New translations translation.json (English)
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{
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"+heavy": "+Heavy",
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"+heavy_description": "Addition of a heavy helm, greaves, and metal or relic plates. The load for heavy armor is in addition to normal armor, for 3 load total.",
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"+shield_heavy": "+Heavy",
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"+shield_heavy_description": "A larger shield, you can fully hide behind it by crouching slightly. More effective against longer weapons. Reduces stress taken by 2 when resisting an appropriate consequence. The load for a heavy shield is in addition to a normal shield, for 2 load total.",
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"a_consequence": "a consequence",
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"ability_description": "Ability description",
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"ability_name": "Ability Name",
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"add_abilities": "Add abilities",
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"add_contacts": "Add contacts",
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"add_friends": "Add friends",
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"add_items": "Add items",
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"add_type": "Add Type: 2",
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"add_upgrades": "Add upgrades",
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"adepts": "Adepts",
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"adrift": "Adrift",
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"advocate": "Advocate",
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"agnite": "Agnite",
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"alchemicals": "Alchemicals",
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"an_upgrade": "An upgrade",
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"anarchic": "Anarchic",
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"aptitude": "Aptitude",
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"aptitude_info": "Community-Building - Discovery - Dissent - Pandemonium - Prophecy - Protest - Revolution - Survival",
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"armor": "Armor",
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"armor_description": "Leather tunic (or similar materials/coverage) with some additional reinforcement, pants with leg guards, boots and gloves, and possibly light headgear.",
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"armor_load": "Armor",
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"armor_quality": "Armor",
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"armor_uses": "Armor uses",
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"artistic_description": "Paintbrushes, paint, oils, charcoal, canvas or skins; henna, ink, needles (for tattooing or piercing); a musical instrument.",
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"artistic_tools": "Artistic tools",
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"assist_a_teammate": "<strong>Assist</strong> a teammate",
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"autofill_reminder_crew": "To generate crew abilities, upgrades, contacts, and claims, enter the name of the crew type above:",
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"autofill_reminder_playbook": "To generate playbook abilities, items, and friends, enter the name of the playbook above:",
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"background": "Background",
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"background_description": "Choose one of the above",
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"bandoliers": "Bandoliers",
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"barter": "Barter",
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"basic_gear": "Basic gear",
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"basic_gear_load": "Basic Gear",
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"basic_gear_quality": "Basic Gear",
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"bold": "bold",
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"bonus_die": "Bonus Die",
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"bonusdice": "Bonus dice",
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"boons": "Boons",
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"bow": "Bow/Crossbow",
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"bow_description": "A simple straight bow or primitive crossbow, accurate to about 75 yards.",
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"broken": "Broken",
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"cause": "Cause",
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"cause_info": "Absolution — Acceptance — Influence — Popularity — Power",
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"cautious": "Cautious",
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"cautious_detail": "Preparation",
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"cell": "Cell",
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"character_mode": "Character Mode",
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"charismatic": "Charismatic",
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"charismatic_detail": "Rally",
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"chat_image": "Image to show alongside chat rolls",
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"clock_name": "Clock Name",
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"clocks": "Clocks",
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"clocks_only": "Show clocks only",
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"cohort": "Cadre",
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"cohort_quality": "Cadre Quality",
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"cohorts": "Cadres",
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"cold": "Cold",
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"colon": ":",
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"community": "Community",
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"community_tier": "Community Tier",
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"compass_maps": "Compass & maps",
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"compass_maps_description": "Maps of Vimary and the nearby Outlands. Joanite patrol and Dahlian trade routes, locations of Keeper and Outlander outposts. Maps of your local area with your own notes.",
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"connected": "Connected",
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"consequence": "Consequence",
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"consort": "Consort",
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"consort_description": "Consort with connections to gain access to resources, information, people, or places.",
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"contact": "Contact",
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"contact_name": "Contact name",
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"contacts": "Contacts",
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"controlled": "Controlled",
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"counselor": "Counselor",
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"craft": "craft",
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"craft_description": "Craft to create, modify, disable, or repair",
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"crafting_tools": "Crafting tools",
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"crafting_tools_description": "Hammer, pliers, saw, drill, files, and other tools needed to be able to craft or repair items.",
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"crew": "Cell Name",
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"crew_ability_agitators": "Agitators",
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"crew_ability_agitators_description": "Each PC gains a second diversion: Propaganda. When you indulge this diversion and spend time demonstrating or rallying, you don't overindulge if you clear excess stress.",
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"crew_ability_backer": "Backer",
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"crew_ability_backer_description": "You gain +1 barter with a faction.",
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"crew_ability_competent": "Competent",
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"crew_ability_competent_description": "Each player chooses an action to gain +1d (up to a max rating of 3).",
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"crew_ability_comrades": "Comrades",
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"crew_ability_comrades_description": "Your cadres get +1d for setup and group actions when you lead them.",
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"crew_ability_connected": "Connected",
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"crew_ability_connected_description": "Gain +1 favor during downtime and +1d to gather information on other factions.",
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"crew_ability_daydream_believers": "Daydream Believers",
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"crew_ability_daydream_believers_description": "Your Cell gains +1d when you dream to gather information. Gain +1d on the engagement roll when using a cautious or elaborate approach.",
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"crew_ability_focused": "Focused",
