diff --git a/Delta Green/delta_green.html b/Delta Green/delta_green.html index 6709e3ecba..db87e09a6b 100644 --- a/Delta Green/delta_green.html +++ b/Delta Green/delta_green.html @@ -316,7 +316,7 @@ setAttrs({bp: Math.max(Math.floor(v.bp)+Math.floor(v.bp_diff),0)}); setAttrs({bp_diff: 0}); }); }); -on('sheet:opened change:str change:con change:pow change:dex change:int', function() { +on('sheet:opened change:str change:con change:pow change:dex change:int change:cha', function() { getAttrs(["str","con","pow","dex","int","cha","pow_tmp"], function(values) { setAttrs({strx5: Math.floor(values.str * 5)}); setAttrs({conx5: Math.floor(values.con * 5)}); diff --git a/Monsterhearts-2/Monsterhearts-2.html b/Monsterhearts-2/Monsterhearts-2.html index 0a3ba651c8..6c94cb0bcc 100644 --- a/Monsterhearts-2/Monsterhearts-2.html +++ b/Monsterhearts-2/Monsterhearts-2.html @@ -1,25 +1,25 @@

- Name: - Pronouns: - Skin: + Name: + Pronouns: + Skin:

-

Look: - Origin:

+

Look: + Origin:

@@ -33,73 +33,73 @@

- Hot:     - Cold:     - Volatile:     - Dark:     + Hot:     + Cold:     + Volatile:     + Dark:    


-

Your Backstory

- You wear your heart on your sleeve. Give everyone one String.
+

Your Backstory

+ You wear your heart on your sleeve. Give everyone one String.

You've captured someone’s fancy. Gain 2 Strings on them. -
+

-

Strings

+

Strings

-

Promises

+

Promises


-

Harm

+

Harm

-
At four Harm, Skirt Death.

+
At four Harm, Skirt Death.

-

Conditions

+

Conditions



-

Notes

+

Notes


-

Fae Moves

- You get Faery Contract, and choose one more:
+

Fae Moves

+ You get Faery Contract, and choose one more:

-

 Faery Contract: If someone breaks a promise or contract made to you, take a String on them. When spending a String to even out the score and get justice on a broken promise, add these options to Pulling Strings:
+

 Faery Contract: If someone breaks a promise or contract made to you, take a String on them. When spending a String to even out the score and get justice on a broken promise, add these options to Pulling Strings:
✦  they fuck up something simple at a crucial moment, suffering 1 Harm if appropriate,
- ✦  add 2 to your roll on an act of vengeance.

+ ✦  add 2 to your roll on an act of vengeance.

-

 Unashamed: You can give someone a String on you to add 3 to your attempt to Turn Them On.

+

 Unashamed: You can give someone a String on you to add 3 to your attempt to Turn Them On.

-

 The Wild Hunt: When you draw upon your most feral manner, echoing the lithe movements of a cat or the voracity of a wolf, add 1 to your roll to Turn Someone On.

+

 The Wild Hunt: When you draw upon your most feral manner, echoing the lithe movements of a cat or the voracity of a wolf, add 1 to your roll to Turn Someone On.

-

 Lure: Whenever someone makes a promise to you, they mark experience. Whenever someone breaks a promise to you, you mark experience.

+

 Lure: Whenever someone makes a promise to you, they mark experience. Whenever someone breaks a promise to you, you mark experience.

-

 Guide: If you spend a String on someone willing, you can bring them across the veil, into the faery realm. The spell lasts for a scene or two, before you're both returned to the mundane world.

+

 Guide: If you spend a String on someone willing, you can bring them across the veil, into the faery realm. The spell lasts for a scene or two, before you're both returned to the mundane world.

-

 Beyond The Veil: To seek audience with the Faery King, Gaze Into the Abyss. On a 10 up, in addition to other results, the Faery King reveals to you a hidden String on someone. Gain it. • On a 7 to 9, in addition to other results, the Faery King demands a favour of you.

+

 Beyond The Veil: To seek audience with the Faery King, Gaze Into the Abyss. On a 10 up, in addition to other results, the Faery King reveals to you a hidden String on someone. Gain it. • On a 7 to 9, in addition to other results, the Faery King demands a favour of you.

-

Other Moves

+

Other Moves


@@ -107,45 +107,45 @@
-

Sex Move

- When you lie naked with another, you can ask them for a promise. If they refuse, take 2 Strings on them. -
+

Sex Move

+ When you lie naked with another, you can ask them for a promise. If they refuse, take 2 Strings on them. +
-

Darkest Self

- Everything you say seems a promise. Everything you hear seems a promise. If a promise is broken, justice must be wrought in trickery or blood. You aren't subject to the human rules of mercy. To escape your Darkest Self, you must in some way re-balance the scales of justice. -
+

Darkest Self

+ Everything you say seems a promise. Everything you hear seems a promise. If a promise is broken, justice must be wrought in trickery or blood. You aren't subject to the human rules of mercy. To escape your Darkest Self, you must in some way re-balance the scales of justice. +

-

Experience

+

Experience

- When you have five experience points, erase them and choose one advancement from the list below:

+ When you have five experience points, erase them and choose one advancement from the list below:

- Add +1 to one of your stats.
- Take another Fae move.
- Take another Fae move.
- Take a move from any Skin.
- Take a move from any Skin.
- You belong to a Jury of Fae.
+ Add +1 to one of your stats.
+ Take another Fae move.
+ Take another Fae move.
+ Take a move from any Skin.
+ Take a move from any Skin.
+ You belong to a Jury of Fae.

- Don't forget to manually add any advancements to your sheet. Check any you've already taken. + Don't forget to manually add any advancements to your sheet. Check any you've already taken.
-

Season Advances

- Unlocked
+

Season Advances

+ Unlocked

- Once someone has taken their fifth advance, the Season Advances are unlocked for everybody. There's one more session left after the current one, and then the season ends.
+ Once someone has taken their fifth advance, the Season Advances are unlocked for everybody. There's one more session left after the current one, and then the season ends.

- Change your character's Skin.
- Rewrite your Darkest Self.
- Retire your character and start a new one.
- Gain two of the Growing Up moves.
+ Change your character's Skin.
+ Rewrite your Darkest Self.
+ Retire your character and start a new one.
+ Gain two of the Growing Up moves.
-

Rewritten Darkest Self

+

Rewritten Darkest Self

@@ -160,71 +160,71 @@

- Hot:     - Cold:     - Volatile:     - Dark:     + Hot:     + Cold:     + Volatile:     + Dark:    


-

Your Backstory

- Someone knows that you're dead and how you died. They gain 2 Strings on you.
+

Your Backstory

+ Someone knows that you're dead and how you died. They gain 2 Strings on you.

You've been inside someone's bedroom while they were sleeping. Take a String on them. -
+

-

Strings

+

Strings

-

At Fault

+

At Fault


-

Harm

+

Harm

-
At four Harm, Skirt Death.

+
At four Harm, Skirt Death.

-

Conditions

+

Conditions



-

Notes

+

Notes


-

Ghost Moves

- You get Unresolved Trauma, and choose two more:
+

Ghost Moves

+ You get Unresolved Trauma, and choose two more:

-

Unresolved Trauma: Whenever something brings to mind your death, you choke up and gain the Condition traumatized if you don't have it already. Whenever someone helps you resolve this Condition, you both mark experience.

+

Unresolved Trauma: Whenever something brings to mind your death, you choke up and gain the Condition traumatized if you don't have it already. Whenever someone helps you resolve this Condition, you both mark experience.

-

Helpful Spirit: When you help someone resolve a Condition, gain a String on them.

+

Helpful Spirit: When you help someone resolve a Condition, gain a String on them.

-

Transference: Whenever you spend time truly listening to someone else's struggles, they heal 1 Harm, and then transfer their remaining harm to you.

+

Transference: Whenever you spend time truly listening to someone else's struggles, they heal 1 Harm, and then transfer their remaining harm to you.

-

Projected Blame: While you've got the Condition traumatized, you may act as though others had the Condition at fault for my death.

+

Projected Blame: While you've got the Condition traumatized, you may act as though others had the Condition at fault for my death.

-

Creep: When you silently witness someone in one of their most private moments, perhaps sleeping or putting on makeup, gain a String on them.

+

Creep: When you silently witness someone in one of their most private moments, perhaps sleeping or putting on makeup, gain a String on them.

-

Limitless: You can walk through walls and fly.

+

Limitless: You can walk through walls and fly.

-

Other Moves

+

Other Moves


@@ -232,45 +232,45 @@
-

Sex Move

- When you have sex with someone, you both get to ask a question of one another. This can be asked in character or player-to-player. They must answer honestly and directly. -
+

Sex Move

+ When you have sex with someone, you both get to ask a question of one another. This can be asked in character or player-to-player. They must answer honestly and directly. +
-

Darkest Self

- You become invisible, unnoticeable. No one can see you, feel you, or hear your voice. You can still affect inanimate objects, but this is your only avenue of communication. You escape your Darkest Self when someone acknowledges your presence, and demonstrates how much they want you around. -
+

Darkest Self

+ You become invisible, unnoticeable. No one can see you, feel you, or hear your voice. You can still affect inanimate objects, but this is your only avenue of communication. You escape your Darkest Self when someone acknowledges your presence, and demonstrates how much they want you around. +

-

Experience

+

Experience

- When you have five experience points, erase them and choose one advancement from the list below:

+ When you have five experience points, erase them and choose one advancement from the list below:

- Add +1 to one of your stats.
- Take another Ghost move.
- Take another Ghost move.
- Take a move from any Skin.
- Take a move from any Skin.
- You belong to a Haunted House.
+ Add +1 to one of your stats.
+ Take another Ghost move.
+ Take another Ghost move.
+ Take a move from any Skin.
+ Take a move from any Skin.
+ You belong to a Haunted House.

- Don't forget to manually add any advancements to your sheet. Check any you've already taken. + Don't forget to manually add any advancements to your sheet. Check any you've already taken.
-

Season Advances

- Unlocked
+

Season Advances

+ Unlocked

- Once someone has taken their fifth advance, the Season Advances are unlocked for everybody. There's one more session left after the current one, and then the season ends.
+ Once someone has taken their fifth advance, the Season Advances are unlocked for everybody. There's one more session left after the current one, and then the season ends.

- Change your character's Skin.
- Rewrite your Darkest Self.
- Retire your character and start a new one.
- Gain two of the Growing Up moves.
+ Change your character's Skin.
+ Rewrite your Darkest Self.
+ Retire your character and start a new one.
+ Gain two of the Growing Up moves.
-

Rewritten Darkest Self

+

Rewritten Darkest Self

@@ -285,125 +285,125 @@

- Hot:     - Cold:     - Volatile:     - Dark:     + Hot:     + Cold:     + Volatile:     + Dark:    


-

Your Backstory

- Someone reminded you what love was, when you thought that death had stolen it away from you forever. Give them a String.
+

Your Backstory

+ Someone reminded you what love was, when you thought that death had stolen it away from you forever. Give them a String.

Did anyone watch you die? If so, you gain 2 Strings on each other. -
+

-

Strings

+

Strings

-

Hunger

+

Hunger


-

Harm

+

Harm

-
At four Harm, Skirt Death.

+
At four Harm, Skirt Death.

-

Conditions

+

Conditions



-

Notes

+

Notes


-

Ghoul Moves

- You get The Hunger, and choose two more:
+

Ghoul Moves

+ You get The Hunger, and choose two more:

-

The Hunger: You have a Hunger for (select 1):

fear power plunder thrills.

+

The Hunger: You have a Hunger for (select 1):

fear power plunder thrills

- When you heedlessly pursue a Hunger, add 1 to rolls. When you ignore a promising feeding opportunity, roll to Keep Your Cool.

+ When you heedlessly pursue a Hunger, add 1 to rolls. When you ignore a promising feeding opportunity, roll to Keep Your Cool.

-

What The Right Hand Wants: Your body contains many histories, and it desires many things. Create another Hunger.

+

What The Right Hand Wants: Your body contains many histories, and it desires many things. Create another Hunger.

-

Satiety: When you satiate a Hunger, choose one:
+

Satiety: When you satiate a Hunger, choose one:
✦   heal 1 Harm;
✦   mark experience;
- ✦   take 1 Forward.

+ ✦   take 1 Forward.

-

Short Rest For The Wicked: When you die, wait it out. A few hours later, you wake up fully healed.

+

Short Rest For The Wicked: When you die, wait it out. A few hours later, you wake up fully healed.

-

Watchful Golem: When you defend someone without them ever knowing about it, mark experience.

+

Watchful Golem: When you defend someone without them ever knowing about it, mark experience.

