-Custom
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{
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@@ -176,12 +176,10 @@ span.sheet-Custom, div.sheet-Custom
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.sheet-SkinCheck[value="24"] ~ div > span.sheet-Traveler,
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.sheet-SkinCheck[value="25"] ~ div > span > span.sheet-Actionscientist,
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.sheet-SkinCheck[value="25"] ~ div > span.sheet-Actionscientist,
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.sheet-SkinCheck[value="26"] ~ div > span > span.sheet-Biggamehunter,
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.sheet-SkinCheck[value="26"] ~ div > span.sheet-Biggamehunter,
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.sheet-SkinCheck[value="26"] ~ div > span > span.sheet-Hardcase2020,
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.sheet-SkinCheck[value="26"] ~ div > span.sheet-Hardcase2020,
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.sheet-SkinCheck[value="27"] ~ div > span > span.sheet-Constructed,
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.sheet-SkinCheck[value="27"] ~ div > span.sheet-Constructed,
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.sheet-SkinCheck[value="28"] ~ div > span > span.sheet-Madscientist,
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.sheet-SkinCheck[value="28"] ~ div > span.sheet-Madscientist,
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.sheet-SkinCheck[value="29"] ~ div > span > span.sheet-Spooktacular,
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.sheet-SkinCheck[value="29"] ~ div > span.sheet-Spooktacular,
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.sheet-SkinCheck[value="99"] ~ div > span > span.sheet-Custom,
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File diff suppressed because it is too large
Load Diff
@@ -2,7 +2,7 @@
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"sheet-version": "sheet version",
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"send_details_to_chat": "Send details to chat!",
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"character-name": "Name",
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"character-gender": "Gender",
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"character-gender": "Pronouns",
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"playbook": "Playbook",
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"playbook-choice": "Choose a Playbook",
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"character-look": "Look",
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@@ -75,7 +75,7 @@
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"the-pararomantic": "The Pararomantic",
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"the-searcher": "The Searcher",
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"the-exile": "The Exile",
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"the-hardcase": "The Hard Case",
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"the-hardcase": "The Hard Case (Original)",
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"the-luchador": "The Luchador",
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"the-meddlingkid": "The Meddling Kid",
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"the-sidekick": "The Sidekick",
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@@ -853,23 +853,23 @@
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"luck-special-exile": "When you spend <i>Luck</i>, you'll find something from your original life. Maybe something good, maybe something bad.",
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"exile-origin": "Origin",
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"exile-origin-desc1": "You were taken from your home in the past, and dropped into the modern world with only what you were carrying.",
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"exile-origin-desc2": "Your nemesis came to the modern world as well, and is aware that you followed them. They will try and kill you if you don't kill them first. Decide who or what they are (with the Keeper's agreement).",
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"exile-origin-desc2": "Your nemesis came to the modern world and is aware you followed it. It will kill you if you don’t kill it first. Decide what it is with the Keeper. Name it, if you know.",
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"exile-origin-desc3": "How did you get transported to the modern day?",
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"exile-origin1": "You were pursuing your nemesis.",
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"exile-origin2": "Your nemesis had already travelled to the future, so you (or your comrades) cast a spell to send you after it.",
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"exile-origin1": "You chased your nemesis through a portal.",
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"exile-origin2": "A spell sent you after your nemesis.",
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"exile-origin3": "Magical accident or side-effect.",
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"exile-origin4": "You angered a sorcerer.",
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"exile-origin5": "Divine intervention.",
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"exile-origin6": "One moment you were there, the next you were here.",
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"exile-origin7": "A strange place or artifact brought you.",
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"exile-origin8": "You were frozen, and recently unearthed and revived.",
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"exile-move1": "<b>Adept Sorcerer</b>: You have a familiar spirit (usually in the guise of a pet) that counts as an ally: subordinate (motivation: to follow your exact instructions).",
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"exile-move1": "<b>Adept Sorcerer</b>: You have a familiar spirit (usually in the guise of a pet) that counts as an Ally: Subordinate.",
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"exile-move2": "<b>Warrior</b>: If you are fighting with (and against) old-fashioned hand weapons and suffer harm, you suffer 1 harm less. Monster attacks almost always count as old-fashioned for this move.",
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"exile-move3": "<b>Traditional Remedies</b>: You can treat injuries without any need for modern medical supplies (although you might need someone to hold the patient down). Dealing with a poison, infection, or disease might need you to track down some specific ingredients (eg. healing herbs).",
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"exile-move3": "<b>Traditional Remedies</b>: You can treat injuries without any need for modern medical supplies (although you might need someone to hold the patient down). This can stabilise a hunter or heal 1-harm. Dealing with a poison, infection, or disease might need you to track down some specific healing herbs.",
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"exile-move4": "<b>Immortal Name</b>: Your monster-hunting exploits are legendary, so much that your name still scares monsters and minions. You may use threats to use the move <i>manipulate someone</i> on monsters if they understand enough to have heard stories about you.",
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"exile-move5": "<b>Hearty Constitution</b>: You never suffer from normal illnesses, and get +1 ongoing against magical illnesses and poisons. You've been through worse.",
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"exile-move6": "<b>Confused</b>: Mark experience whenever your bafflement with the modern world gets in the way of monster-hunting.",
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"exile-move7": "<b>Ancient Magics</b>: You learned magic when less lore had been lost. When you use magic, on a 7-9, don't choose a glitch. Instead, take -1 forward.",
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"exile-move7": "<b>Ancient Magics</b>: You learned magic when less lore had been lost. When you use magic, on a 7-9 result you can opt not to choose a glitch, instead taking -1 forward.",
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"exile-move8": "<b>Learned</b>: You researched all the legends and tales of monsters in your home time. When you <i>investigate a mystery</i>, you can ask the Keeper questions from the following list as well as from the usual list",
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"exile-move8.1": "Did this creature (or this type of creature) exist in my home time?",
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"exile-move8.2": "What defenses are effective against this creature?",
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@@ -880,22 +880,22 @@
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"exile-gear1": "Sword (2 harm, hand, messy)",
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"exile-gear2": "Axe (2 harm, hand, messy)",
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"exile-gear3": "Big sword (3 harm, hand, messy, heavy)",
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"exile-gear4": "Big axe (3 harm, hand, messy, heavy)",
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"exile-gear5": "Shield (1 harm, hand, 1 armour), (<i>cannot be used at the same time as a heavy weapon</i>)",
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"exile-gear4": "Poleaxe (3 harm, hand, messy, heavy)",
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"exile-gear5": "Shield (1 harm, hand, 1 armour)",
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"exile-gear6": "Silver knife (1 harm, hand, silver)",
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"exile-gear7": "Bow (2 harm, close)/(1 harm, far)",
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"exile-gear8": "Crossbow (2 harm, close, slow)",
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"exile-gear9": "Handgonne (1 harm, hand/close, loud, volatile, smokey, reload)",