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"crew_ability_focused_description": "+1d on actions to tick the goal clock on a 8 segment or larger longterm project clock.",
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"crew_ability_initiative": "Initiative",
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"crew_ability_initiative_description": "During downtime, one of your experts may perform one of the following downtime activities: acquire an asset—obtain supplies—reduce notoriety— perform a ritual—perform a side quest—long-term project.",
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"crew_ability_instigators": "Instigators",
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"crew_ability_instigators_description": "If you leave a calling card or highly visible symbol of your cause on a quest, lose 1 favor with a faction. +1d to diversion rolls during the next downtime, and your Cell cannot overindulge.",
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"crew_ability_just_cause": "Just Cause",
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"crew_ability_just_cause_description": "Mark 1 Cell XP when your cell does the right thing no matter the consequences.",
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"crew_ability_populists": "Populists",
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"crew_ability_populists_description": "When your Cell performs actions that align with a Tier 3 or higher faction's goals, you advance their goal clock twice as many ticks.",
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"crew_ability_resilient": "Resilient",
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"crew_ability_resilient_description": "Choose an attribute for each member to take +1d to resistance rolls.",
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"crew_ability_scratch_my_back": "Scratch my Back",
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"crew_ability_scratch_my_back_description": "Choose a faction. Whenever you advance their goal, gain +1 favor.",
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"crew_ability_servants_of_the_goddess": "Servants of the Goddess",
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"crew_ability_servants_of_the_goddess_description": "Each member has an extra contact from either their playbook or Cell contact list.",
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"crew_ability_sympathizers": "Sympathizers",
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"crew_ability_sympathizers_description": "When you deal with faction, the GM will tell you who among them believes in your cause (one, a few, many, or all).",
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"crew_ability_veteran": "Veteran",
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"crew_ability_veteran_description": "Choose a special ability from another crew (can be taken more than once).",
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"crew_advancement": "Cell Advancement",
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"crew_cell_contact_0": "Barber, Fallen inn keep",
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"crew_cell_contact_1": "Alexis of Blade, Jacker explorer",
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"crew_cell_contact_2": "Den-Hades, tormented Guide",
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"crew_cell_contact_3": "Hal Ninva, Lightbringer politician",
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"crew_cell_contact_4": "Jonhur the Chosen, Doomsayer prophet",
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"crew_cell_contact_5": "Kymber Reva, Lightbringer leader",
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"crew_cell_contact_6": "Kyrt the Free, Herite leader",
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"crew_cell_contact_7": "Mek the Jacker, Jacker leader",
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"crew_cell_contact_8": "Troy Fenys, radical Herite",
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"crew_cell_contact_9": "Veruka the Wraith, Yagan leader",
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"crew_cell_description": "A Fallen Cell",
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"crew_cell_xp_condition": "Do a thing",
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"crew_description": "A short crew description",
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"crew_mode": "Cell Mode",
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"crew_tier": "Crew Tier",
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"crew_upgrades": "Focuses",
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"crime": "Crime",
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"crime_info": "Disgrace — Dissenter — Heretic — Miscreant — Traitor",
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"dahlian": "Dahlian",
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"death": "Death",
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"debater": "Debater",
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"description": "Description",
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"desperate": "Desperate",
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"devils_bargain": "Devil's Bargain",
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"diversion": "Diversion",
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"divination": "Divination",
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"documents": "Documents",
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"documents_description": "Treatises on Tribals. Keepers, Outlanders, Z’bri, the River of Dream. Charcoal and blank pages.",
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"doomsayer": "Doomsayer",
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"doomsayer_traits": "Doomsayer traits",
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"dramatic": "Dramatic",
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"dramatic_detail": "Attention",
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"dream": "dream",
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"dream_description": "Dream to interact with the River of Dream; perceive and communicate with spirits; read omens and visions.",
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"dreamer": "Dreamer",
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"driven": "Driven",
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"edges": "Edges",
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"effect_query": "?{Effect|Standard|Limited|Great|Extreme|Zero}",
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"elaborate": "Elaborate",
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"elaborate_detail": "Fail safe",
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"elite": "Elite",
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"eminence": "Eminence",
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"eminence_dice": "Eminence dice",
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"eminence_die": "Eminence die",
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"eminence_or": " - or - ",
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"enchantment": "Enchantment",
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"engagement": "Engagement",
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"entanglement": "Entanglement",
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"evan": "Evan",
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"expert": "Expert",
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"exploration_tools": "Exploration gear",
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"exploration_tools_description": "Heavy rope, pitons, heavy mallet, pry bar, torches, a fire axe or machete.",
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"faction_agnites": "Agnites",
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"faction_agnites_boon_1": "+1 barter",
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"faction_dahlians": "Dahlians",
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"faction_dahlians_boon_1": "+1 barter",
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"faction_doomsayers": "Doomsayers",
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"faction_doomsayers_boon_1": "+1 barter",
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"faction_doomsayers_boon_10": "+4 Barter",
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"faction_doomsayers_boon_11": "1 additional Synthesis use",
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"faction_doomsayers_boon_12": "Create a new ritual",
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"faction_doomsayers_boon_2": "All Doomsayer PCs check an additional Outlook trait",
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"faction_doomsayers_boon_3": "+1d engagement on quests involving Joshua's prophecy",
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"faction_doomsayers_boon_4": "+2 Barter",
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"faction_doomsayers_boon_5": "+1 Influence in Hom",
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"faction_doomsayers_boon_6": "Gain a ritual under Vision Focus",
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"faction_doomsayers_boon_7": "+3 Barter",
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"faction_doomsayers_boon_8": "Gain a new Explorer cadre",
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"faction_doomsayers_boon_9": "All Doomsayer PCs can change an Eminence to Mystery or Shadow, and gain a level in Awakened Dreamer",
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"faction_evans": "Evans",
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"faction_evans_boon_1": "+1 barter",