-

Ending: You remember every detail of your death. When you tell someone about it, give them the Condition morbid and roll to Turn Them On with Cold.

+

Ending: You remember every detail of your death. When you tell someone about it, give them the Condition morbid and roll to Turn Them On with Cold.

-

Esprit de Corpse: When you Gaze Into the Abyss, the abyss will share with you its Hunger. Treat that Hunger as one of your own until you satiate it, and mark experience when you do so.

+

Esprit de Corpse: When you Gaze Into the Abyss, the abyss will share with you its Hunger. Treat that Hunger as one of your own until you satiate it, and mark experience when you do so.

-

Other Moves

+

Other Moves


-
-

Sex Move

- When you have sex with someone, create a new Hunger. -
+
+

Sex Move

+ When you have sex with someone, create a new Hunger. +
-

Darkest Self

- Your dull hunger sharpens. You can't focus on anything else but feeding. And in addition to your peculiar cravings, you recognize something else. That primordial hunger which connects all hungers. Flesh, blood, meat. You escape your Darkest Self once you've overindulged, or you've been locked out for long enough to regain composure. -
+

Darkest Self

+ Your dull hunger sharpens. You can't focus on anything else but feeding. And in addition to your peculiar cravings, you recognize something else. That primordial hunger which connects all hungers. Flesh, blood, meat. You escape your Darkest Self once you've overindulged, or you've been locked out for long enough to regain composure. +

-

Experience

+

Experience

- When you have five experience points, erase them and choose one advancement from the list below:

+ When you have five experience points, erase them and choose one advancement from the list below:

- Add +1 to one of your stats.  
- Take another Ghoul move.  
- Take another Ghoul move.  
- Take a move from any Skin.
- Take a move from any Skin.
- You're part of a Reckless Crew.   + Add +1 to one of your stats.  
+ Take another Ghoul move.  
+ Take another Ghoul move.  
+ Take a move from any Skin.
+ Take a move from any Skin.
+ You're part of a Reckless Crew.

- Don't forget to manually add any advancements to your sheet. Check any you've already taken. + Don't forget to manually add any advancements to your sheet. Check any you've already taken.
-

Season Advances

- Unlocked
+

Season Advances

+ Unlocked

- Once someone has taken their fifth advance, the Season Advances are unlocked for everybody. There's one more session left after the current one, and then the season ends.
+ Once someone has taken their fifth advance, the Season Advances are unlocked for everybody. There's one more session left after the current one, and then the season ends.

- Change your character's Skin.
- Rewrite your Darkest Self.
- Retire your character and start a new one.
- Gain two of the Growing Up moves.
+ Change your character's Skin.
+ Rewrite your Darkest Self.
+ Retire your character and start a new one.
+ Gain two of the Growing Up moves.
-

Rewritten Darkest Self

+

Rewritten Darkest Self

@@ -419,68 +419,68 @@

- Hot:     - Cold:     - Volatile:     - Dark:     + Hot:     + Cold:     + Volatile:     + Dark:    


-

Your Backstory

- You've been taking your social cues from someone, and doing so has taught you a lot about them. Gain 2 Strings on them.
+

Your Backstory

+ You've been taking your social cues from someone, and doing so has taught you a lot about them. Gain 2 Strings on them.

Someone's seen through your invented past, and realized it's all lies. They gain 2 Strings on you. -
+

-

Strings

+

Strings


-

Harm

+

Harm

-
At four Harm, Skirt Death.

+
At four Harm, Skirt Death.

-

Conditions

+

Conditions



-

Notes

+

Notes


-

Hollow Moves

- Choose two:
+

Hollow Moves

+ Choose two:

-

Better Than Nothing: When you gain a Condition, mark experience.

+

Better Than Nothing: When you gain a Condition, mark experience.

-

A Blank Canvas: When you take an action that embodies one of your Conditions, allowing that Condition to alter your sense of self, cross it off and add 1 to your roll.

+

A Blank Canvas: When you take an action that embodies one of your Conditions, allowing that Condition to alter your sense of self, cross it off and add 1 to your roll.

-

Try Harder Next Time: When you screw up, give yourself an appropriate Condition and take 1 forward.

+

Try Harder Next Time: When you screw up, give yourself an appropriate Condition and take 1 forward.

-

Fake: Add 1 to any rolls you make while lying.

+

Fake: Add 1 to any rolls you make while lying.

-

Metamorphosis: When you Gaze Into the Abyss, on a 7 or higher the abyss will also show you what you must become, and you can permanently swap two of your stats.

+

Metamorphosis: When you Gaze Into the Abyss, on a 7 or higher the abyss will also show you what you must become, and you can permanently swap two of your stats.

-

Strange Impressions: When a main character either harms you or helps you heal, you can respond by studying them with wide eyes. If you do, temporarily gain one of their Skin Moves and add it to your character sheet. It disappears once you use it.

+

Strange Impressions: When a main character either harms you or helps you heal, you can respond by studying them with wide eyes. If you do, temporarily gain one of their Skin Moves and add it to your character sheet. It disappears once you use it.

-

Other Moves

+

Other Moves


@@ -488,45 +488,45 @@
-

Sex Move

- When you have sex with someone, both players secretly write down whether the sex was confusing or soothing for their character. If you reveal the same answer, both characters mark experience. -
+

Sex Move

+ When you have sex with someone, both players secretly write down whether the sex was confusing or soothing for their character. If you reveal the same answer, both characters mark experience. +
-

Darkest Self

- Your body is a prison. You don't belong inside of it. You need to put it in harm's way, and make it suffer, just like it's made you suffer. There's got to be a way to cut yourself out of it. You need to meet your makers, and hold them accountable for what they've done to you. To escape your Darkest Self, you must come to see how someone else feels more trapped than you do. -
+

Darkest Self

+ Your body is a prison. You don't belong inside of it. You need to put it in harm's way, and make it suffer, just like it's made you suffer. There's got to be a way to cut yourself out of it. You need to meet your makers, and hold them accountable for what they've done to you. To escape your Darkest Self, you must come to see how someone else feels more trapped than you do. +

-

Experience

+

Experience

- When you have five experience points, erase them and choose one advancement from the list below:

+ When you have five experience points, erase them and choose one advancement from the list below:

- Add +1 to one of your stats.  
- Take another Hollow move.  
- Take another Hollow move.  
- Take a move from any Skin.
- Take a move from any Skin.
- You've found Hollow Siblings.
+ Add +1 to one of your stats.  
+ Take another Hollow move.  
+ Take another Hollow move.  
+ Take a move from any Skin.
+ Take a move from any Skin.
+ You've found Hollow Siblings.

- Don't forget to manually add any advancements to your sheet. Check any you've already taken. + Don't forget to manually add any advancements to your sheet. Check any you've already taken.
-

Season Advances

- Unlocked
+

Season Advances

+ Unlocked

- Once someone has taken their fifth advance, the Season Advances are unlocked for everybody. There's one more session left after the current one, and then the season ends.
+ Once someone has taken their fifth advance, the Season Advances are unlocked for everybody. There's one more session left after the current one, and then the season ends.

- Change your character's Skin.
- Rewrite your Darkest Self.
- Retire your character and start a new one.
- Gain two of the Growing Up moves.
+ Change your character's Skin.
+ Rewrite your Darkest Self.
+ Retire your character and start a new one.
+ Gain two of the Growing Up moves.
-

Rewritten Darkest Self

+

Rewritten Darkest Self

@@ -541,83 +541,83 @@

- Hot:     - Cold:     - Volatile:     - Dark:     + Hot:     + Cold:     + Volatile:     + Dark:    


-

Your Backstory

- You owe debts. Give away 3 Strings, divided any way you like between the Dark Power and the other characters.
+

Your Backstory

+ You owe debts. Give away 3 Strings, divided any way you like between the Dark Power and the other characters.

Someone thinks they can save you. Gain a String on them. -
+

-

Strings

+

Strings

-

Dark Power

+

Dark Power


-

Harm

+

Harm

-
At four Harm, Skirt Death.

+
At four Harm, Skirt Death.

-

Conditions

+

Conditions



-

Notes

+

Notes


-

Infernal Moves

- You get Soul Debt, and choose one more:
+

Infernal Moves

+ You get Soul Debt, and choose one more:

-

Soul Debt: You owe a debt to a Dark Power. Name it, and choose two Bargains it has made with you.
+

Soul Debt: You owe a debt to a Dark Power. Name it, and choose two Bargains it has made with you.

- The Dark Power can gain Strings. If ever it has 5 Strings on you, trigger your Darkest Self.

+ The Dark Power can gain Strings. If ever it has 5 Strings on you, trigger your Darkest Self.

-

Dark Recruiter: When you bring an innocent soul to the Dark Power, mark experience.

+

Dark Recruiter: When you bring an innocent soul to the Dark Power, mark experience.

-

Under Pressure: If someone has 3 or more Strings on you, add 1 to your rolls to carry out their bidding.

+

Under Pressure: If someone has 3 or more Strings on you, add 1 to your rolls to carry out their bidding.

-

Can't Save Myself: When somebody saves you from forces too powerful for you to reckon with, they mark experience, and you gain a String on them.

+

Can't Save Myself: When somebody saves you from forces too powerful for you to reckon with, they mark experience, and you gain a String on them.

-

Bargains

- Choose two Bargains that the Dark Power has made with you:
+

Bargains

+ Choose two Bargains that the Dark Power has made with you:

-

The Power Flows Through You: You can give the Dark Power a String in order to add 2 to your next roll.

+

The Power Flows Through You: You can give the Dark Power a String in order to add 2 to your next roll.

-

Numbing It Out: You can give the Dark Power a String in order to remove a Condition or up to two harm.

+

Numbing It Out: You can give the Dark Power a String in order to remove a Condition or up to two harm.

-

Elsewise Power: You can give the Dark Power a String to use a move you don't have, just this once. This move can come from any Skin.

+

Elsewise Power: You can give the Dark Power a String to use a move you don't have, just this once. This move can come from any Skin.

-

Uncanny Voices: You can give the dark power a String in order to realize a secret about someone you’re talking to. The owner of that character will reveal one of their secret fears, secret desires, or secret strengths (they choose.)

+

Uncanny Voices: You can give the dark power a String in order to realize a secret about someone you’re talking to. The owner of that character will reveal one of their secret fears, secret desires, or secret strengths (they choose.)

-

Strings Attached: You can ask the Dark Power for something that you really, really want. The MC will attach a price to the thing you want, and hint at an undesired twist in its nature. If you pay the price, you’ll get what you’re after..

+

Strings Attached: You can ask the Dark Power for something that you really, really want. The MC will attach a price to the thing you want, and hint at an undesired twist in its nature. If you pay the price, you’ll get what you’re after..

-

Other Moves

+

Other Moves


@@ -625,45 +625,45 @@
-

Sex Move

- When you have sex, the Dark Power loses a String on you and gains a String on whoever you had sex with. -
+

Sex Move

+ When you have sex, the Dark Power loses a String on you and gains a String on whoever you had sex with. +
-

Darkest Self

- You find yourself shivering, needy, and alone. The Dark Power will make some daunting, open-ended demands. Every demand fulfilled brings you closer to feeling whole again, and removes one of the Dark Power's Strings on you. You escape your Darkest Self when the Dark Power is out of Strings, or you make a bargain with an even more dangerous entity. -
+

Darkest Self

+ You find yourself shivering, needy, and alone. The Dark Power will make some daunting, open-ended demands. Every demand fulfilled brings you closer to feeling whole again, and removes one of the Dark Power's Strings on you. You escape your Darkest Self when the Dark Power is out of Strings, or you make a bargain with an even more dangerous entity. +

-

Experience

+

Experience

- When you have five experience points, erase them and choose one advancement from the list below:

+ When you have five experience points, erase them and choose one advancement from the list below:

- Add +1 to one of your stats.  
- Take another Infernal move.  
- Take another Infernal move.  
- Take a move from any Skin.
- Take a move from any Skin.
- You supply for Needy Fiends.
+ Add +1 to one of your stats.  
+ Take another Infernal move.  
+ Take another Infernal move.  
+ Take a move from any Skin.
+ Take a move from any Skin.
+ You supply for Needy Fiends.

- Don't forget to manually add any advancements to your sheet. Check any you've already taken. + Don't forget to manually add any advancements to your sheet. Check any you've already taken.
-

Season Advances

- Unlocked
+

Season Advances

+ Unlocked

- Once someone has taken their fifth advance, the Season Advances are unlocked for everybody. There's one more session left after the current one, and then the season ends.
+ Once someone has taken their fifth advance, the Season Advances are unlocked for everybody. There's one more session left after the current one, and then the season ends.