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"exile-gear10": "Arquebus (2 harm, close, loud, volatile, heavy, smokey, reload)",
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"exile-gear11": "Spear (2 harm, hand/close)",
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"exile-gear10": "Harquebus (2 harm, close, loud, volatile, heavy, smokey, reload)",
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"exile-gear11": "Spear (2 harm, hand/close, balanced)",
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"exile-gear12": "Big knife (1 harm, hand)",
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"exile-gear13": "Cudgel (1 harm, hand)",
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"exile-gear14": "Martial arts (1 harm, hand)",
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"exile-ally": "you find one of your old comrades, who has come to join you in the modern day",
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"exile-advance1": "Find a cache of objects left for you by your comrades in the past. The Keeper will decide what's in it, but it will be things that they expected you would need in the future",
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"exile-ally": "Gain an ally: another one of your old comrades has come to join you in the modern day",
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"exile-advance1": "Find a cache of objects left for you by your comrades in the past. The Keeper will decide what they expected you might need.",
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"exile-return": "Optionally, you may return home to the past",
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"exile-advance2": "When you <i>use magic</i>, you may choose to 'create a gateway between the modern world and my home' as an effect. You cannot control who uses the gateway or exactly where it opens at the other end",
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"Hardcase": "Hard Case",
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"exile-advance2": "When <i>you use magic</i>, you may choose “create a gateway between the modern world and my origin” as an effect",
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"Hardcase": "Hard Case (Original)",
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"luck-special-hardcase": "When you spend <i>Luck</i>, an enemy from your past comes back into your life. They aren’t happy to see you.",
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"hardcase-adv-harm": "Extra harm box",
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"hardcase-fixed-move1": "<b>Unstoppable</b>: When you spend <i>Luck</i> to avoid harm you are about to suffer, additionally remove all harm you had already suffered. Once per mystery, when you are about to take major damage (2 harm or more), change it to just 1 harm.",
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@@ -971,12 +971,11 @@
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"meddlingkid-move1.2": "You are correct, but while you talked, they found a way to attempt an escape.",
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"meddlingkid-move1.3": "The explanation for all the events is correct but you picked the wrong person; when you unmask them, the villain is someone unexpected.",
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"meddlingkid-move1.4": "On a miss, the monster gets an opportunity to create chaos while you explain your (incorrect) deductions.",
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"meddlingkid-move2": "<b>Power Snack</b>: Pick a favourite snack food. Whenever you take a moment to eat some and enjoy it, take +1 forward.",
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"meddlingkid-move2": "<b>Power Snack!</b>: When you take the time to eat your chosen snacks and really enjoy them, take +1 forward. My power snack is:",
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"meddlingkid-move3": "<b>Wallop!</b>: When you use an improvised weapon to attack something, you may choose one of these extra effects",
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"meddlingkid-move3.1": "Inflict 1 harm.",
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"meddlingkid-move3.1": "Inflict +1 harm but the improvised weapon breaks.",
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"meddlingkid-move3.2": "Momentarily stun them with a blow to the head.",
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"meddlingkid-move3.3": "Trip or entangle them.",
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"meddlingkid-move3.4": "Inflict 2 harm but the improvised weapon breaks.",
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"meddlingkid-move4": "<b>It's A Trap!</b>: When you make a trap to capture a monster or minion, roll +Sharp. On a hit, you capture something! On a 10+, you can choose one of these extra effects",
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"meddlingkid-move4.1": "It will take some time for the victim to get free.",
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"meddlingkid-move4.2": "The trap inflicts harm (as an improvised weapon).",
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@@ -986,8 +985,10 @@
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"meddlingkid-move5.2": "What are you plotting?",
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"meddlingkid-move5.3": "Are you lying to me?",
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"meddlingkid-move5.4": "Who knows about _____?",
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"meddlingkid-move6": "<b>Run Away!</b>: When you decide to get out of a bad situation, you can get away just fine. Unfortunately you will end up somewhere just as bad, that is important to the current mystery.",
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"meddlingkid-move6": "<b>Run Away!</b>: When you decide to get out of a bad situation, you can get away just fine. Unfortunately you will end up somewhere just as bad, but important to the current mystery.",
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"meddlingkid-move7": "<b>A Pleasant and Friendly Manner</b>: When you politely <i>manipulate someone</i>, your impeccable manners always count as a reason for the person to do what you say.",
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"meddlingkid-move8": "<b>Best Bud!</b>: You have an animal ally to help you solve mysteries. They can talk, but with a heavy accent (most people don’t understand).",
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"meddlingkid-move9": "<b>Hard Head!</b>: Any time you suffer harm from an attack, you may choose to take 0-harm. You instead are knocked out for a few minutes.",
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"meddlingkid-gadgets": "Mystery-solving Gadgets",
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"meddlingkid-gear1": "Magnifying glass",
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"meddlingkid-gear2": "Microscope",
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@@ -997,56 +998,61 @@
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"meddlingkid-gear6": "A set of walkie-talkies",
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"meddlingkid-gear7": "Fingerprint kit",
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"meddlingkid-gear8": "Camera",
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"meddlingkid-gear9": "Bag of snacks",
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"meddlingkid-gear10": "Toolbox",
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"meddlingkid-gear11": "Tape recorder",
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"meddlingkid-gear12": "Disguise kit",
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"meddlingkid-ally": "someone to join the gang, it may be an animal (most likely a dog or a cat)",
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"Sidekick": "Sidekick",
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"luck-special-sidekick": "The <i>Sidekick</i> is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.",
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"luck-special-sidekick": "Whenever you spend <i>Luck</i>, you’ll get a chance to do something heroic.",
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"hero": "Hero",
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"hero-desc1": "Pick one of the other hunters to be your hero. This is the person you decided is such an awesome monster-hunter that you are going to spend your time helping them out.",
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"hero-desc2": "Decide what your relationship is, with agreement from the hero's player. Eg. an older sibling, a parent, a friend who was always better than you, perhaps they saved you from a monster, or you found out about their monster hunting by accident, etc. Optionally, you may choose to copy some aspect of your hero's looks.",
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"hero-desc3": "When your hero's player has picked their ratings, ask them which is highest. You've been trying to be like them, so you get an extra +1 to that rating. If they have a tie for highest, you can pick which one you put your +1 on.",
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"sidekick-fixed-move1": "<b>There's no 'I' in 'Team'</b>: You get +1 ongoing to <i>help out</i>; +2 ongoing, if you are helping out your hero.",
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"sidekick-move1": "<b>Caddy</b>: You carry all your hero's stuff around. That means you can use anything from their gear list, unless they are currently holding it. Plus, if the item is not unique, you carry spares. For anything like that, you can use one of the spares even if your hero is currently using it.",
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"sidekick-fixed-move1": "<b>There's no 'I' in 'Team'</b>: You get +1 on all <i>help out</i> rolls, or +2 if it’s for your hero.",