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"faction_flemis": "Flemis",
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"faction_flemis_boon_1": "+1 barter",
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"faction_herites": "Herites",
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"faction_herites_boon_1": "+1 barter",
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"faction_herites_boon_10": "+4 Barter",
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"faction_herites_boon_11": "+1 status with Outlanders and Keepers",
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"faction_herites_boon_12": "Gain a new Infiltrator cadre",
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"faction_herites_boon_2": "All Herite PCs check an additional Outlook trait",
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"faction_herites_boon_3": "+1d engagement on quests against the Tribes.",
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"faction_herites_boon_4": "+2 Barter",
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"faction_herites_boon_5": "Infiltrator cadres are +1 tier",
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"faction_herites_boon_6": "+1 Lurk on Tribal lands",
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"faction_herites_boon_7": "+3 Barter",
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"faction_herites_boon_8": "Gain an additional Sanctuary upgrade",
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"faction_herites_boon_9": "All Herite PCs can change an Eminence to Freedom or Recognition, and gain a level in Awakened Dreamer",
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"faction_hunters": "Hunters",
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"faction_hunters_boon_1": "+1 barter",
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"faction_jackers": "Jackers",
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"faction_jackers_boon_1": "+1 barter",
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"faction_jackers_boon_10": "+4 barter",
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"faction_jackers_boon_11": "Gain a new Raider cadre",
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"faction_jackers_boon_12": "Gain +1 status with Hunters",
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"faction_jackers_boon_2": "All Jacker PCs check an additional Outlook trait",
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"faction_jackers_boon_3": "+1d engagement against Z'bri",
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"faction_jackers_boon_4": "+2 barter",
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"faction_jackers_boon_5": "+1d to resist Z'bri atmosphere",
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"faction_jackers_boon_6": "Gain +1 Cell tier against Z'bri when a Jacker is present",
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"faction_jackers_boon_7": "All Jacker PCs can change an Eminence to Bravery or Vengeance, and gain a level in Awakened Dreamer",
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"faction_jackers_boon_8": "+3 barter",
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"faction_jackers_boon_9": "Gain a Quality or Load upgrade for weapons",
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"faction_joanites": "Joanites",
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"faction_joanites_boon_1": "+1 barter",
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"faction_johan": "Jo'han",
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"faction_johan_boon_1": "+1 barter",
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"faction_keepers": "Keepers",
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"faction_keepers_boon_1": "+1 barter",
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"faction_koleris": "Koleris",
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"faction_koleris_boon_1": "+1 barter",
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"faction_lightbringers": "Lightbringers",
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"faction_lightbringers_boon_1": "+1 barter",
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"faction_lightbringers_boon_10": "+4 barter",
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"faction_lightbringers_boon_11": "Gain a new Adept cadre",
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"faction_lightbringers_boon_12": "+1 status with all Outlook factions",
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"faction_lightbringers_boon_2": "All Lightbringer PCs check an additional Outlook trait",
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"faction_lightbringers_boon_3": "+1 favor after completing Outlook faction quest.",
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"faction_lightbringers_boon_4": "+2 Barter",
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"faction_lightbringers_boon_5": "+1 influence in Hom",
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"faction_lightbringers_boon_6": "All Lightbringer PCs can change an Eminence to Conviction or Unity, and gain a level in Awakened Dreamer",
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"faction_lightbringers_boon_7": "+3 barter",
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"faction_lightbringers_boon_8": "Gain a new Community Focus contact",
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"faction_lightbringers_boon_9": "+2 status with an Outlook faction",
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"faction_magdalites": "Magdalites",
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"faction_magdalites_boon_1": "+1 barter",
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"faction_melanis": "Melanis",
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"faction_melanis_boon_1": "+1 barter",
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"faction_mode": "Faction Mode",
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"faction_notes": "Faction notes",
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"faction_outlanders": "Outlanders",
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"faction_outlanders_boon_1": "+1 barter",
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"faction_sangis": "sangis",
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"faction_sangis_boon_1": "+1 barter",
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"faction_terashebans": "Tera Shebans",
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"faction_terashebans_boon_1": "+1 barter",
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"faction_yagans": "Yagans",
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"faction_yagans_boon_1": "+1 barter",
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"factions_title": "Factions of Vimary",
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"fallen": "Fallen",
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"favor": "Favor",
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"fight": "fight",
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"fight_description": "Fight to engage in close combat with a hostile opponent.",
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"fill_fields": "Fill in sheet fields automatically upon entering or changing playbook or crew type",
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"finesse": "Finesse",
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"finesse_description": "Finesse an item from someone's pocket; climb, swim, run, jump, and tumble; handle a vehicle or mount.",
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"first_eminence": "First",
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"fixer": "Fixer",
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"flaws": "Flaws",
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"flexible_width": "Flexible character sheet width (adapts to container)",
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"force": "force",
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"force_description": "force a place, item, or obstacle with savage force or carefully applied sabotage; breach defenses with force; create distractions and chaos.",
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"fortune": "Fortune",
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"fortune_roll": "Fortune roll",
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"free_thinker": "Free Thinker",
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"friend_name": "Friend name",
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"friends": "Friends",
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"gang": "Cadre",
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"gang_type": "Fallen",
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"gather_information": "Gather Information",
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"gatherinfo_how_can_I_find": "How can I find [X]?",
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"gatherinfo_how_can_I_get_them": "How can I get them to [X]?",
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"gatherinfo_what_are_they_really": "What are they really feeling?",
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"gatherinfo_what_do_they_intend": "What do they intend to do?",
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"gatherinfo_what_is_interesting": "What is interesting here?",
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"gatherinfo_what_should_I_look": "What should I look out for?",
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"gatherinfo_whats_going_on": "What's really going on here?",
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"gatherinfo_wheres_the_weakness": "Where's the weakness here?",