- Change your character's Skin.
- Rewrite your Darkest Self.
- Retire your character and start a new one.
- Gain two of the Growing Up moves.
+ Change your character's Skin.
+ Rewrite your Darkest Self.
+ Retire your character and start a new one.
+ Gain two of the Growing Up moves.
-

Rewritten Darkest Self

+

Rewritten Darkest Self

@@ -678,73 +678,73 @@

- Hot:     - Cold:     - Volatile:     - Dark:     + Hot:     + Cold:     + Volatile:     + Dark:    


-

Your Backstory

- Declare your backstory last.
+

Your Backstory

+ Declare your backstory last.

Choose one person to be your Lover. Give them three Strings on you. Take one String on them. -
+

-

Strings

+

Strings

-

Lover

+

Lover


-

Harm

+

Harm

-
At four Harm, Skirt Death.

+
At four Harm, Skirt Death.

-

Conditions

+

Conditions



-

Notes

+

Notes


-

Mortal Moves

- You gain True Love, and choose two more:
+

Mortal Moves

+ You gain True Love, and choose two more:

-

True Love:You always have exactly one Lover. The first is chosen during Your Backstory. If you ever fall in love with someone else instead, give them a String and they become your new Lover. You always carry 1 forward to earning your Lover's heart or fancy.

+

True Love:You always have exactly one Lover. The first is chosen during Your Backstory. If you ever fall in love with someone else instead, give them a String and they become your new Lover. You always carry 1 forward to earning your Lover's heart or fancy.

-

Mess With Me, Mess With Him: When using your Lover's name as a threat, add 2 to your roll to Shut Someone Down or Keep Your Cool. Your Lover gains a String on you.

+

Mess With Me, Mess With Him: When using your Lover's name as a threat, add 2 to your roll to Shut Someone Down or Keep Your Cool. Your Lover gains a String on you.

-

Entrenched: If you and another character have a combined total of 5 or more Strings on one another, gain 1 to all rolls against them.

+

Entrenched: If you and another character have a combined total of 5 or more Strings on one another, gain 1 to all rolls against them.

-

Sympathy Is My Weapon: Every time you forgive someone for hurting you, and excuse their base nature, gain a String on them.

+

Sympathy Is My Weapon: Every time you forgive someone for hurting you, and excuse their base nature, gain a String on them.

-

Excuses Are My Armour: When you ignore some blatant problem with your Lover or how they treat you, mark experience.

+

Excuses Are My Armour: When you ignore some blatant problem with your Lover or how they treat you, mark experience.

-

Downward Spiral: When you Gaze Into the Abyss, you may cause yourself 1 Harm. If you do, add 2 to your roll.

+

Downward Spiral: When you Gaze Into the Abyss, you may cause yourself 1 Harm. If you do, add 2 to your roll.

-

Down The Rabbit Hole: When you go poking your nose in affairs not meant for your kind, someone involved in the situation gains a String on you, and you mark experience.

+

Down The Rabbit Hole: When you go poking your nose in affairs not meant for your kind, someone involved in the situation gains a String on you, and you mark experience.

-

Other Moves

+

Other Moves


@@ -752,45 +752,45 @@
-

Sex Move

- When you have sex with someone, it awakens something sinister within. The next time you take your eyes off them, they become their Darkest Self. -
+

Sex Move

+ When you have sex with someone, it awakens something sinister within. The next time you take your eyes off them, they become their Darkest Self. +
-

Darkest Self

- Nobody understands you. Nobody even tries. You do so much for the people you love, and they walk all over you. Enough is enough! Betray them. Show them what its like to be uncared for. Reveal their monstrosity and yours. Only seeing the pain that you're causing your Lover will let you escape your Darkest Self. -
+

Darkest Self

+ Nobody understands you. Nobody even tries. You do so much for the people you love, and they walk all over you. Enough is enough! Betray them. Show them what its like to be uncared for. Reveal their monstrosity and yours. Only seeing the pain that you're causing your Lover will let you escape your Darkest Self. +

-

Experience

+

Experience

- When you have five experience points, erase them and choose one advancement from the list below:

+ When you have five experience points, erase them and choose one advancement from the list below:

- Add +1 to one of your stats.  
- Take another Mortal move.  
- Take another Mortal move.  
- Take a move from any Skin.  
- Take a move from any Skin.
- Take a move from any Skin.  
+ Add +1 to one of your stats.  
+ Take another Mortal move.  
+ Take another Mortal move.  
+ Take a move from any Skin.  
+ Take a move from any Skin.
+ Take a move from any Skin.  

- Don't forget to manually add any advancements to your sheet. Check any you've already taken. + Don't forget to manually add any advancements to your sheet. Check any you've already taken.
-

Season Advances

- Unlocked
+

Season Advances

+ Unlocked

- Once someone has taken their fifth advance, the Season Advances are unlocked for everybody. There's one more session left after the current one, and then the season ends.
+ Once someone has taken their fifth advance, the Season Advances are unlocked for everybody. There's one more session left after the current one, and then the season ends.

- Change your character's Skin.
- Rewrite your Darkest Self.
- Retire your character and start a new one.
- Gain two of the Growing Up moves.
+ Change your character's Skin.
+ Rewrite your Darkest Self.
+ Retire your character and start a new one.
+ Gain two of the Growing Up moves.
-

Rewritten Darkest Self

+

Rewritten Darkest Self

@@ -805,10 +805,10 @@

- Hot:     - Cold:     - Volatile:     - Dark:     + Hot:     + Cold:     + Volatile:     + Dark:    


@@ -816,19 +816,19 @@
-

Your Backstory

- Name three side characters who are members of your gang. Gain a String on each.
+

Your Backstory

+ Name three side characters who are members of your gang. Gain a String on each.

You find someone threatening. Give them a String on you, and take a String on them -
+

-

Strings

+

Strings

-

Clique

+

Clique



@@ -837,49 +837,49 @@


-

Harm

+

Harm

-
At four Harm, Skirt Death.

+
At four Harm, Skirt Death.

-

Conditions

+

Conditions



-

Notes

+

Notes


-

Queen Moves

- You get The Clique, and choose one more:
+

Queen Moves

+ You get The Clique, and choose one more:

-

The Clique: You're at the head of the toughest, coolest, most powerful clique around. They count as a gang. Choose one of the following strengths for your gang:
+

The Clique: You're at the head of the toughest, coolest, most powerful clique around. They count as a gang. Choose one of the following strengths for your gang:
✦   they're armed (with guns and real dangerous stuff),
✦   they're connected (with money and designer drugs),
✦   they're talented (in a band or sports team),
- ✦   they're cultists (with dark oaths and willingness to die).

+ ✦   they're cultists (with dark oaths and willingness to die).

-

The Shield: When you're surrounded by your gang, subtract 1 from any rolls against you.

+

The Shield: When you're surrounded by your gang, subtract 1 from any rolls against you.

-

Bought Loyalty: You can give a side character a String on you to tempt them to do your bidding. The MC will tell you what sort of bribe, threat, or coaxing it’ll take to get that character to do what you want right now.

+

Bought Loyalty: You can give a side character a String on you to tempt them to do your bidding. The MC will tell you what sort of bribe, threat, or coaxing it’ll take to get that character to do what you want right now.

-

And Your Enemies Closer: When someone betrays you, gain a String on them.

+

And Your Enemies Closer: When someone betrays you, gain a String on them.

-

Many Bodies: When you promise one of your gang members to someone, add 2 to your roll to Turn Them On. When one of your gang members has sex with someone, it triggers your Sex Move.

+

Many Bodies: When you promise one of your gang members to someone, add 2 to your roll to Turn Them On. When one of your gang members has sex with someone, it triggers your Sex Move.

-

Streaming: You have a telepathic connection with your gang members. You can always hear their emotions and fears. If you try to hear specific thoughts, Gaze Into the Abyss about it and add 1 to your roll.

+

Streaming: You have a telepathic connection with your gang members. You can always hear their emotions and fears. If you try to hear specific thoughts, Gaze Into the Abyss about it and add 1 to your roll.

-

Other Moves

+

Other Moves


@@ -887,45 +887,45 @@
-

Sex Move

- When you have sex with someone, they gain the Condition one of them. While the Condition remains, they count as part of your gang. -
+

Sex Move

+ When you have sex with someone, they gain the Condition one of them. While the Condition remains, they count as part of your gang. +
-

Darkest Self

- They've failed you. Again. This whole mess is their fault, and why should you have to suffer the consequences of their idiocy? You need to make an example out of each of them – a cruel and unwavering example. You escape your Darkest Self when you relinquish part of your power to someone more deserving, or when you destroy an innocent person in order to prove your might. -
+

Darkest Self

+ They've failed you. Again. This whole mess is their fault, and why should you have to suffer the consequences of their idiocy? You need to make an example out of each of them – a cruel and unwavering example. You escape your Darkest Self when you relinquish part of your power to someone more deserving, or when you destroy an innocent person in order to prove your might. +

-

Experience

+

Experience

- When you have five experience points, erase them and choose one advancement from the list below:

+ When you have five experience points, erase them and choose one advancement from the list below:

- Add +1 to one of your stats.
- Take another Queen move.
- Take another Queen move.
- Take a move from any Skin.
- Take a move from any Skin.
- Take The Clique again and detail another gang.
+ Add +1 to one of your stats.
+ Take another Queen move.
+ Take another Queen move.
+ Take a move from any Skin.
+ Take a move from any Skin.
+ Take The Clique again and detail another gang.

- Don't forget to manually add any advancements to your sheet. Check any you've already taken. + Don't forget to manually add any advancements to your sheet. Check any you've already taken.
-

Season Advances

- Unlocked
+

Season Advances

+ Unlocked

- Once someone has taken their fifth advance, the Season Advances are unlocked for everybody. There's one more session left after the current one, and then the season ends.
+ Once someone has taken their fifth advance, the Season Advances are unlocked for everybody. There's one more session left after the current one, and then the season ends.

- Change your character's Skin.
- Rewrite your Darkest Self.
- Retire your character and start a new one.
- Gain two of the Growing Up moves.
+ Change your character's Skin.
+ Rewrite your Darkest Self.
+ Retire your character and start a new one.
+ Gain two of the Growing Up moves.
-

Rewritten Darkest Self

+

Rewritten Darkest Self

@@ -940,73 +940,73 @@

- Hot:     - Cold:     - Volatile:     - Dark:     + Hot:     + Cold:     + Volatile:     + Dark:    


-

Your Backstory

- You're beautiful. Gain a String on everyone.
+

Your Backstory

+ You're beautiful. Gain a String on everyone.

Someone once saved your unlife. They gain 2 Strings on you. -
+

-

Strings

+

Strings


-

Harm

+

Harm

-
At four Harm, Skirt Death.

+
At four Harm, Skirt Death.

-

Conditions

+

Conditions



-

Notes

+

Notes


-

Vampire Moves

- Choose two: +

Vampire Moves

+ Choose two:
-

Invited: You cannot enter a home without being invited. Whenever someone invites you in, gain a String on them.

+

Invited: You cannot enter a home without being invited. Whenever someone invites you in, gain a String on them.

-

Hypnotic: You can hypnotize people who have no Strings on you. Roll with Hot. On a 10 up, they do exactly what you wish and have no idea that anything is wrong. • On a 7-9, the hypnosis works, but choose one:
+

Hypnotic: You can hypnotize people who have no Strings on you. Roll with Hot. On a 10 up, they do exactly what you wish and have no idea that anything is wrong. • On a 7-9, the hypnosis works, but choose one:
✦   they realize exactly what you've done to them,
✦   they fuck up your commands,
- ✦   their sanity is unhinged.

+ ✦   their sanity is unhinged.

-

Cold As Ice: When you Shut Someone Down and roll a 7 or higher, you may choose an extra option from the list.

+

Cold As Ice: When you Shut Someone Down and roll a 7 or higher, you may choose an extra option from the list.

-

The Feeding: You feed on hot blood, direct from the source. If this is the first time they've ever been fed upon, you both mark experience. When you feed, choose two:
+

The Feeding: You feed on hot blood, direct from the source. If this is the first time they've ever been fed upon, you both mark experience. When you feed, choose two:
✦   you heal 1 Harm,
✦   you take 1 Forward,
- ✦   they definitely don't die.

+ ✦   they definitely don't die.

-

Marked For The Hunt: Feeding on someone establishes a preternatural bond. From that point forward, whenever you Gaze Into the Abyss concerning their whereabouts or well-being, roll as if you had Dark 3.

+

Marked For The Hunt: Feeding on someone establishes a preternatural bond. From that point forward, whenever you Gaze Into the Abyss concerning their whereabouts or well-being, roll as if you had Dark 3.

-

Inescapable: You may spend a String on someone to demand that they remain in your presence. If they still walk out on you, gain 2 Strings on them.