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"sidekick-move1": "<b>Caddy</b>: You carry all your hero’s stuff around. That means you can use anything from their gear list, unless they are currently holding it. If it’s something that there would be a bunch of, or some spares, you can use it even if they are.",
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"sidekick-move2": "<b>As You Wish</b>: Mark experience whenever your hero orders or requests that you do something you don't want to do, and you go ahead and do it.",
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"sidekick-move3": "<b>Bodyguard</b>: If something bad is going to happen to your hero, your comrades, or a bystander, and you are right there, you may throw yourself in harm's way. Whatever was going to happen to them happens to you instead.",
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"sidekick-move4": "<b>Me Too!</b>: If your hero makes a roll for a move, and you copy what they did (i.e. the same move), you may choose not to roll. Instead, use the outcome of your hero's roll.",
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"sidekick-move4": "<b>Me Too!</b>: If your hero makes a roll for a move, and you copy what they did, making the same move, you may choose not to roll. Instead, use your hero’s die roll (but adjusted with your own rating).",
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"sidekick-move5": "<b>I Can Make You Look Good</b>: If you <i>help out</i> your hero, you may choose to change the outcome of your dice roll with the outcome of their original dice roll.",
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"sidekick-move6": "<b>Journeyman (or Journeywoman)</b>: Take a move that your hero has. Add it to your \"Other Moves\" section, below.",
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"sidekick-move6": "<b>Apprentice</b>: Take a move that your hero has. Add it to your \"Other Moves\" section, below.",
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"sidekick-hero-weapon": "Hero's Weapon <i>(from your hero's gear options)</i>",
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"sidekick-weapons": "Sidekick Weapons",
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"sidekick-gear1": ".38 revolver (2 harm, close, reload, loud)",
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"sidekick-gear2": "Shotgun (3 harm, close, messy, loud)",
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"sidekick-gear1": "Handgun (2 harm, close, reload, loud)",
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"sidekick-gear2": "Shotgun (3 harm, close, messy)",
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"sidekick-gear3": "Baseball bat (2 harm, hand)",
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"sidekick-gear4": "9mm (2 harm, close, loud)",
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"sidekick-gear4": "Stun gun (1 harm, hand, stun)",
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"sidekick-gear5": "Big knife (1 harm, hand)",
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"sidekick-ally": "another sidekick for your hero, your junior",
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"sidekick-advance1": "Change playbooks to the same as your hero (overrides the rule that only one of each playbook may be in play)",
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"sidekick-ally": "another sidekick for your hero, but junior to you",
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"sidekick-advance1": "Change playbooks to be the same as your hero. This overrides the general rule that only one of each playbook may be in use.",
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"sidekick-advance2": "Change your hero; pick another hunter to be your new hero",
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"Snoop": "Snoop",
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"luck-special-snoop": "When you spend <i>Luck</i>, you’re going to suffer some technical difficulties, eg. breakdowns, communication problems, weird noises in the recordings, etc.",
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"snoop-crew": "Crew",
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"snoop-crew-desc1": "Decide if your crew are made up of the other hunters, or if you have your own entourage. If they are other people, there are 1-3 of them. Pick a name and job for each. If it's the other hunters, decide together who gets which job.",
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"snoop-crew-desc1": "Decide if your crew is the other hunters, or if you have an entourage. If they are not the hunters, there are up to three of them. Pick a name and job for each. Tell the Keeper–your crew are <i>bystanders.</i> If it’s the other hunters, decide together who gets which job.",
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"snoop-crew-desc2": "Crew jobs: camera, sound, editing, dogsbody, researcher, driver, director, producer, bodyguard, etc.",
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"snoop-move1": "<b>\"What Does That Feel Like?\"</b>: When you put your camera/microphone right in a person's face, they automatically break off whatever they are doing. They might go right back to it after they deal with you, but you'll create enough time for everyone else to act in the meantime.",
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"snoop-move2": "<b>Minor Celebrity</b>: <i>At the beginning of each mystery</i>, roll +Weird. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 during the mystery to have someone you meet know of you in a positive light (maybe they read your blog, listen to your podcast, or watch your Internet/TV show, etc). You may end up getting asked for autographs or given 'hot' leads, too.",
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"snoop-move3": "<b>We'll Fix It In Post</b>: You can use anything you could conceivably have recorded as evidence for <i>investigate a mystery</i>, allowing you to check previous interviews, attack sites, and so on, from the comfort of your laptop.",
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"snoop-move4": "<b>I'm A Reporter!</b>: When you <i>investigate a mystery</i> by talking to witnesses, interviewing locals, or anything else requiring interpersonal skills, roll +Charm instead of +Sharp.",
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"snoop-move5": "<b>Truthiness</b>: Whatever you tell a normal person, they'll accept that you think it's true. If it's far out, they might think you're crazy, but they won't think you're lying.",
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"snoop-move4": "<b>Press Accreditation</b>: When you <i>investigate a mystery</i> by talking to witnesses, interviewing locals, or anything else requiring interpersonal skills, roll +Charm instead of +Sharp.",
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"snoop-move5": "<b>Truthiness</b>: Whatever you tell a normal person, they’ll accept that you think it’s true. If it’s far out, they might think you’re deluded, but they won’t think you’re lying.",
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"snoop-move6": "<b>The Mojo Wire</b>: When you read all the current news feeds looking for the weird and crazy stuff, take +1 forward.",
|
||||
"snoop-move7": "<b>Relaxed Producer</b>: You're employed, with a regular paycheck and little or no oversight. As long as you send in a story every few days, no matter how bizarre, you're set. Every now and again, they'll send you somewhere in particular, and when that happens it usually involves supernatural activity; unless they need human interest, in which case it will be a kitten show or agricultural fair or something.",
|
||||
"snoop-gear-base": "A laptop",
|
||||
"snoop-recording": "Recording Devices",
|
||||
"snoop-gear1": "Digital video camera",
|
||||
"snoop-gear2": "Tiny digital video camera",
|
||||
"snoop-gear3": "Film camera (8mm or 16mm)",
|
||||
"snoop-gear4": "Digital sound recorder",
|
||||
"snoop-gear5": "Cassette tape recorder",
|
||||
"snoop-gear6": "Infrared video camera",
|
||||
"snoop-gear7": "Pro sound gear with boom mike",
|
||||
"snoop-gear8": "Remote controlled camera drone",
|
||||
"snoop-gear1": "Video camera",
|
||||
"snoop-gear2": "Tiny digital camera",
|
||||
"snoop-gear3": "Film camera",
|
||||
"snoop-gear4": "Digital recorder",
|
||||
"snoop-gear5": "Tape recorder",
|
||||
"snoop-gear6": "Infrared camera",
|
||||
"snoop-gear7": "Pro sound gear",
|
||||
"snoop-gear8": "Camera drone",
|
||||
"snoop-gear9": "Starlight camera",
|
||||
"snoop-gear10": "Steadicam rig",
|
||||
"snoop-gear11": "Laser microphone",
|
||||
"snoop-gear12": "SLR camera",
|
||||
"snoop-gear28": "Nice smartphone",
|
||||
"snoop-detector": "Detectors",
|
||||
"snoop-gear13": "Electromagnetic field detector",
|
||||
"snoop-gear14": "Temperature fluctuation detector",
|
||||
@@ -1059,13 +1065,16 @@
|
||||
"snoop-gear21": "GPS receiver",
|
||||
"snoop-gear22": "Laser rangefinder",
|
||||
"snoop-gear23": "Pendulum",
|
||||
"snoop-gear29": "Tarot deck",
|
||||
"snoop-weapon": "Subtle Weapons",
|
||||
"snoop-gear24": ".32 revolver (2 harm, close, reload, small)",
|
||||
"snoop-gear25": "9mm (2 harm, close, loud)",
|
||||
"snoop-gear24": "Stun gun (1 harm, hand, stun)",
|
||||
"snoop-gear25": "Handgun (2 harm, close, loud)",
|
||||
"snoop-gear26": "Knife (1 harm, hand, hidden)",
|
||||
"snoop-gear27": "Multitool/pocket knife (1 harm, hand, hidden, useful)",
|
||||
"snoop-advance1": "Gain a Haven, like the <i>Expert</i>, with one option plus a film lab",
|
||||
"snoop-ally": "possibly one of your existing crew members, or the whole crew as an ally team",
|
||||
"snoop-gear30": "Baseball/cricket bat (2 harm, hand, innocuous, messy)",
|
||||
"snoop-advance1": "Get a haven, like the <i>Expert</i> has, with one option plus a film lab and editing suite",
|
||||
"snoop-advance2": "Make it big. You’re a superstar now!",
|
||||
"snoop-ally": "one of your existing crew members or the whole crew as an ally team",
|
||||
"Summoned": "Summoned",
|
||||
"luck-special-summoned": "When you spend <i>Luck</i>, another sign of the <i>Apocalypse</i> will come to pass. When you have spent all your <i>Luck</i>, the <i>Apocalypse</i> begins.",
|
||||
"apocalypse": "Apocalypse",
|