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"generate_factions": "Generate Factions",
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"hand_weapon": "Hand weapon",
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"hand_weapon_description": "A knife, blade, axe, hammer, or similar weapon. Includes most traditionally thrown weapons.",
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"harm": "Harm",
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"haunted": "Haunted",
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"heading_armor": "Weapons & Armor",
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"healer": "Healer",
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"healing": "Healing",
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"heat": "Heat",
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"heavy": "Heavy",
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"heritage": "Heritage",
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"heritage_info": "Akoros — The Dagger Isles — Iruvia — Severos — Skovlan — Tycheros",
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"herite": "Herite",
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"herite_traits": "Herite traits",
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"hold": "Hold",
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"how_many_boxes": "How many boxes?",
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"how_much_load": "How much load?",
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"hunt": "Hunt",
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"hunt_description": "Hunt a target; gather information about its location and movements; attack with precision shooting from a distance.",
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"hunter": "Hunter",
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"hunting_grounds": "Hunting Grounds",
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"hunting_grounds_description": "Robbery",
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"hunting_kit": "Hunting kit",
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"hunting_kit_description": "Nets, traps, snares, fishing pole and lines.",
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"hunting_pet": "Hunting Pet",
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"impaired": "Impaired",
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"indulge_vice": "Gratify",
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"infirmary": "Infirmary",
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"influence": "influence",
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"influence_description": "Influence with charm, logic, intimidation, threats, or force of personality; change attitudes or behavior with manipulation or seduction",
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"insight": "Insight",
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"insight_description": "Resist consequences from deception or understanding.",
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"intrusion_tools": "Intrusion tools",
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"intrusion_tools_description": "Lockpicks, wax blocks for copying keys or small items, small files, oil for silencing hinges.",
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"italics_dont_count": "(italics don't count for load)",
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"item_name": "A useful item",
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"items": "Items",
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"jacker": "Jacker",
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"jacker_traits": "Jacker traits",
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"joanite": "Joanite",
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"large_weapon": "Large weapon",
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"large_weapon_description": "A large boar spear, pike, poleaxe, two handed axe, maul, hammer, lance, or similar two-handed weapon.",
|
||||
"lead_a_group_action": "Lead a <strong>group action</strong>",
|
||||
"less_effect": "Less Effect",
|
||||
"level_1": "Level 1",
|
||||
"level_2": "Level 2",
|
||||
"level_3": "Level 3",
|
||||
"level_4": "Level 4",
|
||||
"light": "Light",
|
||||
"lightbringer": "Lightbringer",
|
||||
"lightbringer_traits": "Lightbringer traits",
|
||||
"list_crews": "Cell Name",
|
||||
"list_playbooks": "Agnite, Dahlian, Joanite, Magdalite, Tera Sheban Yagan",
|
||||
"load": "Load",
|
||||
"load:": "Load:",
|
||||
"look": "Look",
|
||||
"lurk": "Lurk",
|
||||
"lurk_description": "Lurk about unseen and traverse obstacles. Ambush with close violence — a backstab, throat cutting, black-jack, etc.",
|
||||
"magdalite": "Magdalite",
|
||||
"maker": "Maker",
|
||||
"manipulator": "Manipulator",
|
||||
"mark_favor": "Mark Favor:",
|
||||
"mark_xp:": "Mark XP:",
|
||||
"mastery": "Mastery",
|
||||
"mentor": "Mentor",
|
||||
"minus1d": "-1D",
|
||||
"motivator": "Motivator",
|
||||
"name": "Name and Pronouns",
|
||||
"nature": "Nature",
|
||||
"need_help": "Need Help",
|
||||
"new_cohort": "New Cohort: 2",
|
||||
"normal": "Normal",
|
||||
"notes": "Notes",
|
||||
"number_outlook_traits": "Choose 2",
|
||||
"number_stress_boxes": "Number of stress boxes",
|
||||
"numberofdice": "Number of dice",
|
||||
"obsessed": "Obsessed",
|
||||
"ok": "OK",
|
||||
"old_arts": "Old Arts",
|
||||
"others": "Others",
|
||||
"outlook": "outlook",
|
||||
"outlook_doomsayer_eminence": "Mystery - Shadow",
|
||||
"outlook_herite_eminence": "Freedom - Recognition",
|
||||
"outlook_info": "Doomsayer - Herite - Jacker - Lightbringer",
|
||||
"outlook_jacker_eminence": "Bravery - Vengeance",
|
||||
"outlook_lightbringer_eminence": "Conviction - Unity",
|
||||
"outlook_trait_anarchic": "Anarchic",
|
||||
"outlook_trait_anarchic_description": "Gain potency when acting in direct opposition to authority.",
|
||||
"outlook_trait_connected": "Connected",
|
||||
"outlook_trait_connected_description": "+1 influence (3 max).",
|
||||
"outlook_trait_debater": "Debater",
|
||||
"outlook_trait_debater_description": "+1d Resolve resist.",
|
||||
"outlook_trait_dreamer": "Dreamer",
|
||||
"outlook_trait_dreamer_description": "+1 Dream (3 max).",
|
||||
"outlook_trait_driven": "Driven",
|
||||
"outlook_trait_driven_description": "+1d resolve resist.",
|
||||
"outlook_trait_free_thinker": "Free Thinker",
|
||||
"outlook_trait_free_thinker_description": "Gain a new XP trigger - When you do something to assert your or someone else's freedom regardless of consequences, mark an XP.",
|
||||
"outlook_trait_manipulator": "Manipulator",
|
||||
"outlook_trait_manipulator_description": "Gain a new XP trigger - When you steer events toward your goal without others realizing, mark an XP.",
|
||||
"outlook_trait_motivator": "Motivator",
|
||||
"outlook_trait_motivator_description": "Potency when leading a group action.",
|
||||
"outlook_trait_political": "Political",
|
||||
"outlook_trait_political_description": "+1 insight resist",
|
||||
"outlook_trait_protective": "Protective",
|
||||
"outlook_trait_protective_description": "Gain a new XP trigger - When you act to protect someone or something you believe in, mark an XP.",
|
||||
"outlook_trait_searcher": "Searcher",
|
||||
"outlook_trait_searcher_description": "Potency when Studying to uncover hidden knowledge.",
|
||||
"outlook_trait_skeptic": "Skeptic",
|
||||
"outlook_trait_skeptic_description": " Gain a new XP trigger - When you take a devil's bargain representing your doubts about the outcome, mark 1 XP.",
|
||||
"outlook_trait_subversive": "Subversive",
|
||||
"outlook_trait_subversive_description": "+1 lurk (3 max).",
|
||||
"outlook_trait_suspicious": "Suspicious",
|
||||
"outlook_trait_suspicious_description": "+1 survey (3 max).",
|
||||
"outlook_trait_vengeful": "Vengeful",
|
||||
"outlook_trait_vengeful_description": "Potency when you take harm.",
|
||||
"outlook_trait_warrior": "Warrior",
|
||||
"outlook_trait_warrior_description": "+1 fight (3 max).",
|
||||
"outlook_traits": "Outlook Traits",
|
||||
"outlooks": "Outlooks",
|
||||
"paranoid": "Paranoid",
|
||||
"patron_spirit": "Patron Spirit",
|
||||
"personal": "Playbook",
|
||||
"pilot": "Pilot",
|
||||
"planning_load": "Approach & Load",
|
||||
"planningdesc": "Choose an approach, provide the <strong><em>detail</em></strong>. Choose your <strong><em>load</em></strong> limit for the operation.",
|
||||
"playbook": "playbook",
|
||||
"playbook_ability_advocate": "Advocate",
|
||||
"playbook_ability_advocate_description": "If you roll a 6 on a gather information roll, add a tick to any long erm project clock involving an investigation. Add 2 if you roll 6+. Lorekeeper. You can read and write Tribal, Keepspeak, and Fanzay (the language of most Outlanders). Gain +1d when gathering info through Study or resisting with Insight.",
|
||||
"playbook_ability_archer": "Archer",
|
||||
"playbook_ability_archer_description": "Push yourself to do one of the following: make your shot count — make a shot at extreme range — make a \"trick\" shot.",
|
||||
"playbook_ability_awakened_dreamer": "Awakened Dreamer",
|
||||
"playbook_ability_awakened_dreamer_description": "Gain one Eminence use. Can be taken multiple times (max 3)",
|
||||
"playbook_ability_bastion": "Bastion",
|
||||
"playbook_ability_bastion_description": "You can expend your special armor to resist a consequence to a teammate you are protecting.",
|
||||
"playbook_ability_behind_the_veil": "Behind the Veil",
|
||||
"playbook_ability_behind_the_veil_description": "Behind the Veil. Gain +1d to Consort or Influence when you open up to someone. Resistance rolls are at -1d on consequences resulting from that action.",
|
||||
"playbook_ability_black_marketeer": "Black Marketeer",