+

Inescapable: You may spend a String on someone to demand that they remain in your presence. If they still walk out on you, gain 2 Strings on them.

-

Other Moves

+

Other Moves


@@ -1014,48 +1014,46 @@
-

Sex Move

- When you deny someone sexually, gain a String on them.
-
- When you have sex with someone, lose all Strings on them. -
+

Sex Move

+ When you deny someone sexually, gain a String on them.

When you have sex with someone, lose all Strings on them. +
-

Darkest Self

- Everyone is your pawn, your plaything. You hurt them and make them vulnerable, for sport – like a cat does with a mouse. Maybe you'll even drain them dry, though you'll certainly take your time first. You escape your Darkest Self when you're put in your rightful place, by someone more powerful than you. -
+

Darkest Self

+ Everyone is your pawn, your plaything. You hurt them and make them vulnerable, for sport – like a cat does with a mouse. Maybe you'll even drain them dry, though you'll certainly take your time first. You escape your Darkest Self when you're put in your rightful place, by someone more powerful than you. +

-

Experience

+

Experience

- When you have five experience points, erase them and choose one advancement from the list below: + When you have five experience points, erase them and choose one advancement from the list below:

- Add +1 to one of your stats.
- Take another Vampire move.
- Take another Vampire move.
- Take a move from any Skin.
- Take a move from any Skin.
- You're in a Vampiric Coterie.
+ Add +1 to one of your stats.
+ Take another Vampire move.
+ Take another Vampire move.
+ Take a move from any Skin.
+ Take a move from any Skin.
+ You're in a Vampiric Coterie.

- Don't forget to manually add any advancements to your sheet. Check any you've already taken. + Don't forget to manually add any advancements to your sheet. Check any you've already taken.
-

Season Advances

- Unlocked
+

Season Advances

+ Unlocked

- Once someone has taken their fifth advance, the Season Advances are unlocked for everybody. There's one more session left after the current one, and then the season ends.
+ Once someone has taken their fifth advance, the Season Advances are unlocked for everybody. There's one more session left after the current one, and then the season ends.

- Change your character's Skin.
- Rewrite your Darkest Self.
- Retire your character and start a new one.
- Gain two of the Growing Up moves.
+ Change your character's Skin.
+ Rewrite your Darkest Self.
+ Retire your character and start a new one.
+ Gain two of the Growing Up moves.
-

Rewritten Darkest Self

+

Rewritten Darkest Self

@@ -1070,72 +1068,72 @@

- Hot:     - Cold:     - Volatile:     - Dark:     + Hot:     + Cold:     + Volatile:     + Dark:    


-

Your Backstory

- You lack subtlety. Give a String to everyone.

+

Your Backstory

+ You lack subtlety. Give a String to everyone.

You've spent weeks watching someone from a distance. Their scent and mannerisms are unmistakable to you now. Gain two Strings on them. -
+

-

Strings

+

Strings


-

Spirit Connection

+

Spirit Connection


-

Harm


+

Harm


-
At 4 Harm, Skirt Death.

+
At four Harm, Skirt Death.


-

Conditions

+

Conditions



-

Notes

+

Notes


-

Skin Moves

- Choose two: +

Skin Moves

+ Choose two:
-

Primal Dominance: When you harm someone, take a String on them.

+

Primal Dominance: When you harm someone, take a String on them.

-

Scent Of Blood: Add 1 to all rolls against those who have been harmed in this scene already.

+

Scent Of Blood: Add 1 to all rolls against those who have been harmed in this scene already.

-

Howl At The Moon: When basked in moonlight, you may act as if you had Dark 3.

+

Howl At The Moon: When basked in moonlight, you may act as if you had Dark 3.

-

Spirit Armour: When basked in moonlight, any harm that you suffer is reduced by 1, and you add 2 to all rolls to Keep Your Cool.

+

Spirit Armour: When basked in moonlight, any harm that you suffer is reduced by 1, and you add 2 to all rolls to Keep Your Cool.

-

Heightened Senses: When you rely on your animal instincts to make sense of a charged situation, roll with Dark. On a 10 up, ask the MC three questions from below and take 1 Forward. • On a 7-9, ask one question from below and take 1 Forward:
+

Heightened Senses: When you rely on your animal instincts to make sense of a charged situation, roll with Dark. On a 10 up, ask the MC three questions from below and take 1 Forward. • On a 7-9, ask one question from below and take 1 Forward:
✦   Where's my best escape route or way in?
✦   Which enemy is the most vulnerable to me?
✦   What's their secret weakness?
✦   What poses the biggest threat to me?
- ✦   Who's in control here?

+ ✦   Who's in control here?

-

Unstable: When you become your Darkest Self, mark experience.

+

Unstable: When you become your Darkest Self, mark experience.

-

Other Moves

+

Other Moves


@@ -1143,45 +1141,45 @@
-

Sex Move

- When you have sex with someone, you establish a deep spiritual connection with them. Until either of you breaks that spirit connection (by having sex with someone else) add 1 to all rolls made to defend them. You can tell when that connection has been broken.
-
+

Sex Move

+ When you have sex with someone, you establish a deep spiritual connection with them. Until either of you breaks that spirit connection (by having sex with someone else) add 1 to all rolls made to defend them. You can tell when that connection has been broken.
+

Darkest Self

- You transform into a terrifying wolf-creature. You crave power and dominance, and those are earned through bloodshed. If anyone attempts to stand in your way, they must be brought down and made to bleed. You escape your Darkest Self when you wound someone you really care about or the sun rises, whichever happens first. -
+ You transform into a terrifying wolf-creature. You crave power and dominance, and those are earned through bloodshed. If anyone attempts to stand in your way, they must be brought down and made to bleed. You escape your Darkest Self when you wound someone you really care about or the sun rises, whichever happens first. +

-

Experience

+

Experience

- When you have five experience points, erase them and choose one advancement from the list below: + When you have five experience points, erase them and choose one advancement from the list below:

- Add +1 to one of your stats.  
- Take another Werewolf move.  
- Take another Werewolf move.  
- Take a move from any Skin.
- Take a move from any Skin.
- You belong to a Wolf Pack.   + Add +1 to one of your stats.  
+ Take another Werewolf move.  
+ Take another Werewolf move.  
+ Take a move from any Skin.
+ Take a move from any Skin.
+ You belong to a Wolf Pack.


- Don't forget to manually add any advancements to your sheet. Check any you've already taken. + Don't forget to manually add any advancements to your sheet. Check any you've already taken.
-

Season Advancements

  Unlocked
+

Season Advancements

 Unlocked

- Once someone has taken their fifth advance, the Season Advances are unlocked for everybody. There's one more session left after the current one, and then the season ends.
+ Once someone has taken their fifth advance, the Season Advances are unlocked for everybody. There's one more session left after the current one, and then the season ends.

- Change your character's Skin.
- Rewrite your Darkest Self.
- Retire your character and start a new one.
- Gain two of the Growing Up moves.
+ Change your character's Skin.
+ Rewrite your Darkest Self.
+ Retire your character and start a new one.
+ Gain two of the Growing Up moves.
-

Rewritten Darkest Self

+

Rewritten Darkest Self

@@ -1196,10 +1194,10 @@

- Hot:     - Cold:     - Volatile:     - Dark:     + Hot:     + Cold:     + Volatile:     + Dark:    


@@ -1207,71 +1205,71 @@
-

Your Backstory

- You start the game with two Sympathetic Tokens. Decide whose and what they are. +

Your Backstory

+ You start the game with two Sympathetic Tokens. Decide whose and what they are.

One of the others caught you rummaging through their friend's stuff, but hasn't said anything. They get a String on you. -
-

Strings

+
+

Strings


-

Sympathetic Tokens

+

Sympathetic Tokens




-

Harm

+

Harm

-
At 4 Harm, Skirt Death.

+
At four Harm, Skirt Death.

-

Conditions

+

Conditions



-

Notes

+

Notes


-

Skin Moves

- You get Sympathetic Tokens and Hex-Casting.

+

Skin Moves

+ You get Sympathetic Tokens and Hex-Casting.

-

Sympathetic Tokens: You gain power from Sympathetic Tokens - items of personal significance taken from others. Sympathetic Tokens count as Strings.

+

Sympathetic Tokens: You gain power from Sympathetic Tokens - items of personal significance taken from others. Sympathetic Tokens count as Strings.

-

Hex-Casting: You can cast Hexes. Choose two that you know. To cast them, either expend a Sympathetic Token during a secret ritual, or meet the target's gaze and chant at them in tongues. Then roll with Dark. On a 10 up, the Hex works, and can easily be reversed. On a 7-9, it works but choose one:
+

Hex-Casting: You can cast Hexes. Choose two that you know. To cast them, either expend a Sympathetic Token during a secret ritual, or meet the target's gaze and chant at them in tongues. Then roll with Dark. On a 10 up, the Hex works, and can easily be reversed. On a 7-9, it works but choose one:
✦   the casting does you 1 Harm;
✦   the Hex has weird side effects;
- ✦   trigger your Darkest Self.

+ ✦   trigger your Darkest Self.

-

Transgressive Magic: If your ritual transgresses the community's moral or sexual standards, add 1 to your Hex-Casting roll.

+

Transgressive Magic: If your ritual transgresses the community's moral or sexual standards, add 1 to your Hex-Casting roll.

-

Sanctuary: You have a secret place for practicing witchcraft. Add 1 to all rolls you make within this space.

+

Sanctuary: You have a secret place for practicing witchcraft. Add 1 to all rolls you make within this space.

-

Hexes

+

Hexes

Choose two:
-

Wither: The hexed loses all of their hair, or their teeth start falling out, or their period arrives unexpected and heavy, or their skin gets all sickly yellow and spotty. Whatever the specifics, it's bad.

+

Wither: The hexed loses all of their hair, or their teeth start falling out, or their period arrives unexpected and heavy, or their skin gets all sickly yellow and spotty. Whatever the specifics, it's bad.

-

Binding: The person cannot physically harm others.

+

Binding: The person cannot physically harm others.

-

Ring Of Lies: Whenever the person attempts to lie, they hear a piercing ringing noise. Big lies will often make their knees buckle and disorient them. Severe lies can cause harm or even brain damage.

+

Ring Of Lies: Whenever the person attempts to lie, they hear a piercing ringing noise. Big lies will often make their knees buckle and disorient them. Severe lies can cause harm or even brain damage.

-

Watching: You enter a deep sleep, and begin to see the world through the eyes of the hexed. You can feel their reactions to and impressions of what they are seeing.

+

Watching: You enter a deep sleep, and begin to see the world through the eyes of the hexed. You can feel their reactions to and impressions of what they are seeing.

-

Illusions: Pick one: snakes and bugs, demonic visages, false prophecies, non-existent subtext. The hexed sees that thing everywhere. You have no control over the exact images or manifestations.

+

Illusions: Pick one: snakes and bugs, demonic visages, false prophecies, non-existent subtext. The hexed sees that thing everywhere. You have no control over the exact images or manifestations.

-

Other Moves

+

Other Moves


@@ -1279,46 +1277,46 @@
-

Sex Move

- After sex, you can take a Sympathetic Token from them. They know about it, and it's cool. -
+

Sex Move

+ After sex, you can take a Sympathetic Token from them. They know about it, and it's cool. +
-

Darkest Self

- The time for subtlety and patience is over. You're too powerful to put up with their garbage any longer. You hex anyone who slights you. All of your hexes have unexpected side effects, and are more effective than you are comfortable with. To escape your Darkest Self, you must offer peace to the one you have hurt the most. -
+

Darkest Self

+ The time for subtlety and patience is over. You're too powerful to put up with their garbage any longer. You hex anyone who slights you. All of your hexes have unexpected side effects, and are more effective than you are comfortable with. To escape your Darkest Self, you must offer peace to the one you have hurt the most. +

-

Experience

+

Experience

- When you have five experience points, erase them and choose one advancement from the list below:

+ When you have five experience points, erase them and choose one advancement from the list below:

- Add +1 to one of your stats.  
- Take another Witch move.  
- Take all the remaining Hexes.  
- Create a new Hex.  
- Take a move from any Skin.
- Take a move from any Skin.
- You belong to a Coven.  + Add +1 to one of your stats.  
+ Take another Witch move.  
+ Take all the remaining Hexes.  
+ Create a new Hex.  
+ Take a move from any Skin.
+ Take a move from any Skin.
+ You belong to a Coven.

- Don't forget to manually add any advancements to your sheet. Check any you've already taken. + Don't forget to manually add any advancements to your sheet. Check any you've already taken.
-

Season Advancements

- Unlocked
+

Season Advancements

+ Unlocked

- Once someone has taken their fifth advance, the Season Advances are unlocked for everybody. There's one more session left after the current one, and then the season ends.
+ Once someone has taken their fifth advance, the Season Advances are unlocked for everybody. There's one more session left after the current one, and then the season ends.