||||
@@ -1096,8 +1105,8 @@
|
||||
"apocalypse-sign22": "Famine",
|
||||
"apocalypse-sign23": "Ancient Evil reborn",
|
||||
"apocalypse-desc3": "When you have spent all your <i>Luck</i>, the Apocalypse is imminent. It's up to you to stop, or cause, the end of the world. Your call.",
|
||||
"summoned-fixed-move1": "<b>Freakish</b>: You're weird, and people react badly. You cannot use <i>manipulate someone</i> on a person until you prove yourself to them first (this includes the other hunters, and it's up to them to decide when you have proved yourself). Until then, people will just try to get away from you. You can spend <i>Luck</i> to have a person take to you. Don't roll <i>manipulate someone</i>; they act as though you'd rolled a 12. On the other hand, you can use <i>manipulate someone</i> on monsters that can reason and talk (but they always want something really bad).",
|
||||
"summoned-move1": "<b>What Are You Looking At?</b>: When you talk to a monster (capable of reason and speech), they will recognize you and your potential. If you ask them what they know, pick one for the Keeper to reveal",
|
||||
"summoned-fixed-move1": "<b>Freakish</b>: You’re weird, and people react badly. You can’t use <i>manipulate someone</i> until you prove yourself to them first (this includes the other hunters: it’s up to them when you have proved yourself). Until then, they’ll just try to get away from you. You can spend 1 Luck to have the person take to you. Skip the roll: they act as if you rolled a 12. Additionally, you can use <i>manipulate someone</i> on monsters that can reason and talk (but they always want something really bad).",
|
||||
"summoned-move1": "<b>What Are You Looking At?</b>: When you talk to a monster capable of reason and speech, it recognises you (and your potential). If you ask it what it knows, pick one for the Keeper to reveal",
|
||||
"summoned-move1.1": "Tell me something about where I'm from.",
|
||||
"summoned-move1.2": "Tell me something about my destiny.",
|
||||
"summoned-move1.3": "Tell me something about who I really am.",
|
||||
@@ -1121,20 +1130,23 @@
|
||||
"summoned-move7": "<b>Why So Serious?</b>: If you cap off a move with an appropriate one-liner, the team gets +1 forward (so the next hunter who makes a roll gets +1).",
|
||||
"summoned-weapon": "Huge Weapon",
|
||||
"summoned-gear1": "Super hand cannon (4 harm, close, heavy, loud, reload)",
|
||||
"summoned-gear2": "Machinegun (3 harm, close, auto, heavy, messy, loud, reload)",
|
||||
"summoned-gear2": "Machinegun (3 harm, close, area, heavy, messy, loud, reload)",
|
||||
"summoned-gear3": "Rocket launcher (4 harm, far, area, heavy, messy, loud, reload)",
|
||||
"summoned-gear4": "Gigantic Hellsword (4 harm, hand, heavy, messy, magic)",
|
||||
"summoned-gear5": "Automatic shotgun (3 harm, close, auto, heavy, loud, reload)",
|
||||
"summoned-gear5": "Automatic shotgun (3 harm, close, area, heavy, loud, reload)",
|
||||
"summoned-gear6": "Red right hand (3 harm, hand, magic)",
|
||||
"summoned-heavy": "Heavy Weapons",
|
||||
"summoned-gear7": "Sledgehammer (3 harm, hand, heavy, messy)",
|
||||
"summoned-gear7": "Sledgehammer (3 harm, hand, heavy, blunt)",
|
||||
"summoned-gear8": "Big sword (3 harm, hand, heavy, messy)",
|
||||
"summoned-gear9": "Big axe (3 harm, hand, heavy, messy)",
|
||||
"summoned-gear9": "Big axe (3 harm, hand, heavy, slow)",
|
||||
"summoned-gear10": "Magnum (3 harm, close, loud, reload)",
|
||||
"summoned-gear11": "Shotgun (3 harm, close, messy, loud, reload)",
|
||||
"summoned-advance1": "Gain an ally team of monster-hunters (or monstrous hunters) under your command",
|
||||
"summoned-advance2": "Get a position in a Sect, like the <i>Initiate</i>. Describe the Sect and its Traditions (or join a Sect that already exists in your game). Gain the move for <i>when you are in good standing with your Sect</i>",
|
||||
"summoned-advance3": "Turn evil (again?). Retire this character, they become one of the Keeper's threats",
|
||||
"summoned-advance4": "Undo one sign of the apocalypse",
|
||||
"hobby": "Hobby",
|
||||
"summoned-hobby": "You try to fit in with humans. Pick some of these: cigars, pets, sports, junk food, hat, films, comics, luxury food, antiques, tv shows, classic cars, other.",
|
||||
"Traveler": "Traveler",
|
||||
"luck-special-traveler": "The <i>Traveler</i> is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.",
|
||||
"traveler-transport": "Means of Transport",
|
||||
@@ -1325,7 +1337,7 @@
|
||||
"chosen-hx": "<ul><li>You are close blood relations. Ask them exactly how close.</li><li> They are destined to be your mentor. Tell them how this was revealed.</li><li> Your best friend in the world, who you trust totally.</li><li> A rival at first, but you came to a working arrangement.</li><li> Romantic entanglement, or fated to be romantically entangled.</li><li> Just friends, from school or work or something. Ask them what.</li><li> They could have been the Chosen One instead of you, but they failed some trial. Tell them how they failed.</li><li> You saved their life, back when they didn’t know monsters were real. Tell them what you saved them from.</li></ul>",
|
||||
"crooked-hx": "<ul><li>This hunter knows about your criminal past. Tell them what crimes they saw you commit.</li><li> This hunter was there when you decided to give up the life and hunt monsters instead. Work out together what happened.</li><li> This hunter is your younger sibling or child (possibly adopted). You look out for them.</li><li> This hunter is a cousin or more distant relative.</li><li> This hunter saved your life when a monster had the drop on you. Now you owe them one.</li><li> This hunter worked with you on a semi-legal or illegal job. Work out what it was.</li><li> This hunter is your moral compass. When you talk over things with them, their advice keeps you on the straight and narrow.</li><li> You’re powerfully attracted to this hunter. Maybe someday you’ll deserve them.</li></ul>",
|
||||
"divine-hx": "<ul><li>If you are protecting another hunter as your mission, tell them this: You have a crucial role in what is to come. I am here to guide and defend you.</li><li>They should not be involved in this situation: the prophecies didn’t mention them at all. This gets your attention but you don’t know what it means yet.</li><li>They are, at heart, a good and righteous person. You must help them stay that way.</li><li>They are an abomination, and should be destroyed. Except you can’t–work out with them why not.</li><li>Their prayer (perhaps an informal or even unconscious prayer) summoned you.</li><li>They fill you with feelings of sexual infatuation. You are confused by the associated mortal emotions.</li><li>They saved your life, and you understand (intellectually at least) that you owe them for it.</li><li>They’re the person you go to for advice on mortal stuff (e.g sex, food, drugs, television, etc).</li></ul>",
|
||||
"exile-hx": "<ul><li>They are a distant descendant of your family line.</li><li>They belong to an organisation that existed in your home time. Decide between you what your relationship was with that group, and how you'll be remembered by them.</li><li>They showed understanding when you were confused and overwhelmed.</li><li>When you met, you immediately liked and respected each other.</li><li>They possess a message or item left for you from your comrades in the past. Ask them to tell you what it is and how it came into their possession.</li><li>They had a vision, premonition, or prophecy that mentioned your exile. Tell them what the vision showed them about you.</li><li>You both became hunters because of the same sort of monster attacked you or your kin. Decide between you what it was.</li><li>They were the first person to take you in, explain the modern world, and learn about your origins. Work out how you managed to communicate (perhaps you speak a common language, or ancient and modern versions of the same one).</li></ul>",
|
||||
"exile-hx": "<ul><li>This hunter is a distant descendant in your family line.</li><li>This hunter was the first to take you in, explain the modern world, and learn about your origins. Work out how you managed to communicate (perhaps you speak a common language, or ancient and modern versions of the same one).</li><li>This hunter belongs to an organisation that existed in your home time. Decide between you what your relationship was with that group, and how you’ll be remembered by them.</li><li>This hunter showed understanding when you were confused and overwhelmed.</li><li>When you met, you immediately liked and respected each other.</li><li>This hunter possesses a message or item left for you by your comrades in the past. Tell them what it is and ask how it came into their possession.</li><li>This hunter had a vision, premonition, or prophecy that mentioned you. Tell them what the vision showed them about you.</li><li>You both became hunters because of the same sort of monster attacked you or your kin. Decide between you what it was.</li></ul>",
|
||||
"expert-hx": "<ul><li>They are your student, apprentice, ward, or child. Between you, decide which.</li><li>They came to you for advice, and your advice got them out of trouble. Ask them what the trouble was.</li><li>They know about some of your dark secrets, but they’ve agreed to keep quiet about them. Tell them what they know.</li><li>A distant relation. Tell them exactly what.</li><li>You were previously both members of an eldritch group, now disbanded. Ask them why they left, then tell them why you did.</li><li>They once helped you get a singular item that is now part of your haven. Tell them what it was.</li><li>You were taught by the same master. Ask them how it ended.</li><li>You saved their life in a tight spot. Tell them what happened.</li></ul>",
|
||||
"flake-hx": "<ul><li>They’re somehow tied into it all. You’ve been keeping an eye on them.</li><li>They’re a close relative. Ask them to decide exactly what.</li><li>Old friends, who originally met through a long chain of coincidences.</li><li>You went through hell together: maybe a monster, maybe military service, maybe time in an institution. Whatever it was, it bound you together, and you have total trust in each other.</li><li>Members of the same support group.</li><li>Fellow freaks.</li><li>The signs all pointed to working together. So you found them and now you work together.</li><li>You know each other through cryptozoology and conspiracy theory websites.</li></ul>",