|
||||
"playbook_ability_black_marketeer_description": "When acquiring extra resources or a specific asset during downtime, you get an extra +1d to the downtime action roll.",
|
||||
"playbook_ability_bounces_back": "Bounces Back",
|
||||
"playbook_ability_bounces_back_description": "You mark one extra box when recuperating.",
|
||||
"playbook_ability_comfort": "Comfort",
|
||||
"playbook_ability_comfort_description": "Once per quest, take a Consort action to allow a Cell mate to ignore the effects of a harm penalty (does not recover the harm).",
|
||||
"playbook_ability_dance_of_masks": "Dance of Masks",
|
||||
"playbook_ability_dance_of_masks_description": "Push yourself to: perform a near impossible feat of acrobatics or gymnastics — weave and sway so that your opponents attack one another.",
|
||||
"playbook_ability_diplomat": "Diplomat",
|
||||
"playbook_ability_diplomat_description": "Diplomat. When you witness the swearing of an oath, all parties are marked and bound by it. If anyone breaks the oath (including yourself), they take the level 3 harm “Cursed”.",
|
||||
"playbook_ability_dream_warrior": "Dream Warrior",
|
||||
"playbook_ability_dream_warrior_description": "You are able to infuse your hands, melee weapons or tools with Synthesis. You gain potency in combat vs. spirits. You may grapple with spirits to restrain and capture them.",
|
||||
"playbook_ability_ecstatic": "Ecstatic",
|
||||
"playbook_ability_ecstatic_description": "Ecstatic. +1 result level when you Craft a drug or elixir. Choose one drug you can Craft and one you are immune to. Always equip drug satchel for 0 load.",
|
||||
"playbook_ability_enchanting": "Enchanting",
|
||||
"playbook_ability_enchanting_description": "Enchanting. Make someone oblivious to what is going on around them when you Consort with them. Push yourself when making someone feel at ease with you.",
|
||||
"playbook_ability_fleshcrafter": "Fleshcrafter",
|
||||
"playbook_ability_fleshcrafter_description": "Use Finesse to mend wounds on another character and mark a recovery tick (even during a quest). You may study corpses to gather information.",
|
||||
"playbook_ability_grace": "Grace",
|
||||
"playbook_ability_grace_description": "Grace. Expend your special armor to: resist a consequence from embarrassment or humiliation—push yourself to maintain composure.",
|
||||
"playbook_ability_guile": "Guile",
|
||||
"playbook_ability_guile_description": "Mark special armor to resist a complication from being deceived, or push yourself when deceiving someone.",
|
||||
"playbook_ability_hard_to_kill": "Hard to Kill",
|
||||
"playbook_ability_hard_to_kill_description": "Penalties from harm are reduced one level. Level 4 harm is still fatal.",
|
||||
"playbook_ability_im_rubber": "I'm Rubber",
|
||||
"playbook_ability_im_rubber_description": "Expend your special armor to resist a social consequence, or to push yourself when deflecting blame onto someone else.",
|
||||
"playbook_ability_jack_of_all_trades": "Jack of All Trades",
|
||||
"playbook_ability_jack_of_all_trades_description": "Take 2 stress to roll your best action while you are performing a different action. Say how you adapt the action to this use.",
|
||||
"playbook_ability_master_bonecrafter": "Master Bonecrafter",
|
||||
"playbook_ability_master_bonecrafter_description": "Take +1 result level when you Craft or invent a bone item. You know how to craft one item. Equip one bone item for no load.",
|
||||
"playbook_ability_mastermind": "Mastermind",
|
||||
"playbook_ability_mastermind_description": "Expend your special armor to protect a teammate, or to push yourself when you gather information or work on a long-term project.",
|
||||
"playbook_ability_me_first": "Me First!",
|
||||
"playbook_ability_me_first_description": "You always move first. +1d to resist attacks with prowess.",
|
||||
"playbook_ability_meticulous": "Meticulous",
|
||||
"playbook_ability_meticulous_description": "You gain an extra downtime activity. If a Cell mate is with you for this activity, they receive it as a bonus too. ",
|
||||
"playbook_ability_midnight_oil": "Midnight Oil",
|
||||
"playbook_ability_midnight_oil_description": "You—and only you—can push yourself to take +1d to the engagement roll for a quest.",
|
||||
"playbook_ability_mother_bear": "Mother Bear",
|
||||
"playbook_ability_mother_bear_description": "When you protect an ally, resist with +1d. When you assist someone, their pushes cost only 1 stress.",
|
||||
"playbook_ability_mystic": "Mystic",
|
||||
"playbook_ability_mystic_description": "When you gather info using Dream take +1d. You can push yourself to enter a dream trance even under chaotic/noisy circumstances",
|
||||
"playbook_ability_natures_bounty": "Nature's Bounty",
|
||||
"playbook_ability_natures_bounty_description": "You know how to find food and water, and avoid poisonous plants or animals—even in the Rust Wastes or Hl'kar. Gain +1 stress box.",
|
||||
"playbook_ability_playtime": "Playtime",
|
||||
"playbook_ability_playtime_description": "Once per quest when your Cell isn't in danger, you can lighten the mood and clear 1 stress for everyone present.",
|
||||
"playbook_ability_prescience": "Prescience",
|
||||
"playbook_ability_prescience_description": "You can assist a Cell mate without paying stress two times per quest.",
|
||||
"playbook_ability_robust": "Robust",
|
||||
"playbook_ability_robust_description": "You recover from harm faster. Mark an extra box when taking a recovery downtime action.",
|
||||
"playbook_ability_scrounger": "Scrounger",
|
||||
"playbook_ability_scrounger_description": "Once per quest, spend 2 stress to replenish 1 resource.",
|
||||
"playbook_ability_second_sight": "Second Sight",
|
||||
"playbook_ability_second_sight_description": "You are always aware of spirits in your presence. Take +1d when you gather information about the spirit world.",
|
||||
"playbook_ability_shepherd": "Shepherd",
|
||||
"playbook_ability_shepherd_description": "When you lead a group Dream, Hunt, or Lurk action, take half the stress you normally would, rounded down.",
|
||||
"playbook_ability_show_off": "Show Off",
|
||||
"playbook_ability_show_off_description": "+1d on a desperate action. Resistance rolls for that action are at -1d.",
|
||||
"playbook_ability_sneaky": "Sneaky",
|
||||
"playbook_ability_sneaky_description": "+1 effect when gathering information without being noticed. +1d to rolls to avoid being found when you prepare a place to hide in advance.",
|
||||
"playbook_ability_spiritualist": "Spiritualist",
|
||||
"playbook_ability_spiritualist_description": "Expend your special armor to resist a supernatural consequence, or to push yourself when you deal with supernatural forces.",
|
||||
"playbook_ability_surge_of_strength": "Surge of Strength",
|
||||
"playbook_ability_surge_of_strength_description": "Push yourself to do one of the following: perform a feat of superhuman physical force — fight a small group on equal footing.",
|
||||
"playbook_ability_sybarite": "Sybarite",
|
||||
"playbook_ability_sybarite_description": "Sybarite. When you indulge in your diversion, you can move the die result 1 or 2 in either direction. Anybody who indulges with you gains the benefit as well.",
|
||||
"playbook_ability_synthesis": "Synthesis",
|
||||
"playbook_ability_synthesis_description": "Use dream magic of a magnitude lower than Resolve + Vision. Mark an Eminence use, take stress for each point of magnitude greater than Resolve, and roll dice equal to Synthesis rating. Synthesis can be taken multiple times (max 4).",
|
||||
"playbook_ability_takes_one_to_know_one": "Takes One To Know One",
|
||||
"playbook_ability_takes_one_to_know_one_description": "You can always tell when you're being lied to.",
|
||||
"playbook_ability_torchbearer": "Torchbearer",
|
||||
"playbook_ability_torchbearer_description": "When you lead a group Fight, Force, or Hunt action, you take half the stress you normally would (rounded down).",
|
||||
"playbook_ability_trailblazer": "Trailblazer",
|
||||
"playbook_ability_trailblazer_description": "When you gather info on a location you've never visited before, you get +1 effect. If you encounter traps or other dead falls, you get +1d to resist.",
|
||||
"playbook_ability_tricksters_heart": "Trickster's Heart",
|
||||
"playbook_ability_tricksters_heart_description": "+1d to Trick when in disguise. You gain initiative from surprise if you act while disguised.",
|
||||
"playbook_ability_unafraid": "Unafraid",
|
||||
"playbook_ability_unafraid_description": "You're immune to the terror that some supernatural entities inflict. Take +1d to resistance rolls with Resolve.",
|
||||
"playbook_ability_virtuous": "Virtuous",
|
||||
"playbook_ability_virtuous_description": "You and all of your allies within line of sight gain +1d resist to fear and corruption (including Z'bri atmosphere).",
|
||||
"playbook_ability_whisper_network": "Whisper Network",
|
||||
"playbook_ability_whisper_network_description": "Whisper Network. Choose to: take +1d to Consort to gather information—take +1d on the engagement roll on a quest.",
|
||||
"playbook_ability_wild_spirit": "Wild Spirit",
|
||||
"playbook_ability_wild_spirit_description": "Your position or effect are never reduced due to terrain, weather, or other naturally occuring conditions. +1d to navigate through natural areas. Does not apply in the unnatural areas such as the River of Dream or Hl'kar",
|
||||
"playbook_ability_worldly": "Worldly",
|
||||
"playbook_ability_worldly_description": "Gain +1d when you Consort with or Influence outsiders.",
|
||||
"playbook_ability_zbri_hunter": "Z'bri Hunter",
|
||||
"playbook_ability_zbri_hunter_description": "Your hunting companion gains potency when hunting or tracking unnatural creatures. Choose one spirit ability: dream form — shared senses—spirit attack.",