- Change your character's Skin.
- Rewrite your Darkest Self.
- Retire your character and start a new one.
- Gain two of the Growing Up moves.
+ Change your character's Skin.
+ Rewrite your Darkest Self.
+ Retire your character and start a new one.
+ Gain two of the Growing Up moves.
-

Rewritten Darkest Self

+

Rewritten Darkest Self

@@ -1333,10 +1331,10 @@

- Hot:     - Cold:     - Volatile:     - Dark:     + Hot:     + Cold:     + Volatile:     + Dark:    


@@ -1344,47 +1342,47 @@
-

Your Backstory

+

Your Backstory


-

Strings

+

Strings

-

Other

+

Other



-

Harm

+

Harm

-
At 4 Harm, Skirt Death.

+
At four Harm, Skirt Death.


-

Conditions

+

Conditions



-

Notes

+

Notes


-

Skin Moves

+

Skin Moves

Name: Description:
-

Other Moves

+

Other Moves


@@ -1392,46 +1390,46 @@
-

Sex Move

+

Sex Move

-

Darkest Self

+

Darkest Self

-

Experience

+

Experience

-

When you have five experience points, erase them and choose one advancement from the list below:

+

When you have five experience points, erase them and choose one advancement from the list below:

- Add +1 to one of your stats.  
- Take another Skin move.  
- Take another Skin move.  
- Take a move from any Skin.
- Take a move from any Skin.
+ Add +1 to one of your stats.  
+ Take another Skin move.  
+ Take another Skin move.  
+ Take a move from any Skin.
+ Take a move from any Skin.

 


- Don't forget to manually add any advancements to your sheet. Check any you've already taken. + Don't forget to manually add any advancements to your sheet. Check any you've already taken.
-

Season Advancements

+

Season Advancements

Unlocked

- Once someone has taken their fifth advance, the Season Advances are unlocked for everybody. There's one more session left after the current one, and then the season ends.
+ Once someone has taken their fifth advance, the Season Advances are unlocked for everybody. There's one more session left after the current one, and then the season ends.

- Change your character's Skin.
- Rewrite your Darkest Self.
- Retire your character and start a new one.
- Gain two of the Growing Up moves.
+ Change your character's Skin.
+ Rewrite your Darkest Self.
+ Retire your character and start a new one.
+ Gain two of the Growing Up moves.
-

Rewritten Darkest Self

+

Rewritten Darkest Self

@@ -1454,8 +1452,20 @@ }; }); console.log("SkinCheck = SkinName whenever changed."); + }); - + on("sheet:opened", function(eventInfo){ + setAttrs({ + macrobonus: getTranslationByKey("text-askbonus") + }); + + setAttrs({ + commentprompt: getTranslationByKey("text-commentprompt") + }); + + setAttrs({ + commentexample: getTranslationByKey("text-commentexample") + }); }); @@ -1463,7 +1473,7 @@ - + diff --git a/Monsterhearts-2/translation.json b/Monsterhearts-2/translation.json new file mode 100644 index 0000000000..2904bed6cd --- /dev/null +++ b/Monsterhearts-2/translation.json @@ -0,0 +1,319 @@ +{ + "lbl-name":"Name", + "lbl-pronouns":"Pronouns", + "lbl-skin":"Skin", + "lbl-look":"Look", + "lbl-origin":"Origin", + "lbl-backstory":"Your Backstory", + "lbl-strings":"Strings", + "lbl-promises":"Promises", + "lbl-harm":"Harm", + "text-harminfo":"At four Harm, Skirt Death.", + "lbl-conditions":"Conditions", + "lbl-notes":"Notes", + "lbl-moves":"Moves", + "lbl-other":"Other", + "lbl-sexmove":"Sex Move", + "lbl-darkestself":"Darkest Self", + "lbl-seasonadvances":"Season Advances", + "lbl-unlocked":"Unlocked", + "lbl-experience":"Experience", + "lbl-rewritten":"Rewritten Darkest Self", + "lbl-atfault":"At Fault", + + "text-expinfo":"When you have five experience points, erase them and choose one advancement from the list below:", + "text-expreminder":"Don't forget to manually add any advancements to your sheet. Check any you've already taken.", + "text-seasonadvancesinfo":"Once someone has taken their fifth advance, the Season Advances are unlocked for everybody. There's one more session left after the current one, and then the season ends.", + "text-seasonadvances1":" Change your character's Skin.", + "text-seasonadvances2":" Rewrite your Darkest Self.", + "text-seasonadvances3":" Retire your character and start a new one.", + "text-seasonadvances4":" Gain two of the Growing Up moves.", + "lbl-seasonadvancements":"Season Advancements", + + "text-askbonus":"Any other modifiers?", + "text-commentprompt":"Comment", + "text-commentexample":"..To do something!", + + "lbl-Hot":"Hot", + "lbl-Cold":"Cold", + "lbl-Volatile":"Volatile", + "lbl-Dark":"Dark", + + "lbl-fae":"Fae", + "text-faebackstory":"You wear your heart on your sleeve. Give everyone one String.

You've captured someone’s fancy. Gain 2 Strings on them. ", + "text-faeinfo":"You get Faery Contract, and choose one more:", + "text-fae-move1name":"Faery Contract", + "text-fae-move1desc":" If someone breaks a promise or contract made to you, take a String on them. When spending a String to even out the score and get justice on a broken promise, add these options to Pulling Strings:
✦  they fuck up something simple at a crucial moment, suffering 1 Harm if appropriate,
✦  add 2 to your roll on an act of vengeance.
", + "text-fae-move2name":"Unashamed", + "text-fae-move2desc":" You can give someone a String on you to add 3 to your attempt to Turn Them On.", + "text-fae-move3name":"The Wild Hunt", + "text-fae-move3desc":" When you draw upon your most feral manner, echoing the lithe movements of a cat or the voracity of a wolf, add 1 to your roll to Turn Someone On.", + "text-fae-move5name":"Lure", + "text-fae-move5desc":" Whenever someone makes a promise to you, they mark experience. Whenever someone breaks a promise to you, you mark experience.", + "text-fae-move6name":"Guide", + "text-fae-move6desc":" If you spend a String on someone willing, you can bring them across the veil, into the faery realm. The spell lasts for a scene or two, before you're both returned to the mundane world.", + "text-fae-move4name":"Beyond The Veil", + "text-fae-move4desc":" To seek audience with the Faery King, Gaze Into the Abyss. On a 10 up, in addition to other results, the Faery King reveals to you a hidden String on someone. Gain it. • On a 7 to 9, in addition to other results, the Faery King demands a favour of you.", + "text-fae-sexmove":"When you lie naked with another, you can ask them for a promise. If they refuse, take 2 Strings on them. ", + "text-fae-darkestself":"Everything you say seems a promise. Everything you hear seems a promise. If a promise is broken, justice must be wrought in trickery or blood. You aren't subject to the human rules of mercy. To escape your Darkest Self, you must in some way re-balance the scales of justice.", + "text-fae-advance1":" Add +1 to one of your stats.", + "text-fae-advance2":" Take another Fae move.", + "text-fae-advance3":" Take another Fae move.", + "text-fae-advance4":" Take a move from any Skin.", + "text-fae-advance5":" Take a move from any Skin.", + "text-fae-advance6":" You belong to a Jury of Fae.", + + "lbl-ghost":"Ghost", + "text-ghostbackstory":"Someone knows that you're dead and how you died. They gain 2 Strings on you.

You've been inside someone's bedroom while they were sleeping. Take a String on them. ", + "text-ghostinfo":"You get Unresolved Trauma, and choose two more:", + "text-ghost-move1name":"Unresolved Trauma", + "text-ghost-move1desc":" Whenever something brings to mind your death, you choke up and gain the Condition traumatized if you don't have it already. Whenever someone helps you resolve this Condition, you both mark experience.", + "text-ghost-move2name":"Helpful Spirit", + "text-ghost-move2desc":" When you help someone resolve a Condition, gain a String on them.", + "text-ghost-move3name":"Transference", + "text-ghost-move3desc":" Whenever you spend time truly listening to someone else's struggles, they heal 1 Harm, and then transfer their remaining harm to you.", + "text-ghost-move4name":"Projected Blame", + "text-ghost-move4desc":" While you've got the Condition traumatized, you may act as though others had the Condition at fault for my death.", + "text-ghost-move5name":"Creep", + "text-ghost-move5desc":" When you silently witness someone in one of their most private moments, perhaps sleeping or putting on makeup, gain a String on them.", + "text-ghost-move6name":"Limitless", + "text-ghost-move6desc":" You can walk through walls and fly.", + "text-ghost-sexmove":"When you have sex with someone, you both get to ask a question of one another. This can be asked in character or player-to-player. They must answer honestly and directly. ", + "text-ghost-darkestself":"You become invisible, unnoticeable. No one can see you, feel you, or hear your voice. You can still affect inanimate objects, but this is your only avenue of communication. You escape your Darkest Self when someone acknowledges your presence, and demonstrates how much they want you around. ", + "text-ghost-advance1":" Add +1 to one of your stats.", + "text-ghost-advance2":" Take another Ghost move.", + "text-ghost-advance3":" Take another Ghost move.", + "text-ghost-advance4":" Take a move from any Skin.", + "text-ghost-advance5":" Take a move from any Skin.", + "text-ghost-advance6":" You belong to a Haunted House.", + + "lbl-ghoul":"Ghoul", + "text-ghoulbackstory":"Someone reminded you what love was, when you thought that death had stolen it away from you forever. Give them a String.

Did anyone watch you die? If so, you gain 2 Strings on each other. ", + "lbl-hunger":"Hunger", + "text-ghoulinfo":"You get The Hunger, and choose two more:", + "text-ghoul-move1name":"The Hunger", + "text-ghoul-move1desc":" You have a Hunger for (select 1):", + "lbl-ghoulhunger1":"fear", + "lbl-ghoulhunger2":"power", + "lbl-ghoulhunger3":"plunder", + "lbl-ghoulhunger4":"thrills", + "text-ghoul-move1desc-cont":"When you heedlessly pursue a Hunger, add 1 to rolls. When you ignore a promising feeding opportunity, roll to Keep Your Cool.", + "text-ghoul-move2name":"What The Right Hand Wants", + "text-ghoul-move2desc":" Your body contains many histories, and it desires many things. Create another Hunger.", + "text-ghoul-move3name":"Satiety", + "text-ghoul-move3desc":" When you satiate a Hunger, choose one:
✦   heal 1 Harm;
✦   mark experience;
✦   take 1 Forward.", + "text-ghoul-move4name":"Short Rest For The Wicked", + "text-ghoul-move4desc":" When you die, wait it out. A few hours later, you wake up fully healed.", + "text-ghoul-move5name":"Watchful Golem", + "text-ghoul-move5desc":" When you defend someone without them ever knowing about it, mark experience.", + "text-ghoul-move6name":"Ending", + "text-ghoul-move6desc":" You remember every detail of your death. When you tell someone about it, give them the Condition morbid and roll to Turn Them On with Cold.", + "text-ghoul-move7name":"Esprit de Corpse", + "text-ghoul-move7desc":" When you Gaze Into the Abyss, the abyss will share with you its Hunger. Treat that Hunger as one of your own until you satiate it, and mark experience when you do so.", + "text-ghoul-sexmove":"When you have sex with someone, create a new Hunger. ", + "text-ghoul-darkestself":"Your dull hunger sharpens. You can't focus on anything else but feeding. And in addition to your peculiar cravings, you recognize something else. That primordial hunger which connects all hungers. Flesh, blood, meat. You escape your Darkest Self once you've overindulged, or you've been locked out for long enough to regain composure.", + "text-ghoul-advance1":" Add +1 to one of your stats.   ", + "text-ghoul-advance2":" Take another Ghoul move.   ", + "text-ghoul-advance3":" Take another Ghoul move.  ", + "text-ghoul-advance4":" Take a move from any Skin.", + "text-ghoul-advance5":" Take a move from any Skin.", + "text-ghoul-advance6":" You're part of a Reckless Crew. ", + + "lbl-hollow":"Hollow", + "text-hollowbackstory":"You've been taking your social cues from someone, and doing so has taught you a lot about them. Gain 2 Strings on them.