|
||||
"gumshoe-hx": "<ul><li>You are on the same (or rival) bowling teams. Ask them what bowling-related disagreement rubbed them the wrong way.</li><li>You caught them committing a crime but let them go. Ask them to describe the crime, then you explain why your Code required you to look the other way.</li><li>They remind you of a former partner who was mysteriously murdered. Describe the unsolved case that killed your partner and how you hope to solve it. </li><li>You first approached them for help on a case. Describe the case. Ask them to describe the key expertise they provided that solved that mystery.</li><li>You were friends back in training, before you became a private investigator. This could be military, law enforcement, or whatever—decide the details between you.</li><li>Ask them if they live by a code and what it is. If you approve of the code, you’ve always respected them. If not (or if they don’t have a code), you’ve never trusted them.</li><li>They hired you for a job but you were too drunk or high to take it. Ask them what they wanted, then tell them how you brushed them off.</li><li>You first met on an unsolved crimes website. Decide together what infamous crime fascinates you both.</li></ul>",
|
||||
@@ -1333,7 +1345,7 @@
|
||||
"hex-hx": "<ul><li>You once cast a powerful spell or curse on them. Tell them why, and ask them how it ended.</li><li>They fear your power, or what you might do with it. Ask them why.</li><li>You’re madly in love with them. Ask them if they can tell.</li><li>They encourage you to indulge your temptation. Ask them why.</li><li>They keep you grounded, and are unfazed by your displays of power.</li><li>You were part of the same cult, sect, or secret society. Decide together what horrible things you did in the name of power.</li><li>You learned through divination that they’re important and you should help them. Decide whether you’ve told them or not.</li><li>They helped you out when a spell went awry. Tell them what the spell was, and ask them how they helped you.</li></ul>",
|
||||
"initiate-hx": "<ul><li>They are a lay member of your Sect.</li><li>You fought together when the tide of monsters seemed unstoppable. Ask them how it went.</li><li>Friends, but they first met you under your cover identity, and learned about the Sect later. Ask how they feel about that.</li><li>They are your close relative, or partner/spouse. Decide between you exactly what the relationship is.</li><li>Fellow ancient weapons/martial arts club members.</li><li>They’re described in the prophecies, but the role they will play isn’t stated.</li><li>An ex-member of the Sect, but still friends. Ask them why they left or got thrown out</li><li>You met researching mystical weirdness, and you’ve been occult comrades ever since.</li></ul>",
|
||||
"luchador-hx": "<ul><li>Close relations. Tell them exactly how you're related.</li><li>You are (or were) rivals in the ring, while working together as hunters.</li><li>Romantically involved, or you just have a crush on them. Ask them which they prefer.</li><li>They are a huge fan of your wrestling. Ask them why.</li><li>Good friends. Decide between you if it's from way back, or recently.</li><li>They know your real name and personality, as well as your wrestling persona. Decide between you why that is.</li><li>They trained together with you a long time ago. Ask them why they choose a different path.</li><li>You helped them when they had a moment of weakness. Ask them what it was, exactly.</li></ul>",
|
||||
"meddlingkid-hx": "<ul><li>A cousin, aunt, or uncle. Decide between you what makes sense.</li><li>You're uncomfortable with their “kill all monsters” attitude.</li><li>You have an unrequited crush on them.</li><li>School friends.</li><li>Mutual respect, as you are both expert mystery-solvers.</li><li>They know why you don't really believe in monsters. Tell them what they found out about your past.</li><li>When you saw your first “monster”, they explained what was going on. You may not</li><li>believe everything they believe, but you appreciate that they mean well.</li><li>You stopped them attacking the wrong person one time, when they thought it was a monster.</li></ul>",
|
||||
"meddlingkid-hx": "<ul><li>This hunter is your older sibling, cousin, aunt, or uncle.</li><li>This hunter has a rather distrubing “kill all monsters” attitude.</li><li>You have a crush on this hunter.</li><li>You’re friends from school.</li><li>You respect this hunter’s mystery solving skills.</li><li>This hunter knows why you don’t really believe in monsters. Tell them what they found out about your past.</li><li>When you saw your first “monster,” this hunter explained what was going on. You may not believe everything they believe, but you appreciate that they mean well.</li><li>You stopped them attacking the wrong person one time, when they thought it was a monster.</li></ul>",
|
||||
"monstrous-hx": "<ul><li>You lost control one time, and almost killed them. Ask them how they stopped you.</li><li>They tried to slay you, but you proved you’re on the side of good. Ask them what convinced them.</li><li>You are romantically obsessed with them. Ask them if they know, and if they reciprocate.</li><li>Close relations, or a distant descendant. Tell them which.</li><li>You saved them from another of your kind, and prevented reprisals against that individual creature (maybe it’s another good one, or maybe it has a hold over you).</li><li>They are tied to your curse or origin. Tell them how.</li><li>You fought together against the odds, and prevailed.</li><li>They saved you from another hunter who was prepared to kill you. Ask them what happened.</li></ul>",
|
||||
"breed-suggestions": "Breed Suggestions",
|
||||
"breed-suggestions-list": "<ul><li><b>Vampire</b>: Curse: feed (blood or life-force). Natural attacks: Base: life-drain or Base: teeth; add +1 harm to base attack. Moves: immortal or unquenchable vitality; mental domination.</li><li><b>Werewolf</b>: Curse: vulnerability (silver). Natural attacks: Base: claws; Base: teeth. Moves: shapeshifter (wolf and/or wolfman); claws of the beast or unholy strength.</li><li><b>Ghost</b>: Curse: vulnerability (rock salt). Natural attacks: Base: magical force; add hand range to magical force. Moves: incorporeal; immortal.</li><li><b>Faerie</b>: Curse: pure drive (joy). Natural attacks: Base: magical force; add ignore-armour to magical force. Moves: flight; preternatural speed.</li><li><b>Demon</b>: Curse: pure drive (cruelty). Natural attacks: Base: claws; +1 harm to claws. Moves: dark negotiator; unquenchable vitality.</li><li><b>Orc</b>: Curse: dark master (the orc overlord). Natural attacks: Base: teeth; add ignore-armour to teeth. Moves: Unholy strength; dark negotiator.</li><li><b>Zombie</b>: Curse: pure drive (hunger), feed (flesh or brains). Natural attacks: Base: teeth; +1 harm to teeth. Moves: immortal; unquenchable vitality.</li></ul>",
|
||||
@@ -1341,14 +1353,14 @@
|
||||
"pararomantic-hx": "<ul><li>Your best friend in the world. You trust them totally.</li><li>You are blood-kin. Decide your exact relationship together. </li><li>Your ex. Ask them why you aren’t together anymore.</li><li>Romantic entanglement, or fated to be romantically entangled.</li><li>They know about some of your dark secrets, but they’ve agreed to keep quiet about them. Tell them what they know.</li><li>An old rivalry has turned into a tight friendship. Ask them what (or who) you once fought over.</li><li>Mentor from another life. Ask them what they taught you.</li></ul>",
|
||||
"professional-hx": "<ul><li>Your relationship with them has romantic potential. So far it hasn’t gone further.</li><li>They’re on the Agency’s watch list, and you’ve been keeping an eye on them.</li><li>You are related. Tell them how close.</li><li>You met on a mission and worked together unofficially. And successfully.</li><li>They’ve worked with the Agency before, and they’re well regarded.</li><li>You were friends back in training, before the Agency recruited you. This could be military, law enforcement, or some weirder school: decide the details between you.</li><li>They pulled you (and maybe your team) out of a terrible FUBARed mission.</li><li>You got sent to “deal with them” as a hazard to the Agency’s policies one time. Tell them how you resolved this.</li></ul>",
|
||||
"searcher-hx": "<ul><li>In your researches, you found accounts (and pictures) of someone matching their description perfectly, but long before they were born. Tell them if you have mentioned this.</li><li>A relative. Decide between you how close.</li><li>They were involved in a supernatural event similar to your first encounter. Perhaps it was the same event, or perhaps you investigated their event later. Ask them how the event affected them.</li><li>You figured out a supernatural or weird secret they keep. Ask them what it is.</li><li>You met when you were each investigating separate mysteries. Tell them what trick you used to protect them from weirdness and ask them how they saved you from a danger.</li><li>You’re both veterans of a therapy or support group or a treatment program. Work out the details between you.</li><li>Some creature or force is stalking them. Ask them what it is. Then decide if you’ve told them about it or if they are still happily unaware.</li><li>You found their pet when it went missing. Where had it gone?</li></ul>",
|
||||
"sidekick-hx": "<ul><li>This hunter is your hero (you've picked some specific details already).</li><li>You are a bit jealous of this hunter because of their relationship with your hero.</li><li>You have feelings for this hunter, but you need to become a true hero before you are worthy of their love.</li><li>You have been friends for years – decide between you when and where you originally met.</li><li>You bonded almost instantly after defeating a monster together, the first time you worked as a team. Decide the details between you.</li><li>This hunter knew you back when you were a nobody. Tell them something about the person you used to be, something you're now ashamed of.</li><li>When you first became a hunter, you weren't sure what to do. This hunter introduced you to your hero.</li><li>They saved your life when you were distracted, or maybe you couldn't get it together to fight back. You owe them one. Tell them the circumstances.</li></ul>",