|
||||
"playbook_advancement": "Playbook Advancement",
|
||||
"playbook_agnite_background": "Child - Favorite - Breeder - Barren",
|
||||
"playbook_agnite_description": "A Playful Explorer",
|
||||
"playbook_agnite_eminence": "Capriciousness - Inspiration",
|
||||
"playbook_agnite_friend_0": "Hagbard, a friendly Keeper",
|
||||
"playbook_agnite_friend_1": "Kymber Reva, a motherly Lightbringer",
|
||||
"playbook_agnite_friend_2": "Kyrt the Free, a vivacious Herite",
|
||||
"playbook_agnite_friend_3": "Puck, an Agnite fool",
|
||||
"playbook_agnite_friend_4": "Tobias, a fun-loving Jacker",
|
||||
"playbook_agnite_friends_title": "Playmates",
|
||||
"playbook_agnite_xp_condition": "Address a challenge with playfulness or youthful exuberance",
|
||||
"playbook_dahlian_background": "Bone Path - Godlen Whee - Red Dawn - Sail - Tinkers",
|
||||
"playbook_dahlian_description": "An entertaining trickster and rogue",
|
||||
"playbook_dahlian_eminence": "Illusion - Motion",
|
||||
"playbook_dahlian_friend_0": "Gab, an Outlander hunter",
|
||||
"playbook_dahlian_friend_1": "Jos, a Herite con man",
|
||||
"playbook_dahlian_friend_2": "Petra, a Doomsayer street preacher",
|
||||
"playbook_dahlian_friend_3": "Theren, a Dahlian barkeep",
|
||||
"playbook_dahlian_friend_4": "Whimsy, a Dahlian fixer",
|
||||
"playbook_dahlian_friends_title": "Allies",
|
||||
"playbook_dahlian_xp_condition": "Address a challenge with trickery or inventiveness",
|
||||
"playbook_description": "A short playbook description",
|
||||
"playbook_evan_background": "Tender - Matron - Midwife - Nurse - Shaman",
|
||||
"playbook_evan_description": "A hardworking farmer and caretaker",
|
||||
"playbook_evan_eminence": "Empathy - Life",
|
||||
"playbook_evan_friend_0": "Barber, owner of Junk's",
|
||||
"playbook_evan_friend_1": "Cora Moira/on, Doomsayer",
|
||||
"playbook_evan_friend_2": "Mari-Anne Melina, outcast Nurse",
|
||||
"playbook_evan_friend_3": "Red Cub, nature spirit",
|
||||
"playbook_evan_friend_4": "Wind-chaser, Evan shaman",
|
||||
"playbook_evan_friends_title": "Friends",
|
||||
"playbook_evan_xp_condition": "Address a challenge with empathy or teamwork",
|
||||
"playbook_item_arts_and_crafts": "Arts and crafts supplies",
|
||||
"playbook_item_arts_and_crafts_description": "Chalk, finger paints, markers, wax crayons, scissors, paper, ribbon, and other odds and ends.",
|
||||
"playbook_item_backpack": "Backpack",
|
||||
"playbook_item_backpack_description": "A backpack with plenty of room in it. When equipped you treat your load level as one lower (i.e., normal load becomes light).",
|
||||
"playbook_item_bag_of_candy": "Bag of Candy",
|
||||
"playbook_item_bag_of_candy_description": "A bag of colorful candy. Often useful for trading or lifting spirits.",
|
||||
"playbook_item_bone_item": "Bone item",
|
||||
"playbook_item_bone_item_description": "A bone version of another item such as a weapon, armor, bow lantern, or staff.",
|
||||
"playbook_item_bone_item_uses": "+Uses",
|
||||
"playbook_item_bone_item_uses_description": "Number of uses",
|
||||
"playbook_item_cadre_token": "Cadre token",
|
||||
"playbook_item_cadre_token_description": "A tattoo, body modification, badge on your armor, or some other indicator of your former cadre, unit, Crusades you’ve been on, or some other element of your history. What does the token look like, and what does it mean to you—or someone else who sees it?",
|
||||
"playbook_item_camouflage_gear": "Camouflage gear",
|
||||
"playbook_item_camouflage_gear_description": "Hides, netting, and garments made to blend into the environment. Can be used to hide your camp or your entire Cell.",
|
||||
"playbook_item_concealed_weapon": "Concealed hand weapon",
|
||||
"playbook_item_concealed_weapon_description": "A sword cane, telescoping baton, or hidden spring loaded weapon. Meant for self-defense, not intense combat.",
|
||||
"playbook_item_disguise_kit": "Fine disguise kit",
|
||||
"playbook_item_disguise_kit_description": "Makeup sticks and powders, simple prosthetics, a wig.",
|
||||
"playbook_item_drug_satchel": "Drug satchel and doses",
|
||||
"playbook_item_drug_satchel_description": "Made from sheerest silks, the most supple leathers, finest cloth, or even more exotic materials. They make you look good and attract attention. If you are carrying this item as a second set of clothes to change into, it counts as 2 load.",
|
||||
"playbook_item_drug_satchel_doses": "+Doses",
|
||||
"playbook_item_drug_satchel_doses_description": "Number of doses",
|
||||
"playbook_item_evan_medallion": "Evan medallion",
|
||||
"playbook_item_evan_medallion_description": "A small token that was once touched or blessed by Eva. A leaf that never withers, a small vial of water that is always pure, etc.",
|
||||
"playbook_item_farming_implements": "Farming implements",
|
||||
"playbook_item_farming_implements_description": "A sickle or hatchet, hand plow, trowel, rake or scythe. A bag of seeds or basket for harvesting. The tools are serviceable as weapons in a pinch, but not for prolonged fighting.",
|
||||
"playbook_item_fine_armor": "Fine armor",
|
||||
"playbook_item_fine_armor_description": "Leather and chain armor reinforced with relic armor pieces and custom fitted to you. When you use this item, tick your armor box on your sheet. It counts as quality against physical injury, so it can reduce harm even further.",
|
||||
"playbook_item_fine_bow": "Fine bow",
|
||||
"playbook_item_fine_bow_description": "A high quality bow, accurate out to 150 yards. It might be a traditional long bow, a recurve bow, or even a relic compound bow.",
|
||||
"playbook_item_fine_clothes": "Fine clothes and jewelry",
|
||||
"playbook_item_fine_clothes_description": "A small easily concealed hand or throwing weapon such as a hairpin, buckle, necklace that doubles as a garrote, etc. You have to get very up close and personal to use this weapon effectively, but it's very difficult to detect, even if you are searched.",
|
||||
"playbook_item_fine_hand_weapon": "Fine hand weapon",
|
||||
"playbook_item_fine_hand_weapon_description": "A well-crafted one-handed weapon made and balanced specifically for you. This might be a well-crafted common weapon such as a sword or dagger, or something more unusual (possibly even a relic weapon).",
|
||||
"playbook_item_fine_knife": "Fine knife",
|
||||
"playbook_item_fine_knife_description": "A long, wickedly sharp knife with a bone handle. Perfectly balanced for throwing or precision slicing.",
|
||||
"playbook_item_fine_musical_instrument": "Fine musical instrument",
|
||||
"playbook_item_fine_musical_instrument_description": "Hide or canvas satchel with spaces for pouches, vials, or other containers of drug doses and implements for administering them. Slots for three doses. When you choose a drug from the bandolier choose one from the list of drugs (or one of your custom formulas). During downtime, you automatically refill for satchel, as long as you have access to raw materials and resources.",
|
||||
"playbook_item_fine_ritual_implements": "Fine ritual implements",
|
||||
"playbook_item_fine_ritual_implements_description": "A fine silver bowl, quality incense, quicksilver, custom divinatory cards and dice, strong hallucinogens.",
|
||||
"playbook_item_fine_robes": "Fine robes",
|
||||
"playbook_item_fine_robes_description": "Heavy duty, voluminous robe with a hood and plenty of pockets to hold objects. 2 load when carried vs worn.",
|
||||
"playbook_item_fine_toy": "Fine Toy",
|
||||
"playbook_item_fine_toy_description": "A relic toy, in amazingly good shape. It might be useful for a distraction. Does it move, light up, or make noise?",
|
||||
"playbook_item_hunting_companion": "Hunting companion",
|
||||
"playbook_item_hunting_companion_description": "A trained animal that obeys your commands and works with you as a partner. Provides Cadre: Expert (Hunter).",
|
||||
"playbook_item_journals": "Books/journals",
|
||||
"playbook_item_journals_description": "Collections of books and documents on history and law, useful for reference and information gathering. Journals with personal notes. Includes a notebook and writing utensils. The first of these costs 0 load; each successive book or journal adds +1 load.",
|
||||
"playbook_item_lantern_staff": "Lantern staff",
|
||||
"playbook_item_lantern_staff_description": "A sturdy staff with a lantern affixed to one end. Can be used as a weapon in a pinch, but not for prolonged fighting.",
|
||||
"playbook_item_light_exploration_gear": "Light exploration gear",
|
||||
"playbook_item_light_exploration_gear_description": "Lightweight rope, pitons, small mallet, small steel pry bar, folding grapnel, and reusable light source.",
|
||||
"playbook_item_loaded_dice": "Loaded dice, card tricks",
|
||||
"playbook_item_loaded_dice_description": "Standard con artist tools. Good for magic tricks,swindling unwitting victims, and giving fake fortunes. Just don't let the Watch (or the Yagans) catch you.",
|
||||
"playbook_item_lockpicks": "Fine lockpicks",
|
||||
"playbook_item_lockpicks_description": "A set of lockpicks and tools suitable for even opening relic locks.",
|
||||
"playbook_item_luxury_item": "Luxury item",
|
||||
"playbook_item_luxury_item_description": "An exotic or fine item - possibly relic - sure to impress. May be drink, food, fine cloth, high quality spices or drugs. Good for trading.",
|
||||
"playbook_item_medicine_satchel": "Medicine satchel",
|
||||
"playbook_item_medicine_satchel_description": "Herbs, sutures, clean bandages, poultices, antiseptics, gauze, and other supplies needed for treating wounds. Three uses. Expend special armor to resist consequences from disease or wounds.",
|
||||
"playbook_item_medicine_satchel_uses": "+Uses",
|
||||
"playbook_item_medicine_satchel_uses_description": "Number of uses",