Someone's seen through your invented past, and realized it's all lies. They gain 2 Strings on you.", + "text-hollowinfo":"Choose two:", + "text-hollow-move1name":"Better Than Nothing", + "text-hollow-move1desc":" When you gain a Condition, mark experience.", + "text-hollow-move2name":"A Blank Canvas", + "text-hollow-move2desc":" When you take an action that embodies one of your Conditions, allowing that Condition to alter your sense of self, cross it off and add 1 to your roll.", + "text-hollow-move3name":"Try Harder Next Time", + "text-hollow-move3desc":" When you screw up, give yourself an appropriate Condition and take 1 forward.", + "text-hollow-move4name":"Fake", + "text-hollow-move4desc":" Add 1 to any rolls you make while lying.", + "text-hollow-move5name":"Metamorphosis", + "text-hollow-move5desc":" When you Gaze Into the Abyss, on a 7 or higher the abyss will also show you what you must become, and you can permanently swap two of your stats.", + "text-hollow-move6name":"Strange Impressions", + "text-hollow-move6desc":" When a main character either harms you or helps you heal, you can respond by studying them with wide eyes. If you do, temporarily gain one of their Skin Moves and add it to your character sheet. It disappears once you use it.", + "text-hollow-sexmove":"When you have sex with someone, both players secretly write down whether the sex was confusing or soothing for their character. If you reveal the same answer, both characters mark experience. ", + "text-hollow-darkestself":"Your body is a prison. You don't belong inside of it. You need to put it in harm's way, and make it suffer, just like it's made you suffer. There's got to be a way to cut yourself out of it. You need to meet your makers, and hold them accountable for what they've done to you. To escape your Darkest Self, you must come to see how someone else feels more trapped than you do.", + "text-hollow-advance1":" Add +1 to one of your stats.  ", + "text-hollow-advance2":" Take another Hollow move.  ", + "text-hollow-advance3":" Take another Hollow move.  ", + "text-hollow-advance4":" Take a move from any Skin.", + "text-hollow-advance5":" Take a move from any Skin.", + "text-hollow-advance6":" You've found Hollow Siblings.", + + "lbl-infernal":"Infernal", + "text-infernalbackstory":"You owe debts. Give away 3 Strings, divided any way you like between the Dark Power and the other characters.

Someone thinks they can save you. Gain a String on them. ", + "lbl-darkpower":"Dark Power", + "text-infernalinfo":"You get Soul Debt, and choose one more:", + "text-infernal-move1name":"Soul Debt", + "text-infernal-move1desc":" You owe a debt to a Dark Power. Name it, and choose two Bargains it has made with you.

The Dark Power can gain Strings. If ever it has 5 Strings on you, trigger your Darkest Self.", + "text-infernal-move2name":"Dark Recruiter", + "text-infernal-move2desc":" When you bring an innocent soul to the Dark Power, mark experience.", + "text-infernal-move3name":"Under Pressure", + "text-infernal-move3desc":" If someone has 3 or more Strings on you, add 1 to your rolls to carry out their bidding.", + "text-infernal-move4name":"Can't Save Myself", + "text-infernal-move4desc":" When somebody saves you from forces too powerful for you to reckon with, they mark experience, and you gain a String on them.", + "lbl-bargains":"Bargains", + "text-bargaininfo":"Choose two Bargains that the Dark Power has made with you", + "text-bargains1-name":"The Power Flows Through You", + "lbl-bargains1-desc":"You can give the Dark Power a String in order to add 2 to your next roll.", + "text-bargains2-name":"Numbing It Out", + "lbl-bargains2-desc":"You can give the Dark Power a String in order to remove a Condition or up to two harm.", + "text-bargains3-name":"Elsewise Power", + "lbl-bargains3-desc":"You can give the Dark Power a String to use a move you don't have, just this once. This move can come from any Skin.", + "text-bargains4-name":"Uncanny Voices", + "lbl-bargains4-desc":"You can give the dark power a String in order to realize a secret about someone you’re talking to. The owner of that character will reveal one of their secret fears, secret desires, or secret strengths (they choose.)", + "text-bargains5-name":"Strings Attached", + "lbl-bargains5-desc":"You can ask the Dark Power for something that you really, really want. The MC will attach a price to the thing you want, and hint at an undesired twist in its nature. If you pay the price, you’ll get what you’re after..", + "text-infernal-sexmove":"When you have sex, the Dark Power loses a String on you and gains a String on whoever you had sex with. ", + "text-infernal-darkestself":" You find yourself shivering, needy, and alone. The Dark Power will make some daunting, open-ended demands. Every demand fulfilled brings you closer to feeling whole again, and removes one of the Dark Power's Strings on you. You escape your Darkest Self when the Dark Power is out of Strings, or you make a bargain with an even more dangerous entity.", + "text-infernal-advance1":" Add +1 to one of your stats.   ", + "text-infernal-advance2":" Take another Infernal move.   ", + "text-infernal-advance3":" Take another Infernal move.  ", + "text-infernal-advance4":" Take a move from any Skin.", + "text-infernal-advance5":" Take a move from any Skin.", + "text-infernal-advance6":" You supply for Needy Fiends.", + + "lbl-mortal":"Mortal", + "text-mortalbackstory":"Declare your backstory last.

Choose one person to be your Lover. Give them three Strings on you. Take one String on them.", + "lbl-lover":"Lover", + "text-mortalinfo":"You gain True Love, and choose two more:", + "text-mortal-move1name":"True Love", + "text-mortal-move1desc":"You always have exactly one Lover. The first is chosen during Your Backstory. If you ever fall in love with someone else instead, give them a String and they become your new Lover. You always carry 1 forward to earning your Lover's heart or fancy.", + "text-mortal-move2name":"Mess With Me, Mess With Him", + "text-mortal-move2desc":" When using your Lover's name as a threat, add 2 to your roll to Shut Someone Down or Keep Your Cool. Your Lover gains a String on you.", + "text-mortal-move3name":"Entrenched", + "text-mortal-move3desc":" If you and another character have a combined total of 5 or more Strings on one another, gain 1 to all rolls against them.", + "text-mortal-move4name":"Sympathy Is My Weapon", + "text-mortal-move4desc":" Every time you forgive someone for hurting you, and excuse their base nature, gain a String on them.", + "text-mortal-move5name":"Excuses Are My Armour", + "text-mortal-move5desc":" When you ignore some blatant problem with your Lover or how they treat you, mark experience.", + "text-mortal-move6name":"Downward Spiral", + "text-mortal-move6desc":" When you Gaze Into the Abyss, you may cause yourself 1 Harm. If you do, add 2 to your roll.", + "text-mortal-move7name":"Down The Rabbit Hole", + "text-mortal-move7desc":" When you go poking your nose in affairs not meant for your kind, someone involved in the situation gains a String on you, and you mark experience.", + "text-mortal-sexmove":"When you have sex with someone, it awakens something sinister within. The next time you take your eyes off them, they become their Darkest Self. ", + "text-mortal-darkestself":"Nobody understands you. Nobody even tries. You do so much for the people you love, and they walk all over you. Enough is enough! Betray them. Show them what its like to be uncared for. Reveal their monstrosity and yours. Only seeing the pain that you're causing your Lover will let you escape your Darkest Self.", + "text-mortal-advance1":" Add +1 to one of your stats.   ", + "text-mortal-advance2":" Take another Mortal move.   ", + "text-mortal-advance3":" Take another Mortal move.  ", + "text-mortal-advance4":" Take a move from any Skin.   ", + "text-mortal-advance5":" Take a move from any Skin.", + "text-mortal-advance6":" Take a move from any Skin.   ", + + "lbl-queen":"Queen", + "text-queenbackstory":"Name three side characters who are members of your gang. Gain a String on each.

You find someone threatening. Give them a String on you, and take a String on them", + "lbl-clique":"Clique", + "text-queeninfo":"You get The Clique, and choose one more:", + "text-queen-move1name":"The Clique", + "text-queen-move1desc":" You're at the head of the toughest, coolest, most powerful clique around. They count as a gang. Choose one of the following strengths for your gang:
✦   they're armed (with guns and real dangerous stuff),
✦   they're connected (with money and designer drugs),
✦   they're talented (in a band or sports team),
✦   they're cultists (with dark oaths and willingness to die).", + "text-queen-move2name":"The Shield", + "text-queen-move2desc":" When you're surrounded by your gang, subtract 1 from any rolls against you.", + "text-queen-move3name":"Bought Loyalty", + "text-queen-move3desc":" You can give a side character a String on you to tempt them to do your bidding. The MC will tell you what sort of bribe, threat, or coaxing it’ll take to get that character to do what you want right now.", + "text-queen-move4name":"And Your Enemies Closer", + "text-queen-move4desc":" When someone betrays you, gain a String on them.", + "text-queen-move5name":"Many Bodies", + "text-queen-move5desc":" When you promise one of your gang members to someone, add 2 to your roll to Turn Them On. When one of your gang members has sex with someone, it triggers your Sex Move.", + "text-queen-move6name":"Streaming", + "text-queen-move6desc":" You have a telepathic connection with your gang members. You can always hear their emotions and fears. If you try to hear specific thoughts, Gaze Into the Abyss about it and add 1 to your roll.", + "text-queen-sexmove":"When you have sex with someone, they gain the Condition one of them. While the Condition remains, they count as part of your gang. ", + "text-queen-darkestself":"They've failed you. Again. This whole mess is their fault, and why should you have to suffer the consequences of their idiocy? You need to make an example out of each of them – a cruel and unwavering example. You escape your Darkest Self when you relinquish part of your power to someone more deserving, or when you destroy an innocent person in order to prove your might.", + "text-queen-advance1":" Add +1 to one of your stats.", + "text-queen-advance2":" Take another Queen move.", + "text-queen-advance3":" Take another Queen move.", + "text-queen-advance4":" Take a move from any Skin.", + "text-queen-advance5":" Take a move from any Skin.", + "text-queen-advance6":" Take The Clique again and detail another gang.", + + "lbl-vampire":"Vampire", + "text-vampirebackstory":"You're beautiful. Gain a String on everyone.

Someone once saved your unlife. They gain 2 Strings on you. ", + "text-vampireinfo":"Choose two:", + "text-vampire-move1name":"Invited", + "text-vampire-move1desc":" You cannot enter a home without being invited. Whenever someone invites you in, gain a String on them.", + "text-vampire-move2name":"Hypnotic", + "text-vampire-move2desc":" You can hypnotize people who have no Strings on you. Roll with Hot. On a 10 up, they do exactly what you wish and have no idea that anything is wrong. • On a 7-9, the hypnosis works, but choose one:
✦   they realize exactly what you've done to them,
✦   they fuck up your commands,
✦   their sanity is unhinged.", + "text-vampire-move3name":"Cold As Ice", + "text-vampire-move3desc":" When you Shut Someone Down and roll a 7 or higher, you may choose an extra option from the list.", + "text-vampire-move4name":"The Feeding", + "text-vampire-move4desc":" You feed on hot blood, direct from the source. If this is the first time they've ever been fed upon, you both mark experience. When you feed, choose two:
✦   you heal 1 Harm,
✦   you take 1 Forward,
✦   they definitely don't die.", + "text-vampire-move5name":"Marked For The Hunt", + "text-vampire-move5desc":" Feeding on someone establishes a preternatural bond. From that point forward, whenever you Gaze Into the Abyss concerning their whereabouts or well-being, roll as if you had Dark 3.", + "text-vampire-move6name":"Inescapable", + "text-vampire-move6desc":" You may spend a String on someone to demand that they remain in your presence. If they still walk out on you, gain 2 Strings on them.", + "text-vampire-sexmove":"When you deny someone sexually, gain a String on them.

When you have sex with someone, lose all Strings on them. ", + "text-vampire-darkestself":"Everyone is your pawn, your plaything. You hurt them and make them vulnerable, for sport – like a cat does with a mouse. Maybe you'll even drain them dry, though you'll certainly take your time first. You escape your Darkest Self when you're put in your rightful place, by someone more powerful than you.", + "text-vampire-advance1":" Add +1 to one of your stats.", + "text-vampire-advance2":" Take another Vampire move.", + "text-vampire-advance3":" Take another Vampire move.", + "text-vampire-advance4":" Take a move from any Skin.", + "text-vampire-advance5":" Take a move from any Skin.", + "text-vampire-advance6":" You're in a Vampiric Coterie.", + + "lbl-werewolf":"Skin", + "text-werewolfbackstory":"You lack subtlety. Give a String to everyone.