|
||||
"snoop-hx": "<ul><li>You have a crush on them. Ask them if they've noticed.</li><li>You're best friends from school/university (film class, maybe?).</li><li>You met when they killed the monster you were doing a story on.</li><li>... missed a kill because of something you did. Ask them what you screwed up.</li><li>...were in danger of some unhelpful publicity, but you got the story killed.</li><li>...saved your ass when you did something stupid. Ask them what you did.</li><li>...is a huge fan of your work. Ask them if they keep quiet about it or if everyone knows.</li><li>Relations, close or distant. Decide between you which.</li></ul>",
|
||||
"sidekick-hx": "<ul><li>(For the hero) This hunter is your hero.</li><li>This hunter makes you a bit jealous of their relationship with your hero.</li><li>This hunter has been your friend for many years. Where did you meet?</li><li>This hunter bonded with you after defeating a monster together, the first time you worked as a team. What was it?</li><li>This hunter knew you back when you were a nobody. Tell them something about the person you used to be, something you’re now ashamed of.</li><li>This hunter introduced you to your hero.</li><li>This hunter saved your life when you were distracted, so you owe them big time.</li><li>This hunter’s pretty great, they could have almost been your hero. Tell them why they’re not quite as good.</li></ul>",
|
||||
"snoop-hx": "<ul><li>You’re best friends from school/university (film class, maybe?)</li><li>You met this hunter when they killed a monster you were doing a story on. Ask them what it was.</li><li>This hunter almost defeated a monster but you did something to prevent that. Ask them what the monster was, then tell them what you did. Was it an accident or on purpose?</li><li>This hunter was in danger of some having unhelpful publicity, but you got the story killed.</li><li>You have a crush on this hunter. Ask them if they’ve noticed.</li><li>This hunter saved your ass when you did something stupid. Ask them what you did.</li><li>This hunter is a huge fan of your work. Ask them if they keep quiet about it or if everyone knows?</li><li>This hunter is a relation, close or distant. Decide between you exactly what.</li></ul>",
|
||||
"spellslinger-hx": "<ul><li>They act as your conscience when the power goes to your head. Ask them about the last time this happened.</li><li>Blood relation, though you were out of contact for years. Ask them how they reconnected with you.</li><li>Mentor from another life. Ask them what they taught you.</li><li>Your magic-fueled rescue of them introduced them to the supernatural. Tell them what creature was after them.</li><li>An old rivalry has turned into a tight friendship. Tell them what you once fought over.</li><li>You thought they were dead, and now they’re back. What “killed” them?</li><li>They’re an on-again/off-again love interest. Ask them what keeps you apart. Tell them what keeps you together.</li><li>A comrade-in-arms. You’ve faced the biggest threats together.</li></ul>",
|
||||
"spooky-hx": "<ul><li>They taught you to control your powers, to the extent that you can control them at all.</li><li>You are blood-kin. Decide together exactly what.</li><li>You are married, or romantically involved. Decide between you the exact relationship.</li><li>You’re old friends, and trust each other completely.</li><li>You used your powers on them one time. Decide if it was for selfish reasons or not, and tell them if they found out about it.</li><li>You’ve known each other some time, but since your powers manifested, you keep them at a distance emotionally.</li><li>You hope they can help you control your powers.</li><li>They saw you use your powers for selfish or vindictive reasons. Ask them who the victim was, and then tell them what you did.</li></ul>",
|
||||
"summoned-hx": "<ul><li>... was there when you were summoned. Ask them who the summoners were.</li><li>... sees your human side. Ask them why.</li><li>You could probably take this hunter in a fight, but you’re not certain. Together, decide when the last time you threw down was, and what interrupted your fight.</li><li>Romantic obsession on your part. Ask them if they know about it, and if they reciprocate it.</li><li>... is tied into your destiny somehow. Tell them how they fit into your first sign of the Apocalypse.</li><li>... saved your ass when the shit went down. Ask them how.</li><li>You met while separately hunting a monster. Ask them why you now work together.</li><li>...is your good friend. Tell them if it's from way back, or recently.</li><li>...you are suspicious about their motives. Ask them what they did that gave you doubts about them.</li></ul>",
|
||||
"summoned-hx": "<ul><li>This hunter was there when you were summoned. Ask them who the summoners were.</li><li>This hunter sees your human side. Ask them why.</li><li>You could probably take this hunter in a fight, but you’re not certain. Together, decide when the last time you threw down was, and what interrupted your fight.</li><li>This hunter fascinates you, romantically. Ask them if they know about it, and if they reciprocate it.</li><li>This hunter is tied into your destiny somehow. Tell them how they fit into your first sign of the Apocalypse.</li><li>This hunter saved your ass when the shit went down. Ask them how.</li><li>You met this hunter while separately hunting a monster. Ask them why you now work together.</li><li>This hunter is your good friend. Tell them if it’s from way back, or recently.</li><li>You are suspicious about this hunter’s motives. Ask them what they did that gave you doubts about them.</li></ul>",
|
||||
"traveler-hx": "<ul><li>They saw you coming from the future and thought you were one of the villains. Ask them how you convinced them.</li><li>They taught you how to manage in the “modern world.” You still have trouble understanding how everything works, but they’re here to help. </li><li>They’re one of your ancestors. Tell them how you’re related.</li><li>They help you deal with the supernatural by trying to get you out of your over reliance on technology.</li><li>They’re an excellent travel companion. You hope to one day be able to take them to your era and show them the future.</li><li>They remind you of a loved one from your era. You will protect them at all costs.</li><li>An eternally platonic romance. The two of you would make a great couple but you don’t want to get too involved in this era.</li><li>They understand you perfectly, as if they came from the same era as you. This is comforting and gives you total confidence in them.</li></ul>",
|
||||
"wronged-hx": "<ul><li>They helped you at a critical point in your quest for revenge. Tell them what you needed help with.</li><li>They stood between you and what you needed to find out. Ask them why.</li><li>They also lost a friend or relative to these monsters. Ask them who it was.</li><li>Relations, close or distant. Tell them exactly what.</li><li>You saved their life, back when they were a pathetic newbie hunter. Ask them what you saved them from.</li><li>You respect their hard-earned knowledge, and often come to them for advice.</li><li>They showed you the ropes when you were learning how to fight.</li><li>They saw you absolutely lose it and go berserk. Tell them what the situation was, and ask them how much collateral damage you caused.</li></ul>",
|
||||
"snoop-haven": "<b>Film Lab</b>: All the stuff you need to develop film, store negatives, and process digital images.",
|
||||
"snoop-haven": "<b>Film Lab and Editing Suite</b>: All the stuff you need to develop film, store negatives, and process digital images.",
|
||||
"first-choice": "First choice",
|
||||
"second-choice": "Second choice",
|
||||
"enabled": "(Enabled)",
|
||||
@@ -1561,30 +1573,30 @@
|
||||
"playtest-note": "Got feedback about a playtest? Email us at feedback@evilhat.com",
|
||||
"the-spooktacular": "The Spooktacular",
|
||||
"spooktacular": "Spooktacular",
|
||||
"spooktacular-desc": "A carnival worker with a history of supernatural entertainments as part of a travelling show. E.g. Carnivale.",
|
||||
"luck-special-spooktacular": "When you spend a <i>Luck</i>, you’re going to run into someone you met at the show. Could be good, could be bad, who knows?",
|
||||
"spooktacular-desc": "A carnival worker with a history of supernatural entertainments as part of a traveling show. E.g. Carnivale.",
|
||||
"luck-special-spooktacular": "When you spend a <i>Luck</i>, you’re going to run into someone you met at the Show. Could be good, could be bad, who knows?",
|
||||
"the-show": "The Show",
|
||||
"the-show-instruct": "You spent a long time with this travelling show and have an ability based on its style. Are you still with them? If so, how do you balance work and monster hunting? If you left, why was that?",
|
||||
"the-show-pick": "Pick your show’s specialty:",
|
||||
"the-show1": "<b>An Infernal Power</b>: A Big Bad operated the show for evil purposes. You signed a contract. Take a three-box <i>infernal favour</i> track. Spend these as if they were <i>Luck</i> points. They may be refreshed whenever the Power wishes, but they will ask you to do something terrible first. What sin have you already committed?",
|
||||
"the-show-instruct": "You spent a long time with this traveling Show and have an ability based on its style. Are you still with them? If so, how do you balance work and monster hunting? If you left, why was that?",
|
||||
"the-show-pick": "Pick your Show’s specialty:",
|
||||
"the-show1": "<b>An Infernal Power</b>: A Big Bad operated the Show for evil purposes. You signed the contract—take a three-box <i>infernal favour</i> track. Spend these as if they were <i>Luck</i> points. The Big Bad may restore these points when they wish, but first you must do something unforgivably terrible. What sin have you already committed?",