|
||||
"playbook_item_poison_doses": "Poison satchel doses",
|
||||
"playbook_item_poison_doses_description": "Number of doses",
|
||||
"playbook_item_poison_satchel": "Poison satchel",
|
||||
"playbook_item_poison_satchel_description": "Discrete bag with compartments for transporting poisons without being detected. Slots for three poisons.",
|
||||
"playbook_item_shaping_tools": "Shaping tools",
|
||||
"playbook_item_shaping_tools_description": "Hammers, tongs, chisels, bits, augers, pliers, nails, gloves. You can make simple repairs or create common items, but need a forge and anvil for major repairs or to craft weapons.",
|
||||
"playbook_item_small_concealed_weapon": "Small concealed weapon",
|
||||
"playbook_item_small_concealed_weapon_description": "A beautifully crafted, precisely tuned musical instrument. Possibly a relic item.",
|
||||
"playbook_item_small_relic_gadget": "Small relic gadget",
|
||||
"playbook_item_small_relic_gadget_description": "A small relic tool. Choose one function: pocket flashlight - multi-tool - digital recorder.",
|
||||
"playbook_item_spirit_charms": "Spirit charms",
|
||||
"playbook_item_spirit_charms_description": "A small collection of remains (teeth, a knuckle bone, ashes) and other items useful in drawing or warding against spirits.",
|
||||
"playbook_item_trinkets": "Pouch full of trinkets",
|
||||
"playbook_item_trinkets_description": "Various small items, good for simple trades. Something in there might be useful in a pinch.",
|
||||
"playbook_item_worn_book": "Worn book",
|
||||
"playbook_item_worn_book_description": "An old, well-read book, possibly from the World Before, with handwritten notes. Possibly given to you by a favorite mentor.",
|
||||
"playbook_joanite_background": "Blade — Glass Smith — Teacher — Templar — Watch — Weaponshaper",
|
||||
"playbook_joanite_description": "A devoted warrior and protector",
|
||||
"playbook_joanite_eminence": "Devotion - Fury",
|
||||
"playbook_joanite_friend_0": "Cinder, an excitable ex-Agnite",
|
||||
"playbook_joanite_friend_1": "Evangel Black, a brave Lightbringer",
|
||||
"playbook_joanite_friend_2": "Lourie, an outcast Outlander warrior",
|
||||
"playbook_joanite_friend_3": "Karl Uhan'on, Hermit Blade",
|
||||
"playbook_joanite_friend_4": "Mek, an honorable Jacker leader",
|
||||
"playbook_joanite_friends_title": "Allies",
|
||||
"playbook_joanite_xp_condition": "Address a challenge with martial ability or force",
|
||||
"playbook_magdalite_background": "Concubine - Diplomat - Ecstatic - Siren",
|
||||
"playbook_magdalite_description": "A seductive entertainer and diplomat",
|
||||
"playbook_magdalite_eminence": "Conflict - Sensuality",
|
||||
"playbook_magdalite_friend_0": "Alexis of Blade, an alluring Jacker",
|
||||
"playbook_magdalite_friend_1": "Darius, a bouncer at Ile Purdue",
|
||||
"playbook_magdalite_friend_2": "Deus, a beautiful Fallen poet",
|
||||
"playbook_magdalite_friend_3": "Eshlazi, a mysterious Magdalite outcast",
|
||||
"playbook_magdalite_friend_4": "Karva, a Magdalite tavern keeper",
|
||||
"playbook_magdalite_friends_title": "Friends",
|
||||
"playbook_magdalite_xp_condition": "Address a challenge with passion or diplomacy",
|
||||
"playbook_tera_sheban_background": "Advocate — High Judge — Lorekeeper — Stiltwalker",
|
||||
"playbook_tera_sheban_description": "A jurist, investigator and lorekeeper",
|
||||
"playbook_tera_sheban_eminence": "Truth - Wisdom",
|
||||
"playbook_tera_sheban_friend_0": "Emulaan the Poet, a Fallen historian",
|
||||
"playbook_tera_sheban_friend_1": "Micah Ben'on, a disillusioned Joanite",
|
||||
"playbook_tera_sheban_friend_2": "Mordecai, an outcast Judge",
|
||||
"playbook_tera_sheban_friend_3": "Raleigh, a Dahlian caravan handler",
|
||||
"playbook_tera_sheban_friend_4": "Ulysses Ventoux, a Keeper historian",
|
||||
"playbook_tera_sheban_friends_title": "Friends",
|
||||
"playbook_tera_sheban_xp_condition": "Address a challenge with passion or diplomacy",
|
||||
"playbook_yagan_background": "Flesher — Morded — Old One — Pellis Artisan",
|
||||
"playbook_yagan_description": "A spooky spiritualist and soothsayer",
|
||||
"playbook_yagan_eminence": "Death - Fate",
|
||||
"playbook_yagan_friend_0": "Halos, a spiritual Guide.",
|
||||
"playbook_yagan_friend_1": "Havark, an escaped Z’bri serf.",
|
||||
"playbook_yagan_friend_2": "Kwa, a Raven spirit.",
|
||||
"playbook_yagan_friend_3": "Madame Curie, a Keeper Ancient.",
|
||||
"playbook_yagan_friend_4": "Veruka the Wraith, a Doomsayer leader.",
|
||||
"playbook_yagan_friends_title": "Friends",
|
||||
"playbook_yagan_xp_condition": "Address a challenge with spirituality or wisdom",
|
||||
"political": "Political",
|
||||
"position": "Position",
|
||||
"prep": "Prep",
|
||||
"professionals": "Professionals",
|
||||
"progress_clock": "progress clock",
|
||||
"protect_a_teammate": "<strong>Protect</strong> a teammate",
|
||||
"protective": "Protective",
|
||||
"prowess": "Prowess",
|
||||
"prowess_description": "Resist consequences from physical strain or injury.",
|
||||
"push_yourself": "Push yourself",
|
||||
"push_yourself_desc": "(take 2 stress) — or — accept a",
|
||||
"quality": "Quality",
|
||||
"quality_abbreviated": "Q:",
|
||||
"quarters": "Quarters",
|
||||
"query_for_consequence": "Query for consequence name when resisting",
|
||||
"ranger": "Ranger",
|
||||
"rapid": "Rapid",
|
||||
"rapid_detail": "Means",
|
||||
"rations": "Rations",
|
||||
"rations_description": "Dried or salted meat and vegetables, bread, cheese. Enough to feed you for a day.",
|
||||
"reckless": "Reckless",
|
||||
"recovery": "Recovery",
|
||||
"recoveryblurb": "Get treatment in downtime to activate your healing project clock",
|
||||
"rep": "Rep",
|
||||
"reputation": "Reputation",
|
||||
"reputation_info": "Destined — Private — Powerful — Prophetic — Revolutionary — Violent — Wise",
|
||||
"reset?": "reset?",
|
||||
"resist_instructions": "Suffer <strong>6 stress minus the highest die result.</strong> When you roll a critical on resistance, clear 1 stress.",
|
||||
"resistance_bonus": "Resistance bonus:",
|
||||
"resists": "resists",
|
||||
"resolve": "Resolve",
|
||||
"resolve_description": "Resist consequences from mental strain or willpower.",
|
||||
"resources": "Resources",
|
||||
"risky": "Risky",
|
||||
"ritual_space": "Ritual Space",
|
||||
"ritual_tools": "Ritual tools",
|
||||
"ritual_tools_description": "Bowl, incense, chalk or charcoal, divinatory cards, dice, bones, mild hallucinogens, trance/concentration aids.",
|
||||
"ritualist": "Ritualist",
|
||||
"rituals": "Rituals",
|
||||
"roll": "roll",
|
||||
"roll-inf": "roll",
|
||||
"roll_engagement": "Roll Engagement",
|
||||
"roll_for": "roll for",
|
||||
"roll_fortune": "Roll Fortune",
|
||||
"roll_prep": "Roll Prep",
|
||||
"roll_their": "roll their",
|
||||
"rolls": "rolls",
|
||||
"rolls_for": "rolls for",
|
||||
"rolls_their": "rolls their",
|
||||
"sanctuary": "Sanctuary",
|
||||
"searcher": "Searcher",
|
||||
"second_eminence": "Second",
|
||||
"secure": "Secure",
|
||||
"seer": "Seer",
|
||||
"send_details_to_chat": "Send details to chat",
|
||||
"set_up_a_teammate": "<strong>Set up</strong> a teammate",
|
||||
"shattered": "Shattered",
|
||||
"shield": "Shield",
|
||||
"shield_description": "Wood or similar relic materials with some reinforcement. Good for blocking hand weapons. Shields reduce stress taken by 1 when resisting an appropriate consequence (such as physical injury from a weapon).",
|
||||
"short": "short",
|
||||
"show_broadcast": "Show broadcast buttons for sending information to chat",
|
||||
"show_cohort_section": "Show cohort section on character sheet",
|
||||
"show_extra_trauma_box": "Show an extra trauma box",
|
||||
"show_extra_xp_condition": "Show an extra xp condition",
|
||||
"show_item_description": "Item/upgrade descriptions",
|
||||
"show_outline": "Show outline for active input fields",
|
||||
"side_quest": "Side Quest",
|
||||
"skeptic": "Skeptic",
|
||||
"small_medallion": "Small medallion or totem",
|
||||
"small_medallion_description": "A small item blessed by a Fatima or another spirit. It weakly radiates Synthesis. Often used for trading with or impressing people.",
|
||||
"soft": "Soft",
|
||||
"special": "Special",
|
||||
"special_abilities": "Special Abilities",
|
||||
"special_ability": "Special Ability",
|
||||
"spiritual": "Spiritual",
|
||||
"spiritual_detail": "Power",
|
||||
"spiritualist": "Spiritualist",
|
||||
"stash": "Stash",
|
||||
"status": "Status",
|
||||
"status0": "0",
|
||||
"storageupgd": "Storage",
|
||||
"stress": "Stress",
|
||||
"strong": "Strong",
|
||||
"strong_hold": "S",
|
||||
"study": "Study",
|
||||
"study_description": "Study a person, document, or item with close scrutiny to gather information and apply knowledge; gain a deeper understanding; do research.",
|
||||
"subtle": "Subtle",
|
||||
"subtle_detail": "Diversion",
|
||||
"subversive": "Subversive",
|
||||
"summoning": "Summoning",
|
||||
"sundering": "Sundering",
|
||||
"supply": "Supply",
|
||||
"survey": "Survey",
|
||||
"survey_description": "Survey a location or situation to understand what's going on; sense trouble before it happens; gather information about opportunities or exploits.",
|
||||
"survival_gear": "Survival gear",
|
||||
"survival_gear_description": "Bedroll, lean-to or shelter, flint and tinder, water skin, small knife, trowel.",
|
||||
"suspicious": "Suspicious",
|
||||
"synthesis": "Synthesis",
|
||||
"synthesis_instructions": "Pay <strong>stress</strong> equal to difference betwen <strong>magnitude</strong> and <strong>Resolve + Vision</strong>.",
|
||||
"tactical": "Tactical",
|
||||
"tactical_detail": "Advantage",
|
||||
"teamwork": "Teamwork",
|
||||
"tera_sheban": "Tera Sheban",
|
||||
"tier": "Tier",
|
||||
"tier0": "0",
|
||||
"tierI": "I",
|
||||
"tierII": "II",
|
||||
"tierIII": "III",