You've spent weeks watching someone from a distance. Their scent and mannerisms are unmistakable to you now. Gain two Strings on them. ", + "lbl-spiritconnection":"Spirit Connection", + "text-werewolfinfo":"Choose two:", + "text-werewolf-move1name":"Primal Dominance", + "text-werewolf-move1desc":" When you harm someone, take a String on them.", + "text-werewolf-move2name":"Scent Of Blood", + "text-werewolf-move2desc":" Add 1 to all rolls against those who have been harmed in this scene already.", + "text-werewolf-move3name":"Howl At The Moon", + "text-werewolf-move3desc":" When basked in moonlight, you may act as if you had Dark 3.", + "text-werewolf-move4name":"Spirit Armour", + "text-werewolf-move4desc":" When basked in moonlight, any harm that you suffer is reduced by 1, and you add 2 to all rolls to Keep Your Cool.", + "text-werewolf-move5name":"Heightened Senses", + "text-werewolf-move5desc":" When you rely on your animal instincts to make sense of a charged situation, roll with Dark. On a 10 up, ask the MC three questions from below and take 1 Forward. • On a 7-9, ask one question from below and take 1 Forward:
✦   Where's my best escape route or way in?
✦   Which enemy is the most vulnerable to me?
✦   What's their secret weakness?
✦   What poses the biggest threat to me?
✦   Who's in control here?", + "text-werewolf-move6name":"Unstable", + "text-werewolf-move6desc":" When you become your Darkest Self, mark experience.", + "text-werewolf-sexmove":"When you have sex with someone, you establish a deep spiritual connection with them. Until either of you breaks that spirit connection (by having sex with someone else) add 1 to all rolls made to defend them. You can tell when that connection has been broken.
", + "text-werewolf-darkestself":"You transform into a terrifying wolf-creature. You crave power and dominance, and those are earned through bloodshed. If anyone attempts to stand in your way, they must be brought down and made to bleed. You escape your Darkest Self when you wound someone you really care about or the sun rises, whichever happens first. ", + "text-werewolf-advance1":" Add +1 to one of your stats.   ", + "text-werewolf-advance2":" Take another Werewolf move.   ", + "text-werewolf-advance3":" Take another Werewolf move.  ", + "text-werewolf-advance4":" Take a move from any Skin.", + "text-werewolf-advance5":" Take a move from any Skin.", + "text-werewolf-advance6":" You belong to a Wolf Pack. ", + + "lbl-witch":"Skin", + "text-witchbackstory":"You start the game with two Sympathetic Tokens. Decide whose and what they are.

One of the others caught you rummaging through their friend's stuff, but hasn't said anything. They get a String on you. ", + "lbl-sympathetictokens":"Sympathetic Tokens", + "text-witchinfo":"You get Sympathetic Tokens and Hex-Casting.", + "text-witch-move1name":"Sympathetic Tokens", + "text-witch-move1desc":" You gain power from Sympathetic Tokens - items of personal significance taken from others. Sympathetic Tokens count as Strings.", + "text-witch-move2name":"Hex-Casting", + "text-witch-move2desc":" You can cast Hexes. Choose two that you know. To cast them, either expend a Sympathetic Token during a secret ritual, or meet the target's gaze and chant at them in tongues. Then roll with Dark. On a 10 up, the Hex works, and can easily be reversed. On a 7-9, it works but choose one:
✦   the casting does you 1 Harm;
✦   the Hex has weird side effects;
✦   trigger your Darkest Self.", + "text-witch-move3name":"Transgressive Magic", + "text-witch-move3desc":" If your ritual transgresses the community's moral or sexual standards, add 1 to your Hex-Casting roll.", + "text-witch-move5name":"Sanctuary", + "text-witch-move5desc":" You have a secret place for practicing witchcraft. Add 1 to all rolls you make within this space.", + "lbl-hexes":"Hexes", + "text-hexes1-name":"Wither", + "lbl-hexes1-desc":"The hexed loses all of their hair, or their teeth start falling out, or their period arrives unexpected and heavy, or their skin gets all sickly yellow and spotty. Whatever the specifics, it's bad.", + "text-hexes2-name":"Binding", + "lbl-hexes2-desc":"The person cannot physically harm others.", + "text-hexes3-name":"Ring Of Lies", + "lbl-hexes3-desc":"Whenever the person attempts to lie, they hear a piercing ringing noise. Big lies will often make their knees buckle and disorient them. Severe lies can cause harm or even brain damage.", + "text-hexes4-name":"Watching", + "lbl-hexes4-desc":"You enter a deep sleep, and begin to see the world through the eyes of the hexed. You can feel their reactions to and impressions of what they are seeing.", + "text-hexes5-name":"Illusions", + "lbl-hexes5-desc":"Pick one: snakes and bugs, demonic visages, false prophecies, non-existent subtext. The hexed sees that thing everywhere. You have no control over the exact images or manifestations.", + "text-witch-sexmove":"After sex, you can take a Sympathetic Token from them. They know about it, and it's cool. ", + "text-witch-darkestself":"The time for subtlety and patience is over. You're too powerful to put up with their garbage any longer. You hex anyone who slights you. All of your hexes have unexpected side effects, and are more effective than you are comfortable with. To escape your Darkest Self, you must offer peace to the one you have hurt the most.", + "text-witch-advance1":" Add +1 to one of your stats.   ", + "text-witch-advance2":" Take another Witch move.   ", + "text-witch-advance3":" Take all the remaining Hexes.   ", + "text-witch-advance4":" Create a new Hex.  ", + "text-witch-advance5":" Take a move from any Skin.", + "text-witch-advance6":" Take a move from any Skin.", + "text-witch-advance7":" You belong to a Coven.", + + "lbl-customskin":"Custom Skin", + "text-custom-advance1":" Add +1 to one of your stats.   ", + "text-custom-advance2":" Take another Skin move.   ", + "text-custom-advance3":" Take another Skin move.  ", + "text-custom-advance4":" Take a move from any Skin.", + "text-custom-advance5":" Take a move from any Skin." +} \ No newline at end of file diff --git a/Tremulus/Tremulus.html b/Tremulus/Tremulus.html index a2350f444f..4bac36c17c 100644 --- a/Tremulus/Tremulus.html +++ b/Tremulus/Tremulus.html @@ -102,18 +102,17 @@

alienist moves

- -

 Therapy: You may restore people’s Sanity through talk and the proper administration of sedatives. You may roll +stock to heal the mind.

+

 Therapy: You may restore people’s Sanity through talk and the proper administration of sedatives. You may roll +stock to heal the mind.

-

 Cottage: You have a small cottage in town where you can treat patients. It is a safe place. You may have a loyal assistant as well.

+

 Cottage: You have a small cottage in town where you can treat patients. It is a safe place. You may have a loyal assistant as well.

-

 Drawing Conclusions: You may use roll +passion to Puzzle Things Out.

+

 Drawing Conclusions: You may use roll +passion to Puzzle Things Out.

-

 Empathetic: You may use roll +passion to Convince

+

 Empathetic: You may use roll +passion to Convince

-

 Quid Pro Quo: When you successfully Read a Person, you may ask additional questions (up to your Reason) by answering one posed by the target first. You must be completely honest and open in the exchange.

+

 Quid Pro Quo: When you successfully Read a Person, you may ask additional questions (up to your Reason) by answering one posed by the target first. You must be completely honest and open in the exchange.

-

 Student of Human Nature: You gain +1 to any attempts to Convince.

+

 Student of Human Nature: You gain +1 to any attempts to Convince.


@@ -199,18 +198,18 @@

antiquarian moves

-

 Antique Shope: You have a small store filled with bric-a-brac, and perhaps an assistant (Chester or Jennifer?) who runs things when you’re out and about. You may use roll +reason to Poke Around your shop once per day. Your shop generates d6 Wealth per month.

+

 Antique Shope: You have a small store filled with bric-a-brac, and perhaps an assistant (Chester or Jennifer?) who runs things when you’re out and about. You may use roll +reason to Poke Around your shop once per day. Your shop generates d6 Wealth per month.

-

 Fortunate: Things tend to fall your way, +1 Luck.

+

 Fortunate: Things tend to fall your way, +1 Luck.

-

 Horse Trader: With your glib tongue, you may swap items with people instead of wealth for goods or services. roll+affinity.
+

 Horse Trader: With your glib tongue, you may swap items with people instead of wealth for goods or services. roll+affinity.
✦   10+ You make a favorable trade—your goods are worth +1 Wealth
✦   7-9 Even trade
✦   6 or less You may either make the trade at -1 wealth or renege on the deal, gaining a -1 forward with the person/place you’re dealing with.

-

 Identify Objects: When you use Puzzle Things Out on an item of import (your call), you may ask one additional question.

+

 Identify Objects: When you use Puzzle Things Out on an item of import (your call), you may ask one additional question.

-

 Shrewd Dealer: You are able to analyze people through your insight and experience. You use roll +reason to Read a Person.

+

 Shrewd Dealer: You are able to analyze people through your insight and experience. You use roll +reason to Read a Person.


@@ -296,15 +295,15 @@

author moves

-

 Author-In-Residence: You have been put up by the local college as a feather in their cap and given a small cottage near the campus. You are expected to make an occasional appearance on campus, which earns you 2d6 Wealth per month and +1 Affinity with the academic community and those who appreciate the arts.

+

 Author-In-Residence: You have been put up by the local college as a feather in their cap and given a small cottage near the campus. You are expected to make an occasional appearance on campus, which earns you 2d6 Wealth per month and +1 Affinity with the academic community and those who appreciate the arts.

-

 Bookish: You may roll +reason when you Poke Around a library or similar place (county records office, and so on.)

+

 Bookish: You may roll +reason when you Poke Around a library or similar place (county records office, and so on.)

-

 Creative Thinker: You may roll +passion instead of roll +reason when you Puzzle Things Out. When you achieve at least a partial success in this manner, you gain +1 question.

+

 Creative Thinker: You may roll +passion instead of roll +reason when you Puzzle Things Out. When you achieve at least a partial success in this manner, you gain +1 question.

-

 Hard To Rattle: You have a tough mind. Whenever you suffer shock, you take one less.

+

 Hard To Rattle: You have a tough mind. Whenever you suffer shock, you take one less.

-

 Strangely Intense: When you Act Under Pressure, roll +luck instead of roll +reason.

+

 Strangely Intense: When you Act Under Pressure, roll +luck instead of roll +reason.


@@ -390,15 +389,15 @@

devout moves

-

 Divine Inspiration: You may engage in lengthy meditation or prayer to think upon serious matters. When you do, you may roll +luck instead of roll +reason to Puzzle Things Out.

+

 Divine Inspiration: You may engage in lengthy meditation or prayer to think upon serious matters. When you do, you may roll +luck instead of roll +reason to Puzzle Things Out.

-

 Easy To Talk To: You gain +1 Affinity.

+

 Easy To Talk To: You gain +1 Affinity.

-

 Grace: You gain +1 to all Luck-related rolls.

+

 Grace: You gain +1 to all Luck-related rolls.

-

 Place Of Worship: You have a small church, synagogue, temple, or converted house where you tend to your flock. You have a room above it where you sleep and keep your personal effects. Of the congregation, you have ten loyal souls you can call upon as the situation demands. You earn d6 Wealth per month.

+

 Place Of Worship: You have a small church, synagogue, temple, or converted house where you tend to your flock. You have a room above it where you sleep and keep your personal effects. Of the congregation, you have ten loyal souls you can call upon as the situation demands. You earn d6 Wealth per month.

-

 Sanctify: You may perform rituals or rites using holy water, incense, prayer, and the like to make a dwelling or individual safe from otherworldly affairs. This uses d6 supplies. (If it’s a big place, or has many points of egress, probably 2d6.) Should you not have enough on hand, all supplies you have used are wasted, and you’ll have to begin anew. Should a malevolent force be present, you’ll be Acting Under Pressure. Otherwise, roll +reason.

+

 Sanctify: You may perform rituals or rites using holy water, incense, prayer, and the like to make a dwelling or individual safe from otherworldly affairs. This uses d6 supplies. (If it’s a big place, or has many points of egress, probably 2d6.) Should you not have enough on hand, all supplies you have used are wasted, and you’ll have to begin anew. Should a malevolent force be present, you’ll be Acting Under Pressure. Otherwise, roll +reason.


@@ -484,15 +483,15 @@

detective moves

-

 Methodical: When you Poke Around, you may use roll +reason instead of roll +luck. On any success, you gain +1 clue.

+

 Methodical: When you Poke Around, you may use roll +reason instead of roll +luck. On any success, you gain +1 clue.

-

 Rough And Tumble: You’ve been in more than a few fights. You gain +1 Might. You also get a set of brass knuckles, a blackjack, sap, or some other small bit of handheld nastiness for dealing with trouble.

+

 Rough And Tumble: You’ve been in more than a few fights. You gain +1 Might. You also get a set of brass knuckles, a blackjack, sap, or some other small bit of handheld nastiness for dealing with trouble.

-

 Streetwise: When you Read a Person, you may ask one additional question on a 7+.

+

 Streetwise: When you Read a Person, you may ask one additional question on a 7+.