|
||||
"infernal-favour": "Infernal Favour",
|
||||
"the-show2": "<b>Magic & Illusions</b>: You can cast confounding spells. When you weave an illusion, roll +Weird. On a 10+ everyone is fooled, they are either led in a direction of your choice or you and those you choose escape undetected. On a 7-9, it doesn’t quite work: misdirect or escape as a 10+ result, but the Keeper chooses one: someone isn’t fooled, or you gain unwelcome attention. On a miss, it goes badly as magic always does.",
|
||||
"the-show3": "<b>Making Money</b>: You’ve got a lot of practice bamboozling folks. When you want to mess with someone, roll +Charm. On a 10+, they don’t know what’s going on and overlook something of your choice. On a 7-9 they still overlook something but they’re more angry than baffled. On a miss, you better run.",
|
||||
"the-show4": "<b>Problem Solvers</b>: The show rolls into town, people visit and reveal their difficulties. The crew arrange to make things better, leaving each town a little happier than when you arrived. Well, when things go smoothly anyhow. When you spend an hour or so in conversation with someone, or observe them for a few hours, the Keeper will tell you what’s their biggest problem right at the moment.",
|
||||
"the-show4": "<b>Problem Solvers</b>: The Show rolls into town, people visit and reveal their difficulties. The crew arrange to make things better, leaving each town a little happier than when you arrived. Well, when things go smoothly anyhow. When <i>you chat to someone, or observe them for a few minutes</i>, the Keeper will tell you what their biggest problem is right now.",
|
||||
"the-show5": "<b>Supernatural Creatures</b>: You’re not entirely human yourself. Pick a single supernatural move from any hunter playbook (the Monstrous is a good place to start). How does your inhuman nature show?",
|
||||
"spooktacular-move1": "<b>Put On A Show</b>: You can entertain people and get them to feel joy and forget their troubles. Decide what the show is like, and roll +Charm if it’s pure performance or +Weird if you add a pinch of magic. On a 10+ the audience is transported and happy. Troubles and trauma are eased in their minds, for a good while. On a 7-9 pick one: the effect just lasts a little while, or the regular time but there’s a ruckus when you’re done.",
|
||||
"spooktacular-move2": "<b>A Negligible Price</b>: You can make a magical deal to fulfill a desire for someone else. The price is that they reveal to you a secret, the world then arranges itself to fulfill their desire, matching the scale and impact of the secret.",
|
||||
"spooktacular-move1": "<b>Put On A Show</b>: You can entertain people so they feel joy and forget their troubles. <i>Say what you do</i> and roll +Charm if it’s pure performance or +Weird if you add a pinch of magic. On a 10+ the audience is transported and happy. Troubles and trauma are eased in their minds, for a good while. On a 7-9 pick one: the effect just lasts a little while, or the regular time but there’s a ruckus when you’re done.",
|
||||
"spooktacular-move2": "<b>A Negligible Price</b>: You can make a magical deal to fulfill a desire for someone else. The price is that they reveal to you a secret, the world then arranges itself to fulfill their desire, fitting the scale of the secret.",
|
||||
"spooktacular-move3": "<b>Easygoin’</b>: You have the gift of being friendly and easy to chat to. When you try to make a good impression on someone you just met, roll +Charm. On a 10+ they treat you as a trustworthy and friendly acquaintance. On a 7-9 they open up more than usual but still regard you as a stranger. On a 6 or less, they think you’re playing them, and they’ll not trust you or your companions.",
|
||||
"spooktacular-move4": "<b>Pay It Backward</b>: Give yourself or someone else an advantage on any roll: roll 3 dice and select the best 2 for your result. Whenever you do this, the Keeper gains 1 hold. That hold may be spent to give any hunter (but usually you) a disadvantage: roll 3 dice and select the worst 2 instead.",
|
||||
"spooktacular-move5": "<b>The Old Crew</b>: You have an ally team of show folks you worked with. They are great at setting up a scene, creating a distraction, or even intimidating folks. Pick an ally type for them.",
|
||||
"spooktacular-move6": "<b>The Game Is Fixed</b>: When you <i>use magic</i> in a fairground, take +1 forward. Gain the following effects you may choose for <i>use magic</i>:<ul><li>Someone fails a skilled task</li><li>You disappear unnoticed and untraceable into a crowd, mist, wood, or fairground</li><li>Instantly set up or pack away a carnival stall or camp site</li><li>Track someone</li><li>Get a bunch of cash.</li></ul>",
|
||||
"spooktacular-gear": "You get one dangerous tool, one vehicle, one mystical item, and all the paraphernalia.",
|
||||
"spooktacular-tools": "Dangerous Tools",
|
||||
"spooktacular-move5": "<b>The Old Crew</b>: You have an ally team of Show folks you worked with. They are great at setting up a scene, creating a distraction, or even intimidating folks.",
|
||||
"spooktacular-move6": "<b>The Game Is Fixed</b>: When you <i>usemagic</i> in a crowded and chaotic place (like a fairground), take +1 forward. You may also choose the following effects whenever you <i>use magic</i>:<ul><li>Someone fails a skilled task</li><li>You disappear unnoticed and untraceable into a crowded and chaotic scene</li><li>Instantly set up or pack away a carnival stall or camp site</li><li>Track someone</li><li>Get a bunch of cash.</li></ul>",
|
||||
"spooktacular-gear": "You get one camp tool, one vehicle, one mystical item, and all the paraphernalia.",
|
||||
"spooktacular-tools": "Camp Tools",
|
||||
"spooktacular-vehicles": "Vehicles",
|
||||
"spooktacular-mysticalitems": "Mystical Items",
|
||||
"spooktacular-stuff": "Paraphernalia",
|
||||
"spooktacular-gear1": "Pocket knife or multitool (1-harm hand useful small).",
|
||||
"spooktacular-gear2": "Hammer (1-harm hand useful messy).",
|
||||
"spooktacular-gear2": "Mallet (1-harm hand useful blunt).",
|
||||
"spooktacular-gear3": "Crowbar (2-harm hand useful messy).",
|
||||
"spooktacular-gear4": "Baseball bat or similar (2-harm hand).",
|
||||
"spooktacular-gear5": "Hatchet (2-harm hand messy).",
|
||||
@@ -1592,15 +1604,16 @@
|
||||
"spooktacular-gear7": "Pickup.",
|
||||
"spooktacular-gear8": "Van.",
|
||||
"spooktacular-gear9": "Truck.",
|
||||
"spooktacular-gear10": "<b>Ghost Shades</b>. Sunglasses that can see into the spirit world.",
|
||||
"spooktacular-gear9b": "Motorcycle & sidecar.",
|
||||
"spooktacular-gear10": "<b>Ghost Shades</b>. Sunglasses that can see into the spirit world (it seems darker than usual, obviously).",
|
||||
"spooktacular-gear11": "<b>Really Big Plush Dog (Animated)</b>. Somehow this came to life. It’s kind of like a regular dog?",
|
||||
"spooktacular-gear12": "<b>Returning 100</b>. Spend this hundred dollar bill, and it will come back in a day or so.",
|
||||
"spooktacular-gear13": "<b>Scamulet</b>. Heats up whenever someone’s running a scam on you.",
|
||||
"spooktacular-gear14": "<b>Wizard Tent</b>. Worn and crappy on the outside, big and luxurious on the inside.",
|
||||
"spooktacular-gear15": "You have all of this crap: Tickets to a show, Snack vouchers, Decks of cards, Pairs of dice, Magic trick props, Camping gear, Makeup, Costume accessories.",
|
||||
"spooktacular-hx": "<ul><li>They worked the show with you. Ask them how long–it was at least a few months, time enough to become friends.</li><li>You knew each other as kids. Ask them what town you both hail from. Did you run away to join the show?</li><li>\"No, I certainly did not rip you off in that town a few years back. Must have been a different show, mate.\"</li><li>They were hunting a monster when your show was in town, and thought it might be one of the crew. Was it? How did you resolve things?</li><li>Estranged family members. Decide the exact relationship together.</li><li>Something got loose from the show, a few years back, and they ended up helping you secure it again. Tell them what got loose, then ask how they ended up hunting it too.</li><li>A fortune teller told you they are part of your destiny. Ask their player what the rest of the fortune said.</li><li>This weird old person pointed them out to you when you were in a bad spot. Ask them why they helped you get back on track.</li></ul>",
|
||||
"spooktacular-hx": "<ul><li>This hunter worked the Show with you. Ask them for how long—it was at least a few months, time enough to become friends.</li><li>You knew each other as kids. Ask them what town you both hail from. Did you run away to join the Show?</li><li>\"No, I certainly did not rip you off in that town a few years back. Must have been a different show, mate.\"</li><li>This hunter was chasing a monster when the Show was in town, and thought it might be one of the crew. Was it? How did you resolve things?</li><li>Estranged family members. Decide the exact relationship together.</li><li>Something got loose from the Show, a few years back, and they ended up helping you secure it again. Tell them what got loose, then ask how they ended up hunting it too.</li><li>A fortune teller told you they are part of your destiny. Ask their player what the rest of the fortune said.</li><li>This weird old person pointed them out to you when you were in a bad spot. Ask them why they helped you get back on track.</li></ul>",
|
||||
"spooktacular-imp1": "Take another Show option",
|
||||
"spooktacular-advimp1": "Get your own traveling show. Maybe you take over your old one, maybe you start anew.",
|
||||
"spooktacular-advimp1": "Get your own traveling Show. Maybe you take over your old one, maybe you start anew.",
|
||||
"alt-move-desc": "If you're using the alternative weird moves options from <i>Tome of Mysteries</i>, here they are. Tick the checkbox next to any move you're able to use.",
|
||||
"the-constructed": "The Constructed",
|
||||
"constructed": "Constructed",
|
||||
@@ -1631,7 +1644,7 @@
|
||||