|
||||
"tierIV": "IV",
|
||||
"tierV": "V",
|
||||
"tools_kits": "Tools & Kits",
|
||||
"tools_kits_load": "Tools & Kits",
|
||||
"tools_kits_quality": "Tools & Kits",
|
||||
"training": "Training",
|
||||
"trait_name": "An Outlook trait",
|
||||
"transport": "Transport",
|
||||
"trauma": "Trauma",
|
||||
"tribals": "Tribals",
|
||||
"trick": "trick",
|
||||
"trick_description": "Trick someone with deception or disguise; employ subtle misdirection or sleight of hand; create distractions and chaos.",
|
||||
"tunnels": "Tunnels",
|
||||
"turf": "Turf",
|
||||
"unstable": "Unstable",
|
||||
"unusual_weapon": "Unusual weapon",
|
||||
"unusual_weapon_description": "A weapon improvised from a curiosity or tool. A whip, length of pipe or chain, baseball bat with blades or spikes, flail or mace, weighted net, boomerang, etc.",
|
||||
"upgrade": "Upgrade",
|
||||
"upgrade_advocate_description": "Advocates are good at promoting your cause and getting others to embrace it.",
|
||||
"upgrade_contact_description": "The Cell has one additional contact, chosen from the Initial Contact list or one of the players' playbooks.",
|
||||
"upgrade_costs": "Upgrade Costs",
|
||||
"upgrade_counselor_description": "Counselors are good at giving advice and recommending plans of action.",
|
||||
"upgrade_diversion_description": ">Members of the Cell have one of the following (chosoe when upgrade is taken): add +1d to diversion rolls - clear 1 additional stress when making diversion rolls.",
|
||||
"upgrade_dreamer_description": "Dreamers are adept at interacting with the River of Dream.",
|
||||
"upgrade_fixer_description": "Fixers are good at obtaining assets.",
|
||||
"upgrade_healer_description": "A healer can help the Cell recover from harm, diseases, etc.",
|
||||
"upgrade_infirmary_description": "Your sanctuary has space, equipment, and supplies to provide care for sick and wounded characters. Your Cell marks one extra box on recovery downtime actions. The infirmary can be used for long term projects to heal or recover from harm that the GM decides cannot be recovered normally. Your Sanctuary rating can be used as the scale when determining how many patients the infirmary can handle.",
|
||||
"upgrade_insight_description": "Earn 2 xp when training insight during downtime.",
|
||||
"upgrade_load_description": "Each member of the Cell gains one extra load in the selected categories of gear",
|
||||
"upgrade_maker_description": "Makers are able to craft items and build things",
|
||||
"upgrade_mastery_description": "Your Cell has access to master level training. You may advance your PCs' action ratings to 4 (until you unlock this upgrade, PC action ratings are capped at 3). This costs four upgrade boxes to unlock.",
|
||||
"upgrade_mentor_description": "Mentors provide teaching and training.",
|
||||
"upgrade_patron_spirit_description": "The Cell has a minor spirit as a patron, who can give assistance and guidance. The spirit can be used as an additional contact regarding the River of Dream. Because of the spirit's relationship to the Cell, as the Cell's Vision focus improves so does the spirit's quality.",
|
||||
"upgrade_personal_description": "Earn 2 xp when training playbook during downtime.",
|
||||
"upgrade_pilot_description": "Pilots have access to transportation and the ability to operate ",
|
||||
"upgrade_prowess_description": "Earn 2 xp when training prowess during downtime.",
|
||||
"upgrade_quality_description": "The quality of the selected categories of the Cell's gear are one higher",
|
||||
"upgrade_quarters_description": "Your sanctuary has individual quarters, amenities, and additional space for the Cell. Use the Sanctuary rating as scale for the number of people that can be accommodated. Quarters allows use of the Cell's Sanctuary rating in place of actions or fortune rolls where the Cell may need to stay in their sanctuary for extended periods of time, or add +1d to the roll of the action used.",
|
||||
"upgrade_ranger_description": "Rangers are skilled a tracking and information gathering",
|
||||
"upgrade_resolve_description": "Earn 2 xp when training resolve during downtime.",
|
||||
"upgrade_ritual_space_description": "The Cell has a dedicated space for doing ritual work. It may or may nor be located with the Cell's sanctuary, but it is sheltered from distractions and provides the environment, tools, and paraphernalia for large scale ritual work. Spending one upgrade on ritual space allows the cell to use its Vision rating in place of a ritual action, or add +1d to a different action. A second upgrade adds +1 magnitude to any rituals or Synthesis performed there. If the space is defiled or destroyed, it requires a long term project to create a new one.",
|
||||
"upgrade_ritualist_description": "Ritualists are well-versed in performing and assisting with rituals.",
|
||||
"upgrade_secure_description": "Your sanctuary comes equipped with locks and alarms, and is hidden with a concealed entrance. A second upgrade improves the sanctuary' defenses, including against Dreamers and . If the sanctuary's defenses are ever breached, including if its location is discovered, two resources must be spent to relocate the sanctuary and rebuild the defenses.",
|
||||
"upgrade_seer_description": "Seers are soothsayers and augurs who are skilled an interpreting visions, signs, and omens.",
|
||||
"upgrade_side_quest_description": "You can use your Cell's Community rating in place of the action roll during a Side Quest downtime action, or add +1d to the action used.",
|
||||
"upgrade_spiritualist_description": "Spiritualists are knowledgable about spirits and dealing with them.",
|
||||
"upgrade_storageupgd_description": "The Cell has additional storage space for Resources, adding five Resource boxes. The Sanctuary rating can be used for scale to determine how much can bet stored.",
|
||||
"upgrade_transport_description": "Your sanctuary comes with transport — a boat, wagon, horses, or other conveyance — for a small group of people (about 6), and space to house and deploy them. A second upgrade does one of the following: increase capacity (about 12) — motorized — more rugged/robust.",
|
||||
"upgrade_tunnels_description": "Your sanctuary connects to a tunnel network that exits somewhere in Hom or Vimary. You can use the Cell's Sanctuary rating in place of action rolls or gain +1d to an action relevant to leaving or exiting a tunnel bolthole, including preparation and journey rolls. Taking this upgrade multiple times provides additional exit points.",
|
||||
"upon_crew_advance": "Upon crew advance, each PC gets Stash = Tier+2",
|
||||
"use_eminence": "Use Eminence",
|
||||
"use_kirsty": "Use Kirsty font if installed (only check if you have Kirsty)",
|
||||
"uses": "uses",
|
||||
"vaults": "Vaults",
|
||||
"vengeful": "Vengeful",
|
||||
"version": "Version",
|
||||
"vice": "Diversion",
|
||||
"vice_info": "Belief — Discovery — Intemperance - Interaction - Obligation — Pleasure — Reflection — Solitude — Thrills - Weird",
|
||||
"vice_instructions": "<strong>Clear an amount of stress equal to the highest die result.</strong> If the result of your vice roll means you clear more stress levels than you had marked, you <strong>overindulge</strong>.",
|
||||
"vice_purveyor": "Diversion",
|
||||
"viceroll1": "(who currently has ",
|
||||
"viceroll2": ") indulges",
|
||||
"vicious": "Vicious",
|
||||
"vision": "Vision",
|
||||
"wanted": "Wanted",
|
||||
"wantedroll1": "(who currently have ",
|
||||
"wantedroll2": ") roll for",
|
||||
"war": "War",
|
||||
"warblurb1": "When you're at war with any number of factions (status -3), the following penalties apply:",
|
||||
"warblurb2": "Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.",
|
||||
"warblurb3": "PCs get only one free downtime action instead of two.",
|
||||
"warblurb4": "Take +1 heat from each score.",
|
||||
"warblurb5": "Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).",
|
||||
"warrior": "Warrior",
|
||||
"weak": "Weak",
|
||||
"weapons_load": "Weapons",
|
||||
"weapons_quality": "Weapons",
|
||||
"when_you_use_bandolier": "When you use a bandolier slot, choose an alchemical:",
|
||||
"winter_gear": "Winter gear",
|
||||
"winter_gear_description": "Will provide protection even in sub-freezing temperatures. Furs, with a hood, fur lined gloves and boots, face covering with eye protection, snow shoes.",
|
||||
"with": "with",
|
||||
"xp_beliefs": "You expressed your beliefs, drives, heritage, or background.",
|
||||
"xp_bolster": "Strengthened or developed your Cell's reputation or cause.",
|
||||
"xp_built": "Built or created something, solved a mystery, or made a discovery.",
|
||||
"xp_challenge": "Survived a challenging quest",
|
||||
"xp_choose": "Choose one of the following:",
|
||||
"xp_contend": "Contend with challenges above your current station.",
|
||||
"xp_crew_specific": "Enter your crew's specific way to mark XP here.",
|
||||
"xp_desperate": "Every time you roll a desperate action, mark xp in that action's attribute.",
|
||||
"xp_express": "Express the drives, inner conflict, or essential nature of the Cell.",
|
||||
"xp_popular": "Appealed to popular opinion, exploited prejudice, or created divisiveness.",
|
||||
"xp_protected": "Protected the downtrodden, disrupted the status quo, fought against oppression, or spread chaos for chaos' sake.",
|
||||
"xp_specific": "Enter your playbook's specific way to mark XP here.",
|
||||
"xp_specific_extra": "Enter another specific way to mark XP here.",
|
||||
"xp_top": "At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).",
|
||||
"xp_vice": "You struggled with issues from your vice or traumas during the session.",
|
||||
"yagan": "Yagan",
|
||||
"zbri": "Z'bri",
|
||||
"zerodice": "Zero Dice — take the lowest result above"
|
||||
}
|
||||
Reference in New Issue
Block a user