-

 Tough As Nails: You are considered as having +1 armor at all times.

+

 Tough As Nails: You are considered as having +1 armor at all times.

-

 Well Connected: When Buying Goods, you can roll +affinity to spread the word .

+

 Well Connected: When Buying Goods, you can roll +affinity to spread the word .


@@ -577,22 +576,22 @@

dilettante moves

- -

 Athletic: You are healthy and hale; add +1 Might. Whenever you must physically Act Under Pressure, you get a +1 to your roll.

-

 Deep Pockets: You have a regular reserve of wealth you can tap into at any time. If you need to access cash, you can go to a bank once per day and with a successful Roll+Luck, you get the following:
+

 Athletic: You are healthy and hale; add +1 Might. Whenever you must physically Act Under Pressure, you get a +1 to your roll.

+ +

 Deep Pockets: You have a regular reserve of wealth you can tap into at any time. If you need to access cash, you can go to a bank once per day and with a successful Roll+Luck, you get the following:
✦   10+ You can withdraw 2d6 Wealth.
✦   7-9 You can get d6 Wealth, but people will gossip about your large withdrawal.
✦   6 or less The bank is unaccustomed to such large tranctions, and doesn't have that much on hand. You can either wait d6 days to try again, or get a letter of credit for the amount. If the latter, it has to be made out to a particular pary, they must be willing to take it, and people are going to know your business.

-

 Ready For Anything: At the beginning of a session, roll +passion.
+

 Ready For Anything: At the beginning of a session, roll +passion.
✦   10+ Hold 2.
✦   7-9 hold 1. At any time, you can spend your Hold to gain a +1ongoing for a scene
✦   6 or less The Keeper Holds 1, and can spend it to have you ill prepared and -1 for a scene.

-

 Summer Home: Your family has a place in the area, perhaps unvisited since your childhood. It is a fine, old mansion, and you have sent ahead two of your attendants.

+

 Summer Home: Your family has a place in the area, perhaps unvisited since your childhood. It is a fine, old mansion, and you have sent ahead two of your attendants.

-

 Upper Crust: People naturally defer to your grace and bearing (or maybe just your money?). You can drop your name and station to persuade people to do or say things they might not normally. Roll + Affinity:
+

 Upper Crust: People naturally defer to your grace and bearing (or maybe just your money?). You can drop your name and station to persuade people to do or say things they might not normally. Roll + Affinity:
✦   10+ They've heard of you and are willing to help, Hold 1. You can spend this at any time to get them to do pretty much anything they'd do normally. If it's something against their nature or tehy wouldn't otherwise do, it's going to cost you 2d6 wealth. If you don't have the money on hand, they' won'd do later.
✦   7-9 hold 1. They'll help you out or answer questions, but its going to cost you a d6 Wealth. And it has to be legal or non-harmful to them.
✦   6 or less Who do you think you are throwing your weight around? The Keeper gets to Hold 1 and may spend it at any time to take a hard move against you.

@@ -684,17 +683,17 @@

doctor moves

-

 Medical Training: You are a trained physician capable of dealing with cuts, scrapes, and broken bones. You may roll +stock to treat injuries. You may use any medical supplies with roll +reason.

+

 Medical Training: You are a trained physician capable of dealing with cuts, scrapes, and broken bones. You may roll +stock to treat injuries. You may use any medical supplies with roll +reason.

-

 Bedside Manner: Gain +1 Trust with a character when you successfully treat them. Lose 1 Trust on a 6 or less. If you treat an NPC successfully, gain +1ongoing with them or -1ongoing with them on a 6 or less.

+

 Bedside Manner: Gain +1 Trust with a character when you successfully treat them. Lose 1 Trust on a 6 or less. If you treat an NPC successfully, gain +1ongoing with them or -1ongoing with them on a 6 or less.

-

 Doctor's Office: You have a small home with a clinic where you can treat patients. You may have a loyal assistant as well. You have a stock of pharmaceuticals and other medical supplies on hand to treat people. You earn d6 Wealth per month it is in operation.

+

 Doctor's Office: You have a small home with a clinic where you can treat patients. You may have a loyal assistant as well. You have a stock of pharmaceuticals and other medical supplies on hand to treat people. You earn d6 Wealth per month it is in operation.

-

 Field Medic: While you are caring for people (not fighting), you get +1 armor.

+

 Field Medic: While you are caring for people (not fighting), you get +1 armor.

-

 Forensic Expert: When you Poke Around corpses, you may use roll +reason instead of roll +luck. On a 7+, you gain 1 clue in addition to anything else. You also gain +2 to Puzzle Things Out about causes of death, and anatomy related questions.

+

 Forensic Expert: When you Poke Around corpses, you may use roll +reason instead of roll +luck. On a 7+, you gain 1 clue in addition to anything else. You also gain +2 to Puzzle Things Out about causes of death, and anatomy related questions.

-

 Trustworthy: Your position makes people innately inclined to confide in you. You gain +1 Affinity, and may ask one additional question when you successfully Read a Person.

+

 Trustworthy: Your position makes people innately inclined to confide in you. You gain +1 Affinity, and may ask one additional question when you successfully Read a Person.


@@ -784,16 +783,16 @@ ✦   7+ You may choose to find one good item of your choice or two clues (or choose from the normal choices).
✦   6 or less The Keeper may Hold 2 to use as hard moves.

-

 Certainty: You are certain there is some reasonable explanation for the weirdness you witness. You aren’t delusional; you know strange things exist. You just know they must have logical underpinnings to them. Reduce any shock taken by 1.

+

 Certainty: You are certain there is some reasonable explanation for the weirdness you witness. You aren’t delusional; you know strange things exist. You just know they must have logical underpinnings to them. Reduce any shock taken by 1.

-

 Frantic: After you are harmed, you may use roll +luck instead of roll +might to Threaten your assailant. On a hit, you deal 1 extra harm.

+

 Frantic: After you are harmed, you may use roll +luck instead of roll +might to Threaten your assailant. On a hit, you deal 1 extra harm.

-

 How Bad Is It?: After a fight, you may roll +luck to recover from physical injury.
+

 How Bad Is It?: After a fight, you may roll +luck to recover from physical injury.
✦   10+ Heal 2
✦   7-9 Heal 1
✦   6 or less Your wound is worse, suffer 1 additional harm

-

 Sensitive: Increase your Passion by +1. You sometimes get strange vibes. Whenever you roll a natural 12, immediately make a roll +passion.
+

 Sensitive: Increase your Passion by +1. You sometimes get strange vibes. Whenever you roll a natural 12, immediately make a roll +passion.
✦   10+ Get 1 Lore
✦   7-9 Get 1 Clue
✦   6 or less You suffer a horrible vision and take 2 Shock

@@ -882,15 +881,15 @@

journalist moves

-

 Familiar With Deadlines: You gain +1 to rolls when you Act Under Pressure.

+

 Familiar With Deadlines: You gain +1 to rolls when you Act Under Pressure.

-

 Nose For News: gain a +2 bonus from clues, instead of the normal +1.

+

 Nose For News: gain a +2 bonus from clues, instead of the normal +1.

-

 Snappy Comeback: You have a knack with a camera and a sharp eye. No camera is unreliable in your skilled hands. You may snap photos and later Poke Around them to see if there was anything you may have missed. Of course, to get any of those things, or more knowledge about them, will require you to go back to where the pictures were taken.

+

 Snappy Comeback: You have a knack with a camera and a sharp eye. No camera is unreliable in your skilled hands. You may snap photos and later Poke Around them to see if there was anything you may have missed. Of course, to get any of those things, or more knowledge about them, will require you to go back to where the pictures were taken.

-

 Staff Reporter: You have a small desk located in the office of the local rag. You earn d6 Wealth per month and may roll +luck once per day. On any success, you get a story lead (a clue). On 6 or less, you have to wait d6 days before you can try again.

+

 Staff Reporter: You have a small desk located in the office of the local rag. You earn d6 Wealth per month and may roll +luck once per day. On any success, you get a story lead (a clue). On 6 or less, you have to wait d6 days before you can try again.

-

 Undaunted: When you fail to Convince an NPC you may roll +luck to try another angle.
+

 Undaunted: When you fail to Convince an NPC you may roll +luck to try another angle.
✦   10+ They will do it, if you keep their name out of things
✦   7-9 They tell you about a guy who knows someone who may know
✦   6 or less They wonder why you won’t take no for an answer. The Keeper may give you -1ongoing with the NPC or hold 1 to take a hard move against you at any time.

@@ -979,15 +978,15 @@

professor moves

-

 Clearheaded: When you Puzzle Things Out, you may ask 1 additional question on 7+.

+

 Clearheaded: When you Puzzle Things Out, you may ask 1 additional question on 7+.

-

 Expert: You gain +2ongoing with all rolls relating to one topic (your choice). When you Puzzle Things Out on this topic, you may ask one additional question on a 7+, and gain a point of Lore in addition to your other choices on a 10+.

+

 Expert: You gain +2ongoing with all rolls relating to one topic (your choice). When you Puzzle Things Out on this topic, you may ask one additional question on a 7+, and gain a point of Lore in addition to your other choices on a 10+.

-

 Logical: You think things through. +1 Reason.

+

 Logical: You think things through. +1 Reason.

-

 Sage Advice: When a character comes to you for advice, tell them what you honestly think the best course is. If they do it, they take +1 to any rolls they make while following your suggestions, and you gain a point of Lore.

+

 Sage Advice: When a character comes to you for advice, tell them what you honestly think the best course is. If they do it, they take +1 to any rolls they make while following your suggestions, and you gain a point of Lore.

-

 Sound Argument: You may use roll +reason instead of roll +affinity to Convince someone. For NPCs, on a 6 or less, you have -1forward with them.

+

 Sound Argument: You may use roll +reason instead of roll +affinity to Convince someone. For NPCs, on a 6 or less, you have -1forward with them.


@@ -1076,18 +1075,18 @@

salesman moves

-

 A Mile In Their Shoes: You are able to get inside the heads of other people and think what you would have done in their place. You may roll +passion when you want to Puzzle Things Out.

+

 A Mile In Their Shoes: You are able to get inside the heads of other people and think what you would have done in their place. You may roll +passion when you want to Puzzle Things Out.

-

 Develop Rapport: Whenever you successfully Read a Person, you get +1ongoing when reading them in the future.

+

 Develop Rapport: Whenever you successfully Read a Person, you get +1ongoing when reading them in the future.

-

 Have I Got A Deal For You!: You can get nearly anyone to put down hard coin for anything you own. You may Convince people to buy your stuff.
+

 Have I Got A Deal For You!: You can get nearly anyone to put down hard coin for anything you own. You may Convince people to buy your stuff.
✦   10+ They will pay you Waelth + 1 in cash
✦   7-9 They will pay you its value (or offer to trade you something of roughly equivalent worth), Keeper’s choice. Depending upon the person targeted, it may take them d6 days to come up with the money.
✦   6 or less The Keeper can choose that they don’t want it or can’t afford it, or will give you value-1 for it, if you do them a favor first.

-

 May I Have Your Attention, Please?: You are able to Convince a crowd of folks to do something you like. If you miss the roll, however, they don’t take kindly to your interference and become hostile towards you.

+

 May I Have Your Attention, Please?: You are able to Convince a crowd of folks to do something you like. If you miss the roll, however, they don’t take kindly to your interference and become hostile towards you.

-

 My Word Is My Bond: You can attempt to Convince anyone, anytime, to do something for you, even if you have nothing they might want.
+

 My Word Is My Bond: You can attempt to Convince anyone, anytime, to do something for you, even if you have nothing they might want.
✦   10+ They don’t really expect you to come through later and will be happy if you do (+1forward).
✦   7-9 They will be upset if you don’t come through in the next d6 days. Failure to deliver will either create bad feelings (-1ongoing to Convince), a bad reputation (where you can’t use this move again until you make things right), or the Keeper may hold one and decide some badness for you later.
✦   6 or less They’ve heard this sort of thing before, and you have -1forward with them in the future.

diff --git a/Tremulus/sheet.json b/Tremulus/sheet.json new file mode 100644 index 0000000000..14a50cf589 --- /dev/null +++ b/Tremulus/sheet.json @@ -0,0 +1,8 @@ +{ + "html": "Tremulus.html", + "css": "Tremulus.css", + "authors": "Jason", + "roll20userid": "76464", + "preview": "Tremulus.jpg", + "instructions": "Select a playbook from the dropdown menu and play." +} \ No newline at end of file
{{name}} {{#roll_name}} {{roll_name}}{{/roll_name}}{{#roll_mod}}{{/roll_mod}}{{name}} {{#roll_name}} {{/roll_name}}{{#roll_mod}}{{/roll_mod}}
{{comment}}