"reason6": "You ran away.",
|
||||
"reason7": "You were lost in the war. Who were you fighting?",
|
||||
"reason8": "You were broken but now restored. Who fixed you?",
|
||||
"constructed-hx": "<ul><li>This hunter is the person who created you. Tell them how you feel about them.</li><li>This hunter is the first one who treated you like a person instead of a thing. Ask them what you did that made them think of you that way.</li><li>This hunter is still afraid of you. Work out with them why that is.</li><li>This hunter is treats you like pet, fondly but dismissively. Ask them why.</li><li>This hunter is a good friend. Tell them if it’s from way back, or recently.</li><li>This hunter makes you a bit suspicious. What makes you feel that way?</li><li>This hunter thought you were a monster and tried to kill you. Tell them why you are now friends.</li><li>This hunter has known you since they were little. Ask them what the nature of your relationship is.</li></ul>",
|
||||
"constructed-hx": "<ul><li>This hunter is your creator. Tell them how you feel about them.</li><li>This hunter is the first one who treated you like a person instead of a thing. Ask them what you did that made them think of you that way.</li><li>This hunter is still afraid of you. Work out with them why that is.</li><li>This hunter is treats you like pet, fondly but dismissively. Ask them why.</li><li>This hunter is a good friend. Tell them if it’s from way back, or recently.</li><li>This hunter makes you a bit suspicious. What makes you feel that way?</li><li>This hunter thought you were a monster and tried to kill you. Figure out why you are now friends.</li><li>This hunter has known you since they were little. Ask them what the nature of your relationship is.</li></ul>",
|
||||
"constructed-move1": "<b>Inhuman</b>: You have a hard time understanding human behavior, mannerisms, and emotions. When making move relying on social intelligence, take -1. People don’t get you either, so other hunters suffer a -1 if they try to <i>manipulate</i> you. You also get 10 harm boxes instead of 7, and do not become unstable due to damage. ",
|
||||
"constructed-move2": "<b>Recharge</b>: You may repair youself by immersing yourself into a source of your animating force, but it’s dangerous. Roll +Weird. On a 10+, heal 3-harm. On a 7-9, heal 2-harm. On a 6 or less, the energy overwhelms you, which never ends well.",
|
||||
"constructed-move3": "<b>Detachable Parts</b>: You may detach one or more of your body parts. They act as an ally: subordinate (motivation: to follow your exact instructions). Each is able to move and sense in some way.",
|
||||
@@ -1653,5 +1666,57 @@
|
||||
"constructed-imp1": "Gain an ally: you <i>make</i> a friend (literally).",
|
||||
"constructed-imp2": "Adjust your needs: mark a second animating force",
|
||||
"constructed-advimp1": "Become human, and change to a new type.",
|
||||
"sidekick-reminder": "Remember to take +1 on your hero’s best rating as well!",
|
||||
"the-hardcase2020": "The Hardcase (2020)",
|
||||
"hardcase2020": "Hardcase (2020)",
|
||||
"hardcase2020-desc": "The new Hard Case playbook, significantly different from the original.",
|
||||
"luck-special-hardcase2020": "When you spend a point of <i>Luck</i>, someone you fought in the past is going to turn up. Did you part as enemies or with respect?",
|
||||
"hardcase2020-hx": "<ul><li>This hunter is blood kin. Decide how you’re related, then ask them how you fit into the family.</li><li>You beat the tar out of this hunter one time. Ask them why. Then tell them why you work together now.</li><li>This hunter saw you lose control one time and go on a rampage. Tell them what started it, then ask them what you did.</li><li>You respect each other as comrades-in-arms: the two toughest bastards in this outfit.</li><li>You respect this hunter’s brains. Someone with that many ideas, you want them on your side.</li><li>You came across this hunter in your time of hard knocks. Decide how they were involved and how you became good friends.</li><li>You have a crush on this hunter. Ask them if it’s reciprocal, and if you know or not.</li><li>This hunter saved your life when you were about to step on that rainbow.</li></ul>",
|
||||
"hardknocks": "Hard Knocks",
|
||||
"hardknocks-desc": "You had a long, harsh schooling to get as hard as you are. What was it? Pick one:",
|
||||
"hardknocks1": "<b>Bodyguard</b>: When you spend 1 Fire to <i>protect someone</i>, as well as +1 forward, you may protect them even if they are out of reach or the harm they are about to suffer would be unstoppable. Get an ally group of old colleagues: good at protecting people. Get the “concealed armour” gear pick.",
|
||||
"hardknocks2": "<b>Enforcer</b>: Spend 1 Fire to look so scary that it counts as a reason for <i>manipulating someone</i>. After you roll, if you terrify them, spend Fire 1-for-1 to increase your result. Gain an ally who can help with money, disguises, back you up, or get underworld gossip. Get the “bag of cash” gear pick.",
|
||||
"hardknocks3": "<b>Secret Martial Art</b>: Spend Fire 1-for-1 to increase harm inflicted by your unarmed attacks. Your unarmed attacks gain `ignore-armour`. Get an ally, a mentor or student: good in a fight or philosophical discussion. Get the “ancient sword” gear pick.",
|
||||
"hardknocks4": "<b>Military</b>: When you’re using military gear on a move, you may spend 2 Fire to boost the result level (a miss becomes a 7-9, 7-9 becomes 10+, or 10+ becomes 12+). You have an ally group, your old comrades: good in a fight or when you need help making preparations. Get the “battered assault rifle” gear pick.",
|
||||
"hardknocks5": "<b>Resistance</b>: What was your cause? You have contacts amongst sympathetic activists. If you need help and it fits the cause, call on them. Roll +Charm. On a 10+ they will help. On a 7-9 they’ll help you but then you have to help them. On a miss, they help but you get drawn into their trouble. You may spend 2-Fire instead of rolling; you rouse them and they’ll help as if you rolled 10+. Gain an ally, an old comrade from the movement. Get the “spell formula” gear pick.",
|
||||
"hardknocks6": "<b>Street Fighter</b>: When you have an ally standing by your side, spend 1-Fire to add +2 harm when you inflict harm. If there are multiple allies at your side, you may spend Fire for each. Gain an ally, an old friend you can count on for anything. Get the “firewater” gear pick.",
|
||||
"hardcase2020-move1": "<b>Furnace</b>: You have a Fire track with 10 boxes. Mark 1 Fire per harm you suffer, every time someone openly defies you, and every time a friend is hurt. You may spend 1 Fire to add +1-harm whenever you inflict harm, or take +1 to a <i>kick some ass</i> or <i>protect someone</i> move. Fire is cleared between mysteries.",
|
||||
"hardcase2020-move2": "<b>Unstoppable</b>: You may spend 3 Fire to avoid or heal 2-harm. This also stabilizes you, if appropriate.",
|
||||
"hardcase2020-move3": "<b>Ascetic</b>: Spend 1 Fire to ignore all pain and discomfort in your current situation, even beyond normal human tolerances.",
|
||||
"hardcase2020-move4": "<b>Always Angry</b>: Start mysteries with 2 Fire marked.",
|
||||
"hardcase2020-move5": "<b>FINISH HIM!</b>: When you have Fire remaining and strike a foe for 3-harm or more, tell the Keeper how much Fire you have and ask if that’s enough. If the foe has that much or less harm capacity left, the Keeper will tell you. You may spend all your Fire immediately to make a follow up attack, defeating your foe.",
|
||||
"hardcase2020-move6": "<b>Inspired Guesswork</b>: When you <i>investigate a mystery</i>, you may spend 1 Fire to add 1 extra hold. The extra question must be about powers, motivations, or weaknesses.",
|
||||
"hardcase2020-move7": "<b>Stone Cold</b>: You never really get ruffled by danger. Gain +1 whenever pain or fear requires you <i>act under pressure</i>. Your nearby allies also gain this bonus against pain and fear, as long as you keep it together.",
|
||||
"hardcase2020-move8": "<b>Weapon Master</b>: When you take possession of a new weapon you may add, remove, or change one tag. This change only applies for you. When you get this move, apply it to all your current weapons.",
|
||||
"fire": "Fire",
|
||||
"calm": "Calm",
|
||||
"raging": "Raging",
|
||||
"hardcase-vehicles": "Vehicles",
|
||||
"hardcase-other": "Other Items",
|
||||
"hardcase2020-gear-directions": "You get one Hard Case weapon, one vehicle, one other, and whatever you got from your Hard Knocks.",
|
||||
"hardcase2020-gear1": "Ancient sword (2-harm hand valuable balanced holy)",
|
||||
"hardcase2020-gear2": "Auto shotgun (3-harm close load reload area)",
|
||||
"hardcase2020-gear3": "Battered assault rifle (3-harm close/far area loud)",
|
||||
"hardcase2020-gear4": "Chainsaw (3-harm hand unreliable messy heavy)",
|
||||
"hardcase2020-gear5": "Crowbar (2-harm hand messy innocuous)",
|
||||
"hardcase2020-gear6": "Hand cannon (3-harm close loud)",
|
||||
"hardcase2020-gear7": "Huge fucking knife (2-harm hand messy)",
|
||||
"hardcase2020-gear8": "Shotgun (3-harm close messy)",
|
||||
"hardcase2020-gear9": "Hunting rifle (2-harm far loud)",
|
||||
"hardcase2020-gear10": "Pistol (2-harm close)",
|
||||
"hardcase2020-gear11": "Big knife (1-harm hand)",
|
||||
"hardcase2020-gear12": "Pickup",
|
||||
"hardcase2020-gear13": "Motorbike",
|
||||
"hardcase2020-gear14": "Muscle car",
|
||||
"hardcase2020-gear15": "Sportscar",
|
||||
"hardcase2020-gear16": "Concealed armour (1-armour hidden)",
|
||||
"hardcase2020-gear17": "Heavy armour (2-armour heavy)",
|
||||
"hardcase2020-gear18": "Firewater (once per mystery, drink it to mark 1 Fire)",
|
||||
"hardcase2020-gear19": "Bag of cash (untraceable)",
|
||||
"hardcase2020-gear20": "Ghost detector (unreliable)",
|
||||
"hardcase2020-gear21": "A bunch of old monster hunting journals",
|
||||
"hardcase2020-gear22": "A spell formula, written on a napkin",
|
||||
"hardcase2020-advance1": "Your Fire track increases to 13 boxes.",
|
||||
"constructed-unstable": "You get 10 harm boxes and do not become unstable.",
|
||||
"end_newstuff": "<!-- New entries end here. -->"
|
||||
}
|
||||
Reference in New Issue
Block a user